TEXT: Palladium Books® Presents:
  Game Master Guide
  ®
  Quentin Milton (Order #31246997)
  
  Warning! 
  Violence, War, Magic & the Supernatural 
  The fictional world of Rifts® is violent, deadly and filled with supernatural monsters. Other-di­
  mensional beings often referred to as "demons," torment, stalk and prey on humans. Other alien life 
  forms, monsters, gods and demigods, as well as magic, insanity, and war are all elements in this 
  book. 
  Some parents may find the violence, magic and supernatural elements of the game inappropriate 
  for young readers/players. We suggest parental discretion. 
  Please note that none of us at Palladium Books® condone or encourage the occult, the practice of 
  magic, the use of drugs, or violence. 
  An giant: rererence and sourcebook 
  ror t:he Rir1:!i® RPIi series 
  r er 
  e ,.,. 
  . 
  ., 
  \ 
  Quentin Milton (Order #31246997)
  
  Dedication 
  I want to thank and dedicate this book to those who have helped me to build Palladium Books Inc. and kept it running for these many 
  years. A lot of these good folks are hidden behind the scenes. People who offer me advice and lend me their trust and their spirit. Listed in 
  no particular order, they include, Alex Marciniszyn, Steve Sheiring, Thorn Bartold, Ken Bartold, Kay Kozora, Erick Wujcik, Larry Jordan, 
  Cheryl Corey, Jill Esch, Wayne Smith, Julius Rosenstein and Henry Siembieda. 
  Last but certainly not least, is my partner, my wife and my love, Maryann. At Palladium she is always thinking about the fans and the 
  business, and what will make people enjoy the hobby all that much more. At home we work to survive life and family and have a little fun 
  in between. 
  Thank you everyone, for all you have given me over the years. I appreciate it more than you may know. 
  To Kevin Siembieda, who gave me the go-ahead to do this crazy thing. 
  To my wife Alii, for putting up with my many sleepless nights. 
  To all of the Rifts® authors who built a Megaverse so big it took forever to compile! 
  - Kevin Siembieda, 2001 
  And to all of the Rifts® fans, who breathed life into this mad endeavor. Thanks so much for making Rifts® a part of your imagination's 
  landscape for the past decade. May your adventures bring only glory, friendship, riches and fame. 
  The cover: Is what artist Dave Dorman thinks when he thinks Rifts®. 
  PDF Edition - April 2017 
  First Printing - September 2001 
  - Bill Coffin, 2001 
  No part of this publication may be scanned, OCRed or reproduced in any way for electronic publication on the web/internet or any other 
  medium. 
  Copyright 2001, 2000, 1999, 1998, 1997, 1 996, 1995, 1 994, 1993, 1992, 1991, and 1990 Palladium Books Inc. & Kevin Siembieda 
  All rights reserved, worldwide, under the Universal Copyright Convention. No part of this book may be reproduced in part or whole, in 
  any form or by any means, without permission from the publisher, except for brief quotes for use in reviews. All incidents, situations, insti­
  tutions, governments and people are fictional and any similarity, without satiric intent, of characters or persons living or dead, is strictly co­
  incidental. 
  Rifts®, The Rifter®, Megaverse®, The Mechanoids®, The Mechanoid Invasion®, After the Bomb®, Phase World®, and Palladium 
  Books® are registered trademarks owned and licensed by Palladium Books Inc. and Kevin Siembieda. 
  Coalition Wars, Coalition War Campaign, Coalition Navy, Cyber-Knights, Dragons & Gods, Federation of Magic, Free Quebec, Juicer 
  Uprising, Lone Star, Mindwerks, Mutants in Orbit, Mystic Russia, New West, Psyscape, Rifts® Book of Magic, Rifts® Conversion Book, 
  Rifts® Game Master Guide, Rifts® Mercenaries, Rifts® Underseas, Skraypers, Sorcerers' Revenge, Spirit West, Splynn Dimensional Mar­
  ket, Triax & the NGR, Vampire Kingdoms, Warlords of Russia, Wormwood, Xiticix Invasion, Coalition States, Chi-Town, Free Quebec, 
  Old Bones, Lazlo, Tolkeen, Freehold, Northern Gun, Manistique Imperium, Iron Heart, Golden Age Weaponsmiths, Naruni, Naruni Enter­
  prises, Wellington, Triax, Ulti-max, Glitter Boy, Skelebots, Xiticix, Dog Boy, Dog Pack, Wolfen, Bio-Wizardry, Techno-Wizard, Tempo­
  ral Raider, Ley Line Walker, Shifter, Tattooed Man, Headhunter, Psi-Stalker, Simvan, Mind Melter, Burster, Zapper, Psi-Slayer, Psi-Ghost, 
  Juicer, Mega-Juicer, Titan Juicer, Deadball, Crazy, 'Borg, 'Bot, 'Burb, D-Bee, Cyber-Doc, Dragon Kings, Shadow Dragons, Emperor Karl 
  Prosek, Joseph Prosek the First, Joseph Prosek II, Erin Tam, Sir Thorpe, Lord Coake, The Defilers, Robert Creed, Corin Scard, Splugorth, 
  Splugorth Slaver, Splynncryth, Splynn, Kittani, Metztla, Sunaj, Iron Juggernauts, Daemonix, Larmac, Brodkil, Black Faerie, Witchling, 
  Wind-Water Sail Ray, and other names, titles, character names, character likenesses and slogans are trademarks owned by Kevin 
  Siembieda and Palladium Books Inc. 
  Palladium On-Line: www.palladiumbooks.com-alsoseeusat Facebook.com/PalladiumBooks 
  Rifts® Game Master Guide is published by Palladium Books Inc., 39074 Webb Court, Westland, MI 48185. Printed in the USA. 
  2 
  Quentin Milton (Order #31246997)
  
  PalladiuDl Book!i£!!) Pre!ient!i: 
  liillnE! MiI!it:E!r liuidE! 
  Rifts® Creator, Designer & Chief Writer: Kevin Siembieda 
  G.M. Guide Compiled by: Bill Coffin 
  G.M. Guide Organization, Additional Compiling & Rules by: Kevin Siembieda 
  Additional Text & Ideas: Kevin Siembieda & Bill Coffin 
  Additional Writers (includes material taken from various Rifts® titles written by): Wayne Breaux 
  Jr., C.J. Carella, Bill Coffin, Christopher R. Kornmann, Michael Leonard, Ben Cassin Lucas, Pe­
  ter Murphy, Patrick Nowak, Francois DesRochers, Kevin Siembieda, Mark Sumimoto, and Erick 
  Wujcik. 
  Editors: Alex Marciniszyn 
  Wayne Smith 
  Kevin Siembieda 
  Proofreaders: Julius Rosenstein 
  Maryann Siembieda 
  Cover Painting: Dave Dorman 
  Interior Artists: Wayne Breaux Jr. 
  Kent Buries 
  Scott Johnson 
  Kevin Long 
  Apollo Okamura 
  Ramon Perez 
  Freddie Williams 
  Michael Wilson 
  Art Direction, Maps & Keylining: Kevin Siembieda 
  Typography: Maryann Siembieda 
  Special Thanks to Shawn Merrow, Rodney Stott, Maryann Siembieda, Wayne Smith and everybody 
  who offered ideas and suggestions for what should go into this reference book. To Bill Coffin for sorting 
  through the thousands of pages of material, gather it up and boiling it down. And to the artists and Palla­
  dium's stalwart staff. Thank you one and all. 
  - Kevin Siembieda, 2001 
  Quentin Milton (Order #31246997)
  
  Contents 
  The Ultimate Reference . . . . . . . . · ............ 9 
  The Beauty of Role-Playing ..... . · . . . . . . . . . . . .  9 
  The Rifts® Lexicon . 
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  P.A. (Time-line) ......... . · . . . . . . . . . . .  12 
  Universal Credits · . . . . . . . . . 
  Designer Notes· .
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  Laying the groundwork for adventure . 
  · . . . . . . . . . . .  13 
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   14 
  How to set up the basics . 
  The bottom line· . . . . . 
  The plot (seven classics) . 
  The twist · ... 
  How many players?· . . . . . 
  That reminds me . . . . . 
  An RPG campaign is a continuing epic 
  Defeat· .......... . 
  The returning villain . . . . 
  Tricks of running a large group 
  The cliffhanger tactic· . . . 
  Comedy· ..... . 
  1 5  
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  1 6  
  16 
  1 7  
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  1 8  
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  1 8  
  Game Mechanics 
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  Experience . . . . . . . . . . . 
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  Why an experience "level" system· 
  Experience is its own reward· . 
  Experience Points Table . . . . 
  Other game elements and rewards . 
  Playing in Character . . . . . . 
  NPCs are a valuable tool · . . . . 
  Balance does not mean equality . 
  Then there is common sense . 
  Phy �c�Comb� 
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  Attribute Bonus Chart . . . . . . . . . . . . . 
  Speed Chart· ................. . 
  19 
  1 9  
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  · 20 
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  · 2 1  
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  · 21 
  · 22 
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   23 
  · 23 
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  Rules & Clarifications 
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  • · 24 
  · 24 
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  Attributes Beyond 30 (expanded) ...... . 
  Augmented Humans, Mutants & Cyborg P.S .. 
  Power Punch . . . . . . . . . . 
  Supernatural Physical Strength· 
  Weight & Movement· . . 
  A Note about M.D. Creatures . 
  Robot Strength & Damage · . . 
  Combat Terms· .
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  Automatic Dodge· 
  Blind · ... 
  Hand Strikes 
  Death Blow· 
  Knockdown· 
  Paired Weapons· 
  Simultaneous Attack . . 
  Some common combat questions & answers· 
  M.D.C. Armor ........... . 
  Hand to Hand Skills . . . . . . . . . 
  Simultaneous Attack (how it works) . 
  The Dodge ...... . 
  Used up all attacks . . . . . . . . . 
  Auto-Dodge· ........... . 
  Dodging bullets and energy blasts . 
  The Combat Sequence . 
  Grappling· ..... 
  The Knockout . . . . . . . . 
  · 24 
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  · 27 
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  · 32 
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  · 34 
  · 34 
  · 34 
  The Knock "down"· . . . . . 
  . 34 
  Optional Humanoid Knockdown Table 
  . 35 
  Optional Bots, Borgs and Supernatural Knockdown· 
  . 35 
  S.D.C. and Combat · .
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   35 
  Some Common Sense Rules Regarding Physical S.D.C. 
  35 
  Blood Loss . . 
  36 
  Pain Penalties· . . . . . . . . . . . . . . . . . . . . 
  36 
  4 
  Damage at Point-Blank Range . . . 
  Side Effects from S.D.C. Damage . 
  S.D.C. & Explosives . . . . . . . . 
  36 
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  • 38 
  Ranged Combat Revisited 
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  The problems with modern combat . . . . . . 
  Kev's Quick & Dirty Rules for modern combat · 
  No W.P.·· . 
  Called Shot · . . . . . . 
  Burst · ........ . 
  Range and Targeting . . 
  Understanding High-Tech Weapons · 
  Radar Notes· . . . . . . . . . . . 
  Suiting up in Body Armor . . . . 
  Definitive Dodging Rules vs Ranged Weapons 
  Parrying Energy Blasts ·  . . . . . . . . . . . . 
  Optional Robot Combat Damage Tables· . . . . . 
  · 38 
  · 39 
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  · 4 1  
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  Hand to Hand Combat · .
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  · 4 1  
  · 42 
  · 44 
  · 44 
  No Hand to Hand Combat Skill 
  Hand to Hand: Basic . . . . 
  Hand to Hand: Assassin . . . . 
  Hand to Hand: Commando · . . 
  Hand to Hand: Various Japanese Arts . 
  Skills (opening info to the section)· . . . . 
  Skill Compendium 
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  Skill List & Percentiles· . . 
  Skill Descriptions· ..... 
  Communications Skills· 
  Cowboy Skills . 
  Domestic Skills· . 
  Electrical Skills· . 
  Espionage Skills . 
  Horsemanship Skills 
  Mechanical Skills· 
  Medical Skills 
  Military Skills . . 
  Physical Skills . . 
  Physical Space Skills · 
  Pilot Skills . . . . . 
  Pilot Related Skills . 
  Rogue Skills . . 
  Science Skills· . . . 
  Technical Skills· .. 
  Weapon Proficiencies· 
  Ancient Weapon Proficiencies . 
  Modern Weapon Proficiencies . 
  Wilderness Skills · . . . . . . . 
  · 45 
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  · 49 
  · 50 
  · 52 
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  Psionics· .
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  Psionic Powers Checklist· 
  A few Notes on Psionics . . . . . . . . 
  Psionic Summary· . . . . . . . . . 
  Psionic Descriptions Begin . 
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  Healing Psionics . 
  Physical Psionics . 
  Sensitive Psionics 
  Super-Psionics . . 
  · 85 
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   87 
  · 87 
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  · 98 
  106 
  Mind Bleeder Powers· 
  Personal Weaponry · . 
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  The Availability of Weapons· 
  Limiting Availability· . . . . . 
  A Few Weapon Notes · .... 
  Lasers are completely silent 
  Black Market Prices for E-Clips . 
  Self-Charging Power Packs· . . . 
  Knock-Off Weapons ...... . 
  Costs for Conventional S.D.C. Rounds· 
  Balancing South America . . . . . . . 
  Known Arms Manufacturers of Rifts Earth 
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  Quentin Milton (Order #31246997)
  
  Weapon Descriptions · .
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  Arkhon Weapons (South America)· . .  
  Australian Weapons . . . . . . . . .  . 
  Australian High-Tech Weaponry· 
  Bandito Arms · . . . . . . 
  Coalition States Weapons 
  Missile Chart . . . 
  CS Grenades . . . . . 
  CS Vibro-Blades . . . 
  CS Underwater Weapons· 
  Colombian Weapons· . . . .  
  Colorado Baronies . . . . . . 
  Conventional S.D. C. Weapons . 
  ModifYing Conventional Weapons· 
  Weapon Deterioration Rules · . .  . 
  Weapon Condition Table· . . . .  . 
  Common Conventional S.D.C. Weapons 
  Empire of the Sun Weapons (South America) . 
  Free Quebec Weapons (Canada)-
  Gargoyle Weapons of Europe . .  
  Horune Weapons (Ocean Pirates) 
  Japanese Weapons · . . . . . .  . 
  Traditional Japanese S.D.C. Weapons · 
  Japanese Vibro-Blades . . .  
  H-Brand Vibro-Blades . . . 
  Japanese Energy Weapons · 
  Japanese Missiles· . .  
  Japanese Land Mines· . 
  Juicer Weapons· . . . . .  . 
  Kittani Weapons (Atlantis) . 
  Plasma Axe . . . . . .  . 
  K-I000 Spider Defense System 
  Kittani Jolt Gun (TW) . 
  Plasma Sword· . . . . . . . . 
  Slaver's Net Gun (TW)· . . .  
  Kittani Underwater Weapons· 
  Megaversal Legion (South America)· 
  Inertia Beams (I-Beams) . . . .  . 
  Mindwerks Weapons (Europe)· . .  . 
  Miscellaneous Weapons (North America) . 
  L-20 Pulse Rifle . . 
  Zapper Gun· . . . . . . . . . . . . . . 
  High-Tech Arrows . . . . . . . . . . . 
  Naruni Enterprises Weapons (Alien Imports) 
  Native American Weapons· . . . .  
  Naut'Yll Weapons (Ocean Pirates)· 
  Energy Net . . .  
  Energy Trident . . . . . . . 
  Harpoon Rifle· . . . . . .  . 
  Sonic Wand & Rifle (TW) . 
  New Navy (survivors of US Navy)· 
  NGR Weapons (Europe) . 
  See Triax . . . . .  . 
  Northern Gun Weapons 
  Energy Clips . . . . 
  NG- l l S  Sawed-Off· 
  NG Explosives . . . 
  Phase World & Space Technology· 
  Russian Weapons (Europe & Asia)· 
  Servo-Harness . . . . . . . 
  Razor Disk Cannon· . . . . 
  Cyborg Missile launcher . . 
  Big Bear Plasma Rifle . . . . . 
  Silver River Weapons (South America) . 
  Splynn Dimensional Market (Atlantis; Alien Imports) 
  Kizh Merchandise . . . . . 
  Tolkeen Weapons (TW). . . . . 
  Triax Weapons (NGRIEurope) . 
  1 13 
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  159 
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  5 
  Triax E-Clips· . . 
  166 
  Uranium Rounds · 
  166 
  Triax Pistols . . . 
  167 
  Triax Rifles· . . . 
  168 
  Triax Underwater Weapons 
  1 70 
  Tritonian Weapons (Underwater) 
  171 
  Wellington Industries· 
  1 7 1  
  Ramjet Rounds . 
  1 7 1  
  Caseless Pistol . . 
  1 72 
  Flame Throwers . 
  1 72 
  Automatic Grenade Launcher 
  1 73 
  Wilk 's Laser Technologies · 
  1 74 
  Laser Pistols 
  1 75 
  Laser Rifles· . . . . . . 
  1 75 
  Derringer . . . . . . . . 
  1 76 
  CFT Cartridge Weapons . 
  1 77 
  Xiticix Weapons (Alien/North America)· 
  1 78 
  Weapon Notes . . . . . . . 
  1 78 
  Known Xiticix Weapons . . . . . . . 
  1 80 
  Equipment· • 
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  Adventuring & Camping Equipment· 
  181 
  Containers . . . . . . . . 
  1 82 
  Clothing of Note . . . . . . . 
  1 82 
  Clothes: General Purpose· . . 
  1 82 
  Communications Equipment· 
  1 83 
  Medical Equipment· . . . . 
  1 84 
  First Aid Kit . . . . . . 
  1 84 
  Robot Medical Systems 
  1 85 
  Miscellaneous Equipment 
  1 86 
  Computers . . . . . 
  1 86 
  Basic Survival Pack 
  1 87 
  Short-Range Radar · 
  1 87 
  Winter Survival Kit· 
  1 88 
  Optics, Goggles & Binoculars . 
  1 88 
  Optics for Guns· . 
  1 89 
  Sensor Equipment 
  1 89 
  Ecto-Sensor· . 
  1 89 
  Radar · . . . . 
  1 90 
  Surveillance Equipment 
  190 
  Body Armor · . . . . . 
  191 
  List by Manufacturer· 
  191 
  Descriptions Start· . . . . 
  192 
  Australian· . . . . . . . . 
  1 92 
  Black Market, Bandito Arms & Generic· 
  192 
  Coalition States Military Armor . 
  193 
  Juicer Armor · 
  194 
  Cyborg Armor . . . . 
  194 
  Dog Boy . . . . . . . 
  195 
  Free Quebec Body Armor 
  195 
  Japanese Body Armor · . 
  196 
  Juicer Body Armor· . . . 
  196 
  Naruni Enterprises Armor 
  198 
  New Navy (Aquatic Body Armor) . 
  1 98 
  Northern Gun Body Armor· . . 
  199 
  Poland Body Armor . . . . . . 
  199 
  Russian Body Armor· . . . . 
  199 
  South American Body Armor 
  200 
  Triax Body Armor . . . . . . 
  201 
  Tritonia Body Armor· . . . . 
  202 
  Tundra Rangers Body Armor· 
  202 
  Used & Reconditioned Body Armor· 
  202 
  Power Armor 
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  General Power Armor Notes· 
  203 
  List by Manufacturers . . . 
  203 
  Coalition States Power Armor . 
  204 
  SAMAS· . . . . . . . . . . 
  204 
  Free Quebec Power Armor· . . 
  206 
  Glitter Boys (various)· . . . . . . . . . . . . . . . . . . . . 206 
  Quentin Milton (Order #31246997)
  
  Violator SAMAS . 
  . 207 
  Japan Power Armor· . 
  . 208 
  Kittani . . . . . . . . 
  . 210 
  Miscellaneous Power Armor· 
  . 2 1 1  
  Bandito Arms Power Armor · . 
  . 212 
  Chipwell Power Armor· 
  . 212 
  Native American . 
  . 212 
  New Navy· . . . . . . . 
  . 213 
  Samson · . . . . . . . . 
  . 213 
  Naruni Enterprises Power Armor· 
  . 214 
  South America Body Armor · 
  . 214 
  Columbia· . . . . . . . 
  . 2 1 5  
  Silver River· . . . . . . . 
  . 216 
  Titan Flying Power Armor· . 
  . 217 
  Triax Power Armor· . . . . . . . . . . 
  . 217 
  Tritonia Power Armor . . . . . . . . . 
  . 219 
  Robot Vehicles· •
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  Robot Vehicle Basics· . . . . 
  . 220 
  Listing of Robots Worldwide· 
  . 221 
  Coalition States· . . . . . . . . 
  . 221 
  Japan Robot Vehicles· . . . . . 
  . 223 
  Miscellaneous Robot Vehicles . 
  . 225 
  Free Quebec . . . . 
  . 225 
  Kittani· . . . . . . . 
  . 226 
  Native American · . 
  . 227 
  Northern Gun· . . . 
  . 227 
  Naruni Enterprises · . . 
  . 228 
  South America Robot Vehicles· 
  . 229 
  Titan Robotics . . . . 
  . 230 
  Triax Robot Vehicles· . 
  . 23 1 
  Predator· . . 
  . 23 1 
  Ulti-Max . . . . . . 
  . 232 
  Dragonwing· . . . . 
  . . . . 233 
  Vehicles 
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  • 234 
  Vehicles listed by Type or National Powers · . 
  . 235 
  Aircraft· . . . . . . . . . . . . 
  . 236 
  Boats & Water Vessels· . . . . 
  . 239 
  New Navy· . . . . . . . . . 
  . 240 
  PolandITarnow Boats· . . . 
  . 241 
  CS Aircraft· . . . . . . 
  . 243 
  Sky Cycles . . . . 
  . 243 
  Scout Rocket Bike . 
  . 245 
  CS Helicopters . . . 
  . 245 
  CS Boats · . . . . . . . . . . . 
  . 247 
  CS APCs & Tanks . . . . . . . 
  . 250 
  Heavy Commercial Ground Vehicles . 
  . 25 1 
  Bandito Arms· . . . . . . 
  . 252 
  Kittani· . . . . . . . . . . . 
  . 252 
  Hovercycles & Rocket Bikes· . 
  . 253 
  Northern Gun Hovercycles . 
  . 254 
  Jet Packs . . . . . . . . . . . . 
  . 256 
  Military Vehicles· . . . . . . . 
  . 256 
  Free Quebec: Cougar Jeep . 
  . 257 
  Iron Heart Tanks . . . . . . 
  . 257 
  Motorcycles . . . . . . . . . . 
  . 259 
  New German Republic· . . . . . . . . 
  . 260 
  See Triax . . . . . . 
  . 263 
  Russian Vehicles . . . . 
  . 260 
  Snow-Jets led . 
  . 261 
  'Borgbike· . . . . . 
  . 262 
  Triax Vehicles . . . . . 
  . 263 
  Mechanic's Hover Pod· . . . 
  . 264 
  Jet Fighters · . . . . . . . . . 
  . 265 
  Triax Combat Ground Vehicles 
  . 265 
  Adventuring Vehicles· . . . . . 
  . 266 
  Bionic Notes · •
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   268 
  The psychological impact 
  . 268 
  Availability and markups· . . . . . . . . . . . . . . . . . . 268 
  6 
  Additional & material costs . . . . . . . . 
  . 269 
  Surgical Recovery . . . . . . . . . . . . . 
  . 270 
  Back-Street Doctors & Side Effects Table· 
  . 270 
  Adjusting to New Bionics 
  . 270 
  Bionic Insanity Table· . . . . . . 
  . 271 
  Bionics Index for Rifts®· . . . . . . 
  . 271 
  Bionic "Arm" Weapons & Tools· 
  . 272 
  Bionic Ear & Head Implants . . . 
  . 273 
  Cyborg Body Armor . . . . . . . . . . . . 
  . 274 
  Psionic Enhancements . . . . . . . . . . . . . . . . . . . . 275 
  Character Compendium 
  •
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  •
   276 
  Alphabetical Character Index . 
  . 276 
  Men at Arms . . . . . . . . 
  . . . . . . . . . 277 
  Scholars & Adventurers . . 
  . . . . . . . . . 280 
  Practitioners of Magic . . . 
  . 281 
  Racial Character Classes (R.C.C.s)" . . 
  . . . . . . . . .  285 
  Psychic Character Classes (P.C.C.s)· . 
  . . . . . . . . .  288 
  Monster Index· • 
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  • 289 
  Alphabetical Index . . . . . . . . . . . . . . . . . . . . . . . . 290 
  Experience Tables· • 
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  • 293 
  Coalition O.C.C.s· . . . 
  . 293 
  Juicer O.C.C.s . . . . . 
  . 295 
  Men of Magic O.C.C.s . 
  . 295 
  Men of Arms O.C.C.s . 
  . 299 
  Psychic O.C.C.s . . . . 
  . 305 
  Scholars & Adventurers 
  . 306 
  R.C.C.s (Racial Character Classes)" . . . . . . . . . . . . . . .  308 
  Running the Game 
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   316 
  Game Master tips for running adventures . 
  . 3 16 
  The Seven Deadly Sins· 
  . 3 17 
  Motley Crews· . . . . . . . . . . . . . . . 
  . 322 
  Player vs. Player . . . . . . . . . . . . 
  . 322 
  Adventures & Campaigns 
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   323 
  Nuts & Bolts . . . . . . . . . . . . . . . . . . . . . . . . . . . 323 
  100 Rifts Adventure Ideas 
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   325 
  Mini-Atlas of Rifts Earth · • 
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  • 332 
  Quick Find --
  Aquatic Body Armor (New Navy) . 
  . . . . .  . . . 
  . 198 
  Alignments as a character guide . 
  . 2 1  
  Atlantis: Kittani Aircraft· . . . 
  . 238 
  Atlantis: Kittani Boats . . . . . . 
  . 240 
  Atlantis: Kittani Dreadnaught . . 
  . 257 
  Atlantis: Kittani HovercycielPod· 
  . 253 
  Atlantis: Kittani Power Armor· . 
  . 210 
  Atlantis: Kittani Robot Vehicles· 
  . 226 
  Atlantis: Kittani Vehicles· . . . 
  . 252 
  Atlantis: Kittani Weapons · 
  145 
  Atlantis: Splynn Weapons . 
  164 
  Arrows: High-Tech· . . . . 
  1 50 
  Arrows: Native American . 
  1 54 
  Arrows & Ranges (see W.P. Archery) . 
  . 79 
  Attribute Bonus Chart . . . . . . . . . 
  . 23 
  Attributes Beyond Thirty· . . . . . . . 
  . 24 
  Black Market: All Equipment Section· 
  181 
  Black Market: Body Armor . . . . . . 
  . 192 
  Black Market: Knock-Offs· . . . . . . . . 
  . 192 
  Black Market: Power Armor (Bandito) . . 
  . 212 
  Black Market: Robot Vehicles (Bandito; Tarantula)· . 
  . 252 
  Black Market: Ground Vehicles (misc. & Contraband) . . . . .  252 
  Black Market Weapons (Bandito & Misc.) . . . . . . . . . . . . 1 19 & 1 50 
  Blindness & Penalties . . . . . 
  . 27 
  Coalition Aircraft· . . . . . 
  . 243 
  Coalition APCs & Tanks· 
  . 250 
  Coalition Boats· . . . . 
  . 247 
  Coalition Body Armor . 
  . 193 
  Coalition Explosives · . 
  . 124 
  Coalition Power Armor· 
  . . . . . . . . 
  . 204 
  Quentin Milton (Order #31246997)
  
  Coalition Robot Vehicles' . .  . 
  Coalition Vibro-Blades' . . .  . 
  Coalition Weapons' . . . . .  . 
  Coalition States (see Lexicon) . 
  Combat: Attributes Beyond Thirty . 
  Combat: Balancing South America 
  Combat: Dodging Bullets & Energy Blasts 
  Combat: Parrying Energy Blasts' 
  Combat Q&A· . . . . . .  . 
  Combat: Modem Weapons· . .  
  Combat: Radar . . . . . . . . . 
  Combat: Rules & Clarifications 
  Combat Sequence . . . . . . . 
  Combat: Special Ammunition . 
  Combat Terms . . . . . . . .  . 
  Combat: Weapon Notes . . .  . 
  Creatures of Magic (see Lexicon) 
  Credits: Black Market 
  Credits: E-Clip Cost 
  Credits: Universal . . 
  Cyborg Motorcycle' . 
  Cyborg Weapons (see Russian Weapons) . 
  Demons (see Lexicon) . .  . 
  Dynamite' . . . . . . . .  . 
  E-Clip Adaptors (Russian) . 
  E-Clips: Cost· . . . . . 
  E-Clips: Northern Gun' 
  E-Clips: Triax . . . . 
  E-Power Packs ' . . . .  
  Electro-Mace (Giant)· . 
  Energy Cartridge (CFT; Wilk's) . 
  Experience, The Level System· 
  Experience Point Table' . . . . . 
  Experience as a reward, . . . . . 
  Experience Tables for O.C.C.s.IR.C.C.s . 
  Explosives: CS Fusion Blocks . 
  Explosives: Japan' . . . . .  
  Explosives: Naruni' . . . . . . 
  Explosives: Northern Gun . . . 
  Explosives: Triax Fusion Blocks' 
  Flame Throwers (Wellington) 
  Flares' . . . . . . . . . . . . .  . 
  G-Clips (Russian) . . . . . . . . 
  G.M. Tips by Siembieda (Designer Notes)' 
  G.M. Tips by Coffin (Running the Game) . 
  Grenades: Coalition . . . . . . . 
  Grenades: Japanese' . . . . . .  . 
  Grenades: Kittani (mini-rockets)' 
  Grenades: K-Hex Explosives· . .  
  Grenades: Naruni· . . . . . . . . 
  Grenades: Naruni Micro-Grenades' 
  Grenades: Northern Gun' . . . .  . 
  Grenades: Triax' . . . . . . . . .  . 
  Grenades: Wilk's Laser Grenades ' 
  Hit Location Tables for Robots 
  Juicer Body Armor' . . . .  
  Juicer CS Body Armor' . .  
  Juicer (assault) Hover Bike' 
  Juicer Icarus Flight System' 
  Juicer Motorcycle' . .  
  Juicer Weapons' . . .  
  Mines: Northern Gun' 
  Mines: Wellington · 
  Missiles: CS . . . 
  Missiles: Japanese . 
  Missiles: Naruni . .  
  Money (see Lexicon)· 
  Money: Universal Credits (see Lexicon)' 
  Naruni Body Armor 
  Naruni Force Fields . . . . . . . . . .  . 
  221 
  124 
  120 
  10 
  24 
  1 12 
  41 
  . 41 
  31 
  38 
  41 
  24 
  34 
  1 12 
  27 
  1 1 1  
  10 
  14 
  I I I  
  13 
  262 
  161 
  1 1  
  1 58 
  1 59 
  1 1 1  
  1 56 
  166 
  I I I  
  1 70 
  1 77 
  19 
  20 
  19 
  293 
  124 
  142 
  1 52 
  1 58 
  1 70 
  1 72 
  124 
  1 59 
  14 
  3 16 
  124 
  142 
  147 
  1 52 
  153 
  153 
  158 
  1 70 
  1 77 
  42 
  196 
  194 
  255 
  238 
  260 
  143 
  159 
  1 74 
  123 
  141 
  1 53 
  12 
  13 
  198 
  198 
  7 
  Naruni Guns ' . . . . .  
  Naruni Power Armor' . 
  Naruni Robot Vehicles' 
  Naruni Tanks' . . . . .  
  Neural Mace (CS & Triax) . 
  Northern Gun Aircraft· . .  
  Northern Gun Body Armor' 
  Northern Gun Power Armor ' 
  Northern Gun Robot Vehicles ' 
  Northern Gun Tank (Cavalry War Wagon) 
  Northern Gun Weapons . .  
  Plot devices' . . . . . . . . . . . . . . 
  Plots for returning villains . . . . . . . 
  P.S.: Augmented Humans (i.e. Juicers) 
  P.S.: Cyborg (Augmented Humans) . 
  P.S.: Light Exoskeletons' . . . .  
  P.S.: Ordinary Physical Strength· 
  P.S.: Power Punch . . . .  . 
  P.S.: Robotic Strength . . . .  . 
  P.S.: Supernatural Strength' . .  
  P.S.: Throwing Heavy Objects' 
  P.S.: Weight & Movement· . .  
  Psionics' . . . . . . . . . . .  . 
  Psionics: Mind Bleeder Powers 
  Psionics: Super' . . . . . . . . 
  S.D.C. Ammunition . . . . .  . 
  S.D.C. Australian Ancient Weapons' 
  S.D.C. Combat Rules' . . . . . .  . 
  S.D.C. Japanese Ancient Weapons' . 
  S.D.C. Weapons/Guns ' . . . . . .  . 
  S.D.C. Weapons (also see ancient W.P.s) 
  Skill Descriptions' . . . . . . . . . . . . 
  Skill List & Percentiles' . . . . . . . . . 
  Skill: New Description: Bioware Mechanics' 
  Skill: New Description: Brewing· . . . . .  . 
  Skill: New Description: Entomological Medicine' 
  Skill: New Description: Pilot Robots & Power Armor­
  Skill: New Description: Pilot Robots & Power Armor Elite' 
  Skill: New Description: Artificial Intelligence' 
  Speed Chart· . . . . . . . . . . . . . . . . .  . 
  Time it takes to suit up in armor . . . . . . . . 
  Time-line: Coming of the Rifts (see Lexicon) . 
  Time-line: P.A.lA.D . . 
  Triax Body Armor . 
  Triax Power Armor' . 
  Triax Weapons' . . .  
  U-Rounds (Uranium Rounds) 
  Universal Credits (see Lexicon) . 
  Vibro-Blades: Coalition . . . . . 
  Vibro-Blades: Native American . 
  Weapon Availability · . . . . .  . 
  Weapon Descriptions Begin · . .  
  Weapons: Giant-Sized (Mindwerks) . 
  Weapons: Howitzer Hand Cannon' . 
  Weapons: Juicer . . . . . . . . . .  . 
  Weapons: NG Shotgun slugs (see Sawed-Off)-
  Weapons: Ramjet Rounds ' . . . . . .  . 
  Weapons: Uranium Rounds . . . . . .  . 
  Weapons: Wilk's CFT Energy Cartridge' 
  1 50 
  214 
  228 
  258 
  · 125 
  · 239 
  199 
  · 2 13 
  · 227 
  258 
  1 56 
  1 5  
  1 7  
  24 
  24 
  · 24 
  · 24 
  · 24 
  · 26 
  25 
  · 26 
  · 26 
  85 
  · 106 
  · 98 
  1 12 
  1 1 5 
  35 
  135 
  127 
  79 
  52 
  50 
  58 
  59 
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  69 
  69 
  73 
  23 
  41 
  10 
  · 12 
  · 201 
  · 217 
  166 
  166 
  13 
  124 
  1 54 
  109 
  1 13 
  149 
  148 
  143 
  1 57 
  171 
  166 
  1 77 
  Quentin Milton (Order #31246997)
  
  Quentin Milton (Order #31246997)
  
  The Ultimate Rifts® Reference 
  The ultimate Rifts® reference. That is the idea behind this book. 
  That's what you, our fans, have requested. Of course, putting it all to­
  gether was not an easy task. The Rifts Megaverse® is infinite. Limited 
  only by one's imagination. The Rifts® world, war, dimension, conver­
  sion and source books already in print only touch upon a fraction of 
  those possibilities and number over 40 titles. Rifts® is a rich, exciting 
  and expansive playing environment the likes of which have never quite 
  been seen in gaming, but it has also gotten a bit unwieldy. 
  The Rifts® Game Master Guide is designed to make the Rifts 
  Earth environment more manageable. How? 
  By presenting the crucial data and iriformation in one easy to man­
  age reference book. This means we have collected all the skills, weap­
  ons, equipment, power armor, robots, vehicles, bionics, psionics, 
  experience tables, combat and other data into ONE big reference book. 
  We could not squeeze everything we wanted to include into this tome, 
  even after going with nine point type and 350 pages! But it does have 
  the essentials. 
  Magic is so huge it has gotten its own, equally big book - The 
  Rifts® Book of Magic. Likewise, we could only provide an "index" of 
  the hundreds of different O.C.C.s, R.C.C.s and monsters. And equip­
  ment from the Rifts® Dimension Books (alien worlds) had to be left out 
  too, but at least there are only four of those with another 2-4 in the de­
  velopment stages. 
  Still, the Rifts® Game Master's Guide is the ultimate reference 
  to Rifts Earth, and reduces the need to lug around two dozen world 
  books to run or play a Rifts® campaign to just a handful. 
  Exploring the 
  Rifts® Megaverse® 
  Rifts®, by its very nature, is an expansive gaming environment with 
  truly endless possibilities. 
  The hundreds of 
  characters, concepts and places presented in 
  Rifts® are impossible to contain or condense in one or two tomes. 
  That's a good thing, because we don't want to be hamstrung or limited 
  in our adventuring. We want ALL the options. However, that does not 
  mean one can thoroughly play all of those options. The Megaverse is 
  just too darn big. But that's okay. 
  Think about it. Even a world traveler like my wife, Maryann, can 
  not claim to have seen or experienced the entire world. Soon, she'll be 
  able to proudly claim she has visited every continent on Earth. Quite a 
  feat. While that claim will be true, she can NOT claim to have seen ev­
  ery country or city on Earth. Nor can she say that she has seen every 
  culture or society. Heck, she can't even claim to have seen a tenth of 
  them, and Maryann has been traveling the world for something like 
  twenty years now. Even if she spent the majority of her time traveling 
  around the world, she could never see every place. 
  The point is, our tiny blue planet is just too big, and life too short, to 
  honestly see and experience it all. The same applies to the game world 
  of Rifts®. And the Rifts® role-playing environment is even worse, be­
  cause the characters can travel to virtually anywhere in the infinite 
  Megaverse®! As exciting and dynamic as that concept is, the reality 
  means making choices. 
  The Game Master and his/her players must pick and choose which 
  characters to play and what part of Rifts Earth and/or the Megaverse® 
  to play in today. 
  The reality of infinite choices is a certain amount of indecision, frus­
  tration and a flat out impossibility to see and do it all. Like Maryann in 
  her world travels, all one can hope for is to enjoy exciting snippets of 
  9 
  the greater Megaverse. That may leave some players with a sense of 
  missing out on something cool and fun. When there are hundreds of 
  characters to choose from and dozens and dozens of cool adventure set­
  tings presented in books, it can be hard to pick the "right one." Just re­
  member, the decision is tough because there are so many alluring and 
  fun possibilities - endless possibilities. But that doesn't mean you are 
  missing out if you don't explore them all! It means that you should pick 
  one or two or ten (as the case may be) and have a blast with it! When 
  you get tired of that one or want a change of pace, there are scores of 
  new and different possibilities to explore. That is the beauty of Rifts®. 
  You really are limited only by the imagination. 
  That is also the beauty of role-playing. 
  The Beauty of Role-Playing 
  You see, in this day of amazing technology, lightning fast commu­
  nications and constant, exciting innovation, there is nothing that comes 
  close to role-playing. That's because we utilize the ultimate computer, 
  the one that can think for itself, imagine and dream - the human mind. 
  No machine can match it. No machine can "imagine" and "create" 
  fictional characters, places, and ideas that exist only in the mind of that 
  individual and share it with others. No machine can read words and 
  "see" them as pictures and events as if watching a motion picture. 
  Computers can not imagine brave and noble heroes, exotic D-Bees, 
  fabulous aliens, terrifying monsters, treacherous villains, alien worlds 
  or magic or super abilities that defy logic. But we can. We human be­
  ings can unleash the power of the imagination to create incredible 
  works of art, vision, and imagination. We can use that power to cure 
  disease, build, bridge impossible barriers, travel to the moon, and see 
  ourselves as something more than animals. That amazing power is what 
  we tap when we role-play. 
  We role-playing gamers use our power of imagination to create and 
  tell stories. Stories each and every player in the group helps to mold 
  through his or her character's actions and interaction with others in the 
  gaming group. Together, we create a shared experience visualized in 
  our heads. Together we shape an epic story of adventure and heroism. 
  We remember it the same as we would a great movie or a book, only 
  the memories are sharper and much more personal because we, through 
  our fictional characters and bold imaginations, were part of the story. 
  Our interaction, camaraderie, quick thinking, and a little luck of the 
  dice saved the day. Heck, maybe even saved a world! And the only 
  place this epic battle took place and is recorded, is in the minds and 
  hearts of the participants. Man, oh man, you can not get any more 
  unique, special and personal than that. 
  Our imaginations beat the best computer graphics or Hollywood 
  special effects hands down, because the human mind can think of and 
  visualize ANYTHING! And the suspense, excitement and action can't 
  get any more vivid, because you are there - through your fictional char­
  acter. You are the "actor" playing the knight, thief, cyborg, Juicer, spell 
  weaving Line Walker, dragon or D-Bee. More than an actor, you are 
  helping to write the script - to build the story. You, the player, through 
  your character, your imaginary playing piece, can change events as 
  they unfold. Together, working with the Game Master (the architect 
  and director of our adventuring), you and your fellow players can be 
  the hero or the goat. And if one falters, his buddy (another fictional 
  character under another player's complete control) is there to lend a 
  hand, sword or magic spell. It doesn't get any more interactive than 
  that! 
  In case you can't tell, I love role-playing games. To me it is the ulti­
  mate gaming experience. It is storytelling taken to the max. It is pure, 
  unbridled imagination, adrenaline, friendship, laughs, fun, cleverness, 
  acting, writing and art all rolled into one explosive shared experience. 
  It is magic. 
  Quentin Milton (Order #31246997)
  
  Magic, because you tum words and ideas into adventure. Magic be­
  cause every group of players can take the same game and concepts, and 
  run in a million different directions. It doesn't matter if the group plays 
  the game serious and dramatic or lighthearted, full of humor and silli­
  ness, or as power-crazed "hack n' slash" maniacs kicking down doors 
  and smashing the bad guys into oblivion. It doesn't matter as long as 
  the players are having fun. 
  That's the beauty of role-playing, it can be tweaked to satisfy every 
  taste. While you or I might not play "hack 'n slash," it doesn't matter 
  that thousands of others do. What matters is that the imagination is un­
  leashed and everybody is having fun. Everything else is a matter of per­
  sonal taste. 
  If a gaming group loves to power game, go for it. 
  If you love drama and pseudo-realism, go for it. 
  If you prefer puzzles and mystery, enjoy them. 
  If your thing is military drama, that's good too. 
  If you prefer strong, character-based action adventures, or comic 
  book style stories, or love stories, or sword and sorcery, or a combina­
  tion of it all ... or something completely different, go for it. It is all per­
  fectly acceptable. 
  Rifts® Lexicon 
  The following is an alphabetical listing of select names, terms and 
  slang common to Rifts Earth. Scattered among them are a few notable 
  "game" terms as well. 
  'Borg: Slang for "cyborg." Usually refers to a full conversion cy­
  borg. 
  'Bot: Slang for "robot." Usually referring to robots with a computer 
  brain or artificial intelligence rather than the giant robot vehicles pi­
  loted by a living being. 
  'Burb or 'Burbs: Slang referring to the tent cities, shanty towns 
  and more formal and nice communities (from towns and cities to 
  farms) that inevitably crop up around major metropolises, especially 
  the great walled tech-cities of places like Chi-Town. Iron Heart and 
  Quebec City. 
  Burster: A type of psychic with pyrokinetic powers above and be­
  yond the normal range for that psionic ability. Basically they can burst 
  into flame and manipulate fire. See the Rifts® RPG for details, and see 
  Rifts® World Book 12: Psyscape™ for a range of other types of psy­
  chic characters. 
  Coalition States: The greatest human technological power in North 
  America. Free Quebec comes in second. Chi-Town (northern Illinois 
  and Missouri) is the Capital. 
  Coming of the Rifts: The mythical time in which magic returned, 
  the ley lines surged with renewed energy at unprecedented power levels 
  and the planet Earth was forever transformed. The Dark Ages followed, 
  lasting for about 200 years before human civilization began to rise 
  again in 2287 A.D. (l P.A.). See P.A. for a brief, but more complete 
  time-line. 
  Cowboy: The Cowboy, Gunslinger, Gunfighter, Sheriff and other 
  Old West style Occupational Character Classes (O.C.C.s) with a dis­
  tinctive Rifts flavor are common to the region known as the New West. 
  See the World Book ofthe same name for complete details. 
  Crazy: Crazies are those who have undergone M.O.M. (Mind Over 
  Matter) conversion. Mental and physical augmentation via cybernetic 
  brain implants to make them physically stronger and faster. It also usu­
  ally gives the Crazy some psionic powers. One of the unfortunate side 
  effects is that it also makes the character a thrill junkie, hyper and usu­
  ally more than a little bit crazy, hence the moniker. Roughly compara­
  ble to a Juicer. 
  1 0  
  Of course, there are general "styles of' and approaches to play, as 
  well as "schools of thought" who tend to think their particular approach 
  is the best (hey, don't we all?). I have come to realize that is just human 
  nature. 
  Hence the constant debate and sometimes name calling be­
  tween self-proclaimed serious or sophisticated gamers and the 
  so-called power gamers or twitchers. But in the end, neither is right or 
  wrong. It all comes down to FUN. Fun and unleashing the imagination 
  to have a night or afternoon of fun with your friends. What brand of 
  fun, action and zaniness a particular group of gamers takes to is up to 
  them. There is no WRONG way to play. Not if everybody in the gam­
  ing group is having fun. At least from my point of view as the game de­
  signer. 
  So if you hadfun exploring one of Palladium's worlds, whether you 
  wove your way through some clever, dramatic plot, or shot up monsters 
  and villains in an orgy of butt-kicking action; if you unleashed your 
  imagination and enjoyed things you never imagined before, and had 
  fun doing it - welcome to my world. My Megaverse. OUR Megaverse. 
  I hope you come back to enjoy it many, many times. 
  - Kevin Siembieda, 200 I 
  Creatures of Magic: Some players seem to have trouble making 
  the distinction between creatures of magic and the supernatural. Crea­
  tures of magic are long-lived life forms that have human-like intelli­
  gence, personalities, and foibles, but to whom magic is an innate, 
  sometimes instinctual ability. That is to say, magic is as much a natural 
  ability to them as the five senses are to humans. Such creatures of 
  magic include all types of dragons. Faeries and Faerie Folk, the 
  sphinx. the unicorn and similar life forms. All creatures of flesh and 
  blood (even ifM.D.C. flesh and blood) rooted in the physical world. 
  By comparison, supernatural beings have very little in common with 
  humans. Most are immortal and primordial beings whose bodies are ei­
  ther ethereal/spirit-like or energy in nature. Even those trapped in a 
  physical body possess unnatural powers in that body and may shape 
  change or fire or channel energy (whether that energy be fireiheat, 
  magic or emotions, etc.). Most are also creatures driven by instinct and 
  base emotions, and who possess natural "supernatural powers." In fact, 
  many are the embodiment of one or more base and vile emotions such 
  as hate, greed, envy, etc., and are instinctively driven to torment, hurt 
  and kill "mortals." 
  Credits: The common designation for money and monetary units. 
  One credit is roughly equivalent to one dollar. It is an electronic mone­
  tary unit placed on a credit or debit card. Also see Money and Universal 
  Credits in this section. 
  D-Bee: Slang for "dimensional being," typically referring to a hu­
  man-like (or at least bi-pedal) alien from another world. A D-Bee is 
  typically "humanoid" in appearance, meaning a basic human body 
  shape - one head, 2-4 human-like arms and hands, two legs, etc. Those 
  who look extremely alien or monstrous are generally considered, well, 
  alien or monstrous, although sometimes any intelligent alien being is 
  lumped into the category of"D-Bee." 
  Most D-Bees (95%) are Hit Point and S.D.C. creatures. Only a few 
  have Mega-Damage hides or supernatural strength. None are supernatu­
  ral beings. Having supernatural P.S. or P.E. does not automatically 
  make one supernatural. A "true" supernatural being is a demon, demi­
  god, godling, god, alien intelligence or similar inhuman being that de­
  fies our understanding of biology and the laws of physics. They are 
  more than mere mortal humans or D-Bees. 
  Dead Boys: Slang for Coalition Soldiers. They got this dubious 
  nickname because they dress in black, the standard body armor has a 
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  skeletal appearance, the CS army uses the death's head motif on every­
  thing, and because they deal out "death" to D-Bees, practitioners of 
  magic and anybody who opposes them. See the Rifts® RPG and Rifts® 
  World Book 11: Coalition War Campaign for information about the 
  Coalition Army. Sourcebook Four, to learn about the Coalition Navy. 
  Demons: So-called "demons" and devils and Deevils are evil super­
  natural beings. Some are attractive, but most look monstrous and fright­
  ening. Many can disguise their appearance (but not their vile nature) 
  through metamorphosis and other shapechaging abilities or magical 
  powers. Most seek out mortals (humans and D-Bees) for their own sa­
  distic pleasures or prey upon them like cattle. 
  Sub-Demons are the weakest and most downtrodden of their kind. 
  Brodkil, Gargoyles, Gurgoyles, and Imps are all sub-demons. 
  Lesser Demons are the rank and file of demonkind. The foot sol­
  diers, if you will, of the more powerful demons who command them. 
  Most have a low to average intelligence, are extremely aggressive and 
  war-like. 
  Greater Demons are much fewer in number than Lesser Demons. 
  For every hundred lesser demons there is only one greater. These are 
  the lieutenants and commanders of demonkind. Most are more intelli­
  gent and much more powerful than their "lesser" brethren. 
  Demon Lords are the deific powers who rule the less powerful de­
  monic hordes beneath them. 
  Alien Intelligences are generally acknowledged as the most power­
  ful of demonic lords and are often powers unto themselves. Many are 
  conquerors and invaders, commanding great legions of demons and/or 
  mortal minions to conquer and enslave an entire world, sometimes hun­
  dreds of worlds. While others are enigmatic figures who keep to them­
  selves while they loose some secret conspiracy for their own 
  amusement or simply to undermine a competitor or to have fun at the 
  expense of others. They are the worst of the worst, and incredibly pow­
  erful. 
  Also see the supernatural. 
  1 1  
  Dog Boys: The humanoid, canine mutants created by the Coalition 
  States via genetic manipulation of dogs. Dog Boys are engineered, 
  grown and conditioned to fight on the side of the CS as loyal soldiers, 
  police and rescue operatives. See Rifts World Book 13: Lone Star for 
  complete details on these and other CS mutants. 
  E-Clip: Traditional automatic weapons have an ammo-clip. A car­
  tridge that holds bullets and is slapped into the weapon to supply its 
  ammunition. An "E-Clip" is the equivalent for energy weapons like la­
  ser guns, ion blasters, particle beam rifles, and plasma ejectors, among 
  others. Instead of feeding the weapon bullets, an E-Clip is effectively a 
  powerful battery that feeds the weapon energy to fire X number of en­
  ergy blasts. Typically, the more powerful the blast (Le. the more dam­
  age it inflicts) the fewer shots are available from that weapon. See the 
  Weapons section of this book for more data and details on E-Clips and 
  E-Power Packs. 
  Erin Tarn: Arguably the most famous and beloved celebrity in 
  North America, perhaps the world! Famed historian, scholar and out­
  spoken critic of the CS and injustice everywhere. 
  Great Cataclysm: The cataclysm that destroyed most of human 
  civilization marked by the Coming of the Rifts. The Great Cataclysm 
  caused worldwide, and literally earthshattering calamities: Earthquakes, 
  storms, floods, fires and mass destruction on a biblical level, followed 
  by plagues, starvation, war and dimensional anomalies and distortions, 
  and the appearance of invading demons, monsters and D-Bees. Sea 
  level rose, civilization collapsed (in many cases, wiped from the face of 
  the planet) and Earth was reborn as an alien environment, place of 
  magic and dimensional nexus to countless alien worlds. Also see P.A. 
  for more time-line data. 
  Humanoid: In Rifts® the term is used broadly to include any 
  non-humanJD-Bee who is rather "human-like" in appearance; bipedal, 
  stands upright, intelligent, and social. In other words, an alien being 
  with "human characteristics." 
  Juicer: A Juicer is a character who has undergone physical aug­
  mentation via chemical means to make them more alert, physically 
  stronger and faster. Unfortunately, the character becomes reliant on his 
  ''juice'' (the drugs) and literally "burns out" in under ten years, and 
  dies! A tragic figure that can be a hero or fiend. See the Rifts® RPG 
  and World Book 10: Juicer UprisingTM for more on this O.C.C. 
  Roughly comparable to a Crazy, although both are strikingly unique. 
  Ley Lines: Natural lines of energy that radiate from the very planet 
  and run in a straight line. That energy is the stuff of magic and can be 
  drawn upon by practitioners of magic to power magic spells, magic rit­
  uals and to open dimensional portals. A ley line can run a few thousand 
  feet/meters, a few miles or several thousand miles long. Most are about 
  a half mile to a mile wide, with an additional two miles (3.2 km) of 
  magical influence (Le. a mage can draw on the ley line up to two 
  milesl3.2 km away). They radiate a faint blue energy that can barely be 
  seen during daylight, but can be clearly seen on heavily overcast days 
  and at night.Where one or more intersect (a nexus point) the ley line is 
  most powerful. 
  M & M: Slang for "metal and man" or "metal man," usually refer­
  ring to a Headhunter because these warrior adventurers are usually a 
  partial cyborg or heavily augmented with bionics. But can refer to any 
  partial cyborg. 
  Mega-Damage (M.D.): In the Rifts® setting, humans and most 
  D-Bees are Hit Point/S.D.C., but they wield such advanced technology 
  and/or powerful magic, that they have weapons and armor that is mea­
  sured in Mega-Damage. Handguns, body armor and vehicles with the 
  firepower and armor of a 21 st Century tank. Likewise, supernatural be­
  ings, creatures of magic and some D-Bees are Mega-Damage beings 
  with skin like the armor of a battleship and supernatural strength. 
  Mist (or "to mist"): A grim term used by high-tech soldiers, mer­
  cenaries and warriors that refers to "killing and vaporizing" an oppo­
  nent/enemy with an energy weapon; Le. "Mist him" (kill him), or "mist 
  the bodies" (vaporize them, leaving no or minimal evidence), or "mist 
  Quentin Milton (Order #31246997)
  
  the truck" (vaporize it). Particle Beam and ion weapons are especially 
  good at vaporizing things, but actually, any Mega-Damage weapon at­
  omizes S.D.C. materials, including living beings. 
  Money: The most common unit of money on Rifts Earth (and, con­
  veniently, the entire Megaverse) is the "credit." One credit is effec­
  tively the same as one dollar. However, there is no paper or coin 
  denominations. Instead, electronic credits are monetary units placed on 
  a debit card. One hands the retailer the debit card and the appropriate 
  number of "credits" is electronically subtracted. Payments to an indi­
  vidual are electronically input onto the plastic debit card. 
  A number of nations/kingdoms have their own brand of credits 
  backed by their own, independent banking institution. These "local" 
  credits are often redeemable only at the sponsoring kingdom/nation or 
  business, forcing the individual to spend his money in that community. 
  Sometimes a neighboring kingdom or national merchant operation (like 
  the Black Market) will accept a rival's credits, especially if the two do 
  a lot of trade with one another. However, most "civilized" places and 
  businesses will accept Universal Credits. Note: A number of electronic 
  and DNA based measures are in place to prevent illegal use, robbery 
  and fraud. For example, cards encoded with the owner's genetic code 
  can only be used by that individual and all transactions must require his 
  direct involvement and approval. 
  Universal Credits are electronic currency accepted at most places 
  throughout Rifts Earth and by the Splugorth, Naruni, Phase World, the 
  Three Galaxies and most people and places associated with them. 
  Gold & Gems. Some merchants and communities prefer, quite liter­
  ally, "cold, hard cash" in the from of precious metals and stones, such 
  as gold and diamonds. Likewise, most banks and worldly businesses 
  will accept precious stones and metals and tum them into "Universal 
  (or other) Credits," taking 10% of the value as their service fee. 
  Typically, when gold, gems or jewelry are used as currency, the item 
  will be ascribed a value in "credits." Thus, a diamond worth 6,000 
  credits is treated as 6,000 credits, and any "change" is likely to be 
  given to the character in the form of a debit card with "x" number of 
  credits. 
  Trade and Barter. Much of Rifts Earth is a desolate wasteland with 
  pockets of habitation. Many places are low-tech and have little or no 
  use for "credits" and perhaps not even technology. Here, one can trade 
  goods (furs, the meat of a freshly killed animal, a bolt of fabric, a gun, 
  etc.) and services (labor, healing, cooking, hunting, ridding one of a 
  problem, etc.) for another item or service. Sometimes an item offered 
  or wanted in trade has no practical purpose (a piece of jewelry, artwork, 
  animal's tooth, etc.) and other times it is very practical (shovel, gun, 
  clothes, etc.); it all depends on the wants and needs of the buyer and 
  seller. Moreover, some item or service that has worth in one commu­
  nity may have no value (or need) at another. While magic and psionic 
  powers can often win one favor and trade goods, it is unwelcome in 
  some areas and can get the individual using it or offering it locked up in 
  jail or much worse. 
  Natural Twenty: A game term that means a "20" is rolled for a 
  combat action without the use of bonuses and other modifiers. A "mod­
  ified twenty" would be a roll of a number less than 20 on the actual die, 
  say an 18, which becomes a 20 or higher thanks to a bonus. Thus, 18 
  +2 to strike equals a twenty, but NOT a "natural 20." 
  A natural 20 is the best one can roll in combat and is an automatic 
  strike or success. It can only be dodged or parried if the opposing char­
  acter also happens to get a "natural 20" (hey, it does happen). At Palla­
  dium, we usually let a natural 20 accomplish exactly what the player 
  wants for his character on that combat action with perfect execution or 
  precision (Le. he shoots exactly what he was aiming at, even if it is a 
  one in a million chance, or the perfect and/or effortless parry, dodge, 
  disarm, knockout punch, roll to save, etc.). And a natural twenty is al­
  ways impressive to spectators and may impress lowly villains to surren­
  der or flee, especially if there are several powerful or impressive 
  combat actions. 
  1 2  
  Non-Player Character (NPC): A game term that refers to any 
  "character" NOT created and played by one of the "players." Hence, it 
  is a "non" player character. Such characters are typically played by the 
  Game Master and include villains, store clerks, bartenders, the fair 
  damsel in distress, and all incidental characters who are encountered by 
  and interact with the "player characters." 
  O.C.c.: The acronym for Occupational Character Class. An O.C.C. 
  is a character class based on an occupation and orientation. The O.C.C., 
  the skills selected, and alignment all defme the character and his or her 
  abilities. 
  P.A.: Short for Post Apocalyptic calendar. The P.A. dating system 
  started in North America about 109 years ago and marks the end of the 
  Dark Age that followed the Great Cataclysm. The Dark Ages lasted for 
  nearly 200 years. 
  Once and for all, here is the time-line for the Coming of the Rifts 
  and the Great Cataclysm: 
  December 22, 2098 A.D. marks the Coming of the Rifts and the be­
  ginning of the Great Cataclysm. Note: Most people in the world do 
  not know exactly when the Great Cataclysm began nor how it began or 
  how long the Dark Age lasted. Conventional wisdom is that the Dark 
  Age continued for roughly 200 years. Some believe it was as long as 
  three hundred. 
  2099 A.D. to 2286 A.D. is the actual 188 year long Dark Age that 
  engulfed North America and most of the planet following the Great 
  Cataclysm. 
  1 P.A. (2287 A.D.): Human civilization emerges from the long Dark 
  Age in North America with the rise of Chi-Town and other notable 
  "civilized" city-states, kingdoms and communities. Human civilization 
  also rises from barbarism and begins to make its presence known 
  around this point in other parts of the world. However, many parts of 
  the world remain in barbarism or have been taken over by D-Bees or 
  monsters to this day. A few other places, like the New German Repub­
  lic and Republic of Japan, have been civilized nations for years, even 
  decades before North America. Note: Chi-Town created the Apocalyp­
  tic calendar, but it was quickly adopted throughout the continent, and 
  later, in other parts of the world. 
  12 P.A. (2298 A.D.): Chi-Town's Bloody Campaign against the 
  Federation of Magic. 
  33 P.A. (2320 A.D.): The Coalition States are formed. 
  101 P.A. (2387 A.D.): The year the Rifts® RPG opens up with the 
  saga of Rifts Earth. 
  106 P.A. (2392 A.D.): The Coalition States declares war on the 
  Kingdom of Tolkeen and Free Quebec. 
  109 P.A. (2395 A.D.): The Coalition Wars and its Siege on Tolkeen 
  ends early July, 109 P.A.; peace with Free Quebec is reached a month 
  or so earlier. 
  Player Character: This game term refers to the character created 
  and "played" by one of the flesh and blood participants (Le. "players") 
  in the gaming group. A typical group is 3-8 players and the Game Mas­
  ter (who sets up and directs the story and action). Each player creates 
  and "plays" or portrays an imaginary, fictional character. This character 
  is effectively his playing piece and "character" in the game/story. The 
  Game Master (G.M.) portrays all the Non-Player Characters. 
  R.C.C.: Racial Character Class. Creatures of Magic and certain 
  aliens, D-Bees and nonhumans often possess instinctive, innate or so­
  ciologically mandated occupations or skills. When this is the case, the 
  character is usually limited to a particular Racial Character Class with a 
  limited 
  range 
  of 
  skill 
  and 
  occupation 
  options. 
  Some 
  nonhumanslalienslD-Bees can select an O.C.C., but most can not. 
  Rift (or "Rifting"): "Rift" is slang for dimensional rift - a tear in 
  space and time that is effectively a two-way portal to another world that 
  could be hundred to trillions of light years away, or in another dimen-
  Quentin Milton (Order #31246997)
  
  sion (realm of existence) entirely. "To Rift" or "Rifting" means to 
  travel to another world or dimension via a dimensional portal or "Rift." 
  Rifter: Archaic slang for a dimensional traveler who uses Rifts to 
  travel to other worlds and dimensions in search of knowledge and ad­
  venture. 
  The Rifter® is Palladium's quarterly sourcebook series for the entire 
  Palladium Megaverse®; i.e. Rifts® and all our various games. Also 
  features fan fiction and the occasional comic strip. Check it out. 
  Fun Fact: "The Rifter" appeared as character along with a "Rift En­
  tity." Both debuted in the same Hook. Line and SinkerTM adventure fea­
  tured in the Rifts® Index Volume One, page 77. In this case, The Rifter 
  was a Shifter who had linked himself to the Rift Entity trapped in an 
  energy limbo in a Rift. A strange tale to be sure .. 
  Supernatural Beings: Demons, Deevils, sub-demons, vam­
  pires/the undead, demigods, godlings, gods, spirits, angels, Elementals 
  and Alien Intelligences are all supernatural creatures. Some, like de­
  mons and the undead, are instinctive predators and wicked creatures 
  who delight in tormenting, hurting and killing humans and other mor­
  tals (creatures of magic too). The most animalistic are predators that 
  hunt and prey upon humans, actually devouring their prey like a hungry 
  lion or draining them of their life energy/essence, magic powers 
  (P.P.E.) or emotions. Some are so primitive that they are little more 
  than animals, using what intelligence or cunning they have to trick, 
  frighten and torture their victims before devouring them. Others are 
  highly, even supremely, intelligent, but may be as wicked and vicious 
  as any demonic predator. Many are worse, choosing to incite treachery 
  and cause chaos, suffering, and death en masse. 
  Creatures that are supernatural in nature are typically immortals 
  spawned in some alien dimension. They have very little in common 
  with humans or any mortal creature, and defy normal biology and laws 
  of physics. They all possess some range of "supernatural powers" 
  which typically included supernatural strength and endurance, the abil­
  ity to fly (without wings), to magically understand all languages or pos­
  sess some specific skill (prowl, climb, etc.) without the need to lean 
  and study it, and wield such powers as bio-regeneration, metamorpho­
  sis, tum invisible at will, teleport, dimensional teleport, and natural 
  spell casting abilities. In the latter case, most supernatural beings do not 
  need to study magic, nor can they learn new magic, for they do not 
  truly understand it, they simply possess the ability to do X, Y and Z. 
  Most supernatural beings, even those with high intelligence, are pri­
  mordial creatures driven by instinct and powerful emotions. In fact, 
  many are the embodiment of one or several base and vile emotion and 
  desires such as hate, greed, envy, lust, revenge, etc. They are instinc­
  tively driven to torment, hurt and kill "mortals." Because of this, most 
  are what they are, and can not change. They do not pursue a profession 
  like humans nor study to learn skills, magic, or develop talents. Instead 
  they live to prey upon mortals, cause torment, kill and create chaos. 
  Their cruel and savage outlook on life and foul, self-serving behavior is 
  a reflection of their inhuman and barbaric essences. Their wickedness 
  and low regard of mortals (often envy in disguise) probably results 
  from the fact that they are so very different from mortals - both more 
  than human and at the same time less; at least in regard to intellect, 
  learning, emotions and choice. For as creatures not of the physical 
  world and born from instinct, supernatural beings do not have freedom 
  of choice in the same way as the fragile humans and D-Bees. 
  Furthermore, the majority of supernatural beings are alien to hu­
  mans in their physiology as well. Many are energy beings and spirits 
  who can manifest themselves in physical form, sometimes only by pos­
  sessing a mortal being. These supernatural creatures include entities, 
  ghost, Elementals and a host of so-called "spirits." Even those demons 
  and supernatural beings born in a physical body have figures and forms 
  that are definitely not human. Some combine the human with the ani­
  malistic, others some elemental force, or are completely alien and mon­
  strous. 
  Universal Credits: The currency of the modem, civilized world of 
  Rifts Earth is "credits" - electronic money kept and accounted for by a 
  1 3  
  sophisticated, computerized banking system. Credits can be wired 
  transferred in the Coalition State including small cities, towns, the 
  Burbs, outposts, and independent communities affiliated with or who 
  do a lot of trade with the CS, as well as Northern Gun, Wi/k 's, and most 
  merchants. Credits are electronic money encoded on a "debit card;" 
  small sturdy, plastic cards very similar to pre-Rifts credit cards or tele­
  phone cards. Each time the "debit" card is used, the appropriate amount 
  of credits is deducted from or added to the card. When all the credits 
  are used up, the card can be thrown away or saved and taken to an ap­
  propriate banking institution, money lender, or merchant to have credits 
  from a savings account or sale of property transferred onto the card for 
  future use. Similarly, many businesses, banks, money lenders and even 
  the Black Market and some traveling merchants can place additional 
  credits into the card, by transferring real and hard cash from their ac­
  count into the card. 
  The government of the Coalition States (representing 73% of all 
  trade on the continent) is the one responsible for creating this system of 
  money exchange and accounting. It prevents counterfeiting and enables 
  the government (who controls the banking) to monitor the flow of 
  money and commerce. For this reason, the Black Market, arms dealers, 
  smugglers and many operating in the sale and purchase of illegal goods 
  and services prefer to "trade" goods for goods rather than issue "cred­
  its" as an effective way to pay and trade people "under the table." How­
  ever, most do accept Universal Credits as well as the credit of other 
  smaller kingdoms and, in some cases, issue their own credits. 
  Universal Credits are the most common, favored and popular form 
  of credits in North America, as well as in the New German Republic 
  and many independent kingdoms, nations and business including 
  Northern Gun, the Manistique Imperium, Wellington Industries, Wi/k 's, 
  Iron Heart Armaments, Golden Age Weaponsmiths, Free Quebec, 
  Whykin, Lazlo, New Lazlo, and most mid-West and eastern communi­
  ties, including the Black Market (although front companies and cover 
  identities are necessary for the latter). Most mercenaries, adventurers, 
  bandits and people of North America will accept Universal Credits as a 
  viable currency! Universal Credits is the main currency of North Amer­
  ica. 
  Since the Coalition States are strong and stable, there is little danger 
  of the credits becoming devalued or of the banks going out of business. 
  Furthermore, because the system is based on "redeemable" Universal 
  Credits typically available to the "bearer" of the card, it is safe to put 
  thousands even millions of credits on one or more cards and use the 
  money/credits freely, just about anywhere, without question. In this re­
  gard, the CS is unbelievably tolerant in its dealings with questionable 
  businesses. For this system of banking and money exchange to col­
  lapse, the Coalition States would have to completely change its banking 
  and monetary system (a monumental and disruptive task), or be de­
  stroyed. Ironically, this creates a subtle and bizarre interdependence 
  and symbiotic relationship with both the supporters and enemies of the 
  States! 
  Marked or Personalized debit cards in which the funds are available 
  only to one or two specific individuals can also be issued, but each 
  transaction with that card will be recorded, identifying the user, what 
  he or she purchased, and where, giving the Coalition watchdogs poten­
  tially incriminating information. 
  Some independent nations, kingdoms, organizations (like the Black 
  Market) and businesses with numerous outlets throughout the land is­
  sue their own form of "credits" on debit cards via an independent bank­
  ing institution. Individuals who despise the Coalition may elect to use 
  these instead of the CS Universal Credits. Likewise, citizens and sup­
  porter of that community or institution may also prefer to use their own 
  credit system, however there are problems with this. First, the security 
  of the credits is based entirely on the stability of the kingdom or organi­
  zation that issued them. Obviously, such places are much more unstable 
  and vulnerable to disaster than the CS. Second, since the CS will not 
  recognize most other nations and never accepts foreign credits, these 
  money cards have an extremely limited value. In many cases these in-
  Quentin Milton (Order #31246997)
  
  dependent debit cards are only accepted in the kingdom that it is issued 
  and worthless everywhere else (and another reason the CS Universal 
  Credits are so popular). 
  Lazlo and New Lazlo, Tolkeen, and a handful of other independent 
  kingdoms and cities have their own from of credit system, but only the 
  joint efforts of Northern Gun and the Manistique Imperium have 
  managed to establish a banking and credits/debit system that is ac­
  cepted and used at many locations through the country. Typically, any 
  seller of Northern Gun (NG) and Imperium (MI) weapons and equip­
  ment (both using the same credits system and debit cards) will usually 
  accept NGMI debit cards redeemable for credits that can be used at 
  these Upper Michigan kingdoms and with all of NG and MI "autho­
  rized" gun shops, merchants and traders, as well as most 'Burbs. Fur­
  thermore, a handful of other independent towns, cities, merchants and 
  traveling shows use or accept NGMI cards, including Colorado Bar-
  Designer Notes 
  By Kevin Siembieda 
  I am often asked about how and why I have designed Rifts® and 
  the Palladium Game system the way I did, and/or how I run my games. 
  I hope to answer some of those questions, shed some light on my 
  thought processes and offer some of my experiences and thoughts on 
  role-playing and being a Game Master. I hope it helps give gamers and 
  G.M.s insight, ideas and inspiration for their own games and helps to 
  make running Rifts easier and more enjoyable. 
  I had trouble figuring out exactly where to start, and as I was writ­
  ing this section, one part often (at least for me) segued into another. So 
  here goes, in no particular order. 
  1 4  
  onies. Silvereno. Bandito Arms. Lazlo. New Lazlo. Kingsdale. Ciudad 
  Juarez, and scattered towns in the Pecos Empire. Lone Star. New West 
  and Magic Zone. 
  The only credit-debit system to rival the NGMI and challenge the 
  CS Universal Credits is that of the Black Market. Their debit card is a 
  simple, encoded black plastic card. It is good at virtually all Black Mar­
  ket operations scattered throughout the world. including the Coalition 
  States, and accepted by all official Black Market agents, operatives and 
  freelancers, as well as by most Juicers, Crazies, Gunslingers, Bounty 
  Hunters, mercenaries, spies, smugglers, bandits and criminals of all 
  kind. Black Credits, as this illegal, underground system of banking and 
  debit cards are known, is welcome at Coalition Burbs, most 
  Body-Chop-Shops, the Pecos Empire, Bandito Arms, and many (not 
  all) merchants and businesses at Tolkeen. New Lazlo. Whykin. Kings­
  dale. Free Quebec. Lone Star and scattered town in the New West. 
  The roots of my game system and my style of play grew out of the 
  fact that I was running my game at the long defunct, Detroit Gaming 
  Center. I think of the DGC as a rain forest environment. A hothouse of 
  ideas filled with zillions of people anxious to share their thoughts and 
  games. Every role-playing game product that hit the store shelves ap­
  peared at the DGC that very same day and was absorbed like magic. 
  Having hundreds of victims ... urn ... I mean players at one's disposal 
  gave a Game Master a crash course in running RPGs. We could try out 
  anything on anybody and see what works and what does not. We also 
  had a chance to try everything and see what worked best for us. This 
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  group environment showed me that EVERY Game Master has his or 
  her own style. It showed me that anything goes if it works for that 
  Game Master and his players. 
  We had G.M.s who ran their games like a general marshaling his 
  troops and the players acting with teamwork and almost military preci­
  sion. We had G.M.s who ran fast and chaotic and whose players 
  seemed to spend more time spending money, hanging around at saloons 
  and backstabbing each other than actual adventuring. We had G.M.s 
  like Erick Wujcik who weaved elaborate plots and loved mazes, puz­
  zles and mysteries (lots of clues, false leads, dead ends and figuring 
  things out). Some G.M.s loved dungeon crawls and simple plots. Oth­
  ers preferred complicated plots that went on for months (even years) 
  before being resolved. Some folks liked mysteries, others, shoot 'em up 
  games or a combination of everything. I knew one masterful G.M. who 
  could not create an adventure on his own, but could take the worst 
  piece of garbage adventure or adventure outline and weave it into a 
  masterpiece. Others were power gamers (my 20th 
  level this or that does 
  ... ) and still others were "hack 'n slashers" - crush, kill, destroy, and 
  get rewarded. One such hack n' slash group playing an old, post-apoc­
  alyptic game called Morrow Project, thought nothing of a player char­
  acter shooting an innocent farmer working in his field, because the 
  game rules provided points for every kill, and by killing this fictional 
  farmer his character got the last few points to reach the next plateau! (It 
  was an event that helped to get me to develop my system for Align­
  ments. To my thinking, a good guy just doesn't kill for his own per­
  sonal advancement.) 
  Many styles of gaming I didn't personally like, but seeing dozens 
  and dozens of different approaches, methods and practices showed me 
  one very important thing: if everybody is having fun, there really isn't a 
  wrong way to play. Role-playing games are unique and personal. The 
  rules flexible. The idea is to create a story as a team. All stories have a 
  beginning, middle and end. 
  Laying the groundwork 
  for adventure 
  Personally, I like fast moving, loose, flexible, character driven 
  games where the players can go in whatever direction they want, and 
  with me, as Game Master, gently or subtly drawing them in the direc­
  tion I want or need for the adventure. That having been said, there has 
  been many a time where the group spins off into areas I never expected 
  and digresses from "my" plans for them completely. I like to improvise 
  and go with the flow so that is okay, but I know it flusters some Game 
  Masters. That is how and why I developed my "environmental" ap­
  proach to creating and building adventures. 
  How I set up the basics of an adventure. I like to run fast and 
  loose, focusing on the characters (player and non-player), the villains 
  and the big picture. I like to set up my playing environment - the his­
  tory of the area, the town and the key people are all known to me. I 
  know in the town there is the wishy-washy Mayor (and who the real 10-
  cal power is), the corrupt Sheriff, the bartender with connections to the 
  Black Market, the barmaid who dislikes him (and will warn innocent 
  characters or offer info to thwart the bartender's schemes), the Shifter 
  conducting dangerous experiments in the basement of his home, the 
  mysterious vandalism happening lately, etc. I also figure out the neigh­
  boring wilderness and the various good and bad things about it, like the 
  band of crooks, Juicers or Simvan that operate in it, raiding travelers, 
  and who know things that will help the player group. As well as the 
  Coalition spy team and the towns relationship with the CS and other 
  powers in the region. My playing environment may also include neigh­
  boring places, people and monsters. 
  Then there are the Villains. My reading and loving comic books for 
  something like 42 years has made me good at making villains. Real 
  good. In fact, Erick Wujcik says I make some of the most delightful 
  and memorable villains (and other select Non-Player Characters) he has 
  ever seen. 
  1 5  
  The bottom line. The idea, for me, is if ! know the environment and 
  how the people (NPCs) in that environment live, think, and interact, I 
  know how they will act and react. This enables me to let the player 
  characters go off in other directions and do things I didn't plan for be­
  cause I know how the Non-Player Characters (NPCs) will respond. 
  That makes everything else easy. The corrupt Sheriff will look the 
  other way if the right bribe comes his way, and he may know about 
  criminal activities, gangs, and Black Market outlets; all things he might 
  reveal for a price, or favor, or if gotten drunk. Likewise, if he takes a 
  disliking to any one character in the group, he is likely to cause trouble 
  for that individual, which in turn, is likely to draw the entire group into 
  trouble (jail break, getting framed, used as pawns, robbed with the 
  Sheriff doing nothing about it, etc.). When I need a scoundrel or inno­
  cent character for something, I know who I can draw on. Likewise, 
  with the villains, I can move them around and have the villain make an 
  appearance anywhere, rather than waiting for the player characters to 
  find them. Ultimately, it all adds to and builds on the actions and reac­
  tions of the player characters and takes on a life of its own . 
  By knowing the Non-Player Characters, I respond to anything the 
  players do, want or need. I can also use the NPCs to provide clues, en­
  couragement, and inspiration to motivate the player characters and keep 
  them on track. This includes facts and rumors that might get their blood 
  boiling and ideas clicking. 
  The plot. I then present the players with one or two "goals." This is 
  their mission, their overall purpose and the motivating plot for this 
  night of adventuring. I often start small and simple, even obvious and 
  cliche. But you know what? They are cliche because they work and 
  people love 'em. That simple goal may be as basic as any of the follow­
  ing, among others. 
  1) The damsel in distress: "Please, please. You have to help rescue 
  my sweet Amanda. The Coalition (or whoever/whatever) has her and 
  god only knows what ... what they might ... oh, please help me." 
  2) The missing child. "Little seven year old Benny is gone" (wan­
  dered off and is lost, kidnaped, last seen talking to a stranger or D-Bee, 
  etc.). 
  3) The terrible monster. Now, for me, a "monster" can be literally a 
  monster (vampire, Xiticix, demon, etc.) or a vile, monstrous fiend (foul 
  practitioner of magic, dragon, D-Bee, supernatural being, the CS, the 
  Federation of Magic, pretty much any evil or despicable character). 
  Note: In # 1-3, Heroic characters may accept the challenge out of a 
  sense of duty, morality or compassion. Self-serving characters may 
  need additional reward to get them involved. 
  4) Hired protection. The player characters are hired to escort, guard 
  and protect somebody, something or some place. 
  5) Money and power. This is the classic hire the player group to get 
  something of immense value or power. Inevitably the payoff for their 
  efforts is BIG in the way of money and/or fame, always with the under­
  lying question of whether or not they should keep this item for them­
  selves if they can get it. Which leads into the subplot of the classic 
  double-cross, if not by the player group against their employer then the 
  other way around. 
  6) The great race - or free-for-all. The player group "hears" about 
  some immensely valuable or powerful artifact and either decide to try 
  to get it for themselves or are hired by some rich dude to get it for him 
  (of course, they will be paid handsomely for their troubles). The thing 
  is, it is all hearsay. Rumor. This item may not actually even exist! Still, 
  the characters are off with at least two or three competing groups (all or 
  most bad guys) after the same thing. This pits our heroes against them 
  and who or what may actually hold or guard the desired item. 
  7) Coercion. Personally, I love coercion. You know, when the char­
  acters are tricked, black-mailed or otherwise "forced" to go on some 
  mission. This can be a pardon for past crimes (i.e. do this for me and 
  you get out of jail), or do this thing otherwise these innocent people 
  will suffer or die, or the good 01' Escape from New York: You have 
  "X" days or hours before you die (or something terrible will happen to 
  somebody), and so on. 
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  There are others, but you get the idea. 
  What next? Adventure. Everything takes off from this one central 
  starting point. This starting point is the launch for things to come. The 
  adventure can move forward from this point in a linear, predictable 
  fashion (sometimes those are the most fun) or take a twist or ten. 
  The twist. This is where the complications, obstacles, surprise tum 
  of events, treachery, and subplots come into play. Such elements can be 
  challenges and obstacles to be overcome or carry the players into com­
  pletely unexpected directions and lead to entirely different side-adven­
  tures or different outcomes than expected. The fair maiden in distress 
  ain't so fair or so innocent. She hasn't been abducted, she's really a 
  Witch or Shifter or demon off on some nefarious plot (perhaps to en­
  slave, hurt or kill the very people worried about her). The search for the 
  lost child could tum into almost anything. Yes, Benny iust hannened to 
  wander off, but he has sinct! cantured,.bv - �od �nly j(Il�w:��hl!t.�_ 
  Or is being used as some unwitting pawn in some nefarious plot (is re­
  ally the son of a King or Warlord and the villagers were the ones hold­
  ing him hostage, and he's just trying to get home to Mommy and 
  Daddy. Or the kid has some other significance. Or he's just a sweet 
  child who wants to go home who come across these nice men, Slavers, 
  and is now in a cage and heading for someplace called Splynn). The 
  employer is worse than the villain who has the item the group has been 
  hired to get. Or there is no valuable relic, it was all a ploy to find so and 
  so in order for the group's employer to extract some terrible revenge. 
  And so on. There's a million ways one can go. Draw upon things you 
  have experienced yourself or hope you never have to. Draw ideas from 
  the news, televison shows, books, comic books, films, other role-play­
  ing games, etc. 
  1 6  
  How many players should 
  be in a typical group? 
  Gosh, I'm asked that question all the time. And I fear my answer 
  sounds like an easy out, but it is not. 
  Whatever the G.M. feels comfortable with. 
  Most gamers I talk to have a group of 3-6 players plus the Game 
  Master; so 4-7 total players in their group. About 1 0010 are smaller and 
  20010 are larger. You really can't play with fewer than three people (the 
  G.M. and two players) and I have found most G.M.s feel most comfort­
  able "running" 4-6 players. That is a good number in that most G.M.s 
  can give a good amount of attention to each player and keep the 
  story/adventure moving along at a good pace. 
  Personally, I like to run larger groups. For me, the "perfect" size is 
  8-12 players. Anything over twelve starts to get more unwieldily and 
  the G.M. has to really work hard at his storytelling, pacing and theatrics 
  to keep EVERYBODY involved and entertained. Inevitably, some fac­
  tion of players get less attention and time to shine than others. How­
  ever, if the adventure was entertaining, they don't mind, provided it is 
  their chance to shine in next week's adventure. But then, I'm used to 
  running a lot of people. 
  During my Detroit Gaming Center days, I used to run a regular Sat­
  urday night group of 26 people (The Defilers), with extra folk joining 
  in sometimes bringing that number up to as many as 32 (which is al­
  most impossible to run, even for a one-shot night of epic combat and 
  adventure). I don't like to run more than 21 maximum, and much prefer 
  8-14 for my ideal comfort level. And it is very important the Game 
  Master feels comfortable. He or she is the person orchestrating the set-
  Quentin Milton (Order #31246997)
  
  ting and adventure. The G.M. has to keep the action going and deal 
  with a hundred different aspects of the game, from rules things like 
  keeping track of Experience Points and making sure he and the players 
  are using magic, psionics, equipment and game rules correctly, to the 
  job of the referee to make sure the gamers are playing "in character," as 
  well as handling the story elements like creating suspense, presenting 
  clues and pacing, to playing the villains and NPCs and weaving it all 
  into a fun adventure. Hey, it ain't easy! It is a ton of f un, but it is also a 
  lot of work. So cut your Game Master some slack and try to work with 
  him. 
  That reminds me, role-playing should NEVER be a contest be­
  tween the players and the Game Master, with one side trying to out­
  smart or get the upper hand on the other. I've seen G.M.s who think it 
  is their job to keep players confused, in the dark, and down. Mean­
  while, I have players who think it is their job to outwit and/or trick or 
  show up the Game Master, or to disrupt and ruin the G.M.'s plans. 
  Both suck and are inappropriate behavior. 
  Remember, the Game Master is like the co-writer and director of a 
  movie. This is the person who is setting the plot and "directing" the 
  scenes. The G.M. moves the story along and presents many different 
  story elements, obstacles and antagonists. The players are the actors 
  and co-writers in our little drama (or comedy as the case may be). Their 
  actions, insight and interaction with each other and with the "direc­
  tor/G.M." help to create. develop and move the story along. EVERY­
  BODY should be working together to the same end, to build the story 
  and reach its climactic conclusion. In that regard, everybody, G.M. in­
  cluded, all part of the same "team." If there is a "them or us" attitude in 
  a playing group on either the part of the G.M. or the players, there is 
  going to be friction, conflict and bad feelings that will tarnish the en­
  joyment of the game. 
  That is not to say there can not be a certain amount of competition 
  or opposing views. And certainly, the players should be competing hard 
  against the fictional villains and obstacles the G.M. has placed before 
  them in the adventure. Indeed, it is the players goal to outsmart and 
  thwart the bad guys. The G.M. can throw them some curve balls and 
  surprises, just as the players should do the same thing to the Game 
  Master. Personally, I love it when the players come up with a plan or 
  fmd a loophole that I did not imagine in order to win the day (or the 
  moment). It makes the adventure unpredictable, unique and that much 
  more dramatic. 
  The idea is for the Game Master and players to challenge one an­
  other in a friendly, cooperative way. If done right, this creates the same 
  kind of suspense and excitement one gets from reading a mystery novel 
  or watching a movie. Halfway through, you have been given enough 
  clues to figure out who the mystery murderer really is, and you can 
  hardly wait to get to the end to find out if you are right (maybe chang­
  ing your opinion as you learn more). The same thing is true in a good 
  role-playing game adventure, only it is even more exciting because 
  you, the players. are helping to create the story and reach that ending. 
  There is a tremendous sense of exhilaration as one's character actively 
  fights to reveal the truth and confront the villain. There is even more 
  excitement when there is a sudden, surprise twist, treachery or deadly 
  turn of events, because your character is in the thick of things. And 
  when the climax comes, and one's character (with the rest of the group) 
  helps to win the day and defeat the villain - man oh man, does it feel 
  good. One feels a sense of camaraderie, accomplishment and exhilara­
  tion that is akin to winning the big high school football game! I've seen 
  games where the players high-five each other, jump up and down and 
  cheer. That's what role-playing should be all about. Not competition 
  between each other or the player group against the Game Master, but a 
  creative team. 
  And it is most important that the Game Master remember this. Ulti­
  mately, as G.M., you want and need to help the characters reach their 
  goals. Every obstacle you throw at the group is to challenge them, not 
  crush them. It is to test their mettle, provide clues, keep them on the 
  right track and build the dynamic tension of the story. NOT to belittle 
  1 7  
  and defeat them. Although defeat with the chance to escape, recover, 
  regroup, and return to challenge the villain again in a fantastic two or 
  more part adventure will always be memorable. Check out this next 
  section. 
  An RPG campaign is a continuing epic 
  Returning villains are fantastic 
  A regular campaign is typically a series of games/adventures in­
  volving the same characters over a period of time. Getting together ev­
  ery Tuesday or Saturday to play with the same characters and players in 
  the same setting, provides fabulous storytelling opportunities and will 
  create a sense of continuity and adventure even if every night is a dif­
  ferent adventure. (Personally, I like both one-shotlone-night and contin­
  uing two and three part stories, always careful to end with a clifthanger 
  or an appropriate lull.) 
  For one thing, a continuing adventure/campaign allows the player 
  characters to suffer defeat, while giving them the chance to return to 
  succeed at a future point. 
  For another, it offers the opportunity to create returning villains. 
  Anybody who has ever read comic books knows how important and 
  fun these two adventure elements can be. Use them! ! !  You won't be 
  sorry. 
  Defeat. I don't care how smart or powerful a team is, they cannot 
  always win. In fact, if they do always win, the story/adventuring gets 
  boring. I'm not saying to set the players up for defeat, but if they are 
  having an off night, making mistakes or the roll of the dice just goes 
  bad for them (I've seen it happen), let them lose. Sometimes the real 
  test of heroes is how they handle defeat. 
  Now, I'm not saying to kill them all. Heck, no. I'm saying whip 
  their butts, but give them an out. This can be an opportunity to escape 
  or something as comic book theatrical as the head villain laughing at 
  them and mocking them for being "weak losers," beneath his notice. 
  "You are the best champions these people can find? Ha, ha, ha. Then 
  we have nothing to fear. Begone before I destroy you. You are nothing 
  before the power of Grandal the Destroyer." And the scum bag turns 
  his back and leaves, his minions chuckling and adding more insults as 
  they follow his lead, but also to cover their leader' s  back and perhaps 
  get in a few last licks on our heroes. 
  Let me tell you, nobody likes getting their butt handed to them and 
  then laughed at and dismissed as worthless, insignificant losers. It 
  makes 'em mad and spoiling for a rematch. Go for it, next week. Or 
  maybe give the characters a chance to find out more about their opposi­
  tion, uncover some weakness, develop a better attack plan, or to get 
  some powerful weapon that will help them defeat these rats - a side ad­
  venture perhaps, that could last for one or more nights of gaming be­
  fore the rematch. 
  Besides, it is the stuff of adventure. How many times have the good 
  guys been defeated in comic books or movies only for the heroes to re­
  group and come back better, stronger, with more resolve than ever. It 
  happened to Indiana Jones. It happened to Luke Skywalker (heck, the 
  Jedi were almost completely destroyed before Luke came around). It 
  has happened to Supennan and Spider-Man, and Hercules, and every 
  hero since people began telling adventure stories. And it is awesome. 
  The returning villain. Likewise, people love to have and hate their 
  favorite villains. In Rifts®, that may be the Coalition States or Emperor 
  Prosek personally, or the Federation of Magic, or some specific charac­
  ter from one of the world or sourcebooks, or one of your own dynamic 
  creations. In comics, there is Lex Luthor, the Joker, the Green Goblin, 
  Doctor Doom and a host of others. In film, there is Hannibal Lector, 
  Darth Vader, and many more. Man, your mouth just starts to water and 
  your pulse quicken the minute one of those recognized villains steps 
  out of the shadows or claims responsibility for some delightfully terri­
  ble or insidious act. In this case, familiarity breeds anticipation and ex­
  citement. It creates history and builds suspense and emotion. Use that 
  in your games. 
  Quentin Milton (Order #31246997)
  
  Staying with the scenario presented under Defeat, above, let's say 
  our heroes return for a rematch. This time they are prepared for their 
  adversaries and have a few surprises of their own up their sleeves. Ulti­
  mately they win, defeating 98% of the bad guys and save the day. 
  HOWEVER, the head villain, or one of his secondary, but memorable 
  evil henchmen, escapes. The player group rejoices for winning the big 
  picture, but all the loose ends are not tied up. They may even go look­
  ing for the escaped villain (or villains), but fail to find him (or her or 
  them). Maybe the bad guy(s) fell off a cliff but the body was never 
  found. Or maybe just slipped away during the action and has gone into 
  hiding. The player characters still savor their victory, and maybe even 
  forget all about this villain. 
  Then, a month later, six months later, a year, the villain reappears. 
  He may be gunning for the heroes out of revenge or just up to more ne­
  farious schemes and evildoing. However, when the villain(s) and 
  heroes clash again, it is more personal this time, because they have his­
  tory. Both sides are out to defeat the other with increased gusto and re­
  solve. Certainly the villain is out to show them up and get some 
  satisfying revenge now that they are pitted against each other again. 
  The revenge may involve the death of the group leader, a specific char­
  acter who hurt the villain most in the past, or the entire team. Or it may 
  be to embarrass them and hurt their reputation, or to hurt and infuriate 
  the heroes by harming the innocent. Or simply a game of win or lose, to 
  prove who is better, them or the villain. Whatever the case, it is all 
  good stuff. 
  To really make for a good and regularly returning villain, do not kill 
  the antagonist off this second time either. Let him get turned over to the 
  authorities or escape again, or appear to be killed only to return later 
  somehow (via bionic reconstruction or other lifesaving augmentation, 
  magic, a pact with a demon lord, it was really a clone who died, or who 
  knows what else). If captured, the scum bag manages to escape (again), 
  bribes his way out, or an unlikely twist of fate liberates him. At some 
  point, the group and this scoundrel clash again. This can be another out 
  and out battle or quest for revenge, or it can be a couple other fun clas­
  sic story ideas. 
  1 8  
  One of my favorites is pitting the group and the bad guy (and his 
  henchmen) in a situation where they must work together to get out alive 
  or to save the innocent. The villain works with them at least for awhile, 
  but inevitably has his own agenda (escape, get the magic item or 
  money, get revenge, etc.) and when the moment comes, betrays, attacks 
  or abandons the group (or two out of the three, sometimes all three). It 
  makes for great adventuring. 
  Another is the race. The heroes and the villain are both racing 
  against time and each other to get or do something before the other. In 
  the case of the heroes, their actions and winning the race will ultimately 
  save lives, help people or prevent something terrible from happening 
  (or stop the villain from getting more powerful). For the villain it is a 
  matter of winner takes all and perhaps revenge. 
  Another is the, "I have turned over a new leaf." You know, the good 
  old, "I have seen the error of my ways and have given up evil to be a 
  champion of good," or even a preacher, healer, wise man, mayor, pro­
  tector of the people, etc. The big question is always, "Is this guy for 
  real?" Is he legitimate, or is this one of his scams?" And if it is a scam, 
  what the heck is he up to this time? The answers to those questions we 
  leave to the Game Master. 
  Tricks of running a large group 
  When a player group is small, 2-6 players, they are more likely to 
  bond naturally and tend to work as a team. Even if the characters splin­
  ter off in pairs or alone (and you know they do), they are easy to keep 
  track of and even the most independent and chaotic players inevitably 
  work as a team when they really have to. This is why it is more com­
  fortable to run a group of 2-6 players. 
  Running a large group, however, has similar dynamics on a larger 
  scale. Inevitably, when there are eight or more players, the group frac­
  tions into smaller sub-groups or teams within the larger group. This is a 
  natural occurrence where players with a similar outlook and playing 
  style or whose characters share some bond, camaraderie or sense of 
  purpose will naturally gravitate to one another. Ultimately, these splin­
  ter groups are handled as a separate team or unit, so even though you 
  have say, ten players, they are functioning together as two or three dis­
  tinct units, not ten individuals. 
  The cliiThanger tactic: To keep everybody involved in the action 
  and events transpiring, even those that do not involve them, I use the 
  cliiThanger approach. That is to say I work with one group up until a 
  tense or dramatic moment ("You hear soft footsteps ... " Like somebody 
  trying to prowl? asks one of the players, "Could be, maybe yes. And 
  you also hear a faint raspy breathing. The door handle begins to turn 
  . .. ") - and then I turn to one of the other groups and say, "Okay, what 
  are you guys doing?" This keeps the player unit at the door tense and 
  riveted to their events while watching and enjoying the actions of the 
  other units. It also gives the players some time to think about what they 
  are going to do next. Thus, when I turn my attention back to them, 
  "Okay, you hear the click of the bolt and the door starts to open." The 
  players can jump in and say, "I'm using my spell to turn invisible (or 
  throw up an Armor of Ithan or some such). The Headhunter says, "My 
  gun is drawn and I'm ready for anything." The Juicer says, "Yeah, me 
  too, but if it is something too bad my character will back flip out of the 
  way and then open fire." 
  Of course, you break at a dramatic pause also, like after the one unit 
  has just defeated their opponents (and before they loot their victims or 
  engage in interrogation, or make a run for it). 
  Comedy. I like humor in my games. It relieves tension and adds to 
  the fun. Using the setting above, under clifihanger tactics, I might, if 
  appropriate, have the door open up to reveal a little girl (hence the soft 
  footsteps) with a bad cold (hence the raspy breathing). It's cute. It's 
  funny. And it keeps the players on their toes. Of course, she could be 
  the servant of a powerful dragon, mage or monster that appears on the 
  scene a moment later (right after they let their guard down). 
  Quentin Milton (Order #31246997)
  
  Game Mechanics 
  Experience 
  Why an experience 
  "level" point system? 
  Because I like it. 
  As the game designer, I like the Experience Point system because I 
  feel it is a more realistic simulation. I've known many brilliant people 
  in my life time, and some, despite their high I.Q. and natural talents, 
  just don't do anything with it. Or they go to school, learn the basics and 
  move on to something completely different. I also know from personal 
  experience (no pun intended) that doing and learning through experi­
  ence is how a person grows. I've seen artists and writers, sports figures 
  and others hit a "new plateau" at a particular point in their career (of­
  ten at several points in their career). To me, that's hitting a new experi­
  ence level. To reach a new level of understanding and skill that makes 
  one better at what he or she is doing. It's real, and I think an experience 
  system recreates that. 
  In the Palladium Experience Level system, one's character tends to 
  grow more quickly in the early stages of experience, which is also true 
  to life. At first, everything is new and exciting and one learns rapidly. 
  However, with each new level of experience, attaining a new height 
  (the next level) becomes more complex and difficult. It takes more sub­
  tly, more practice, and most importantly, more time. That is why after 
  Seventh or Eighth level, it may take a character a year or two to reach 
  the next level and two or more to attain the next. Typically by lOth 
  level, most player characters (unless several years old) not likely to ad­
  vance much for several years at a time. Which is realistic too. 
  When does the use of a skill 
  count toward experience? 
  I always go with the "clever" or "critical" use of a skill as the crite­
  ria for experience. Reading a computer screen, plugging in a battery or 
  driving the car to the market is not worthy of any experience. Ordinary 
  skill performance in an ordinary setting does not count. The higher the 
  level of the character (and therefore, the easier it is to perform the skill) 
  the less significant it is too. 
  Hacking into a computer or trying to reprogram it to stop a deadly 
  virus, get vital information or to trick a villain - now that's worth expe­
  rience points. Likewise, driving a vehicle in such a way as to draw the 
  attention of the bad guys away from innocent children, or to rescue in­
  nocent characters or to engage in a stunt driving-filled getaway or chase 
  to capture or follow bad guys - now that's worth counting for experi­
  ence. But even with these examples, we are seeing the use of a skill 
  combined with ingenuity, daring and heroics. This is, after all, an "ad­
  venture" game, so I always feel the greatest experience points should 
  come from doing something that is smart, cunning, surprising, bold and 
  heroic. If it saves lives (Non-Player Characters or fellow player charac­
  ters), helps others, or contributes to saving the day, then those actions 
  should count for something and contribute to the character's experience 
  points (not to mention the excitement of the gaming experience). 
  The greater the risk, the greater the level of (potential) self-sacrifice 
  and the more people saved, the more experience that should be given 
  out. Especially if the rescue was particularly brave and/or brilliant. 
  Likewise, if doing something represented a moral dilemma for the 
  character, but in the end, the character did the "right thing," that too is 
  worthy of a little experience. 
  Here again it is a matter of subjective judgement on the part of the 
  G.M. A rescue in and of itself does not warrant a big experience point 
  1 9  
  reward if it does not truly challenge the player characters. If it is easy, 
  the experience is minimal. If it is difficult the experience is greater. If it 
  was death defying or nearly impossible to accomplish (at least without 
  teamwork and cunning) the experience should be considerably more 
  impressive. For example: The player group could rescue 50,000 people 
  trapped in a football stadium and get 50-100 experience points each 
  player character because all they had to do was battle some wimpy 
  guards, the battle took only a few minutes and only two player charac­
  ters even got scratched. Big deal. Low E.P. 
  On the other hand, a battle against a superior force - or even against 
  one, lone villain, but one with great power and who almost kills half 
  the group and/or where one of the player characters genuinely puts his 
  or her life on the line - now that is courage, cunning and heroics wor­
  thy of 500-1000 experience points to each of those characters who al­
  most died or saved the day. That includes the weak or injured character 
  who came up with the brilliant plan or strategy but did not actually par­
  ticipate in the battle itself. Again, depending on the circumstances, 
  level of opposition and who is being rescued (a pivotal NPC like a 
  king, hero, godling, a lot of people, even one person, etc.) and exactly 
  how events unfold could have an impact on the number of experience 
  points handed out, low or high. 
  This is easier than it may sound. If you and/or the rest of the play­
  ers are impressed or surprised by the character's cleverness, self-sacri­
  fice, heroics and actions (they don't always have to be heroic actions) 
  then that was probably something worthy of an Experience Point re­
  ward. If you find yourself as G.M. thinking, "I never thought of that," 
  or "That is exactly right, she's got the right idea," or "Wow," for any 
  reason, it deserves Experience Points. 
  Actually, I use what I call the "Wow Factor" for everything, from 
  designing and running my gaming adventures to the writing of my 
  role-playing games and sourcebooks. If something "wows" me or those 
  around me, it is an important factor worthy of note. The more "wow" 
  and even tingles of "ooh, that's good," and that little smile that curls 
  one's lips as a reaction to something someone said or did, are all sig­
  nals to me, as Game Master, of a significant event or action to be noted, 
  remembered and rewarded. And I make a point to mark down the expe­
  rience as it hits me. NEVER wait till later and figure you will remem­
  ber it, because you won't. I sometimes even stop the game for a minute 
  to jot it all down. 
  On the other hand, a thief picking a lock when nobody is looking, a 
  mage casting an obvious or simple spell without any pressure, a man at 
  arms standing guard, a Juicer leaping from rooftop to rooftop, a scholar 
  buying and reading a book, a City Rat sneaking around or hacking into 
  a computer to be nosy, an Operator cleaning his gun or maintaining the 
  group's vehicle or any character doing anything that is normal, typical, 
  expected under the circumstances - or just a plain stupid thing NOT to 
  do - big deal. No Experience Points. 
  Experience Points are their own reward 
  Remember, in a game context, one of the tangible accomplishments 
  and rewards the player receives is Experience Points for playing his or 
  her fictional alter ego "in character," and cleverly. Yeah, his or her 
  character or the player group as a whole getting money, treasure, pow­
  erful weapons or rare artifacts is cool too, and is certainly a "reward" 
  for the characters, but Experience Points are the real achievement for 
  the individual player. 
  I have run many a game where the player characters got the snot 
  kicked out of them, lost valuable equipment and got no or little finan­
  cial reward, but the players were tickled pink because they saved the 
  day (even if it was to save one lone orphan), because they worked as a 
  team, had fun doing it and won - stopped the latest "unspeakable evil" 
  and had the Experience Points (and self-satisfaction) to prove their he­
  roic efforts were worth the trouble and pain for their fictional charac­
  ters. That is the other beautiful aspect of the Experience Point system. 
  You are rewarded for your character' s  accomplishments and not some 
  dopey points to make him or her more powerful. 
  Quentin Milton (Order #31246997)
  
  EXPERIENCE POINTS TABLE 
  A warding Experience Points 
  Experience Points 
  Action 
  25 
  Performing a skill (successful or not) . 
  25 
  Clever, but futile idea. 
  100 
  1 00 
  200 
  400- 1 000 
  1 00-300 
  500-700 
  1 00 
  1 00-200 
  50 
  50 
  50- 100 
  25-50 
  75- 100 
  1 50-300 
  Clever, useful idea or action. 
  Quick-thinking idea or action . 
  A critical plan or action that saves the character's life and/or 
  a few comrades. 
  A critical plan or action that saves the entire group or many 
  people . 
  Endangering the character's own life to help others. 
  Self-sacrifice (or potential self-sacrifice) in a life and death 
  situation (like leaping in front of a fireball meant for some­
  one else to save that person, even though he/she is likely 
  to die, or offering his/her own life to save the group or 
  another). 
  Avoiding unnecessary violence. 
  Deductive reasoning and/or insight. 
  Good judgment. 
  Playing in character bonus . 
  Daring (clever or not) . 
  Killing or subduing a minor menace. 
  Killing or subduing a major menace . 
  Killing or subduing a great menace. 
  20 
  Other game elements and rewards 
  Speaking of "intangible" rewards, don't underestimate the power of 
  a tearful thank you from the parents of the child the group just rescued 
  and the good feeling that the players get when the NPC parents offer 
  the group three chickens, a cow and a gold watch - almost EVERY­
  THING of value these peasants own! And/or the pledge of undying 
  gratitude from these parents or the tribe or town, and little things like 
  free room and board or healing and other small gestures of kindness 
  and appreciation. Or the warmth from a gaggle of children embracing 
  and playing with an ugly/monstrous player character and sincerely call­
  ing him their friend (a level of compassion and acceptance "monsters" 
  do not often enjoy, especially from humans and other attractive races). 
  Notoriety or outright fame is another reward. To have the character 
  or the entire player group treated like heroes and celebrities is a nice re­
  ward for the players. Another measure of their characters' accomplish­
  ments even if it is in a one-horse town. 
  Of course, fame is a two-edged sword that cuts both ways, good and 
  bad. Praise and prestige can tum into disdain and dislike if the charac­
  ters wear out their welcome by using their celebrity to cheat or take ad­
  vantage of those who embraced them. This can happen if one or more 
  of the characters in the player group prove to be a low-life or scoundrel, 
  or if he or the group do not "live up" to the townspeople's expectations 
  of them as "heroes." For many people have unrealistic expectations or 
  false impressions of what a hero should be, and become disillusioned 
  and feel tricked or cheated when they come to realize the truth. 
  Worse, fame brings notoriety, and notoriety inevitably brings trou­
  ble. My oid Defiler campaign brought the characters fame and fortune. 
  They had gigantic statues of them erected by the townspeople. They 
  Quentin Milton (Order #31246997)
  
  were all treated with love, affection and respect (even the inhuman 
  ones). They got steep discounts (20-50% off most non-magical items, 
  1 0-20% off magic and rarities), were bought meals and drinks and one 
  went on to rule the town (which thanks to the Defilers, now prospered 
  and its people lived free and independent). That's the good part. 
  On the other hand, the Defilers were constantly being petitioned to 
  help somebody or another. The more powerful, high level and famous 
  they became, the more petitions for help they received - and the more 
  difficult the opposition. They were once whisked away to an alien di­
  mension against their will to save the king and his kingdom. They were 
  attacked by villains looking to make a name for themselves by being 
  able to claim, "I (or we) killed the famous Lord Coake," to prove how 
  powerful they were. The friends, families and associates of enemies the 
  group had defeated or destroyed came looking for revenge ("Hello. My 
  name is Inigo Montoya. You killed my father. Prepare to die."). Even 
  worse, world leaders and powerful sorcerers, dragons and beings began 
  to approach them (how does one say no to a God of Light?). While 
  good powers would approach them for good deeds, less scrupulous 
  powers tried to manipulate them into doing things he/she/it wanted 
  done for self-serving or evil purposes. Of course, that never worked, 
  and the Defilers would figure out what was going on and tum the tables 
  on the scoundrel or villain (with everything ending well). Once, toward 
  the end of their careers (and nearly three years of playing the same 
  characters in the same campaign), the group was attacked by a Genghis 
  Khan character, his most powerful henchmen and half his army. Why? 
  Because the fellow planned to conquer half the region. And when as­
  sessing the obstacles he would have to face, he decided that the Defilers 
  would intercede on the behalf of those being conquered. Thus, he 
  sought to eliminate them first (his only real opposition), so everything 
  else would be easy! 
  Playing in Character 
  - Alignments are your guide 
  For me, one of the best guides for creating and playing "in charac­
  ter" whether the G.M. or a player, is the Alignments. These stereotypes 
  serve as a broad template and guide for playing one's character. It is a 
  moral barometer that will affect the character's judgement, choices and 
  everything that fictional character does. 
  I could and probably should go on at great length about alignments 
  and playing in character, but the above paragraph really says it all, and 
  this book is running over pages already, so I'm keeping it short. 
  As a Game Master, there have been many, many times where I 
  pause the game action to announce to a player. "A Scrupulous (or what­
  ever) character would not do that. I think your character should recon­
  sider. Now, you can continue, but your character's alignment is going 
  to drop to Anarchist (or Miscreant or whatever is appropriate depend­
  ing on the deed). You won't be a good guy any more." And then I let 
  the player think about it for a minute. Maybe turning to a different 
  player and his character for a little bit. I always let the player do what­
  ever he wants for "his" character, but there are consequences. And not 
  just a drop/change in alignment. Let's say the character murders some­
  one in cold blood or engages in torture. First, I announce how all the 
  other good characters are shocked and horrified. (They would be, 
  wouldn't you?) Then I announce as a reminder that any other good 
  character in the group will try to stop this terrible or cruel action. This 
  may give the first character a moment of pause and cause the player to 
  reconsider his action, and may also pit one or more players against an­
  other. While I don't encourage inciting trouble between characters, a 
  moral dilemma is a moral dilemma and will cause tension and even di­
  vide the group unless the character responsible makes amends. More­
  over, any Non-Player Character (NPC) will react (negatively or 
  positively depending on the character) to the event, which may drive 
  home a point and get characters to respond in a more appropriate man­
  ner. Sometimes it takes that kind of nudge to get the players thinking. 
  21 
  NPCs are a valuable tool 
  Not 
  only 
  is 
  my 
  adventuring 
  world populated 
  by 
  countless 
  Non-Player Characters, but I AL WAYS include one or two in the 
  player group. Always. 
  Why? Because it gives me, as Game Master, a direct influence on 
  the group. Not to overpower, manipulate or lead the group, but to influ­
  ence in subtle ways. In fact, I NEVER make the group NPC a leader or 
  a powerhouse. Often the NPC is young, weak, naive, and innocent, first 
  to third level. This way, I can use the NPC to point out a clue or ideas 
  the group missed (to get them going on the right track; sometimes the 
  wrong track), to illustrate the fear or injustice or moral outrage of a sit­
  uation, to the get the group into mischief by his actions and for comic 
  relief. In the situation earlier, where a player character is about to do 
  something out of character or just plain evil, the NPC can show his 
  shock and horror of it, and/or try to intercede to stop it. The NPC's 
  comments, reaction and action should get the other players thinking 
  and their characters reacting. It is a nice, subtle way to nudge things 
  along and stimulate action and adventure. Along those lines, one can 
  use the NPC to generate conflict. The kid gets the group in trouble by 
  shooting off his mouth ("Oh, yeah, well my friends here can kick your 
  ... ") or by making an accidental noise to alert the antagonists to the 
  group's presence and so on. 
  NPCs in this capacity are the Game Master's greatest tool. Use them 
  wisely. 
  Balance does not mean equality 
  It surprises me every time I hear somebody say the Mega-Damage 
  system is not balanced because unless a character is wearing M.D.C. 
  armor or has Mega-Damage skin, he can not face a Mega-Damage op­
  ponent. These individuals usually go on to lament on how a lone gun­
  man armed with an M.D. laser pistol and clad in (comparatively) flimsy 
  Plastic Man body armor (with 30 M.D.C.) can wipe out an entire town 
  of ordinary Hit Point/S.D.C. people! Well, maybe in theory, but not 
  likely. 
  Such statements tell me two things. One, the individual does not un­
  derstand Mega-Damage and two, has not logically thought through the 
  game system or the setting. 
  On the surface, the above complaint sounds legitimate. Technically, 
  Hit Points and S.D.C. do not stand a chance against Mega-Damage. 
  Even a dude in light Mega-Damage armor wielding a Mega-Damage 
  laser pistol is something of a "superman" against S.D.C. folks. 
  This is where story, setting and game rules merge and one must stop 
  and think about the world environment in which he or she is playing. 
  Rifts® is a future Earth that has not only developed advanced weap­
  ons and technology, but has been transformed by magic and alien ener­
  gies. Technology (whether based on science, magic or the supernatural) 
  has changed and improved to the point that a lone individual equipped 
  with a Mega-Damage rifle is the equivalent of a 20th Century "tank." 
  Real world history is filled with moments where an era is changed 
  forever. When guns, for example, made the bow and arrow obsolete, 
  when the Iron Clads of the Civil War (Le. the Monitor and the Merri­
  mac warships) brought an abrupt end to the era of wooden war ships 
  and brought about the age of the metal ships and the modern navy. And 
  there are countless other real world events. The machine-gun, airplanes, 
  mustard gas, germ warfare, guerilla warfare, terrorism, etc., all changed 
  the way war was fought. Technology always advanced rapidly during 
  major wars, for the one with the superior weapons had the distinct ad­
  vantage. 
  The same is true in Rifts®. That's why there are all kinds of com­
  peting technologies to counter, overcome or overpower different types 
  of Mega-Damage war machines and supernatural (M.D.C.) creatures. 
  There are Juicers, Crazies, cyborgs, Headhunters, Mind Mages, Practi­
  tioners of Magic, and all sorts of magical, psychic, and mechanical 
  countermeasures, alternatives and M.D. equivalents. All have their ad-
  Quentin Milton (Order #31246997)
  
  vantages and disadvantages. All work best under certain specific condi­
  tions, not ALL combat situations. Some are not better than most, they 
  are just different, or a competing technology. 
  Then there is common sense. 
  Yes, a Mega-Damage character is vastly superior to his Hit 
  Point/S.D.C. opponents. 
  No, this is NOT unbalanced or unrealistic. 
  Yes, to face one M.D.C. clad assailant armed with a rifle that 
  punches a hole through a car and concrete is suicide. If facing him head 
  on and one to one. But to do that is just plain stupid. 
  That's why in war, tanks tend to face other tanks or bunkers and 
  other fortified positions. If a crowd of civilians try to take on the tank 
  barehanded (and our M.D.C. character is a walking tank) or even with 
  assault rifles, they'll be chopped to ribbons while having little if any 
  impact on the tank. 
  Staying with this analogy, a civilian armed with an anti-tank 
  weapon like a bazooka or LAW rocket launcher has a "chance" of stop­
  ping or damaging the tank, but the playing field is not even. The two 
  opponents are not equal. The civilian character does NOT have the ar­
  mor of the tank and can not face it one on one or he is a dead man! He 
  must use cunning and stealth. Attack from a hiding place and hope the 
  shot hits and does serious damage. Perhaps shoot out the treads to crip­
  ple it. Worse, one shot is not likely to destroy the tank, although it 
  might impair its movement or knockout one of it weapon systems. 
  (Yes, in real life, a lucky or extremely well placed shot might stop the 
  tank, but it is still only a chance, and this is not real life. It is a game.) 
  On the other hand, a tank has its limitations. It is slow and big, prevent­
  ing it from going everywhere or functioning 100% in all situations. 
  Tanks are notorious for getting stuck in mud and ditches and don't 
  work well in urban situations or dense forests where their size and bulk 
  limit their capabilities. The same holds true of characters, power armor, 
  giant robots and monsters in Rifts®. 
  Moreover, it is this inequality of S.D.C. vs M.D.C. that has spawned 
  people like the player characters, augmented humans, mutants, cyborgs, 
  22 
  power armor clad, and magic wielding characters who do possess some 
  level of power to stand and fight for those who do not. Sadly, whenever 
  some people have power, they use it to bully, harass, hurt, enslave and 
  conquer those who do not. These are our misguided misanthropes, psy­
  chopaths and evil menaces - our villains - that the player characters do 
  battle against. 
  And yes, the opposition is usually more powerful than the heroes. 
  That is deliberate too. One or two dragons, demons, or other monster or 
  giant robot can take on the entire group. Why? Because role-playing is 
  a "group" sport, people. Thus, the "team," the player group, is expected 
  to take the one menace, not one of the characters taking him on toe to 
  toe. Of course, less powerful threats (other Juicers, cyborgs, mages, 
  D-Bees, etc.) can be handled one on one, but not all opposition. This is 
  part of storytelling and the sense of the grand scheme of things. It is up 
  to the Game Master to parcel out the opposition in a logical and man­
  ageable way. On the other hand, I've seen players take on ridiculous 
  odds and take amazing (sometimes spectacularly impressive and other 
  times spectacularly stupid) risks. If they get themselves in a jam, let 
  them pay the consequence. Try not to kill them out of hand (something 
  can intervene on their behalf even if it's the bad guys leaving them for 
  dead or taking them captive), but you know what, sometimes characters 
  get killed. And it has been my experience that a "good" G.M. never 
  kills them, they die one of two ways: giving up their life as a hero to 
  protect/save a friend or innocent, or by doing something stupid. In the 
  hundreds of (maybe a thousand plus) games I must have played over 
  the years, I have seen four or five die a hero's death (always impres­
  sive) and I have seen at least 20 die from stupidity; only one in perished 
  in a coincidental accident. In fact, one notable Defiler (no I won't name 
  names) was one of these maverick, lone wolf, crazy seat of your pants 
  kind of players who always had his character run off on his own. Well, 
  in the high action adventure of the Defiler's campaign, not working as 
  a team player and using one's head was a death sentence. This player 
  burned through five different characters in six nights of gaming before 
  Quentin Milton (Order #31246997)
  
  he got the message. And I wasn't trying to teach him any lesson, he just 
  did such dumb or daring things that he would die. (More than one of 
  my players learned the hard way, never to run off with a hot babe char­
  acter without telling your companions who you are with and where you 
  are going.) To this player's credit, he went on to become an impressive 
  and inventive player, and a valued asset to the group. In the Rifts Earth 
  setting, one needs to think, work as a team or die. 
  Another reason all characters are not created equal is that every 
  player has different tastes. Role-playing is very personal, remember, so 
  some players like to run powerhouse characters and some don't. Some 
  like more thoughtful, less combat oriented character and for them there 
  are City Rats, Rogue Scholars, Scientists, Operators, and a number of 
  others. Others just love magic, and on and on. Each of these characters 
  has their strengths and weaknesses, and it is up to the G.M. who has a 
  diverse group to present situations where their character can shine and 
  have his moment in the sun figuring out a strategy, uncovering a mys­
  tery, figuring out how to use some particular device, and so on. 
  I find it is power garners who have the most difficulty with the con­
  cept of weaker and diverse characters or characters with flaws (which 
  in my opinion are the most fun to play) because they are only interested 
  in playing the toughest bad ass around. And Rifts® has plenty of op­
  portunities for grand adventures of shoot 'em up and butt kicking. 
  That's okay. Power garning is as fun and valid as anything else, but re­
  alize everybody is not you. 
  Besides, if the G.M. is thinking out the entire spectrum of adven­
  tures, situations and the world, there should be moments when being 
  the strongest and having the biggest gun means squat! A Juicer or Glit­
  ter Boy pilot who can't read, can not use a computer or read simple in­
  structions, or read a magic spell scroll. Moreover, the gun-toting brute 
  is likely to frighten many people and incite violence, sometimes by the 
  character's very appearance. Meanwhile, less threatening, less overtly 
  powerful and more clever characters can be subtle, sneaky and get in­
  formation the brute can not. They simply have other strengths than the 
  warrior. It is up to the player to find and exploit those strengths, and the 
  G.M. to present opportunities where the character can use them to the 
  benefit of the entire group. 
  The ultimate solution. If you truly hate Mega-Damage change it to 
  Hit Points and S.D.C. It is not that difficult. Really. No, this is not a 
  cop-out, it is a legitimate solution. Do it. I give you my blessing. 
  Physical Combat 
  • 
  ATTRIBUTE BONUS CHART 
  1 7  
  1 8  
  1 9  
  20 
  2 1  
  I . Q .  add to all skills. One time bonus . + 3% 
  + 4% 
  + 5% 
  + 6% 
  + 7% 
  M.E. save vs. psychic attack/insanity + 1 
  + 2  
  + 2  
  + 3  
  + 3  
  M.A. trust/intimidate 
  45% 
  50% 
  55% 
  60% 
  65% 
  P . S .  Hand to Hand Combat: Damage + 2  
  + 3  
  + 4  
  + 5  
  + 6  
  P.P. pany, dodge and shike bonus 
  + 1  
  + 2  
  + 2  
  + 3  
  + 3  
  P.E. save vs. coma/death 
  + 5% 
  + 6% 
  + 8% 
  + 1 0% + 12% 
  save vs. poison & Magic 
  + 1  
  + 2  
  + 2  
  + 3  
  + 3  
  P. B .  chamr/impress 
  35% 
  40% 
  45% 
  50% 
  55% 
  Spd: 
  No special bonuses other than the raw, natural ability to run. 
  SPEED CHART 
  The following is a simple conversion table of speed factors 
  into approximate miles per hour (mph) and kilometer equival-
  ants . 
  ____________________ _ 
  Speed Factor 
  5 
  1 1  
  22 
  27 
  33 
  44 
  50 
  55 
  58 
  66 
  77 
  88 
  1 1 0 
  1 32 
  220 
  293 
  Approx. MPH 
  3 V2 
  7 V2 
  1 5  
  1 8 V2  
  22V2 
  30 
  35 
  37 V2 
  40 
  45 
  53 
  60 
  75 
  90 
  1 50 
  200 
  Kilometers Per Hour 
  5 . 6  
  1 2  
  24 
  29 . 7  
  36 
  48 
  56 
  60 
  64 
  72 
  85 
  96 
  1 20 
  1 48 
  24 1 
  32 1 
  22 
  23 
  24 
  2S 
  26 
  27 
  28 
  29 
  30 
  + 8% 
  + 9% 
  + 10% 
  + l l %  + 12% + 1 3% + 1 4% 
  + 15% + 1 6% 
  + 4  
  + 4  
  + 5  
  + 5  
  + 6  
  + 6  
  + 7  
  + 7  
  + 8  
  70% 
  75% 
  80% 
  84% 
  88% 
  92% 
  94% 
  96% 
  97% 
  + 7  
  + 8  
  + 9  
  + 10 
  + l l 
  + 1 2 
  + 1 3 
  + 14 
  + 15 
  + 4  
  + 4  
  + 5  
  + 5  
  + 6  
  + 6  
  + 7  
  + 7  
  + 8  
  + 14% + 16% 
  + 1 8% 
  + 20% + 22% + 24% 
  + 26% 
  + 28% + 30% 
  + 4  
  + 4  
  + S  
  + S  
  + 6  
  + 6  
  + 7  
  + 7  
  + 8  
  60% 
  65% 
  70% 
  7 5% 
  80% 
  83% 
  86% 
  90% 
  92% 
  23 
  Quentin Milton (Order #31246997)
  
  Rules & Clarifications 
  By Kevin Siembieda (with a little help from some friends) 
  Attributes Beyond 
  30 (expanded) 
  Intelligence (I.Q.): Bonuses stop on the chart at 30, but the bonuses 
  continue. 
  I.Q. skill bonus beyond 30: +2 for every five additional I.Q. points, 
  so I.Q. 3 5 :  + 1 8%. I.Q. 40: +20, I.Q. 45 : +22%, I.Q. 50: +24%, I.Q. 55: 
  +26% and I.Q. 60: +28% and so on. 
  Moreover, characters with an I.Q. greater than 30 points have sharp 
  memories, tend to notice details and are more likely to see through illu­
  sions. This translates into the following: 
  Save vs Illusion: I.Q. 30-33: + I ,  I.Q. 34-36: +2, I.Q. 37-39: +3, I.Q. 
  40-42: +4, I.Q. 43-45: +5, I.Q. 46-48: +6 and 49 or higher +7. 
  Mental Affinity: Any number beyond 30 means a dynamic, charis­
  matic person with a commanding and/or delightful presence. When the 
  character enters the room, most people take notice. The individual can 
  be very persuasive (in a charming or intimidating way). 
  M.E. of more than 30 provides select skill bonuses: +5% to Seduc­
  tion, Gambling, Find Contraband, and Intelligence (gathering) skills; 
  + I 0% to Interrogation and Performance. 
  Mental Endurance (M.E.), taps out at 30. Bonuses do not increase 
  should the character have a number higher than thirty. The only excep­
  tion might be a god. But for those rare individuals, demigods, godlings, 
  gods, demon lords and other supernatural beings who might hit M.E. 30 
  or beyond, they get a bonus to save vs possession of all kind. 
  Save vs Possession: M.E. 30: + I ,  M.E. 40: +2, M.E. 50: +3, M.E. 
  60: +4. 
  Ordinary Physical Strength (P.S.): The higher the number, the 
  stronger the character and the more damage with his punches (as indi­
  cated in the standard table). This strength applies to "ordinary" mortal 
  men and women, so the damage is always Hit Point/S.D.C. damage 
  even if it is beyond P.S. 30 or 40. Note: P.S. damage bonuses are al­
  ways added to the physical damage done by melee weapons such as 
  clubs, maces, knives, swords, and spears, but does not apply to arrows 
  and guns. 
  Damage Bonus Continues: + I point of Hit Point/S.D.C. per digit be­
  yond 30. Thus a character with a P.S. of 3 1  does + 1 6, P.S. 32 does + 1 7, 
  a P.S. of 40 does +25, and so on. 
  Throwing Bonus: For every five points above 30 (round down), the 
  character can hurl a rock, ball or throwing weapon (dagger, spear, sling, 
  etc.) or shoot an arrow an extra 30 feet (9. 1 m) without losing accuracy 
  (no penalties for the greater distance). 
  Lifting and Carrying Bonus: For every five points above 30 (round 
  down), the strong character can lift or carry 30% more than usual. 
  Physical Prowess (P.P.): The bonus to strike, parry and dodge, 
  stops at 30. 
  Initiative Bonus: However, for every three P.P. points beyond 30, 
  the character gets a bonus on his initiative roll. P.P. 33-35: + 1 on initia­
  tive, P.P. 36-38: +2, P.P. 39-4 1 : +3 , P.P. 42- 44: +4, P.P. 45-47: +5, 
  P.P. 48 and higher: +6. 
  Physical Endurance (P.E.): The bonus to save vs poison and 
  magic stops at 30. 
  Save vs Coma & Death: However, the percentage to save vs coma 
  continues at an increment of one point per each additional point beyond 
  30. Thus, a P.E. of 3 1  provides a 3 1% chance to save vs coma, 32 is 
  32%, and so on. Additionally, a character with a P.E. of 30 or higher 
  fatigues at half the normal rate. 
  24 
  Impervious to disease: Additionally, any character with a P.E. of 30 
  or higher is effectively impervious to disease. Only the most virulent 
  virus (or designer bug) has a chance of affecting this character. 
  Physical Beauty (P.B.): Any number beyond 30 is divine perfec­
  tion. A beauty beyond compare, angelic. 
  P.B. of more than 30 provides select skill bonuses: +5% to 
  Cardsharp, Concealment, Palming, Pick Pockets and Performance skills 
  (observers are so distracted by the beauty they don't notice any trickery 
  or flaws in performance); + 1 3% to Seduction. Penalty: - 1 0% to Prowl 
  (all eyes are on the beauty). 
  Speed (Spd.): Indicates the rate of speed at which a character can 
  run and/or fly. Most ordinary humans never exceed 30. However, 
  Juicers, Crazies, cyborgs, robots, mutants, D-Bees, supernatural beings 
  and others may achieve mind-boggling running speeds. The Speed 
  Chart continues on and on, with the listing at a Spd of 293 or 200 mph 
  (320 km). Running fast is its own reward and ability. 
  "Augmented" Humans (Juicers & 
  Crazies), Mutants, Cyborgs & 
  Exoskeletons 
  Characters who possess an enhanced or increased P.S. because of 
  unusual genetic mutation, chemical augmentation (Juicer), brain im­
  plants (Crazy), bionics (full conversion cyborgs), superhumans (Ex­
  traordinary or Superhuman P.S.) or exoskeleton (light power armor or 
  mechanically enhanced body armor, android or very light robots) can 
  inflict Mega-Damage, but only when they use a power punch. 
  This type of enhanced strength is typically the result of mechanical 
  augmentation. This table applies only when specific damage stats are 
  not provided. 
  • Augmented P.S. 24 inflicts one point of Mega-Damage when deliv­
  ered as a power punch or power kick; counts as two melee attacks. 
  • Augmented P.S. 25 to 27 inflicts I D4 M.D. with a power punch or 
  power kick; counts as two melee attacks. 
  • Augmented P.S. 28 to 30 inflicts I D6 M.D. with a power punch or 
  power kick; counts as two melee attacks. 
  • Augmented P.S. 31 to 40 inflicts 2D4 M.D. with a power punch or 
  power kick; counts as two melee attacks. 
  • Augmented P.S. 41 or 50 (not likely to exist) inflicts 3D4 M.D. 
  with a power punch or power kick; counts as two melee attacks. 
  • Augmented P.S. 51 or higher (not likely to exist) inflicts 4D4 
  M.D. with a power punch or power kick; counts as two melee at­
  tacks. 
  Power Punch Notes: 
  1. A power punch is a roundhouse punch in which the character 
  winds up and punches with all of his might. In all cases, the power 
  punch attack counts as two (2) melee attacks/actions whether the punch 
  strikes or not. The player must announce that he is trying a power 
  punch/kick/attack before he rolls to strike. 
  2. A power bite is not possible! The only exceptions may be select 
  supernatural beings or giant robots, in which case it will be noted in the 
  character stats. Likewise, a power head butt, elbow, knee, body 
  throw/flip or body block/ram is not possible except as noted above and 
  where specifically listed for that particular character or equipment. 
  3. Cyborgs, although mechanical and robot-like, do not generally 
  possess the same physical strength and power as a complete (or giant) 
  robot. 
  Consequently, they do not usually deliver Mega-Damage 
  punches except as power punches. Most partial reconstruction 'Borgs 
  can only have a maximum P.S. of 20 and inflict no Mega-Damage. Full 
  conversion 'Borgs of great strength can deliver a Mega-Damage power 
  punch or kick if they have a P.S. of 24 or higher! Use the table above. 
  4. In all cases, a power punchlkick/attack counts as two melee at­
  tacks/actions. 
  Quentin Milton (Order #31246997)
  
  25 
  "Supernatural" Physical Strength 
  Most S.D.C.lHit Point beings, whether hwnan, monster, or other­
  wise, inflict Hit Point/S.D.C. damage even when they have an incredi­
  ble strength of 30 or higher. On the other hand, even scrawny 
  supernatural beings like Vampires, Gargoyles, Brodkil, and demons, as 
  well as "most" creatures of magic, such as dragons and Eiementals, in­
  flict Mega-Damage. 
  One might wonder why a strong human inflicts S.D.C. damage 
  while these others, with a seemingly equivalent P.S., inflict 
  Mega-Damage (M.D.)? 
  The answer is simple. Whether a being inflicts S.D.C. damage or 
  M.D. depends on the nature of the creature. 
  Simply put, supernatural beings and creatures of magic are NOT 
  human. They are something else. Creatures that defy the laws of phys­
  ics and draw upon arcane forces and energies (like magic) as part of 
  their innate essence. Thus, they are more than human. More powerful 
  physically and magically (and sometimes psionically as well). Their su­
  pernatural aspect gives them Mega-Damage strength, endurance, and, 
  in many instances, makes them natural M.D.C. creatures (i.e. flesh like 
  Mega-Damage steel). Thus, in addition to their incredible supernatural 
  strength, they usually have bodies with skin like the armor of a tank, 
  are impervious or resistant to ordinary cold, heat and fire, impervious 
  to disease, and heal much more quickly (most practically regenerate 
  and heal before one's eyes), because they are not human. Note: In an 
  S.D.C. environment where magic energy is weak, these beings are of­
  ten Hit Point/S.D.C. creatures, although they will still usually have 
  plenty ofH.P. and S.D.C. points. 
  • Supernatural P.S. 15 or less: Only inflicts 106 S.D.C. on a re­
  strained punch, 406 S.D.C. on a full strength punch or 104 M.D. on 
  a power punch (counts as two melee attacks). P.S. bonuses are 
  added to S.D.C. attacks. 
  • Supernatural P.S. 16 to 20: Inflicts 306 S.D.C. on a restrained 
  punch, 106 M.D. on a full strength punch, or 206 M.D. on a power 
  punch (counts as two melee attacks). P.S. bonuses are added to 
  S.D.C. attacks. 
  • Supernatural P.S. 21 to 25: Inflicts 406 S.D.C. on a restrained 
  punch, 206 M.D. on a full strength punch, or 406 M.D. on a power 
  punch (counts as two melee attacks). P.S. bonuses are added to 
  S.D.C. attacks. 
  • Supernatural P.S. 26 to 30: Inflicts 506 S.D.C. on a restrained 
  punch, 306 M.D. on a full strength punch, or 606 M.D. on a power 
  punch (counts as two melee attacks). P.S. bonuses are added to 
  S.D.C. attacks. 
  • Supernatural P.S. 31 to 35: Inflicts 506 S.D.C. on a restrained 
  punch, 406 M.D. on a full strength punch, or ID4xl0 M.D. on a 
  power punch (counts as two melee attacks). P.S. bonuses are added 
  only to S.D.C. attacks. 
  • 
  P.S. 36 to 40: Inflicts 606 S.D.C. on a restrained punch, 506 M.D. 
  on a full strength punch, or 106xlO M.D. on a power punch (counts 
  as two melee attacks). P.S. bonuses are added only to S.D.C. at­
  tacks. 
  • Supernatural P.S. 41 to 50: Inflicts ID6xlO S.D.C. on a restrained 
  punch, 606 M.D. on a full strength punch, or 2D4xlO M.D. on a 
  power punch (counts as two melee attacks). P.S. bonuses are added 
  only to S.D.C. attacks. 
  • Supernatural P.S. 51 to 60: Inflicts 106 M.D. on a restrained 
  punch, ID6xlO on a full strength punch, or 2D6xlO on a power 
  punch (counts as two melee attacks). P.S. bonuses not applicable. 
  Note: Some supernatural creatures will have a greater or weaker 
  damage than the above table provides. These are exceptions to the gen­
  eral rule and will be evident in the descriptions of specific creatures. 
  Biting attacks typically inflict half the M.D. as a punch unless the maw 
  is especially large or powerful, then a bite could inflict the same dam-
  Quentin Milton (Order #31246997)
  
  age or more. Tails and tentacles frequently inflict half to the same 
  amount of M.D. as a punch. Power punches are not usually possible 
  with a tail, but are possible with a tentacle. Kicks usually inflict the 
  same M.D. as a punch, but in some cases the kick may inflict ID6 more 
  Mega-Damage. 
  Supernatural Damage and Hand Weapons: When wielding a 
  hand weapon, such as swords, clubs and knives, supernatura1 beings in­
  flict either the weapon damage plus P.S. damage bonus or their basic 
  hand to hand damage (see previous table) plus P.S. damage bonus, 
  whichever is greater. Optional Rule: Normal weapons are in danger of 
  breaking when wielded by somebody with supernatural strength. A 
  good rule of thumb is to assume a weapon is in danger of breaking 
  whenever total damage inflicted exceeds more than three times the 
  weapon's maximum base damage - in the case of a 2D4 sword, more 
  than 24 points of dam!!ge might break it. Every time that much damage 
  is inflicted, there is a 01-30% chance that the weapon will break. 
  Heavy, sturdy weapons, and very well-crafted blades (a master smith's 
  katana, for example) can withstand more damage, so do not roll unless 
  damage exceeds jive times the weapon's maximum damage. Magical 
  weapons and artifacts are basically indestructible and are at no risk of 
  breaking. 
  Weight & Movement 
  Normal characters, with a P.S. of 3 to 1 6, can carry 10 times their 
  P.S. in pounds (P.S.x l O  = total in pounds). For Example: A character 
  with a P.S. of 9 can carry 90 pounds (40.5 kg). A character with a P.S. 
  of 1 5  can carry 150 pounds (67.5 kg). 
  Strong characters, with a P.S. of 17 or higher, can carry 20 times 
  their P.S. in pounds. This means a character with a P.S. of 1 8  can carry 
  360 pounds (162 kg). 
  Supernatural creatures including dragons, Deevils and demons 
  are even stronger than extraordinary humans. Supernatural beings and 
  creatures of magic with a P.S. of 1 8  or higher can carry 50 times their 
  P.S. Thus, a creature with a P.S. of 24 can actually carry over half a 
  ton, 1200 pounds! Creatures with a strength of 1 7  or less are equal to 
  humans; P.S.x l O  in pounds (x20 for P.S. 1 7). 
  Lifting weight is a little different than carrying weight. You may 
  have noticed, yourself, that you can usually lift up a heavier amount 
  than you can carry. I'm not talking about weight-lifting in a body build-
  26 
  ing sense, nor lifting a heavy weight above the chest. Simply the ability 
  to bend over and lift something that weighs more than you can carry. 
  The simple rule is that a character can lift TWICE as much as he/she 
  could carry. This means that the character with a P.S. of 9 can carry 90 
  pounds, but can lift 1 80 pounds. Meanwhile, the supernaturally strong 
  creature, with a P.S. of 24, can lift over one ton (2400 pounds). 
  Throwing Heavy or Awkward Objects: A character can not throw 
  more than he can carry. 
  Add one foot (0.3 m) to the effective range for every P.S. point 
  listed; e.g., P.S. 24, add 24 feet (7.3 m). 
  Objects such as bricks, bottles, and swords are not designed for 
  throwing. Consequently, the effective range is limited regardless of the 
  strength behind it. 
  Darts, knives and throwing axes are designed for throwing, but 
  don't have the weight or balance for great distances. The same is true 
  of most objects weighing less than half a pound. Javelins, more so than 
  spears, are designed for distance throwing. 
  Miscellaneous items weighing over a pound (0.45 kg) and less than 
  1 0  pounds (4.5 kg), such as chairs, stools, and lanterns, can be thrown 
  about halfas far as the one pound (0.45 kg) object. 
  Normal and extraordinarily strong characters can hurl a weight 
  equal to the weight he can carry four inches (0. 1 m) per each P.S. point. 
  This means the person with a P.S. 9 can toss 90 lbs (40.5 kg) up to 3 
  feet (0.9 m) away. The hero with a P.S. of 17 can toss 340 lbs ( 1 53 kg) 
  up to 5 feet, 6 inches away (1 .7 m). 
  Supernatural characters can hurl their maximum carrying weight one 
  foot (0.3 m) per P.S. point. So a supernatural character with a P.S. of 
  24 can hurl an incredily heavy object (up to 1200 pounds/540 kg) a 
  whopping 24 feet (7.3m). Damage from these heavy thrown objects is 
  I D6 + I D6 S.D.C. points per every 20 pounds (9 kg), so a 1 00 pound 
  (45 kg) item will inflict 6D6 points of damage! A thousand pound (450 
  kg) object 6D6 x l O  (or 3 M.D. , 4  M.D. if you round up). 
  A Note about M.D. Creatures 
  Mega-Damage creatures are different from creatures of human flesh 
  and blood. M.D.C. flesh is a special armor-like skin that is resistant 
  even to most point-blank attacks. They can use their bodies to smother 
  an M.D.C. grenade or withstand damage from a particle beam the same 
  as M.D.C. power armor or a tank. While the blast will hurt, it will not 
  kill until all Mega-Damage points have been depleted. The only possi­
  ble exception may be a direct and powerful point-blank shot to the 
  head; G.M.'s discretion. See S.D.C. Point-Blank rules and modify them 
  to M.D.C creatures as is appropriate. 
  Robot Strength & Damage 
  The robots created by the super-technology in Rifts usually have 
  Mega-Damage armor and super-powerful hydraulics and mechanical 
  systems that give them greater physical strength than bionic limbs or 
  cybernetic prosthetics. This means that robots can frequently deliver 
  Mega-Damage attacks. Power armor, especially full robot suits like the 
  Glitter Boy, SAMAS and Uiti-Max, also inflict significant amounts of 
  Mega-Damage due to their robotic nature. However, the power armor 
  and 'bots mechanically enhanced strength is not as powerful as super­
  natural beings. Remember, 'Borgs are not as powerful as bots either. 
  Robots created in a more primitive environment, such as our own 
  20th Century, are not likely to be Mega-Damage bots and do not magi­
  cally transform when brought into a Mega-Damage environment like 
  Rifts®. To become an M.D. machine, the comparatively primitive bot 
  will have to undergo a complete conversion into a new M.D.C. robot 
  body. In such instances, the only thing likely to be preserved from the 
  original robot is its physical brain, memory, and programs; possibly 
  other internal systems within the Mega-Damage shell. 
  Robots with a P.S. of 1 8+ can lift and carry 25 times their P.S. at­
  tribute. Thus, a robot with a P.S. of 40 can lift and carry 1,000 lbs (450 
  Quentin Milton (Order #31246997)
  
  kg) (25x40=I,000). Robot P.S. below 1 8  is equivalent to normal human 
  strength for purposes of lifting, pulling and pushing: P.S.x lO in lbs. 
  • Robot P.S. 15 or less: Inflicts ID6 S.D.C. on a restrained punch, 
  2D6 S.D.C. on a full strength punch and 4D6 S.D.C. on a power 
  punch (counts as two melee attacks). P.S. bonuses are added to 
  S.D.C. attacks. Kicks do 2D6 S.D. C., leap kicks 3D6 S.D.C. 
  (Counts as two melee attacks); these robots are roughly equal to a 
  human. Mega-Damage attacks are not possible. 
  • Robot P.S. 16 to 20: Inflicts 2D6 S.D.C. on a restrained punch, one 
  M.D. point on a full strength punch, ID6 M.D. on a power punch 
  (counts as two melee attacks). P.S. bonuses are added to S.D.C. at­
  tacks. Kicks do I D4 M.D. and leap kicks 2D4 M.D. 
  • Robot P.S. 21 to 25: Inflicts 6D6 S.D.C. on a restrained punch, 
  ID4 M.D. on a full strength punch, 2D4 M.D. on a power punch 
  (counts as two melee attacks). Kicks do ID6 M.D. and leap kicks 
  2D4 M.D. (counts as two melee attacks). 
  • Robot P.S. 26 to 30: Inflicts ID4 M.D. on a restrained punch, ID6 
  on a full strength punch, 2D6 M.D. on a power punch (counts as 
  two melee attacks). Kicks do 2D4 M.D. and leap kicks 2D8 M.D. 
  (counts as two melee attacks). 
  • Robot P.S. 31 to 35: Inflicts ID4 M.D. on a restrained punch, ID6 
  M.D. on a full strength punch, 4D4 M.D. on a power punch (counts 
  as two melee attacks). Kicks do 2D8 M.D. and leap kicks 4D8 M.D. 
  (counts as two melee attacks). 
  • Robot P.S. 36 to 40: Inflicts ID4 M.D. on a restrained punch, 2D6 
  M.D. on a full strength punch, 4D6 M.D. on a power punch (counts 
  as two melee attacks). Kicks do 3D8 M.D. and leap kicks 5D8 M.D. 
  (counts as two melee attacks). 
  Combat Terms (Revised) 
  The following combat terms have been collected from various 
  sources in the Megaverse with some new material added and some old 
  information rewritten for greater clarity or updating. 
  Attacks per Melee: Characters with no hand to hand combat train­
  ing get only one attack/action per melee at levels 1, 6, and 12. No auto­
  matic parry or dodge; each attempt counts as one melee action. P.P. and 
  W.P. bonuses will apply. 
  See pg 44 for complete details. 
  Characters with any kind of formal hand to hand combat training 
  (Hand to Hand: Basic, Expert, etc.) automatically get two attacks plus 
  those acquired from their hand to hand skill(s). 
  Automatic Body Flipffhrow: Certain martial artists can do a body 
  flip/throw in place of a parry. This means that instead of blocking or 
  deflecting the blow, the character attempts to leverage the attacker's 
  own force into a flip. Success requires beating the attacker's roll to 
  strike, just like a parry, but using the bonuses for body flip (not parry). 
  Failure means taking full damage from the attack, without a chance to 
  roll with punchifalVimpact. A successful roll means the character has 
  grabbed his opponent and sent him flying in a judo-style throw. 
  Automatic Dodge: Certain O.C.C.s , R.C.C.s, and forms of combat 
  enable the character to automatically dodge an attack without using up 
  a melee attack/action. It is purely a defensive move. Roll for a dodge as 
  normal (the dodge is not an "automatic" sucess), but the automatic 
  dodge does not count as a melee attack or action. 
  Attribute Bonuses: Combat and saving bonuses gained through 
  physical or mental strengths that give a character an extra added degree 
  of agility, strength, endurance, etc. (See the eight attributes.) 
  Back Flip: The back flip involves throwing oneself backwards 
  with the arms and shoulders, flipping the legs completely up, over, and 
  back down on the ground into a standing position. The result is that one 
  quickly moves backwards by a full body length. Doing a back flip 
  counts as one melee attack/action and can be used as a dodge or for en­
  tertainment. 
  27 
  • Robot P.S. 41 to 50: Inflicts I D6 M.D. on a restrained punch, 3D6 
  M.D. on a full strength punch, or I D6xlO M.D. on a power punch 
  (counts as two melee attacks). Kicks do 5D8 M.D. and leap kicks 
  ID8xlO M.D. (counts as two melee attacks). 
  • Robot P.S. 51 to 60: Inflicts 2D6 M.D. on a restrained punch, 6D6 
  M.D. on a full strength punch, or 2D6xlO M.D. on a power punch 
  (counts as two melee attacks). Kicks do 6D8 M.D. and leap kicks 
  2D6xlO M.D. (counts as two melee attacks). 
  Notes: 
  1. There are many different design and mechanical elements for ev­
  ery robot and suit of power armor, so there is a great deal of variation 
  from one design to another. Some may have features that make a partic­
  ular 'bot stronger or weaker than the above table suggests. The general 
  rules, above, apply to robots and P.S. when a specific damage rating is 
  not provided in its stats, and when adapting robots from other game 
  books, settings and dimensions to the Mega-Damage world of Rifts. 
  2. Combat moves: Body blocks and tackles typically inflict half the 
  M.D. of a normal punch. Stomp attacks are applicable only to robots 
  that are 18 feet (5.5 m) or larger and commonly inflict ID4 or ID6 
  M.D., seldom more. Tear or Pry attacks are possible only if the mecha­
  nism is designed for that purpose. Such attacks usually deliver half the 
  damage of a full strength punch. 
  3. Power Armor is generally smaller and lighter than a true, 100% 
  robot. In many cases, power armor is little more than an armored 
  exo-skeleton. As a result, a suit of power armor with an equivalent P.S. 
  will frequently inflict less damage than a robot, especially giant robots. 
  Power armor seldom exceeds a P.S. of 40. 
  If used in place of a dodge, the character must roll higher than his 
  opponent's strike roll using only the natural die roll (do not include any 
  dodge bonuses). Failure to beat the strike means taking full damage 
  without a chance to Roll with Punch. Success means avoiding the at­
  tack like a dodge. 
  Back Flip: Escape. If used in place of a strike (when it's the 
  back-flipping character's turn to strike) this removes the character from 
  combat and requires the opponent to use up an attack/action to move 
  into range. This also gives the back-flipping character the initiative. 
  Back Flip: Attack. This is especially useful against someone at­
  tempting some kind of back strike. Once the opponent is detected in the 
  rear, the back flip moves the character back into combat range. A back 
  flip can also be used as a combined Strike against an opponent to the 
  rear of the character. Use with either an axe kick, snap kick, or back­
  hand strike. If striking with a back flip, use only the bonus to back flip 
  (not strike). Cannot be used with death blow or knock out/stun. 
  Blind: Once and for all, here are the definitive penalties and condi­
  tions for being blinded or fighting in absolute darkness without optical 
  systems to see. 
  Penalties: Ignore all of the character's normal combat bonus (they 
  don't count; natural rolls only, minus the penalties) and the blind char­
  acter is -10 to strike, parry and dodge, disarm, pull punch and similar 
  combat moves! Speed is reduced by 30-50% (or should be) only be­
  cause the blind character is unsure of himself and running or moving 
  quickly is likely to cause him to stumble or trip something and fall 
  down (lose initiative and one melee attack/action), slam into a wall 
  ( ID6 S.D.C. damage, triple that if running) or run right into the arms of 
  his opponent or some other danger. Obviously any skills requiring vi­
  sion are impossible to perform. 
  Attacks per melee round and initiative are unchanged, but the char­
  acter is lashing out wildly and guessing where his opponent is. This 
  means the blind character has a good chance of accidentally striking a 
  friend or innocent bystander with his wild flailing about or "blind 
  shooting." 
  Quentin Milton (Order #31246997)
  
  Body Blockffackle: This is a combination of moves that involves a 
  body block and a knockdown attack (counts as two melee attacks). A 
  successful body block strike does ID4 damage plus P.S. damage bo­
  nuses, and the opponent is likely to be knocked down. A successful 
  strike always inflicts damage (from a shoulder, elbow, or tucked head), 
  unless his opponent dodges (no damage and no knockdown), but the 
  victim who is hit can avoid being knocked down only by trying to his 
  maintain balance; roll percentile dice, characters with no special bal­
  ancing abilities must roll above 80% or be knocked down. Those with a 
  special balancing ability like those from Acrobatics or Gymnastics 
  must roll under their current skill level (if 45% they must roll 45 or 
  lower, if 80% they must roll 80 or lower). A successful maintain bal­
  ance means the victim is not knocked down but loses one melee attack, 
  and takes full damage. 
  Being knocked down causes the character struck to lose initiative 
  (if he had it) and one attack/action for that melee round, plus he is 
  knocked ID6 feet away from where he was standing at the moment of 
  the attack. A roll with impact can reduce damage by half, but counts as 
  one melee action. 
  Body Flipffhrow: A judo style throw or flip that uses an attacker's 
  own momentum and leverage to "flip" or "throw" him off his feet and 
  onto the ground. Damage is ID6 points plus P.S. damage bonus (if 
  any), and the victim also loses initiative (if he had it) and one melee at­
  tack. A body flip/throw counts as one melee attack. A victim of a throw 
  can try to roll with impact/fall to diminish the damage (half if success­
  ful), but other penalties are unchanged. 
  Body Flipffhrow: Critical: Characters with this attack inflict dou­
  ble damage; typically 2D6 + P.S. bonuses by rolling a certain "natural" 
  die roll (a high number not modified with bonuses). The victim of a 
  critical body throw loses initiative and two melee actions/attacks as a 
  result of being thrown. This move cannot be done with an automatic 
  body flip/throw because it is an attack, while the latter is a defensive 
  move. 
  Break Fall: Also known as "ukemi," this is an advanced version of 
  roll with punch/fall/impact. The character takes no damage if the break 
  fall is successful, and only half damage if the roll for break fall fails! It 
  can also be used against a knock out attack. A successful roll against 
  knock out means the character takes normal damage, but is not stunned 
  or unconscious. Note: The break fall uses up one melee attack each 
  time it is used. 
  Cartwheel (Attack): Holding the body rigidly extended, the char­
  acter rolls like a wheel by using the arms and legs as spokes. This ma­
  neuver can be used to move quickly into combat range. A cartwheel 
  can also be used as part of a combined strike against an opponent to the 
  rear of the character when used with either an Axe kick, Wheel kick or 
  Knife Hand. If striking with a cartwheel, use only the cartwheel bonus. 
  Must be used as the first attack in a melee round. Note: Cannot be used 
  with death blow or knock out/stun. 
  Combat Bonuses: All appropriate bonuses available to the charac­
  ter are added to the various fighting abilities such as strike, parry or 
  dodge, as well as initiative and saving throws. High physical attributes, 
  certain physical skills, weapon proficiencies (W.P.), the occasional 
  O.C.C. bonus, racial bonus, and magic may provide one or more com­
  bat bonuses. All applicable bonuses are combined and added to the 
  character's dice rolls. Do not combine the strike bonus with the parry 
  bonus, and so on; each combat maneuver is considered a separate cate­
  gory, so only the various bonuses to strike are added to the strike roll, 
  bonuses to parry added to the parry roll and so forth. 
  Critical Strike: A powerful, special or nerve shattering strike that 
  inflicts double the usual amount of damage. Critical strike/damage can 
  be inflicted with bare hands or with a weapon. 
  Damage: The following are some of the typical damage amounts 
  inflicted by the various types of punches and kicks. Each inflicts 
  roughly the same equivalent S.D.C. or M.D. damage depending on 
  whether the attacker is an S.D.C. being (like humans) or a Mega-Dam-
  28 
  age being (like power armor, bots, oni, dragons and supernatural be­
  ings). Remember to add P.S. attribute bonuses to damage. 
  Hand Strikes: 
  Backhand Strike: ID6 
  Body Flip: ID6 
  Human Fist (punch): ID4 
  Knife Hand: 2D4 
  Karate Strike: 2D4 
  Palm Strike: 2D4 
  ElbowlForearm: I D6 
  Power Punch: Does double damage + any other damage bonuses, but 
  counts as two melee attacks. Applicable to all hand strikes. 
  Foot Strikes: 
  Kick Attack: 2D4 
  Karate Kick Attack: 2D6 
  Jump Kick: 3D6x2 
  Roundhouse Kick: 3D6 
  Snap Kick: I D6 
  Wheel Kick: 2D6 
  Knee: ID6 
  Backward Sweep: No damage, but knocks down opponent if strike is 
  successful (he loses one melee action and initiative). 
  Tripping/Leg Hook: No damage, but knocks down opponent if the 
  strike is successful (he loses one melee action and initiative). 
  Power Kick: Does double damage, but counts as two melee attacks. 
  Applicable to all kick/foot strikes that inflict damage, except leap 
  and jump kicks. 
  Miscellaneous: 
  ThrownlDropped Small Objects: I D4 or I D6 
  ThrownlDropped Large Objects: 3D6 per 100 Ibs (45 kg) +10 per 
  40 feet (12.2 m). Falling: ID6 per 10 feet (3 m). 
  Collision: 2D4 per 10 mph (16 km). 
  Quentin Milton (Order #31246997)
  
  Death Blow: A special attack designed to kill an opponent in one or 
  two strikes! This attack is often limited in hand to hand combat to the 
  roll of a "natural" high strike number; i.e. death blow on a natural 
  I S-20. Whenever the words "death blow" are presented without limita­
  tion, the character can use a death strike whenever he desires; however, 
  such a devastating attack counts as two melee attacks/actions. 
  Human vs Human: Against humans and S.D.C. creatures, the attack 
  does double the normal damage, plus P.S. bonuses direct to Hit Points. 
  This attack can be used with punches and kicks or hand-held weapons 
  such as swords, clubs, etc. It is not applicable to guns and does not 
  work through armor; the armor must be removed or penetrated. 
  Mega-Damage creature vs Mega-Damage creature: The attack does 
  double normal damage, plus P.S. bonuses, and it is so devastating to the 
  creature's body that it cannot bio-regenerate injury from a death blow 
  for I D4 hours! This attack is not applicable against M.D.C. 'bots, 
  'borgs and power armor, unless the M.D.C. attacker is making a called 
  shot to the head or power supply, in which case double damage is in­
  flicted to that part ofthe robot or armor. 
  Disarm: The act of disarming is simply getting rid of the oppo­
  nent's weapon; it does no damage. It can be used as a defensive move 
  in place of a dodge or parry, or can be done as an attack/strike. 
  The disarm move is a strike, hold or grappling maneuver that causes 
  an opponent to drop his weapon or whatever he's holding. Counts as 
  one melee attack/action. Disarm does not give the weapon to the char­
  acter making the disarm move. True, the item is forced out of the vic­
  tim's grasp, but it is either knocked away or falls to the ground. 
  Typically an opponent is disarmed on a roll of a natural 1 9 or 20 
  when used as a defensive move. Roll a disarming strike to attack as 
  usual; high roll wins. A failed disarming attack does no damage and 
  means one's opponent remains armed, and is probably mad, and ready 
  to strike. 
  Dodge: A character dodges by moving out of the way of the attack. 
  Dodging always takes up one attack/action per melee round. To dodge, 
  the defender must roll higher than the attacker's strike roll on a 
  twenty-sided die. 
  Drop Kick: This is the combination of falling to the ground, a 
  dodge and a kick. The kick can be either a kick attack, a snap kick or a 
  crescent kick. It's done in place of a dodge (or as an attack) as a defen­
  sive move. First, make the roll to dodge. If successful, then roll to kick. 
  The opponent can defend nominally. No bonuses to dodge, strike, kick 
  or damage apply for this move. Uses up one melee attack/action. 
  Entangle: A defender can attempt to trap the weapon or arm of an 
  attacker. This is done instead of parrying or dodging, and takes up one 
  attack per melee. An entangle is successful if the defender rolls above 
  the attacker's strike roll. It takes one attack and a roll to entangle to 
  keep an opponent's arm or weapon entangled every melee round. In or­
  der to get free, the entangled opponent must roll a dodge against the en­
  tangle roll. 
  Hand to Hand Combat: Fighting skills that provide the characters 
  with attacks per melee, bonuses, and techniques. Characters without 
  combat training have only one attack per melee and have no automatic 
  chance to parry. 
  Hit Points: This is the number of points of damage a character can 
  take before dying. Characters generally don't lose Hit Points until their 
  S.D.C. is down to zero. A character's base Hit Points is the P.E. plus 
  I D6. Another I D6 of Hit Points is gained every time the character ad­
  vances an experience level. Lost Hit Points are not recovered without 
  medical attention. 
  Holds: Using both hands, the attacker grabs on to some part of the 
  opponent's body and attempts to immobilize him. If the strike is suc­
  cessful, then the victim is helpless until released. Holds do no damage. 
  Neither the attacker nor the victim can attack, parry or dodge while the 
  hold is working. It's easy for the attacker to hold the victim so that 
  some third character can attack unopposed or attack from the rear. 
  29 
  Getting out of a hold requires agility. Both the victim and attacker 
  roll twenty-sided dice and add in their P.P. attribute scores. The person 
  doing the hold also gets to add in all his bonuses to hold and from the 
  P.P. attribute (if any). High roll wins! If the attacker wins, then the hold 
  continues. If the victim wins, then the hold is released and combat can 
  continue. 
  Types of Holds Include: 
  Arm Hold: This involves twisting the arm around to the victim's 
  back. Any items in the hand of the arm being held can be easily re­
  moved. 
  Leg Hold: The victim is on the ground with his leg held up. There's 
  no way for him to get up until the hold is released. 
  Body Hold: Any number of wrestling holds. The victim can be held 
  on the ground or in a standing position. 
  Neck Hold: The victim is held around the neck from behind. This 
  leaves the victim totally vulnerable to attacks from any other character. 
  Initiative: Whoever gets to attack first is considered to have the ini­
  tiative and is the "attacker." Initiative is automatic in sneak attacks and 
  long-range attacks. In most other cases, each opponent rolls a 
  twenty-sided die, highest roll gets the initiative. Rolling for initiative 
  takes place at the beginning of each melee round of combat. 
  Kick Attack: This is a karate-style kick. It is a normal attack that 
  does I D4 damage for the untrained, or higher with hand to hand skills 
  (ID6, IDS, 2D4, 2D6). Anyone trained in hand to hand combat can do 
  a kick attack. 
  Quentin Milton (Order #31246997)
  
  Kick Attacks & Flying Jump Kicks: There are a whole range of 
  foot-based attacks. Each kick attack works differently and does differ­
  ent amounts of damage. 
  Kick Attack: This is a conventional, karate-style kick. It starts with 
  bringing the knee, folded, up to chest level, then the foot is completely 
  extended. Does 2D4 damage. 
  Snap Kick: A very short, very fast kick. Usually delivered low, 
  striking the opponent somewhere below the waist. It works well in con­
  fined spaces and in grappling range but does relatively little damage; 
  only I D6 damage. 
  Roundhouse Kick: By turning the body and swiveling the hips, 
  there's tremendous power packed into this kick. Can be used only once 
  per melee round, and no other kicks can be used in that melee round. 
  Does 3D6 damage. 
  Wheel Kick: A damaging kick that involves sweeping the leg com­
  pletely around the body. Cannot come right before or right after another 
  kick. Does 2D6 damage. 
  Crescent Kick: A swivel-hipped kick that sends the foot out on a 
  sweeping arc. Does 2D4+2 damage. 
  Axe Kick: A very high kick that goes up and over the opponent, 
  coming down on the neck or shoulder. Can't be used in the same melee 
  round with any other kicks. Does 2D6 damage. 
  Backward Sweep: Used only against opponents coming up behind 
  the character. Does no damage, it's purely a knock-down attack. Can­
  not be parried. 
  TrippinglLeg Hook: An attack on the opponent's legs. Does no 
  damage, it's purely a knock-down attack. Cannot be parried. 
  Jump Kicks: A Jump Kick is performed by leaping completely off 
  the ground and attempting to land foot-first on an opponent. Jump kicks 
  can be used only by those skilled in hand to hand, martial arts. The ad­
  vantage of a jump kick is that it works as a critical strike and doubles 
  the normal damage inflicted. The disadvantage of a jump kick is that no 
  other attack may be performed in that melee round (all attacks for that 
  melee are used up in the kick). The jump kick must be the character's 
  first attack of that melee round. For the rest of the melee round, the 
  character can only parry, dodge or move into position. 
  Jump Kick: Critical strike inflicting 6D6 damage! 
  Flying Jump Kick: Must be made from long range. The character 
  launches into the air, taking a position that will smash one foot into the 
  opponent. Does 4D6 damage but counts as two melee attacks. 
  Flying Reverse Turning Kick: Must be made from long range. The 
  extra twisting and turning of the body adds power and does 4D6 dam­
  age but counts as two melee attacks. 
  Knockdown: Getting knocked down, falling or getting struck by a 
  fast, heavy vehicle, or explosion, or falling or getting knocked back 
  dozens of yards/meters (30 feet/9 m or more) will even cause a charac­
  ter inside to take damage from the force of the impact. While most ar­
  mors are padded, they only provide so much protection. 
  Damage: Inflict ID6 Hit Point/S.D.C. damage for every 20 feet (6 
  m) one falls or is knocked back. And figure I D6 points of damage for 
  every 20 M.D. in an explosion. Round down. If the falVknockback is 
  1 00 feet (30.5 m) or more, there is a 01 -65% chance of being tempo­
  rarily knocked out for ID6 melee rounds. 
  Penalties: In ALL cases, when a character is knocked down or off 
  his feet, he automatically loses initiative and one melee attack/action. 
  This is true even if the character is knocked down right where he was 
  standing or only a few feet/meters. 
  Knockout/Stun: Anyone hit by a knockout or stun attack will be 
  temporarily incapacitated. The victim is not necessarily unconscious, 
  just dazed. 
  Leap Attack: An airborne assault where the weapons and/or fists 
  are wielded in mid-leap. A leap attack must be made only at the begin­
  ning of a melee round and, like the jump kick, uses up all attacks for 
  that melee. Usually, only a single strike can be made during a leap at-
  30 
  tack. However, if two opponents are close together, the attacker can 
  leap between them and strike both of them at the same time; roll to 
  strike for each character. After the leap, the character may not attack 
  again until the next melee round, but can parry or dodge or move into 
  position. Automatic parries work in mid-leap, but dodges are impossi­
  ble. A successful leap attack is a critical strike and does double dam­
  age. 
  Long-Range Attack: By using a long-range weapon from a dis­
  tance, an attacker can perform an undetected, first strike. Provided the 
  attacker is not seen, the defender automatically loses initiative and may 
  not dodge the first attack that melee round. 
  Maintain Balance: When some kind of knockdown attack has suc­
  ceeded, while the character is starting to fall over, this is his last chance 
  to attempt to recover. A successful roll (over the opponent's strike roll) 
  means that the character will immediately regain his balance and re­
  main standing. He can continue to fight but the act of retaining balance 
  means he used up one melee attack/action. When maintain balance is 
  used, then roll with punchifalVimpact or break fall can't be used, even 
  if it fails. 
  Melee or Melee Round: Exactly 15 seconds. The segment of time 
  combatants have to strike, counter and/or return strike. Generally, play­
  ing characters have two or more attacks per melee. 
  Multiple Attackers: Takes place when an opponent is faced by 
  more than one attacker. Characters with hand to hand combat skills can 
  attempt to parry any attacks within their line of sight. The defender 
  from multiple attackers can strike at only one target at a time (see leap 
  attack for a rare exception). 
  Natural Twenty: This is the result of 20 when rolling a 
  twenty-sided die. A strike with a natural twenty will always be a criti­
  cal strike. If someone with a strike bonus of +2 rolls an 18, then they 
  have an attack roll of 18 plus unnatural, bonus modification; NOT a 
  natural twenty, and is not a critical strike. A natural twenty beats all 
  other rolls and can only be parried or dodged by another natural twenty. 
  Paired Weapons: Certain kinds of weapons, such as sais, nuncha­
  ku, daisho, knives, clubs and swords, can be used as paired weapons. 
  Users of paired weapons can strike and parry simultaneously, can do 
  twin strikes against a single target or against a pair of targets, and can 
  parry two different opponents at the same time. In other words, war­
  riors skilled in paired weapons often can do two actions for every one 
  of their melee attacks (i.e. strike and parry). However, a twin, simulta­
  neous strike with both weapons means losing the automatic parry and 
  leaves the character open to his opponent's next attack without benefit 
  of a parry (dodge is optional but uses up a melee action). 
  Parry: A defender can attempt to parry most physical attacks. This 
  is done by blocking the attacker's blow with a weapon or hand. Charac­
  ters trained in hand to hand combat can parry without losing melee at­
  tacks. Bullets and energy attacks cannot be parried! 
  Power Punch: A haymaker thrown with everything the character 
  has, his every last ounce of strength. A power punch AL WAYS counts 
  as two melee actions. A power kick can also be done. For characters 
  with normal P.S., it does double damage in Hit Points and S.D.C. (nor­
  mal punch damage of ID4 times two plus any possible P.S. or Hand to 
  Hand Combat damage bonus on top of that). Characters with extraordi­
  nary augmented P.S. or Supernatural Strength clearly indicate the dam­
  age inflicted in the listings presented at the beginning of this section. 
  Punch: A normal punch does ID4 damage. A karate style punch or 
  chop does I D6 damage. A power punch does double damage ( lD4 or 
  lD6 damage x2 or 2D4 or 2D6 damage) plus any damage bonuses on 
  top of that. Hand to hand combat skills provide additional bonuses to 
  damage as does having a high P.S. attribute. 
  Pull Punch: The ability to control the force of a hand to hand at­
  tack, whether it be a punch, kick or with a hand weapon. Usually used 
  to reduce the blow to less than killing force. The character can choose 
  to do half damage, quarter damage, a single point or no damage at all. 
  A character must declare a pulled punch, and the player must roll I I  or 
  Quentin Milton (Order #31246997)
  
  better on a twenty-sided die (ID20) to successfully pull his punch. A 
  failed roll to pull means full damage is accidentally inflicted. Note: A 
  normal kick does ID6 damage, a Karate style kick does ID8 (or 2D4) 
  damage. 
  Roll with PunchlFall: Hand to hand combat fighters can reduce the 
  damage from blows and falls by rolling. If the defender is successful, 
  then only half damage is taken. Roll with punch/fall does not work 
  against energy blasts, bullets, fire, bladed weapons, psionics or radia­
  tion. Victims must roll higher than the attacker's roll. Falling characters 
  must roll a 14 or higher, on a twenty-sided die, to roll with the fall. 
  Saving Throws: Occasionally, characters must roll to save against 
  exotic attacks like poison, gas, insanity, psionics, etc. 
  Disease: 14 or better. 
  Lethal Poison: 14 or better. 
  Non-lethal Poison: 16 or better. 
  Harmful Drugs: 1 5  or better. 
  Acids: No save possible - dodge! 
  Insanity: 12 or better (sometimes higher). 
  Psionics: 1 2  for Major & Minor psionics; 10 for Master, 1 5  for ordi­
  nary folks. 
  Magic: 12 vs basic spell magic; 16 vs ritual magic. The save against 
  magic will be higher (13, 14, 15, and even 16) if the spell caster is high 
  level. 
  S.D.C.: This stands for Structural Damage Capacity, which is the 
  amount of damage an object can absorb before breaking. Living crea­
  tures also have S.D.C.; it represents their physical resistance to damage. 
  All the S.D.C. of a living thing must be reduced to zero before the Hit 
  Points can be affected. Note: A cousin to S.D.C. Is M.D.C. Or 
  Mega-Damage Capacity. M.D.C. Applies to robots, and is explained in 
  the Robot Combat section which follows shortly. 
  Simultaneous Attack: Instead of defending with a parry, dodge or 
  entangle, a character can choose to do a simultaneous attack. In this 
  case, the character does not defend ("Go ahead, hit me; I can take it!") 
  and simply attacks in response. The advantage of a simultaneous attack 
  is that neither opponent can parry, dodge or entangle. In all probability, 
  both will take damage. Exception: An opponent with paired weapons 
  can engage in simultaneous attack (with one weapon) AND parry (with 
  the other), OR, both the paired weapons can be used to strike with NO 
  parry. 
  31 
  Sneak Attack: An attacker may lie in wait (ambush), attack from 
  behind, or sneak up (prowl) on an opponent. If the foe does not dis­
  cover the attacker, then the sneak attack is successful. The sneak at­
  tacker always has initiative, and the defender is not able to parry or 
  dodge the sneak attack. 
  Strike: Anyone attempting to hit an opponent must roll to strike. As 
  with all combat rolls, a roll to strike is made with a twenty-sided die. 
  Throw: Simply, this means throwing a weapon. Rolling to throw is 
  exactly the same as rolling to strike, except that there are different bo­
  nuses per weapon type. See Weapon Proficiency. Note: A character 
  may use any type of weapon, but gets no combat bonuses, such as 
  strike or parry, unless he has a Weapon Proficiency (W.P.) in that par­
  ticular weapon. This applies to modem and ancient weapons. 
  Some common combat 
  questions & answers 
  By Kevin Siembieda, Shawn Merrow & Rodney Stott 
  What are the rules for using S.D.C. weapons against opponents 
  in "partial" M.D.C. body armor? 
  There are two possible sets of rules that could be used in this case. 
  The first is to require called shots only to target openings in the 
  body armor. 12 or better is required to strike a stationary target. 1 5  or 
  higher to hit a moving target and 1 7  or higher to hit a fast moving tar­
  get. If the opponent knows the attack is coming, he gets to dodge as 
  normal; high roll wins, defender wins ties (which means the dodging 
  character successfully dodges and escapes his S.D.C. parts getting hit). 
  If the called shot is successful then the M.D.C. armor has been by­
  passed through the gap in the armor and the character takes the dam­
  age. Note: Without the called shot, strikes are presumed to hit the main 
  body which would be covered by the M.D.C. armor. 
  The second option is to assign the armor an Armor Rating (A.R.), 
  and to hit the character wearing the armor the attacker needs to roll 
  above the A.R. ofthe target. Rolling below it means the armor takes the 
  damage. Note: Ignore the A.R. if the attacker is using M.D. weapons as 
  the lethality aspect will blast right through the armor, although the ar­
  mor takes damage first. There are rare cases where S.D.C. armor that 
  numbers into the hundreds of S.D.C. absorb a low intensity M.D. blast. 
  In this case every 100 S.D.C. points equals one M.D. point. 
  Both sets of options are considered to be equivalent, though coming 
  form different points of view. 
  Can a person in body armor be knocked down or injured while 
  wearing M.D. armor? 
  Yes, it is possible. Attacks designed to trip, knockdown or pinlhold 
  will work normally, although any serious damage inflicted is likely to 
  be prevented by the body armor. 
  Likewise, getting struck by a fast, heavy vehicle, explosion or fall­
  ing or getting knocked back dozens of yards/meters (30 feet/9 m or 
  more) will cause the character inside to take damage from the force of 
  the impact. While most armors are padded, they only provide so much 
  protection. 
  Damage: Inflict ID6 Hit Point/S.D.C. damage for every 20 feet (6 
  m) one falls or is knocked back. And figure ID6 points of damage for 
  every 20 M.D. in an explosion. Round down. If the fall/knockback is 
  100 feet (30.5 m) or more, there is a 01-65% chance of being tempo­
  rarily knocked out for ID6 melee rounds (double if the damage or dis­
  tance is significantly greater). 
  Penalties: In ALL cases, when a character is knocked down or off 
  his feet, he automatically loses initiative and one melee attack/action. 
  This is true even if the character is knocked down right where he was 
  standing or only a few feet/meters. 
  Quentin Milton (Order #31246997)
  
  What is the difference between the Paired Weapons Skill and 
  the Paired Weapons Ability that one may get as one advances in 
  hand to hand level? 
  None. Just one is taken as an immediate ability and the other comes 
  with time and training in a particular combat style of fighting. 
  Are there any bonuses or penalties to strike small objects? (I.e. 
  My Titan punching or kicking that annoying Gnome.) 
  There are no bonuses listed, however striking small targets may re­
  quire a "called shot" with a penalty to strike, or the character or animal 
  may get an extra bonus to dodge. However, in most cases the penalties 
  must be determined on the fly. 
  Using the above example, the Titan unless it is kneeling, or on much 
  lower ground than the Gnome, might not even be able to punch him 
  since the Gnome is way too small and likewise some weapons may be 
  too short to reach the Gnome, but kicking will still be effective. 
  However, if two warriors are facing off against each other, and one 
  attempts to rip the magical amulet from the other's neck using his hand, 
  the G.M. might rule that a called shot and a -3 or -4 penalty to strike 
  might be required. Failing to make this called shot will still be consid­
  ered a hit on the target, but not in the location where they wanted to hit. 
  What about large objects? Are there any bonuses to strike 
  them? 
  Generally, there are no bonuses to strike extra-large objects, though 
  if the large object is not very mobile, the G.M. may allow bonuses to 
  hit. Immobile objects (including unconscious characters) can usually be 
  hit without any strike roll at close range. After all, the attacker is stand­
  ing right in front of it. 
  Can characters have more than one Hand to Hand skill? If so, 
  are the bonuses cumulative, or are only the best bonuses chosen? 
  Yes, conditionally. Other physical skills like Boxing and Wrestling 
  offer additional bonuses to attributes, S.D.C. and combat bonuses 
  (strike, parry, dodge, etc.). ALL these bonuses are cumulative. 
  However, all Rifts® characters only get ONE Hand to Hand Com­
  bat skill. (In fact, the only exceptions are characters in the Ninjas & 
  Superspies RPG where some martial artists characters can select multi­
  ple forms of hand to hand combat training. This is NOT recommended 
  for Rifts® as it may unbalance the game. Rifts® is not designed for the 
  Ninja & Superspies style of play.) 
  Are Hand to Hand bonuses combined with Weapon Proti­
  ciencies? 
  Yes, for melee weapons like clubs, swords, spears, bow and arrow, 
  etc. So if you have + 1 to strike from the Hand to Hand: Basic combat 
  skill and + 1  with W.P. Sword and +2 from the P.P. attribute, the char­
  acter will be +4 to strike. 
  No, for modern weapons; i.e. guns and missiles. The W.P. itself 
  presents the only applicable shooting/strike bonus. 
  What is a melee attack? How much time approx. is one? Could 
  a Ninja Juicer (or just a Mystic Ninja) draw his sword and strike in 
  one attack? 
  A melee attack is an action during a melee round. Melee rounds are 
  1 5  seconds long; during that time, some characters can perform 3 to 5 
  actions while others can perform several more (6-10). Drawing a sword 
  is one action and striking is a second action. 
  Do Hand to Hand P.S. damage bonuses apply to energy melee 
  weapons? 
  No damage bonuses apply to the use of energy melee weapons un­
  less there is a physical damage component to the weapon involved. Not 
  even if the attacker has SupernaturaI Strength. 
  32 
  For example, with a Psi-Sword, Flaming Sword or Energy Sword, 
  only the weapon damage applies, any P.S. damage (supernatural or oth­
  erwise) is not added. 
  However, a Vibro-Sword uses a physical core and so damage bo­
  nuses can be applied to this weapon. The same is true of rune weapons 
  and TW weapons which have an actual cutting blade and such. 
  Can you pick the same W.P. twice to double the bonuses? 
  Absolutely not! NO! You can not take the same W.P. multiple times 
  to get improved bonuses. However, some different W.P.s may offer an 
  accumulated bonus for the same type of weapon, like Archery and Tar­
  geting, or Sharpshooting, but these are very rare. 
  One of the players in my group & I were having a disagreement 
  about Simultaneous Attacks. My friend thinks that if he is tighting 
  something with more attacks per round than himself he can call Si­
  multaneous and attack the same way he would be able to parry. 
  No. Doing a simultaneous attack still counts as one attack, and will 
  use the character's attack up like normal. All he is doing is skipping 
  any opportunity to parry his opponent's attack and to strike the same 
  time his attack is. What this does is enable the character who would 
  normally be the defender to be the aggressor at the same instant. The 
  advantage is unless he rolls a 1-4 to strike, his attack will hit, because 
  the attacker is busy attacking and can NOT dodge. But then, neither can 
  he! 
  The combat continues as normal. The aggressive defender can con­
  tinue to simulataneously attack, each combatant hammering at one an­
  other without parrying or dodging, or he can try to parry and 
  counterstrike. However, this does NOT give the defender extra attacks. 
  When all of his attacks are used up, and ifhis attacker still has a few at­
  tacks left, the attacker continues to strike and all the other character can 
  do is parry or dodge. A parry does not use up an attack. A dodge will 
  use up attacks the defender character would have the next melee round. 
  The Dodge --
  When you roll to dodge, does a roll of 4 (before dodge bonuses 
  are added in) mean you failed? 
  There is no automatic failure for dodge rolls. The only time a dodge 
  fails is when the roll to dodge is below the opponent's roll to strike. 
  If a character has used up all of his attacks, is dodging still al­
  lowed (I assume so)? 
  Yes, dodging is still allowed. HOWEVER, each dodge this melee 
  round uses up one of the character's attacks from the next round. For 
  example: Let's say the defender has 4 attacks per melee round and his 
  opponent has six. In the first combat round, the defender uses up his at­
  tacks, but his opponent still has two left. The smart thing to do (if cir­
  cumstances allow) is to parry the attack because a parry does not use up 
  a melee attack or action. However, one can not parry bullets or energy 
  blasts, so a character may be forced to dodge. In this example, the de­
  fender can dodge the attack but each "extra" dodge uses up one of his 
  attacks next round. Next melee round, his opponent starts again with 
  six melee attacks, while the defender now only has TWO! 
  Consequently, many warriors will stand and take the damage rather 
  than try to dodge, especially if they know the incoming attack is low 
  damaging and/or their body armor will take all (or most) of the dam­
  age .. 
  The Exception: Characters with an Automatic Dodge can dodge all 
  day long without burning up an attack. The Automatic Dodge is usually 
  reserved to very fast and agile characters and combat masters. If it is 
  available it will be listed in the O.C.C.IR.C.C. or combat skill. 
  Quentin Milton (Order #31246997)
  
  How does an Auto-Dodge Work? 
  An Automatic Dodge works just like an automatic parry in that it 
  does not use up any attacks to perform. Bonuses to Auto-Dodge comes 
  from the character P.P. attribute and any special Auto-Dodge bonuses 
  from O.C.C. or Hand to Hand Combat skill (it will say Automatic 
  Dodge). Unless it specifically says a character has an Automatic 
  Dodge, he or she does NOT. 
  I have a question regarding automatic dodges. Ok, if I am in a 
  fight and I roll for automatic dodge and miss the roll, do I automat-
  33 
  ically divert to a normal dodge for that action, or does the failure at 
  the automatic dodge just mean that I am hit with no chance for a 
  normal dodge that action? 
  It is the latter. An Automatic Dodge is the character's defensive 
  counter-maneuver to the incoming attack. If he fails at it, he is hit, just 
  like a failed parry. 
  Are there any types of physical attacks you cannot parry? Like 
  a dragon's bite? 
  Definitely. A parry is generally used to deflect or physically block 
  an attack, so if an attack can not be deflected or blocked, it cannot be 
  parried. This means that falling boulders, energy blasts, bullets, etc., 
  cannot be parried. Likewise, if you have no shield, hand weapon, or 
  arm guards to parry with, one can not parry a sword strike or other at­
  tack, unless the character can get in close and is actually able to parry 
  the attacker's arms (in this case, rendering the longer weapons useless). 
  For example, in a knife fight, parrying the opponent's arms is possible 
  and is more often done than parrying the knife itself. 
  Why can't energy blasts, bullets or arrows be parried or 
  dodged? 
  Generally, these types of attacks come in too fast for the character to 
  parry or dodge. It is just impossible even if the character is superhuman 
  (at least in most cases). Moreover, even the super-rare character who 
  can dodge an arrow, bullet or bolt of energy (like the Samurai and Mys­
  tic Ninja of Rifts Japan) must know the attack is coming; i.e. must see 
  his shooter and realize he is the intended target. Any multiple blasts 
  from two or more opponents can not be dodged no matter what! One si­
  multaneous blast, maybe, all, never. 
  The Typical Character: Including Juicers, Crazies, and most 
  superhumans and supernatural beings can try to dodge an arrow, bullet, 
  or energy bolt, but must roll an unmodified dodge. That's right, NO bo­
  nuses of any kind and -10 to dodge! -12 to dodge a rail gun "burst." 
  Rifts® Traditional Samurai: -2 to dodge arrows, -4 to dodge gunfire 
  or energy blasts. 
  Rifts® Mystic Ninja: -3 to dodge arrows, -6 to dodge gunfire or en­
  ergy blasts. 
  Can one attempt to parry an attack directed at someone else? 
  Yes, but it will count as one of the character's melee attacks to do 
  so, because he must move in or lunge to protect the other character, 
  thus it is no longer an automatic action. 
  So how do I leap in front of the fireball aimed at the one-armed, 
  blind little orphan Timmy .... or how can one get in the way of an 
  attack directed at someone else? 
  It will count as a single action, and as as always, you must roll to 
  strike - in this case the strike being to hurl oneself in the path of de­
  struction. High roll wins. The defender (i.e. the guy diving in front of 
  the blast, sword or whatever the attack is) wins ties. So if both attacker 
  and defender roll a 14 to strike, the defender wins and takes the damage 
  meant for Timmy. Yes, success means the heroic character (now a hu­
  man shield) will take the damage, and cannot attempt to Parry or 
  Dodge that attack. A failed roll means the blast misses the heroic char­
  acter and Timmy is struck. 
  If the circumstances dictate, the character could perform a leap that 
  is basically a Simultaneous Strike in which the character tries to tackle 
  the child and sucessfully knock of them out of harm's way. In this case, 
  first roll to strikelhit the child/target (may miss the kid) and then roll to 
  dodge. It is the dodge roll that will determine whether the hero man­
  ages to knock them both out of the way of his attacker's roll to strike. 
  This heroic effort uses up two melee actions/attacks. If the G.M. is 
  nice, he or she will let the hero take damage even if the dodge part of 
  the roll fails so the child is saved (and the hero injured). 
  Quentin Milton (Order #31246997)
  
  Does rolling with a punch take an attack from the defending 
  character? And if so, does it take his very next attack, leaving him 
  on the defensive for his attacker's next strike? Or does the lost at­
  tack/action come off the defender's total number of attacks, letting 
  him counter-strike? 
  A roll with punch or impact will always count as a melee attack/ac­
  tion, and yes, it will be the character's next attack that is lost as he re­
  covers from the attack that he rolled with. 
  When it states that "the victim loses initiative and one attack," 
  does this mean that he loses his very next attack? Or just one from 
  his total. 
  The victim will lose their next attack and no matter where they were 
  in the combat order they will be moved to last in the order. 
  For example: If two characters (A, B) are fighting in that order of 
  initiative, and B manages to strike "A," causing him to fall, or stagger 
  back, "A" loses one attack and initiative. "A" will not be able to strike 
  back until the third set of attacks and will be last in the order (effec­
  tively putting "B" into the advantage position as aggressor and proba­
  bly with one attack option more than "A." 
  The sequence of combat goes like this. 
  Let us assume "A" has initiative and five attacks per melee round. 
  "B" also has five attacks per melee, but since he lost the initiative 
  roll, he is on the defensive. 
  Attack One (A): "A" strikes first (his first melee attack). Roll D20 
  to strike. 
  "B" can parry (no loss of attack) or dodge (counts as one melee at­
  tack/action). "B" elects to parry (roll D20), preserving his number of at­
  tacks. 
  Attack One (B): Now it is "B's" tum to retaliate. He strikes back. 
  Just once (his first melee attack; roll D20). 
  "A" can parry or dodge, but elects to parry. However, "B" gets a 
  lucky shot. A natural 20 maybe, or some other circumstance that the 
  G.M. says knocks down (like rolling a 1 to parry and the attacker roIl­
  ing a 20 or higher with bonuses, or having Supernatural P.S.). Getting 
  knocked down means "A" just lost the inititive and one melee attack. 
  Attack Two (A): Gone. Lost due to the knock down. So is initia­
  tive. 
  Attack Two (B): In this case, "B" comes in with his next attack, be­
  cause "A" lost his. All "A" can do is try to parry or dodge. He attempts 
  a parry. "B" enjoys a free shot since he now has the initiative and "A" 
  lost one attack. 
  Attack Three (B): Since "B" now has the initiative, he strikes at 
  "A" again. Strikes in rapid succession (one-two strike) which could be 
  all it takes to defeat "A." If not, the battle continues. "A" can parry or 
  dodge. He goes for parry to avoid losing another attack. 
  Attack Three (A): Now it is "A" who can finally strike back. 
  Attack Four (B): "B's" tum to strike at "A." 
  Attack Four (A): Counterstrike. 
  Attack Five (B): This is the last strike of the melee round for "B." 
  He goes first because he has initiative. 
  Attack Five (A): If "A" is still standing, he gets in his last shot of 
  the melee round. "B" parries. 
  Next round: Starts fresh. Each has five melee attacks. Unless there 
  is a pause in the battle, I (KS) usually keep the initiative established in 
  the first round. In this example, "B" still has initiative and strikes first. 
  If there is a pause and the battle is rejoined a round or more later, or a 
  new opponent is faced, roll again to determine who has initiative. 
  Hand to Hand combat is based on the concept of back and forth, 
  give and take. He who has initiative is the Attacker and strikes first, the 
  Defender returns the favor and strikes immediately after. The Attacker 
  then strikes again and the Defender strikes back (after a parry or 
  dodge). Boom, boom, boom. 
  34 
  If the Attacker has fewer attacks than his Defending opponent, after 
  he has expended his attacks, the Defender gets to get in a couple of 
  good licks before the next melee round starts, leaving the Attacker to 
  parry or dodge this last flurry. Next round, the Attacker from the onset 
  of the battle still has initiative and the combat sequence repeats. If a 
  G.M. prefers, he can roll initiative each and every round. I usually do 
  not. 
  Grappling 
  Occasionally, one may encounter a being that cannot be easily hurt, 
  but can be constrained or distracted. A constant attack, e.g. an unrelent­
  ing battery of punches, kicks, and grappling, can keep the thing too 
  busy and off balance to attack anybody else. Super strong characters 
  protected by Mega-Damage power armor, bionics, or body armor can 
  also grapple, pin, entangle, or crush/squeeze (bear hug) such a creature. 
  As long as the character hangs on or keeps the fiend unbalanced, the 
  monster's attacks are limited to that one individual and it cannot attack 
  others. Or the ability to grapple, pinlhold or otherwise incapacitate can 
  sometimes be a more effective assault than brute force. 
  Similarly, an opponent can be entangled, which usually means he 
  falls or is easily knocked down and loses initiative and one melee at­
  tack. 
  The Knockout 
  Unless a called shot is made, the strike from most attacks will fall 
  on the main body. The called shot also applies to knockout/stun attacks. 
  The Game Master can only assume that a combatant is trying to hurt or 
  kill his opponent unless told otherwise. If the attacker "announces" that 
  he is trying to render his opponent unconscious, that is a different story. 
  Then if the character rolls at or above his Hand to Hand combat skill to 
  Knockout/Stun, or rolls a natural 20, his opponent is knocked uncon­
  scious rather than killed. A knockout punch inflicts minimal physical 
  damage but knocks the victim unconscious or dazed/stunned/incapaci­
  tated. 
  An opponent is also knocked unconscious when his Hit Points are 
  reduced to zero. Anything below zero knocks the victim into uncon­
  sciousness and a coma, with death a likely prospect unless he soon re­
  ceives medical treatment. 
  The Game Master can also allow obviously more powerful charac­
  ters to knockout far inferior characters, even though the character does 
  not yet have the hand to hand skill to do so. This should not be abused 
  and I generally require the player character to have to strike with a roll 
  of 1 9  or 20. Unlike detective movies, it can be difficult to knock some­
  body out. Some people are beaten to a pulp before they lose conscious­
  ness or never lose consciousness until they lapse into a coma. 
  In one play-test, a well meaning, but overzealous Juicer desired to 
  knockout a captured security guard. "I'm going to knock this guy out 
  so he won't be any trouble." I, being the G.M., said, "Fine, but you 
  need a roll of 1 9  or 20, strike bonuses are included." Pow! A terrible 
  low roll. "Lousy punch," I said with a wince. "You inflict normal dam­
  age and he's still conscious." The Juicer frowned and said, "I try it 
  again." BAM! ! Same results. "I try it again." Crunch! ! !  Same result! 
  He pummeled that poor security guard in the head three times and was 
  winding up for a fourth try. 
  Each roll for the knockout punch was terrible, a roll under 10 every 
  time, so instead of knocking him out, the Juicer was inflicting great 
  amounts of S.D.C. and hit point damage. As he readied himself to 
  punch this poor, battered, and bleeding fellow for a fourth time, one of 
  his teammates stopped him and pointed out that he was literally beating 
  the guard to death (down to 9 Hit Points). The embarrassed Juicer apol­
  ogized to the battered guard and to his teammates, tied the guard up, 
  gagged him and stuck him in the comer instead of trying to knock him 
  out. "Hey, how come you can always knock these guys out in the mov­
  ies, but I couldn't?" My response as G.M., "Hey, this isn't the movies 
  and based on your rolls, you couldn't knockout a fly." That's how it 
  goes sometimes. 
  Quentin Milton (Order #31246997)
  
  Knockdown 
  The impact from an explosion, parrying a powerful energy blast, or 
  a powerful punch/impact from a robot or supernatural creature, tackle, 
  ram, Wind Rush, Telekinetic Push and other types of attacks may 
  knock a character off his feet, even if the damage from the attack is 
  minimal or successfully parried. It is the force of the attack that is 
  likely to knock the individual off his feet. 
  Penalty: Being knocked down or off one's feet means losing initia­
  tive and one melee attack/action that melee round. 
  The optional Humanoid Knockdown Table can be applied to most 
  human-sized characters, even in body armor, but is usually not applica­
  ble to dragons, characters in power armor, robots, powerful supernatu­
  ral beings, and characters with a P.S. of 30 or higher. But even these 
  characters may be knocked down from impacts that inflict 3 1  M.D. or 
  more. 
  The chance of being knocked down from impact or explosive force 
  is measured by the amount of damage the impact inflicts. The greater 
  the damage, the more likely one is momentarily knocked off his feet 
  (losing one melee attack). Note: This table is strictly optional and its 
  use and/or modification is left solely to the Game Master. Also note 
  that this table is a bit different from the vampire knockdown table 
  found in the Rifts: Vampire Kingdoms Book. Why? Because this take 
  into consideration the inclusion of body armor and combat experience. 
  Optional: Humanoid Knockdown Table by 
  Damage from Impact or Explosions 
  1-10 M.D.: No chance. Withstands the blow. 
  1 1-20 M.D.: 01 -20% chance of being knocked off feet. 
  2 1 -30 M.D.: 01 -30% chance of being knocked offfeet. 
  3 1-40 M.D.: 01-50% chance of being knocked off feet. 
  41-50 M.D.: 01 -70% chance of being knocked off feet. 
  5 1-60 M.D.: 01 -90% chance of being knocked off feet. 
  6 1  or more M.D.: 100%! Knocked off feet and stunned! The impact is 
  so strong that, in this case, the character loses all attacks/actions that 
  entire melee round ( 1 5  seconds). 
  'Bots, 'Borgs & the Supernatural: Knockdown 
  Impact Table (optional) 
  Applicable to dragons, characters in power armor, full conversion 
  cyborgs, robots, supernatural beings and characters with an M.D.C. of 
  500 or higher. These characters may be knocked down from impacts 
  that inflict 3 1  M.D. or more. 
  1-30 M.D.: No chance. Withstands the blow. 
  3 1-50 M.D.: 01-10% chance of being knocked off feet. 
  5 1-70 M.D.: 01 -20% chance of being knocked off feet. 
  71-100 M.D.: 01-40% chance of being knocked off feet. 
  101-150 M.D. : 01-60% chance of being knocked off feet. 
  1 5 1 -200 M.D.: 01-80% chance of being knocked off feet. 
  201 or more M.D.: 100%! Knocked off feet and stunned; loses all at­
  tacks/actions that entire melee round ( 1 5  seconds). 
  35 
  • 
  S.D.C. and Combat 
  • 
  Over the years I've heard some pretty silly and outrageous incidents 
  regarding players abusing the concept behind S.D.C. for player charac­
  ters. Fortunately, these incidents seem to occur mostly in Palladium 
  Books' super-hero RPGs where the outrageous is more common, how­
  ever, I still want to set a few things straight. 
  First of all, most RPG characters are larger than life heroes, whether 
  they are set in the world of Rifts or Heroes Unlimited. This means the 
  player characters, and most of their antagonists, are not the average guy 
  off the street. They are "heroes" (and villains) and therefore, stronger, 
  braver, and often endowed with superhuman abilities. The inclusion of 
  personal S.D.C. defines one of the ways that the player characters are 
  different than you or I. Like a boxer or any professional athlete, these 
  characters are stronger and tougher than us average city folk. 
  In the case of Rifts, most player characters are all warriors or adven­
  turers of some kind, augmented by technology or magic. They are 
  struggling against alien and supernatural foes and explore a nightmare 
  world of changing realities. Their training has made them physically 
  stronger and skilled in the ways of combat. But while they may possess 
  powers and abilities beyond the norm, they too are subject to scientific 
  logic and common sense rules. 
  S.D.C. will come into play when the character engages in 
  non-Mega-Damage combat outside the protective confines of his 
  M.D.C. armor. Such confrontations may not happen often, but a char­
  acter can't live inside a suit of armor all the time. 
  Fans have told me stories about other players whose characters 
  charge gunmen without fear, because the bullet damage is first sub­
  tracted from their S.D.C. points and they know they can defeat the gun­
  men before their character gets shot more than four or five times and 
  may not even suffer hit point damage. One character even jumped on a 
  live grenade, took the full blast, got up, dusted himself off and said, 
  "Heck, it's only 40 S.D. C., I'm fine." Another player's character would 
  shoot himself in the temple to show the bad guys how tough he was. 
  Now, while the idea is that a character can endure more physical 
  damage than a normal person, this is ridiculous! !  Yes, this is also an 
  example of poor Game Mastering, but I've heard these horror stories 
  often enough that I feel I should address this problem along with every­
  thing else in this section. 
  Some Common Sense Rules 
  Regarding Physical S.D.C. 
  Come on guys, think about the situation and use some common 
  sense. Let's tackle this gunmen scenario. The character may suffer only 
  S.D.C. damage, and that's good, because he's not fatally wounded. 
  However, what that means is that, while the wound is not immediately 
  life threatening, the character is hurt! Do not underestimate pain. Even 
  if he may be able to shrug off the pain and impact of a bullet wound 
  and keep on fighting, he's a hero after all, it does not change the fact 
  that the character is hurt and suffering. 
  The immediate problems for the wounded character are pain, further 
  blood loss, and treating the wound. Unless each wound is correctly 
  bandaged (roll on the appropriate medical skill), the character will con­
  tinue to lose blood, which causes further physical damage. After the 
  bleeding has been stopped, the hero must still have surgery to remove 
  the bullets and get cuts sutured. The wound is also very painful and 
  may impair further movement and/or the performance of skills. Think 
  about how little you can do when you cut your hand or even cut or in­
  jure a finger. Something as simple as writing your name or opening a 
  jar may be impossible or, at best, difficult and painful. 
  The following rules are some simple and realistic ways to play 
  physical damage. 
  Quentin Milton (Order #31246997)
  
  Blood Loss 
  A character loses blood from every wound that has penetrated the 
  body. This includes cuts, stab wounds, and gunshots. The injured char­
  acter will suffer one point of damage for every wound, every minute (4 
  melees). Three gunshots means three points of damage every minute 
  (60 secondsl4 melees). The damage is first subtracted from the S.D.C. 
  When all the S.D.C. points are gone, the damage is subtracted from 
  the character's Hit Points. 
  Only first-aid or paramedic techniques that bind the wounds will 
  prevent further blood loss and the wounded character can often perform 
  medical treatment on himself. Yes, a character can function without 
  medical treatment while losing blood and taking more damage every 
  minute, but he will pass out when he reaches less than five Hit Points. 
  This would be the classic John Wayne: nobody knows I'm hurt, keep 
  on moving/fighting, and then collapses or dies. This happens all the 
  time in heroic fiction. 
  When a character is severely hurt, down to only 1 5% of his Hit 
  Points, he will suffer from internal bleeding. Only a medical doctor and 
  surgery can save him. First-aid and paramedic skills can only be used 
  to make the injured character more comfortable; they will not save him. 
  Without the appropriate medical aid, the person will continue to lose 
  blood and take one point of damage every minute (4 melees). When the 
  injured character's Hit Points fall below zero, he has lapsed into a 
  coma. See coma recovery rules in the Rifts RPG, pages 10 & 1 1 . Game 
  Masters may find it useful to use the Optional Damage Rules, in Rifts, 
  (Table # 1 )  as temporary side effects, even from S.D.C. damage. Or use 
  the table as a guide for side effects resulting from damage to specific 
  body parts (the random roll may not be appropriate). 
  Pain Penalties (optional) 
  Penalties are cumulative. This makes sense when you think about it. 
  How many times do we see a hero in the movies who's all banged up 
  by the end, and can't fight nearly as well as he could in the beginning 
  ofthe story? These optional rules are to simulate that effect. 
  36 
  Leg 
  • Minor damage to a leg will reduce speed by 20%. 
  • Significant damage to a leg will reduce speed by 50%; - I on initia­
  tive, -10% on skill performance. 
  • Major damage to a leg will reduce speed by 75%; -2 on initiative, to 
  roll and to dodge, - 20% on skill performance. 
  Head, Hand or Arm 
  • Minor damage to head, hand or arm will reduce skill performance 
  by 10%. 
  • Significant damage to head, hand or arm will reduce skill perfor­
  mance by 30%; -1  to strike or parry. 
  • Major damage to head, hand or arm will reduce skill performance 
  by 60%; -2 to strike, parry, dodge and roll. 
  Main Body 
  • Minor damage to the main body: -I on initiative. 
  • Significant damage to main body: -I on initiative, - 1 to strike, 
  parry, dodge and -10% on skill performance. 
  • Major damage to main body: -3 on initiative, -3 to strike, parry, 
  dodge, and roll; -20% on skill performance. Double rate of blood 
  loss. 
  Damage at Point-Blank 
  Range (optional rules) 
  There can be a big difference between getting shot from 300 yards 
  away (about 270 m) or at a range of 10 feet (3 m). For one thing, the as­
  sailant will be less accurate and for another, the bullet will have less 
  impact at the greater distance. Of course, both can kill. 
  We will define point-blank range as approximately 10 feet (3 m) or 
  closer. At ten feet away the assailant has a better chance to hit his target 
  (especially a human size target), the bullet or energy bolt will have 
  greater impact (inflicting more damage), and the attack is more likely 
  to hit a vital organ. 
  The following rules take into consideration the damage and effects 
  of point-blank attacks. 
  1. If the target is immobile, such as an unconscious person or some­
  body who is tied up, the attacker will automatically strike his target at 
  point-blank range (10 feet/3 m or closer). No roll to strike is necessary 
  unless the target/victim can dodge or unless the attacker is shooting 
  wild. However, without the strike roll, a critical strike (double damage) 
  is impossible. On the other hand, damage is automatically much 
  greater. 
  2. Damage at point-blank range is full S.D.C. damage and half hit 
  point damage. For example: Your character is shot at point-blank range 
  and suffers 12 S.D.C. points of damage. The full 12 points are sub­
  tracted from the S.D.C. and another 6 points (half of 1 2) are subtracted 
  from the character's Hit Points as well. When all S.D.C. points are 
  gone, the full damage is subtracted from the Hit Points. Yes, this does 
  mean that a character may survive a point-blank attack, but that's be­
  cause this is possible in real life. 
  3. Additional effects from point-blank attack! The force of this 
  brutal attack will always momentarily impair its victim, even if it is 
  only S.D.C. damage. Roll on the following table whenever a character 
  is shot at point-blank range. Game Masters who want a more realistic 
  game can have players roll on the following table whenever a character 
  is shot from any distance. Of course, these rules do not apply to 
  Mega-Damage structures, 'bots, 'Borgs, and body armor. 
  Quentin Milton (Order #31246997)
  
  Additional Side Effects Table from 
  S.D.C. attacks, projectile and energy 
  (optional) 
  01-20%: Momentarily stunned: Victim loses one attack that melee 
  (or one the following melee ifhe has no attacks left that melee). 
  21-40%: Stunned and knocked down: Victim is knocked to the 
  ground by the blast; loses two melee attacks, loses initiative, and is -I 
  to strike for the rest ofthat one melee round. 
  41-60%: Severely stunned and knocked down: Victim is in terrible 
  pain and is knocked to the ground by the blast, loses all melee at­
  tacks/actions for one full melee and is -2 to strike, parry and dodge for 
  that melee. 
  61-80%: Momentarily knocked unconscious: The shock to the ner­
  vous system temporarily renders the victim unconscious for ID4 me­
  lees ( 1 5  to 60 seconds). While unconscious, the character can not 
  move, think, or plan, nor is he aware of events happening around him. 
  The unconscious individual is completely helpless and open to attack. 
  He may appear dead to his attacker. 
  81-96%: Knocked unconscious: The victim is knocked out for ID6 
  minutes. While unconscious, the character can not move, think, or plan, 
  nor is he aware of events happening around him. The unconscious char­
  acter is completely helpless and open to attack. 
  97-00%: Momentarily stunned: Victim loses one attack that melee 
  (or one attack the following melee if he has no attacks left). 
  NOTE: Roll for each gunshot. 
  Point-Blank Head and Heart Table 
  (optional) 
  Damage from a point-blank shot to the head or heart inflicts full 
  damage to the S.D.C. plus half damage directly to Hit Points. However, 
  the side effects are much more deadly. Roll on the following table. 
  01-35%: Lucked out! Missed all vital organs; however, the blast 
  knocks its victim unconscious for 3D4 minutes and covers the character 
  in his own blood. Looks bad and feels worse; throbbing headache, terri­
  ble pain, shortness of breath, and experience difficulty concentrating; 
  woozy. Penalties: Reduce speed by half, -30% on all skills, -10% on 
  initiative, -3 to strike, - 3 to parry and dodge, and the character is still 
  losing blood (see rules for blood loss). The penalties apply for 24 
  hours. 
  36-70%: Knocked unconscious! The victim's condition is bad, but 
  could be worse. In addition to the physical damage, the character is un­
  conscious for 2D6 hours and requires immediate treatment to stop the 
  bleeding and may need hospital treatment. Penalties: Reduce speed by 
  half, -40% on all skills, -10% on initiative, -4 to strike, -4 to parry and 
  dodge. The penalties apply for 72 hours, then reduce them by half for 
  another 72 hours. Afterwards, return to normal. 
  71-00%: Coma! The shock to the nervous system is too much 
  and/or caused serious internal damage. The character lapses into a 
  coma. This automatically reduces the character's Hit Points to zero, re­
  gardless of the damage die roll. From all outward appearances, the 
  character will seem to be dead. Only a careful examination will reveal 
  life signs. Under these special circumstances the character can survive 
  in a coma state three times as many hours as normal. See Surviving 
  Coma and Death, Rifts Ultimate, page 354. The victim is +6% to save vs 
  coma. Penalties are the same as #36-70 Knocked Unconscious, but the 
  duration is twice as long. 
  Note: Depending on the situation, the victim of a point-blank attack 
  may be automatically killed too. But this is left up to the Game Mas­
  ter's discretion. The general rules presented here are to be applied in 
  non-lethal situations. Likewise, similar effects can be implemented for 
  Mega-Damage inflicted to M.D. creatures, such as the dragon, when 
  exposed to massive point-blank damage to the head; G.M. 's option. 
  37 
  S.D.C. & Explosives 
  Again, I must say, use some common sense. A character can not 
  survive a point-blank confrontation with a grenade or dynamite no mat­
  ter how much S.D.C. or Hit Points he might have. If your character 
  leaps on top of a grenade to save others, that's great, but he's dead. And 
  I mean DEAD! There is no chance of survival, because he was laying 
  right on the grenade. At the risk of being gory, his guts were blown to 
  smithereens. 
  At the GM's discretion, the character might survive, but a limb or 
  two will be blown off, like a hand, or hand and arm, or leg(s), et cetera. 
  That's the only realistic way to play explosives vs the human body. 
  A basic rule of thumb when using explosives is that they inflict dou­
  ble damage directly to Hit Points when at point-blank range ( 10  ftI3 m). 
  Point-blank range could be increased to cover double (or more) the nor­
  mal area depending on the power of the explosive. 
  If the character is not caught in the point-blank range of an explo­
  sion then the normal damage is subtracted first from S.D.C. and then 
  Hit Points. In the latter case, the character could walk away with just a 
  few scratches; no serious damage. Of course, M.D.C. armor would ab­
  sorb all S.D.C. damage without injury to the character. 
  Note: The same basic concept applies to M.D. explosives and 
  M.D.C. creatures and structures. 
  Quentin Milton (Order #31246997)
  
  I 
  t' (
  � 1. ·
  2
  0 D
  I
   
  New Ranged 
  Combat Rules 
  The following are new, simplified rules involving guns, lasers and 
  other modern weapons in Rifts®. These rules first appeared in the 
  SplicersTM RPG, but were actually developed for Beyond The Super­
  naturaJTM Two, and will probably be adapted to all Palladium RPGs in 
  the future. 
  Why the change? 
  A few reasons. 
  38 
  One, I heard the gamers' complaints about the notorious -10 rule. 
  Two, I didn't really care much for the rule myself. I created it in re­
  sponse to what (at the time) seemed like a multitude of Game Masters 
  who complained that guns had lost their significance because characters 
  could easily dodge out of their way. While the -10 rule took care of that 
  problem, the "fix" took away some of the fun of the role-playing expe­
  rience. I mean, everyone wants to have a character who has at least a 
  chance of dodging a gun shot. I certainly allowed characters to dodge 
  bullets in my own games (without problems) for . . .  ever. Lastly, I 
  have never been satisfied with the rules for modern weapons. Looking 
  back, I had surrounded myself with gun experts, and I think I listened 
  too closely and tried too hard to simulate real gunplay (which is pretty 
  damn deadly in the real world, folks). In doing so, I think some of 
  Quentin Milton (Order #31246997)
  
  smoothness of play (and in the case of the -10 rule, some of the "fun") 
  got lost in the simulation. Realizing this, I worked up a new, simplified 
  set of rules for gunplay in Beyond the Supernatural™ Two, and it 
  has worked so well in play tests that I'm probably going to incorporate 
  them in all or our games. I think you'll find these rules are fun, fast and 
  easy to use while simulating gunplay in a reasonably realistic way. 
  Military enthusiasts and long-time players may want to keep using 
  the original rules with a few tweaks here and there. Everyone else 
  should give these new rules a try. 
  No Weapon Proficiency (W.P.) 
  Anybody who does not have a W.P. in a particular weapon type 
  CAN pick up a gun of any kind and use it, but does so without benefit 
  of any bonuses. The bonuses that follow do not apply to this unskilled 
  character, but a weapon can still be deadly in his hands. P.P. attribute 
  bonuses and Hand to Hand combat bonuses do NOT apply to modem 
  weapons when used by the unskilled character. 
  Furthermore, the untrained shooter does not know how to reload or 
  clean the weapon, or the gun's kick, how to use a gun sight to aim ac­
  curately, or anything about guns, different types of ammunition or gun 
  safety - all he can do is pick it up, aim as best he can and pull the trig­
  ger. Penalties for the unskilled: A character with no gun proficiency 
  rolls I D20 with no bonuses to strike, can NOT make an aimed shot or a 
  Called Shot. and suffers a penalty of -3 to strike with burst attacks, -5 
  to strike when shooting a machine-gun or other heavy weapon, and -6 
  when shooting wild. A single shot is a straight, unmodified D20 roll. 
  Modern Weapon Proficiencies (W.P.s) 
  There is more to shooting a revolver, pistol, rifle and other weapons 
  than pointing and squeezing the trigger. Even taking careful aim re­
  quires practice with the weapon, and different categories of weapons 
  have different applications, quirks and considerations one needs to 
  know to get the optimum performance out of the weapon. A Modem 
  Weapon Proficiency in a particular type of weapon gives the character 
  a good understanding of all of these things, at least in that particular 
  type of weapon. The character will know how to handle the weapon 
  safely and how to use and reload it, disassemble, unjam, clean and oth­
  erwise maintain the weapon. He also knows the basic specifications/ca­
  pabilities of the weapon, such as the type of ammunition it takes, 
  maximum effective range, approximate damage, special accessories for 
  the weapon (gun sights, silencers, etc.), and the weapon's quirks, 
  strengths and weaknesses. 
  39 
  The character has also had hours (perhaps years) of training with the 
  weapon and continues to work with it on a regular basis. This means 
  target practice and practical experience with it in the field and, as a re­
  sult, he has a good feel for the weapon; its weight, its kick when fired, 
  the sound of gunfire, and performance/exactly what it can do. A charac­
  ter with a Modem W.P. can make aimed and "Called Shots" (aimed at 
  a specific location within a larger target, such as shooting a gun out of 
  an opponent's hands, shooting the hand, shooting an antenna, or tire, or 
  whatever). His penalties are also less when shooting bursts or wild. 
  New Weapon Proficiency Skills and Bonuses 
  W.P. Handguns: A familiarity with all types of handguns including 
  revolvers and pistols. Revolvers are the classic cylinder-based "six 
  shooter." Pistols are "automatic" weapons, which means the gun keeps 
  firing while the trigger is depressed and doesn't stop until the trigger is 
  released or the ammunition is spent. 
  Damage: Light caliber guns: 2D6 to 3D6 S.D.C. Medium caliber guns: 
  3D6 to 4D6 S.D.C. Heavynarge caliber handguns: 4D6 (,45 automatic) 
  to 6D6 S.D.C. (Magnum revolvers). Double damage for a standard 
  short burst (three roundslbullets fired), but only pistols (not revolvers) 
  can fire in bursts. 
  Average Range: 140 feet (42.7 m). 
  Typical Payload: Revolver: Six bullets. Automatic Pistol: 8-1 6  rounds. 
  W.P. Bonuses: + 1 to strike at levels 2, 4, 6, 8, 1 0, 12, and 14. 
  W.P. Rifles: A familiarity with the very accurate, single shot 
  bolt-action style of rifles used for hunting and sniping, and automatic 
  and semi-automatic, military assault rifles like the M-1 6  and AK-47. 
  Damage: Light caliber rifles: 5D6 per single round. Medium caliber ri­
  fles: 6D6 S.D.C. per single bullet. Heavy/large caliber rifles: 7D6 to 
  I D6xlO+3 S.D.C. per single round. Double damage for a standard 
  short burst (three roundslbullets fired). Triple damage for a long burst 
  (six roundslbullets fired) but counts as two melee attacks. Note: Only 
  semi-automatic and automatic rifles can fire a three round burst. Only 
  bolt-action and semi-automatic rifles can be used for sniping and firing 
  a single bullet. 
  Average Range: 1 300 feet (396 m), +500 feet ( 1 52 m; that's 1 800 
  feetl548.6 m total) for precision bolt-action rifles. 
  Typical Payload: Revolver: Six bullets. Automatic Pistol: 8-1 6  rounds. 
  W.P. Bonuses: + 1 to strike at levels 1 , 3, 5, 7, 9, 1 1  and 13. 
  W.P. Shotgun: A familiarity with the classic double-barrel shotgun 
  and police and military versions of shotguns with ammo drums. 
  Damage: Buckshot: 2D6 S.D.C. (half damage for rock salt) to a 10 foot 
  (3 m) radius; two S.D.C. (stings like the dickens) for riot control rubber 
  bullets. Light Shot: 3D6 S.D.C. Medium Shots: 4D6 to 5D6, Heavy 
  Shot/Large Bore: 6D6 S.D.C. Note: In all examples listed above dam­
  age is for a single round, double the damage if both barrels are fired si­
  multaneously. 
  Average Range: Sawed-Off: 60 feet ( 1 8.3 m), Hunting: 200 feet (61 
  m), and PolicelMilitary Shotgun: 300 feet (91 .5 m). 
  Typical Payload: 2-6 in common shotguns, 20, 50 and 100 round ammo 
  drums for police and military style (each single blast counts as one me­
  lee attack; can't fire two simultaneous blasts but has rapid-fire and 
  larger payload). 
  W.P. Bonuses: +l to strike at levels 1, 3, 6, 1 0, and 14. 
  W.P. Submachine-Gun: A familiarity with small arms automatic 
  weapons like the Uzi. 
  Damage: 4D6 S.D.C. per single round or ID4x1O S.D.C. per three 
  round burst. 
  Average Range: 500-600 feet ( 1 52 to 1 83 m; an Uzi is the latter range). 
  Typical Payload: Fires pistol rounds. A single bullet does 3D6+ 1 
  S.D.C., 6D6+3 for a three round burst, ID6xI0+4 for a long burst (six 
  roundslbullets fired) but counts as two melee attacks. Note: Can only 
  fire in bursts. 
  Quentin Milton (Order #31246997)
  
  W.P. Bonuses: + 1 to strike at levels 1 ,  3, 6, 9, 12 and 1 5. 
  W.P. Heavy Military Weapons: Familiarity with military hard­
  ware, including grenade launchers, mortars, machine-guns, and mini­
  guns. 
  Damage: Light or Medium Caliber Machine-Gun: 5D6 S.D.C. per sin­
  gle round or ID6x1O per short burst (12 roundslbullets fired; counts as 
  one melee attack) or 2D6xl 0+20 S.D.C. per long burst (36 rounds 
  fired), but counts as three melee attacks. Note: Can only fire bursts. 
  Heavy Caliber Machine-Guns and Mini-Guns: 7D6 S.D.C. per sin­
  gle bullet, or ID8x1O S.D.C. per short burst (10 roundslbullets fired; 
  counts as one melee attack) or 2D8xlO+20 S.D.C. per long burst (30 
  rounds fired), but counts as three melee attacks. Note: Can only fire 
  bursts and is so large, bulky and heavy that it must be mounted on a tri­
  pod, vehicle or supported on a stone or other strong support to use. 
  Grenade Launcher Rifle: ID6x1O S.D.C. per grenade to everything 
  in a 1 0  foot (3 m) radius. Can only fire one at time, each shot counts as 
  one melee attack/action. A grenade launcher may also be mounted on 
  an assault rifle, but has a reduced range and ammo capacity; pump ac­
  tion. 
  Portable Mortar/Rocket Launcher: 2D4x1O S.D.C. per explosive 
  round to everything in a 1 5  foot (4.6 m) radius, but each shot counts as 
  two melee attacks. 
  Average Range: Light Machine-Guns: 3000 feet (914 m) and Heavy 
  Machine-Guns: 5000 feet ( 1 524 m). Grenade Launcher: 1200 feet (366 
  m), only 800 (244 m) when part of an over and under assault rifle. Mor­
  tar or Rocket Launcher: 4000 feet (1219 m). 
  Typical Payload: Machine-Guns: 100 short bursts (3000-3600 round 
  belts). Grenade Launcher Rifles: 2 hand loaded or 24 grenade drum or 
  six shot, pump-action on a rifle. Mortar: One hand-loaded round at a 
  time. 
  W.P. Bonuses: + 1 to strike at levels 1 , 3, 6, 10, and 14. 
  W.P. Military Flamethrowers: Familiarity with different types of 
  flame casting weapons used by the military and mercenaries. 
  Damage: 5D6 S.D.C. per burst of flame (counts as one melee attack) 
  with a 01-75% likelihood of anything flammable catching fire. 
  Average Range: 60 feet ( 1 8.3 m). 
  Typical Payload: 20 fire blasts per single canister of fuel, 40 per double 
  canisters. 
  W.P. Bonuses: +1 to strike at levels 2, 5, 10 and 1 5. 
  W.P. Energy Pistols: A familiarity with all types of handguns that 
  fire energy blasts. Includes laser tools and fusion torch. 
  Specific Stats: Varies with each individual weapon. 
  W.P. Bonuses: + 1 to strike at levels 1 ,  3, 5, 7, 9, 1 1, 13 and 15. 
  W.P. Energy Rifles: A familiarity with all types of rifles and long 
  range weapons that fire energy blasts. Including combination weapons 
  such as grenade launcher and laser rifle. 
  Specific Stats: Varies with each individual weapon. 
  W.P. Bonuses: + 1 to strike at levels 1 , 3, 6, 9, 12, and 15. 
  W.P. Heavy Energy Weapons: Includes plasma, ejectors, rail 
  guns, flame throwers, rocket launchers, cannons and similar high-tech, 
  long-range weapons designed to inflict heavy amounts of damage. 
  Specific Stats: Varies with each individual weapon. 
  W.P. Bonuses: + 1 to strike at levels 1, 3, 6, 10, and 13. 
  Weapon Modifiers 
  Bonuses & Penalties Depending on Circumstance 
  To shoot something the attacker must roll ID20 and needs an 8 or 
  higher to strike. HOWEVER, the shooter may also have bonuses to hit 
  from Weapon Proficiency skills, but suffer mitigating penalties from 
  conditions and circumstances. 
  40 
  Bonuses: The only bonuses that apply to using guns and other 
  ranged weapons are the specific Weapon Proficiency skill, Sniping skill 
  bonus (if the character has that skill), any applicable bonus from the 
  weapon itself (especially in the case of weapons built into power ar­
  mor), and the ones that follow . . .  
  Aimed Shot Bonus: Only a single shot can be accurately "aimed" 
  (no bursts or shooting wild). The skilled shooter is +2 to strike, but the 
  attack counts as two melee attacks/actions (about 6 seconds), because 
  he is taking time to aim and make a marksman style shot. An aimed 
  shot can be made from any weapon that can fire a single round or en­
  ergy bolt, including most energy pistols and rifles, revolvers, pistols, 
  bolt-action rifles, semi-automatic rifles, shotguns and grenade launch­
  ers. Note: An "aimed shot" can only be performed with a single 
  "sniper-style" shot, not a burst nor when shooting wild. 
  A "Called Shot" target specification. This is an aimed shot that 
  homes in on a specific part of a larger target, such as a bull's-eye, an 
  opponent's head, hand, gun, radio, radio antenna, sensor cluster, spot­
  light, tires, the sensor eye of a robot, etc., but counts as two melee at­
  tacks. 
  To make a "Called Shot," the player must "call" or "announce" his 
  character's intention; i.e. "I'm going to shoot the gun from his hand," 
  aim and shoot. A carefully aimed and Called Shot gets the benefit of 
  the +2 bonus to aim but counts as three melee attacks/actions. On the 
  other hand, a quickly aimed Called Shot only counts as two melee at­
  tacks, but does not count as a true aimed shot and does NOT get the +2 
  bonus to strike. 
  Penalties on a Called Shot: Furthermore, a buWs-eye or any small 
  target is always a difficult to shot to make, and even with an "aimed 
  Called Shot," the shooter suffers a penalty of -3 or -4 to strike (some­
  times more depending on the target). Note: A "Called Shot" can only 
  be tried with a single "sniper-style" shot, not a burst or when shooting 
  wild. 
  Rolling a Natural Twenty to Strike always hits its target and does 
  double damage (critical strike). On top of that, the shooter can then 
  Quentin Milton (Order #31246997)
  
  pick the location on the target where the shot hit. The only way it can 
  miss is if the defender rolls a Natural Twenty to dodge! 
  Single Shot: The standard, non-Aimed, non-Burst, single firing of a 
  ranged weapon counts as one melee attack. No additional bonuses or 
  penalties apply beyond those gained from W.P. skills and situational 
  modifiers below. 
  Penalties 
  Penalties are accumulative, so if a character with an energy rifle is 
  firing a burst or pulse weapon and shooting wild, he'd be firing the 
  burst weapon at half his usual bonuses as well as suffering a penalty of 
  -6 to strike for shooting wild! 
  Shooting Blind: -10 to strike what you cannot see, including shoot­
  ing into ground cover without actually seeing a specific target. The 
  same is true of shooting around corners without looking. 
  Shooting Bursts: Automatic firing, bursts, and rapid-fire pulses are 
  not intended for accuracy: reduce the shooter's normal W.P. bonuses to 
  strike by half. If the character does not have a W.P. for the weapon he 
  is -3 to strike with a burst or pulse attack. 
  Shooting Wild: Has a penalty of -6 to strike and applies even to 
  trained weapons experts when the character is terrified, angry/enraged, 
  panicked, off balance, drunk, shooting from a moving vehicle/platform! 
  horseback, spraying an area, shooting while under heavy fire himself, 
  and while running, leaping, dodging, falling or hanging upside down. 
  Shooting at a Moving Target: -I to strike someone running (under 
  20 mph/32 km), -1  to strike for each additional 50 mph (80 km) of 
  speed the target is traveling, and an additional - I to strike if the target is 
  taking evasive action (zig-zag, leaping behind cover, etc.). 
  Shooting at Someone Behind Cover: If the target is completely 
  covered/concealed there is no hope of hitting him from a distance, and 
  the shooter will need to find a different vantage point where he can see 
  the character or move in on the place of protection and concealment. If 
  the target is hiding but part of himlit can be seen or if the target periodi­
  cally pops its head or arm out to shoot back, curse or peek out, the 
  shooter must make a Called Shot to shoot himlit and either shoot what 
  little is seen or wait until he pops into the open for a couple of seconds. 
  Shooting Beyond the Effective Range: One may attempt a shot 
  that is as much as 30% farther than the Maximum Effective Range of 
  any given weapon, but the shooter suffers a penalty of -5 to strike. 
  Dodging Bullets & Energy Blasts 
  A character may try to dodge gunfire and energy beams on the con­
  dition he knows they are coming and he can see his attacker. 
  The only applicable bonuses for dodging gunfire or energy beams 
  are the character's P.P. attribute bonus, any O.C.C.IR.C.C. bonus to 
  dodge, and any dodge bonus from Power Armor or special ability. The 
  defender trying to dodge must match or better the shooter's roll to 
  strike to make a successful dodge. Each dodging action, whether suc­
  cessful or not, uses up one of the dodger's melee attacks/actions. 
  Dodging Penalties: 
  -10 to dodge at point-blank range; within 4 feet ( 1 .2 m) of the 
  shooter. 
  -5 to dodge at close range, within 1 5  feet (4.6 m) of the shooter. 
  -3 to dodge at near range, within 60 feet ( 1 8.3 m) of the shooter. 
  -2 to dodge at any other distance (it's just not easy to dodge a speed-
  ing bullet or a light beam). 
  Note: A character with an M.D.C. shield, force field, or special abil­
  ity may attempt to "parry" an energy blast or bullet under the same pen­
  alties as noted above with an additional penalty of -2 applied to each 
  range (- 12 to -4). HOWEVER, since the blast is randomly deflected it 
  may hit an innocent bystander, comrade, piece of equipment, etc., and 
  41 
  inflicts full damage to whomever or whatever is struck. G.M.s, use 
  your discretion. 
  Quick Reference - Bonuses & Penalties 
  All Ranged Attacks: Requires a roll of 8 to strike (including W.P. & 
  Sniping bonuses). 
  Aimed Shot: +2 to strike (takes 2 attacks). 
  Called Shot: No bonus, but enables the character to get a bead on very 
  small or difficult specific targets; counts as two melee attacks (pos­
  sible penalties for small targets). 
  "Aimed" Called Shot: +2 to strike, but can target very small, specific 
  items and areas (takes three attacks; possible penalties for small tar­
  gets). 
  Shooting Blind: -10 to strike. 
  Shooting Bursts: Strike bonuses reduced by Y2 (-3 to strike without 
  W.P.). 
  Shooting Wild: -6 to strike. 
  Shooting 30% Beyond Normal Range: -5 to strike. 
  Target is Moving: -I  to strike, -I additional per 50 mph (80 km) be­
  yond 20 mph (32 km), and -I for evasive action. 
  Target is Behind Cover: Requires Called Shot, impossible if complete 
  cover. 
  Dodging gunfire, within 4 feet (1.2 m): -10 to dodge. 
  Dodging gunfire, within 15foet (4. 6 m): -5 to dodge. 
  Dodging gunfire, within 60 foet (18.3 m): -3 to dodge. 
  Dodging gunfire from a greater distance: -2 to dodge. 
  Gun Terms 
  Attacks per Melee: Each individual blastlbulletlenergy beam 
  counts as one melee attack. Firing a short burst also counts as one me­
  lee attack, but is less accurate. Long bursts and bursts from certain 
  weapons (will be indicated in the weapon's description) may count as 
  two (sometimes more) attacks/actions. Thus, if the character has five 
  attacks per melee round, he can shoot five single blasts or short bursts, 
  or two long bursts and one single shot or one short burst. If firing a ma­
  chine-gun, only two short bursts and one attack with a different weapon 
  or one other type of action. 
  For energy weapons a "pulse" is typically the equivalent of a short 
  burst and counts as one melee attack, but suffers the usual burst penalty 
  (reduce the bonus to strike by half). 
  Damage: The amount of S.D.C.lHit Point damage or Mega-Dam­
  age (M.D.) the weapon inflicts. 
  Main Body: The "main body" of robots, vehicles and power armor 
  is typically the largest area of body mass offered by the target. On peo­
  ple that is the upper torso (chest and waist). The main body of an auto­
  mobile is the large body mass that covers the frame. Parts not 
  considered to be part of the main body include the tires/wheelslhover 
  jets, legs, arms, hands, sensor cluster, mirrors, headlights, radiator 
  grille, weapon turrets, and so on. Each full description of robots, vehi­
  cles, power armor, and body armor indicates what is the main body and 
  what is not. To strike something other than the main body, the attacker 
  must make a "Called Shot," or roll a Natural Twenty. (A Natural 20 al­
  ways hits its mark, unless an opponent attempting to dodge also rolls a 
  Natural 20.) 
  Payload: How many shots the weapon has, calculated by how much 
  ammunition or what amount of energy the weapon holds before the 
  ammo or E-Clip is empty and must be reloaded. "Unlimited" means the 
  weapon draws from a larger power source, and an Energy-Clip and re­
  loading are unnecessary. Most conventional and energy weapons, how­
  ever, use bullets/ammo clips or Energy-Clips with a finite payload. 
  E-Clips can be recharged, but not usually on the field of combat, they 
  need to be taken back to base. 
  Quentin Milton (Order #31246997)
  
  Understanding High-Tech Weapons 
  Pulse Weapons: Many high-technology weapons, automatic weap­
  ons and energy weapons can fire multiple simultaneous rounds or 
  bursts. Some high-tech weapons, like the pulse rifle, are designed to au­
  tomatically release three rapid-fire energy pulses, instead of one shot, 
  every time the trigger is pulled. The three energy pulses are so quick 
  that they appear as one blast and only one roll to strike is required. 
  Pulse weapons are burst weapons and the burst rule applies even to 
  "aimed pulse" blasts (i.e. reduce the normal strike bonus by half). 
  Weapons capable of aimed shots are often considered to be "as­
  sassin," "sniper" or "sharpshooter" weapons. Some have a switch that 
  allows them to fire either a single shot or a burst/pulse. The aimed shot 
  is always a careful and deliberate act of targeting and the shooting of 
  one roundlbullet or a single energy blast. The act of carefully aiming 
  provides far greater accuracy but takes a bit of extra time and counts as 
  two melee attacks per each aimed shot. 
  Sniper rifles are multipurpose weapons for use in field combat, 
  sniping and assassination. Some can only fire one single shot per at­
  tack, others have the dual capability of firing a single shot or squeezing 
  off automatic burst fire or a pulse energy blast. These rifles are de­
  signed for accuracy and usually enjoy an additional bonus to strike on a 
  "Called Shot," or an aimed, single blast. Not all rifles can fire a single 
  shot and many of those that can do not necessarily get a special strike 
  bonus from the weapon itself. Weapons that are expertly balanced will 
  indicate what the strike bonus is in its description (typically + I). Even 
  amateurs get this bonus if it is built into the weapon itself. 
  Reloading. Most conventional and energy automatic weapons re­
  quire little time to reload. The process is a simple matter of retrieving a 
  new, loaded ammo clip from its storage belt or compartment, removing 
  the empty clip and slapping in the new, loaded clip. Except for extenu­
  ating combat conditions, the reloading takes a few seconds and counts 
  as ONE melee attack/action. 
  Manually reloading grenade launchers, mini-missiles, shotguns, 
  bolt-action rifles, revolvers and similar weapons requires more time be­
  cause, typically, the spent cartridges must be removed and each new 
  round must be loaded, by hand, one at a time. Even so, a revolver can 
  be reloaded in about six to eight seconds and counts as two melee ac­
  tions if the character has a W.P. in the weapon being loaded. Characters 
  without a W.P. will need a full melee round or four melee attacks 
  (whichever is shorter) to manually reload. Revolvers can be loaded in 
  the time of one melee attack/action when a speed loader is used. Cost 
  of the speed loader is 100 credits. The speed loader must be hand 
  loaded in advance. 
  A Character's P.P. Bonuses do NOT count when shooting an auto­
  matic weapon, rail gun, shotgun, energy weapon, or any modem 
  weapon. The mechanical design and capability of the weapon makes its 
  use and abilities quite standard. The only exception is Natural Energy 
  Blasts. 
  Natural Energy Blasts. Characters, aliens and supernatural beings 
  who can generate energy blasts do so with natural ease. The firing 
  mechanism is a natural extension of the character's own body, so add 
  in bonuses to strike from a high P.P. attribute and any special bonus 
  from the ability itself and/or applicable O.C.c./R.C.C. bonus (Le., +2 to 
  strike with energy bolts, or dragon breath, and so on). Each blast counts 
  as one melee attack. 
  Suiting up in Body Armor by a practiced man of arms takes 
  I D4+4 melee rounds (about a minute and a half to two minutes). All 
  others need ID4+4 minutes to suit up. Both can strip down in about 
  half that time. 
  Suiting up in Power Armor is about the same as body armor. The 
  pilots who work for an army or military outfit usually have their power 
  armor prepared and ready to go at a moment's notice and have a team 
  of technicians to do prep work for them and to help them suit up. They 
  can suit up in about one minute. Body armor still takes the I D4+4 me­
  lee rounds because there are more pieces and dressing up to do. 
  Here are some optional hit location and damage tables for 'bots, ro­
  bot vehicles and power armor. Rather than make the tables a com­
  pletely random hit location and side effect table, I have opted for a 
  table of side effects measured by the amount of damage the machine 
  has endured. Obviously, if a 'bot's hand is blown off he loses the use of 
  that hand. 
  42 
  Side Effects by Location 
  The following optional tables can be rolled on when a specific hit 
  location has suffered major damage (a loss of 60% of the M.D.C. in 
  that location/limb). 
  Hands 
  01-30%: Paralysis! Cannot flex fingers or pick up and carry or hold 
  an object. The hand is in an opened position, the fingers spread slightly 
  apart. Cannot make a fist, punch does half damage. 
  31-50%: Frozen in one position. The hand and fingers are locked in 
  the configuration it was in when the damaging blast struck. This may 
  mean locked in a fist, or clutching a weapon, etc. Punch does half dam­
  age unless in a clenched fist or karate sty Ie open fist. 
  51-75%: Structurally weakened. Cannot lift, carry or hold more 
  than 200 pounds (90 kg). Punch does half damage. 
  76-00%: Joints lock at random times without waming. Roll every 
  time the hand is used. 01 -50% chance that the hand will suddenly 
  lock-up/ freeze and cannot perform the desired function (pick up, hold, 
  etc. ). Stays frozen for I D4 melees. 
  Arms 
  01-20%: Paralysis! Cannot move. Just dangles uselessly at the side 
  of the bot. Cannot strike or parry with that arm. 
  21-30%: Frozen in one position. The arm is locked in the configu­
  ration it was in when the damaging blast struck. This may mean locked 
  in a raised, outstretched or other position. Cannot make strike or parry 
  with that arm unless the bot moves its entire upper body to do so. Dam­
  age is half. 
  31-50%: Sluggish response. Penalty: -I  hand to hand attack per me­
  lee and - 1 to parry. 
  51-60%: Structurally weakened. Cannot lift, carry or hold !":'lore 
  than 300 pounds (90 kg). Punch does half damage. 
  61-80%: Joints lock at random times without warning. Roll every 
  time the arm is used. 01-50% chance that the arm will suddenly lockup! 
  freeze and cannot perform the desired function (punch, move, etc.). 
  Stays frozen for ID4 melees. 
  81-00%: Any special weapon or sensor features built into the hand, 
  arm, and shoulder do NOT respond. Special systems are completely in­
  operable; requires ID6 hours of repairs. 
  Legs 
  01-20%: Frozen in one position. The leg is stiff and unmoving. 
  Cannot bend, reducing speed by 50%, and making leaps impossible. 
  Climbing ability is also reduced by 25% and the bot is -I to dodge. 
  21-40%: Sluggish response. Penalty: -I to dodge and reduce speed 
  and length of leaps by 25%. 
  41-60%: Structurally weakened. Kick attacks do half damage. 
  1 -50% chance that the leg will buckle each time the bot is hit by more 
  than 20 M.D.C. (anywhere on its body), dropping to one knee and los­
  ing one melee attack. 
  61-80%: Joints lock at random times without warning. Roll every 
  time the leg is used to make a kick or leap, or is running at 45 mph (72 
  km) or higher (roll once for every five minutes of sustained running). 
  1 -65% chance that the leg will suddenly lockup/freeze and cannot per­
  form the desired function. Same penalties as frozen in one position, 
  number 01-20. Stays locked up for I D6 melees. 
  Quentin Milton (Order #31246997)
  
  8:1'/o-00 'l. ; Any special weapon or sensor features built into the 
  foot, leg, and hip do NOT respond. Special systems are completely in­
  operable; requires I D6 hours of repairs. 
  Main Body 
  The damage to the main body can be accumulative. Roll once when 
  the main body has had 60% of its M.D.C. depleted. Roll again for ev­
  ery additional 40 M.D.C. points of damage. 
  01-10%: Dual images on radar screen showing twice as many radar 
  blips as really exists; impossible to distinguish between real targets and 
  ghost images. Penalty: - 8 to strike without visual confirmation. 
  1 1-15%: Radar and sonar are lost; require ID6 hours of repairs. Pi­
  lot must rely on visual contact. 
  16-20%: Spotlightslheadlights lost; must be replaced. 
  21-30%: Laser targeting system lost. Penalty: - 2 to strike; requires 
  I D6 hours to repair. 
  31-40%: Communications damaged; reduce range by half, requires 
  1 D4 hours to repair. 
  41-50%: Communications and audio system lost; effectively deaf. 
  Require 2D6 hours to repair. 
  51-60%: Electrical system damage. Secondary control panels catch 
  on fire, knocking out personal computer(s); emergency back-up system 
  engages, but not before the pilot's compartment is filled with smoke. 
  Penalty: Lose two attacks that one melee round, - 4 to strike, parry and 
  dodge until the smoke clears in 2D6 melees. 
  61-70%: Severe internal damage. Reduce speed by half, -I attack 
  per melee, - 2 on initiative, - 2 to dodge. 
  71-80%: Computer memory damage! Cannot remember how to 
  perform one of the following (roll or G.M.'s choice): 
  01-20%: Flight if robot vehicle, one skill program if a fully auto­
  mated bot. 
  21 -40%: Life Control: Includes temperature control and air recy­
  cling and circulation. About six hours of breathable air in a very hot 
  and stuffy compartment. Penalty: -I on initiative, strike and parry (pilot 
  is distracted). If a fully automated bot, the unit smells of burning rubber 
  and rotten eggs. 
  4 1-60%: Weapon systems: One weapon system is completely for­
  gotten and therefore, unusable. 
  6 1-80%: Target identification is lost. Cannot distinguish between 
  friend and foe, weapon systems must be manually operated and are -1 
  to strike and - I on initiative. If a fully automated bot it cannot decide 
  who is friend or foe and suffers a -3 initiative roll and usually will not 
  attack until attacked first. 
  8 1-00%: Voice actuated access system does not recognize any 
  voices or spoken codes. Access hatches, locks, and command functions 
  must be handled manually. Furthermore, it cannot remember how to 
  tum the self-destruct system on or off. If a fully automated robot it does 
  not recognize, acknowledge or obey its master (if any) and suffers a -
  10% skill penalty to all skills. 
  81-90%: Engine damage! Cannot engage any jet thrusters, fly or 
  perform jet thrust leaps, and there is a minor radiation leak if nuclear 
  powered (not yet life threatening). 
  91-00%: Sensor system is down (88% dead) and all combat bo­
  nuses are lost. Requires 3D6 hours to repair. 
  43 
  Quentin Milton (Order #31246997)
  
  Hand to 
  Hand Combat 
  44 
  These are the standard level by level tables that present the accumu­
  lative bonuses offered by every fonn of hand to hand fighting currently 
  known to be available on Rifts Earth. When characters advance a level, 
  the player can come to this section to see what new bonuses apply to 
  the character. 
  Note: ALL bonuses are accumulative. That means each new level 
  offers new bonuses and combat capabilities that are added to those pre­
  viously acquired. Certain Hand to Hand fighting styles also impart bo­
  nuses to one's physical attributes as well as perfection of the fighting 
  fonn. Also see Boxing and Wrestling in the Skill section. Japanese mar­
  tial arts are not usually known outside of Japan and the Orient; i.e. 
  characters in the Americas, Europe, Africa and elsewhere will not 
  know them. 
  Number of attacks per melee: In the RPG and other books, it 
  states that a character has "TWO attacks per melee to start." However, 
  this does not include the two attacks per round any character with hand 
  to hand training is supposed to start with. Yeah, we know that is con­
  fusing, that's why we post in these combat lists that the character starts 
  with FOUR. So please do NOT add another two to this starting number. 
  Sheesh, I hope this helps and does not cause more confusion. Example: 
  A character with Hand to Hand: Basic starts off with four melee at­
  tacks, but has a total of 5 at level four, 6 at level nine, and 7 at level 1 5. 
  If the Boxing skill is also taken, the character would have one more 
  than those listed here. Also note that some O.C.C.s and R.C.C.s, like 
  the Juicer and Cyber-Knight, provide additional attacks per melee 
  round and combat bonuses. 
  Characters with 
  No Hand to Hand Combat Skill 
  Level l :  Starts with one hand to hand attack per melee round. This 
  reflects the character's pitiful fighting skills. 
  HOWEVER, the character can instead perfonn TWO non-combat 
  melee actions at first level. A non-combat action involves some activity 
  other than fighting (operating a machine, driving, locking a door, run­
  ning, hiding, helping others, etc.). 
  For example, a ninth level character with no Hand to Hand Combat 
  skill has three attacks, OR six non-combat melee actions. The character 
  can perfonn both types of actions in the same melee round, but for each 
  attack, he uses up TWO non-combat actions. So he could punch an op­
  ponent (I attack), run inside a building (I non-combat action), lock the 
  door behind him ( I  non-combat action), and then dodge out of hann's 
  way when he sees his opponent getting ready to shoot at him through 
  the door (uses 1 attack). That's two attacks and two non-combat ac­
  tions, totaling six non-combat actions. 
  Level 3: + I attack per melee round and + 1 to dodge. + 1 non-com­
  bat melee action. 
  Level 6: 2 non-combat melee action. 
  Level 9: + 1 attack per melee round, for a total of three "attacks" per 
  round (each attack counts as two melee actions for this character). + 1 
  non-combat melee action for a total of six melee "actions." That's it. 
  Quentin Milton (Order #31246997)
  
  Hand to Hand: Basic 
  This is an elementary fonn of hand to hand combat training avail­
  able. Though it hardly stacks up against some of the more advanced 
  fonns of fighting, one who has trained in Hand to Hand: Basic still 
  fights with combat knowledge skill compared to the simple, uneducated 
  folk who populate Rifts Earth. 
  1: Starts with four attacks/actions per melee round; +2 to pull punch 
  and +2 to roll with punch, fall or impact. 
  2: +2 to parry and dodge. 
  3: Kick attack does lD6 points damage. 
  4: + 1 additional attack/action per melee round. 
  5: + 1 to strike. 
  6: Critical strike on an unmodified roll of 1 9  or 20. 
  7: +2 to damage. 
  8: Judo-style body throw/flip; does lD6 damage, and victim loses ini-
  tiative and one attack per melee. 
  9: + 1 additional attack/action per melee round. 
  10: +2 to pull punch and +2 to roll with punch, fall or impact. 
  11: + 1 to parry and dodge. 
  12: + 1 to strike. 
  13: Critical strike or knockout from behind. 
  14: +2 to damage. 
  15: + 1 additional attack/action per melee round. 
  Hand to Hand: Expert 
  This fighting style is often taught to soldiers, bodyguards, thieves, 
  and anybody else who will be expected to live by violence. While it 
  lacks the mastery of the Martial Arts, an Expert fighter knows how to 
  scrap quickly and efficiently. At high levels, especially, those with this 
  skill can often hold their own against dedicated masters of the martial 
  artists. 
  1: Starts with four attacks/actions per melee to start; +2 to pull punch, 
  and +2 to roll with punch, fall or impact. 
  2: +3 to parry and dodge. 
  3: +2 to strike. 
  4: + 1 additional attack/action per melee round. 
  5: Kick attack does ID6 damage. 
  6: Critical strike on an unmodified roll of I S, 19 or 20. 
  7: W.P. Paired Weapons. 
  8: Judo-style body throw/flip; does lD6 damage, and victim loses ini-
  tiative and one attack. 
  9: + 1 additional attack/action per melee. 
  10: +3 to damage. 
  11: Knockout/stun on an unmodified roll of I S, 19 or 20. 
  12: +2 to parry and dodge. 
  13: Critical strike or knockout from behind (triple damage). 
  14: + 1 additional attack/action per melee round. 
  15: Death blow on a roll of natural 20. 
  Hand to Hand: Assassin 
  This style of fighting is a specialized science of killing generally 
  taught by secret organizations such as organized crime cartels, secret 
  government "wet working" bureaus, and so on. Note: This hand to 
  hand fighting style has been updated to include W.P. Paired Weapons 
  at Level One, + 1 on initiative at Levels Four, Eight and Nine, and the 
  total of three attacks per melee round at Level One. 
  1: Starts with three attacks/actions per melee round; +2 to strike, W.P. 
  Paired Weapons. 
  2: +2 additional attacks/actions per melee round. 
  3: +3 to pull/roll with punch/fall. 
  4: +4 to damage. + 1 on initiative. 
  45 
  Hand to Hand: Martial Arts 
  Considered to be a generic fonn of martial arts, taking techniques 
  from many sources. Note: This hand to hand fighting style has been 
  updated with initiative at level three, +2 to disarm at level seven, and 
  the total of four attacks per melee to start. 
  1: Starts with four attacks/actions per melee to start; +3 to pull punch 
  and +3 to roll with punch, fall or impact. 
  2: +3 to parry and dodge; +2 to strike. 
  3: + 1 on initiative. Karate-style kick does I DS (or 2D4) damage. 
  4: + 1 additional attack/action per melee round. 
  5: Jump Kick (critical strike) and Entangle (+ 1 ). 
  6: Critical strike on an unmodified roll of I S, 1 9 or 20. 
  7: W.P. Paired Weapons and +2 to disarm. 
  8: Leap Attack (critical strike). 
  9: + 1 additional attack/action per melee round. 
  10: Judo style body throw/flip; does I D6 damage, victim loses initia-
  tive and one attack. 
  11: +4 to damage. 
  12: +2 to parry and dodge. 
  13: Knock out/stun on an unmodified roll of I S, 1 9  or 20. 
  14: + 1 additional attack/action per melee round. 
  15: Death blow on a roll of a natural 20. 
  5: + 1 additional attack/action per melee round. 
  6: +3 to parry/dodge. Entangle (+2). 
  7: Knock out/stun on an unmodified roll of 1 7-20. 
  8: + 1 additional attack/action per melee round. + 1 on initiative. 
  9: + 1 on initiative. Kick attack does ID6 damage. 
  10: Critical strike on an unmodified roll of 19 or 20. 
  11: +2 to strike. 
  12: Death blow on a roll of a natural 20. 
  13: + 1 additional attack/action per melee round. 
  14: +2 to damage. 
  15: +2 to strike. 
  Quentin Milton (Order #31246997)
  
  Cyber-Knight Zen Combat 
  Most Cyber-Knights have Hand to Hand: Martial Arts for their 
  combat skill, but also get additional training, abilities and powers. 
  Cyber-Knight Zen Combat training (exclusive to Cyber-Knights) is one 
  of them. See page 27 of Coalition Wars 4: Cyber-Knights for details. 
  Hand to Hand: Commando 
  This style of combat is a quick and dirty form of martial arts avail­
  able only to the Commando and Special Forces O.C.C.s. Note: Re­
  member, the Commando O.C.C. receives a one-time bonus of +2D6 
  S.D.C. and + 1 to M.E. (focus and concentration), while the Special 
  Forces O.C.C. does not (those are O.C.C. bonuses; not part of Hand to 
  Hand: Commando). This hand to hand fighting style has been updated 
  to include an additional + 1 on initiative bonus at Level Three. 
  1: Starts with Four attacks/actions per melee round; W.P. Paired 
  Weapons, body flip/throw, body block/tackle and +2 to save vs Hor­
  ror Factor. 
  2: +1 on initiative, + 1 to strike, +2 to parry and dodge, +3 to roll with 
  punch/fall/impact, and +3 to pull punch. Backward sweep kick: 
  Used only against opponents coming up behind the character. Does 
  no damage; it is purely a knock down attack (same penalties as body 
  flip) but cannot be parried (an opponent can try to dodge it but is -2 
  to do so). 
  3: Disarm (+ 1 ), + 1 to automatic body flip, + 1 on initiative. 
  4: + 1 additional attack/action per melee and Karate kick attack. This is 
  a conventional, karate-style kick. It starts with bringing the knee, 
  folded, up to chest level, then the foot is completely extended. Does 
  2D6 damage. 
  5: Automatic dodge and critical body flip/throw. 
  6: +2 on initiative, +1 to strike, parry and dodge, and + 1  to body 
  flip/throw. 
  7: +2 to damage, + 1  to save vs Horror Factor, + 1 to disarm, + 1 to auto­
  matic dodge and +2 to pull punch. 
  8: + 1 additional attack per melee, jump kick, + 1 to body flip/throw, and 
  + 1 to roll with punch/fall/impact. 
  9: Death blow on a natural 18-20! 
  10: +2 to save vs Horror Factor, + 1 on initiative and + I to strike. 
  11: + 1 to disarm, + 1 to pull punch and +1 to body flip/throw. 
  12: +2 to damage, + 1 to parry and dodge, +2 to automatic dodge. 
  13: + 1 additional attack/action per melee. 
  14: Automatic body flip/throw. 
  15: Critical strike on a natural 1 7-20. 
  46 
  Hand to Hand: Aikido 
  Aikido is a martial arts form known to the modem characters living 
  in the Republic of Japan and elsewhere on the islands of Japan. Its fo­
  cus is entirely on defense, with absolutely no offensive maneuvers 
  (other than body flip and pinning moves). Aikido was created in the 
  20th century, by drawing on techniques from Jujitsu, Judo, Karate and 
  Kendo. 
  The Aikido martial artist can fend off the attacks of any and all who 
  approach. Their goal in combat is to subdue opponents as quickly as 
  possible. To do this, they seize the leading part of the attacker's body, 
  usually right at the wrist or ankle. At this point, one can either use the 
  attacker's momentum in a flip/throw, or, by applying a joint lock, one 
  can lead the attacker around into a helpless position on the ground. 
  Attribute Bonuses: +2D6 S.D.C., + ID4 to M.E., + 1 to P.P., and + 1 
  to P.E. 
  1: Four attacks/actions per melee round; +3 to break fall, +2 to roll with 
  punch/fall/impact, +2 to body flip/throw, and +2 to pull punch. Ba­
  sic Moves and Special Techniques: Body block/tackle, body 
  flip/throw, break fall, disarm, holds, roll with punch/fall/impact, 
  pull punch, kick attack (2D4 damage), and the usual, strike, parry 
  and dodge. 
  2: +1  on initiative, +2 to parry and dodge. 
  3: Automatic dodge and + 1 to disarm. 
  4: + 1 attack/action per melee round and + 1 to body flip/throw. 
  5: Critical body flip/throw on Natural 1 8-20 (double damage). 
  6: + 1 to parry/dodge and + 1 to body flip/throw. 
  7: Automatic flip/throw and +2 to pull punch. 
  8: + 1 additional attack/action per melee round. 
  9: + 1 on initiative and + 1 to strike, parry and dodge. 
  10: Double existing P.P.E. (inner spirit) and + 1 to disarm. 
  11: +1 to parry, +2 to dodge, and +1 to body flip/throw. 
  12: + 1 additional attack/action per melee round. 
  13: + 1 on initiative and +2 to body block/tackle. 
  14: Critical strike on a natural 1 8, 1 9, 20. 
  15: + 1 additional attack/action per melee round. 
  Hand to Hand: Judo 
  This is a basic, modem sty Ie of martial arts common among the 
  high-tech communities like the Republic of Japan, Ichto and 
  Takamatsu. This is typically the basic hand to hand combat used by the 
  Armed Forces and police of the Republic. 
  Attribute Bonuses: +2D4 S.D.C., + 1 to M.E., and + 1 to P.P. 
  1: Starts with four attacks/actions per melee round; +3 to roll with 
  punch/fall/impact, +3 to pull punch. Basic & Special Moves: Body 
  block/tackle, 
  body 
  flip/throw, 
  break 
  fall, 
  disarm, 
  roll 
  with 
  punch/fall/impact, strike, parry, dodge, and pull punch are available at 
  first level. All bonuses are cumulative. 
  2: +2 to parry and dodge, + 1 to strike. 
  3: + 1 to body flip/throw and body tackle; + 1 to disarm. 
  4: + 1 additional attack/action per melee round and Karate-style kick 
  (2D6 damage). 
  5: Critical body flip/throw on natural 1 9  or 20 (double damage). 
  6: + 1 to strike, parry and dodge; + 1 to body flip/throw. 
  7: W.P. Paired Weapons and +2 to damage. 
  8: Jump kick and + 1 to roll with punch/fall/impact. 
  9: + 1 additional attack/action per melee round. 
  10: +2 on initiative and + 1 to parry and dodge. 
  11: + 1 to break fall and + 1 to disarm. 
  12: Critical strike on a natural 18, 1 9, 20. 
  13: +2 to damage and knock out/stun on a natural 19 or 20. 
  14: + I additional attack per melee round. 
  15: Automatic body flip/throw. 
  Quentin Milton (Order #31246997)
  
  Hand to Hand: Jujitsu 
  This combat style is very pragmatic, using the philosophy of "what­
  ever works." Techniques range from the assault of vital points, joint 
  locks and throwing techniques. A trained master can reduce his or her 
  victims into helplessness even if armed with daggers, sticks and guns. 
  Any advantage that can be gained will be used by a Jujitsu practitioner 
  without a second thought of fairness. 
  Limitation: Characters of an honorable alignment can not select 
  this skill (Le. can't be Principled or Aberrant). 
  Attribute Bonuses: +3D6 S.D.C., +2 to P.S., + 1 to P.P. 
  1: Four attacks/actions per melee round to start; snap kick (lD6 
  damage), knife hand (2D4 damage), +3 to roll with punchifalVimpact, 
  +2 parry and dodge, and +2 to pull punch. Basic and Special Moves: 
  Maintain balance, break fall, disarm, body block/tackle, body 
  flip/throw, holds, roll with punchifalVimpact, pull punch, kick attack 
  (2D4 damage), knee and elbow strikes (lD6 damage), and the usual 
  strike, parry and dodge. 
  2: + 1 to strike, trippinglleg hook and backward sweep kicks. 
  3: + 1 on initiative and critical strike from behind. 
  4: + 1 additional attack/action per melee round and +2 to damage. 
  5: Palm strike (2D4 damage) and drop kick. 
  6: Critical strike on a natural 1 8-20. 
  7: + 1 to strike, + 1 on body flip/throw and + 1 to disarm. 
  8: + 1 additional attack/action per melee round and + 1 to maintain bal-
  ance. 
  9: Critical body flip/throw on natural 1 7-20. 
  10: Jump kick and leap attacks. 
  11: + 1 additional attack/action per melee round and +2 to pull punch. 
  12: + 1 on initiative, + 1 to parry and dodge, and + 1 to strike. 
  13: +2 to damage, +2 to pull punch, and +2 to break fall. 
  14: + 1 additional attack/action per melee round. 
  15: Death blow! 
  Hand to Hand: Karate 
  There are a variety of different styles of karate. What follows is a 
  variation of Japanese Kyokushinkai Karate, or "the School of Ultimate 
  Truth." The focus of this martial art is on aggressive combat and strik­
  ing power, especially the power to break through solid objects, as well 
  as an emphasis on rapid strikes and speed. Training is very hard and 
  competitive. 
  Attribute Bonuses: +3D6 S.D.C., +lD4 to P.S., +2 P.E., and +2 to 
  Spd. 
  1: Four attacks/actions per melee round to start; snap kick (ID6 dam­
  age), knife hand (2D4 damage); +1 on initiative, +2 to roll with 
  punchifalVimpact, +2 to parry, +1 to dodge, + 1  to break fall and +2 
  to pull punch. Basic Moves and Special Techniques: Break fall, 
  body block/tackle, roll with punchifalVimpact, pull punch, kick at­
  tack (2D4 damage), karate kick (2D6 damage), karate punch (2D4 
  damage), knees and elbow strikes (lD6 damage), and the usual 
  strike, parry and dodge. 
  2: + 1 to strike, tripping/leg hook and backward sweep kicks. 
  3: + I additional attack/action per melee round and +2 to damage. 
  4: + 1 on initiative, + 1 to disarm, and roundhouse kick (3D6 damage). 
  5: Power punch and palm strike (2D4 damage). 
  6: + 1 additional attack/action per melee round and +2 to pull punch. 
  7: Power kick, wheel kick, and + 1 to strike, parry and break fall. 
  8: Critical strike on a natural 18-20, critical strike from behind and 
  death blow on a natural 20. 
  9: + 1 additional attack/action per melee round and +2 to damage. 
  10: Jump kick and leap attacks. 
  11: + 1 on initiative, + 1 to parry and dodge, and + 1 to strike. 
  12: +1 additional attack/action per melee and +2 to pull punch. 
  13: Death Blow! 
  14: +2 to damage, +2 to pull punch, and +2 to break fall. 
  15: + 1 additional attack/action per melee round. 
  47 
  Hand to Hand: Kendo 
  Kendo is a martial art developed around the art of swordsmanship. 
  Consequently, it deals with balance, striking, parrying and slashing. 
  Attribute Bonuses: +2D4 S.D.C., +1 to P.S., +1 to P.P. and +2 to 
  Spd. 
  1: Four attacks/actions per melee round to start; knife hand (2D4 dam­
  age); + 1 on initiative, +2 to roll with punchifalVimpact, + 1 to dis­
  arm, + 1 parry (punch attacks), +2 to parry with sword or staff (in 
  addition to W.P. bonuses), +1 to dodge, +1 to break fall and +2 to 
  pull punch. Basic Moves and Special Techniques: Disarm, break 
  fall, roll with punchlfall/impact, pull punch, karate punch (2D4 
  damage), kick attack (2D4), knees and elbow strikes (lD6 damage), 
  and the usual strike, parry and dodge. 
  2: + 1 to strike and paired weapons. 
  3: + 1  additional attack/action per melee round and +2 to damage. 
  4: + 1 on initiative, + 1 to disarm, and + 1 to parry. 
  5: Tripping/leg hook and backward sweep kicks. 
  6: Power punch and palm strike (2D4 damage). 
  7: + 1 additional attack/action per melee round and +2 to pull punch. 
  8: Critical strike on a natural 1 8-20, critical strike from behind and 
  death blow on a natural 19-20. 
  9: + 1 additional attack/action per melee and +4 to damage. 
  10: Automatic dodge. 
  11: + 1 on initiative, + 1 to strike, and +2 to break fall. 
  12: + One additional attack per melee and +2 to pull punch. 
  13: Jump kick and leap attacks. 
  14: Death Blow! 
  15: + 1 additional attack/action per melee. 
  Hand to Hand: Ninjitsu/Tai-Jutsu 
  The art of Ninjitsu has come to be identified as the art of the Japa­
  nese assassin. 
  Attribute Bonuses: +2 to M.A., +1 to P.S., +1 to P.E., +1 to P.P. 
  and +4 to Spd. 
  1: Four attacks/actions per melee round to start; snap kick (lD6 dam­
  age), knife hand (2D4 damage); +2 to roll with punchifalVimpact, 
  +2 on initiative, +1 parry, +2 to dodge, and +2 to pull punch. Paired 
  Weapons: Training in the use of two weapons, one in each hand, to 
  strike and parry simultaneously. Basic Moves and Special Tech­
  niques: Maintain balance, back flip, body block/tackle, body 
  flip/throw, holds, roll with punchifalVimpact, pull punch, drop kick, 
  kick attack (2D4 damage), knee and elbow strikes (lD6 damage), 
  paired weapons, and the usual strike, parry and dodge. Also see 
  Samurai Hand to Hand combat. 
  2: +1 to strike, cartwheel (attack), back flip (escape), back flip (defen­
  sive), and back flip (attack). 
  3: + 1 additional attack/action per melee and palm strike (2D4 damage). 
  4: Leap attack, axe kick, and +2 to strike when performing any back 
  flip or cartwheel. 
  5: Tripping/leg hook and backward sweep kicks and +2 to damage. 
  6: + 1 additional attack/action per melee and roundhouse kick (3D6). 
  7: Critical Strike on the roll of a natural 18-20, or from an attack from 
  behind; death blow on a natural 20. 
  8: + 1 on initiative, + 1 to strike and parry, + 1 to roll with punchifalVim-
  pact and +2 to maintain balance. 
  9: Death blow! 
  10: + 1 additional attack/action per melee round and +2 to pull punch. 
  11: Double existing P.P.E. (inner spirit)! 
  12: + 1 on initiative and +2 to roll with punchifalVimpact. 
  13: +2 to damage and + 1 to disarm. 
  14: Jump kick, +2 to back flip/cartwheel, and +2 to damage. 
  15: + 1 additional attack/action per melee round. 
  Quentin Milton (Order #31246997)
  
  Hand to Hand: Samurai 
  (Zanji Shinjinken-Ryu) 
  Zanji Shinjinken-Ryu is an ancient school of samurai swordsman­
  ship exclusive to the Samurai O.C.C. Unlike some other forms of mar­
  tial arts that incapacitate an opponent, Zanji is designed to kill. Not 
  wound, not injure, not knockout, but kill! A sword is an instrument of 
  death, but also an extension of the swordsman. The secret of sword 
  mastery is rooted in the ability of being able to respond instantly, with­
  out reflection, without hesitation, to anything that might happen. No 
  amount of technical skill can benefit a samurai whose mind inhibits 
  spontaneous response to the environment around him. In this sense, the 
  sword and the man are of one mind and one spirit; a living extension of 
  each other. 
  A samurai swordsman will carefully evaluate any opponent. Stand­
  ing motionless, he will wait until the exact moment when, without 
  thought or direction, he can instantly strike. 
  Attribute Bonuses: +3D6 S.D.C., +2 to M.E., +2 to P.P. and +l to P.E. 
  1: Four attacks/actions per melee to start; knife hand (2D4 damage); 
  paired weapons, +2 on initiative, +2 to roll with punchifall/impact, 
  +2 to parry with sword or statI (in addition to W.P. bonuses), +3 to 
  dodge, +2 to damage, and +2 to pull punch. Basic Moves and Spe­
  cial Techniques: Disarm, maintain balance, roll with punchifalVim­
  pact, pull punch, Karate punch (2D4 damage), kick attack (2D4), 
  knee and elbow strikes (ID6 damage), and the usual strike, parry 
  and dodge. 
  2: + 1 additional attack/action per melee round, + 1 to disarm, + 1 to 
  maintain balance. 
  3: +l on initiative, + I  to strike, + I  to parry, critical strike from behind, 
  and death blow on natural 20. 
  4: + 1 additional attack/action per melee round and +2 to damage 
  5: Critical strike on a natural 1 8-20 and +l to maintain balance. 
  6: + 1 to roll with punchifalVimpact, + 1 to dodge, + 1 to maintain bal­
  ance. 
  7: Power punchlstab (with hand or sword), jump kick and backward 
  sweep kick. 
  8: + One additional attack per melee and + 1 to dodge. 
  9: Death Blow! 
  10: +1 on initiative, + 1 to save vs Horror Factor, and + 1 to maintain 
  balance. 
  11: + 1 additional attack/action per melee round. 
  12: +2 to damage, + 1 to save vs Horror Factor, and the knowledge and 
  skill to create a "true" samurai sword. 
  13: + 1 additional attack/action per melee round. 
  14: Double existing P.P.E. (inner spirit) and + 1 to disarm. 
  15: + 1 additional attack/action per melee round. 
  Hand to Hand: Teng-Jutsu 
  Rarely practiced among humans, this unusual martial art can only 
  be learned from a Tengu, a kind of Japanese mountain spirit, or from a 
  human practitioner of the art who is 12th level or higher. 
  In addition to the many bonuses and special moves Teng-Jutsu of­
  fers, all of its practitioners automatically know all of the Tengu Special 
  Mystic Martial Art Powers (Tengu acrobatics, Tengu leap, Tengu auto­
  matic leap dodge, Tengu timed leap, Tengu kick attack, Tengu power 
  kick, and Tengu power punch). These powers are learned at first level, 
  and the bonuses they impart have been factored in below. The descrip­
  tions of these abilities can be found in Rifts Japan, page 69. 
  1: Four attacks/actions per melee round and all special powers of this 
  style of martial arts. Also +2 to dodge (normal), +2 to pull punch or 
  kick, + 1 to disarm, + 1 to roll with punchifalVimpact, +3 to maintain 
  balance, and + 1 to break fall. Can perform Karate style kick, jump 
  kick, leap kick/attack and all other types of kicks. Moves and Spe­
  cial Techniques: Break fall, roll with punchifalVimpact, maintain 
  balance, back flip escape, back flip attack, cartwheel (attack), body 
  48 
  block/tackle, pull punch, kick attack (2D4 damage), karate kick 
  (2D6 damage), karate punch (2D4 damage), knees and elbow strikes 
  (ID6 damage), and the usual strike, parry and dodge, plus the Tengu 
  special mystic martial art powers. 
  2: Drop kick, +I on initiative, and +2 on all back flips. 
  3: + 1 to strike, + 1 to disarm, and + 1 to leap dodge. 
  4: + 1 additional attack/action per melee round. 
  5: Critical strike from all kicks (double damage) and jump kick and 
  leap attacks. 
  6: + 1 to roll with punchifalVimpact, +2 to pull punch or kick, and + 1 to 
  leap dodge. 
  7: + 1 on initiative, tripping/leg hook and backward sweep kicks. 
  8: + 1 additional attack/action per melee round. 
  9: +2 to disarm, +I on all back flips, and +1 on cartwheel attack. 
  10: Axe kick and + 1 on initiative and + 1 to parry. 
  11: + 1 additional attack/action per melee round. 
  12: + 1 to leap dodge and + 1 to disarm. 
  13: Snap kick and wheel kick. 
  14: + 1 to pull punch and + 1 to leap dodge. 
  15: + 1 additional attack/action per melee round. 
  Skills 
  One of the great features about a Rifts® character is the many dif­
  ferent ways in which players can customize them. Skills play a big part 
  in that, for they let each member of the party develop his or her own 
  speciality. The problem, though, is that there are about a gazillion of 
  the darn things spread out over the course of the Rifts® RPG game 
  line. And it is even worse for Game Masters. Having created thousands 
  of NPCs for various Palladium RPG books, ourselves, as well as our 
  own games, we know that generating NPCs is one of the most time-in­
  tensive things to do. It can be loads of fun for the players, but it can be­
  come a tiring task for the G.M. who may have to roll up a dozen or 
  more Non-Player Characters (NPCs) for just that night's adventure. We 
  hope the chart-like lists and compilation in the pages that follow will 
  make that creation process faster and simpler. 
  This section contains two presentations for skills. 
  1. Skills List. A comprehensive "list" of the names of every skill 
  by category, followed by the skill's base percentage and the additional 
  percentage per level of experience. Making this list a quick and easy 
  visual reference for picking skills and determining their percentage. 
  Cryptography, for example, has a "base" success ratio of 250/0, with 
  an additional 5% per level of experience and appears as: Cryptography 
  - 25%+5%. 
  2. Skills Descriptions. Every skill is described in full. No more 
  flipping through a dozen sourcebooks to find the skill description 
  you're looking for, because they're all right here! 
  Well, not quite all skills. This section does NOT include skills that 
  are particular to a specific O.C.C. or R.C.C. Nor are the various spe­
  cialized skills of the Ley Line Walker 0. C. C. and others. Skills of that 
  nature are more akin to special powers or secrets of the trade or broth­
  erhood and generally are not available to other Occupational Character 
  Classes (O.C.C.s). Thus, they are not included. 
  Updates and clarifications. Some skills have been modified, 
  tweeked or rewritten by Kevin Siembieda in order to clarify who a skill 
  works. A few new skill have been added. 
  Note: Skills with an asterisk • are NOT common to most people of 
  Rifts Earth, and certainly not in North America. Such rare or limited 
  skills are typically limited to a particular geographic location like Aus­
  tralia, Japan and Africa, or outer space. Space skills are not normally 
  available to characters on Rifts Earth, but are applicable to characters in 
  a space or alien setting, including Mutants in Orbit™ and various Di­
  mension Books like Phase World®, The Anvil GalaxyTM, The Three 
  Galaxies™, Cosmo-Knights™ and SkraypersTM (not to mention 
  adapting games like Aliens Unlimited™, The Mechanoid Trilogy®, 
  Mechanoid® Space and other space settings). 
  Quentin Milton (Order #31246997)
  
  Quentin Milton (Order #31246997)
  
  Skill List 
  Comm unications 
  Cryptography - 25%+5% 
  Electronic Countenneasures - 30%+5% 
  Laser - 30%+5% 
  Optic Systems - 30%+5% 
  Perfonnance - 30%+5% 
  Radio: Basic - 45%+5% 
  Radio: Scramblers - 35%+5% 
  Surveillance Systems - 30%+5% 
  T.V.Nideo - 25%+4% 
  Cowboy Skills 
  Branding - 50%+5% 
  BreakinglTaming Wild Horse - 20%+5% 
  Herding Cattle - 30%+5% 
  Horsemanship: Cowboy - 660/0/50%+3% 
  Roping - 20%+5% 
  Trick Riding (SPECIAL) 
  (Also see Exotic Horsemanship & Related 
  Technical Skills) 
  Domestic Skills 
  Bonsai - 50%+4% 
  Brewing - 250/0/30%+5% 
  Cook - 35%+5% 
  *Corroboree (Australia) - 30%+4% 
  Dance - 30%+5% 
  Fishing - 40%+5% 
  Floral Arrangement (Ikebana) - 30%+3% 
  Gardening - 35%+5% 
  Go - 30%+5% 
  Play Musical Instrument - 35%+5% 
  Poetry (Haiku) - 35%+5% 
  Recycle - 30%+5% 
  * Rock Painting and Engraving (Australia) -
  36%+4% 
  Sewing - 40%+5% 
  Sing - 35%+5% 
  Electrical Skills 
  Basic Electronics - 30%+5% 
  Computer Repair - 25%+5% 
  Electrical Engineer - 30%+5% 
  Electricity Generation - 50%+5% 
  Robot Electronics - 30%+5% 
  Espionage Skills 
  Detect Ambush - 30%+5% 
  Detect Concealment - 25%+5% 
  Disguise - 25%+5% 
  Escape Artist - 30%+5% 
  Forgery - 20%+5% 
  Imitate Voices & Impersonation -
  360/0/16%+4% 
  Intelligence - 32%+4% 
  Interrogation Techniques - 30%+5% 
  Pick Locks - 30%+5% 
  Pick Pockets - 25%+5% 
  Sniper (+2 to strike on an aimed shot) 
  Tracking (people) - 25%+5% 
  Wilderness Survival - 30%+5% 
  Horsemanship Skills 
  Horsemanship: General - 40%120%+4% 
  Horsemanship: Cowboy - 660/0/50%+3% 
  Horsemanship: 
  Knight 
  & 
  Cossack -
  40%/30%+5% 
  Horsemanship: Cyber-Knight -
  700/0/50%+3% 
  Horsemanship: Exotic Animals -
  300/0/20%+5% 
  Mechanical Skills 
  Aircraft Mechanics - 25%+5% 
  ArmorerlField Annorer - 40%+5% 
  Automotive Mechanics - 25%+5% 
  Basic Mechanics - 30%+5% 
  Bioware Mechanics - 30%+5% 
  Locksmith - 25%+5% 
  Mechanical Engineer - 25%+5% 
  Robot Mechanics - 20%+5% 
  * Space: Drive Repair - 30%+5% 
  *Space: Satellite Systems - 30%+5% 
  * Spaceship Mechanics - 22%+5% 
  Submersible Vehicle Mechanics - 25%+5% 
  Vehicle Annorer - 30%+5% 
  Weapons Engineer - 25%+5% 
  Medical Skills 
  Animal Husbandry - 35%+5% 
  Brewing - 250/0/30%+5% 
  Criminal Science & Forensics - 35%+5% 
  Entomological Medicine - 400/0/20%+5% 
  Field Surgery - 16%+4% 
  First Aid - 45%+5% 
  Holistic Medicine - 20%+5% 
  Juicer Technology - 40%+5% 
  Paramedic - 40%+5% 
  Medical Doctor - 600/0/50%+5% 
  M.D. in Cybernetics - 400/0/60%+5 
  Pathology - 40%+5% 
  Sea Holistic Medicine - 20%+5% 
  Military Skills 
  ArmorerlField Armorer - 40%+5% 
  Camouflage - 20%+5% 
  Demolitions - 60%+3% 
  Demolitions Disposal - 60%+3% 
  Demolitions: Underwater - 56%+4% 
  Find Contraband, Weapons & Cybernetics -
  26%+4% 
  Military Etiquette - 35%+5% 
  Military Fortification - 30%+5% 
  Nuclear, Biological & Chemical (NBC) War-
  fare - 35%+5% 
  Parachuting - 40%+5% 
  Recognize Weapon Quality - 25%+5% 
  Ship to Ship Combat - 25%+5% 
  Space Defense Systems - 30%+5% 
  Trap Construction - 20%+4% 
  TraplMine Detection - 20%+5% 
  Physical Skills 
  Hand to Hand: Basic 
  Hand to Hand: Expert 
  Hand to Hand: Martial Arts 
  Hand to Hand: Assassin 
  Hand to Hand: Commando 
  *Hand to Hand: Aikido (Japan) 
  *Hand to Hand: Judo (Japan) 
  *Hand to Hand: Jujitsu (Japan) 
  50 
  *Hand to Hand: Karate (Japan) 
  *Hand to Hand: Kendo (Japan) 
  *Hand to Hand: NinjitsulTai-Jutsu (Japan) 
  *Hand to Hand: Teng-Jutsu (Japan) 
  *Hand to Hand: Zanji Shinjinken-Ryu (Japan) 
  Acrobatics (varies) 
  Aerobic Athletics 
  Athletics (General) 
  Body Building & Weight Lifting 
  Boxing 
  Climbing - 400/0/30%+5% 
  Deadball 
  Gymnastics (varies) 
  Juicer Football - 32%+4% 
  * Juicer Murderthon 
  Prowl - 25%+5% 
  Running 
  *Space Combat: Zero Gravity (Basic) 
  * Space Combat: Zero Gravity (Advanced) 
  *Space: Depressurization Training 
  * Space: Movement in Zero Gravity (P.P. 
  multiplied by 5%, +4% per level of expe­
  rience) 
  *Space: Oxygen Conservation - 30%+5% 
  Swimming - 50%+5% 
  S.C.U.B.A. - 50%+5% 
  Wrestling 
  Pilot Skills 
  (Ground, Air & Water) 
  Advanced Deep Sea Diving - 40%+5% 
  Airplane - 50%+4% 
  Automobile - 60%+2% 
  Bicycling - 44%+4% 
  Boat: Motor & Hydrofoil - 55%+5% 
  Boat: Sail Type - 60%+5% 
  Boat: Ships - 45%+50/0/44%+4% 
  Boat: Warships & Patrol Boats - 40%+4% 
  *Combat Driving (Special; Australia) 
  *Combat Pod (Special Vehicle) - 40%+4% 
  * Contragravity Pack (Special Vehicle) -
  42%+4% 
  *EVA - 40%+5% 
  *Flight System Combat (Juicer: Special Ve-
  hicle) - 40%+5% 
  Helicopter - 35%+5% 
  Hover Craft (Ground) - 50%+5% 
  Hovercycle - 70%+3% 
  Jet Aircraft - 40%+4% 
  Jet Fighters - 40%+4% 
  Jet Packs - 42%+4% 
  * Jump Bike Combat (Juicer: Special Vehicle) 
  - 45%+5% 
  Kayaking - 50%+5% 
  Motorcycle - 60%+4% 
  * Road Train (Australia) - 40%+4% 
  Robots & Power Armor - 56%+3% 
  Robot Combat: Basic (SPECIAL) 
  Robot Combat: Elite (SPECIAL) 
  * Spacecraft, Small - 60%+3% 
  *Spacecraft, General - 50%+4% 
  * Spacecraft, Advanced - 40%+4% 
  *Space Fighter - 50%+3% 
  *Space Yacht - 44%+4% 
  *Starships - 36%+4% 
  Quentin Milton (Order #31246997)
  
  Submersibles - 40%+4% 
  Tracked Vehicles - 40%+4% 
  Truck - 40010+4% 
  Tanks & APCs - 36%+4% 
  Water Scooters - 50010+5% 
  Water Skiing & Surfing - 40%+4% 
  *Wingrider Flying Wing (Russia)- 15%+5% 
  Pilot Related Skills 
  Navigation - 40%+5% 
  *Navigation: Interplanetary - 45%+5% 
  *Navigation: Orbital - 50%+5% 
  *Navigation: Space - 40%+5% 
  Read (& Operate) Sensory Equipment -
  300/0+5% 
  Weapon Systems - 400/0+5% 
  Rogue Skills 
  Cardsharp - 24%+4% 
  Computer Hacking - 1 5%+5% 
  Concealment - 20%+4% 
  Find Contraband, Weapons & Cybernetics -
  26%+4% 
  Gambling (Standard) - 30%+5% 
  Gambling (Dirty Tricks) - 20%+4% 
  Palming - 20010+5% 
  Pick Locks - 30%+5% 
  Pick Pockets - 25%+5% 
  Prowl - 25%+5% 
  Safe-Cracking - 20%+4% 
  Seduction - 20%+3%, plus attribute bonuses. 
  Streetwise - 20010+4% 
  Streetwise: Drugs - 25%+5% 
  Ventriloquism - 16%+4% 
  Science Skills 
  Anthropology - 20%+5% 
  Archaeology - 20%+5% 
  * Artificial Intelligence - 30010+3% 
  Astrology - 8%+M.E. number and +3% 
  Astronomy - 250/0+5% 
  * Astrophysics - 30010+5% 
  Biology - 30%+5% 
  Botany - 25%+5% 
  Chemistry - 300/0+5% 
  Chemistry: Analytical - 25%+5% 
  Marine Biology - 35%125%+5% 
  Mathematics: Basic - 45%+5% 
  Mathematics: Advanced - 45%+5% 
  *Oceanographic Surveying - 15%+5% 
  *Oxygen Systems - 580/0+4% 
  *Undersea Farming - 35%+5% 
  *Xenology - 30010+5% 
  Technical Skills 
  Advanced Fishing - 30%+5% 
  Art - 35%+5% 
  Breed Dogs - 40%/20%+5% 
  Calligraphy - 35%+5% 
  Computer Operation - 40%+5% 
  Computer Programming - 30%+5% 
  *Cyberjacking (Criminals only) - 50+3% 
  Falconry - 30%+5% 
  Gemology - 25%+5% 
  General Repair & Maintenance - 35%+5% 
  History - 300/0+5% 
  Jury-Rig - 25%+5% 
  Language - 50%+5% 
  Law (General) - 25%+5% 
  *Law (Space; CCWlPhase World) - 30%+5% 
  Literacy - 30%+5% 
  *Lore: Aborigines (Australia) - 25%+5% 
  Lore: Cattle & Animals - 30%+5% 
  *Lore: The Cities (Australia) - 20%+5% 
  Lore: D-Bee - 25%+5% 
  Lore: Demons & Monsters - 25%+5% 
  *Lore: Dreamtime Culture (Australia) -
  20%+5% 
  Lore: Faerie - 250/0+5% 
  *Lore: Galactic/Alien - 25%+5% 
  Lore: Juicer - 30%+5% 
  Lore: Indians - 25%+5% 
  Lore: Magic - 25%+5% 
  Lore: Psychic & Psionics - 25%+5% 
  Lore: Religion - 300/0+5% 
  Masonry - 300/0+5% 
  Mining - 35%+5% 
  Mythology - 30%+5% 
  Photography - 35%+5% 
  Prospecting - 20%+5% 
  Research - 400/0+5% 
  Rope Works - 30%+5% 
  Salvage - 35%+5% 
  * Space Contacts - 6%+2% 
  Underseas Salvage - 30%+5% 
  Whittling & Sculpting - 30%+5% 
  Writing - 25%+5% 
  51 
  Weapon Proficiencies 
  (Ancient) 
  W.P. Archery & Targeting 
  W.P. Battle Axe 
  W.P. Blunt 
  W.P. Bola 
  W.P. Boomerang 
  W.P. Bow 
  W.P. Chain 
  W.P. Crossbow 
  W.P. Deadball 
  W.P. Forked 
  W.P. Grappling Hook 
  W.P. Knife 
  W.P. Mouth Weapons 
  W.P. Net 
  W.P. Paired Weapons 
  W.P. Pole Arm 
  W.P. Shield 
  W.P. Siege Weapons 
  W.P. Slingshot 
  W.P. Small Thrown Weapons 
  W.P. Spear 
  W.P. Staff 
  W.P. Sword 
  W.P. Trident 
  W.P. Whip 
  Weapon Proficiencies 
  (Modern) 
  W.P. Revolver 
  W.P. Automatic Pistol 
  W.P. Bolt-Action Rifle 
  W.P. Automatic and Semiautomatic Rifles 
  W.P. Submachine-gun 
  W.P. Flamethrower 
  W.P. Grenade Launcher 
  W.P. Harpoon & Spear Gun 
  W.P. Heavy Weapons 
  W.P. Torpedo 
  W.P. Energy Pistol 
  W.P. Energy Rifle 
  W.P. Heavy Energy Weapons 
  W.P. Sharpshooting 
  Wilderness Skills 
  *Blend - 140/0+4% 
  Boat Building - 250/0+5% 
  Carpentry - 25%+5% 
  Dowsing - 20%+5% 
  Hunting (SPECIAL) 
  IdentifY Plants & Fruits - 25%+5% 
  Land Navigation - 36%+4% 
  *Outback Survival (Australia) - 58%+2% 
  Preserve Food - 25%+5% 
  *Roadwise (Australia) - 26%+4% 
  Skin & Prepare Animal Hides - 300/0+5% 
  Spelunking - 35%+5% 
  Track Animals - 20%+5% 
  *Track & Hunt Sea Animals - 35%/250/0+5% 
  Undersea & Sea Survival - 25%+5% 
  Underwater Navigation - 30%+4% 
  *Use Songlines - 200/0+2% 
  Wilderness Survival - 30010+5% 
  Quentin Milton (Order #31246997)
  
  Skill Descriptions 
  Communications Skills 
  Cryptography: Skill in recognizing, designing, and cracking secret 
  codes and messages. The character must study the code for two hours 
  to attempt to break it successfully. A failed roll means the individual 
  must study the code for an additional two hours before he can try to 
  break it again. The character may attempt to break the code sooner, af­
  ter only 10 minutes of study, but suffers a penalty of -30%. Base Skill: 
  25% +5% per level of experience. Requires: Literacy. 
  Electronic Countermeasures (Jamming): Useful for preventing 
  the enemy's communications from working. Since all armor, power ar­
  mor and robot vehicles are linked by radio transmissions, jamming can 
  cause unit confusion and disrupt communications. Military organiza­
  tion breaks down, causing a loss of effectiveness for all but the best to 
  units. 
  Just about any high-powered radio can be used for jamming. Armed 
  with a radio, a small guerrilla unit can completely disrupt the maneu­
  vers of large enemy groups. This skill also enables the radio operator to 
  "follow" the enemy's attempted transmissions over jammed frequen­
  cies to trace their general location, a specific building, or direction. 
  This tactic is extremely useful in finding and eliminating lone 
  power-armor troopers. Base Skill: 30% +5% per level of experience. 
  Note: If the G.M. likes, he can make this part of the Radio: Scramblers 
  skill, but still with a base of 30%. 
  Laser: This skill provides the character with an in-depth knowledge 
  of sophisticated laser communication systems and fiber optic communi­
  cations. Base Skill: 30% +5% per level of experience. Requires: The 
  Radio: Basic, Electrical Engineer, and Computer Operation skills. 
  Optic Systems: Provides expert training in the use of special optical 
  enhancement equipment such as telescopic lenses, laser targeting, 
  thermo-imagers, passive light intensifiers, infrared and ultraviolet sys­
  tems, polarization, light filters, optical scanners, video cameras and re­
  lated devices. Base Skill: 30% +5% per level of experience. Adds a 
  special one-time bonus of +5% to T.V.Nideo skill if both are selected. 
  Performance: This ability is used by the likes of entertainers, gladi­
  ators, pro-wrestlers and politicians to impress and sway the public. A 
  character with this skill knows how to do things with flair; if a skill roll 
  is successful, it works like an attempt to charm or intimidate the audi­
  ence. Base Skill: 30% +5% per level. Note: Obvious lies, inconsisten­
  cies and evidence to the contrary may ruin the effectiveness of the best 
  performance. G.M.s, use your discretion. 
  Radio: Basic: This is the rudimentary knowledge of the operation 
  and maintenance of field radios and walkie-talkies, wire laying, instal­
  lation, radio procedure, communication security and visual signs/com­
  munications, as well as Morse code. It does not include the ability to 
  make repairs. Base Skill: 45% +5% per level of experience. 
  52 
  Radio: Scramblers: This is training in the use of electronic mask­
  ing, scrambling and unscrambling equipment, and codes to help foil the 
  detection, interception and interpretation of radio transmissions by the 
  enemy. Base Skill: 35% +5% per level of experience. 
  Surveillance Systems: This is the study and understanding of the 
  operation, methods, and techniques in the use of surveillance systems. 
  Includes motion detectors, simple and complex alarm systems, au­
  dio/visual recording and display equipment, recording methods, ampli­
  fied sound systems, miniature listening devices (bugs, line tapping), 
  and some optical enhancement systems (specifically as they relate to 
  camera lenses). 
  Tailing, or following someone without their knowledge, is another 
  form of surveillance. This also includes stake-out procedures. A failed 
  surveillance roll indicates that the subject has spotted "the tail" and is 
  aware that he is being followed/observed. 
  A failed roll in the use of surveillance equipment means that the 
  equipment does not function as desired, impairing or preventing sur­
  veillance; Le., bug does not transmit, recording garbled, film blurred or 
  fails to record, etc. 
  A failed roll when hiding listening devices means the bug does not 
  function and is easily discovered through the course of casual activity. 
  Base Skill: 30% +5% per level of experience. Requires: Electronics: 
  Basic or Electrical Engineering and Computer Operation and Literacy 
  (the latter two are needed only for complex, high-tech systems). 
  TVNideo: In-depth training in the use of video and audio recording 
  equipment, filming, editing, dubbing, title making, duplication, and 
  transmission. Includes the use of field equipment; Le., portable video 
  camera and studio equipment. Base Skill: 25% +4% per level of expe­
  rience. 
  Cowboy Skills 
  Branding: The techniques and methods for tethering, controlling 
  and marking, or "branding," animals. A brand is a mark burned on the 
  skin to identify and show ownership of an animal; typically used on 
  horses and cattle, sometimes on human and D-Bee slaves. This skill 
  also includes a basic knowledge of common and notable insignias and 
  emblems. Base Skill: 50% +5% per level of experience. 
  BreakinglTaming a Wild Horse: To "break" a horse, first the 
  trainer must get the horse used to being around people, then used to 
  having a saddle on its back (this takes 3D4 days), and then you "bit" 
  train it (gets used to having a bit in its mouth and reins). Finally, the 
  trainer must get the horse used to having a rider on its back. Depending 
  on the horse, this can take a couple weeks (making an attempt every 
  day) to several weeks with moderate success. It takes a lot of skill to 
  stay on a wild horse when the animal wants you off. Some horses are 
  never completely tame, and some will allow certain people to ride it, 
  while bucking and throwing other riders. During this initial training pe­
  riod the rider must hang on for dear life while the horse does every­
  thing in its power to throw him. This battle of wills can last hours and 
  take up to 12 weeks. Base Skill: 20% +5% per level of experience; 
  -10% when breaking exotic and alien animals. Also includes riding 
  wild bulls (cannot be broken), wild broncos, and other wild animals, as 
  well as steer wrestling, but all at -1 5%. 
  Herding Cattle: The techniques and methods of leading, directing 
  and controlling cattle in a contained and orderly herd. Also includes 
  keeping animals calm, basic care and feeding, how to tend cattle, rec­
  ognize disease and illness, give birth to young, how to survive and re­
  gain control of a stampede, gather strays, how best to pen and corral 
  livestock, mend fences, etc. Base Skill: 30% +5% per level of experi­
  ence. 
  Horsemanship: Cowboy: See description under Horsemanship 
  Skills. 
  Horsemanship: Exotic: See description under Horsemanship 
  Skills. 
  Quentin Milton (Order #31246997)
  
  Lore: Cattle/Animals: See description under Technical Skills 
  Lore: Indians/Aborigines: See description under Technical Skills. 
  Roping: The rope is the cowboy's most important and famous tool. 
  Characters with the roping skill can expertly throw a rope to snare/lasso 
  a cow's horns, a horse's neck, or the hoofs of either, to enable a 140 
  pound (63 kg) man to capture and subdue a half ton animal! Hitched 
  around the saddle hom, a lariat can be used to pull a mired animal out 
  of a bog, mud or river, as well as keep a hobbled horse or other animal 
  from straying away in the night or rain, and the rope can even be used 
  to create an instant, makeshift corral, when stretched taut by several 
  men, to contain and hold a herd of animals, and even for quick justice 
  at the end of a hangman's noose. 
  The roping skill includes knowledge and training in how to use a 
  lariat, lasso, tie knots, expertly handle roped animals after they are 
  snared, bring them to a stop by taking quick turns of the lariat around 
  the saddle hom (known as "dally" or "da la vuelta"), tethering animals, 
  and how to "hog-tie" animals (after the animal has been lassoed, the 
  horse backs up to make the rope taut while the cowboy "tips" over the 
  animal and ties three legs with a half shank; used in separating stubborn 
  animals from the herd, capturing wild animals, and branding). The 
  rope/lariat can be used for the roping and tying of animals, including 
  cattle, horses, similar alien animals, and even small dinosaurs and peo­
  ple. This skill with a lariat can be executed standing on the ground, but 
  is designed and intended to be done from horseback (or hovercycle). 
  A failed roll to tie a knot means that it is loose, sloppy and easy to 
  untie, slip out of, or likely to unravel or snap when strained. A failed 
  roll to lasso an animal or stationary target, means it misses its mark or 
  slips off. 
  Against human and intelligent opponents, roll to lasso as if it were a 
  combat attack to strike and ensnare. The intended victim can try to 
  dodge; parry is not applicable. A successful strike means the character 
  is caught in the lasso. Ensnaring a foot, leg or hand means the victim 
  can be tripped, knocked down and pulled/dragged by hand or horse. 
  Ensnaring the upper body means one arm is pinned (useless). Two or 
  53 
  more lassoes around the upper body means both arms are pinned and 
  attacks requiring the use of one's hands are impossible, and the lassoed 
  individual can be pulled off his feet and dragged. Multiple lassoes can 
  also be used to snare each limb and "spread-eagle" the character. It 
  takes I D4 melee actions to cut through a lasso, but it is impossible to 
  draw a weapon and cut oneself loose if both arms are pinned or while 
  being dragged. In this combat usage, the roping character is + I to strike 
  and entangle for every 20 points of skill, so a skill of 65% means +3 to 
  strike/ensnare/entangle. Base Skill: 20% +5% per level of experience. 
  Trick Riding: Riding bareback, standing on the animal's back, 
  hanging from the side, or under its belly (usually for rodeo tricks or to 
  hide from enemies), side saddle, as well as quick mounts and dis­
  mounts, mounting a horse by leaping down from above or with a run­
  ning start, leaping from the back of a horse onto another horse or 
  wagon, and similar. Skill Requirement: Must know one of the Horse­
  manship skills, or Trick Riding can not be selected. Base Skill (Spe­
  cial): The Trick Riding character can attempt all tricks and stunts 
  without penalty; roll on the first/greater of the Horsemanship skill per­
  centages for success. Note: Characters without this skill can try any of 
  these tricks, but must roll on the second percentage number of their 
  Horsemanship skill after reducing it by half. Roll for each attempt. 
  Likewise, these stunts can be tried while riding mounts other than a 
  horse, but reduce the skill by half, unless the character also has the skill 
  Horsemanship: Exotic Animals. 
  Domestic Skills 
  Note: Characters can attain professional quality by selecting the 
  same domestic skill twice. Add a one time bonus of + I 0% and note that 
  the end result is of superior quality. 
  Bonsai: Tending, trimming and growing tiny miniature trees known 
  as the "Bonsai." Experts can tell the difference between new (under 50 
  years old) and truly ancient bonsai (hundreds of years old). The charac­
  ter can also estimate the value and quality of the miniature tree. Bonsai 
  is a common pastime of the noble castes in the New Empire of Japan 
  and is unlikely to be practiced by anybody outside of the Japanese Is­
  lands. Base Skill: 50% +4% per level of experience. 
  Brewing: The understanding and methods of making fermented al­
  coholic beverages from grains and fruits. This specifically includes 
  wine, mead, ale, beer and moonshine. Stronger alcohol, such as brandy, 
  rum, and whiskey, is not included, nor are champagnes or fine wines. 
  The first percentile number indicates the chance of success (a failed roll 
  means an undrinkable batch of booze). The second indicates the quality 
  of the brew; the lower the number rolled the tastier the drink. Base 
  Skill: 250/0/30% +5% per level of experience. 
  Cook: Skill in selecting, planning, and preparing meals. A cooking 
  roll failure means that the cooked food is not properly prepared. It is 
  edible but tastes bad (greasy, too spicy, sour, burnt, leaves a bad after­
  taste in mouth, etc.). Base Skill: 35% +5% per level of experience. 
  Quentin Milton (Order #31246997)
  
  Corroboree (Australian Dance): This is perhaps the most impor­
  tant skill to any Australian Aboriginal character who believes in his 
  people and his culture. The Corroboree is more than just a dance, it is a 
  way to interact with the spirits and contact the Dreamtime. It requires at 
  least 10 minutes or more of stomping, dancing and singing on a clear 
  patch of earth. Without the Corroboree, Aboriginal society would 
  crumble. 
  A successful Corroboree dance away from a ley line will earn re­
  spect from elders and other tribe members and bring peace of mind to 
  the dancer/singer. In the latter capacity, the Corroboree functions as the 
  equivalent of Meditation and can be used for increased healing and re­
  cuperation of P.P.E. and/or LS.P. Aborigines may perform the dance 
  for themselves as a way to calm their nerves as well as to commune 
  with the world. It is unlikely to be practiced by anybody outside of 
  Australia. Note: When performed on a Songline (the Aboriginal name 
  for ley lines), the Corroboree provides all sorts of mystical knowledge 
  about the land and the line; see Use Songlines in the Wilderness Skill 
  Category for details. Available ONLY to Aboriginal characters in Aus­
  tralia. Nowhere else. Base Skill: 30% +4% per level of experience. 
  Dance: A practiced skill in the art of dancing. The character is espe­
  cially smooth and graceful, a joy to dance with. Can learn new dance 
  steps/moves much more quickly than somebody who can not dance. 
  Base Skill: 30% +5% per level of experience. 
  Fishing: The fundamental methods and enjoyment of the relaxing 
  sport of fishing. Areas of knowledge include the use of lures, bait, 
  poles, hooks, lines, and the cleaning and preparation of fish for eating. 
  Also includes a basic knowledge of freshwater fish, their habits and 
  taste. Base Skill: 40% +5% per level of experience. 
  Floral Arrangement (Ikebana): The artful and creative arrange­
  ment of flowers appreciated by everyone throughout the orient. A 
  painstakingly difficult art that takes years to really master. The creation 
  of a good floral arrangement is a matter of honor to those who practice 
  Ikebana; a bad job will be scorned even if done by the most heroic of 
  warriors. This "art" is appreciated in modem and traditional Japan. It is 
  unlikely to be practiced by anybody outside of the Japanese Islands. 
  Base Skill: 30% +3% per level of experience. 
  Gardening: This skill offers a basic understanding of plant care and 
  garden design. It can be both the ability to grow enough food to eat 
  well, and/or the skill at creating beautiful, decorative gardens (with 
  flowers, and other plants and rocks). This can be practiced by anyone. 
  The "art" of Zen Gardening creates a feeling of tranquility and har­
  mony with nature that is greatly appreciated in modem and traditional 
  Japan and by Druids of all kinds. Base Skill: 35% +5% per level of ex­
  perience. (Zen Gardening is 34% +4% per level of experience). 
  Go: As chess is the most widely accepted intellectual game of the 
  west, so Go is accepted as the most "enlightening" game of the eastern 
  world. In many cases one's skill at Go is seen as much more important 
  than ability in the fighting arts. A victory at the intelligent game of Go 
  easily outweighs any ten wins in single combat. It is unlikely to be 
  practiced by anybody outside of the Japanese Islands. North American 
  characters can substitute Chess. Base Skill: 30% +5% per level of ex­
  perience. 
  Play Musical Instrument: The individual has learned to play a par­
  ticular musical instrument with a fair amount of skill. The sound is gen­
  erally pleasant (except when a bad roll is made). Note that each specific 
  instrument requires the selection of this skill. For example: A character 
  who can play the guitar, violin, and harmonica must select the play mu­
  sical instrument skill three different times, once for each instrument. 
  Base Skill: 35% +5% per level of experience. There is a -10% modifier 
  (at the G.M.'s discretion) when the character tries to learn a musical in­
  strument indigenous to a particular region and the character himself is 
  not from that region (e.g., somebody from North America trying to 
  learn a uniquely Australian instrument, like the didgeridoo). Likewise, 
  particularly difficult instruments might also get a -10% modifer to play 
  them. 
  54 
  Poetry (Haiku): Creating good, and sometimes inspirational, po­
  etry. "Haiku" are short, three line, seventeen syllable poems that are the 
  national poetry of Japan but whose style and rhythm is known around 
  the world. Poetry often accompanies important events in Japanese soci­
  ety. For example, a samurai compelled to commit ritual suicide is ex­
  pected to compose a "death poem." In North America, City Rats have 
  taken to writing Haiku and other forms of poetry. Base Skill: 35% +5% 
  per level of experience. 
  Recycle: Recycling covers everything. In space that includes oxy­
  gen, but more typically includes paper, lumber, scrap metal and plastic. 
  In a post-Apocalyptic world, recycling and rebuilding old and used 
  items and material is commonplace. This is not like the Jury-Rig skill; 
  a character with Recycle cannot make something out of odd compo­
  nents but, given some time and equipment, he can reduce the compo­
  nents to their basic elements for reuse to build something new. Has a 
  rudimentary understanding of metallurgy. Base Skill: 30% +5% per 
  level of experience. 
  Rock Painting and Engraving (Australia): Aboriginal art is very 
  unique and special to them. They decorate bark, skins and rocks with 
  pigments. Each painting tells a story and describes a myth in a way that 
  only a character with this skill can interpret or read. Elders and Mabarn 
  are the most common painters, and they take great pleasure in describ­
  ing their works to those who wish to listen. Outbackers nickname this 
  "X-ray painting" because the depictions of people and animals are styl­
  ized to show what looks like their bones. This skill is unlikely to be 
  practiced by anybody outside of Australia. Some American Indians also 
  engage in rock painting, but not to the same degree. Base Skill: 36% 
  +4% per level of experience. 
  Sewing: The practiced skill with the needle and thread to mend 
  clothing, do minor alterations, and layout, cut and sew simple patterns. 
  This is not a tailoring ability, but can become tailoring if the player se­
  lects this skill twice. Base Skill: 40% +5% per level of experience. 
  Sing: The simple ability to read music and carry a pleasant tune. 
  Base Skill: 35% +5% per level of experience. 
  Electrical Skills 
  Basic Electronics: This is a rudimentary understanding of the prin­
  ciples of electricity, simple circuits, wiring, and so on. This person can 
  do basic wiring, repair appliances, and read schematics as well as assist 
  electrical engineers. Base Skill: 30% +5% per level of experience. 
  Computer Repair: Knowledge of the internal electronics of com­
  puters and related devices (terminals, printers, modems, circuit boards, 
  etc.). The character can attempt to repair or sabotage computers. Note 
  that figuring out the repair or sabotage procedure counts as one roll, 
  and the actual repair is a second roll. A failed roll means the repair is 
  faulty and does not work (try again). No computer operation or pro­
  gramming skills are included nor required to fix computers. Many com­
  puter repair personnel don't even know how to tum the computer on! 
  Base Skill: 25% +5% per level of experience. 
  Quentin Milton (Order #31246997)
  
  Electrical Engineer: Knowledge of electricity. Characters can di­
  agnose and locate electrical problems, repair complex electrical de­
  vices, wire entire buildings or vehicles, and build electrical equipment. 
  The character can also attempt to bypass security systems, alarms, and 
  surveillance systems, but at a penalty of -20% for simple systems and 
  -50% for complex systems (reduce these penalties by half if the charac­
  ter also has the surveillance systems skill). Base Skill: 30% +5% per 
  level of experience. Requires: Advanced Mathematics skill and Liter­
  acy. Note: There is a -30% penalty when working on alien or extremely 
  unfamiliar electronics. This includes Techno-Wizard devices. The elec­
  trician may be able to puzzle out some of the basic aspects of a device 
  created by Techno-Wizardry, and may be able to figure out how to op­
  erate the machine, but will not be able to fully fathom how it works or 
  how to repair it. 
  Electricity Generation: Electricity is generated in from a variety of 
  ways: from sunlight, wind and hydro systems (using solar panels, wind 
  mills and water turbines) to batteries, combustion engines and genera­
  tors. This skill gives the character the understanding of how and why 
  these generation systems work and he is able to use, link and repair 
  such motors, turbines and generator systems, but not to build them 
  from scratch. He can even install small nuclear energy systems like 
  those used in power armor and vehicles, as well as hook up a means to 
  "recharge" E-Clips and E-Packs from generators. Base Skill: 50% +5% 
  per level of experience. Requires: Basic Math and at least Basic Elec­
  tronics and Basic Mechanic. -40% skill penalty when working on alien 
  or magical systems, including Techno-Wizard devices. 
  Robot Electronics: This is the complex and specialized study of ro­
  botics and robot/military engineering, micro-circuitry, and artificial in­
  telligence. It includes knowledge of the Coalition robot assault units, 
  exoskeletons, and robot systems. Base Skill: 30% +5% per level of ex­
  perience. Requires: Electrical Engineering and Computer Pro­
  gramming. There is a -40% penalty when working on alien or 
  extremely unfamiliar robot electronics. 
  Espionage Skills 
  Detect Ambush: Training which develops an eye for spotting loca­
  tions and terrains suitable for ambushes and being ambushed. It also 
  provides a rudimentary knowledge of guerilla tactics used by the en­
  emy. Base Skill: 30% +5% per level of experience. 
  Detect Concealment: This is a skill which enables the individual to 
  spot and recognize camouflage, concealed structureslbuildings and ve­
  hicles, as well as the ability to construct unobtrusive shelters, use cam­
  ouflage and blend into the environment. Base Skill: 25% +5% per level 
  of experience. 
  Disguise: The character knows how to apply make-up, wigs, skin 
  putty, dyes, and other special effects in order to alter his appearance or 
  that of somebody else. Base Skill: 25% +5% per level of experience. 
  Also see Imitate Voices & Impersonation. 
  55 
  Escape Artist: The methods, principles, and tricks of escape artists. 
  Includes muscle control (tensing and relaxing muscles), flexing and 
  popping joints, knowledge of knots, and the ability to conceal tiny ob­
  jects on the person. The character can try slipping out of handcuffs, 
  ropes, straightjacket, etc. Note: Picking locks is a separate and distinct 
  skill. Base Skill: 30% +5% per level of experience. 
  Forgery: The techniques of making false copies of official docu­
  ments, signatures, passports, I.D.s, and other printed material. The 
  forger must have an original or photocopy to work from in order to 
  make an accurate copy. Skilled forgers can recognize other counterfeits 
  but with a skill penalty of -10%. Base Skill: 20%+5% per level of ex­
  perience; +5% if the Art skill is also known to the forger and +2% if he 
  is also literate. 
  Imitate Voices & Impersonation: The ability to imitate the voice, 
  accent and expressions of another person or geographic region. This 
  skill is common among ninja, spies, and smugglers (in Japan, priests as 
  well as tengu and oni). The first number indicates the character's ability 
  to change his voice and imitate accents, inflections and expressions 
  from other regions. A successful roll means he has disguised his nor­
  mal/true speaking voice and accent, and convincingly sounds like he is 
  from another region or part of the world. 
  The second number indicates the character's ability to accurately 
  imitate the voice, inflections and attitude of a specific person! This is 
  much more difficult, and the character will either need to know the per­
  son being imitated very well or have spent hours studying him/her. 
  Base Skill: 36%/16% +4% per level of experience. 
  Impersonation Note: When combined with the Disguise and Intelli­
  gence skills, the character is able to completely impersonate another 
  person or type of occupation (soldier, ninja, priest, etc.). This is likely 
  to include a knowledge of the enemy/subject of impersonation, military 
  procedure, dress, command, rank, and will usually require speaking the 
  language fluently. This means the character can convincingly imper­
  sonate a general type of person, soldier, advisor, etc., with accurate dis­
  guise, proper action, and language. Base Skill: 16% +4% per level of 
  experience; + 12% to impersonate general personnel and occupations. 
  Intelligence: This is the specific training in the practices and princi­
  ples of recognizing and analyzing sources of information about the en­
  emy, observation techniques, counterintelligence measures and proper 
  procedure. This includes the practical assessment of sights and sounds, 
  estimation of ranges, what to report, handling prisoners of war, and 
  handling captured documents and equipment (tagging and reporting to 
  group leader or proper authority). This means the character will be able 
  to accurately estimate ranges, the number of enemies, direction, pur­
  pose, and assess the importance of specific information. 
  Further intelligence training includes a working knowledge of indig­
  enous guerilla warfare, enemy practices, appearance, and current activi­
  ties. This enables the intelligence officer to recognize suspicious 
  activity as guerilla actions and identify guerilla operatives. For Exam­
  ple: A particular booby trap, or weapon, or mode of operation, may be 
  indicative of guerilla activity in the area. It may be up to the character 
  to confirm the existence of the enemy and their strength, number, and 
  location. 
  Another area of training made available to intelligence is the identi­
  fication of enemy troops, officers, and foreign advisors. This means the 
  person learns the many distinguishing ranks and marks that identify 
  specific military units, special forces, groups, and leaders of the enemy. 
  Such identification can pinpoint and confirm enemy operations, goals, 
  and movement, as well as confirm outside intervention/aid. 
  Note: A failed roll in any of the areas of intelligence means that evi­
  dence is inconclusive, or that the character has incorrectly assessed the 
  information/situation and is uncertain. A failed roll involving individ­
  ual clues may mean the person has dismissed it entirely as being mean­
  ingless (G.M.s, use your discretion). Base Skill: 32% +4% per level of 
  experience. 
  Quentin Milton (Order #31246997)
  
  Interrogation Techniques: This skill is common among police­
  men, intelligence officers, and assassinslspies/bounty hunters. The 
  character knows the techniques to get information from (typically un­
  willing) subjects. This includes such old methods as "good cop, bad 
  cop" (one interrogator is threatening and intimidating, the other is sym­
  pathetic and friendly), deceiving and misleading the subject into giving 
  away information, and similar. The character can also judge if the sub­
  ject is lying (the Game Master might assess bonuses and penalties de­
  pending on how good a liar the subject is, and/or on the victim's M.E., 
  M.A. and/or P.B.; the higher any or each of these attributes, the more 
  convincing the lies). This skill also includes some basic knowledge on 
  methods of torture, from basic tactics like depriving the subject of 
  sleep, to the use of "medieval" instruments, drugs and psionics. Note: 
  Only evil characters will engage in actual torture. Base Skill: 30% +5% 
  per level of experience. 
  Pick Locks: The character knows the methods and tools for pick­
  ing/opening key and basic tumbler type locks. This does not include so­
  phisticated computer or electronic locks. 
  It takes lD6 melee rounds for each attempt to pick a lock. A failed 
  roll means the lock holds; try again. Base Skill: 30% +5% per level of 
  experience. 
  Pick Pockets: An ability to remove items from a person without 
  their being aware of it. If a pick pocket attempt fails, the item has not 
  been removed and there is a 67% likelihood of the intended victim rec­
  ognizing the intent of the action. Base Skill: 25% +5% per level of ex­
  perience. 
  Sniper: This skill represents special training in long-range rifle fir­
  ing and marksmanship. Only rifles that can be made to fire a single 
  round or blast can be used for sniping (no automatic/multi-firing rifles). 
  Bonuses: +2 to strike on an aimed shot. 
  Tracking: Visual tracking is the identification of tracks, and fol­
  lowing the path of men or animals by the signs they leave on the 
  ground and vegetation. Tracking is a precise art, requiring much prac­
  tice. The skill includes the evaluation of tracks, indicating whether the 
  person being tracked is loaded down with equipment, running, moving 
  slowly (by measuring the space between steps), and so on. By this 
  means, the tracker can estimate the person's rate of movement, appar­
  ent direction, the number of persons in the party, and whether the per­
  son knows he is being followed. Other methods of tracking require 
  recognizing other telltale signs, such as blood and other stains, broken 
  and displaced vegetation, overturned rocks, litter (such as cigarette 
  butts, ration cans, candy wrappers, soiled bandages and campfire re­
  mains), and even odors carried by the wind. 
  Tracking also includes the recognizing of dangerous animals by 
  their tracks, habits, and feces. Likewise, tire tracks made by vehicles 
  can reveal much, such as size and type of the vehicle, the weight of its 
  load, etc. 
  Counter-Tracking techniques are also known, such as covering 
  one's trail, misdirection, parallel trails, avoiding obvious pitfalls like 
  littering and others. 
  A failed roll means that the signs are inconclusive, vague or mis­
  leading. Additional signs must be found to verify or clarify (roll again). 
  Three consecutive failed rolls means the tracker has completely lost the 
  trail. Roll once every 40 yards/meters when following a trail. Persons 
  attempting to follow a skilled tracker are -25% when following his trail 
  if he is deliberately trying to conceal that trail (however, his rate of 
  travel is reduced by halt). Base Skill: 25% +5% per level of experi­
  ence. 
  Wilderness Survival: Techniques for finding and getting water, 
  food, shelter, and help when stranded in wild forests, deserts, or moun­
  tains. Characters without this skill will not be able to stay healthy for 
  more than a few days in the wilderness once their supplies run out. 
  Base Skill: 30% +5% per level of experience. 
  56 
  Horsemanship Skills 
  In the devastated and mutated land of Rifts Earth, the horse (and 
  other riding animals) has become a popular means of transportation. 
  The skill includes the basic principles of riding, the care and feeding of 
  the animal, recognizing breed and quality, charging, and jumps. The 
  percentile number is used whenever the character tries to determine 
  breed, quality, and when performing special jumps or maneuvers. 
  Originally, Horsemanship skills were part of the Piloting Skills sec­
  tion. As more and more Horsemanship skills were introduced, it be­
  came necessary to break them all off into their own skill section. For 
  older O.C.C.s whose skill selections do not reference a Horsemanship 
  section, simply know that the Horsemanship: General and Exotic Ani­
  mal skills are available choices in place of a Piloting skill. 
  There are several levels and styles of horsemanship skills. Each in­
  dicates a certain degree of training and expertise. The individual O.C.C. 
  will indicate which of these applies to that occupation (general knowl­
  edge is most common). 
  There are four main types of horseback riding skills. General/Stan­
  dard (the typical skill known by most civilized people and CS citi­
  zens), Cowboy, Knight/Cossack, Cyber-Knight and Exotic Animals 
  (the ability to ride alien and monstrous animals from other worlds). Un­
  less stated otherwise, a character can only select Horsemanship: Gen­
  eral and/or Exotic Animals. Cowboy and the others are generally 
  restricted to special O.C.C.s and R.C.C.s. 
  Trick Riding and Roping skills can augment and complement one's 
  riding abilities, but are not riding skills in and of themselves. Each 
  Horsemanship skill indicates a certain degree of training and expertise 
  in riding and handling horses. Each type of horsemanship has the fol­
  lowing skills and areas of knowledge. The higher the skill percentage 
  the better the skill or ability. Tricks and stunts (without the Trick 
  Riding skill) are performed at half the rider's normal riding skill. Note: 
  To avoid being thrown from the horse when jumping, charging, kicking 
  or performing some other difficult maneuver or trick, the character 
  must roll under his second percentage to remain in the saddle and in 
  Quentin Milton (Order #31246997)
  
  control of his animal. Also note that the American Cowboy is arguably, 
  the most skilled and versatile horseman in the world, with skills such as 
  roping and herding as part of his repertoire of horsemanship related 
  skills; all elements that are not usually available to other horsemen in 
  the world (the Cossack being an exception). 
  Riding & Care of Horses: The fIrst percentile number indicates the 
  character's riding ability and a fundamental knowledge of feeding, car­
  ing, and grooming of horses. 
  Recognize qualityibreed: The fIrst percentile number also indicates 
  the success ratio of recognizing the breed quality, age, strength, speed, 
  health, and general attributes/capabilities (race horse, workhorse, war­
  horse, etc.) of the animal. 
  Breed Horses: The second percentile number indicates the knowl­
  edge in the raising, breaking, training and breeding of horses. It in­
  cludes shoeing horses, giving birth, and curing minor ailments and 
  injuries. 
  Jumping: The second percentile number also indicates the success 
  ratio of NOT being thrown from the horse when jumping, charging, 
  kicking or performing some other difficult maneuver or trick. The char­
  acter must roll under his percentage to remain in the saddle and in con­
  trol of his animal. Damage from being thrown off a horse is typically 
  I D6. 
  Racing: The second percentile number also indicates the success ra­
  tio of maintaining control and getting maximum speed while racing at 
  full gallop. A failed roll means the horse runs quickly but 10% short of 
  its maximum speed, but the rider can coax that little extra spirit and 
  speed out of the animal. Once every four minutes, the rider can get the 
  horse to kick into overdrive and run at 25% faster than its normal maxi­
  mum. However, this speed can only be maintained for one minute at a 
  time and cannot be done more than three times in a 15 minute period. 
  Maximum running speed can be maintained for a period of minutes 
  equal to the horse's P.E. attribute. Pushing the horse beyond its endur­
  ance will cause it to slow down by 30% and after 4D4 minutes, col­
  lapse from exhaustion (requires at least a half hour rest and light 
  activity for another hour). 
  Combat: All bonuses are in addition to other combat skills, weapon 
  profIciencies, or attribute bonuses. Applies to the rider, not the horse. 
  The rider gains a combat advantage from the height and speed of being 
  mounted. This provides the following bonuses when charging on horse­
  back, regardless of what horsemanship skill the character has chosen: 
  + 1 to parry and dodge, +4 damage for melee attacks. Note that a person 
  can not shoot a projectile weapon of any kind (bow and arrow or gun) 
  with any degree of accuracy. An aimed shot is impossible on a moving 
  animal! Bursts are possible if the horse is moving quickly, but not at a 
  full gallop. At full gallop, the shooter can fIre only as wild. 
  A general note about horses: The horse attack skill reference indi­
  cates that the rider is skilled enough to remain saddled while he attacks 
  and has his horse rearing or kicking in simultaneous attack (roll under 
  second percentile number). 
  Attribute Notes: Horses have a fairly high animal intelligence, 
  roughly equal to that of a dog, and can generally carry or pull 500 
  pounds (225 kg). A war- or work-horse can carry about 600 pounds 
  (270 kg) but pull up to fIve tons, and a pair of work-horses can pull up 
  to 1 5  tons (but speed of working is a mere 1 5  mph/24 km). 
  Speed: Work-Horses, Mules & Donkeys: Spd 22 or 1 5  mph (24 
  km). Ponies: Spd 36+3D4 or approx. 25-30 mph (40-48 km). Riding 
  Horse: Spd 48+ ID6 or approx. 35 mph (56 km). Warhorse: Spd 
  48+1D4 or approx. 35 mph (56 km). Race Horse: Spd 57+ID6 or ap­
  proximately 40 mph (64 km) with a short burst (ID4 minutes long) of 
  up to 50 mph (80 km), but cannot handle the hardships of the wilder­
  ness (reduce H.P. & S.D.C. by 20% for every month forced to function 
  in the wilderness or as a work-horse). 
  Average P.P.E.: 5D6; sensitive to the supernatural, ley lines and 
  strong magic. 
  57 
  Average Life Span: 7-9 years as a work or strong riding animal, af­
  ter which the horse is worn out (reduce H.P., S.D.C. and Speed by one 
  third), but can continue to be used for light work, light to medium rid­
  ing and/or put out to stud for several years to follow; total average life 
  span is 12-15 years. 
  Hit Points & S.D.C.: The typical riding and race horse has 4D6+6 
  Hit Points and 5D6+l 2  S.D.C. Warhorse: 5D6+ 10 H.P. and 6D6+l6 
  S.D.C. Work-Horses and Mules: 4D6+ 10 H.P. and 4D6+20 S.D.C. 
  Pony and Donkey: 4D6 H.P. and 2D6+ 12 S.D.C. M.D.C. Horse 
  Barding: Light offers 40-50 M.D.C. without penalty, Heavy: 1 10 
  M.D.C. but reduce the animal's speed by 5%. 
  Damage from Horse Attacks: The exact damage from a horse's kick 
  will vary with the size and breed of the animal; generally 2D6 S.D.C. 
  from the front legs and 4D6 from the rear legs; +6 damage from 
  warhorses. 
  Attacks per melee round: 2 or 3. 
  Cost: 
  Donkey: 600-1000 credits. Mule: 800-2000 credits. 
  Work-Horse: 1000-2200 credits. Ponies: 800-2000 credits. Riding 
  Horse: 2000-4000 credits. Warhorse: 3000-6000 credits untrained; 
  1 5,000-30,000 credits for a trained animal. Race Horse (for sport & 
  gambling): 20,000-300,000 credits. 
  Horsemanship: General: All the basic skills as noted above. Base 
  Skill: 400/0/20% +4% per level of experience. 
  Combat: All bonuses are in addition to other combat skills, weapon 
  profIciencies, or attribute bonuses. Applies to the rider, not the horse. 
  The rider gains a combat advantage from the height and speed of being 
  mounted. 
  + 1 to parry or dodge while on horseback. 
  Inflicts + ID4 S.D.C. damage when on horseback. 
  Charge attack (running horse) with a pole-arm or spear: + ID6 dam­
  age. The attacker must roll under the second percentile number to avoid 
  being dismounted. Charge attacks count as two melee actions/attacks. 
  Horse attack: This indicates that the rider is skilled enough to re­
  main saddled while he attacks and has his horse rearing or kicking in 
  simultaneous attack (roll under second percentile number). Damage 
  from the kick of a horse will vary with the size and breed of the animal; 
  generally 2D6 from the front legs and 4D6 from the rear legs; +6 dam­
  age from warehorses. 
  Horsemanship: Cowboy: Not available to most O.C.C.s. Base 
  Skill: 660/0/50% +3% per level of experience. 
  Combat: All bonuses are in addition to other combat skills, weapon 
  profIciencies, or attribute bonuses. Applies to the rider, not the horse. 
  The rider gains a combat advantage from the height and speed of being 
  mounted. 
  +l on initiative when on horseback at levels 2, 5, 10 & 1 5. 
  +2 to roll with fall or impact when knocked from a horse. 
  +2 to parry, dodge and rope/ensnare/entangle while on horseback. 
  Inflicts + ID4 S.D.C. or M.D. when on horseback, depending on the 
  weapon (M.D. weapons like Vibro-Blades get the M.D. bonus; not ap­
  plicable to ranged weapons like rifles and blasters). 
  Charge attack (running horse) with a pole-arm or spear: +2D6 
  S.D.C. damage. The attacker must roll under the second percentile 
  number to avoid being dismounted. Charge attacks count as two melee 
  actions/attacks. 
  Horse attack; see details under stats for horses. 
  Horsemanship: Knight or Cossack: All the basic skills as previ­
  ously noted. Base Skill: 400/0/30% +5% per level of experience. 
  Knight Combat: All bonuses are in addition to other combat skills, 
  weapon profIciencies, or attribute bonuses. They apply to the rider, not 
  the horse. The rider gains a combat advantage from the height and 
  speed of being mounted. 
  + 1 on initiative when on horseback. 
  Quentin Milton (Order #31246997)
  
  + 1 to roll with fall or impact when knocked from a horse. 
  +2 to parry or dodge while on horseback. 
  Inflicts + ID6 to damage when on horseback. 
  Charge attack (running horse) with a lance, pole-arm or spear: +2D6 
  damage. The attacker must roll under the second percentile number to 
  avoid being dismounted. Charge attacks count as two melee actions/at­
  tacks. 
  Horse attack: This indicates that the rider is skilled enough t remain 
  saddled while he attacks and has his horse rearing or kicking in simul­
  taneous attack (roll under second percent) number). Damage from the 
  kick of a horse will vary with the size and breed of the animal; gener­
  ally 2D6 from the front legs and 4D6 from the rear legs. 
  Horsemanship: eyber-Knight: Exclusive to the Cyber-Knight 
  O.C.C. Base Skill: 700/0/50% +3% per level of experience. 
  Combat: All bonuses are in addition to other combat skills, weapon 
  proficiencies, or attribute bonuses. Applies to the rider, not the horse. 
  The rider gains a combat advantage from the height and speed of being 
  mounted. 
  +l on initiative when on horseback at levels I, 5, 9 & 14. 
  +2 to roll with fall or impact when knocked from a horse. 
  +2 to parry or dodge while on horseback. 
  Inflicts +6 S.D.C. or M.D. when on horseback, depending on the 
  weapon (M.D. weapons like Vibro-Blades get the M.D. bonus; not ap­
  plicable to ranged weapons). 
  Charge attack (running horse) with a lance, pole-arm or spear: +3D6 
  damage. The attacker must roll under the second percentile number to 
  avoid being dismounted. Charge attacks count as two melee actions/at­
  tacks. 
  Horse attack; see details under stats for horses. 
  Horsemanship: Exotic Animals: Basically the same as the general 
  horsemanship skill, except that the character is experienced in riding 
  "tame" animals other than the horse. This can include elephants, cam­
  els, lamas, pegasus, gryphons, dinosaurs, giant insects, and other mon­
  strous beasts trained (or willing) to be riding animals. Wild, untamed 
  creatures cannot be ridden, except by Simvan and others with special 
  animal skills or powers. Base Skill: 300/0/20% +5% per level of experi­
  ence. Note: Characters with the traditional "horsemanship" skill for 
  riding horses and other very horse-like animals can quickly figure out 
  how to ride exotic animals and alien riding beasts, but at a skill penalty 
  of -12% to ride ground/running animals and -16% to ride flying or tree 
  climbing and leaping animals. Similarly, beings from other dimensions 
  not familiar with riding the fast and sleek Earth horse are -10% to ride 
  them. 
  Mechanical Skills 
  Aircraft Mechanics: The understanding of aerodynamics and the 
  training to repair, rebuild, modify, and redesign conventional aircraft, 
  including single engines, twin engine airplanes, jets, helicopters and 
  hovercraft. Robot body armors and high-tech military vehicles are not 
  included (see robot mechanics). Base Skill: 25% +5% per level of ex­
  perience. 
  Armorer/Field Armorer: This is a somewhat simplistic and basic 
  version of the weapons engineer skill as it applies to infantry weapons. 
  A competent armorer character can maintain, fix, modify, mount, re­
  load/charge ammunition, and figure out most small arms. The armorer 
  can repair all types of pistols and rifles, repair minor damage to body 
  armor (20 M.D. maximum), adjust targeting sights, use and repair opti­
  cal enhancements, reload missiles and ammo drums, recharge E-Clips, 
  instalVmount a rail gun or machine-gun on a vehicle, and even fix most 
  simple robot and bionic weapons like forearm blasters and retractable 
  blades, as well as make arrows and arrowheads, sharpen blades/weap­
  ons, make horseshoes and basic metal items (including nails, spikes, 
  58 
  and chain links). He can also deactivate, reset and fix simple traps (roll 
  for each attempt). Base Skill: 40% +5% per level of experience. Note: 
  Automatically gets the Basic Mechanics skill at 30% +5% per level as 
  part of this package. 
  Automotive Mechanics: The ability to repair, rebuild, modify, and 
  redesign conventional vehicles with internal combustion (gas) engines. 
  It also includes body work, turbine engines, methanol, ethanol and die­
  sel truck engines. Working on hover jet systems for ground vehicles is 
  possible, but with a -20% penalty. Working on reactor engines there is 
  a -40% penalty. Base Skill: 25% +5% per level of experience. 
  Basic Mechanics: A general familiarity and understanding of basic 
  mechanics. This character can fix a toaster, repair a bicycle, replace a 
  belt on a motor, repair or replace a switch, handle or knob, replace a 
  spark plug, change oil, assist in automobile repairs, maintain machin­
  ery, read a schematic and similar fundamental tasks. Base Skill: 30% 
  +5% per level of experience. 
  Bioware Mechanics: "Bioware" is cybernetics. A character with 
  this skill can identify, service and repair all cybernetic and bionic sys­
  tems, from the simplest data plug to the most sophisticated of the artifi­
  cial eyes. This, however, is limited to the actual machine and 
  electronics of the cybernetics, not any actual designing or building of 
  bionic components (unless part of a kit to be assembled) nor work on 
  "bio-system" components like artificial skin, organic eyes or internal 
  organs. However, when it comes to a cybernetic or even bionic ma­
  chine part - hand, arm, leg, mechanical implant, and similar, this char­
  acter can work on it. In fact, he can even assist a Medical Doctor or 
  Cyber-Doc to install, add, remove or help transplant bioware fittings 
  and cyber-implants. Note: The character can not perform surgery, or 
  design or build new cybernetic items nor change the function of an ex­
  isting piece. Base Skill: 30% +5% per level of experience. -20% when 
  working with sophisticated bionic systems including bionic weaponry 
  or alien mechanisms. Requires: Mechanical Engineering and Basic 
  Math skills. 
  Locksmith: The study of lock designs and the ability to repair, 
  build, modify and open locks. The methods, techniques, and tools of 
  lock picking include the old-style key and tumbler, combination, and 
  modem electrical locking systems. Time requirements: ID4 melees to 
  open an antiquated key type lock or simple tumbler/combination type, 
  I D4 minutes to open an elaborate tumbler type, 2D4 minutes to open a 
  simple electronic lock (usually by patching in a bypass system), and 
  ID4 hours to break a complex, state-of-the-art electronic lock system 
  such as those used in high security and restricted areas. Super high-tech 
  systems, such as those used by the Coalition's military and govern­
  ment, will require 3D4 hours and have a skill penalty of -20%. 
  If an unsuccessful skill roll is made, the lock is not opened and the 
  process must be repeated. If an attempt to open an electronic lock fails, 
  roll again. A second failed roll means that the lock is irreparably dam­
  aged and can not be opened! Base Skill: 25% +5% per level of experi­
  ence. Requires: At least Basic Electronics skill (-5% penalty when 
  working on complex or high-tech locks) or Electrical Engineer (+5% 
  bonus). 
  Mechanical Engineer: Training, understanding, and knowledge of 
  how machinery is designed, operated, built, and maintained. Characters 
  can attempt to redesign, modify, repair, construct, or sabotage mechani­
  cal devices (includes nuclear reactor driven turbines and atomic en­
  gines). The player must first roll to see if his character can figure out 
  how to operate, analyze and design a machine. When a successful diag­
  nostic roll has been made, roll again to determine when the character 
  can fixlchangelbuild the mechanism. Base Skill: 25% +5% per level of 
  experience. Special Bonus: Add a one time bonus of 5% to the Lock­
  smith and Surveillance Systems skills if Mechanical Engineering is 
  also known. There is a -30% penalty when working on alien or ex­
  tremely unfamiliar mechanics. This includes Techno-Wizard mechan­
  ics. The mechanic may be able to puzzle out some of the basic aspects 
  of a device created by Techno-Wizardry, and may be able to figure out 
  how to operate the machine, but will not be able to fully fathom how it 
  Quentin Milton (Order #31246997)
  
  works nor how to repair it. Requires: Basic or Advanced Mathematics, 
  at least Basic Electronics, and Literacy. 
  Robot Mechanics: This is the specific study of advanced mechan­
  ics as it applies to robotics. Those skilled in this discipline can repair, 
  modity, build, and sabotage robots, including the creations of the Co­
  alition, power armor, and exoskeletons. There is a -30% penalty when 
  working with alien or extremely unfamiliar mechanics. Base Skill: 
  20% +5% per level of experience. Requires: Mechanical Engineer skill 
  and related requirements. 
  Space: Drive Repair: There are four basic kinds of spacecraft drive 
  systems: chemical drives, ion drives, plasma drives and traction drives. 
  Each of these processes is radically different from the others and re­
  quires mechanics to take this skill separately for each kind of drive they 
  want to be able to fix. Thus, to be able to repair all four main drive 
  types, one must take this skill four times. Likewise, if the mechanic 
  ever encounters a new and exotic type of drive system, he will have to 
  take this skill one more time to familiarize himself with the new drive 
  type. The four kinds of space drives used in Mutants in Orbit are all 
  different and work on totally different scientific principles. A character 
  with Drive Repair: chemical drive will have a complete knowledge of 
  how these drives work, to the extent that they can build one if given 
  time and enough spare parts, but their knowledge of ion drives, plasma 
  drives or traction drives will be minimal. A character can attempt to re­
  pair other types of drives, but at a penalty of -40%. Base Skill: 30% 
  +5% per level of experience. 
  Space: Satellite Systems: A space technology not appropriate for 
  99.9% of those on Rifts Earth, but which is common knowledge on 
  Phase World® and other space settings. Satellites range from commu­
  nication models to navigation beacons, spy systems, burnt-out husks 
  with salvageable parts and military killer satellites. This skill allows a 
  character to identity, strip down and repair any of them. Base Skill: 
  30010 +5% per level of experience. Requires: Mechanical Engineering 
  and at least Basic Electronics. 
  59 
  Spaceship Mechanics: A space technology not appropriate for 
  99.9% of those on Rifts Earth, but which is common knowledge on 
  Phase World® and other space settings. The ability to repair, rebuild, 
  modity and redesign conventional vehicles. This skill covers a basic 
  understanding of gravitonic systems, but only includes the most rudi­
  mentary knowledge of Phase technology, and no skills on Rift drives. 
  Conventional ship systems (communications, hull, life support) are 
  pretty much the same everywhere. Base Skill: 22% +5% per level of 
  experience. Requires: Mechanical Engineer & at least Basic Electron­
  ics skills. -30% penalty on alien systems. 
  Submersible Vehicle Mechanics: Training in the diagnosis and re­
  pair of submersible vehicles, including submarines, underwater robots, 
  probes and stations. Base Skill: 25% +5% per level of experience. 
  Note: Mechanical engineers can also effect repairs but at -15% and air­
  craft mechanics are at -40%. 
  Vehicle Armorer: A specialized skill in which the character can do 
  more than just tinker with the mechanics of a vehicle. He can add (and 
  often conceal) vehicle armor, modity or completely reconfigure the 
  body/housing of a vehicle, add weapon mounts and turrets, add ram 
  prows and shielding, soup-up with heavy-duty shock absorbers, extend 
  and shorten wheelbases, as well as operate, repair and modity weapons 
  for mounting and use on vehicles; typically large caliber weapons, such 
  as vehicle-mounted flame throwers, machine-guns and mortars, etc. 
  Various other skills may relate to this skill. This skill appeals to scav­
  engers and mercenaries who often have to "find" and acquire the cor­
  rect parts and pieces. In fact, finding the correct parts may be half the 
  adventure (see the Find Contraband skill). This skill is practiced most 
  commonly in Australia but an equivalent skill is practiced in low-tech, 
  war-tom and wilderness areas where technology is scarce and salvage, 
  refitting and reuse are a necessary part of life. In Australia those with 
  this skill are known as "Outback Armorers" or "tank makers." Basic 
  Skill: 30% +5% per level of experience. Note: Automatically gets the 
  Basic Mechanics skill at +20% as part of this package. Taking this skill 
  in conjunction with Automotive Mechanics provides a + 10% bonus to 
  the automotive skill. 
  Weapons Engineer: This skill is usually reserved for military per­
  sonnel. The character can maintain, repair, modity, mount, and figure 
  out most weapon systems, including rail guns, energy weapons, and 
  atomic power systems. He can repair an assault rifle and recharge 
  E-Clips and E-Packs as well as repair and install a missile system into a 
  vehicle. The engineer can also add and repair body armor and is an ex­
  pert welder. Base Skill: 25% +5% per level of experience. Requires: 
  Mechanical Engineering and Basic Electronics. -30% when working on 
  TW or very alien weapon systems or vehicles. 
  Medical Skills 
  Animal Husbandry: This area of study provides the character with 
  a knowledge in the care, feeding, breeding, reproduction, treatment and 
  behavior of domestic animals, as well as very basic veterinary skills for 
  minor illnesses, setting a broken leg and giving birth. The animals in­
  cluded under this skill are cattle, sheep, goats, horses, mules, donkeys, 
  ducks, chickens, and similar livestock and domesticated animals like 
  dogs. (See Horsemanship skills for breeding horses). The percentile 
  number indicates the degree of knowledge and skill one has about ani­
  mals and their care. Reduce the skill ability by half when caring for 
  captive or injured wild animals. Base Skill: 35% +5% per level of ex­
  perience. 
  Brewing: The understanding and methods of making fermented al­
  coholic beverages from grains and fruits. This specifically includes 
  wine, mead, ale, beer and moonshine, as well as teas, elixirs, tonics and 
  other "brews" for medicinal purposes. Stronger alcohol, such as 
  brandy, rum, and whiskey, is not included, nor are champagnes or fine 
  wines. The first percentile number indicates the chance of success (a 
  failed roll means an undrinkable concoction). The second indicates the 
  quality of the brew; the lower the number rolled the tastier the drink. 
  Quentin Milton (Order #31246997)
  
  Base Skill: 25%/30% +5% per level of experience. Adds +5% bonus to 
  the Holistic Medicine skill if both skills are known. 
  Criminal Sciences & Forensics: Basic knowledge of police skills 
  including basic criminal law, fingerprinting, ballistics (matching bullets 
  to weapons and angles of impact), and general investigative techniques. 
  Forensic medicine is the methods and techniques which enable the 
  character to find evidence regarding the cause of death, time of death, 
  and other details when examining a corpse. Base Skill: 35% +5% per 
  level of experience. Requires: Biology, Chemistry, Chemistry: Analyt­
  ical, Advanced Mathematics, and Literacy. 
  Entomological Medicine: This skill involves the unique specializa­
  tion in insect biology and its applications to medicine and science. It is 
  an uncommon skill (that originally appeared in Mutants in Orbit), but it 
  does have applications on Rifts Earth and alien worlds. 
  In its simplest form, Entomological Medicine gives the scien­
  tist/doctor an in-depth understanding of insect biology, physiology and, 
  most importantly, its chemical aspects. This means the character knows 
  how and why the insect (from ordinary bugs to giants and intelligent 
  insectoids) functions, its physiological strengths and weaknesses, types 
  of natural weapons, and chemical weapons and chemical properties. 
  Thus, the character is familiar with secreted poisons, acids, resins, 
  chemical sprays, and other chemical and biological aspects of the in­
  sect, including where the chemical is secreted from, what its exact 
  properties and effects on humans are, and any applications in medicine 
  for those insect chemicals. Those with this skill will also know the 
  anti-toxin and treatment to insect poisons and chemicals. 
  In its more advanced application, the character understands and can 
  treat "insectoids" - intelligent, humanoid insects like the Xiticix. A 
  character with this skill who is also trained in First Aid or Paramedics 
  can help a wounded giant insect, Xiticix, or mutant or alien insectoid 
  but does so with a -20% penalty. Any treatment more complex than 
  that will require assistance from a doctor who has this skill. Body 
  FixerslDoctors versed in Entomological Medicine will be able to cure 
  most insect complaints and injury, from diseases to broken limbs and 
  cracked chitin, but even they work at a -10% skill penalty. 
  Obviously, this is a unique specialization completely different from 
  the normal medical skills of doctors and requires a separate skill selec­
  tion. Note: Characters based in North America have the equivalent of 
  Lore: Xiticix if they take this skill, at the proficiency level listed here. 
  Those in South America have Lore: The Gatherer & Pincer Warriors. 
  The first percentage number is the level of knowledge and understand­
  ing, the second is the ability to treat insectoids and create anti-venoms 
  and drugs using insect chemicals (This aspect ofthe skill requires Basic 
  Math and Chemistry, if not Chemistry: Analytical). Base Skill: 
  400/0/20% +5% per level of experience. 
  Field Surgery: This skill reflects training in emergency, life-saving 
  surgical procedures that can be performed "in the field" to keep criti­
  cally wounded individuals alive. Given the proper tools, the field sur­
  geon can perform amputations, suture tom arteries, check internal 
  bleeding, cauterize wounds, give blood transfusions and even install 
  cybernetic implants (the latter is done with a penalty of - 1 5% unless the 
  character has basic cybernetics skill). Field expedient surgery is a dan­
  gerous proposition that all too often results in the death of the patient. 
  Because of the risk involved, field surgery is attempted only when it is 
  the only chance the wounded character has for survival! Ifthe operation 
  is successful the patient lives and can be evacuated to a hospital, but a 
  failed roll results in the immediate death of the patient. Base Skill: 
  16% +4% per level of experience; +14% if the character is also an 
  M.D. 
  Optional Guidelines for Fatal Injury Treatment: In the violent world 
  of Rifts, regular humans and similar non-Mega-Damage beings are at 
  an extreme disadvantage. Once a human's body armor is destroyed, a 
  single M.D. blast will usually obliterate himlher. These guidelines are 
  provided to give player characters a chance, however slight, to survive 
  a blast that would normally evaporate the character. If the G.M. agrees, 
  60 
  the character can survive a Mega-Damage intensity wound if a trained 
  medic makes a successful Field Surgery skill roll. 
  Unless the attacker made a called shot or rolled an unmodified 19 or 
  higher, the character has the chance to live. The basic idea is that the 
  M.D. blast was partially absorbed by nearby cover, body armor or 
  merely sheared off a limb (G.M.s, give some reasonable explanation). 
  Within ID4 melee rounds after the character's being hit, a medic char­
  acter must attend to his/her injuries. If the field surgeon makes a suc­
  cessful skill roll the character is incapacitated but survives the attack, 
  though just barely (reduce S.D.C. to zero and Hit Points are at ID6 
  above zero). A failed roll means the injured character was beyond sav­
  ing and dies an instant later. Even if the field operation succeeds, the 
  wounded character is in shock, crippled, may require additional exten­
  sive surgery, as well as require cybernetic or bionic reconstruction and 
  a long recovery period before he is able to adventure again (2D4+2 
  weeks). It may be appropriate to also determine an insanity and perma­
  nent physical side effects from the injury. Note: This optional survival 
  rule is also applicable to Medical Doctors and Cyber-Docs. 
  First Aid: Rudimentary medical treatment which includes how to 
  bandage wounds, stop bleeding, administer CPR, artificial respiration, 
  and use antiseptics and common anti-inflammatory drugs and painkill­
  ers. Base Skill: 45% +5% per level of experience. 
  Holistic Medicine: Training in the recognition, preparation, and ap­
  plication of natural medicines usually made from whole plants and/or 
  their parts (roots, leaves, fruit). The Holistic Doctor is basically a phar­
  macist and naturalist who creates drugs from herbs and vegetation, as 
  well as studies and treats common ailments. He can find and use plants 
  to create salves, balms, ointments, and lotions to soothe bums, boils, 
  rashes, and insect bites, reduce swelling, as well as create local anes­
  thetics, and to heal wounds faster (twice as quick as normal). Potions 
  and tonics are created to settle upset stomachs, induce drowsiness, or 
  hallucinations. The individual can also make alcohol and poison (hem­
  lock and mandrake for example). 
  The student of herbology also has a good knowledge of plant lore 
  and when and where to find healing plants, edible fruit, roots, and bark, 
  as well as how to use and/or avoid dangerous flora. The character can 
  also preserve foods and knows how to set and mend bones, bandage 
  cuts, and suture cuts. Note: Plants are seasonal and the right root or leaf 
  may not be readily available in certain times of the year/season, or may 
  be found exclusively in remote regions. Game Masters should use a 
  certain amount of common sense and drama with this skill. Base Skill: 
  20% +5% per level of experience. A failed roll means the treatment or 
  concoction did not work. 
  Juicer Technology: This is a medical specialty dealing with the 
  Juicer! Note: A character needs this skill and an M.D. in Medicine or 
  Cybernetics to install the bio-comp and other Juicer implants. This skill 
  allows a doctor to supply and administer the right drugs to a Juicer, rec-
  Quentin Milton (Order #31246997)
  
  ognize Juicer variants, diagnose most Juicer side effects and syn­
  dromes, tell if the Juicer is beyond detoxification, administer detox, and 
  assist in the Juicer creation process at a Juicer Augmentation facility. 
  Base Skill: 40%+5% per level of experience. 
  Paramedic: An advanced form of emergency medical treatment 
  which includes all first-aid techniques, the setting of broken bones, su­
  turing of wounds, use of oxygen and emergency medical equipment, 
  administering of drugs, knowledge of how to move a critically injured 
  person, the removal of cybernetic prosthetics, and other life-saving 
  techniques. 
  A failed roll means the patient has not responded to treatment or that 
  the treatment has been improperly administered. Note: For serious in­
  jury or coma, roll three times, consecutively, on percentile dice. A roll 
  of two successful out of three means the wound has been properly 
  treated or that the patient's condition has been stabilized. Failure means 
  the patient's condition is unchanged and getting worse. Another charac­
  ter can immediately attempt to apply medical aid or the same player 
  can try again, but the first character must spend ID6 minutes of reex­
  amination and/or concentration on the problem before he can try again. 
  Base Skill: 40% +5% per level of experience. 
  Medical Doctor: The medical doctor is a trained surgeon and has a 
  doctorate in the medical sciences. Areas of training include: clinical 
  skills, medical discipline, code of ethics, physiology (muscle, respira­
  tory, blood, body fluids), pathology (diseases, their structure and func­
  tion), rudimentary pharmacology (use, reaction, and interaction of 
  drugs), laboratory skills, and techniques and methods of data collection. 
  The medical doctor (M.D.) is also a trained surgeon and has a basic 
  knowledge regarding cybernetics. This means the M.D. can remove and 
  attach most cybernetic mechanisms (although at a penalty of -100/0, and 
  -40% on bionics). Base Skill: 60%150% +5% per level of experience. 
  The first percentage number is the doctor's ability to accurately diag­
  nose the problem. The second percentage number is the doctor's skill at 
  successfully treating the problem. Requires: Biology, Pathology, 
  Chemistry, Basic or Advanced Mathematics and Literacy. 
  M.D. in Cybernetics: This doctor is a specialist in the science of 
  cybernetics and a master surgeon. The character has all the basic 
  knowledge and requirements of the regular M.D., although his diagnos­
  tic skills are nowhere near as honed, but is a specialist in surgery and 
  the removal of limbs and internal organs and the surgical attachment of 
  cybernetic replacements (artificial organs and prosthetics). He can also 
  repair cybernetic prosthetics (if not too badly damaged). Base Skill: 
  40%/60%+5% per level of experience. The first percentage number is 
  the "Cyber-Doc's" ability to accurately diagnose and treat a non-surgi­
  cal problem/illness. The second percentage number is the doctor's abil­
  ity to perform complex surgery, remove and install all types of 
  cybernetic organs and devices. The Cyber-Doc can also work on bionic 
  implants and systems but suffers a - 1 5% skill penalty. Bionic science is 
  much more complex and machine oriented than cybernetics. M.D. 
  Note: An M.D. in Cybernetics can become a bionics surgeon (M.D.B. 
  in cybernetics) by selecting this cybernetics skill twice and Electrical 
  Engineering (and must have all the M.D. requirements). This will make 
  him a master in all of the cybernetic and bionic sciences. There is now 
  no penalty for installing bionics and there is a special bonus of + 1 0% 
  added to the character's surgery skill. The M.D.B. can also repair, mod­
  ity, design, and build bionic and cybernetic devices. Bionics Note: One 
  can not create a bionic implant in a garage. The character will need ac­
  cess to a cybernetics or bionics laboratory and parts to build or modity 
  an artificial implant. Even a high-tech medical facility will not have the 
  necessary components to create a cybernetic or bionic mechanism, al­
  though it may have access to them. 
  Pathology: This branch of medicine deals with the nature of dis­
  eases, their cause, and symptoms, and the functional and structural 
  changes caused by disease. Training includes anatomy, physiology, cell 
  biology, manifestation of disease, tissue injury and repair, abnormal 
  cell structure, metabolism, diagnosis of human diseases, tissue culture 
  methods and applications, analysis of drugs in biological samples and 
  61 
  laboratory research, investigative methods, and use of instruments and 
  equipment. Base Skill: 40% +5% per level of experience. Requires: 
  Biology, chemistry, and Literacy skills. 
  Sea Holistic Medicine: This skill is rarely known to characters liv­
  ing on the mainland. It is most common among seafaring folk and those 
  who live on islands or along an ocean coastline. 
  The skill includes training in the recognition, preparation, and appli­
  cations of natural medicines derived from aquatic plants/seaweed and 
  sea animals, including ink, blood, poisons, glands and other secretions 
  and chemicals. This skill also includes the knowledge of where to find 
  the necessary plants or animals, how to extract the necessary compo­
  nents and some knowledge of legends as they pertain to the healing 
  properties of the sea and sea animals. Otherwise, the skill is fundamen­
  tally the same as the standard Holistic Medicine skill. Note: The stan­
  dard skill does NOT include medicines derived from the oceans and 
  seas, likewise, the Sea Holistic knowledge does NOT include most of 
  the land herbs and plants; only a handful of the very most common and 
  basic ones. Base Skill: 20% +5% per level of experience. A failed roll 
  means the treatment or concoction did not work. 
  Military Skills 
  Armorer/Field Armorer: This is a somewhat simplistic and basic 
  version of the weapons engineer skill as it applies to infantry weapons. 
  A competent armorer character can maintain, fix, modity, mount, re­
  load/charge ammunition, and figure out most small arms. The armorer 
  can repair all types of pistols and rifles, repair minor damage to body 
  armor (20 M.D. maximum), adjust targeting sights, use and repair opti­
  cal enhancements, reload missiles and ammo drums, recharge E-Clips, 
  install/mount a rail gun or machine-gun on a vehicle, and even fix most 
  simple robot and bionic weapons like forearm blasters and retractable 
  blades, as well as make arrows and arrowheads, sharpen blades/weap­
  ons, make horseshoes and basic metal items (including nails, spikes, 
  and chain links). He can also deactivate, reset and fix simple traps (roll 
  for each attempt). Base Skill: 40% +5% per level of experience. Note: 
  Automatically gets the Basic Mechanics skill at 30% +5% per level as 
  part of this package. 
  Camouflage: The skill of concealing a fixed base position, vehicle, 
  bot, equipment or individual, using natural and/or artificial materials. A 
  fair amount of time is involved in the preparation of a larger position. 
  Large cargo nets, cut branches or underbrush are used most often in 
  camouflage. This skill is also used to conceal traps. Base Skill: 20% 
  +5% per level of experience. 
  Demolitions: Demolitions provides the person with an advanced 
  knowledge in the use and workings of explosives and detonation de­
  vices for the purpose of blowing up bridges, buildings, and sabotage. 
  This includes all types of explosives, such as mines, dynamite, plastics, 
  nitro, blasting caps, etc. It also includes a basic understanding of the 
  strategic placement of mines and booby traps. This will increase the 
  Quentin Milton (Order #31246997)
  
  character's awareness of suspicious rope, string, and wire. Base Skill: 
  60%+3% per level of experience. A failed roll means a dud; no explo­
  sion. 
  Demolitions Disposal: This skill enables the character to safely de­
  fuse unexploded mines, bombs, explosive booby traps, dud artillery 
  rounds, dud explosive charges, or any other explosive device. Base 
  Skill: 60% +3% per level of experience. 
  Demolitions Underwater: Fundamentally the same basic skills and 
  training as demolitions, but with an emphasis on using explosives in an 
  underwater environment, including underwater techniques, area affect, 
  sound wave damage, different types of explosives, as well as arming, 
  disarming and repairing torpedoes and depth charges. Base Skill: 56% 
  +4% per level of experience. Note: Any character with the demolitions 
  skill can use explosives underwater, but is -10010. 
  Find Contraband, Weapons & Cybernetics: The character with 
  this skill knows where to find arms dealers, the Black Market, smug­
  glers, thieves, M.O.M. and Juicer conversions, body chop-shops, 
  cyber-snatchers, criminal Cyber-Docs and illegal medical treatment, as 
  well as how to spot them. He is also familiar with their hang-outs, gang 
  or criminal ties, general practices, codes of conduct, pricing structures 
  and modes of operation. Likewise, the character has a good idea of 
  what Black Market weapons and cybernetics should cost and what 
  these people pay for contraband items (typically only 20% of the retail 
  market price). The character also knows the penalty for being caught 
  with an illegal weapon, implant or bionics. In all CS cities and most so­
  cieties, any M.D. weapons, concealed weapons and sidearms are for­
  bidden inside large population centers. 
  This skill is especially appropriate in the modern cities of the Coali­
  tion States, as well as in the large cities of the NGR, Atlantis, Japan, 
  and other large, urban communities. Base Skill: 26% +4% per level of 
  experience. Note: This skill should be considered separate and apart 
  from streetwise. 
  A variation of this skill is known as Find Contraband, Parts & 
  Relics. This skill can be substituted for the one above, or if the G.M. al­
  lows it, as part of the above skill. As a separate skill, it is available to 
  the military, mercenaries and the Operator O.C.C., as well to those who 
  spend their lives scratching a living in the harsh wilderness as salvagers 
  picking through the ruins of ancient cities. (This practically describes 
  98% of the Australian population!) This is a valuable "scavenger" or 
  "scrounger" skill that enables the character to recognize contraband, 
  machine and weapon parts, and electrical components, as well as a vari­
  ety of other valuable parts and components. The character also knows 
  where to find arms dealers, Operators/mechanics, gangs, smugglers, 
  scavengers, bandits, illegal automotive garages, body chop-shops, and 
  criminals who buy and sell such items. As always, he is familiar with 
  their hangouts, gang or criminal ties, general practices, codes of con­
  duct, general value of items, scarcity, pricing structures and modes of 
  operation. Likewise, the character has a good idea of what black market 
  weapons, parts and cybernetics should cost and what these people pay 
  for valuable parts, relics, and contraband items (prices vary greatly de­
  pending on the item, location and buyer). The character also knows the 
  penalty for being caught with a stolen, rare or illegal weapon or item. 
  Base Skill: 26% +4% per level of experience. Note: This skill is sepa­
  rate and apart from Streetwise. 
  Military Etiquette: This skill grants a clear understanding of the 
  way the military works, including rules of behavior (when to salute, 
  how to address superiors/subalterns, etc.), military procedures and rou­
  tines, standard issue of equipment, special ordering procedures, proper 
  display of rank and medals, advancement in rank (and the duties that 
  come with it), proper troop formations, how to deal with military bu­
  reaucracy, the chain of command, proper channels, who to contact to 
  get things done, and other useful information in matters of military pro­
  tocol and bureaucracy. Base Skill: 35% +5% per level of experience. 
  Note: All soldiers have a fundamental knowledge of military etiquette 
  (base skill 30% with no improvement), but this skill is much more 
  complete with a strong knowledge of what is expected, correct and the 
  formal approach (e.g. by the book knowledge). 
  62 
  Military Fortification: This is the skill of designing and building 
  defensive fortifications suitable for modern Mega-Damage combat. If 
  provided with the proper time and materials, the character can greatly 
  increase the defensive value of natural terrain with murderous defenses 
  that include obstacles to impede movement and protective structures to 
  shield friendly forces from enemy fire. The character is trained to pre­
  pare mine fields, barbed wire, tank obstacles, tanglefoot wire, booby 
  traps, trenches, tank ditches, foxholes/shell scrapes, reinforced concrete 
  or earthen walls, bunker complexes, rail gun/mortar emplacements, 
  tunnel systems and similar defensive constructions. 
  Even with the advent of Mega-Damage warfare the old standby for­
  tifications listed above have useful applications. Obstacles like ditches 
  and mine fields slow the advance of robots, infantry and tanks, expos­
  ing them for longer periods to defender firepower. Earthen walls and 
  foxholes, made from S.D.C. materials, still afford soldiers some protec­
  tion and can disperse energy blasts or deflect shrapnel from explosives. 
  If these protective structures are built with Mega-Damage concrete and 
  alloys they provide defenders with as much protection as any robot ve­
  hicle or tank! Base Skill: 30% +5% per level of experience. 
  Nuclear, Biological, & Chemical (NBC) Warfare: This is the 
  knowledge of safety precautions to protect oneself and others from the 
  effects of nuclear, biological or chemical warfare, waste and contami­
  nation. The character is also knowledgeable in the safe handling and 
  "clean-up" and containment of such hazardous materials. Base Skill: 
  35% +5% per level of experience. 
  Parachuting (uncommon): The skill of parachuting includes the 
  methods, procedures, and techniques of parachuting, packing the chute, 
  skydiving techniques, precision landing, landing without injury, and 
  practice of jumping from a high altitude aircraft. The advantage of 
  parachuting is secrecy, since the troopers' insertion into enemy territory 
  is silent and often goes unnoticed. The following three methods are the 
  ones most commonly used by modern paratroopers: 
  High-Altitude-High-Opening (HAHO) jumps take place from a 
  height of 25,000 to 30,000 feet (7620 to 9144 m). As the paratroopers 
  drop they travel laterally to the desired drop zone (DZ) where they wish 
  to land. This technique is used to "throw off' enemy units since they 
  will probably search for paratroopers directly beneath the path of the 
  aircraft. 
  High-Altitude-Low-Opening (HALO) operations also begin at 
  25,000 to 30,000 feet (7620 to 9144 m) but the paratrooper does not 
  pop the chute until an altitude of 4,000 ft (1220 m), or even less. The 
  jump takes place so rapidly that there is little chance for the paratroop­
  ers to be viewed after the chutes open. 
  The 
  most dangerous 
  method 
  is Low-Altitude-Low-Opening 
  (LALO) drops. The jump is made at the mere height of 300 to 500 ft 
  (91 .4 to 152 m). If there are any complications (a failed roll) the para­
  trooper is likely to be injured (broken bones) or killed (30% chance)! 
  Even if the jump goes without a hitch, there is a 20% chance of taking 
  6D6 S.D.C. from an awkward landing, even if wearing M.D. armor. 
  Failure on a parachuting roll indicates that there are complications 
  somewhere along the jump. This might mean an improperly packed 
  chute, tangling of lines, etc. On a high altitude jump, the character gets 
  a second roll for their reserve chute. If the second roll also fails then the 
  character falls to his death! There is not enough time on a low altitude 
  drop to use a reserve chute, so a failed roll means the character hits the 
  ground (humans die!) without a second chance. Parachuting can be se­
  lected as a Military or Pilot Related skill. Base Skill: 40010 +5% per 
  level of experience. 
  Recognize Weapon Quality: The ability to accurately determine a 
  weapon's durability, reliability, and quality by physically examining it. 
  This includes knowing which manufacturers are reputed to make the 
  best weapons, the ability to recognize damage or signs of misuse, mod­
  ifications/customization or wear and tear, whether the weapon can be 
  made as good as new with a little repair work and/or cleaning, whether 
  it is a cheap (or quality) "knock-off' (copy/imitation), and so on. The 
  Quentin Milton (Order #31246997)
  
  character can also recognize if the weapon is stolen (serial numbers 
  filed away, etc.), new, old, and if it has any other special features or 
  properties as well as what the fair price should be. Base Skill: 25% 
  +5% per level of experience. Note: Reduce the skill ability by half if 
  the item is not actually handled (seen but not touched/examined). 
  Space Ship-to-Ship Combat: A space technology not appropriate 
  for 99.9% of those on Rifts Earth, but which is common knowledge on 
  Phase World® and other space settings. This is the specific skill of fly­
  ing a spacecraft in combat. While the Pilot Spacecraft: Advanced skill 
  lets a character fly in these situations, this skill allows the pilot to use a 
  ship's weapons and defense systems at the same time. The character 
  also understands the theory and tactics of spatial dog-fighting, rather 
  than relying on gut instinct. If, during combat, a character with this 
  skill is only operating a ship's weapons systems, then they receive a + I 
  to strike. Base Skill: 25% +5% per level of experience 
  Space Defense Systems: A space technology not appropriate for 
  99.9% of those on Rifts Earth, but which is common knowledge on 
  Phase World® and other space settings. Since the climate of space is 
  somewhat hostile, every large base, including all orbital stations, the 
  moon bases, asteroid outposts and even some large ships, is equipped 
  with systems designed to detect and, if necessary, destroy incoming 
  ships or attacks. A character with the defense systems skill will have a 
  full understanding of the defenses of their home station. They will 
  know how it works, how to arm, aim and fire the weapons, and how to 
  repair the system in case of damage. They will also have a rough 
  knowledge of the systems used by the other stations, which may help 
  them evade detection or destruction, or even to work out how to de­
  stroy the enemy's defenses in a raid; +1 to strike bonus when using 
  cannons and their likes. Base Skill: 30% +5% per level of experience. 
  Trap Construction: Training in the design and application of traps 
  and mines used in anti-personnel and defense tactics. With readily 
  available materials and simple tools, including shovels, knives, sticks, 
  wire and rope, the character can build fiendish traps. Any who would 
  scoff at the effectiveness of traps in modem Mega-Damage combat 
  should reconsider. It is true that traps cannot be made to destroy or 
  even damage M.D. equipment, unless explosives and the demolitions 
  skill are used, but these traps can hamper or disable enemy robots and 
  vehicles, and injure or kill unarmored or lightly armored soldiers! 
  Traps can also be used as an alarm to alert the trap maker to the pres­
  ence of intruders or the enemy (fires a flare, activates a video camera 
  and transmission, makes noise, etc.). 
  The greatest drawback of traps lies in the amount oftime required to 
  prepare them -it can take hours to prepare rock slides, large pits and 
  similar traps, but even this time can be shortened with help from others 
  since only one character needs the skill to successfully direct workers. 
  Ingeniously prepared traps can, and often do, shift the advantage of a 
  battle to the side that prepared the field for combat. Base Skill: 20% 
  +4% per level of experience. 
  The following are some examples of traps, complete with their ef­
  fects, a character can build using the trap construction skill. All dam­
  age, penalties and considerations are based on a human-sized victim 
  unless stated otherwise. 
  Pit, Man-Sized: Typically a simple pitlhole 7-14 feet (2. 1 to 4.2 m) 
  deep and concealed with twigs and leaves. Pits can slow an enemy ad­
  vance by delaying troop movement (must pause to climb out of pit or to 
  help comrade out of the pit), injuring the victim (typically twist, pull or 
  bruise and sometimes break a leg or arm), damaging light (S.D.C.) 
  equipment, trapping unfortunate soldiers and disabling robots (at least 
  temporarily). 
  A person blundering into a pit trap falls, taking ID6 S.D.C.lHit 
  Point damage per every seven feet (2. 1  m) of depth, even if wearing 
  M.D. body armor (the impact has an effect on the person inside; no 
  damage to power armor pilots)! The same damage is applied to fragile 
  S.D.C. items that tumble into the pit. The character also loses one me­
  lee attack/action in that act of falling and ID4 melee actions gathering 
  his wits and getting back on his feet; stun effect. 
  63 
  To climb out of the hole unassisted requires ID6 melee actions. An 
  especially deep pit will require a climbing skill roll or somebody to 
  give the character a hand. Robot vehicles that step into the hole have a 
  01-70% likelihood of tripping and falling. Crew members suffer ID4 
  S.D.C. damage and must spend ID4 melee rounds to right the vehicle. 
  While trapped and/or while the victim(s) are attempting to recover, the 
  trap maker and his allies usually launch a vicious attack or surround the 
  victim. The pit trap is very common in the wilds of North America. 
  Monster Pit: In some instances, the trap designer will place a small 
  (or large), vicious creature inside the pit. The creature will be terrified 
  and/or angry and attacks anything that falls into the pit. These creatures 
  typically fight until slain. Lasae, Worms of Taut and M.D. monsters of 
  similar size are often used in this capacity, as well as wild canines, fe­
  lines, bears and snakes. 
  Snake Pit: A shallow pit, 4 or 5 feet deep ( 1 .2 to 1 .5 m), filled with 
  poisonous snakes or small Worms of Taut. Characters who fall or stum­
  ble into the pit receive ID4 bites. Regular snake bites inflict ID4 
  S.D.C. damage plus 3D6 S.D.C. from poison if the creatures bite un­
  protected flesh. Creatures like Worms of Taut and other alien "crawly 
  things" may inflict Mega-Damage. The trap is rarely used in North 
  American and Europe, but i's frequently used in the jungles of South 
  America and Asia. 
  Tank Trap/Giant Pit: Basically the same as a man-sized pit but dug 
  to a depth of 18 to 30 feet (5.4 to 9 m). Infantry ground troops who 
  blunder into the hole suffer ID6 S.D.C. for every seven feet (2. 1 m) of 
  depth from falling and need 2D4+2 melee attacks/actions to climb out, 
  unless helped out by people outside the pit with rope and such. 
  Robot vehicles and tanks can also fall victim to these deep and often 
  wide pits. The crew suffers 2D4 S.D.C. damage from getting jostled 
  around. Humanoid robots and power armor suits can climb or pull 
  themselves out of the pit with relative ease; must spend one or two full 
  melee rounds ( 1 5-30 seconds) unless the vehicle or power armor can 
  fly or leap out (counts as one melee action). 
  Tanks, trucks and other ground vehicles may have part or all of the 
  vehicle stuck or wedged in the pit and require a crane or giant robot(s) 
  or several power armor troops to pull it out. Just how stuck and immo­
  bilized the vehicle is will depend on the size and depth of the pit. 
  Mined Pit: A pit with land mines or other explosive device(s) dug 
  into or placed on the floor of the pit. It detonates when one or more vic­
  tims hit the bottom. 
  Punji Stake Pit: Typically a pit 8-10 feet (2.4 to 3 m) deep, con­
  cealed with twigs and leaves. The bottom of the pit is lined with a bed 
  of sharp wooden stakes. Roll ID6 to see how many stakes the falling 
  character lands on; each inflicts ID6 S.D.C. damage plus damage and 
  penalties from the fall (see the man-sized pit description). Vibro-Blades 
  and special M.D.C. materials can be used to inflict Mega-Damage; roll 
  ID6 to see how many stakes the falling character lands on; each inflicts 
  ID6 M.D. plus possible damage and penalties from the fall. 
  Punji pits are extraordinarily effective against vampires and are 
  found throughout Mexico! They are often used (camouflaged and open) 
  as countermeasures along defensive perimeters and dug-in fortifica­
  tions. 
  Punji Sticks: Sharp wooden stakes stuck into the base of trees, in 
  tree branches, or on the ground at strategic locations, near settlements, 
  defensive perimeters, off to the sides of paths and so on. People who 
  stray off the path or go where they don't belong, may step on, stumble, 
  trip, fall or lean into ID4 stakes/spikes. 
  Each stake inflicts ID6 points of S.D.C. damage. Wood and S.D.C. 
  material punji stakes do no damage to characters in M.D. body armor 
  and are rarely used for that reason. 
  As noted previously, Vibro-Blades and other Mega-Damage materi­
  als may be used, but are not as effective; Vibro-Blades tend to hum, 
  tipping off their location, and M.D.C. materials scrape but seldom 
  puncture M.D.C. armor unless the victim falls on or drives across them 
  with some force. Punji sticks are a form of guerilla warfare designed 
  Quentin Milton (Order #31246997)
  
  for use against humanoid enemies. Traveling slowly and carefully, they 
  are easy to detect and avoid, but if reckless or running, the character is 
  likely to run into them headlong. 
  Punji-Stick Drop-Fall Trap: A large weight bristling with sharp, 
  wood stakes is suspended in a tree. It is released by a trip wire and ei­
  ther drops down or swings across the target area. Characters can try to 
  dodge but are -3 to do so. This trap inflicts 6D6 S.D.C. damage to 
  unarmored victims. Those wearing M.D. body armor suffer 2D4 S.D.C. 
  damage from the impact and are knocked off their feet; lose initiative 
  and one melee action! 
  Swinging Log: A huge log or piece of debris (cannon barrels and 
  the legs from a giant robot are also used) is suspended in a tree. When 
  released by a trip wire or pressure plate, it swings across the target area. 
  All characters in the path of its swing are struck and suffer damage un­
  less they successfully dodge at a -3 penalty. Characters wearing M.D. 
  body armor suffer 6D6 S.D.C. damage from impact, unarmored victims 
  suffer 2D6x1O S.D.C. (or one M.D. point)! Individuals struck by the 
  log are knocked out cold by the tremendous impact for 3D4 melee 
  rounds. The trap is a favorite for attacking groups of soldiers walking 
  in single file, as well as against power armor. 
  Robot vehicles struck by the huge weight have a 01-50% likelihood 
  of being knocked off their feet; vehicles knocked off their path. The ve­
  hicle crew suffers ID4 S.D.C. damage from being thrown around the 
  cockpit. 
  Barbed Wire Barrier: Cords or rolls of barbed wire are laid across a 
  pathway, entrance or particular area (concealed or not) to bar its path. 
  While the wire will not hurt Mega-Damage body armor, it still hooks 
  and entangles the feet and snags any fabric, thus impairing movement 
  (the wire must be cut or pulled away) and makes noise. Power armor 
  units and 'bots can often tear right thorough it or stomp it down with no 
  penalties, but their passage will still make some noise. 
  Rock SlidelLog Fall: Rocks or massive logs or debris piled at the 
  top of an incline are released to tumble into the target area. Every foot 
  soldier, 'bot or vehicle in the area suffers ID4 M.D. from the impact of 
  rocks or M.D. debris or ID6x1O S.D.C. from logs. Unless the victims 
  make a successful dodge at -8 and are able to dive for cover, they are 
  struck and carried away by the tumbling rocks, logs or debris. Most 
  will become pinned in or trapped beneath the fallen materials until res­
  cued by companions. 
  Even those individuals who dodged successfully are trapped at the 
  edge of the pile and need 3D4 melee rounds to work themselves free. 
  Robots and vehicles, who are often targeted by this trap, have no 
  chance to dodge and a 01-90% likelihood of getting knocked down or 
  pushed ID6x1O feet off the path. Furthermore, they are struck by more 
  of the falling debris, suffer triple damage and are likely (01-75%) to 
  need a crane, giant robot or several power armor troops to pull them 
  free. The crew of the vehicle suffers 2D6 S.D.C. damage. During this 
  time, the designers of the trap typically swarm the helpless vehicles, 
  bots or soldiers, attacking or taking prisoners. In addition, the debris 
  covered road/area is more difficult to travel over. This trap is very pop­
  ular in hilly and mountainous regions. 
  Crossbow Trap: A crossbow attached to a tree or in a pit that shoots 
  when a trip wire is pressed or broken. The bolt strikes the target on a 
  ID20 roll of 14 or higher. Damage from an ordinary bow and arrow is 
  2D6 S.D.C., but any of the high-tech types can be used. Often the 
  crossbow will be loaded with an explosive high-tech bolt that inflicts 
  3D6 M.D. rather than a conventional projectile. Fairly common. 
  A variation can use an S D.C. or energy pistol (typically fires only a 
  single shot) by having the wire t'- press the trigger on the gun. How­
  ever, this is a rarity because of the waste and cost of using a more so­
  phisticated and high-tech weapon. 
  Trip Snare: Causes the character to trip. No damage, but the fall is 
  embarrassing, the character loses initiative, two melee actions, and 
  makes a loud noise that will alert nearby enemies and predators to the 
  character's location. Usually the snare is set as part of an ambush, leav-
  ing the fallen character vulnerable to the opening volley of an attack. 
  This type of trap is extremely common. 
  Variations include trip flares, in which in addition to the above, a 
  rocket flare is shot into the sky and explodes. The flare indicates the ex­
  act location of the intrusion and, at night, illuminates the immediate 
  area of the snare. 
  Animal Snare: A simple snare designed to catch or lasso the ani­
  mal's foot or head. This is typically used to capture small animals. 
  Rope Snare: This is a concealed, lasso-style snare tied to a tree. 
  When the snare is triggered, the lasso snares the foot or feet and whips 
  the character or animal up and suspends it, dangling from a tree, usu­
  ally 5-1 0  feet ( 1 .5 to 3 m) above the ground. No damage, but the char­
  acter loses two melee actions and needs another melee action or two to 
  cut himself down. It is most effective in forested areas. 
  Net Trap: Rather than using a lasso-style snare, a net can be used in 
  the above rope snare trap. The net is spread on the ground and camou­
  flaged, but wraps around the target when triggered. The character or an­
  imal is whipped up and suspended from the tree 10 feet (3 m) above the 
  ground. There is no damage caused by the trap but the character loses 
  two melee actions and needs a further three melee actions to cut him­
  self loose. 
  Bear Trap: A pair of large, clamping metal jaws that snap shut when 
  the prey steps on the pressure plate. The metal jaws are typically 
  chained to a tree or stake and require a combined P.S. of 24 to pry them 
  open; a hand activated release switch will also open and reset the trap. 
  Damage is 4D6 S.D.C., but holds its prey in place until the jaws are 
  opened or the prey literally tears itself free; animals often bleed to 
  death. This trap is effective against animals and unarmored humanoid 
  prey. It is sometimes combined with a snare to trigger flares or drop a 
  grenade. 
  Naruni Bullet Mine: A crippling trap design which employs a 
  Naruni plasma cartridge or small explosive. The cartridge is placed in a 
  small hole in the ground atop a nail or firing pin, then covered by a 
  camouflaged wooden slat. When someone steps on the slat, the car­
  tridge is pressed down on the firing pin, triggering a plasma blast that 
  inflicts ID4x1O M.D. to the victim's foot. Uncommon, due to the gen­
  erally poor availability ofNaruni ammunition. Hand grenades and other 
  explosives are sometimes substituted. 
  Grenade Trap: A regular grenade, with its pin removed, is attached 
  to a trip wire and placed in a can hanging from a tree. When the trip 
  wire is pulled, the grenade falls from the can and explodes on or near 
  the unfortunate victim. The explosion causes regular damage by gre­
  nade type, fragmentation (2D6 M.D.) and plasma grenades (5D6 M.D.) 
  are typically used. This is a fairly common trap. Variations include the 
  use of riot control flash/stun grenades, tear gas and smoke grenades. 
  Fusion blocks, plastique charges and land mines are all frequently used 
  in booby traps throughout the world. However, the character must have 
  the demolitions skill to use them. 
  Mini-Missile Trap: Typically a snare that triggers the launch mecha­
  nism of a mini-missile! Fairly uncommon; another guerilla tactic. 
  Trap & Mine Detection: Knowledge of the strategic placement of 
  booby traps and mines, the telltale trademarks and indications of traps 
  and mines, how to avoid them, and the use of mine and explosive de­
  tection equipment. The character has been trained to watch for suspi­
  cious objects, dirt mounds, trip wires and camouflaging materials that 
  may denote the presence of a trap. Simple snare traps and trip wires can 
  be easily disarmed by the character, but the Demolitions Disposal skill 
  is required to disarm mines, explosives or complex traps. Base Skill: 
  20% +5% per level of experience on visuals alone. Add +500/0 when 
  using special detection equipment to locate mines/explosives or + 100/0 
  to locate other types of traps with detection equipment. Note: 
  Psi-Hounds/Dog Boys who are of the Bloodhound and German Shep­
  herd/Alsatian breeds have a base skill of 35% +5% per level of experi­
  ence to literally "sniff-out" explosives, magic traps, and "sense" other 
  types of traps without benefit of special equipment! However, these 
  Quentin Milton (Order #31246997)
  
  "Sniffers" must undergo special training, and this special focus reduces 
  their other sensing abilities by -10%. The ordinary Bloodhound or 
  Shepherd Dog Boy does not get any special bonus or ability and must 
  use mechanical equipment and his ordinary senses to locate mines and 
  traps. 
  Physical Skills 
  Special Note: One of the unique aspects of this RPG is that the 
  player can increase his or her character's physical attributes (P.S., P.P., 
  P.E., Spd., S.D.C.) by selecting physical skills that build and develop 
  the body. ALL attribute and skill bonuses are accumulative. However, 
  a specific physical skill may only be chosen once, including hand to 
  hand skills. 
  There are four major kinds of fighting techniques available to most 
  characters in the Americas and Europe. They are: Basic, Expert, Mar­
  tial Arts, and Assassin. Boxing and Wrestling add to the techniques and 
  power of a specific hand to hand training. 
  Commando is a specialized style of hand to hand combat known to 
  Coalition Commandos and Special Forces. Only a handful of O.C.C.s 
  can select Hand to Hand Commando. 
  In Japan (and China and Asia), a number of the old martial arts have 
  survived. The most notable Japanese martial arts of Rifts Earth are pre­
  sented in this comprehensive G.M.'s Guide for the G.M.'s conve­
  nience. These forms and styles of combat are NOT known outside the 
  Orient. 
  No Hand to Hand: Characters without combat training have one 
  hand to hand attack at level one and get a second attack at level three, 
  and a third at level nine. 
  Hand to Hand: Basic: Provides elementary fighting techniques and 
  methods of attack and self-defense as taught in military basic training 
  or in self-defense classes. See the Hand to Hand Combat section for a 
  listing of bonuses and special abilities. 
  Hand to Hand: Expert: An advanced form of self-defense and un­
  armed combat taught to professionals and the military elite. See the 
  Hand to Hand Combat section for a listing of bonuses and special abili­
  ties. 
  Hand to Hand: Martial Arts: This is some form of general orien­
  tal fighting skill (karate, kung-fu, etc.) that teaches advanced hand to 
  hand combat. See the Hand to Hand Combat section for a listing of bo­
  nuses and special abilities. 
  Hand to Hand: Assassin: This is an advanced form of combat with 
  an emphasis on immobilizing or killing one's opponent quickly. See 
  the Hand to Hand Combat section for a listing of bonuses and special 
  abilities. 
  Hand to Hand CS Commando: A quick-and-dirty form of martial 
  arts that stresses maximum damage and minimum finesse. See the 
  Hand to Hand Combat section for a listing of bonuses and special abili­
  ties. 
  65 
  The Japanese Arts of Combat: Not available outside of Japan or 
  Asia. 
  Hand to Hand: Aikido: A Japanese martial art that stresses evasion 
  and counterstrikes. Generally unavailable to characters outside of the 
  Japanese Islands unless the character has had extensive contact with 
  one who has mastered this martial art and might have studied it from 
  that person. See the Hand to Hand Combat section for a listing of bo­
  nuses and special abilities. 
  Hand to Hand: Judo: A Japanese martial art akin to grappling or 
  wrestling. Generally unavailable to characters outside of the Japanese 
  Islands unless they have had extensive contact with one who has mas­
  tered this martial art and might have studied it from that person. See the 
  Hand to Hand Combat section for a listing of bonuses and special abili­
  ties. 
  Hand to Hand: Jujitsu: A Japanese martial art originally designed 
  to give samurai a simple but effective means of unarmed combat 
  should they ever lose their sword in battle. Generally unavailable to 
  characters outside of the Japanese Islands unless they have had exten­
  sive contact with one who has mastered this martial art and might have 
  studied it from that person. See the Hand to Hand Combat section for a 
  listing of bonuses and special abilities. 
  Hand to Hand: Karate: A highly effective Japanese martial art 
  that means "empty hand." Generally unavailable to characters outside 
  of the Japanese Islands unless they have had extensive contact with one 
  who has mastered this martial art and might have studied it from that 
  person. (Actually, Karate was very widely practiced throughout the 
  world prior to the Rifts, so of all the Japanese martial arts, this one is 
  perhaps the most likely to turn up far from its land of origin. G.M. 's 
  discretion.) See the Hand to Hand Combat section for a listing of bo­
  nuses and special abilities. 
  Hand to Hand: Kendo: Considered by some to be more sport than 
  martial art, Kendo teaches fundamental swordsmanship skills as well as 
  all-around combat readiness. Unavailable to characters outside of the 
  Japanese Islands. See the Hand to Hand Combat section for a listing of 
  bonuses and special abilities. 
  Hand to Hand: Ninjutsuffai-Jutsu: The secret fighting style of 
  the Japanese ninja assassins. Unavailable to characters outside of the 
  Japanese Islands. See the Hand to Hand Combat section for a listing of 
  bonuses and special abilities. 
  Hand to Hand: Teng-Jutsu: A peculiar style of fighting mastered 
  by the Tengu, Japanese winged goblins. Extremely rare even in Japan, 
  and unavailable outside of the Japanese Islands. See the Hand to Hand 
  Combat section for a listing of bonuses and special abilities. 
  Hand to Hand: Zanji Shinjinken-Ryu: A specialized and deadly 
  martial art of samurai swordsmanship. Unavailable to characters out­
  side of the Japanese Islands. See the Hand to Hand Combat section for 
  a listing of bonuses and special abilities. 
  The rest of the Physical Skills: 
  Acrobatics: Aerial feats of agility and strength, such as walking a 
  tightrope, high wire, trapeze, and stunts performed above ground. Other 
  physical abilities include rolls, somersaults, leaps, and falls. Provides 
  all of the following: 
  Automatic kick attack at first level; IDS (or 2D4) damage. 
  Sense of Balance (60% +5% per level of experience) 
  Walk TightropelHigh Wire (60% +3% per level of experience) 
  Climbing (40% or adds + 1 5% to Climb skill) 
  Prowl (30% or adds +5% to Prowl skill) 
  Climbing (40% or + 15%) 
  Prowl (30% or +5%) 
  +2 bonus to roll with punch or fall 
  +1 to P.S. 
  +1 to P.E. 
  +1 to P.P. 
  + ID6 to S.D.C. 
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  Aerobic Athletics: A type of aerobic exercise to build the body, de­
  velop reflexes and grace, and learn a few very basic self-defense 
  moves. 
  Sense of Balance (30% +5% per level of experience) 
  +2D4 S.D.C. 
  +1 to disarm 
  + 1 to pull punch 
  +2 to kick damage 
  Athletics (General): Training in, and enjoyment of, vigorous exer­
  tion for competitive sports, exercises, and contests of strength, endur­
  ance, and agility. Provides the following bonuses: 
  + 1 to parry and dodge 
  + I to roll with punch or fall 
  +1 to P.S. 
  +ID6 to Spd. 
  + ID8 to S.D.C. 
  Body Building & Weight Lifting: The building of muscle tone and 
  body strength through weight lifting and exercise. Provides the follow­
  ing: 
  +2 to P.S. 
  +10 to S.D.C. 
  Boxing: Classic art of fighting with fists. Training helps build the 
  body and reflexes. Skilled boxers will automatically knockout an oppo­
  nent on a roll of a natural twenty. The victim of a knockout will remain 
  unconscious for ID6 melees. Unlike normal knockout/stun, the player 
  does not have to announce that he is trying to knockout his opponent 
  before making a roll to strike. The following bonuses are provided: 
  + I additional attack per melee 
  +2 to parry and dodge 
  + 1 to roll with punch or fall 
  +2 to pull punch 
  +2 P.S. 
  +3D6 to S.D.C. 
  Climbing: Knowledge of the tools and techniques for climbing up 
  sheer surfaces. Players should roll once for every 20 feet (6 m) of a ver­
  tical climb. If the roll fails, it means he is losing his grip; however, ev­
  ery "skilled" climber gets a chance to regain his grip, roll again. Two 
  consecutive failed rolls means the character falls. Base Skill: 40% +5% 
  per level of experience. 
  Rappelling is a specialized rope climbing skill used in descending 
  from helicopters, scaling walls and cliff facings. For game purposes, 
  rappelling will include ascending and descending climbs. Base Skill in 
  Rappelling: 30% +5% per level of experience. 
  Deadball: This sports skill concentrates on dodging techniques, re­
  action speed, and general athletic abilities. A character with this skill 
  automatically knows the Deadball game rules and W.P. Deadball (see 
  Weapon Proficiencies, later in this section). 
  + I on initiative 
  +1 to dodge 
  + 1 to roll with fall or impact 
  + 1 D6 to Speed attribute 
  +2D4 to S.D.C. 
  Gymnastics: Learning to do falls, rolls, tumbles, cartwheels, somer­
  saults and to work the parallel bars and rings. This sport builds great 
  upper body strength, grace, and balance. Provides all of the following: 
  Automatic kick attack at first level: 2D4 damage. 
  Sense of Balance (50%+5% per level of experience) 
  Work Parallel Bars & Rings (60%+3% per level of experience) 
  Climb Rope (70%+2% per level of experience) 
  Back Flip (70%+5% per level of experience) 
  25% base Climb ability or adds +7% to Climb skill. 
  66 
  30% base Prowl ability or adds +5% to Prowl skill. 
  +2 bonus to roll with punch or fall 
  +2 P.S. 
  +2 to P.E. 
  +1 to P.P. 
  +2D6 to S.D.C. 
  Juicer Football: This sports skill teaches the character the rules of 
  the game, basic tactics and combat elements. A character with Juicer 
  Football can use this skill for most of the game's maneuvers, including 
  throws and passes. Base Skill: 32% +4% per level of experience. This 
  skill is not recommended for ordinary humans. It imparts the following 
  abilities and bonuses: 
  Body Block/Tackle: Knocks one's opponent to the ground (90% 
  chance if target is smaller than attacker, 60% if the same weight, 50% if 
  target is up to 50% larger, 20% if 100% larger, no chance if target is 
  over 100% larger). The tackled person loses initiative and one melee at­
  tack/action and suffers ID4 S.D.C. +P.S. bonus damage (if any) per 
  each person who tackles him. See Juicer Uprising for details about 
  Juicers and their sports. 
  + 1 to roll with punch/fall 
  +1 to P.S. 
  +1 to P.E. 
  +ID4 to Spd 
  + 3D6 to S.D.C. 
  Juicer Murderthon: Another sports skill usually reserved for 
  Juicers. It teaches the character all the basic rules and combat maneu­
  vers of the game. This skill is not recommended for ordinary humans. 
  See Juicer Uprising for details about Juicers and their sports. It offers 
  the following bonuses: 
  + 1 to strike 
  +1 to dodge 
  + 1 to roll with punch or fall 
  +2D6 to Speed 
  +2D4 to S.D.C. 
  Prowl: This skill helps the character to move with stealth; quietly, 
  slowly, and carefully. Techniques include balance (50%+5% per level 
  of experience) and footing, short steps and pacing, rifle positioning, 
  prone positions for low visibility, and crawling. A failed Prowl roll 
  means that the character has been seen or heard. If the Prowl roll is suc­
  cessful, then the character is not seen or heard and may make a sneak 
  attack. Base Skill: 25% +5% per level of experience. 
  Running: A routine of running and exercise to build speed and en-
  durance. Provides the following: 
  +1 to P.E. 
  +4D4 to Spd 
  + ID6 to S.D.C. 
  Swimming: The rudimentary skill of keeping afloat, dives, swim­
  ming and lifesaving techniques. The percentile number indicates the 
  overall quality of form as well as skill of execution. A character can 
  swim a distance equal to 3x his P.S. in yards/meters per melee round. 
  This pace can be maintained for a total of minutes equal to his P.E./en­
  durance. Base Skill: 50%+5% per level of experience. 
  Swimming & Fatigue Note: For humans and similar surface dwell­
  ing D-Bees, the act of swimming on the surface of the water has the 
  same fatigue rate as running and medium to heavy exertion, especially 
  at great speed or for very long periods of time. Swimming underwater 
  with S.C.U.B.A. equipment or other underwater equipment is consid­
  ered to be light activity, unless extremely active, involved in combat or 
  fast swimming (in which case it is considered strenuous or heavy activ­
  ity). 
  For most aquatic life forms, including D-Bees and mutants, under­
  water activities such as fast swimming, diving, playing and underwater 
  Quentin Milton (Order #31246997)
  
  acrobatics are considered light activities and can be conducted for 
  hours without fatigue. Pulling a heavy load and engaging in combat is 
  considered medium to heavy activity. 
  The buoyancy of water reduces the weight of most items by 30% 
  when carried underwater. This means the fatigue rate for carrying a 
  heavy load is reduced by 30%, meaning 30% more can be carried at the 
  normal fatigue rate. Characters can also lift 30% heavier weights. 
  S.C.U.B.A.: The letters S.C.U.B.A. stand for Self-Contained Un­
  derwater Breathing Apparatus. Individuals learn the methods and 
  equipment needed for skin diving and underwater swimming. A charac­
  ter can swim a distance equal to 2x his P.S. in yards/meters per melee. 
  This pace can be maintained for a total of minutes equal to his P.E./en­
  durance. Base Skill: 50% +5% per level of experience. Note: The max­
  imum safe depth one can go without getting the bends is about 120 feet 
  (36.5 m). Deeper depths are possible with depressurization, special 
  suits and submarines. Swimming is required to select S.C.u.B.A. 
  Wrestling: As taught in old high schools and colleges, wrestling is 
  more of a sport than a combat skill, but it does provide some useful 
  combat moves. Provides the following: 
  Wrestling Special Moves: 
  1. Body block/tackle does 1 D4 damage (double if the wrestler is 8 
  to 12 feetl2,4 to 3.6 m tall, and 3D6 damage if larger). The opponent 
  must dodge or parry (push away/deflect attacker) to avoid being 
  knocked down. If knocked down, the opponent loses one melee at­
  tack/action and initiative for the rest ofthat round. 
  2. Pin/incapacitate on a natural roll of 18, 19, or 20. This means that 
  the wrestler can hold his opponent in such a way that his opponent can­
  not physically attack or move. However, the character who is using the 
  "pin" hold cannot attack or move without releasing his opponent. 
  3. Crush/squeeze does ID4 S.D.C. damage per squeeze attack (dou­
  ble damage if 8 to 12 feetl2,4 to 3.6 m taIl, and 3D6 damage if larger). 
  Each "squeeze" counts as one melee action/attack. 
  Wrestling Bonuses: 
  + 1 to roll with punch, fall or impact. 
  +2 to P.S. 
  +1 to P.E. 
  +4D6 to S.D.C. 
  Physical Space Skills 
  Depressurization Training: This skill represents extensive training 
  in coping with and surviving depressurization in space and the use of 
  spacesuits. It certainly does not allow one to live through extended ex­
  posure to the vacuum of space, but it does extend the time that the char­
  acter can go without oxygen and teaches techniques to minimize 
  damage from depressurization. Even a character with this skill will die 
  unprotected in space, but they can last longer than most others while 
  waiting to be saved or trying to save themselves. This skill only helps 
  those races vulnerable to such pressure changes and is of no benefit to 
  mineral aliens. 
  Bonuses: +1 to P.E. and +10 to S.D.C. Can survive twice as long as 
  normal (takes half damage) when exposed to the void. 
  Oxygen Conservation: Oxygen conservation is a physical skill, 
  and allows a character to reduce the amount of oxygen that they need to 
  survive. By concentrating on nothing else, a character with this skill 
  can lower their heartbeat, metabolic rate and breathing to half their nor­
  mal rate, and therefore, will consume half as much oxygen (lasts twice 
  as long). It is often taught as a survival precaution. It also adds + I to 
  P.E. attribute. Base Skill: 30010 +5% per level of experience. Must 
  know Basic Math. 
  Zero Gravity Combat: Basic: Rudimentary experience in a 
  weightless environment that allows for controlled movements and ade­
  quate compensations. 
  Bonuses: Number of attacks per melee round are unchanged. + 1 on 
  initiative, + 1 to strike, parry, disarm, and pull punch, +3 to dodge, and 
  +5 to normal speed. 
  67 
  Zero Gravity Combat: Elite: Advanced skills in a weightless envi­
  ronment, including specific combat training in such. This skill allows 
  for fully controlled movements and skilled compensations for drift and 
  physical reactions. 
  Bonuses: +1 attack per melee round, + 1 on initiative, +2 to strike, 
  parry, dodge, disarm, and pull punch, and + 10 to normal speed. Note: 
  The bonuses from either zero gravity combat skill apply ONL Y when 
  the character is in a weightless state. 
  Space Movement: Zero Gravity: This skill is given automatically 
  to any character born in zero gravity or a gravity field of less than 0. 1 g 
  (10% of Earth); all others must select it as normal. It simply allows a 
  character to move with complete freedom in conditions of zero gravity. 
  G.M.s may, at their discretion, make players roll against this skill rather 
  than making a P.P. check for difficult moves. Characters who do not 
  have this skill will have difficulty performing normal tasks in zero 
  gravity. They move and fight with the following penalties: -15% on 
  skill performance, -1 attack/action per melee, -2 on initiative, combat 
  bonuses are reduced by half and speed is reduced by half. Base Skill: 
  P.P. multiplied by 5%, +4% per level of experience. 
  Pilot Skills 
  (Ground, Air, Water) 
  Advanced Deep Sea Diving: Skill in the methods, techniques and 
  equipment used in deep sea diving and exploration. Includes the use of 
  most types of diving suits, diving pods (attached to tethers/lifelines) 
  and light to medium power armor! It does not include combat models. 
  Base Skill: 40% +5% per level of experience. 
  Airplane: Includes old propeller, single and twin engine types. 
  Base Skill: 50% +4% per level of experience. 
  Automobile: Manual and automatic transmission; includes dune 
  buggies, jeeps, and small trucks. Base Skill: 60% +2% per level of ex­
  perience. 
  Bicycling: Means the character can ride over rough terrain, reach 
  two times normal running speed and travel cross-country at normal run­
  ning speed, and perform tricks and jumps (roll below skill level; failed 
  roll means a crash). Maximum speed can be maintained for a time 
  equal to the P.E.x5 in minutes. Skill also includes basic mainte­
  nance/repairs. Base Skill: 44% +4% per level. 
  Boats: Sail Types: Small sailing and medium-sized sailing yachts, 
  and fishing boats. Base Skill: 60% +5% per level of experience. 
  Boats: Motor & Hydrofoil Types: These include all types of small 
  motor driven boats and yachts. Base Skill: 55%+5% per level of expe­
  rience. 
  Boats: Ships: This includes all large sailing and motor driven sea­
  faring vessels. Base Skill: Sailing Ships: 45% +5% per level of experi­
  ence. Motor Driven Ships: 44% +4% per level of experience. 
  Quentin Milton (Order #31246997)
  
  Boat: Warships & Patrol Boats: Special training in the use of mil­
  itary warships, combat hydrofoils, patrol boats and amphibious beach 
  craft/transports. Includes a basic idea of how to use sonar and targeting 
  equipment, depth charges, torpedoes, and other common weapon sys­
  tems, as well as evasive maneuvers and piloting. Base Skill: 40% +4% 
  per level. Note: Characters with the motor boat or ship skill can also pi­
  lot these vessels but at a -12% penalty. 
  Combat Driving: This skill supplements other driving skills by 
  helping to make the character a master of the roads when driving 
  ground vehicles (cars, motorcycles and ground hugging hover vehicles 
  are included, but aircraft, bots and power armor are not). 
  It helps to tum the character into an aggressive road-hog and 
  cool-headed "chicken" player. In fact, tricks, dangerous maneuvers and 
  car chases are challenging and fun for this daredevil, although his pas­
  sengers are likely to fear for their lives. 
  In game mechanics, skill penalties for tricks, vehicular attacks (ram, 
  sideswipe, etc.), and evasive maneuvers are reduced by half, plus the 
  character is +2 to dodge when driving, +2 to survive a crash, fall or im­
  pact, can fIre a weapon from a moving vehicle at only a -2 penalty, and 
  can even make an aimed or "called shot" (at -2 to strike) while on a 
  moving vehicle. This is a supplemental piloting skill applicable only to 
  ground vehicles and does not have a base skill or level of progression 
  other than reduce penalties an additional one point per level of the 
  driver's experience. Note: This skill originally appeared in Rifis® Aus­
  tralia One where it was called Outback Combat Driving. It is a NOT 
  likely to be a conventional skill known to most O.C.c.s outside of Aus­
  tralia, especially those born and raised in the city. Consequently, the 
  G.M. can prohibit players from taking Combat Driving if he feels it is 
  inappropriate. The Wilderness Scout, Crazy, Operator, Psi-Stalker, 
  Fly-Boy Ace 
  (CS), 
  Highwayman 
  (bandit), 
  Cossack (Russian). 
  Wingrider (Russian) and Headhunters (any) are among the most likely 
  candidates for this skill. No psychic or magic O.C.C.s should have it, 
  with the possible exception of the Controller Battle Magus. 
  Combat Pod (Naruni vehicle): Training includes maneuvering 
  and controlling remote-control drones, evasion and combat pod attack 
  strategies. Base Skill: 40% +4% per level of experience. The skill 
  gives the user +2 to strike, parry and dodge while inside a combat pod 
  of any kind. Note: This vehicle is super-rare on Rifts Earth. 
  Contragravity Pack (Naruni): Similar to piloting a jet pack, only 
  for systems that use antigravity or other super-high-tech modes of pro­
  pulsion. Contragravity packs are well beyond the manufacturing capa­
  bilities of any human power currently present on Rifts Earth. Base 
  Skill: 42% +4% per level of experience. Note: Rare on Rifts Earth. 
  EVA: Short for Extra-Vehicular Activity, this skill involves work­
  ing outside a spacecraft while wearing a vacuum suit. The skill covers 
  suit operation and repair, damage control, maneuvering and knowing 
  what to do when things go wrong. A character should have Zero Grav­
  ity Movement to take this skill. Base Skill: 40% +5% per level of expe­
  rience. 
  Flight System Combat (Juicer): Exclusive to Juicers, Crazies and 
  similarly augmented people/O.C.C.s. This skill allows the character to 
  use specialized flight packs like the Icarus Flight System at full effi­
  ciency and take advantage of all possible bonuses. The sophisticated 
  control systems of the Icarus are as quick to react as the systems of a 
  suit of power armor. Those without training do not get the following 
  bonuses and the base skill level is reduced by half. Base Skill: 40% 
  +5% per level of experience; applicable for trick maneuvers. Bonuses: 
  + I attack/action per melee while flying at levels 1, 3, 5, 8 and 1 1, and 
  +2 to dodge when flying. If the pilot has auto-dodge, he can use it 
  while flying! 
  Helicopter: The specialized skill required to fly all types of heli­
  copters, including combat 'copters (but must have the Weapon Systems 
  skill to operate weapons on a combat helicopter). Base Skill: 35% +5% 
  per level of experience. 
  68 
  Hover Craft (Ground): The knowledge needed in piloting 
  hovercycles and other hover vehicles used for ground transport. These 
  vehicles can be tricky, because they utilize several air jets and direc­
  tional thrusters that push the craft along, above the ground, on a cush­
  ion of air. The vehicles can usually attain great speeds, are capable of 
  driving over incredibly rugged terrains, and make sensational jumps 
  over small craters and ravines. Base Skill: 50% +5% per level of expe­
  rience. 
  Hovercycle: Characters who select the pilot Hover Craft skill can 
  drive hovercycles, hover cars, etc., however, those who specifIcally se­
  lect the pilot Hovercycle skill can pilot any type of hovercycle, rocket 
  sleds, or jet propelled, one- or two-man hover vehicles with skill and fI­
  nesse. They can also perform jumps, stop on a dime, perform 
  dive-drops (Le. soar off the edge of a cliff, keep control of the 
  hovercycle and keep on going without crashing when they reach the 
  bottom), and tricks without penalty (-20% to piloting rolls if the only 
  skill is the general pilot Hover Craft). Base Skill: 70% +3% per level 
  of experience. 
  Jet Aircraft: Includes large and small commercial transport jets. 
  Base Skill: 40% +4% per level of experience. 
  Jet Fighters: Training includes flying, maneuvering, aerial combat 
  strategies, and typical fIghter jet weapon systems. Base Skill: 40%+4% 
  per level of experience. 
  Jet Packs: This is the piloting skill for backpack-like units that 
  strap to the back of an individual to carry him airborne. The typical jet 
  pack is a one person unit capable of hovering above the ground and fly­
  ing at an average altitude of 300 feet (91.5 m). Base Skill: 42% +4% 
  per level of experience. 
  Jump Bike Combat (Juicer): Exclusive to Juicers, Crazies and 
  similarly augmented people/O.C.C.s for the use of the specialized Ta­
  rantula Jump Bike. Base Skill: 45% +5% per level of experience. 
  Bonuses: + 1 attack per melee round with bike's weapon systems, + 1 
  to Automatic Dodge. 
  Bike Jump Attack: This attack uses the rockets to have the bike 
  jump in the air and then land on a target. The sensitive rocket controls 
  require a special skill roll. Base Skill: 25% plus 5% per level of experi­
  ence. If the skill roll is successful, the pilot can make a normal attack 
  roll (at +1 to strike in addition to normal bonuses) to hit the target. 
  Damage to his opponent is 3D6 M.D. Note: This attack can only be 
  done ifthere is room to maneuver (open terrain only). 
  Kayaking & Canoes: Allows the use of most paddled boats and ca­
  noes, row boats and knee boards, as well as the Kayak. Speed in still 
  water is usually equal to the character's P.S. attribute (treated for all 
  purposes as Spd) and can be maintained for P.E. x5 in minutes without 
  pause. The skill also includes basic principles behind using currents, 
  maintenance, and even "tricks" like sculling and right-siding a flipped 
  canoe, etc. Base Skill: 50% +5% per level. 
  Motorcycle: This skill includes the piloting of all two- and 
  three-wheeled vehicles such as motorcycles of all types, dirt bikes, and 
  mopeds, as well as snowmobiles, jet sleds, Landfliers, miniature ATVs 
  and other scaled-down vehicles. Base Skill: 60% +4% per level of ex­
  perience. 
  Road Train (Australia): To get a picture of a road train, imagine a 
  semi-trailer, only with four or even fIve trailers pulled behind the cab. 
  These beasts guzzle gas, but are more economical than four or fIve 
  trucks. They are also very unique to handle. Someone with the Pilot: 
  Truck skill may attempt to pilot one, but with a -30% skill penalty and 
  at half maximum speed. Some of the road trains that cross the Austra­
  lian wastes are simply HUGE. In most cases, road trains are used to 
  haul large amounts of goods and materials across such vast expanses. 
  Note: This skill originates from Rifts Australia and can be excluded 
  for the rest of the world, although it seems appropriate for the Africa, 
  Chinese and Russian tundra, plains and deserts too. Basic Skill: 40% 
  +4% per level of experience. 
  Quentin Milton (Order #31246997)
  
  69 
  Robots and Power Armor: Piloting only, basic operations without 
  any combat training or bonuses. Characters with this skill are taught the 
  fundamentals of maneuvering light and medium giant robots (like the 
  Titan Reconnaissance Scout or NG-M56 Multi-Bot) and power armor 
  suits (such as the Triax Terrain Hopper, Flying Titan and Samson). 
  These are robot exoskeletons and vehicle type robots that require a pi­
  lot and/or crew to be inside to pilot them. The training focuses on pilot­
  ing, not combat; thus, robot combat is a separate and distinct skill (see 
  Robot Combat skills as follows). This skill enables the character to pi­
  lot ANY type of robot vehicle or power armor (including combat mod­
  els), but focuses only on "piloting" and basic function, not on how to 
  fight or operate weapon systems. 
  Consequently, the character does not get ANY special bonuses or 
  extra attacks when piloting the 'bot or power armor - he has only his 
  own physical number of attacks per melee round and bonuses to rely 
  upon. He can use a weapon system if it is built-in, but with no special 
  aptitude with it. In fact, the use of weapons and special combat features 
  (targeting, radar, etc.) are so unfamiliar that they confuse the ordinary 
  non-combat pilot, causing the following penalties whenever he tries to 
  use weapons or fight with the robot: -1 attack per melee round (yes, 
  that is minus one; loses an action trying to figure out what's what and 
  exactly how to use weapons and combat equipment), -2 to strike (with 
  punches, blades, guns or missiles), and -1 to parry and dodge. Penalties 
  do not apply if the character has the Weapon Systems skill. Base Skill: 
  56%+3% per level of experience. 
  Power Armor is typically man-sized and often worn like body ar­
  mor, although sometimes the pilot sits inside. In all cases, the power ar­
  mor responds to the pilot's physical movements. 
  Robot Vehicle is typically a giant construct with vaguely human or 
  animal features such as legs, claws, etc., but may also be vehicular in 
  appearance or combine the two. 
  Many types of robots and power armor, including airborne types 
  like the SAMAS, are suitable for use underwater, although flight/pro­
  pulsion speed is reduced by 80%. Power armor without jet propulsion 
  can travel underwater (swim or walk along the bottom), but at -80% 
  their normal land speed. Each specific description will indicate aquatic 
  capabilities, if any. 
  Robot (and Power Armor) Combat: Basic: Basic combat training 
  in robot vehicles and power armor gives the pilot a fair working knowl­
  edge of most robot vehicles and their most basic combat capabilities. 
  The pilot will be able to operate the 'bot and use the various weapon 
  systems and fighting capabilities, but not at maximum skill and effi­
  ciency. Bonuses and abilities imparted by "Basic" Robot Combat 
  Training are detailed in the Combat section of this sourcebook. Note: 
  Hand to Hand Bonuses from Power Armor Basic Training applies to 
  ALL types of power armor, ground, aquatic and flyers. Use "basic" ta­
  bles only. 
  Robot (and Power Armor) Combat Elite: Each robot or power ar­
  mor type has a different weapon system, hand to hand aptitude, and 
  quirks that make each specific type unique. Because each handles dif­
  ferently, the "elite" pilot studies individual types of robot war machines 
  to familiarize himself with every element of that specific type of robot. 
  This means the pilot must select the Robot Combat: Elite skill for each 
  specific robot or power armor type in which he desires to be an expert 
  operator to enjoy its maximum combat effectiveness. Elite training au­
  tomatically gives the pilot a basic understanding and ability to pilot 
  ALL standard types of robot vehicles and power armor at the "basic" 
  level. 
  Example of Types: All SAMAS, CS power armor with the numeri­
  cal designation PA-double digits "A" (i.e. PA-07A) are one type. CS 
  power armor with three digits (i.e. PA-IOO, PA-200, etc; including the 
  Mauler, Terror Trooper, and Glitter Boy Killer) are one type. All UAR 
  robots constitute one type, and all JAR 'bots another. Likewise, all Ti­
  tan TR-three digit I.D. robots are of the same type, just at the Triax "X" 
  double digit series (i.e. X-lOA Predator), "X" triple digit series (i.e. 
  Quentin Milton (Order #31246997)
  
  X-500 Forager), and "X" four digit series (i.e. X-l OOO Ulti-Max) are 
  each a distinct and separate "group" of robot types. 
  Robot Combat: Elite is usually reserved for specialists in the mili­
  tary or mercenaries such as the infamous Glitter Boys; however, just 
  about anybody can learn to pilot and fight with a robot or power armor. 
  There is no Base Skill percentile because the pilot gets specific bonuses 
  as he progresses in level of experience. Bonuses and abilities imparted 
  by Robot Combat training are detailed in the Combat section of this 
  sourcebook. 
  Spacecraft, Small: This skill covers small spacecraft, ranging from 
  maneuverable escape pods to shuttles and scouting ships to single-pilot 
  craft. The general rule of thumb is that a small spacecraft is anything 
  under 1 00 tons and/or can be piloted by a single person. These are 
  mostly shuttle craft, one-and two man vessels and small transports 
  (3-12 man and/or cargo bay the size of a van to a semi-trailer). Some 
  have interstellar capabilities, but most are comparatively slow trans­
  ports intended for relatively short-range travel; typical speed is about 
  half the speed of light. Base Skill: 60% +3% per level of experience. 
  Spacecraft, General: The character can pilot most types of com­
  mercial spacecraft, large and small, but is most comfortable piloting 
  medium-sized vessels such as cargo and shuttle crafts designed for in­
  terplanetary jaunts from planet to planet or solar system to solar system 
  rather than deep space travel. Base Skill: 50% +4% per level of experi­
  ence. 
  Spacecraft, Advanced: This skill allows a player to pilot almost 
  any spaceship, small to large, passenger and cargo types, in almost any 
  situation, including interplanetary journeys, deep space travel, combat 
  and chases. They can also pull fancy stunts, make landings on the 
  Moon in gravity wells and if necessary, can cut the amount of fuel used 
  on a journey by up to 50%. Base Skill: 40%+4% per level of experi­
  ence. 
  Space Fighter: Small military combat vehicles. Typically crewed 
  by one lone pilot or pilot and crew of 1-4 men (co-pilot, gunner, etc.), 
  designed for defense and combat: fighter to fighter combat, fighter to 
  power armor combat, fighter to ship, and fighter to robot combat. These 
  vessels engage in reconnaissance, escort operations, rescue, search and 
  destroy, military support, close combat, dog-fights, and surgical strikes. 
  Some resemble atmospheric jet fighters or shuttle craft (and may have 
  trans-atmospheric capabilities) while others may look like rockets, geo­
  metric shapes or resemble animals (like fish) or insects. Base Skill: 
  50% + 3% per level of experience. 
  Space Yacht: This skill allows a character to pilot a solar yacht and 
  giant ore ships in orbit and on interplanetary journeys. Anyone trying 
  this without the skill is liable to destroy the yacht's delicate sail, mak­
  ing it useless. Base Skill: 44% +4% per level of experience. 
  Starships: These are the BIG intergalactic vessels, massive cargo 
  ships, ore haulers, transports, battleships and other immense ships, usu­
  ally with a crew and/or passengers that number into the hundreds or 
  even thousands. Base Skill: 36% +4% per level of experience. 
  Submersibles: The knowledge and skill of piloting all types of sub­
  mersibles, including underwater sleds, mini-subs and most types of 
  submarines, including military submersibles. Base Skill: 40% +4% per 
  level of experience. Note: -20% when using alien or unusual subma­
  rines. Does not include power armor or deep sea diving suits. 
  Tanks and APCs: Military vehicles often have unconventional 
  controls and handle differently than conventional vehicles, especially 
  the many ton, armored combat vehicles such as tanks and armored per­
  sonnel carriers (APCs). Thus, special training is required to pilot them. 
  Base Skill: 36% +4% per level of experience. Note: Those with this 
  skill can also pilot other types of "tracked vehicles," but at the Tank & 
  APC skill level. 
  Tracked Vehicles: Includes landcrawlers, half-tracks, light tanks, 
  tractors and heavy construction vehicles (bulldozers, steam shovels, 
  etc.). Base Skill: 40% +4% per level of experience. Can pilot tanks and 
  APCs but at -20% penalty and - 1 attack per melee round. 
  70 
  Truck: Specifically applies to driving large cargo and transport ve­
  hicles like eight to sixteen-wheeled commercial trucks and multi-ton 
  transports. Base Skill: 40% +4% per level of experience. 
  Water Scooters: The knowledge and skill of piloting all types of 
  one- and two-man water sleds (underwater) and jet skis (surface sleds). 
  Base Skill: 50% +5% per level of experience. 
  Water Skiing & Surfing: All water skiing techniques, methods and 
  use of most types of recreational forms of "riding the waves," including 
  skis, ski jet boots, water boards, surf boards and sail boards. Base Skill: 
  40% +4% per level of experience. 
  Wingrider Flying Wing (Russia): The very specialized and diffi­
  cult skill of piloting the Wingrider Flying Wing, gliders and similar 
  "Wing" shaped vehicles. This skill is unlikely to be practiced by any­
  body outside of Russia where Wingriding was invented. Base Skill: 
  1 5% +5% per level of experience. 
  Pilot Related Skills 
  Navigation: Training in map reading, star charts, course computa­
  tion, following landmarks, and use of navigational equipment. Includes 
  land, air, and water navigation, as well as piloting by instruments alone. 
  A failed roll means the pilot is off course. Roll 2D6xlOO for most air­
  craft, 4D6xlOO for jets, and 2D6xlO for ground vehicles to determine 
  how many miles/kilometers they are off course. Roll for every hour that 
  one is off course. This skill enables characters to pilot ships and other 
  water vessels that ride on the surface of the water by charting the stars 
  and landmarks and using instruments. Likewise, the character can navi­
  gate submersibles using instruments and other data. Navigating marine 
  vessels is also an aspect of the standard navigation skill. Base Skill: 
  40% +5% per level of experience. Requires: Basic Mathematics, Read 
  Sensory Equipment, and at least minimal literacy. 
  Space Navigation: Interplanetary: See Navigation: Space. This 
  was a redundant skill that has been merged with this skill. 
  Navigation: Orbital: Characters with Orbital Navigation will be 
  able to plot courses for traveling in the orbital planes of the Earth and 
  its moon, and will know the positions of any major objects within this 
  area, such as space stations, rogue asteroids and "no-go" zones. Base 
  Skill: 50% +5% per level of experience. Requires: Basic Mathematics. 
  Navigation Space: This allows a character to plot and lay in a 
  course for the large distances between the planets, stars and solar sys­
  tems A failed skill roll means that the spacecraft is off course. To find 
  out how far it is from its destination, subtract the character's skill from 
  the failed roll and mUltiply the result by one million (or 4D6 light years 
  off course if traveling between galaxies). Base Skill: 40% +5% per 
  Quentin Milton (Order #31246997)
  
  level of experience. Gets an extra +5% for interplanetary navigation in 
  the same solar system. Requires: Basic and Advanced Math and Com­
  puter Operation. 
  Radar/Sonar Operations: See Read (and Operate) Sensory Equip­
  ment. 
  Read (& Operate) Sensory Equipment: Individuals with this 
  training can operate, maintain, understand, and "read" or interpret sen­
  sory data from all types of conventional, military and scientific sensors 
  and devices. These devices include radar, sonar, motion detectors, sur­
  veillance equipment, optical enhancements, instrument panels, medical 
  monitors, and so on. Note that characters without this skill can not un­
  derstand or operate advanced aircraft or detection/surveillance equip­
  ment. 
  Radar & Sonar Note: The character can expertly use radar (radio 
  echo bounces) and sonar (underwater sound echo bounces) equipment 
  and correctly read the information to precisely locate and track aircraft, 
  ships and submarines, as the case may be. In submarines (and radar for 
  spaceships), there are two methods or types of operations, passive and 
  active. To use active sonar, the sub must give a pulse of sound to 
  bounce off any nearby ships or objects. This is very dangerous since it 
  immediately gives away the position of the submersible itself. Most 
  vessels will not use active sonar unless absolutely necessary. Most will 
  rely on passive sonar systems. This is much more difficult since the so­
  nar operator must sift through the background noise to find any enemy 
  ships. Sometimes they will not be able to distinguish the location of a 
  ship from the background static. Despite this fact, passive sonar is used 
  because it does not give away the location of the vessel. -15% skill pen­
  alty when using passive sonar or radar. Base Skill: 30% +5% per level 
  of experience. Note: At some point a redundant skill called Radar/So­
  nar Operations appeared as a separate skill. It should be ignored as this 
  skill covers its abilities. 
  Weapon Systems: This is the complete understanding of weapon 
  units and systems incorporated into military vehicles, power armor, and 
  robot vehicles. It includes lasers, particle beams, rail guns, missile and 
  grenade launchers, cannons, and vehicle/robot weapon systems. Adds a 
  special bonus of + I to strike when using these types of weapons; this 
  does not include hand-held weapons (see Weapon Proficiencies). Base 
  Skill: 40% +5% per level of experience. 
  Rogue Skills 
  Cardsharp: A skill that involves the manual dexterity of hand and 
  finger manipulation to perform tricks, palming, and other gimmicks of 
  sleight of hand with playing cards. This includes dealing from the bot­
  tom or middle of the deck, stacking a deck (to the cardsharp's favor), 
  hiding cards up the sleeve (and elsewhere), fancy and impressive meth­
  ods of shuffling and dealing the cards, as well as "marking" cards, card 
  counting and understanding the odds. 
  71 
  Marking cards often includes a complex series of Braille-like inden­
  tations, punctures or trimmed edges so that they are slightly concave or 
  convex, all things that the delicate touch of the professional cardsharp 
  can feel as he deals the cards. Other types of "marks" include incredi­
  bly subtle, almost indiscernible variations of the pattern on the back of 
  cards, typically in the right, upper comer. 
  A failed roll means the character has fumbled the trick, missed (or 
  misread) one of his secret markings, or was too obvious and is caught 
  cheating! Base Skill: 24% +4% per level of experience. Add +4% if 
  the character also has the Palming skill. 
  Computer Hacking: This is a computer skill similar to computer 
  programming; however, the emphasis of the skill is breaking computer 
  access codes to gain illegal access to other computer systems and steal 
  or sabotage its data. The character is an expert in tracing computer data, 
  bypassing defense systems, and breaking ("hacking") codes; add a one 
  time bonus of +5% to the Cryptography, Surveillance Systems, and 
  Locksmith (electronic and computer controlled locks only) skills if the 
  character is a hacker. Base Skill: 15% +5% per level of experience. 
  Requires: The ability to read and write, Computer Operation, Com­
  puter Programming, and at least Basic Mathematics. 
  Concealment: The practiced ability to hide small items on one's 
  body or in hand, usually by continually moving it around from hand to 
  hand or place to place unnoticed. Objects must be no larger than 14 
  inches (36 cm) in height and depth, and six inches (15 cm) in width. 
  The weight must also be 10 pound (4.5 kg) or less. The smaller and 
  lighter the object, such as a knife, gem, key, credit card, etc., the easier 
  it is to conceal (add a bonus of +5%). Larger items, such as a book, 
  scroll, club, statue, or similarly large or heavy object, are more difficult 
  to conceal on one's person for obvious reasons. Base Skill: 20% +4% 
  per level of experience. 
  Find Contraband, Weapons & Cybernetics: The character with 
  this skill knows where to find arms dealers, smugglers, body 
  chop-shops, M.O.M. and Juicer conversions, criminal Cyber-Docs and 
  illegal medical treatment, as well as how to spot them. He is also famil­
  iar with their hang-outs, gang or criminal ties, general practices, codes 
  of conduct, pricing structures and modes of operation. Likewise, the 
  character has a good idea of what black market weapons and cybernet­
  ics should cost and what these people pay for contraband items (typi­
  cally about 20% of what they sell it for). The character also knows the 
  penalty for being caught with an illegal weapon, implant or bionics. For 
  most societies, any M.D. weapons, concealed weapons and sidearms 
  are forbidden inside large population centers. This skill is especially 
  appropriate in the modem cities of Rifts Japan, as well as in large cities 
  of the Coalition States, the NGR, Atlantis, and other large, modem cit­
  ies. Base Skill: 26% +4% per level of experience. Note: This skill 
  should be considered a separate skill apart from streetwise. 
  Gambling (Standard): This skill enables the character to skillfully 
  play several different games of chance. The character knows the rules 
  of ID4 games, plus one additional game for every 2 points of the char­
  acter's l.Q. (rounded up). In addition to rules, the character understands 
  the theories of mathematical "odds" (+5% bonus to math skill), some 
  basic strategies and tactics for winning consistently, when to hold them, 
  fold them, etc. Base Skill: 30% +5% per level of experience. 
  Gambling (Dirty Tricks): This is the other side of gambling in 
  which the character is skilled at cheating in games of chance. This in­
  cludes knowledge of dirty tricks such as counting cards, how to use 
  marked cards, using trick/loaded dice, stacking the deck (in one's fa­
  vor), sleight of hand tricks to hide cards up sleeves or in the palm of the 
  hand, dealing from the bottom of the deck, and other cheats (must have 
  the Palming skill for the latter two). Base Skill: 20% +4% per level of 
  experience. 
  Palming: Simply the ability to pick up and seemingly make a small 
  object, such as a coin, key, or credit card, disappear by concealing it in 
  one's hand. Adds a bonus of +5% to the Pick Pockets skill. Base Skill: 
  20% +5% per level of experience. 
  Quentin Milton (Order #31246997)
  
  Pick Locks: The character knows the methods and tools tor pick­
  ing/opening key and basic tumbler type locks. This does not include so­
  phisticated computer or electronic locks. 
  It takes ID6 melee rounds for each attempt to pick a lock. A failed 
  roll means the lock holds; try again. Base Skill: 30% +5% per level of 
  experience. 
  Pick Pockets: An ability to remove items from a person without 
  their being aware of it. If a pick pocket attempt fails, the item has NOT 
  been removed and there is a 67% likelihood of the intended victim rec­
  ognizing the intent of the action. Base Skill: 25% +5% per level of ex­
  perience. 
  Prowl: This skill helps the character to move with stealth; quietly, 
  slowly, and carefully. Techniques include balance and footing, short 
  steps and pacing, rifle positioning, prone positions for low visibility, 
  and crawling. A failed prowl roll means that the character has been 
  seen or heard. If the prowl roll is successful, then the character is not 
  seen or heard and may make a sneak attack. Base Skill: 25% +5% per 
  level of experience. 
  Safe-Cracking: This is a specialized skill in which the character 
  studies the strengths, weaknesses, and construction of safes and how to 
  open them without damaging the contents inside. The fingers of the 
  safecracker are so sensitive that they can "feel" the subtle calibration of 
  combination locks and other locking mechanisms. When using explo­
  sives, they can use their abilities to such precision that they can "blow" 
  the lock off a safe, security door, safe deposit box and similar without 
  creating a big, area affect explosion or inflicting damage to the contents 
  (a failed Safe-Cracking skill or demolitions roll means the explosion 
  was too much and the contents are damaged). Base Skill: 20% +4% per 
  level of experience. Bonuses: Adds +5% bonus to the Lock Picking 
  and Demolitions skills. Penalties: Requires focus, concentration and 
  keen hearing, characters with a M.E. under 15 are -10% on this skill. 
  Seduction: This is the ability to make the opposite sex melt with 
  desire. This skill is somewhat similar to the interrogation skill, in that 
  the seducer knows how to ask the right questions to get information 
  without being obvious. The seducer usually seems attentive, sympa­
  thetic, and alluring/sexy. Men and women who are seduced tend to 
  have loose lips, meaning they tend to talk freely, say more than they 
  should, and tell secrets. They also lose track of time, spend big money 
  to impress and please their seducer, and lavish her or him with their af­
  fection, time and attention, while oblivious to everything else around 
  them. Most of all, somebody who is seduced is vulnerable. The person 
  who is successfully seduced is distracted, skill performance is half and 
  takes twice as long to perform, the character has no initiative, does not 
  notice people or events around him/her, and is easily caught off guard; 
  no initiative and all bonuses are at half when attacked by a character 
  other than the seducer. 
  Worse, the victim(s) of seduction is completely vulnerable to the se­
  ducer! The seducer always gets the first strike/attack/action (any roll 
  above a 4 hits or is successful). The victim has no chance of self-de­
  fense against that first attack, plus loses one attack/action from surprise 
  or horror. In addition, the seducer is +5% to Pick the Pockets of, Palm, 
  or plant things on, hislher victim of seduction, as well as +5% to the 
  skills Cardsharp, Sing and Dance. Research has shown that the more al­
  cohol the intended victim drinks, the easier he/she is to seduce (+5%). 
  Base Skill: 20% +3% per additional level of experience. Skill Bo­
  nuses: + I % for every one M.A. attribute point above 20, and every two 
  P.B. points above 17. So a character with a P.B. 23 (+3) and M.A. 24 
  (+4) would be +7% to successfully seduce a victim. The seducer can 
  influence more than one person at a time; one additional per every three 
  levels of experience. 
  Streetwise: This skill instills an understanding of the darker side of 
  city life and the scoundrels who roam the streets. The streetwise char­
  acter will be able to recognize gang members by their actions and phi­
  losophies, gang colors (emblems and clothing that denote membership 
  to a particular organization), gang symbols and mannerisms, and dan-
  72 
  gerous locations and gangland haunts. The individual will also recog­
  nize a potential brawl situation, assess a gang member's rank/power in 
  the organization, and know some of the hangouts, modes of operation, 
  rituals, ethics, and perhaps even notorious gang leaders of the more in­
  famous street gangs. This skill also includes the ability to recognize and 
  locate black market dealers/organizations, illegal Cyber-Doc clinics, 
  drugs and arms dealers, and similar criminal outfits. Base Skill: 20% 
  +4% per level of experience. 
  Streetwise: Drugs: The following additional street knowledge can 
  be included as part of the regular streetwise skill or used as an addi­
  tional rogue skill; G.M.'s choice. If used as a separate skill, then Base 
  Skill: 25% +5% per level of experience. 
  This skill gives the character the ability to recognize characters ad­
  dicted to drugs, street corner pushers, big time dealers, drug smugglers, 
  Juicers, Japes, and undercover agents looking to bust dealers. Similarly, 
  the character has a good idea what drugs cost, how to use them and 
  where to buy them (even if he doesn't use them himself). The character 
  also knows most of the "street names" of common drugs, recognizes 
  the drug when he sees it and knows the general effects and dangers it 
  represents. He can also recognize the symptoms in others and can guess 
  what drug a user may be high on with reasonable accuracy (roll under 
  skill ability). 
  Ventriloquism: The practiced ability to throw one's voice. This can 
  be used to create the illusion of not speaking while making a voice or 
  verbal noise appear to be coming from someone or something else, 
  such as a puppet, a tree, box, chair, etc. Maximum range is 10 feet (3 
  m) away. A failed roll means the voice is not well thrown or the ven­
  triloquist's mouth is seen moving, so the trick does not work. Base 
  Skill: 16% +4% per level of experience. 
  Science Skills 
  Note: In the world of Rifts, the majority of people can not read nor 
  write. Most of the science skills require Literacy as a prerequisite skill. 
  Anthropology and Mathematics are the only exceptions because they 
  can be committed to memory. 
  Anthropology: This is the behavioral study of man and other intel­
  ligent life-forms and their environments. Studies include societies, cus­
  toms and beliefs, religions, political structure, as well as rudimentary 
  history and archaeological background. It is important to note that an­
  thropology is more concerned with the study of modern races and soci­
  eties than it is with ancient ones. This is especially important when 
  dealing with other races and cultures in the present time in order to 
  avoid accidentally breaking taboos or codes of behavior. It will also tell 
  the anthropologist whether he may be dealing with a dangerous people 
  (hate humans, fear technology or magic, are cannibals, worship de­
  mons, etc.). 
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  The skill can also be used in the examination of items/artifacts and 
  ruins to identify the probable people/race, purpose, and technological 
  level. The character can identify the period in which the item was used 
  (contemporary or ancient), but is not skilled enough to tell whether an 
  item is an authentic artifact or a forgery. In the world of Rifts, few hu­
  mans and fewer non-humans know much about humankind or the 
  world before the Rifts. The anthropological student is one of the few 
  who is well versed in the legends and few facts about the "Time of 
  Man." As a result, he can often identify pre-Rifts technology and 
  man-made creations. He is also knowledgeable in their black market 
  value and the many laws that prohibit the possession, sale, and scav­
  enging of ancient artifacts. Base Skill: 20% +5% per level of experi­
  ence. 
  Archaeology: This is the scientific study of relics of ancient civili­
  zations by excavation and other means. Studies include proper excava­
  tion (digs) techniques, analysis, preservation, restoration, and dating 
  methods (including carbon dating), as well as a rudimentary history and 
  anthropology background. 
  Like the anthropological student, the archaeologist is one of the few 
  who is well versed in the legends and few facts about the "Time of 
  Man." He is an expert in the identification of pre-Rifts technology and 
  man-made creations, from books and clothing to vehicles and build­
  ings. The character can ascertain whether the item is an ancient artifact 
  or of recent construction, and therefore, if an item is an authentic arti­
  fact or a forgery. He is also well versed in their black market value and 
  the many laws that prohibit the possession, sale, and scavenging of an­
  cient artifacts. For example: The possession of books (even comic and 
  children's books), video discs, or other pre-Rifts educational or techno­
  logical data is illegal by the decree of the Coalition. Failure to turn such 
  items over to the government is a serious crime punishable by impris­
  onment or death. Base Skill: 20% +5% per level of experience. 
  Artificial Intelligence: This an area of science that is usually avail­
  able only to those who specialize in robotics and computers (which 
  may include the Operator and Rogue Scientist O.C.C.s). True artificial 
  intelligences (A.I.s) - robots that can think and learn for themselves -
  are incredibly rare in North America and most of Rifts Earth. Thus, this 
  skill is more common "off-planet" on advanced worlds like Phase 
  World and other space settings (including that of Mutants in Orbit 
  around the Earth). A.I.s range from simple thinking computers and de­
  vices with problem solving capabilities and the ability to learn and 
  think independent of an operator, to devices modeled on the neural net­
  work of the human mind and can think, learn, solve problems, create 
  and even imagine (i.e. Archie-3). 
  A character with this science skill understands the many principles 
  and theories behind how advanced artificial intelligences work, how 
  they "think" and "understand" the world around them, how to commu­
  nicate with them and how to reprogram them, either directly or by ar­
  gument. Requires: Computer Operation. Bonuses: +5% to all other 
  computer skills including Programing and Hacking. Base Skill: 30% 
  + 3% per level of experience. 
  Astrology: Astrology is still a questionable science, written off as 
  pure hokum by its critics. Those who put their faith in this discipline 
  maintain it helps them make informed guesses about the near future 
  from the positions of the stars and planets. It is still far from an exact 
  science, depending more on hypothesis, emotions/sensations and the 
  study of human nature, than on factual learning, but anyone can under­
  stand the basic principles behind it. 
  Astrologers do not pretend to know the exact future. They may be 
  able to detect general trends from the patterns and arrangements of the 
  heavens, and if asked a specific questions can sometimes make more 
  accurate predictions. They are more likely to sense or see "danger," or 
  "turmoil," or "a big decision," this week than specific knowledge. The 
  future that they predict is not what will happen, but what might happen, 
  depending on circumstances. And that's their pitch, be more prepared 
  so one can make the best decisions and act accordingly. 
  73 
  Making an astrological prediction takes about an hour of game time, 
  during which the character is assumed to be plotting a star chart. A 
  quick glimpse into the person's psyche or the general future takes ID6 
  minutes and is very vague. A player may ask a specific question, in 
  which case their skill roll is increased by 10%. The G.M. should roll 
  the dice in secret, since the character should not know if the roll has 
  been a success or a failure. 
  If the skill roll is a success then the astrologer gains a rough, 
  undetailed insight into what may happen in the future (based on the 
  G.M.'s knowledge of that character, the party as a whole and the ad­
  venture they are playing). The accuracy and detail of the prediction is 
  left to the G.M., as this is a very inaccurate science, but the G.M. 
  should never give an exact view of the future. At best, it should reveal a 
  few hints and possible directions for the future; at worst a successful 
  roll should be clouded with mystery and only make itself clear once the 
  events have actually begun to unfold. 
  If the roll is a failure, then the astrologer has misread the stars and 
  the G.M. must make up a false future to tell them. The worse the failure 
  of the roll, the more misleading, or just plain wrong, the prediction 
  should be. Since it is rare for an Astrologer to get a high percentage in 
  this skill, astrology is clearly not to be relied on. Base Skill: 8% +M.E. 
  attribute number, and +3% per level of experience. 
  Astronomy: The study of the stars and other celestial bodies, their 
  movements, positions, cycles, alignments, and interrelations with the 
  earth and each other. This knowledge can also be used to determine di­
  rection, approximate distances, identify seasons, and tell the time of 
  day. Base Skill: 25%+5% per level of experience. 
  Astrophysics: Knowledge of stellar astronomy and how it relates to 
  nuclear physics, quantum mechanics, relativity and other explanations 
  for the creation of deep space phenomena, like quasars and black holes. 
  Gravitonic drive systems require this skill to understand the principles 
  under which they work. Requires: Basic and Advanced Mathematics. 
  Base Skill: 30% +5% per level of experience. 
  Biology: Basic understanding of cells, anatomy, physiology, evolu­
  tion, and genetics. The character will know how to use a microscope, 
  cultivate bacteria, and how to classify new organisms. Base Skill: 30% 
  +5% per level of experience. 
  Botany: Plants, their categories and functions, are studied exten­
  sively. Characters will know the basics of cross-fertilization and germi­
  nating, as well as growing experimental plants. Base Skill: 25% +5% 
  per level of experience. 
  Chemistry: The basic understanding of chemical principles and for­
  mulae. Characters know enough chemical laboratory procedures for an­
  alyzing and synthesizing chemical compounds to act as competent 
  assistants. Base Skill: 30% +5% per level of experience. 
  Chemistry (Analytical): Training in chemical engineering theories 
  useful in the analysis of compounds and their practical applications. 
  Characters will be highly skilled in the use of laboratory equipment and 
  can analyze and synthesize chemicals. Base Skill: 25% +5% per level 
  of experience. Requires: Chemistry, Advanced Mathematics, and Lit­
  eracy. Computer Operation is strongly suggested but not required. 
  Marine Biology: This skill is a general knowledge of the ecology 
  of oceans and seas, with an emphasis on undersea habitats, environ­
  ments, and the types of fish and sea animals attracted to such places. 
  This skill also gives the character the knowledge of where to look for 
  particular types of sea creatures (Le. in coral reefs, under rocks, inside 
  caves, warm water, cold water), the types of food sea animals eat/prey 
  upon, migration patterns of fish and sea mammals, and a knowledge of 
  tides, water composition, and ocean plant life. 
  The Marine Biology skill also gives the character specific medical 
  and scientific knowledge about the behavior, habits, evolution, physiol­
  ogy, cells, anatomy, and genetics of fish, marine mammals and other 
  types of sea life. This knowledge enables the character to perform sur­
  gery, remove glands and sacs of poison or chemicals, prepare antidotes 
  to poisons (from sea creatures only) and the care, keeping, and medical 
  Quentin Milton (Order #31246997)
  
  treatment of marine animals, including dolphins and whales. Basic 
  Skill: 350/0/25% +5% per level of experience. The first number is the 
  character's general knowledge. The second number is specific medical 
  and scientific applications, including making antidotes to poison, cap­
  turing animals without killing them (+ 10% to huntlkill), surgery (sea 
  animals only; -60% on humanoids), and the care, keeping and medical 
  treatment of marine animals. Note: -30% when dealing with alien and 
  mutant life forms. Requirements: Biology, Advanced Mathematics and 
  Chemistry. 
  Mathematics (Basic): Knowledge of basic math, including the abil­
  ity to count, addition, subtraction, multiplication, division, and frac­
  tions. Base Skill: 45% +5% per level of experience. 
  Mathematics (Advanced): Knowledge of all basic and advance 
  mathematics, including algebra, geometry, trigonometry, calculus, and 
  techniques for using advanced mathematical formulae. Base Skill: 45% 
  +5% per level of experience. 
  Oceanographic Surveying: The methods and ability to identifY 
  natural geographic formations (mountains, trenches, coral reefs, etc.), 
  identifY wreckage and underwater cities, identifY Earth minerals, dam­
  age caused by earthquakes, earthquake zones, determining depth, accu­
  rate map making, accurate map reading and geographic photograph 
  identification and evaluation, as well as a basic knowledge of geology 
  and oceanography. Base Skill: 15% +5% per level of experience 
  (+ 1 5% to read maps). 
  Oxygen Systems: This skill allows a character to understand all the 
  different ways of obtaining and recycling oxygen, and to build and re­
  pair the machinery and equipment necessary for both. This is applica­
  ble to underwater and space environments with some kind of oxygen 
  recycling system. Space and underwater stations and large ships may 
  have a hydroponics plant, which they depend on for both food and re­
  cycled oxygen, while smaller vessels and habitats may have a basic re­
  cycling unit. Both will have some kind of equipment for converting 
  water into oxygen and hydrogen. This is not a very exciting skill, but a 
  necessary one for outer space and deep sea travel and habitation. Base 
  Skill: 58% +4% per level of experience. 
  Undersea Farming: The knowledge of cultivating undersea plants, 
  algae, and/or breeding aquatic animals/fish for harvesting and produc­
  tion. Undersea farming includes, but is not limited to, growing crops 
  (either through hydroponics or on the ocean floor), lobster farms, oyster 
  beds, and fish hatcheries. Base Skill: 35% +5% per level of experience. 
  Xenology: The biological and physiological study of alien species 
  (rather than their culture or society). This skill provides general medi­
  cal and physiological information about the most commonly encoun­
  tered species in a particular region to solar system (the type of air they 
  breathe, how their body works, any natural weapon, poisons or toxins, 
  strengths and weaknesses, presence of psionics or other natural abili­
  ties, etc.). On Rifts Earth, this skill might cover the many aliens and 
  D-Bees of a single continent. Whereas in the Phase World® setting 
  (where dissemination of information is much better and aliens are ev­
  erywhere) this skill covers aliens from all over the "Three Galaxies." 
  Without Xenology, any attempts to use a medical skill on a creature 
  from another species are at -20% to skill rolls. Base Skill: 30% +5% 
  per level of experience. 
  Technical Skills 
  Advanced Fishing: The normal fishing skill has to do with the rec­
  reational hobby and sport of fishing with a hook, line and pole. Ad­
  vanced fishing is the knowledge of commercial fishing techniques, 
  including the use of nets, cages (for lobsters and crabs), trolling, explo­
  sives, harpoon guns and other methods and techniques used in commer­
  cial fishing of mass catches from the ocean. It also includes a 
  knowledge of baiting, as well as cleaning, preparing, storing and pre­
  serving catches for transport to market. Base Skill: 30% +5% per level 
  of experience. Note: - 1 5% when dealing with alien creatures and mu­
  tants. 
  74 
  Art: The ability to draw, paint and/or sculpt or do craft-work. Selec­
  tion as an O.C.C. related skill indicates a professional quality, while se­
  lection as a Secondary Skill indicates a talented amateur. Base Skill: 
  35% +5% per level of experience. 
  Breed Dogs: The first percentile number indicates the art of raising, 
  mating/breeding, taming and training domestic and wild canines, as 
  well as a knowledge about canines in general. 
  The second percentile number is used to attempt to tame a wild ca­
  nine, teach a dog tricks, or to train the animal for a specific task like 
  tracking, retrieving, pointing, herding animals, attacking on command, 
  and so on. A failed roll means that the animal refuses to learn that par­
  ticular trick or specialty. Note: These are trained work animals or pets, 
  not familiars. Base Skill: 40%/20% +5% per level of experience. 
  Calligraphy: The ability to produce beautiful Japanese letters using 
  a brush, ink and paper with great skill and legibility. The character can 
  also copy Chinese characters/symbols and, if he or she is literate in the 
  Chinese language, can write Chinese. Traditionally, any person of cul­
  ture and education in the Orient, especially a noble, is expected to be 
  able to produce gorgeous ideograms. Calligraphy is a skill almost as 
  necessary as literacy for traditionalists in Asia. Note: It is unlikely to 
  be practiced by anybody outside of the Orient. Base Skill: 35% +5% 
  per level of experience. 
  Computer Operation: A knowledge of how computers work, 
  along with the skills to operate peripherals like keyboards, printers, and 
  modems. Characters can follow computer directions, enter and retrieve 
  information, use the web/internet and similar basic computer opera­
  tions. However, this does not include programming or hacking. Base 
  Skill: 40% +5% per level of experience. Requires: Literacy. 
  Computer Programming: Advanced computer knowledge that in­
  cludes designing, programming, debugging, and testing computer pro­
  grams and software. Hacking is possible, but at a penalty of -40% 
  unless the character also has the Computer Hacking skill (see Rogue 
  Skills). Base Skill: 30% +5% per level of experience. Requires: Com­
  puter Operation and Literacy. 
  Cyberjacking: Some computers allow their users to go beyond the 
  normal "interface" of a keyboard, joystick or mouse, and to communi­
  cate directly with the computer via a socket ("dataplug" or "headjack") 
  implanted in the back of their necks. This means that the computer op­
  erator's mind effectively enters the computer, seeing its memory and 
  processors as a kind of virtual reality. Once accessed, the Cyberjack 
  can alter data, add data, change files, and redesign the computer's pro­
  grams, all with his mind. If the computer is linked to others in a net­
  work, such as the Link that connects all the computers in and around 
  the Freedom station, the user can communicate with other Cyberjacks 
  within the network. If Cyberjacking is used in conjunction with a ship's 
  weapons using a targeting computer, it will add +2 to strike. 
  Cyberjacking is much more direct and up to ten times faster than 
  normal computer programming, but not without its perils: software 
  bombs, viruses and Trojan horses may lurk within the computer's 
  Quentin Milton (Order #31246997)
  
  memory; other CybeIjacks can ambush you or design programs to trap 
  your mind within the computer; and if the computer itself is artificially 
  intelligent then anything might happen. 
  Characters must have the Computer Operation skill to take 
  Cyberjacking. Any player character starting with this skill automati­
  cally has a dataplug implant. Others must pay for the dataplug and its 
  implantation later. Base Skill: 50% +3% per level of experience. 
  Falconry: The art of training and handling falcons, and other birds 
  of prey. The use of these animals is much more limited than many fan­
  tasy gamers would believe. Falcons were used specifically for the en­
  tertainment of the rich and hunting game fowl. A standard hunt would 
  entail a game bird, such as a quail, pheasant, duck, etc., being flushed 
  out into the air by dogs, and the falcon released to strike it down. 
  Players take note! For game purposes, let us presume that these 
  avian predators can be trained to pursue and attack any, visible, flying 
  foe or target, strike down other birds, and return them to its master. Let 
  us further suppose that they can be trained to strike at any "moving" 
  target that they are directed at. This means a falcon could be sent to fly 
  in the face of an opponent and slash at him with its claws for up to two 
  attacks before returning to its master or flying into the sky. These 
  trained birds respond to hand signals and whistles. They are trained to 
  strike and return, little more. Under no circumstances can these birds 
  fly alongside their masters or follow even simple instructions; this is a 
  dumb bird, not a dog with wings. Note: Falcons or any uncaged birds 
  cannot be taken into underground dwellings or inside buildings without 
  panicking. This is one reason they are always blinded with a leather 
  hood. Another reason is that they instinctively attack any small, moving 
  prey and are easily startled. Furthermore, it is impossible to engage in 
  combat with a falcon on one's wrist or shoulder without injuring the 
  falcon or oneself. 
  Trainers must roll two out of three successful rolls to succeed in 
  training their bird. Failure means that the animal cannot be broken of 
  bad habits and training is a general failure. Base Skill: 30% +5% per 
  level of experience. 
  Gemology: Skill in identifying and appraising the value of precious 
  metals (silver, gold, etc.) and stones Uade, emerald, ruby, sapphire, dia­
  mond, etc.). This ability also enables the person to identify fakes, but at 
  a penalty of -10%. A failed roll means the character cannot tell whether 
  or not the item is fake or real, or its value is grossly under or overesti­
  mated. Base Skill: 25% +5% per level of experience. 
  General Repair & Maintenance: Not everyone can be an Opera­
  tor, blacksmith or carpenter, but many are good with their hands and 
  capable of doing satisfactory repairs on simple mechanisms, gears, pul­
  leys, wheels, rope, and so on. The general repair/maintenance skill in­
  cludes: sharpening blades, minor repairs on weapons, pack their own 
  S.D.C. bullets, sew tears in clothes (it may not look pretty, but does the 
  job), replace a wagon wheel, change a tire, shoe a horse, repair furni­
  ture, paint, varnish, nail and assist in basic woodworking, and even do 
  minor patchwork on armor (restores ID6 M.D. C.). Roll once to see 
  whether the character can figure out what is broken, what must be done 
  to fix it, and whether it is beyond his meager abilities to repair. Roll 
  again to determine success or failure in making the actual repair. Iffail­
  ure, the player may try again, but only twice. Base Skill: 35% +5% per 
  level of experience. Reduce skill proficiency by half if the item is ex­
  tremely damaged, complex, high-tech or alien. 
  History: This is a basic historical knowledge of the myths, legends 
  and (distorted) history of a particular region in the world (i.e. North 
  America, Mexico, Europe, etc.), from both before and after the Rifts. 
  This includes a basic history of the region, its legends, lore, religions, 
  traditions, famous people, and so on. This skill may be taken repeatedly 
  to cover multiple regions of the world. Thus, a character who takes this 
  skill three times might apply it to Russia, Western Europe, and North 
  America. The base skill percentage indicates the approximate degree of 
  information the character has learned or can remember accurately. Base 
  Skill: 30% +5% per level of experience. 
  75 
  Jury-Rig: Jury-rigging is an essential part of life in the wilderness 
  and outer space, be it in a burnt out wreck on the plains of the New 
  West or the high-tech interstellar reaches of Phase World. When some­
  thing breaks down it must be repaired quickly and with anything that 
  comes to hand. A character with this skill can repair almost anything, 
  or even build something out of scrap components. There is no guaran­
  tee that the jury-rig will hold for very long (4D6 hours or 2D4 days, 
  whichever is most appropriate), or will even work in the way intended 
  (roll again, a failed roll means the system is only 50% functional), but 
  it may well save a character's life until they can get to a base and buy 
  something more permanent. Requirements: At least Basic Mechanics 
  and Basic Electronics. Base Skill: 25% +5% per level of experience 
  (add an extra + 1 0% bonus if the character is an Electrical or Mechani­
  cal Engineer). 
  Language: Characters with a language skill can understand and 
  speak in a language other than their own native tongue. Language is 
  one of the few skills that can be selected repeatedly in order to select 
  several different languages. Each selection gives the character knowl­
  edge of a different language and costs one skill selection each time. 
  Base Skill: 50% +5% per level of experience. 
  There are nine major languages in the world of Rifts, they include: 
  American (English, the universal language of the American conti­
  nents). 
  Techno-Can (Basic but modified AmericaniEnglish; a universal 
  computer/techno language used in high-tech computer communications 
  and systems. Not used as an everyday spoken language but as a special­
  ized tech-language developed for technical journals and as a universal 
  computer language). 
  Spanish (the second major tongue of the Americas). 
  Japanese (language of the Japanese Islands and the New Japanese 
  Republic). 
  Chinese (a language spoken widely across Asia, even well beyond 
  the Celestial Kingdom's traditional borders). 
  Euro (a blend of Russian, German, and Polish spoken by virtually 
  all humans between England and China). 
  DragoneselElven (perhaps the most ancient and widely spoken of 
  the "magical tongues," and a universal language for all magic users). 
  Gobblely (spoken by all sorts of loathsome and barbaric creatures 
  such as Goblins, Hob-Goblins, Orcs, and Ogres, among others). 
  Faerie Speak (the universal tongue of all Faeries, though one can 
  communicate with Faeries using DragoneselElven or Gobblely at 
  -10%). 
  Across the world, there are dozens of additional language groups to 
  learn, but these tend to be regional and much less common than the Big 
  Nine. These additional languages include, but are hardly limited to the 
  following: Demongogian. a common language among supernatural be­
  ings, Gargoyles, Brodkil, Deevils and demons of all kind, and the min­
  ions of Wormwood. In Australia, AboriginallKwarla and Australian 
  English are noteworthy tongues to learn, as is the language of the alien 
  Molokoi. In Russia and Eastern Europe, Russian is seeing a huge up­
  surge and is displacing the use of Euro in many places. Likewise in 
  parts of Asia, Mongolian is spoken along with several dialects of tradi­
  tional Chinese. 
  In any given area where a language is spoken, there might be a 
  number of dialects in use. The G.M. may apply a -I 0% to a -20% mod­
  ifier to one's Language ability depending on what kind of dialect they 
  are up against. In the Deep South of North America, the Outback of 
  Australia, and throughout China, for example, regional dialects are 
  practically their own language. 
  Law (General): The study of Law allows the character to know 
  many legal precedents, procedures and punishments common through­
  out a particular place or region, such as the New West of North Amer­
  ica or the Outback of Rifts Australia. This includes the laws and 
  customs of most major towns, settlements, gangs, tribes, etc., as well as 
  Quentin Milton (Order #31246997)
  
  the rudimentaries of the nearest major nation or power bloc. This can 
  be an invaluable skill when trying to bargain for one's life in a court­
  room. Base Skill: 25% +5% per level. Note: This skill has also ap­
  peared in sourcebooks as Lore: Law. 
  Law (Space; the CCW): This skill covers the laws of the Consor­
  tium ojCivilized Worlds and the Civilization Compact, both major parts 
  of the Phase World® Dimensional Books. This skill is unlikely to be 
  practiced by anybody outside of the Phase World setting. Base Skill: 
  30% +5% per level of experience. 
  Literacy: The written word is more valuable than ever in the world 
  of Rifts, yet, sadly, the majority of the world's population can not read 
  or write. Illiteracy is encouraged by the Coalition as it is a means of se­
  curing the empire's power base and hold over the people. Those who 
  are literate will be viewed with suspicion unless they are a member of 
  the Coalition's elite aristocracy or military. 
  Like the spoken Language skill, the character may be able to read 
  and write several different languages, but each language counts as a 
  separate skill selection. American/English is the official written lan­
  guage of the Coalition States and North America in general. Base Skill: 
  30% +5% per level of experience. 
  Lore: Aborigines (Exclusive to Australia): Characters with this 
  skill can recognize the different tribes, warriors, shamans, totems, fe­
  tishes and warnings of the Aboriginal people. They can identity the 
  people by their housing, clothing, wall paintings, skin painting/decora­
  tions, and weapons. This skill also gives the character a fundamental 
  understanding about the Aborigine society, beliefs, customs and laws; 
  at least the most notable ones. Also see Lore: Dreamtime Culture for a 
  more in-depth understanding about Aboriginal gods, Dreamtime, spir­
  its, and magic. This skill is unlikely to be practiced by anybody outside 
  of Australia. Base Skill: 25% +5% per level. 
  Lore: Cattle & Animals: This is a general knowledge about cattle, 
  horses, livestock, and other such animals. This knowledge includes 
  what they eat, where they live in the wild, means of defense, the value 
  of their meat, fur, hides and horns, and their natural predators, as well 
  as the most notable tales about supernatural animals, spirits, gods and 
  magic attributed to or involving animals. This skill is practiced most 
  widely in the New West of North America, but it is also known 
  throughout parts of South America, Europe, Africa, Asia, and Austra­
  lia. Base Skill: 30% +5% per level of experience. 
  Lore: The Cities: To most outsiders, what goes on inside the for­
  tress cities of the world is an enigma. Hence, characters with the City 
  Lore skill have gathered useful snippets of basic information regarding 
  common laws, operating procedures, customs, politics, and even fash­
  ions/dress/appearance of city dwellers, particularly their military and 
  police. As a result, the character knows what constitutes illegal trade 
  and activities, is able to recognize City soldiers, police officers, and air­
  craft, estimate the location and probable number of sentries, predict 
  guard movements and responses, understand standard procedure, and 
  so on. This skill is known most commonly in Australia but it can also 
  be applied to parts of Rifts Earth where a fortress city, such as 
  Chi-Town, might dominate an otherwise vast and inhospitable wilder­
  ness. Base Skill: 20% +5% per level of experience. Aboriginal charac­
  ters from Australia can never take this skill. 
  Lore: D-Bee: Most D-Bees (the slang for Dimensional Beings) are 
  just alien humanoids from another dimension or planet. To be classified 
  as a D-Bee, the creature must be remotely humanoid in appearance, 
  usually a biped, have a human-like intelligence and not possess super­
  natural powers. Creatures who are not humanoid in appearance and 
  have extremely monstrous or demonic appearances and/or strange pow­
  ers, are usually considered to be monsters rather than D-Bees. 
  D-Bee lore is the general study of alien humanoids, their culture, 
  common types, common behavioral patterns, the distinction between 
  instinctive predators and social oriented beings, myths and legends. 
  The skill is often limited to those living in a specific geographic region 
  where the skill is being taught; i.e. beings commonly known to live in 
  North America will be known by the CS. The region may be limited to 
  76 
  smaller geographic locations, such as D-Bees of Western America, 
  Midwest, East, Coalition States and so on. D-Bee lore is not a science. 
  Consequently, it is not always accurate, complete or in-depth. See the 
  Anthropology skill for an in-depth approach to behavioral science. 
  Base Skill: 25% +5% per level of experience. 
  Lore: Demons & Monsters: This is the study of demonic creatures 
  and supernatural monster lore throughout the ages and around the 
  world. It includes the beliefs of ancient and primitive cultures, as well 
  as documentation in the modern Rifts world regarding demons, vam­
  pires, possession, places of magic, reputed places of demonic habitation 
  or attraction, and the study of legendary and known supernatural be­
  ings, including their known habits, appearance, weaknesses, strengths, 
  powers, and abilities. The master of demon lore may be able to identity 
  a particular type of monster by hearing its description or a description 
  of its actions, seeing a drawing or photograph or footprint, or by how it 
  acted, killed, or exhibited certain abilities. Base Skill: 25% +5% per 
  level of experience. 
  Lore: Dreamtime Culture (Exclusive to Australia): There is a 
  very powerful mythology surrounding Aboriginal culture. Many tribes 
  consider the Coming of the Rifts to be a second Dreamtime (the 
  Dreamtime being their creation myth, when the world was formed). 
  Now that the spirits have returned and the "Songlines" have risen to 
  new heights of power, Dreamtime Culture is pervasive among the na­
  tive people. This is a very intricate skill to those not born and bred in 
  the Aboriginal culture. The philosophy/religion/world view of the Aus­
  tralian Aborigines is a strange blend of animism with the more bizarre 
  aspects of modern physics. In other words, Dreamtime is another ver­
  sion of reality. Here are some of the features of Dreamtime: 
  • All time, from the remote past to the far future, is together, as if it 
  were all one piece. This helps to give the Aboriginals infinite patience, 
  knowing that if a thing is meant to be, it will happen. 
  • Animals, insects, and plants all have voices in Dreamtime. They 
  do not speak as individuals, but as a collective. In other words, one 
  could be talking to an Emu, but not just any Emu, but the primal Emu, 
  sort of a super-Emu who represents all Emus. 
  • One must dream of lives to come (unborn children) or they will 
  not come. And one must dream of lives that have left. 
  • All the land, the plants, insects and animals, must be dreamed of 
  too, or they will cease to exist or not come into existence. 
  To non-Aboriginals, the skill translates into a "lore" skill that gives 
  the character a very loose understanding of Dreamtime myth, spirits, 
  rituals and beliefs, as well as knowing a hundred stories about the 
  Dreamtime. Such characters are also able to identity and know some­
  thing about the gods, spirits and monsters associated with the Dream­
  time, and the danger they may represent. 
  To Aboriginal people, the skill is about ancestry, identification of 
  omens and spirits, performing dances and rituals, Aboriginal history, 
  being at peace with the world, and general theory on how the spirits 
  and magic interact to form the universe in the current time. It also pro­
  vides the Aboriginals with a basic instinct that translates into the ability 
  to Sense Supernatural Evil, roughly equal to that of a Dog Boy or 
  Psi-Stalker. This skill is unlikely to be practiced by anybody outside of 
  Australia. Base Skill: 20% +5% per level of experience (all 
  Aboriginals get a skill bonus of +20%; shamans and select others may 
  be higher). 
  Lore: Faerie: This skill is effectively the same as the previous 
  Demon and Monster lore skill, except that the emphasis of the lore is 
  on Faerie Folk. Since the Coming of the Rifts and magic, the Faeries of 
  ancient myths have proven to be quite real and often encountered in the 
  wild, especially near ley lines and nexus points. Faerie Folk include 
  Faeries, Sprites, Pixies, Brownies, Bogies, Toad Stools, Pucks, Kelpies, 
  Gnomes, Goblins, and a host of other creatures of magic. Base Skill: 
  25% +5% per level of experience. 
  Lore: Galactic/Alien (Space): This skill helps characters identity 
  known alien races, and provides information on their culture, habits, 
  Quentin Milton (Order #31246997)
  
  etc. Given the number of alien species in the Three Galaxies, it is very 
  difficult to know every single recorded alien species without a com­
  puter database handy. It also includes most of the well known legends 
  and speculations about the Cosmic Forge, Cosmo-Knights, Kreeghor 
  and Prometheans. Note: Not usually applicable to those born on Rifts 
  Earth, but may be known to Temporal Raiders, True Atlanteans and 
  others who traverse the Megaverse. Base Skill: 25% +5% per level of 
  experience. When dealing with lesser known alien species, G.M.s can 
  assign a penalty from -5% to -30% at their discretion. 
  Lore: Juicer: This skill covers all there is to know about Juicers, 
  different Juicer variants, what powers they possess, Juicer lore and 
  myths, drug side effects, etc. A character with this skill will recognize 
  Juicers by their armor and abilities, as well as know the names of the 
  most famous Juicers in history, current famous Juicer leaders, infamous 
  gangs, and similar facts. Base Skill: 30% +5% per level of experience. 
  Lore: Indians: Characters with this skill can recognize the different 
  tribes and nations, warriors and shamans, totems, fetishes and warn­
  ings, identify the people by their housing, clothing and weapons, and 
  has a fundamental understanding about the Native Americans' society, 
  beliefs, customs and laws; at least the most notable. They also know 
  about Indian gods, spirits, and magic. This skill is unlikely to be prac­
  ticed by anybody outside of the New West. Base Skill: 25% +5% per 
  level. 
  Lore: Magic: This area of study does not give the character any 
  magic powers, the ability to use Techno-Wizard devices, or the ability 
  to read magic symbols. What it provides is general information about 
  magic, magic creatures, the Federation of Magic, Lazlo, Tolkeen, and 
  myths about magic. For example, a character with this skill knows 
  about the general powers and abilities of infamous magic creatures 
  such as the various types of dragons, sphinxes, unicorn, and so on. 
  He'd know what are the main types of magic (on Earth or at least his 
  geographic 
  area), 
  such as 
  spell casting/Line 
  Walkers, 
  Sum-
  77 
  moning/Shifters, Rifting/Shifters, Techno-Wizardry, Conjuring, Stone 
  Magic, Bio-Wizardry, Necromancy, and so on. Likewise, the character 
  is likely to know legends about powerful magic items, places, curses 
  and notorious practitioners of magic. Although the character cannot 
  read runes or mystic symbols, he is likely to be able to recognize 
  whether the symbol is a real magic ward, rune or warning. 
  The following abilities come with this layman's skill: Base Skill 
  (general knowledge): 25% +5% per level of experience. Recognize 
  Wards, Runes and Circles: 15% +5% per level of experience. Recog­
  nized Enchantment: i.e. magic items, people under the influence of 
  magic charms, possession, curses, mind control and similar: 10% +5% 
  per level of experience. 
  Lore: Psychics & Psionics: Knowledge about psionic powers, how 
  they are believed to work, how they affect people, their limitations, and 
  who possesses them. This skill also provides a rudimentary knowledge 
  about people and beings who possess psionic powers such as minor and 
  major psychics, healers, Psi-Stalkers, Simvan, Bursters, Mind Melters, 
  Mind Bleeders, and the most infamous supernatural creatures (vam­
  pires, possessing entities, Goquas, Mindolars, Raksashas, etc.). The 
  character may also have a passing knowledge about some of the psionic 
  weapons and symbiotes of Atlantis, famous psychics in the region, 
  mind control (via drugs, psychology, hypnosis, magic and psionics) and 
  myths and legends about such places as the Astral Plane, Dreamstream, 
  The Enclave and Psyscape. The character does not have to be a psychic 
  himself, but he should believe that psychic powers really exist. Base 
  Skill: 25% +5% per level of experience. 
  Lore: Religion: The study of religions, gods and beliefs. This skill 
  provides a comprehensive knowledge of the religions of a particular re­
  gion, such as North America, South America, Russia, Europe, Japan, 
  etc. This knowledge includes mastery of regional beliefs, rituals, holy 
  places, pantheons of deities and supernatural creatures (demons, spirits, 
  angels) and their stories of creation, myths and legends. The skill will 
  help a character recognize specific rituals, their purpose, the deity(s), 
  whether a blood sacrifice is necessary as well as religious fetishes, 
  charms, icons, and similar. The percentile number indicates the degree 
  of knowledge one has about a particular religion and his ability to re­
  member it. Base Skill: 30% +5% per level of experience. 
  Masonry: A rudimentary understanding of the principles of brick­
  laying and stone construction. The percentile number indicates the suc­
  cess ratio of recognizing deterioration, improper construction, the 
  intended purpose of construction, styles of masonry, approximate age 
  or period of construction, identify alien and human construction, and 
  general data about mason guilds. The character can also mend masonry 
  and assist in construction and demolitions. Base Skill: 30% +5% per 
  level of experience. 
  Mining: Mining is an important part of post-Rifts life because it is 
  the main source for new metals and rock so desperately needed to re­
  build the world. In space, mining supplies the oxygen, water, ores and 
  rare metals that the space stations need to survive. The skill covers 
  prospecting, identifying minerals and frozen gases (when mining in 
  space), as well as operating mining equipment, explosives and refining 
  gear. A character with the skill can also tell the quality of a refined 
  product, and will know about many of the current mining operations on 
  the planet or in the solar system. Base Skill: 35% +5% per level of ex­
  perience (includes both demolition skills). 
  Mythology: Includes extensive knowledge of a particular region's 
  myths relating to ghosts, spirits, demons, goblins, faerie folk, monsters, 
  dragons, immortals, undead, elemental forces, supernatural animals and 
  gods. Some parts of the world are mythologically richer than others (Ja­
  pan, China, India, Scandinavia, Mrica, and the Greek Isles are all very 
  rich in this regard). Base Skill: 30% +5% per level of experience. 
  Photography: Training in the art of still photography, the use of 
  lighting, cameras, lenses, filters, and other camera equipment, as well 
  as storage, development, enlargement, and duplication of film/photos. 
  Base Skill: 35% +5% per level of experience. 
  Quentin Milton (Order #31246997)
  
  Prospecting: The character can recognize and evaluate precious 
  and semi-precious metals (gold, fool's gold, silver, bronze, copper) in 
  their natural ore appearance and as refined and polished jewelry. In ad­
  dition, the character has a good idea of where to look for such mineral 
  deposits, and the fundamentals of "panning" for gold and the general 
  knowledge of mining and how to use various types of simple mining 
  equipment. 
  Furthermore, the character can identify and appraise the value of 
  precious metals (silver, gold, etc.) and stones (diamonds, rubies, etc.), 
  and to identify fakes, but at a penalty of -10%. A failed roll means the 
  character cannot tell whether or not the item is fake or real, or he 
  grossly under or overestimates its value. Base Skill: 20% +5% per 
  level of experience. 
  Research: Training in the use of methods, techniques, and locations 
  for finding information, including public records, libraries, federal in­
  formation services, data bureaus, interviews, surveys, demographics, 
  trade journals, clipping services, computer services, and legal searches. 
  This skill is helpful in locating information about people, places and 
  things. The Game Master will ultimately regulate the availability of ac­
  cessible, known information regarding a particular subject. In some 
  cases, there may be a ton of history and information, while in others, 
  very little or nothing at all (which may reveal something by its sheer 
  lack of info). The research skill simply gives characters access to avail­
  able data. Base Skill: 40% +5% per level of experience. G.M. Note: A 
  good rule of thumb is to let characters investigate/research something 
  as much as they want, but keep the game moving along. If no informa­
  tion is available, find out where they are conducting research and say 
  something like, "Despite the help of a clerk, and three hours of re­
  search, you still find nothing (or nothing unusuai)." If the character(s) 
  wishes to keep looking, let him, but quickly click off the hours; "An­
  other hour and still nothing." If another player conducting research 
  elsewhere says, "What do I find in the City County Building?" Make 
  the answer "Nothing," or "Something quite surprising," and tell 
  him/her something in private. Do not drag out the research aspect, but 
  do consider a reasonable length of imaginary game time. Likewise, if 
  the information is common knowledge or easy to locate, fast forward 
  through what might be a couple of hours of research and tell the charac­
  ter what he has found. 
  ANY CHARACTERS CAN DO RESEARCH AND ASK QUES­
  TIONS! However, the Research skill will reduce the amount of time it 
  takes to find and gather available info by about half. Additionally, the 
  "skilled" character is trained to notice relevant data that an untrained 
  character is likely to overlook. Thus, for the truly mysterious, secret or 
  difficult information, have the character with the Research skill try to 
  uncover it. Only roll to determine success in finding data and on these 
  difficult, rare, lost or secret bits of information, including addresses, 
  unlisted telephone numbers, car license plate numbers, CS Identifica­
  tion Codes/data on registered CS psychics, CS military info, and ob­
  scure and suppressed data. Top secret information is usually protected 
  and has a -20% skill penalty. Note: The Rogue Scholar and Rogue Sci­
  entist O.C.C.s automatically get this skill at + 1 0%. 
  Rope Works: This is a skill that takes into account the various 
  needs and uses of rope. The character knows a variety of ways to tie 
  knots, the advantages to various types of ropes and cords, their tensile 
  strength and how to weave/make rope. A failed roll to tie a knot means 
  that it is loose and sloppy and easy to untie, slip out of, or likely to un­
  ravel or snap when strained. Base Skill: 30% +5% per level of experi­
  ence. Characters bound/tied by this character are -10% to escape/slip 
  knots. 
  Salvage: This skill allows characters to find, identify, pick up, strip 
  down, evaluate and possibly sell, any debris, wrecks and junk that they 
  can locate. They can also strip a piece of wrecked machinery for spare 
  parts and may even be able to make something work again, given time 
  and enough parts. Many characters make a living out of salvage work. 
  Base Skill: 35% +5% per level of experience. 
  78 
  Space Contacts: Exclusive to the space community in orbit around 
  Earth (see Mutants in Orbit). Because the number of people living in 
  orbit and the rest of the solar system is so small, there is a good chance 
  that a character will know or have heard of a particular person. This 
  skill measures how good that knowledge of the people around him is. It 
  can also be used to make connections between objects and people who 
  are particularly associated with them. 
  The base percentage of this skill is a character's chance of having 
  heard of a character before. If the person in question is from the same 
  home base or in the same occupation as the character making the roll, 
  this base percentage is doubled. One-tenth of the base percentage is the 
  character's chance of personally knowing the person mentioned. 
  To give an example, Parks, a pilot from the Yuro base, notices a dis­
  tinctively designed transport vessel moving near his ship. His contacts 
  skill is 12%, but because particular ships are associated with their pilots 
  and he is a pilot, he doubles it to 24% before he rolls the dice. He gets 
  an 02, less than one-tenth of his 24%, and recognizes the ship as be­
  longing to an old business associate, Tobermory. They dock and 
  Tobermory introduces his new engineer Clint, originally from the Free­
  dom base. Parks rolls against his base 12% because he is not an engi­
  neer nor from Freedom Station, and the result of 45% shows that he has 
  never heard of Clint before (too bad, because Clint is a dangerous psy­
  chotic). Base Skill: 6% +2% per level of experience. 
  Undersea Salvage: The character knows how to locate and identify 
  objects (ships, armor, gold, etc.), recognize salvageable components 
  and materials (valuable parts, electronic equipment, E-Clips, weapons, 
  coins, magic items, precious metals and gems, etc.), retrieve (with min­
  imal damage and effort), evaluate (estimate approximate resale value 
  based on the item's condition), clean/restore (restoration gets top sal­
  vage price), and sell salvaged underwater artifacts, equipment, parts, 
  and scrap metal. The salvage skill also offers methods of exploiting and 
  capitalizing on some of the simple resources under the seas, including 
  rudimentary mining, excavation, and gathering coral, rocks, seaweed, 
  sponges, clams, oysters, and starfish. The character is also familiar with 
  underwater cutting tools, cranes, pulleys, and tow lines, and can 
  strip/cut apart and retrieve wreckage and machinery for use as scrap 
  metal. Those with mechanical engineering can salvage working parts, 
  make repairs on slightly damaged items, and even raise small sunken 
  ships, subs, and robots! Base Skill: 30% +5% per level of experience; 
  add a salvage bonus of +5% if a Mechanical Engineer. 
  Whittling & Sculpting: The art of carving wood, bone and hom 
  into three-dimensional figures/statues/toys, designs, and simple objects 
  like wooden stakes, arrows, fishing hooks, walking sticks, staves, 
  bowls, a simple flute or whistle, and similar. Many characters with this 
  skill simply use it to pass time and don't necessarily make anything 
  from their whittling. The percentile number indicates the quality of 
  technique and the quality of the work/appearance. Taking the skill 
  twice indicates a professional quality and gets a bonus of + 10%. Se­
  lecting it once indicates a talented amateur. Base Skill: 30% +5% per 
  level of experience. 
  Writing: The ability to write prose (stories), poems, or journalisti­
  cally (articles, reports, news). Scholastic training indicates a profes­
  sional quality, while the secondary skill indicates a talented amateur. A 
  failed roll means an awkward and poorly written work that is boring 
  and difficult to understand. Try again. Note that the written word can 
  be a powerful tool in the ignorant and oppressed society of the Coali­
  tion. Base Skill: 25% +5% per level of experience. Requires: Literacy. 
  Weapon Proficiencies 
  Note: Each W.P. provides combat training with a particular type of 
  weapon. Each W.P. counts as one skill. The character may select sev­
  eral W.P.s or a few. Characters without a W.P. can use any weapon, but 
  without benefit of the W.P. bonuses. 
  Quentin Milton (Order #31246997)
  
  There are two categories of Weapon Proficiencies, Ancient and 
  Modern. These are somewhat misleading, since what they really refer 
  to is unpowered melee type weapons (swords, spears, etc.) and modem, 
  powered weapons (guns of every stripe). A Juicer's Deadball W.P. will 
  be found under Ancient weapons, even though the device itself was not 
  invented until well after the modem age began. 
  Ancient Weapon Proficiencies 
  Each Ancient W.P. provides combat training with a particular type 
  of weapon. The result is hand to hand combat bonuses to strike and 
  parry whenever that particular "ancient" style weapon is used. All bo­
  nuses are accumulative. Each W.P. counts as one skill. 
  W.P. Archery and Targeting: This is an expertise with thrown and 
  bow weapons. It includes throwing spears, forks, slings, short bows, 
  long bows, crossbows, and modem bows. Bonuses: Add 20 feet (6. 1 m) 
  to the normal effective range per level of the character, + 1 to parry with 
  that weapon (effective at level one), and +1 to strike at levels 2, 4, 6, 8, 
  1 1, and 14. 
  Rate of Fire: Two at level one, +2 at level three, + 1 at levels 5, 7, 9, 
  and 12. 
  Combat Note: Typically, a character loses all bonuses and rate of 
  fire is half when riding on horseback or a moving vehicle. 
  Thrown and Bow Type Weapons and Typical Ranges: 
  Boomerangs (ID6 damage): 60 feet (18 m) 
  Throwing Sticks & Irons (ID6 damage): 30 feet (9 m) 
  Sling (ID6 damage): 80 feet (24 m) 
  Spear (ID6 damage): 100 feet (30.5 m) 
  Short Bow (ID6 damage): 340 feet (104 m) 
  Long Bow (2D6 damage): 640 feet ( 195 m) 
  Modem Compound Bow (2D6 damage): 700 feet (21 3  m) 
  Traditional Crossbow (2D4 or ID8 damage): 600 feet ( 1 82 m) 
  Modem Crossbow (2D6 damage): 700 feet (2 13 m) 
  79 
  W.P. Battle Axe: Training in all types of battle axes and picks. Bo­
  nuses: +1 to strike at levels 1, 4, 8 and 12. + 1 to parry at levels 2, 5, 8 
  and 13. + 1 to strike when thrown at levels 3, 8 and 12. 
  W.P. Blunt: Training with all types of blunt weapons including 
  maces, hammers, cudgels, pikes, staves, and clubs. Bonuses: + I to 
  strike and parry at levels 1, 4, 8  and 13. 
  W.P. Bola: The Bola is an old weapon of the South American Indi­
  ans who taught its construction and use to the gauchos. The classic 
  weapon was three rawhide thongs joined at one end and at the other, 
  three cords tipped with metal or leather covered stones; the length of 
  the cords varied from 3-10 feet (0.9 to 3 m). When thrown accurately, 
  the bola could entangle the legs to bring down a running animal. One or 
  two weighted balls were used for hunting small prey like rabbits and 
  birds. Damage: 2D4 S.D.C. As one might expect, various weapon 
  manufacturers have created bolas with 1-3 grenades instead of weights, 
  and Northern Gun has created one that works like a Neural Mace, with 
  the stunning charge delivered by remote control once a victim has been 
  ensnared. Bonuses: +1 to strike, disarm and entangle at levels 2, 5, 10 
  and 15. 
  W.P. Boomerang (Australia): An aerodynamic curved throwing 
  "stick" that is the Aboriginal technological equivalent of the bow and 
  arrow. Some can be no larger than a foot (0.3 m) long, others can be al­
  most man-sized and require two hands to launch, but most range be­
  tween 1-3 feet (0.3 to 0.9 m) long. There are many variations, some 
  designed to return to the thrower if the shot misses, others designed 
  purely as throwing sticks intended to inflict damage and which fall flat 
  if they miss. 
  Bonuses to Strike: + I at levels 1, 3, 5, 7, 10 and 15. 
  Bonuses to Damage: +1 to damage at levels 2, 5, 9, 1 1  and 15. 
  Combat Notes: The boomerang is a hunting weapon. Nonetheless, 
  this is an RPG, and boomerangs make pretty cool weapons (see the 
  equipment section for more), and players are likely to try all sorts of 
  tricks. 
  1 .  In all cases, opponents are at -2 to parry and dodge boomerang at­
  tacks, as they are highly unpredictable missile weapons difficult to 
  avoid and defend against. Add this penalty to other penalties that may 
  apply from special attacks. The boomerang can be employed in several 
  different ways: 
  2. Thrown with a slight curve so that it returns if it misses. In such a 
  case, the range is 150 feet (45.7 m). To make a boomerang return, a 
  character must have this W.P. Such trained individuals can throw those 
  designed to return to come back to them when they miss. The process 
  of returning uses up one melee action worth of time, during which the 
  character can perform something else (aside from moving). 
  3. Straight Shot. Thrown with full force, the range is an incredible 
  600 feet ( 1 82 m). The boomerang will not return. +2 to damage from 
  the velocity of a fast moving, full force boomerang. If the victim is 
  within 100 feet (30.5 m), he is -4 to parry or dodge the attack. 
  4. The Back Shot is a particularly tricky method of attack. The boo­
  merang is thrown with full force, but curves to return toward its 
  thrower and strike a target on its return, from the opposite side. The 
  maximum range is 250 feet (76.2 m), and the target is -8 to parry and 
  dodge due to the element of surprise. This can even catch someone hid­
  ing behind cover if the thrower is aware of the hiding target and can ac­
  curately estimate where to strike. The difficulty of this attack means the 
  throw is made without benefit of any bonuses and is -3 to hit the hidden 
  target. 
  5. Bounce Shot. Thrown at a down angle, the boomerang appears to 
  fall short then rises before hitting the ground and strikes the victim 
  from below. The attack has the element of surprise and can be disorien­
  tating, so the intended target is -4 to parry and dodge. If the roll to 
  strike is 16 or higher, an opponent will be knocked off his feet by the 
  attack (as well as suffering damage) and loses two melee actions. A 
  successful "roll" vs punch, fall or impact will prevent the knockdown, 
  but uses up one melee action. 
  Quentin Milton (Order #31246997)
  
  6. Ricochet Shot. The W.P. also enables the character to use any 
  type of boomerang to ricochet off one object or person and hit a sec­
  ond! This ricochet or bounce-off attack is done without benefit of any 
  bonuses other than those from this W.P. Damage is inflicted to both tar­
  gets struck. The second target struck is -4 to parry or dodge. 
  7. Trying to Catch a Boomerang thrown by somebody else. Wily 
  opponents may attempt to catch a boomerang thrown at them with a 
  successful parry roll that scores 1 8  or higher, but the character must 
  make the "call" that he intends to try to catch it, must drop or holster 
  anything in his hand, and the "catch" uses up two melee attacks/ac­
  tions. Do not discourage this tactic, but catching a full velocity boomer­
  ang is not recommended. A successful catch uses up two melee actions 
  and a failed catch means the character is struck and takes normal dam­
  age. This hurts. 
  W.P. Bow & Arrow: Includes short bow, long bow, Samurai bow, 
  Mongol bow, and Ninja short bow, as well as modem compound bows. 
  Bonuses: Start with + 1 to strike and two shots per melee round. Add 
  +1 to strike at levels 2, 4, 7, 10, 13 and 15. An extra shot per melee 
  round is added at levels 2, 4, 5, 8, 10, 12 and 14. 
  W.P. Chain: Training with all types of chain weapons including or­
  dinary lengths of chain, nunchaku, flail, and ball or mace and chain. 
  Bonuses: + 1 to strike at levels 1, 4, and 12. + 1 to parry at levels 4, 8, 
  and 13. 
  W.P. Crossbow: Includes both heavy and light crossbows. Bo­
  nuses: 1 shot per melee at first level. + 1 to strike at levels 2, 4, 6, 8, 10, 
  12 and 14. An extra shot per melee round at levels 2, 5, 7, 9, 1 1, 1 3  and 
  1 5. 
  W.P. Deadball: This skill allows the character to throw the spiked, 
  ricocheting ball in the Deadball game with great accuracy. A character 
  with this skill can hit a target by ricocheting the ball off walls, ceilings 
  and floors. This is a called shot, at -1 for every ricochet needed to strike 
  the target. It is very hard to parry or dodge the ricocheting Deadball; 
  the victim is at -2 to dodge, and at an additional -I for every additional 
  ricochet beyond the first. 
  W.P. Forked: Includes sai, tiger forks and other weapons with tines 
  except for tridents, which have their own separate W.P. Bonuses: +2 to 
  Entangle at level one and +1 at levels 2, 5, 8, 10, 12 and 14. +1 to strike 
  at levels 1, 3, 5, 7, 9, 12 and 1 5. + 1 to parry at levels 5, 9, and 13. 
  W.P. Grappling Hook: Trained use of a grappling hook for climb­
  ing, scaling walls (adds +5% to that skill), boarding vessels, tripping an 
  opponent (by hooking the foot, ankle or leg. Does no damage, but 
  knocks victim to the ground and he loses initiative and one melee at­
  tack) and impaling (does ID6 damage). Bonuses: +1 to strike or entan­
  gle at levels 3, 6, 9 and 12. This weapon can NOT be used to parry! 
  W.P. Knife: Training with all types of knives. Bonuses: +1 to 
  strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels 1, 3, 6, 9, and 
  12. + 1 to strike when thrown at levels 1, 3, 6, 8, 10 and 13. 
  W.P. Mouth Weapons: Includes blowpipes, mouth darts, and other 
  weapons that depend on a person's lungs and aim out of the mouth. 
  Weapons such as these are the hallmark of assassins worldwide, but es­
  pecially of Japanese ninja. Bonuses: Start with + 1 to strike at levels 1, 
  4, 8 and 12. An extra shot per melee round is added at levels 3, 7 and 
  1 1 . 
  W.P. Net: Primarily a gladiator or slaver's skill, the net is used to 
  trip an opponent (same as grappling hook), parry or snare/entangle. Bo­
  nuses: + 1  to strike or entangle at levels 2, 5, 8, 1 1  and 15. + 1  to parry 
  at levels 2, 4, 6, 9 and 12. In addition to the regular entangle attack, 
  there are two other types of attacks possible with a net: 
  Snaring an opponent's weapon. The weapon becomes entangled and 
  is pulled out of the opponent's hand. A natural, unmodified (no bonus) 
  roll of 1 8, 19 or 20 will disarm an opponent in this way, unless he can 
  roll an equally unmodified high parry (no bonuses). 
  Snare one's opponent by throwing the net over him: The intended 
  victim must dodge or be netted; only characters with a spear, pole-arm 
  or staff can parry a thrown net attack. If caught in the net, the victim is 
  80 
  -8 to strike, -10 to parry and dodge, and running is impossible. It will 
  require 1 D4+ 1 melee rounds to cut free of the net. 
  If the character dodges or the net thrower misses, it is the net 
  wielder who will suddenly find himself weaponless. Even if the net has 
  a drawstring attached to it, the thrower will need one melee action/at­
  tack to pull it back to him or to grab a different weapon; the throwing 
  of a net to capture an opponent requires the use of two hands. However, 
  if the net is being used to parry, entangle or whip an opponent, it can be 
  used with one hand, while the other wields a sword or other weapon; 
  parry the same as usual. Using the net as a whipping weapon does ID4 
  damage. 
  W.P. Paired Weapons: Weapons are limited to the one-handed 
  types and can be used in any combination; for example, two short 
  swords, or short sword and broadsword, sword and knife, mace and 
  shield, etc. Two-handed weapons cannot be used as paired weapons. 
  Those with W.P. Paired Weapons can do the following: 
  1 .  Strike and parry simultaneously. In other words, warriors skilled 
  in paired weapons can often perform two actions for every one melee 
  action/attack. 
  2. Twin, simultaneous strikes against the same target. Both weapons 
  hit, but is considered ONE melee attack/action, (roll only once to 
  strike). The defender can only try to parry one of the weapons with his 
  defensive parry! The other will strike, unless the defender is using two 
  weapons, or a weapon and a shield, and has the W.P. Paired Weapons 
  skill to try to block both simultaneous attacks. 
  3. Strike two different targets or strike one and parry the other, si­
  multaneously; both must be within reach. 
  4. Parry two different attackers; one with each hand-held weapon. 
  W.P. Pole Arm: Training in the large spear-like weapons known as 
  the pole arm. Also includes tridents. Bonuses: +1 to strike at levels 1, 
  5, 9, and 14. +1 to parry at levels 1, 3, 6, 9  and 12. +1 to strike when 
  thrown at levels 2, 5, 9 and 14. 
  W.P. Shield: Combat skills with large and small shields used pri­
  marily for parrying and self-defense in close combat. Bonuses: +1 to 
  parry at levels 1, 3, 6, 9, 12 and 1 5. A shield can be used in one hand 
  and a weapon in the other. +1 to strike with a shield (ID4 damage) at 
  levels 4, 8 and 12. No bonus to strike when thrown. Note: A shield can­
  not be used to block bullets, rail gun bursts or energy blasts, at least not 
  easily. Any such attempt is done without any bonuses (straight die roll) 
  and at -8 to parry. 
  W.P. Siege Weapons: An understanding of the tactics, use and me­
  chanics of siege weapons, including balista, catapult, onager and 
  trebuchet. Bonuses: +1 to strike at levels 2, 5, 9 and 12. 
  W.P. Slingshot: Includes both ancient slings and modem sling­
  shots. Bonuses: + 1 to strike and 2 shots per melee at first level. + 1 to 
  strike and one extra shot per melee at levels 2, 4, 6, 8, 10, 12 and 1 5. 
  W.P. Small Thrown Weapons: Includes shuriken, throwing 
  spikes, etc. Bonuses: Start with being able to throw three per melee 
  round. + 1 to throw at levels 4, 7, 10 and 13. Extra shot per melee at lev­
  els 2, 3, 5, 6, 8, 9, 1 1, 12, 14 and 15. 
  W.P. Spear: Combat skill with large and small spears. The use of a 
  rifle equipped with a bayonet also falls into this category. Bonuses: + 1 
  to strike and parry at levels 1, 4, 7, 1 0, and 13. +1 strike when thrown 
  at levels 2, 4, 8, 12, and 1 5. Maximum throwing range is 150 feet 
  (45.7 m), unless a woomera, atlatl, or other form of primitive 
  spear-throwing device is employed. These simple but effective tools 
  may be used only by those who already have W.P. Spear. They are 
  hand-held wooden sticks or rods with a channel cut into their length 
  and often with a hook at the end. The user slides the spear into place in 
  the groove and then holds it there with a single hand. With a throwing 
  motion, he whips the stick up and out, giving the spear a great deal of 
  additional thrust, effectively doubling its throwing range. They are dif­
  ficult to use (-I to strike for all users) and take a lot of training. 
  Quentin Milton (Order #31246997)
  
  w.P. Staff: Combat skill with large and small staves. Bonuses: +1 
  to strike at levels 1, 3, 7, 10 and 13. + I to parry at 2, 5, 8, 11 and 14. + 1 
  to strike when thrown at levels 4, 8, and 14. 
  W.P. Sword: Combat skills with large and small swords, including 
  fencing type training. Includes rapiers, sabers, two-handed, and short 
  swords. Bonuses: + 1 to strike and parry at levels 1, 3, 7, 1 1, and 14. 
  W.P. Trident: The practiced use of the trident as a weapon. Bo­
  nuses: +1 to strike and parry at levels one, three, seven, eleven and fif­
  teen. "Catch" or "Pin" an opponent's arm, hand, foot or weapon 
  between the prongs: + 1 at levels two, five, ten and fifteen. If a limb is 
  caught or pinned, the trident user can twist and swing the trident with a 
  quick movement that will force the "pinned" opponent to follow the 
  movement and be "flipped" off his feet or upside down underwater. 
  The victim of a body flip is thrown to the ground/down/over and loses 
  initiative and one melee action/attack. W.P. Trident provides the body 
  flip move only when using the trident. Typical damage is 3D6 S.D.C. 
  or 3D6 M.D.C.; can be thrown 50 feet (1 5.2 m) in the air or 30 feet (9 
  m) underwater. 
  W.P. Whip: Skill at "whipping" or snapping with long, flexible, 
  light weapons. Bonuses: +1 to strike at levels 1, 3, 5, 7, 9, 1 1  and 13. 
  +1 to damage at 4, 8, and 12. +1 to entangle at levels 2, 6, 8, 10, and 
  14. 
  Modern Weapon Proficiencies 
  These are areas of training and practiced skill with a particular type 
  of modern weapon. Each W.P. counts as one skill selection. Modern 
  W.P. bonuses are found in the Combat section under Modern Weapon 
  Proficiency Explanation. Characters with no knowledge of modern 
  weapons can fire loaded weapons, but will take twice as long to reload 
  and always shoot "wild" meaning they get NO bonuses to strike; 
  straight dice roll, P.P. bonuses are NOT included. 
  W.P. Revolver: All cylinder style handguns; not automatic (trigger 
  must be pulled each time the gun is fired). 
  W.P. Automatic Pistol: All modern military automatic pistols (au­
  tomatic means the weapon keeps firing while the trigger is depressed 
  and until the trigger is released or the rounds are all expended). 
  W.P. Bolt-Action Rifle: Includes most hunting and sniping rifles; 
  not an automatic firing weapon. 
  W.P. Automatic and Semi-Automatic Rifles: Includes all assault 
  rifles like the M-I 6  and AK-47. 
  W.P. Submachine-gun: Includes all small arms automatic weapons 
  like the Uzi. 
  W.P. Flamethrower: A modern weapon proficiency (obviously), 
  employed sparingly by the military, mercenaries and people who use 
  them. This weapon is loved in the Outback of Australia but due to fuel 
  shortages and the dry countryside (thus, the risk of bush fires) it is not a 
  81 
  Weapon used very often. Bonuses: +1 to strike at levels 2, 6 and 14; 
  generally, everything is set on fire. 
  W.P. Grenade Launcher: Any device, including certain rifle mod­
  els, that fire grenades. This skill includes the use of the Triax 
  pump-weapons (i.e. TX-I6) and the launcher of the Coalition's C-I4 
  "Fire Breather." Bonuses: + 1 to strike at levels 3, 7 and 1 1 . 
  W.P. Harpoon & Spear Gun: Proficiency with the harpoon gun. 
  The weapon can be used either with a plain pointed end (2D6 S.D.C. 
  damage) or with an explosive head (4D6 M.D.). Bonuses: +1 to strike 
  at levels 2, 4, 7, 10, and 15. 
  W.P. Heavy Weapons: Includes machine-guns, bazookas, rocket 
  launchers, and mortars. Anything heavier is likely to fall under the 
  Weapon Systems skill in the Pilot Related Skills category. 
  W.P. Torpedo: Maintenance and a keen understanding of a tor­
  pedo's speed, range, trajectory, and most effective use. Bonuses: +1 to 
  strike at levels two, six and twelve. + 1 to strike with a depth charge at 
  level four. 
  W.P. Energy Pistol: Includes lasers and all types of energy firing 
  small arms. 
  W.P. Energy Rifle: Includes all long-range energy firing rifles. 
  W.P. Heavy Energy Weapons: Includes plasma ejectors, rail guns, 
  and similar high-tech, Mega-Damage weapons. 
  W.P. Sharpshooting: Sharpshooting is a combination of special ex­
  pertise and trick shooting with a particular type of weapon, typically re­
  volvers, pistols and energy pistols, but sometimes includes rifles. It was 
  first developed by Gunfighters and quickly adopted by the Gunslingers 
  and Lawmen of the New West. This skill can be developed by any of 
  the Men at Arms O.C.C.s but is fairly uncommon among most, except 
  for the Gunfighter, Sheriffand Gunslinger. 
  W.P. Sharpshooting must be selected for each weapon type or cate­
  gory of weapon (revolver, pistol, energy pistol, rifle, etc.) in which the 
  Sharpshooting expertise is desired. This means if the character wants to 
  be a specialist with revolvers, that's one Sharpshooting selection at the 
  cost of two O.C.C. Related skill selections, plus the W.P. selection 
  (sharpshooting can be applied to O.C.C. weapon skills, but not second­
  ary skills). If Sharpshooting is also desired for W.P. Energy Pistol, the 
  skill must be selected again (at the cost of two O.C.C. Related skills). 
  This process is repeated for each W.P. for which the added benefits of 
  Sharpshooting is desired. Since each Sharpshooting selection costs the 
  equivalent of two O.C.C. Related skill selections, even most Gunsling­
  ers and Gunfighters seldom have more than one or two Sharpshooting 
  specialties - most Men at Arms don't have any. 
  Restrictions & Conditions: All bonuses and tricks are only possible 
  with W.P.s to which the Sharpshooting skill has been added. Thus, a 
  character with Sharpshooting: Revolver does not get the Sharpshooting 
  bonuses when firing an energy pistol. 
  The Sharpshooting skill can be added to all modern guns, from re­
  volvers (six-shooters) to energy rifles, but does not include W.P. Heavy 
  and W.P. Heavy Energy Weapons; i.e. it cannot be applied to rail guns, 
  rocket launchers, mini-missile launchers, bazookas, artillery weapons, 
  vehicle or robot weapons, hand grenades, or explosives. Likewise, 
  Sharpshooting cannot be applied to weapons that don't shoot, such as 
  clubs, maces, knives, swords, axes, whips, or even spears, knives, bolas 
  and other weapons that can be thrown. 
  The Sharpshooting skill can be combined with the W.P. Archery & 
  Targeting skill, but is applicable only to the sling, crossbow, and bow 
  and arrow. 
  Only the Gunfighter, Sheriff and Gunslinger O.C.C.s automatically 
  get a few Sharpshooting skills among their O.C.C. skills, but any addi­
  tional selections cost them two O.C.C. Related skills like anybody else. 
  This skill is never available to robots, master psionics, practitioners 
  of magic, dragons, demons or any creatures of magic or supernatural 
  beings. Juicers, Crazies, and 'Borgs are limited to only one Sharp­
  shooting skill. Characters cannot trade in Secondary Skills for the 
  Sharpshooting skill. 
  Quentin Milton (Order #31246997)
  
  W.P. Sharpshooting Bonuses: All bonuses are in addition to the 
  conventional W.P. bonuses. 
  The Sharpshooter's "Aimed" Shot (applicable to both the single 
  shot and the aimed burst shot): + 1 to strike with a P.P. 20 and for every 
  additional five P.P. points above 20, but the bonuses are only applica­
  ble when the appropriate type of weapon is used. Aimed shots only. No 
  bonuses for shooting wild. 
  The Sharpshooter's "Called" Shot: The Sharpshooter's "aimed" 
  shot bonuses are NOT applicable when using this special "Called 
  Shot." Instead the sharpshooter uses the following superior bonuses: + 1 
  to strike with a P.P. 18 and for every additional three (3) P.P. points 
  above 18, but the bonuses are only applicable when the appropriate 
  type of weapon is used and this special called shot counts as two melee 
  attacks/actions. Aimed shots only. 
  Quick Draw: +1 to initiative at a P.P. 18 and for every additional 
  four (4) P.P., in addition to other initiative bonuses. 
  The Bonus Attack: + 1 melee attack when using that specific weapon 
  for the entire melee round. 
  Trick Shooting: Most Men at Arms can pick one of the following 
  tricks (or roll ID6 for random determination), but the Gunfighter, Sher­
  iffand Gunslinger Oc.c.s get ALL six! 
  1. Can fire a traditional two-handed weapon, like a rifle, one-handed 
  without penalty (normally the shooter loses all strike bonuses). 
  2. Can shoot over his shoulder by holding up a mirror and using the 
  reflection to aim. Reduce the bonus to strike by half, unless a Gun­
  slinger or Gunfighter who keeps full bonuses to strike. 
  3. Accurately shoot while riding a horse or a moving vehicle (nor­
  mally a wild shot), but strike bonuses are half and a "called" shot is im­
  possible (-8 to strike and strike bonuses do not apply). 
  4. Shoot accurately while standing on head or hanging upside down; 
  all bonuses applicable at full. 
  5. Dodge, roll or somersault and come up shooting (normally a wild 
  shot); no bonuses or penalties to strike; straight roll of the dice. 
  6. Ricochet shot! The shooter can bounce bullets, arrows, slings, 
  and other fired projectiles (depending on the specific W.P.) off of one 
  surface and angle the shot in such a way that the projectile rico­
  chetslbounces off and hits a different/second target! Inflicts only one 
  point of damage to the first surface and full damage to the second. Re­
  duce bonuses to strike by half. 
  This can also be done with laser weapons but the ricocheting surface 
  must be mirrored or highly polished. Glitter Boys are excellent reflec­
  tive surfaces for performing a ricochet laser shot. Particle beams, ion 
  blasters, rail guns, mini-missiles and other types of weapons cannot be 
  used. 
  Wilderness Skills 
  Blend (Australian): This skill is a variation on the skill Prowl, ex­
  cept a little different in application. It is the natural ability to simply 
  fade into the underbrush and remain unseen in the bush lands. With a 
  successful roll, a motionless character can remain hidden and unde­
  tected, even when somebody is standing mere inches away. The 
  Blending character is so still, and so in tune with his surroundings, that 
  he is practically invisible to the naked eye. Of course, electronic sen­
  sors and optics will defeat this ability, as will magical or psionic per­
  ception. Furthermore, the character must have appropriate clothing or 
  natural concealment; i.e. he must be partially camouflaged. 
  It is possible to vanish from view the moment a pursuer or antago­
  nist looks away. This means the opponent must be distracted for a few 
  seconds. This ability can NOT be used during combat, but it can be 
  used (especially) for an ambush. A favorite tactic of Aboriginal war­
  riors is to run from an opponent and fool him into chasing. He will then 
  wait for an opportune moment (such as running around a rock) to 
  Blend, so that he may burst out behind the foolish aggressor and slice 
  82 
  him to bits (never battle such an opponent on his home ground; many 
  Bushmen will tell of the healthy respect they have for their fighting ca­
  pacity). Basic Skill: 14% +4% per level of experience; +4% if the char­
  acter also has the ability to prowl, and +4% if at night. Note that all 
  Aboriginal characters automatically get a + 1 0% bonus which is in addi­
  tion to any probable O.C.C. bonus. Native American Indians can also 
  get this skill if the G.M. approves it. Note: If the hidden character is 
  being actively sought after, he suffers a skill penalty of -10% to remain 
  concealed. 
  Boat Building: This skill enables the character to build a variety of 
  rafts, small rowboats, large flatbed boats, and canoes. A small raft (two 
  man) can be made within ID6+ 1 hours if the lumber or other suitable 
  materials and tools are readily available. A large raft will take about 
  4D6 hours, a canoe, 2D6 days, rowboat, 4D4 days, large flatbed, 
  ID4xlO days. Time is doubled or tripled if trees must be cut down and 
  wood prepared. Of course, the time can be reduced if several knowl­
  edgeable people are working on the construction. A failed skill roll 
  means the boat has leaks. Trying to patch it will require 4D4 hours. 
  Base Skill: 25% +5% per level of experience. 
  Carpentry: A fundamental knowledge of working with wood. The 
  character knows how to prepare, treat, and preserve wood, recognize 
  quality craftsmanship, repair damaged wood and wood items, and build 
  (chests, chairs, tables, cabinets, houses, etc.). Adds +5% bonus to the 
  Boat Building skill if taken. Base Skill: 25% +5% per level of experi­
  ence. 
  Dowsing: This is the ability to locate fresh water whether it be with 
  a divining rod or by more scientific and logical means. For some (like 
  Gypsies) it is a mystical ability, while for others (like the Hunts­
  man-Trapper), it is done through deductive analysis and knowledge of 
  nature. The percentage number indicates the success ratio of locating 
  fresh water. A person can roll once every melee to sense water, but 
  must roll two consecutive successful rolls to locate the water. Base 
  Skill: 20% +5% per level of experience. 
  Hunting: The skill of killing and preparing an animal for food. Spe-
  cial Bonuses: Add the following bonuses to the appropriate skills: 
  +5% to Cook (but only applies to freshly caught and killed game) 
  +2% to Prowl 
  +5% to Track Animals 
  +5% to Skin Animals 
  +5% to Wilderness Survival 
  Identify Plants & Fruits: Training in the recognition of the many 
  different types of plants and vegetation and where they grow. The em­
  phasis is placed on edible, herbal, and poisonous plants. Base Skill: 
  25% +5% per level of experience. 
  Land Navigation: This skill enables the person to stay on course 
  while traveling over land by means of observation. It includes mentally 
  marking/recognizing geographic landmarks, estimating distance and 
  movement, recognizing sounds, night travel, and other navigational 
  Quentin Milton (Order #31246997)
  
  tricks. The player should roll once for approximately every three miles 
  (4.8 km) traveled. A failed roll means the character is drifting off 
  course; 2DI0xl00 yards/meters. Consecutive failed rolls means the in­
  dividual does not realize that he's off course and continues in the 
  wrong direction. Travel Note: A group of average men can cover 
  about five miles (8 km) an hour at a brisk, but relaxed, pace through 
  grassland, along dirt roads or pavement. Travel through dense forest or 
  jungle at a cautious pace, with eyes open for danger, is about one mile 
  ( 1 .6 km) an hour, sometimes slower! Heavy rain or snow, fog, swamps, 
  etc., will also reduce speed. Base Skill: 36% +4% per level of experi­
  ence. 
  Outback Survival (Exclusive to Australia): Just like the skill Wil­
  derness Survival, except adjusted to suit the varied terrains of the Aus­
  tralian wilderness. This is a particularly useful skill for those that intend 
  to travel the Outback without the benefit of radio navigation, comput­
  ers, radar, sensors and electronics (few people in the Outback have 
  equipment like this). This is the way the Aboriginals have been "read­
  ing the Outback" for centuries without technological aid. 
  A successful skill roll means the character can tell which direction 
  is North (day and night) and estimate his current or desired direction, 
  determine the approximate time of day, as well as when the sun will 
  rise and set, keep an accurate calendar (month and day of the year), ac­
  curately estimate distances and not be confused by the similarity of ter­
  rain, as well as understand the advantages and pitfalls of the seasons, 
  and feels at home in the bush and deserts. Most importantly, it includes 
  living off the land, finding food and water, and similar. The plants, ani­
  mals, and availability of water in the Outback are unique in the world, 
  and therefore, finding "tucker" (as food is sometimes referred to) is 
  quite a different process. With this skill, the character can locate edible 
  berries, honey, bark, leaves and nutritious bulbs, fmd water holes and 
  so forth. The character will also be skilled in gathering water through 
  various means such as stretching a plastic sheet between two branches 
  and collecting the condensation or rainfall, and even finding edible 
  bugs and small animals (though the thought may be disgusting, there 
  are some ants and grubs that are delicacies to both the Aboriginals and 
  white survivialists). At higher levels, the character will be perfectly 
  happy to live on bush "tucker," but at lower levels, meats and prepared 
  foods will still be a welcome sight. This skill is exclusive to Australian 
  characters. Base Skill: 58%+2% per level of experience. Note: Some 
  bush foods can be highly dangerous. The humble eucalyptus, for in­
  stance, is poisonous. Characters from other parts of the world who have 
  the Wilderness Survival skill are - 1 5% to survive in the Australian Out­
  back. 
  Preserve Food: Knowledge in the preparation of foods for storage 
  and later consumption. Includes canning fresh fruit and vegetables, 
  making jams and honey, drying fruit, vegetables, and herbs, drying 
  meat and fish, plus various smoking, salting, and pickling methods. 
  Base Skill: 25% +5% per level of experience. 
  Roadwise (Australia): This skill originated in the Rifts® Australia 
  World Book but can apply anywhere in the world. The Outback is still 
  crossed with roads. Some are ancient, pre-Rifts concrete creations that 
  have not been maintained since before the Apocalypse, others are 
  patched and rebuilt roads, while others are new stone or concrete cre­
  ations, trails and dirt paths. To the untrained traveler, they are no more 
  than tracks in the dirt, barely suitable for travel; half disintegrated high­
  ways that are little more than ruts cutting through the hostile landscape. 
  But to those trained to see them as something more (in Australia that 
  includes Outbackers, gangs, warriors and adventurers that roam them), 
  they still have the capacity to speed travel and smooth out rides that 
  would be difficult and slow without four-wheel drive vehicles. The 
  roads also serve as signs and paths to the struggling wilderness commu­
  nities scattered across the land. Follow a road, and sooner or later (usu­
  ally later), one is likely to come across a nearby town, shabby 
  settlement, farm or outpost. 
  83 
  Characters with this skill can identify roads by name, use roads to 
  help pinpoint their location, map out routes across the country, deter­
  mine the safety of a road or region, fmd a shortcut and even predict 
  who or what is likely to be found along particularly notorious roadways 
  and regions. The skill is not just limited to the old roads either, it also 
  applies to the new routes that have been forged by continuous travel or 
  built by regional communities. Note that the skill is most effective on 
  the character's home turf - the 200 mile (32 1 km) radius where he 
  grew up (+20% for roads in that region). This skill is unlikely to be 
  practiced by anybody outside of Australia. Base Skill: 26% +4% per 
  level of experience. Note: City dwellers, even Military Troops, other 
  than specialized "Military Scouts," are -14% on this skill, if they bother 
  to take the skill at all. 
  Skin & Prepare Animal Hides: Training in the methods and tech­
  niques in skinning, tanning, stretching, and preserving animal hides as 
  Quentin Milton (Order #31246997)
  
  fur or leather. Adds a +5% bonus to the Sewing skill. Base Skill: 30% 
  +5% per level of experience. 
  Spelunking: The art of exploring and climbing underground cave 
  systems. This skill enables the character to navigate a cave or under­
  ground cave network, retain a sense of direction (including up and 
  down), have a sense of the cave's depth, know how to make subtle 
  markings and note formations to find his way out and to better navigate 
  the cave(s) at a later date, as well as rock climbing. The spelunker can 
  answer questions about a cave system, such as what it is called (if it is a 
  named landmark), where it may lead, how deep it continues, what type 
  of rock it leads through and so on. This skill also lends familiarity with 
  the correct equipment needed to go spelunking, and how to apply it. 
  Characters without this skill have about as much chance surviving un­
  derground as they would climbing a mountain without information or 
  equipment. Base Skill: 35% +5% per level experience. Add +5% if the 
  character also has the Climbing skill. 
  Track Animals: This skill enables the character to identify an ani­
  mal by its tracks, scent, spoor, and habits. The individual can also fol­
  low the animal's tracks and other signs. This means he can also 
  estimate how fresh the tracks are, what direction they are heading, 
  whether the animal is hurt or sick, and guess its age. The habits and 
  habitats of animals and animal behavior are also learned. Tracking hu­
  mans with this skill is also possible, but is done with a penalty of -
  20%. Base Skill: 20% +5% per level of experience. 
  Track & Hunt Sea Animals: General knowledge of the oceans and 
  seas, with an emphasis on undersea habitats and environments, and the 
  types of fish and animals attracted to such places. The character knows 
  where to look for particular types of fish and sea creatures (Le. in coral 
  reefs, under rocks, inside caves, in warm water, cold water, etc.), the 
  types of food the sea animals eat/prey upon, migration patterns of fish 
  and sea mammals, and notable types of seaweed and their uses (edible, 
  poisonous, etc.). Basic Skill: 350/0/25% +5% per level of experience. 
  The first number is the general knowledge, and the second is the char­
  acter's ability to locate and capture small and large undersea creatures 
  (crustaceans, fish, eels, sea mammals, etc.). Note: -20% when dealing 
  with mutants and alien creatures. 
  Undersea & Sea Survival: Methods and information for surviving 
  in an underwater environment or lost at sea (on the water's surface). In­
  cludes a basic knowledge of what sea animals and fish are edible and 
  easiest to find and catch, how to make simple fishing hooks and lines, 
  dangerous predators and D-bees to avoid, how to protect oneself from 
  the sun, water and food rationing, and fundamental survival techniques. 
  Base Skill: 25% +5% per level of experience. Note: At the G.M.'s op­
  tion, this can be included as part of a character's basic Wilderness Sur­
  vival as found at the end of this section. This is especially likely of 
  Navy men, Sailors, Pirates, Sea Druids, Ocean Wizards, and aquatic 
  D-Bees. 
  Underwater Navigation: This skill is the deep sea version of Land 
  Navigation. The character can identify his whereabouts, direction and 
  traveling speed, and stay on course by means of observation. This 
  method includes mentally marking and recognizing underwater land­
  marks (mountain ranges, reefs, sunken wreckage, cities, animal habi­
  tats, etc.), as well as noting the direction of currents, tides, determining 
  the time of day, recognizing sounds, surface landmarks, the positions of 
  the stars and sun, and other navigational tricks. The character should 
  roll once for every ten miles (16 km) traveled in order to stay on track. 
  A failed roll means he is drifting off course by lD6xIOO yards/meters. 
  Consecutive failed rolls means the individual does not realize that he's 
  off course and continues in the wrong direction. His course can only be 
  corrected when he makes a successful roll. Base Skill: 30% +4% per 
  level of experience. 
  Use Songlines (Exclusive to Australia): Ley Lines are called 
  "Songlines" by the Aboriginal people, and are said to lead to what have 
  been recently called the "Demon Gates," but what used to be thought of 
  as sacred points in the land (Nexus Points). However, the Aboriginals 
  84 
  have a very deep understanding of the Songlines, to the point where 
  they can use and "read" them in a similar way to a Ley Line Walker. 
  The Aboriginal will literally sing over the landscape, using a very com­
  plicated code of notes and words combined with a ritual dance called 
  the Corroboree. The Ley Lines pick up the songs and store them as res­
  onant vibrations, so that anyone with the Songlines skill can tune into 
  the magical energy and use them for the following effects: 
  I .  Land Navigation. The character can see, in his mind, the terrain 
  on and surrounding the line, up to one mile ( 1 .6 km) on either side of 
  the line per level of experience. This knowledge includes any towns or 
  settlements, and the presence of caves, forests, water, notable land­
  marks and similar things necessary for land navigation. 
  2. Stories. Information about past events that occurred on or near 
  the line can be picked up by the songline reader. These stories are typi­
  cally limited to major or significant events (in the scope of Dreamtime) 
  such as whether there was once a great battle or evil done on or near 
  (within one mile/1.6 km) the line, past geology or weather (a pond or 
  water hole once existed, a great storm once swept away a village, an 
  underground stream is located in the general area of ... and so on), as 
  well as events involving "the people" (Aborigines) and whether super­
  natural demons or monsters have passed through the area recently, or 
  linger along the line, or whether there is a Demon Gate (ley line nexus) 
  along its length, and where it is. These stories will also warn of im­
  pending Ley Line Storms, natural storms or an opening of a Demon 
  Gate, provided such an event will occur within the next 24 hours (can­
  not see beyond 24 hours into the future). Events and stories involving 
  the Aboriginals, the land, wildlife and Dreamtime spirits are considered 
  major events. 
  3. Find Caches. The user of a Songline can hide caches of food, sup­
  plies or weapons within one mile ( 1 .6 km) anywhere along the 
  Songline/ley line. He can find these locations at a later date without fail 
  and without needing to search for them or leaving any sort of tell tale 
  marker. Furthermore, the moment he reaches a Songline, he can sense 
  whether or not the cache has been disturbed and looted by others. Note 
  that listening to Songline stories may reveal the general location of 
  large caches left by others (small caches and those with food are con­
  sidered insignificant), however, finding somebody else's cache will re­
  quire performing the Corroboree for ID4 hours while listening to 
  stories and then another lD4 hours of searching to find the exact loca­
  tion of the cache. 
  4. Find Hidden Sources of Water. Like divining, if water exists 
  along the line, the Songline will describe it, and provide the general di­
  rection and general location. 
  5. Determine Distances. The precise length of the line and the exact 
  distance of settlements and major landmarks on or near the line can be 
  determined, provided the character knows about them. 
  6. Telling & Transmitting Stories. This skill can be used to tell a 
  story to an individual or group audience (from a handful to thousands), 
  anywhere on the Songline, even if they are many miles away. This is a 
  one-way transmission from the Corroboree dancer and singer to that 
  particular group. 
  Base Skill: There are two levels to the Songline skill. First is the 
  correct execution of the Corroboree at a base skill of 30% +4% per 
  level of experience, and the second is for the translation and interpret­
  ing of the impressions/stories/information transmitted by the Songline 
  at 20% +2% per level of experience. Note: All Aborigines are +20% to 
  the understanding of the songs and stories they receive. City folk can 
  not learn this skill. Finally, this skill is exclusive to Australian charac­
  ters; those from outside the continent can not take it unless they natu­
  ralize themselves there. 
  Wilderness Survival: Techniques for living off the land, getting 
  water, food, shelter, and help when stranded in wild forests, deserts, or 
  mountains. Characters without this skill will not be able to stay healthy 
  for more than a few days in the wilderness once their supplies run out. 
  Base Skill: 30"10 +5% per level of experience. 
  Quentin Milton (Order #31246997)
  
  Psionics 
  Psionic Powers Checklist 
  Note: The number in parenthesis indicates the amount of I.S.P. 
  needed to use that power. 
  Healing 
  Bio-Regenerate (self) (6) 
  Deaden Pain (4) 
  Detect Psionics (6) 
  Exorcism (10) 
  Healing Touch (6) 
  Increased Healing (10) 
  Induce Sleep (4) 
  Psychic Diagnosis (4) 
  Psychic Purification (8) 
  Psychic Surgery (14) 
  Resist Fatigue (4) 
  Restore P.P.E (4) 
  Suppress Fear (8) 
  Physical 
  Alter Aura (2) 
  Deaden Senses (4) 
  Death Trance (1) 
  Ectoplasm (6 or 12) 
  Ectoplasmic Disguise (12) 
  Impervious to Cold (2) 
  Impervious to Fire (4) 
  Impervious to Poison (4) 
  Levitation ( varies) 
  Mind Block (4) 
  Nightvision (4) 
  Resist Fatigue (4) 
  Resist Hunger (2) 
  Resist Thirst (6) 
  Summon Inner Strength (4) 
  Telekinesis (varies) 
  Telekinetic Leap (8) 
  Telekinetic Lift (6) 
  Telekinetic Punch (6) 
  Telekinetic Push (4) 
  Mind Bleeder 
  Powers 
  Bleed Aura (6) 
  Bleed P.E. Energy (10) 
  Bleed Memory (6) 
  Bleed Skills (15) 
  Bleed Truth (8) 
  Brain Bleed (10) 
  Brain Scan (10) 
  Day Dream (8) 
  Healing Leech (6) 
  Impervious to 
  Bio-Manipulation (10) 
  Mental Block (10 or 30) 
  Mental Block Removal (12) 
  Mind Trip (6) 
  N euro-Touch (varies) 
  Neural Strike (25) 
  Sensitive 
  Astral Projection (8) 
  Clairvoyance (4) 
  Commune with Spirits (6) 
  Empathy (4) 
  Intuitive Combat (10) 
  Machine Ghost (12) 
  Mask I.S.P. & Psionics (7) 
  Mask P.P.E. (4) 
  Mind Block (4) 
  Object Read (6) 
  Presence Sense (4) 
  Read Dimensional Portal (6) 
  Remote Viewing (10) 
  See Aura (6) 
  See the Invisible (4) 
  Sense Dimensional Anomaly (4) 
  Sense Evil (2) 
  Sense Magic (3) 
  Sense Time (2) 
  Sixth Sense (2) 
  Speed Reading (2) 
  Telepathy (4) 
  Total Recall (2) 
  Super-Psionics 
  Astral Golem (50+) 
  Bio-Manipulation (10) 
  Bio-Regeneration (Super) (20) 
  Electrokinesis (varies) 
  Empathic Transmission (6) 
  Group Mind Block (22) 
  Group Trance ( 1 5) 
  Hydrokinesis (varies) 
  Hypnotic Suggestion (6) 
  Mentally Possess Others (30) 
  Mind Block Auto-Defense (special) 
  Mind Bolt (varies) 
  Mind Bond (10) 
  Mind Wipe (special) 
  P.P.E. Shield ( 10) 
  Psi-Shield (30) 
  Psi-Sword (30) 
  Psionic Invisibility (10) 
  Psychic Body Field (30) 
  Psychic Omni-Sight (IS) 
  Psychosomatic Disease (30) 
  Pyrokinesis (varies) 
  Radiate Horror Factor (8) 
  Telekinesis (Super) ( 1 0+) 
  Telekinetic Acceleration Attack (10-20) 
  Telekinetic Force Field (30) 
  Telemechanic Mental Operation (12) 
  Telemechanic Paralysis (20) 
  Telemechanic Possession (50) 
  Telemechanics (10) 
  85 
  Beyond technology, beyond magic, beyond the Rifts, there is the 
  realm of the psychic. Often tapped, rarely understood, the powers of the 
  mind have become a major factor in the world of Rifts®, and those 
  who master their mental gifts find themselves catapulted into realms of 
  power far beyond those of ordinary men and women. 
  This section consists of six main parts: a Psionic Powers Checklist, 
  Healing Psionics, 
  Physical Psionics, 
  Sensitive Psionics, 
  Super 
  Psionics, and Mind Bleeder Powers. 
  The Psionic Powers Checklist is a handy reference listing all of the 
  powers commonly available to psychic characters. It is meant mostly as 
  an aid during character creation, when those making psychic characters 
  might need a comprehensive list of psionic abilities to choose from. 
  The Healing Psionics, Physical Psionics, Sensitive Psionics, and 
  Super Psionics sections consist of psionic powers compiled from the 
  Rifts® RPG and Psyscape™ World Book. The Mind Bleeder Powers 
  were compiled from the RiftsTM Africa and Psyscape™ sourcebooks. 
  While both of those sourcebooks are fine, plenty of tech-heavy G.M.s 
  who run psychically rich campaigns are missing out on one of the game 
  setting's more bizarre manifestations of psionics. Mind Bleeders make 
  great villains, and their powers alone are inspiration for all sorts of 
  mental nastiness. G.M.s, have fun with them! 
  A few Notes on Psionics 
  1. Mind Control powers are abilities to control another character's 
  mind and force or induce that individual to do something against his 
  will and to the specifications of the psychic controlling him. Psionic 
  mind control powers include Hypnotic Suggestion, Mentally Possess 
  Others, Psionic Invisibility, Mind Wipe, Psychosomatic Disease and the 
  Mind Bleeder powers of Day Dream, Mental Block and Mind Trip. 
  Telepathy, Empathy and other types of scans, probes and most 
  bleedings are NOT mind control. They do not make the victim do any-
  Quentin Milton (Order #31246997)
  
  thing. The psychic only sees or feels the thoughts and emotions of the 
  character being scanned or probed. The psychic may gather information 
  he can use on or against his opponents, but the psychic scans do not 
  control or make the victim do anything he or she doesn't want to do. 
  Unwanted telepathic communication may play inside a character's head 
  like a radio in the background, and while it may be annoying, and the 
  voice inside one's head may make suggestions, egg on or cajole, but it 
  does NOT control or force the victim into taking any action against his 
  will. Note: Unless a character is already seriously considering suicide, 
  Mind Control can NOT be used to force a character to kill himself. Nor 
  can Mind Control be used to make the character do anything that he or 
  she 
  normally 
  finds 
  abhorrent (i.e. rape, 
  torture, 
  murder, 
  self-mutilation, etc.) or self-destructive. On the other hand, the mind 
  controlled character will obey simple innocuous commands like open 
  the safe, call Tina and tell her to come over, give me your wallet or car 
  keys, tell me where so and so is at, and so on, without hesitation. Like­
  wise, the character will follow, help and protect the psychic (or mage) 
  who has control of him if told to do so (unless that act is truly abhor­
  rent). 
  Possession is a different story entirely, because the character being 
  victimized is no longer in control of his or her own body. The possess­
  ing psychic, monster or sorcerer is in control now, and uses the other 
  person's body as he would a suit of power armor. 
  Empathic Transmission, Horror Factor and similar psionic powers 
  are NOT mind "control." They do not directly affect the logical think­
  ing, control part of the brain. Rather they influence emotions such as 
  hate, fear, despair, etc. While these emotions will trigger a response 
  from the victim (run away, attack, curl up and cry, etc.), it is a 
  knee-jerk, emotional reaction. The victim is not actually controlled by 
  the psychic, rather he is affected by his own emotions brought out by 
  the psychic. 
  2. Can psionics affect people in body armor? In most cases, yes. 
  Opponents in ordinary S.D.C. armor, M.D.C. environmental body ar­
  mor and power armor are ALL vulnerable to psionic attack, influence 
  and mind control. This means, Telepathy, Empathy, Mind Bleeding, 
  probes and sensings (See Aura, Sense Evil, Clairvoyance, etc.), are all 
  viable against characters clad in armor. Moreover, Bio-Manipulation 
  will affect the body inside the armor. 
  Physical psionic manifestations like all types of Telekinesis, 
  Hydrokinesis, Electrokinesis, Pyrokinesis, Mind Bolt, Psi-Sword, Force 
  Field, Ectoplasm, energy blasts and any physical attack created by a 
  psionic power are stopped by the armor, but the armor takes the dam­
  age. 
  3. What about those inside vehicles and giant robots? Physical 
  psionic manifestations will strike the machine itself. 
  The use of Telepathy, Empathy and other psychic powers on those 
  "inside" are generally blocked by the nature of the vehicle and the fact 
  that a barrier and space exists between the psionic and the individuals 
  riding inside. (The same is true of characters locked behind a closed 
  door.) Although the psychic can use some "sense" powers like Presence 
  Sense, Empathy, Sense Evil, Sense Magic, and others, their effective­
  ness may be limited. Powers like Sense Aura, Psychic Diagnosis, Hyp­
  notic 
  Suggestion, 
  Bio-Manipulation, 
  Empathic 
  Transmission, 
  Telekinesis, and most others can NOT be directed at those INSIDE a 
  vehicle or giant robot. Why? 
  Mainly because the psychic usually needs to see his potential victim 
  for more than a split second as the vehicle speeds past him or engages 
  the psychic in active combat. Also because most vehicles are moving 
  fast and psionic powers have a short range; some even require touch or 
  eye contact and/or verbal commands or cues. 
  Telepathy and Empathy can be used on a specific individual inside 
  the vehicle "if' the psychic knows him even in passing (does not need 
  to know the character's name), and if the vehicle remains within range 
  long enough. 
  86 
  Empathy can be used to sense the general emotions emanating from 
  inside, but only the most powerful one or two emotions or most numer­
  ous emotions will be picked up. Thus, if six people inside a vehicle are 
  filled with hate and revenge that will be felt. 
  Presence Sense can be used to tell if anybody (alive) is inside a 
  sealed or wrecked vehicle. 
  And of course, psionically manifested physical attacks (energy at­
  tacks, Psi-Sword, Telekinesis, etc.) can be directed against the vehicle 
  itself. 
  HOWEVER, those inside can be affected under certain condi­
  tions. All of the following must be in place to use a psionic attack like 
  Empathic Transmission on a character inside a vehicle. 
  a) The psychic must be able to see his intended victim through a 
  window. 
  b) Can only target one specific victim inside (Le. the pilot, the gun­
  ner, somebody he knows by name, etc.). 
  c) Those inside can see and hear the psychic if the power requires it. 
  Note: In most cases the psychic must be able to see his target and the 
  potential victim must see and hear the psychic or be within close prox­
  imity and not "sealed" away inside a moving vehicle and its occupants 
  preoccupied with other things. 
  d) The target must be in range for more than four seconds. 
  Note: Psi-Powers requiring physical contact/touch can not be used 
  on any character sealed inside a vehicle, nor environmental armor for 
  that matter, unless it is the mechanical armor that is being attacked or 
  targeted. 
  Psionic powers requiring sound (Le. the victim must hear the psy­
  chic's words, like Hypnotic Suggestion) do not work unless the psychic 
  can be heard and is within range. Many giant robots and other vehicles 
  can "turn off' their external audio system and/or radio. If the psychic 
  can not be heard, he can not use that power against anybody. Of course, 
  there are only a few psionic abilities that require verbal suggestions and 
  cues. 
  Radiate Horror Factor affects anybody who sees and comes within 
  90 feet (27.4 m) of the psychic. 
  4. Psionic Attacks per Melee: Unlike magic which requires time 
  to cast a spoken incantation and involves hand gestures, most psionic 
  abilities are activated or done at the speed of thought. Thus, each use of 
  a psionic power or attack counts as one melee action/attack. Some 
  psionic abilities require time and concentration, using up several melee 
  actions to perform. This will be indicated in the description of the 
  power, such as Bio-Regeneration. 
  5. Can not Syphon I.S.P. from other sources: Psychics can NOT 
  draw I.S.P. from ley lines, magic items or other people (except in a 
  Group Trance). However, they can regenerate six lS.P. points every 
  hour through meditation. All Mystics and Minor, Major and Master 
  Psychics should automatically get Meditation as a one of their learned 
  or intuitive skills. 
  6. Psychics & Techno-Wizard Devices: All psychics can use TW 
  weapons but must spend twice the number of I.S.P. compared to the 
  P.P.E. necessary to operate the magical device. 
  7. Psionic Summary: P.C.C. stands for Psychic Character Class. 
  No Psionics - Ordinary People & Animals: Needs a 15 or higher 
  to save vs psionic attack. Actually, certain animals can sense supernatu­
  ral evil and the presence of demons and magic. 
  Minor Psychic: Gets two powers from any ONE power category: 
  Healer, Physical or Sensitive. Base I.S.P.: M.E. attribute number +2D6. 
  Additional I.S.P.: ID6 per level of experience. Needs a 12 or higher to 
  save vs psionic attack. 
  Major Psychic: Gets eight psionic powers if ALL eight are selected 
  from the same power category, otherwise six powers if selected from 
  two or more psionic power categories: Healer, Physical or Sensitive. 
  Base I.S.P.: M.E. attribute number +4D6. Additional I.S.P.: ID6+1 per 
  level of experience. Needs a 12 or higher to save vs psionic attack. 
  Quentin Milton (Order #31246997)
  
  Master Psychic: Typically a specific P.C.C. or R.C.C. such as the 
  Mind Melter, Mind Bleeder, Mystic, Burster, Zapper, Nega-Psychic, 
  Psi-Druid, 
  Psi-Ghost, 
  Psi-Nullifier, 
  Psi-Slayer, 
  Psi-Tech, 
  and 
  Psi-Warrior. With rare exceptions, only the "Master" Psychic can se­
  lect Super-Psionic powers and gets a huge selection from the three 
  other categories. Needs a 10 or higher to save vs psionic attack. I.S.P.: 
  Varies with the particular R.C.C.IP.C.C. 
  Mind Bleeder: A human-looking D-Bee with mysterious psychic 
  powers that leaches knowledge and power from other intelligent be­
  ings. 
  See Rifts® World Book 12: Psyscape ™ for details on most types of 
  psychic characters. 
  Healing Psionics 
  Bio-Regeneration 
  Range: Self. 
  Duration: Permanent. 
  I.S.P.: 6 
  Saving Throw: None. 
  This is the ability to mentally heal oneself of disease, poison, or 
  physical damage. Unfortunately, this ability can not be used to help 
  others. The process requires one full minute of concentration, meaning 
  the character can not use any other psionic power during that time. 
  Bio-Regeneration does not restore missing limbs, but it does restore 
  206 Hit Points or 306 physical S.D.C. points per melee round. In addi­
  tion, when cuts and scrapes are healed through bio-regeneration there is 
  no scarring. This power can be used as often as once every other min­
  ute (every eight melee rounds). 
  Deaden Pain 
  Range: Immediate proximity, touch or within 3 feet (0.9 m). 
  Duration: One hour per level of experience. 
  Length of Trance: Two minutes (8 melee rounds). 
  I.S.P.: 4 
  The ability to deaden pain; can be used as a pain killer which tem­
  porarily negates existing pain or as an anesthetic to be used for surgery. 
  Detect Psionics 
  Range: Self, sensing range is 30 feet (9 m) per level of experience. 
  Duration: One minute per level of experience. 
  I.S.P.: 6 
  This is a mental probe that will indicate the presence of psionic en­
  ergy within the immediate area. The probe can not be used to pinpoint 
  the exact location of psychic energy nor the level of power other than a 
  vague sense of weak, medium, or powerful, but will indicate whether 
  an individual is psychic by directing the probe at a specific person 
  (does not reveal the type or strength of the person's powers other than 
  low, medium, high). It will also indicate whether a Group Mind Block 
  is in effect and also indicate if a person is psionically possessed. 
  Exorcism 
  Range: Immediate area, touch or within 8 feet (2.4 m). 
  Duration: Instant, if successful. 
  Length of Trance: 30 minutes of preparation and 606 minutes with 
  the possessed person or animal. Note: Can only exorcize the living. 
  I.S.P.: 10 
  The healer can perform a Rite of Exorcism that uses psychic energy 
  to expel the loathsome being from its mortal, host body. A completely 
  successful exorcism will free the victim of the supernatural force that 
  controls him and send it back to its own non-earthly realm. A partially 
  successful exorcism will drive the evil force out of the possessed per­
  son or animal, but does not send the damnable thing back to its own di­
  mension. Thus, it can try to possess the psychic healer or flee to wander 
  the Earth in search of a new victim. An exorcism can only be used on 
  87 
  living people and animals whose bodies are inhabited by a supernatural 
  entity or other type of invasive spirit, not symbiotes or psychic posses­
  sion. 
  Roll to determine success for an exorcism at the end of the time pe­
  riod. First, roll to see if the being has been expelled from its victim's 
  body. Success Ratio: 28% + 7% per each additional level of experi­
  ence. 
  Second, roll to see if the thing is forced back into its own dimen­
  sion. Success Ratio: 21%+7% per each additional level of the psychic's 
  experience. A failed roll means the creature can remain in our dimen­
  sion, but it must leave the area and can not possess the same individual 
  for at least six months. Note: The chance of a successful exorcism on a 
  Nega-Psychic is reduced by half, as is the success ratio for sending the 
  being back to its own dimension. The same is true of some of the more 
  powerful supernatural beings capable of possession. 
  During the exorcism the possessing force can use whatever powers 
  it may have, as well as physical attacks or any special psychic abilities 
  of its host body. Fortunately, the Rite of Exorcism weakens the crea­
  ture, reducing its number of attacks per melee by half. It is wise to al­
  ways have one or more assistants to help defend against the being's 
  attacks and actions. Sedating the physical host body will immobilize it, 
  but will not prevent psychic attacks or the creature's use of its own nat­
  ural powers (if any). Too many assistants or spectators can be a liabil­
  ity, for the creature may attempt to flee by possessing one of them. An 
  exorcism can be attempted on the same individual as often as the healer 
  desires. 
  Healing Touch 
  Range: Touch. 
  Duration: Instant, with lasting effects. 
  Length of Trance: Two minutes (8 melee rounds). 
  I.S.P.: 6 
  The Healing Touch is a remarkable healing ability that can instantly 
  heal cuts, bums, bruises and similar physical wounds. The touch re­
  stores 108 (or 204 whichever dice are preferred) Hit Points or 206 
  S.D.C. The healing touch can only be used on other living creatures, 
  never on the psychic himself. 
  Increased Healing 
  Range: Touch or within 3 feet (0.9 m). 
  Duration: 204 days. 
  Length of Trance: 106 hours. 
  I.S.P.: 10 
  The healer is able to stimulate another person's healing energies, 
  dramatically increasing one's recuperative powers. Hit Points and 
  S.D.C. recovery are double the normal professional treatment rate. 
  That's recovery of 4 Hit Points a day for the first two days and 8 H.P. 
  for each subsequent day until restored to full strength or the psionic en­
  ergy fade, whichever comes first. S.D.C. is healed at a whopping 12 
  points per day from the very beginning. 
  Induce Sleep 
  Range: Touch or within 6 feet ( 1 .8 m). 
  Duration: One hour per level of experience (or until awakened). 
  Length of Trance: Two minute preparatory meditation. 
  I.S.P.: 4 
  Saving Throw: Standard; unwilling victims are +5 to save vs psychic 
  attack. 
  This is not an offensive ability, but is intended to be a recuperative 
  power to induce sleep on those who are ill, exhausted, or an insomniac. 
  The person will fall into a normal, restful sleep from which he can be 
  easily roused. Unwilling victims of the induce sleep psi-power get a +5 
  bonus to save. A character must want rest (can not be involved in com­
  bat or some other activity and be forced to fall asleep). 
  Quentin Milton (Order #31246997)
  
  Psychic Diagnosis 
  Range: Touch or within 3 feet (0.9 m). 
  Duration: Immediate knowledge. 
  Length of Trance: 2D4 melees of meditation. 
  I.S.P.: 4 
  Saving Throw: None; except for the Nega-Psychic, standard. 
  The psychic healer can sense physical pain and damage, external 
  and internal injury, disease and possession with absolute clarity. This 
  pinpoint accuracy enables the character to suggest treatment or to con­
  duct psychic surgery. 
  Psychic Purification 
  Range: Touch. 
  Duration: Immediate. 
  Length of Trance: 6D6 minutes of meditation. 
  I.S.P.: 8 
  Saving Throw: None; except for the Nega-Psychic, standard. 
  The healer can use his abilities to slow a person's metabolism and 
  destroy chemicals, drugs, poisons, and toxins in the body. The effects 
  of the drugs/impurities are immediately halted at the beginning of the 
  meditation, and completely destroyed/negated by its end. Damage sus­
  tained prior to the psychic's intervention still remains. 
  Psychic Surgery 
  Range: Touch. 
  Duration: Varies with injury. 
  Length of Trance: 2D6 minutes of preparatory meditation, plus the 
  duration of the surgery (which is half the time of conventional mo­
  dem medicine). 
  I.S.P.: 14 
  Psychic Surgery is used to repair broken bones, internal injuries, 
  and remove foreign objects (bullets, arrows, etc.) using only one's bare 
  hands; no tools or instruments. Can also be used to heal a character 
  who has suffered so much damage that he or she has lapsed into a coma 
  (zero Hit Points or less). Psychic Surgery is the equivalent of "profes­
  sional hospital" treatment. The recovery from a coma (near death) is 
  equal to treatment from a hospital, 1-66%. Note that there is minimal 
  bleeding and pain, and absolutely no scarring from Psychic Surgery (no 
  pain if the Deaden Pain ability is used). Note: A psychic diagnosis 
  must be made before surgery is possible. 
  Resist Fatigue 
  Range: Self. 
  Duration: One hour plus 20 minutes per level of experience. 
  Length of Trance: ID6 melees of preparatory meditation. 
  I.S.P.: 4 
  A mind over matter discipline which enables the character to engage 
  in physical activity without suffering from exhaustion. However, fa­
  tigue is only temporarily suspended, so the psychic feels extremely 
  tired and may even collapse when the duration of this power elapses. 
  Restore P.P.E. 
  Range: Touch. 
  Duration: Permanent. 
  I.S.P.: 4 plus the amount of P.P.E. transferred. 
  This power allows the psychic to convert some of his l.S.P. into 
  P.P.E. energy and transfer that energy to another person. Two l.S.P. 
  counts as one P.P.E. point. In addition, the conversion and transfer 
  costs four l.S.P. to initiate. For example, 10 l.S.P. converts into five 
  P.P.E. and costs an additional four points to make the transferal and 
  conversion. Total cost is 14 l.S.P. A Mind Block will prevent this en­
  ergy transfer. Note: P.P.E. can not be turned into l.S.P. 
  88 
  Suppress Fear 
  Range: Self or others by touch. 
  Duration: One minute per level of experience. 
  I.S.P.: 8 
  This power temporarily suppresses the chemical and psychological 
  components of fear in the recipient. As a result, the character is unable 
  to feel fear or is barely frightened even if intellectually he realizes he is 
  in grave danger, or is facing a terrifying monster or situation. This en­
  ables the character to think rationally and take calm, calculated action, 
  rather than respond with the typical "fight or flight" reactions of those 
  who are scared. While this power is activated, the character automati­
  cally succeeds on any roll to resist Horror Factor, even if magically in­
  duced. This power can be used on the psychic himself or on one or two 
  others. 
  Physical Psionics 
  Alter Aura 
  Range: Self. 
  Duration: One hour per each level of experience. 
  I.S.P.: 2 
  Saving Throw: None. 
  A truly unique power that many skeptics claim does not exist. Only 
  a handful of physical psychics can manipulate their physical energy in 
  such a way that it changes their aura. The altered aura will send the 
  wrong message to those who can see auras. Alterations include: 
  • General level of experience can be made to seem much lower (level 
  1 or 2) or much higher (2D4 levels higher) than it really is. 
  • Conceal the presence of psychic abilities and high levels of l.S.P. 
  (seems low). 
  • 
  Conceal level of base P.P.E. (made to seem much lower). 
  • Conceal the presence of magic. 
  Deaden Senses 
  Range: 160 feet (48.8 m); line of sight. 
  Duration: 2D6 minutes; roll for random determination of duration. 
  I.S.P.: 4 
  Saving Throw: -I to save. 
  A form of bio-manipulation that is so subtle that its victims seldom 
  realize they have fallen under the influence of this psionic attack. The 
  psychic is able to induce a physical influence on a single character to 
  make him or her momentarily less alert and attentive to the things 
  around him. Small sounds, odors, movements, and details go unnoticed 
  (+ 1 0% to the psychic on the following skills when used against this be­
  fuddled character: Camouflage, Prowl, Concealment, Palming, Pick 
  Pockets, Cardsharp, Forgery, Seduction, Disguise and Impersonation). 
  And the deadened character is also slow to react; reduce Spd by 10%, 
  -I on initiative, and -5% on skill performance. This power is typically 
  used on guards, sentries, and investigators to make them miss some­
  thing in a search, not notice the psychic, etc. 
  Death Trance 
  Range: Self. 
  Duration: As long as the psychic senses he must feign death, up to a 
  maximum of four days. 
  I.S.P.: I, because Physical Psychics find it easy to control their bodies. 
  A state of mind over matter that slows the metabolism to such a de­
  gree that it creates a temporary state of suspended animation, simulat­
  ing death. Without hospital facilities, even a medical doctor is likely to 
  believe the character is dead (1-89% likelihood). The effects of drugs, 
  toxins and chemicals are slowed to a crawl, causing minimal damage or 
  effect, but will take full effect the instant the death trance is stopped 
  (unless treatment is administered first). While in the death-like state, 
  the psychic can not be roused or respond to any type of stimulation, in-
  Quentin Milton (Order #31246997)
  
  cluding psychic probes. This means he is incapable of attacking or de­
  fending himself in any way until the trance is broken. 
  Ectoplasm 
  Range: 40 feet +5 feet (12.2 + 1.5 m) per level of experience. 
  Duration: 4 minutes (16 melees) per level of experience. 
  I.S.P. (Vapor): 6 
  I.S.P. (Solid): 12 LS.P. 
  This mystifYing ability enables the psychic to create a slightly lumi­
  nous, vapor-like substance that is exuded from the pores. Ectoplasm 
  has two forms: an invisible vapor and a luminous, solid state. 
  The vapor is a sort of floating, probing finger that can snuff out can­
  dles, open doors, knock over or pick up small objects (weighing under 
  9 ounces/255 grams), tap somebody on the shoulder, rustle leaves and 
  knock on a door. The Ectoplasmic vapor can be seen only by its cre­
  ator, psychics and supernatural beings who can see the invisible, or 
  with infrared optic systems (including infrared camera lenses, infrared 
  gun sights, binoculars, etc.). Ectoplasm, although an invisible vapor, 
  has physical properties, which means it can not go through walls or 
  solid objects. Thus, a person walking into an ectoplasm stream may 
  feel a slight sensation, like walking into a spider's web or brushing 
  against a cotton ball. Often a person will unwittingly walk into and 
  snag the stream of floating ectoplasm, pulling or stretching it along 
  without being aware of it. In such cases, the psychic must maneuver the 
  snagged portion to loop around the human obstruction. The creator of 
  the vapor can control the full length of the vaporous stream like a float­
  ing tentacle. Although the vapor can not go through solid objects it can 
  slip through keyholes, cracks under doors or loose seals around a win­
  dow. If a breeze can blow through, so can ectoplasm. The only draw­
  back is that the psychic must be able to see the ectoplasm to maneuver 
  it. 
  The solid state of ectoplasm can be a startling sight. In this form the 
  ectoplasm can be shaped into an extra limb, such as an arm and hand, 
  or just a hand or tentacle, or even a foot attached to a long stream 
  spooling out of the psychic. The Ectoplasmic limb appears as a white, 
  slightly luminous appendage connected to a trail of ectoplasm stretch­
  ing back to its creator like a life-line of silly putty. The appendage and 
  its connecting line can hover, float, levitate and fly (at a speed of 18). 
  The solid Ectoplasmic limb has much greater strength and is able to 
  carry, lift or hold up to 40 lbs (18 kg), but can not squeeze through the 
  tiny openings that the vapor can. An opening must be at least the size 
  of a quarter for solid ectoplasm to fit, and then the limb must be turned 
  into a thin tentacle and reformed on the other side of the opening. Ecto­
  plasm can also be used to create a face or even a full figure, although 
  detailed features are impossible. Ectoplasmically created images may 
  explain apparitions reported during some seances. 
  Ecto-Combat: The ectoplasm vapor and solid form both have an au­
  tomatic dodge against all attacks directed at any of its length. That 
  means an attempt to hack the middle of the Ectoplasmic stream will see 
  that portion of the ectoplasm suddenly swerve, loop or bend with a life 
  of its own to avoid the attack. The dodge by the mid-section (or any­
  where else) does not count as a melee action by the ecto-appendage. 
  Moreover, the ectoplasm's creator can direct the appendage to hit back 
  or pick up and use a weapon. The solid ectoplasm appendage is not a 
  great tool for combat, however. It limits its creator's attacks/actions per 
  melee and has minimal strength; equal to about a P.S. attribute of 4. A 
  punch or kick does a mere one point of Hit Point/S.D.C. damage. Dam­
  age can be increased by the appendage using any type of hand-held 
  weapon weighing under 40 lbs (18 kg) and less than five feet ( 1 .5 m) 
  long. Small modem weapons, such as an energy pistol or revolver, can 
  be used, but are -10 to strike. Meanwhile, the vapor can not use any 
  weapons weighing more than 9 ounces and can inflict no damage of its 
  own. 
  A vapor or solid appendage must be controlled by its creator at all 
  times (except the automatic dodge); thus, it has a number of attacks/ac­
  tions equal to its creator. So, if the psychic has four attacks per melee, 
  89 
  the ectoplasm appendage also has four attacks. However, each at­
  tack/action by the ectoplasm counts as one of its creator's actions for 
  that melee round. 
  Ecto-Combat Statistics: 
  • Vapor and solid get an automatic dodge against all attacks, includ-
  ing multiple or simultaneous attacks. 
  • 
  +5 to dodge; applies to vapor and solid. 
  • 
  + 1 to parry; applies to vapor and solid. 
  • 
  + 1 to strike; applies to vapor and solid. 
  • Vapor inflicts no physical damage, but can touch, tap or pick up and 
  carry objects weighing 9 ounces or less. 
  • Solid ectoplasm inflicts one point of damage in combat or by 
  weapon. 
  • Attacks or actions per melee are equal to its creator's. A pair of 
  Ectoplasmic limbs will divide the attacks between the two equally. 
  • Astral S.D.C. is 40 plus one Hit Point. Applies to vapor and solid. If 
  the ectoplasm is destroyed the creator takes one Hit Point and 10 
  S.D.C. points of physical damage. 
  • Sunlight or bright artificial light (250 watts) reduces the range to 
  half. 
  • Maximum range possible for vapor and solid is 40 feet plus 5 feet 
  per level of experience (12.2+ 1 .5 m per level). 
  • One full melee (15 seconds) is required to create an ectoplasm vapor 
  or solid appendage. Half a melee (7 seconds) is needed to with­
  draw/return ectoplasm into its creator. 
  Ectoplasmic Disguise 
  Range: Self. 
  Duration: 10 minutes per level of experience. 
  I.S.P.: 12 
  This is an enhanced control over ectoplasm that gives the psychic 
  the ability to cover and disguise his physical features. Ectoplasm is cre­
  ated as normal, with the mysterious pseudo substance rising from the 
  pores of the skin. Instead of forming wispy tentacles, the ectoplasm 
  covers the face. As it solidifies, it becomes a sort of putty-like material 
  that can be mentally shaped and molded by the psychic. Once the de­
  sired shapes and features are achieved, the psychic can make the ecto­
  plasm look like real flesh. The best way to create an Ectoplasmic 
  disguise is for the psychic to look at a photograph or a frozen video im­
  age and concentrate on that image while the ectoplasm automatically 
  molds into that shape/image, including skin color. Not only can the 
  psychic create a mask to hide his facial features, but he can also change 
  the shape and bulk of his body with ectoplasm, adding a pot belly, mus­
  cles, a tail or extra eye, etc. 
  Level of Proficiency: 50% +3% per level of experience (add + 16% 
  if the character has the Disguise skill). This percentage applies primar­
  ily when trying to accurately imitate a specific person's identity. In 
  most other cases, the disguise is successful in that it obscures the psy­
  chic's true identity. 
  Problems & Limitations: An Ectoplasmic disguise is especially ef­
  fective from a distance, but does not hold up under close scrutiny. The 
  ectoplasm always has a bit of a "dull" and "pasty" appearance, regard­
  less of skin color. If punched, cut, scraped, etc., the Ectoplasmic cover­
  ing will tear away and, in a matter of seconds, noticeably reform to 
  cover the tear/damage. 
  The psychic must also concentrate on maintaining his disguise, 
  which means his attention is divided and concentration hampered. 
  While the disguise is maintained, the psychic suffers the following pen­
  alties: -4 on initiative and reduce all combat bonuses, attacks per melee, 
  running speed and skill performance by half. To perform better, the 
  character must relinquish some of his control over the disguise, with 
  notable results, like features obviously shifting, drooping or even melt­
  ing. If the character is seriously injured, knocked unconscious or slain, 
  Quentin Milton (Order #31246997)
  
  the ectoplasm melts away, turns into floating globs and disappears into 
  him in a matter of seconds. 
  Impervious to Cold 
  Range: Self. 
  Duration: 20 minutes per level of experience. 
  Length of Trance: lD4 melees for preparatory meditation. 
  I.S.P.: 2 
  A mind over matter discipline which enables the character to suffer 
  absolutely no ill effects or discomfort from exposure to even extreme 
  sub-zero freezing conditions. 
  Impervious to Fire 
  Range: Self. 
  Duration: 3 minutes per level of experience. 
  Length of Trance: 2D4 melees for preparatory meditation. 
  I.S.P.: 4 
  Another mind over matter discipline enabling the psychic to endure 
  intense heat, fire, boiling water, hot coals, and so on, without suffering 
  pain, damage, injury or scarring. Magic fires inflict half damage. 
  Impervious to Poison/Toxin 
  Range: Self. 
  Duration: 2 minutes (8 melees). 
  I.S.P.: 4 
  The character can negate the full effects of poisons and toxic chemi­
  cals which he has ingested (eaten or drank) or introduced into the 
  bloodstream, as long as he has advance knowledge of its deadly proper­
  ties. A poison, toxin, or drug which has been unknowingly inflicted 
  (and starting to take effect) can be negated too, but will do half damage 
  or effect before it can be completely negated. Bonuses: IdentifY poi­
  sons: 30% +4% per level of experience; +2 to save vs poisons and 
  drugs whenever this power is in place. 
  Levitation 
  Range: Up to 60 feet (18.3 m) away. 
  Duration: 2 minutes per level of experience. 
  I.S.P.: Small: 2, medium: 6, large: 6 plus 1 per every 10 lbs (4.5 kg) 
  over 20 lbs (9 kg). 
  Saving Throw: None. 
  Levitation is a limited form of Telekinesis that can raise an object or 
  a person straight up into the air and suspend it there, hovering in the air. 
  Sideways movement is NOT possible. 
  Small objects weighing two pounds (0.9 kg) or less are the easiest to 
  levitate. Maximum height is 8 feet (2.4 m) plus one foot (0.3 m) per 
  each level of experience. Medium-size objects weighing 3 to 20 pounds 
  ( 1 .4 to 9 kg) are more difficult, requiring greater concentration. 
  Maximum height is 6 feet ( 1 .8 m) plus one foot (0.3 m) per level of ex­
  perience. Large objects or people weighing over 20 lbs (9 kg) cost 6 
  I.S.P. plus one I.S.P. for every 10 lbs (4.5 kg) beyond 20 (9 kg). Thus, a 
  125 pound (56.2 kg) weight would require 17 I.S.P. to raise it into the 
  air. Maximum height is 4 feet ( 1 .2 m) plus one foot (0.3 m) per level of 
  experience. Or the psychic can levitate himself 10 feet (3 m) +2 feet 
  (0.6 m) per level of his experience. 
  Mind Block 
  Range: Self. 
  Duration: 10 minutes per level of experience. 
  I.S.P.: 4 (per each duration period). 
  This is the ability to completely close or block oneself from all psy­
  chic/mental emanations. When intentionally closed to supernatural or 
  psychic forces the character can not sense anything, can not use psychic 
  abilities, nor be influenced by others. A Mind Block will prevent pene­
  tration of Telepathy, Empathy, Hypnotic Suggestion, and Empathic 
  Transmission. It can be an invaluable protective mask when dealing 
  with malevolent psychic forces. Adds a bonus of + 1 to save vs all psy­
  chic and mental attacks. 
  90 
  Nightvision 
  Range: Self, visual range about 600 feet (I 83 m). 
  Duration: 10 minutes per level of experience. 
  I.S.P.: 4 
  The psionic can adjust his visual capabilities through a form of 
  Bio-Manipulation. The eyes are made to become much more light sen­
  sitive and basically work on the same principles of mechanical light 
  amplification. The eyes simply amplifY existing light, such as candle­
  light or star and moonlight, to see clearly. There must be some source 
  of light to see (can not see in total darkness). 
  Note: If suddenly exposed to light brighter than a single candle, the 
  psychic will be temporarily blinded for 3D4 melee rounds. The 
  nightvision power can also be used to change one's vision to polarized 
  sight, reducing glare as would a pair of polarized sunglasses. 
  Resist Fatigue 
  Range: Self . 
  Duration: 1 hour +20 minutes per level of experience. 
  I.S.P.: 4 
  A mind over matter discipline which enables the character to engage 
  in physical activity without suffering from exhaustion. Although fa­
  tigue is temporarily suspended, the psychic will feel extremely tired 
  and may even collapse when the psi-power wears off. 
  Resist Hunger 
  Range: Self. 
  Duration: 6 hours. 
  I.S.P.: 2 
  Another mind over matter discipline that subdues any feeling of 
  hunger, allowing the character to function at full effectiveness without 
  nourishment. It is important to point out that while the psi-power main­
  tains full operations, the body is still suffering from malnutrition and 
  starvation. Loses 3 lbs (1 .35 kg) of weight per day. Note: A psychic 
  can survive up to 60 days, functioning as normal, without any food by 
  continually using Resist Hunger. On day 61 the character will lapse 
  into a coma. Under this extreme condition, 60 days of food deprivation 
  while still fully active physically, the character is -20% to save vs 
  coma/death. 
  Resist Thirst 
  Range: Self. 
  Duration: 6 hours. 
  I.S.P.: 6 
  This ability is identical to the Resist Hunger psi-power except it ap­
  plies to the consumption of water. It does not negate the long-range 
  damage from dehydration. 
  Summon Inner Strength 
  Range: Self. 
  Duration: 10 minutes per level of experience. 
  I.S.P.: 4 
  This psi-power enables the character to draw on his inner reserves 
  of strength to ward off pain and fatigue. Every time the psychic calls 
  upon his Inner Strength the following bonuses apply: 
  • Add + 1 0  S.D.C. 
  • Add +2 to save vs poison or toxins. 
  • Add +5% to save vs coma/death. 
  • Fatigue is temporarily forgotten and the character can function as if 
  he was fully rested for the full duration of the summon inner 
  strength power. 
  Quentin Milton (Order #31246997)
  
  Telekinesis 
  Range: Up to 60 feet ( 1 8.3 m) away. 
  Duration: 2 minutes per level of experience. 
  I.S.P.: Small: 3, medium: 8, large (over 20 Ibs/9 kg): 8+ I per every 10 
  Ibs (4.5 kg) of weight. 
  Telekinesis is the ability to move objects without any other means 
  than directed psychic energy. The character can make an object hop, 
  fall, roll, rise into the air, suspend it there (hover) or make it fly across 
  the room. 
  In order to move an object by telekinesis, the item must be clearly 
  visible, within the psychic's range (60 feet/1 8.3 m) and the point of fo­
  cus. As usual, the psychic must concentrate on what he is doing; thus, 
  each telekinetic feat counts as one of the character's physical attacks. 
  The total number of telekinetic attacks is equal to the character's num­
  ber of physical attacks per melee; usually 3 or 4. One can attack with 
  telekinesis by hurling an object as if thrown or causing it to buzz about 
  a room, swinging and hitting like a club controlled by an invisible 
  hand. Several objects can be telekinetically thrown around within the 
  same melee round, but not simultaneously. The psychic can only con­
  centrate on one item at a time. For example: A physical psychic with 
  four, normal, hand to hand attacks per melee can perform four attacks 
  with telekinesis. First, he makes a flower vase fly from the table, aim­
  ing it at his opponent's head. Second, he makes the lamp hurl at the 
  guard at the door. Third, the table is suddenly flipped up on end and, 
  fourth, the doorknob is turned and the door flung open. Four attacks or 
  actions using telekinesis. 
  As we can see in the example, telekinesis can be used to do more 
  than making objects fly around. The telekinetic power can be used to 
  open doors, flick switches, press buttons, tum knobs and dials, open 
  windows, make a rocking chair rock and so on. The range of possibili­
  ties is extensive when you stop and think about it. Remember, each ac­
  tion counts as one of the character's physical actions/attacks per melee. 
  It is easiest to move or hurl small objects weighing two pounds (0.9 
  kg or less). Maximum height or distance is 60 feet (18.3 m). Me­
  dium-size objects weighing 3 to 20 pounds ( 1 .35 to 9 kg) are more dif-
  91 
  ficult to manipulate. Maximum height or distance is reduced by half; 30 
  feet (9. 1 m). Large or heavy objects weighing over 20 lbs (9 kg) are 
  the most difficult to maneuver, reducing maximum height and distance 
  to 1 5  feet (4.6 m). I.S.P. cost for large, heavy objects is 8 I.S.P. for the 
  first 20 lbs (9. 1 kg) plus one I.S.P. for each additional 10 lbs (4.5 kg) of 
  weight. This means it would cost 19 I.S.P. to move a 125 lb (56.2 kg) 
  weight (8 I.S.P. For the first 20 lbs (9 kg) + 1 1  I.S.P. for the remaining 
  105 lbs). Remember, the height and distance of effect is limited to 15 
  feet (4.6 m) for such a heavy object. 
  Telekinesis Combat Bonuses: 
  • + 3 to strike with telekinesis; physical/skill bonuses to strike do not 
  apply when telekinesis is used. 
  • +4 to parry with telekinesis, by using a controlled object to parry or 
  sheer telekinetic force to block an attack. Counts as a medium heavy 
  object; costs 8 I. S.P. 
  • S.D. C. Damage from Hurled Objects: very Small: 6 ounces to I 
  pound (0. 1 7  to 0.45 kg): 104. Small: 1 .5 to 2 lbs (06 to 0.9 kg): 
  106. Medjum Small: 2-4 lbs (0.9 to 1 .8 kg): 2D4. Medium: 5 to 10 
  lbs (2.25 to 4.5 kg): 3D4. Medjum Large: 1 1  to 25 lbs (4.95 to 1 1 .2 
  kg): 3D6. �: 26 to 40 lbs (1 1 .7 to 1 8  kg): 4D6. Add 106 dam­
  age for each additional 20 Ibs (9 kg). 
  Note: Telekinesis is not a force field, thus, while it can be used to 
  parry/block a punch, kick, club, knife or even sword, it can not stop 
  bullets, arrows, gas, flying tackles, and similar attacks. Furthermore, a 
  failed roll to Telekinetically parry means the psychic did not parry and 
  is struck by his opponent. 
  Telekinetic Leap 
  Range: Self. 
  Duration: One melee attack/action; in this case, a leap. 
  I.S.P.: 8 
  This telekinetic application boosts the person's leaping ability, pro­
  pelling the psychic an additional two feet (0.6 m) when leaping up­
  wards, and three feet (0.9 m) when leaping across or lengthwise, per 
  level of experience. This power can be used in conjunction with a leap 
  kick attack (damage: 6D6+6 plus P.S. bonuses), but the character will 
  take 2D6 S.D.C. points of damage himself from the hard impact. A die 
  roll to roll with punch, fall or impact, may be needed to land safely af­
  ter one of these leaps. 
  Telekinetic Lift 
  Range: Self or Touch. 
  Duration: 2 melees per level of experience. 
  I.S.P.: 6 
  Rather than moving objects solely with the power of the mind, this 
  use of telekinesis is used to increase the character's ability to lift and 
  carry heavy weights. The psychic creates a telekinetic field around the 
  object and lifts both physically and mentally (via telekinesis). This en­
  ables the psychic to lift and carry weights 20% heavier than his P.S. 
  normally allows. This use oftelekinetics is limited exclusively to lifting 
  and carrying heavy weights and cannot be used to hurl boulders and 
  heavy objects as weapons nor can it be used to augment the damage in­
  flicted by a punch, kick or other physical attack. 
  Telekinetic Punch 
  Range: By touch or one foot (0.3 m) per level of experience. 
  Duration: Instant. 
  I.S.P.: 6 
  Saving Throw: Dodge or parry as usual. 
  This telekinetic power enables the psychic to deliver a powerful 
  punch or kick-like force through telekinetic energy. The character must 
  actually make a physical punch or kick, but a successful strike delivers 
  a telekinetically enhanced blow. A telekinetic punch will inflict 3D6 
  S.D.C.lHit Point damage plus P.S. bonus (if any), and a kick will do 
  4D6 S.D.C. plus P.S. bonus. The I.S.P. is spent whether or not the 
  Quentin Milton (Order #31246997)
  
  punch or kick actually hits the target (roll to strike as nonnal). The 
  power is used in conjunction with a nonnal, physical attack that can be 
  parried or dodged by the enemy. Every time the power is used, the psy­
  chic must make a save of 14 or higher or he will take ID6 points of 
  damage himself as a result of wrenched muscles or a dislocated joint 
  from the extra strain on his body. 
  Telekinetic Push 
  Range: By touch or one foot (0.3 m) per level of experience. 
  Duration: Instant. 
  I.S.P.: 4 
  Saving Throw: None. 
  The psychic can effectively create a telekinetic force that pushes 
  away an attacker or anything within range (a door, chair, cart, statue, 
  etc.). The pushing force has the rough equivalent of a P.S. 16 + 1 per 
  level of the psychic. The telekinetic push is roughly equal to a body 
  block and does ID4 S.D.C.lHit Point damage, will knock most ordinary 
  humans back two yards/meters and has a 01-60% chance of knocking 
  the person off his feet (if so, that character loses initiative and one me­
  lee action). Characters weighing more than 200 pounds (90 kg) or who 
  possess robotic P.S. or supernatural P.S. are only shoved a foot or two 
  and there is only a 01-12% chance of being knocked off their feet. In­
  animate objects weighing under 50 pounds (22.6 kg) are "pushed" or 
  slid across the ground twice as far, roughly four yards/meters (12 
  feetl3.6 m). 
  Sensitive Psionics 
  Astral Projection 
  Range: Self. 
  Duration: 5 minutes per level of experience. 
  I.S.P.: 8 
  Through intense concentration/meditation (4D4 minutes of prepara­
  tion), the psychic can free his mind, or inner self, from his physical 
  body. This psychic inner self is the Astral body, a whitish, transparent, 
  92 
  ghostly image of the character's physical fonn. A long silver thread or 
  cord connects the Astral body with its physical self. If the cord is sev­
  ered the character is likely to die of sudden shock as body and soul are 
  tom asunder. There is only a 30% chance the Astral self can locate its 
  physical body without the silver umbilical cord (roll best 2 out of 3). 
  The physical body lapses into a coma-like trance when the Astral 
  self has left it. In this state the body is completely helpless. It can not 
  walk, move or think; completely catatonic. 
  The hazards are threefold. First, if the physical body is killed, the 
  Astral body is forever lost and will die, fade away, within six hours. 
  Second, if the Astral body gets lost or captured while in the Astral 
  plane, the body will begin to waste away and die. (Note: One minute of 
  our time is equal to one week in the Astral plane). Third, the Astral 
  body is vulnerable to psychic attacks and attacks from ghosts, entities 
  and creatures of the Astral plane. 
  There are two levels of Astral projection, coexistence (physical 
  body and spirit fonn) in the material world and/or in the Astral plane 
  (another dimension). Astral projection from the physical body into the 
  material world creates a ghostly specter of the Astral self which can be 
  seen only by other psychics, young children under 13 years old, ani­
  mals and most supernatural creatures. While in Astral fonn the charac­
  ter automatically gains the ability to float, fly (mach one/670 mph 
  maximum), see the invisible, pass through solid objects, impervious to 
  physical harm (including cold, heat and energy), and see and hear as 
  usual. The Astral body can not communicate with the physical world 
  except through telepathy or empathy, nor speak to, smell or touch any­
  thing on the material plane. The Astral self is little more than a mute, 
  ghostly observer. Of course, this is a great way to locate invisible su­
  pernatural entities, as well as spy on other humans on the material 
  plane (although limited by short sprints. See duration). 
  Traveling in Astral fonn has its own very special dangers. While the 
  character can see the invisible and other Astral travelers, they can also 
  see him. This makes him susceptible to their psychic and Astral fonn 
  attacks, for two Astral travelers can lock into hand to hand combat as 
  well. The most vulnerable target is the silver cord which is the Astral 
  traveler's lifeline to the physical world. Fortunately, the cord has an 
  Astral S.D.C. which is two times that of the person's physical Hit 
  Points and S.D.C. combined. The thread-like silver cord is a difficult 
  target to hit; attackers are -6 to strike. The Astral body also has S.D.C. 
  two times the Hit Points and S.D.C. of the physical body combined. 
  This means if the character has 18 Hit Points and 28 S.D.C., both the 
  Astral body and its silver cord have 92 Astral S.D.C. each 
  ( l8+28=46x2=92 each). Remember, magic and psychic influence have 
  full effect on the Astral body. This includes exorcism, which will force 
  the Astral traveler to leave the immediate area (400 footl122 m radius) 
  and not return for 24 hours. The Astral traveler has the same number of 
  attacks per melee, bonuses, hand to hand, skills, knowledge and psy­
  chic powers that he or she has in the material plane. 
  Entering the Astral plane is like entering the twilight zone. After a 
  minute of concentration the Astral gateway appears as a bright patch of 
  shimmering, white light. Once the Astral traveler passes through it, he 
  will find himself in an endless expanse of white light, and rolling, white 
  clouds. There is no up or down, no bottom or top; no north or south, no 
  land or air or sea, just endless, slowly swirling white. Time too, is a dif­
  ferent or altered state, for what would seem to be a week in the Astral 
  plane is barely one minute in the physical world. Time and space 
  twisted and distorted, the Astral traveler can travel from one end of our 
  planet to the other in the blink of an eye, by hopping through the Astral 
  plane. While this may sound wonderful, the Astral plane has its dangers 
  as well. First, the distortion of space and time makes it extremely diffi­
  cult to find the material world and one's donnant, physical body. Even 
  trying to follow the silver cord can lead to nowhere. 
  To return from the Astral plane to the physical body, roll on the fol­
  lowing table: Each roll will detennine the Astral traveler's state of 
  mind and sense of direction. The percentile dice can be rolled up to 
  three times per melee (15 seconds). The player must roll "definitely 
  Quentin Milton (Order #31246997)
  
  certain" to successfully return. The player may keep trying until he suc­
  ceeds or time elapses. 
  Location of the Physical Body 
  Roll Percentile Dice to Return from the Astral Plane: 
  01-30%: Hopelessly Lost (roll again). 
  31-50%: Uncertain, Confused (roll again). 
  51-76%: Fairly certain of location; on the right track (roll again). 
  77-00%: Definitely certain of location. (Whew! Made it Back). 
  Astral travel with a partner is a much safer way to travel, because if 
  one can find his body, he can lead the other one out with him. 
  Note: Traveling on the material plane in Astral form is infinitely 
  easier than the Astral plane. To find the physical body the character 
  need only return to where he left it. If it has been moved or hidden the 
  Astral self can sense its location with a 60% efficiency (roll once per 
  melee). 
  The other danger lies in being attacked by other beings in the Astral 
  plane. Entities and elemental creatures of magic live in the Astral plane 
  or travel through it. These beings are usually hostile, evil forces. While 
  the Astral body can not touch or communicate with the material world, 
  the Astral body is quite solid to other inhabitants of the Astral plane. 
  The Astral body is also vulnerable to magic and psychic powers, as 
  well as physical assault by Astral entities. 
  The energy which composes the Astral plane is responsive to 
  thoughts and desires. The strongest Astral beings can mentally or magi­
  cally control what a small area might look like. This means that the As­
  tral plane is made up of hundreds or perhaps thousands or even millions 
  of tiny Astral "kingdoms" adrift within the vast whiteness. Exactly 
  what these kingdoms look like is up to the entities that create them. 
  Some may look like a modem city, others like castles or forests, while 
  still others, a frightening landscape. Perhaps this is where legends of 
  visitations to Heaven and Hell originate? It is always wise to avoid an 
  Astral kingdom, because only the most powerful entities and Astral be­
  ings can create and maintain them. 
  Clairvoyance 
  Range: Self (although the image could pertain to people or places 
  thousands of miles away). 
  Duration: 6D6 melees. 
  I.S.P.: 4 
  Base Skill: 58% +2% per level of experience. 
  This allows the psychic to see or feel glimpses of the possible fu­
  ture. This is achieved through meditation or intense concentration in 
  which the clairvoyant thinks about a particular person, event or place. 
  Add +5% to the base skill if the person involved is a friend or loved 
  one. 
  Clairvoyance is unpredictable and can not be turned on and off like 
  a light bulb. Sometimes it works (if the roll is under the base skill) and 
  sometimes it does not (when the roll is above the base skill). A failed 
  roll means the psychic received no insight to the future. 
  A clairvoyant trance can be attempted as often as twice every day. 
  The message can be a sudden feeling that somebody is in need 
  (" ... something's wrong. It's .. .it's ... Janet! I've got to see her!") or, more 
  often, a sudden flash of insight, a sudden image that races through the 
  mind. The image is like a brief snippet of film from a movie or a 
  dream. Often all the details are not clear, but the potential danger is. 
  For example, the psychic character is in a trance or meditation, thinking 
  about hislher friend Janet. Suddenly, the mind is flooded with an image 
  of Janet rushing down a crowded street. It's dusky, like morning, twi­
  light or evening. She seems very upset. The traffic light changes to am­
  ber. Janet races into the street, ignoring the light. It turns red. There's a 
  car, squeal of tires, Janet screams. The image ends. Is Janet hurt? 
  Killed? Unknown, but the danger is clear. There are also other hints of 
  information: the time of day, Janet seeming upset, rushing, etc. The 
  glimpse into the future could be twenty minutes, eight hours, 24 hours, 
  or a week. The psychic has no way of knowing. Of course, he has the 
  advantage of recognizing the potential danger as it begins to unfold and 
  may be able to avoid it, stop it or change the outcome. The image may 
  last a few minutes or be a sudden flash lasting but a few seconds. The 
  flash could be a peculiar noise, a face, or a specific image, like a partic­
  ular door or object. 
  It is important to note that sometimes a clairvoyant image will occur 
  unintentionally, without the psychic trying to do so. These most often 
  manifest themselves as dreams or nightmares during sleep. The clair­
  voyant dream is exactly like the image from a meditative trance de­
  scribed previously. The precognitive flash of the future may also occur 
  unbeckoned while awake, but this is extremely rare. These brief 
  glimpses of the possible future happen because the clairvoyant is 
  acutely attuned to his world. Anything that might hurt or change that 
  world (including people and places) will often be foretold in a flash of 
  insight. 
  Game Masters: Be careful of revealing too much. Use the exam­
  ples provided as a guide. Remember, these are brief glimpses of the 
  possible future, not a motion picture. The psychic can NOT engage in 
  any actions, combat or otherwise, during a moment of clairvoyance or 
  the image will instantly stop. It usually requires 2D4 melees of concen­
  tration or meditation before the image occurs. Remember, a failed base 
  skill roll means absolutely nothing happens, but still bums up the 4 
  I.S.P. and time. 
  93 
  Commune with Spirits 
  Range: Self. 
  Duration: Two minutes per level of experience. 
  I.S.P.: 6 
  Saving Throw: Standard. 
  Using this power, a psychic can "feel" (not see) the presence of spir­
  its. The term "spirit" includes entities (including ghosts and possessing 
  ones), invisible Astral Travelers/Astral beings, the splintered life es­
  sence of a god or Alien Intelligence, the mysterious Indian Spirits, a 
  Quentin Milton (Order #31246997)
  
  spirit or demon (or god) possessing a familiar or witch, and imprisoned 
  souls and life essences in rune weapons and similar magical prisons. 
  The psychic can ask the spirit questions by speaking aloud, although 
  the creature often understands the question on an empathic or intuitive 
  level. Only the psychic hears the answer (unless he's using a group 
  trance) and the answer can be in words or powerful emotions (he sud­
  denly feels its hate, fear, anger, sorrow, etc., instead of a verbal re­
  sponse). It is important to note that the spirit is under no obligation to 
  answer truthfully or to answer at all. Angry and uncooperative spirits 
  may lie, pretend to be somebody else, lash out at the psychic with its 
  own psi-abilities or cause mischief Likewise, the psychic cannot "feel" 
  or sense the creature's alignment, or magic energy, nor can he use any 
  of his other psionic powers while he is in communion with the spirit. 
  Furthermore, the spirit may break off communication at any time, al­
  though the psychic can still "feel" if it is within the immediate area (30 
  foot/9 m radius). The psychic can also break contact at any time, but 
  when he does so, he can no longer tell if the spirit is still hanging about. 
  Empathy 
  Range: l OO foot (30.5 m) area. 
  Duration: Two minutes (8 melees) per level of experience. 
  I.S.P.: 4 
  Saving Throw: Standard; a save vs Empathy means the psychic can 
  not get a clear sense of the emotions of that particular person. To 
  save vs Empathy, the person must roll to save once each melee that 
  the psychic is using empathy. Mind block will prevent any empathic 
  emanations from the blocked person. 
  Empathy is a psi-ability that makes the psychic aware of, or feel, the 
  emotions of other people, animals and supernatural creatures. The 
  strongest emotions are easiest to sense: hate, anger, terror, love. Feeling 
  for emotions can often be used to establish that somebody or something 
  is nearby, but can NOT be used to pinpoint an invisible or hiding per­
  son/creature. Empathy can be especially helpful in recognizing and 
  communicating with ghosts and other supernatural creatures. 
  Questioning a personlbeing while using empathy can be very handy 
  in establishing how they are reacting to you. In a limited sense, empa­
  thy can be used like a lie detector to see if the emotions match the ver­
  bal response. For Example: "Did you know the deceased?" The verbal 
  answer is no, but there is a sudden flare of nervousness and fear (or 
  hate). This doesn't mean the guy is the killer, but it might mean he is 
  lying about knowing the dead man. Further questions might pull out a 
  strong emotion such as anger or hate (or happiness), which may con­
  firm the psychic's suspicions that this man might be involved in the 
  murder. However, remember that this is, at best, circumstantial evi­
  dence and definitely inadmissible in court. Physical proof must be 
  found, but the empathic readings may put characters on the right track. 
  Also, remember that the empathic psychic is feeling the person's real 
  emotions, but interpreting their significance. A very nervous person 
  may always radiate fear or anxiety, while a cold-blooded, pathological 
  killer may feel nothing at all and stay calm and cool as he lies through 
  his teeth. The feeling of hate may mean that the person did know the 
  murder victim, or knew of him, and hated him for any number of rea­
  sons. That does not mean he killed him. As you can see, interpreting 
  emotions can be a tricky thing. 
  Haunting Ghosts and entities rarely mask their emotions. Thus, the 
  psychic can easily tell if one or more is nearby (within lOO feet/30.5 m) 
  and what it is feeling. "I sense great sorrow." or "Do as it says! It is an­
  gry, almost crazed. I think it will carry out its threat if you try to stop 
  it." 
  Intuitive Combat 
  Range: Self 
  Duration: Two melee rounds per level of experience. 
  I.S.P.: lO 
  This is a form of telepathy geared to give the psychic an advantage 
  in melee combat. To put this ability in place, the psychic must concen-
  94 
  trate for one melee round (IS seconds), putting himself in a Zen-like 
  state of awareness. For the next two melee rounds, the Intuitive Combat 
  sense makes the character one with his body and weapon, reacting 
  quickly and efficiently with amazing reflex action, balance and grace. 
  Note: The psychic is unable to use any other psionic power, including 
  Mind Block, while this power is in use. He can cancel it with a thought. 
  Bonuses: +3 on initiative, +1 to strike, +1 to parry, +4 dodge, +4 to 
  pull punch, +2 to roll with punch, fall or impact, and +2 to disarm. 
  • Cannot be caught by surprise, even by attacks from behind or from 
  long-range, which means he can try to parry or dodge all attacks 
  leveled at him. 
  • +10010 to abilities (balance, etc.) provided by the Acrobatics and/or 
  Gymnastic skills, as well as + I 0% to Climb and Swim skills. 
  Machine Ghost 
  Range: Self; computer by touch. 
  Duration: Three minutes per level of experience. 
  I.S.P.: 12 
  Saving Throw: Not applicable. 
  The psychic goes into a trance as he focuses his concentration on 
  entering a computer or most any type of artificial intelligence (not ap­
  plicable to sentient, self-aware machines like Archie-3). This power is 
  limited to the acquisition or reading of information only. The psychic 
  cannot input, program, or delete data on the machine. He can also ac­
  cess information stored by most electronic means, including computer 
  disks, video and audio disks, film or audio tape, and hard drives. Read­
  ing electronically encoded disks and tapes is similar to Object Read, 
  except in this case, he hears and sees the data as ifhe were playing it on 
  a computer or disk player, only he perceives the information 10 times 
  faster. Thus, the character can read (never input) information from 
  disks or broken computers without a physical "jack" connection or an 
  actual display device, i.e. computer and monitor, CD player, etc. 
  As an actual Machine Ghost, the psychic mentally enters and travels 
  the neural network of an active computer. He is actually inside the de­
  vice. In many ways, this experience is similar to Astral Projection ex-
  Quentin Milton (Order #31246997)
  
  cept the psychic IS "projecting" into the machine rather than into the 
  Astral Plane. It also has the same pitfalls as Astral Projection, as in the 
  character enters a strange, seemingly very real world that he must learn 
  to navigate. Like Astral Projection, the electronic world of computers 
  takes on a virtual world landscape. This means in the computer virtual 
  world, its programs, viruses and defense mechanisms will take on vir­
  tual manifestations that can interact, confront, impede, or attack the 
  Machine Ghost. 
  A password or special access code may appear as a metal door or 
  iron gate, or locked filing cabinet that needs to be (seemingly) broken 
  open to gain access to what is held inside The more difficult the code, 
  the bigger, stronger and more difficult the door and lock(s). Data is 
  likely to appear as books, paper files, diagrams, film, holograms, and 
  other common means of communication and documentation. The more 
  sophisticated defense measures are likely to appear as one or more 
  guards who must be defeated before the information is accessible. 
  They can appear as sorcerers, Coalition troops, known enemies or ex­
  otic aliens. Viruses and defenses designed to attack an intruder typi­
  cally appear as demons or monsters. 
  Combat in the virtual world seems real and is conducted the same as 
  it would happen in the real world. Combat and damage is measured by 
  the character's perception of his real body, armor, weapons and natural 
  powers. When the psychic has lost more than 70% of his armor, or 
  S.D.C.IM.D.C., he will feel the urge to flee the virtual world. If he 
  flees, a computer defender will not follow, however a virus will pursue 
  and continue to fight. Although all such damage is only in the mind of 
  the psychic (no physical damage occurs in the real world), if he dies in 
  the virtual world, he can die in the real world as well! The shock to his 
  psyche and body will momentarily stop his heart, and he slumps over 
  dead! The character must roll to save vs coma and death. In this case, 
  physical treatment is not necessary and the recovery process, if success­
  ful, takes less than a minute. The psychic must roll three times, and the 
  best two out of three rolls determines life or death. Rolling between 
  01-750/0, two out of three times, means the heart starts and the character 
  is shaken but fine; feels woozy for 2D4 minutes (reduce Spd 25% and 
  all combat bonuses by half). Failure to recover from the heart attack 
  means immediate CPR medical treatment is required - paramedic skill 
  will suffice, provided any protective body armor can be removed so 
  that treatment can be issued; rescuers have 10 minutes. Roll to save vs 
  coma and death again; must roll twice under 80%. 
  The downside in the usage of this power is the psychic loses all 
  sense of time and reality outside the data he is accessing. This means he 
  is oblivious to what is happening around him, and unless protected by a 
  companion, vulnerable to attack without any means of defense. Pain or 
  being struck or shaken will alert the psychic to trouble, but he has the 
  choice of breaking contact and responding, or ignoring it and continu­
  ing to retrieve data. Only telepathy can reach the character while in this 
  state (can't hear spoken words or sounds outside the computer), and is 
  a means of two-way communication. 
  A character accessing a file on a disk can break contact at any time 
  with a thought, although he will be disoriented for one melee round; re­
  duce his number of attacks and combat bonuses by half. Breaking free 
  of a computer virtual world is not so easy. 
  Unfortunately, leaving the virtual world of a computer is fundamen­
  tally the same as the Astral Plane. The psychic can vaguely sense the 
  way he came and must follow it back to the virtual access point. To do 
  so, the player must roll on the following table and must roll "definitely 
  certain" to have his character successfully escape. The player must 
  keep trying until he succeeds or time elapses. If the character cannot es­
  cape virtual space before the duration of this ability elapses, he is flung 
  out with the same effect as "virtual death"; roll to save vs coma and 
  death as described above. Note: The psychic will instinctively know 
  when he's down to the last three minutes of the duration and when try­
  ing to exit, can fly toward the way out (typically appears as a door or e 
  dimensional Rift). 
  95 
  01-30%: Hopelessly lost (roll again). 
  3 1-45%: Uncertain (roll again). 
  46-65%: Fairly certain, on the right track (roll again). 
  66-00%: Definitely certain! Whew! Made it back. 
  Mask I.S.P. & Psionics 
  Range: Self. 
  Duration: 10 minutes per level of experience. 
  I.S.P.: 7 
  This is a psionic power that enables the character to completely 
  mask all spiritual aspects of his psionic energy and powers. Even the 
  aura is temporarily altered. As a result, other psychics, Dog Boys, 
  Psi-Stalkers, and creatures who can Detect Psionics or See Aura will 
  not sense psionics in a character who is masked. However, the masked 
  psychic must "block" himself from the world, which means he cannot 
  use any of his psionic senses or abilities, nor receive Empathic or Tele­
  pathic impressions until he lets the mask go. 
  Mask P.P.E. 
  Range: Self. 
  Duration: Ten minutes per level of experience. 
  I.S.P.: 4 
  A psionic power that enables the character to completely mask all 
  but ID4 P.P.E. of his personal P.P.E. base. Characters who can sense 
  magic energy or see aura will regard this character as having an insig­
  nificant amount of P.P.E. This power is especially good as protection 
  against Psi-Stalkers and other P.P.E. vampires. Mystics can easily hide 
  their magical powers through this psionic concealment. 
  Mind Block 
  Range: Self. 
  Duration: 10 minutes per level of experience. 
  I.S.P.: 4 (per each duration period). 
  This is the ability to completely close or block oneself from all psy­
  chic/mental emanations. When intentionally closed to supernatural or 
  psychic forces, the character can not sense anything, can not use psy­
  chic abilities, nor be influenced by others. A Mind Block will prevent 
  penetration of Telepathy, Empathy, Hypnotic Suggestion, Day Dream 
  and Empathic Transmission. It can be an invaluable protective mask 
  when dealing with malevolent psychic forces. Adds a bonus of + 1 to 
  save vs all psychic and mental attacks. 
  Object Read 
  Range: Touch. 
  Duration: Varies; usually about 2D6 minutes. 
  I.S.P.: 6 
  Saving Throw: None. 
  Base Skill: Impressions: 56% +2% per level of experience. Images: 
  48% +2% per level. Present: 38% +2% per level of experience. 
  Also known as Psychometry, this uncanny ability enables the psy­
  chic sensitive to receive impressions and images from an object regard­
  ing its use, history and last owner. This is done by holding the object 
  and concentrating on a specific line of thought or opening up to general 
  impression, (the latter is always more vague and random). Just as a psy­
  chic must open himself to sense evil or magic, he must open himself to 
  the object. If successful, he will receive impressions and/or images re­
  vealing bits of information. 
  Impressions include: General alignment of its last owner (good, 
  selfish, evil), general emotional state of mind (angry, happy, sad, hate 
  filled, confused, etc.), the object's general purpose (what it is used for), 
  whether or not the last owner is living or dead, and whether the item 
  has been used with/by magic or supernatural forces. Object read will 
  also conclusively indicate whether the item is currently enchanted or 
  contains a supernatural force/entity (as well as its alignment and emo­
  tions). If the item is possessed, an object read makes the reader totally 
  vulnerable to psychic attack (no bonuses to save). 
  Quentin Milton (Order #31246997)
  
  Images: The psychic can also see images of isolated events which 
  have happened in the past. This will provide brief snippets of images 
  and events that will offer glances of the previous owner and others 
  close to him. Traumatic and emotion filled events/images are the easi­
  est to see. Impressions will accompany the images, adding to the story 
  as it unfolds. Information includes: approximate age, height, weight, 
  build, race, sex, sometimes occupation, hair color and length; special 
  facial or body features such as a scar or tattoo or beard (very often the 
  exact facial features are out of focus, blurred or obscured); the object's 
  use/purpose; and some special event, usually very traumatic, important 
  or happy. Often the event image will be fragmented as if it was a piece 
  of movie film edited by a crazy man. The event will always be one in 
  which the object was involved in some way. 
  The success or failure of an object read: Roll percentile dice once 
  for impressions and once for images. The roll must fall under the char­
  acter's base skill ability to succeed. A roll higher than the base skill 
  means a failure and the psychic feels and/or sees nothing. Impressions 
  and images are two different things, so roll for each. The psychic may 
  get no impressions, but see images or vice versa. The present can not 
  be seen unless the psychic was successful on at least one of the previ­
  ous read impressions or images rolls. Once an object has been read it 
  can not be read again by the same psychic, even ifhe did not see or feel 
  a thing. Of course, the psychic can attempt to object read other items, 
  but each attempt will cost 6 1.S.P. 
  The present can also be glimpsed, but costs an additional 4 l.S.P., 
  with no guarantee of success. Sometimes the psychic can focus in to 
  see and feel the last owner as he or she is at that very moment. This 
  will provide an idea of what is his current state of mind/emotion, ap-
  pearance, dress, general location (that is to say, a bedroom, office, 
  street, outdoors, etc.; no address or sense of close or far is provided), 
  general features (shaved his beard, dyed hair, etc.) and so on. The psy­
  chic may be able to identity a place or person by feature, if he has seen 
  it before or runs into him in the near future. 
  Presence Sense 
  Range: 120 foot (36.6 m) area. 
  Duration: 2 minutes (8 melees) per level of experience. 
  I.S.P.: 4 
  Saving Throw: None. 
  Presence sense is a sixth sense that alerts the character to the pres­
  ence of supernatural and magic creatures in the area. The ability can not 
  pinpoint the location of the presence, but will give the psychic the im­
  pression of whether it is near (within 50 feetll5.2 m) or far (beyond 90 
  feetl27,4 m). It will also give the character a vague idea of how many 
  presences there are; one (1 or 2), a few (3 to 6), several (7 to 14), or 
  many (15 or more). The psychic can also sense human presences, but 
  with much less accuracy. It is more of a feeling of "We are not alone." 
  The person's distance is undeterminable and the number of people is 
  limited to a sense of one or two or many, and that is only right half of 
  the time. 
  Read Dimensional Portal 
  Range: Touch or one foot (0.3 m) per level of experience. 
  Duration: One melee round per level of experience. 
  I.S.P.: 6 
  Saving Throw: Not applicable. 
  Limitations: Applicable only to active (open) dimensional portals and 
  devices that can create a dimensional portal. 
  This power allows the psychic to get impressions from the portal or 
  dimension spanning device, which instills the character with the fol­
  lowing information: 
  • Destination is relatively dangerouslhostile or safe to the psychic. 
  This includes whether or not the environment can support human 
  life. 
  • Whether there is a strong (or numerous) presence of the supernatu-
  96 
  ral (Le. alien intelligence, gods, demons, etc.) and whether that pres­
  ence is evil. 
  • A psychic flash - a brief vision of who was the last person or per­
  sons to use the portal, if any (may be none if it is a random Rift that 
  hasn't been used by any living force). 
  • Intuitively sense whether the portal or machine leads to any of the 
  following dimensions: The Astral Plane, Xiticix home world, the 
  Dreamstream, or to another location on Rifts Earth. 
  • If a mechanical gateway or device capable of dimensional 
  travel/opening a dimensional portal, whether it is a creation of 
  magic or science, the psychic will get a basic idea of how to operate 
  it in order to open or close a dimensional portal (similar to object 
  read). 
  Remote Viewing 
  Range: Self. 
  Duration: 2D6+6 second flash of insight or vision of current events. 
  I.S.P.: 10 
  Saving Throw: Special. Other psychics can feel or sense when some­
  body is trying to observe them and can try to resist it by concentrat­
  ing (uses up one l.S.P.); standard save vs psionic attack (in this case, 
  psionic intrusion). Failure means the psychic is seen via Remote 
  Viewing. Success means the psychic trying to view is blocked, and 
  he knows that the target has deliberately done so. The target of this 
  power gets no impression from being viewed remotely and has no 
  idea why he is being watched or by whom. 
  To use this power, the psychic needs a photo or video image to fo­
  cus on, even if he knows the person or place intimately. When focused 
  on a particular person, the psychic can see in his mind what the person 
  is doing at that moment for 2D6+6 seconds. The image appears as if the 
  character were looking down through a skylight. He sees only a 
  glimpse of things and may not remember all details. Likewise, he may 
  not see other people outside his line of vision, because the focus is a 
  particular person, not the entire room. If the target is moving, walking, 
  or driving, the remote viewer will know this and follow along for a few 
  seconds, although he may not have a clear idea of his surroundings, but 
  enough of an impression to recognize it if he sees it personally. 
  The character may also Remote View a specific place such as a 
  small to medium room, a corner in a playground or field, a specific en­
  trance to a building, a particular section of an alley, etc., but not an en­
  tire house, office building, stadium, street, etc. As before, he must have 
  a photograph, video or frame of film to focus upon. For 2D6+6 sec­
  onds, the psychic will see whatever occurs in that small area of that 
  particular place. 
  In the alternative, the psychic can use Remote Viewing to catch 
  glimpses/images that tell something about the subject of the viewing. In 
  this instance, he must have 2-4 specific questions, such as, "is so and so 
  alive ... " Then the image of the character smiling as he walks through 
  the area appears, or flashes of a brutal attack, blood, and a falling body 
  (indicating death), and so on, appear for an instant in answer to his 
  query. In either case, the psychic cannot look at the same person or 
  place via Remote Viewing again for another 24 hours. 
  See Aura 
  Range: 60 feet (18.3 m) and must be visible. 
  Duration: 2 melees (30 seconds). 
  I.S.P.: 6 
  Saving Throw: None, but a Mind Block will hide the presence of psy­
  chic abilities, the level of P.P.E., and possession by a supernatural 
  force. 
  All things, organic and inorganic, have an aura. The aura has many 
  distinctions and indicates things to the psychic normally invisible to the 
  ordinary eye. 
  Seeing an aura will indicate the following: 
  Quentin Milton (Order #31246997)
  
  • Estimate the general level of experience. Low (1-3), medium (4-7), 
  high (8th and up). 
  • The presence of magic (no indication of what type or the power 
  level). 
  • The presence of psychic abilities (again though, not the type or 
  power level). 
  • High or low base P.P.E. 
  • The presence of a possessing entity. 
  • The presence of an unusual human aberration and/or indicates a se­
  rious illness, insanity, or that the individual is not human, could be a 
  mutant or supernatural, but does not specify which. 
  Note: A psychic can not tell one's alignment by using this power. 
  See The Invisible 
  Range: 120 feet (36.6 m) distances. 
  Duration: 1 minute per each level of experience. 
  I.S.P.: 4 
  Saving Throw: None. 
  The character can see entities, beings, forces, objects and creatures 
  which can tum invisible or are naturally invisible. Even if the creature 
  has no form per se, the psychic will be able to discern the vaporous im­
  age or energy sphere which is the being. This includes ghosts, entities, 
  Elementals and Astral beings. 
  Sense Dimensional Anomaly 
  Range: 100 foot (30.5 m) radius per level of experience. 
  Duration: 2 minutes per level of experience. 
  I.S.P.: 4 
  Saving Throw: None. 
  This power detects the presence of a dimensional anomaly like an 
  open/active dimensional portal or Rift, the random opening and closing 
  of a Rift, ley line storms, and dimensional triangles (The Oevil's 
  Sea/Bermuda Triangle), as well as any disturbances caused by tele­
  portation, the use of Temporal or Ley Line Magic or other powers that 
  97 
  disrupt the fabric of reality. The psychic knows when it happens, when 
  it ends/closes, the general direction, and whether it is far or near, but no 
  exact knowledge of its location or what is happening because of it. 
  Sense Evil 
  Range: 140 foot (42.7 m) area. 
  Duration: 2 minutes (8 melees) per level of experience. 
  I.S.P.: 2 
  Saving Throw: None. 
  This psi-power is a much more refined ability to feel the presence of 
  evil. All supernatural creatures radiate their alignment, good or evil. A 
  psychic sensitive will automatically feel supernatural evil without 
  spending a single I.S.P. point. However, to get a clearer picture of the 
  evil force(s) the character must open himself and use the Sense Evil 
  ability. 
  Sense Evil will indicate the general number of supernatural evil be­
  ings: one, a few (2-6), several (7-14), or many (15 or more). It can also 
  register the intensity of the evil and pinpoint the general location of the 
  source(s) to a particular room(s), possessed object, character, and dis­
  tance; i.e. very near (within 15 feetl4.5 m), near (within 50 feetll5.2 
  m), or far (60 to 140 feetll 8.2 to 42.7 m). The character can track the 
  source of supernatural evil, like a bloodhound, by sensing how close it 
  is to him. 
  Evil emanations from human beings are much less distinct and can 
  not be felt unless the source-person has an immediate evil intention and 
  has psychic powers or is psychotic. The former can mask his evil inten­
  tions with a Mind Block. 
  Sense Magic 
  Range: 120 foot (36.6 m) area. 
  Duration: 2 minutes per level of experience. 
  I.S.P.: 3 
  Saving Throw: None. 
  The ability to sense magic enables the psychic to feel magic energy, 
  tell whether it is near (within 20 feetl6. 1 m) or far (up to 120 feetl36.6 
  m away), and follow the emanations to pinpoint their source as a partic­
  ular place, room, person or object. Note: Invisible, magical or supernat­
  ural creatures or objects can only be traced to a general area, like a 
  specific room or area. The psychic will also be able to sense whether or 
  not an object has magic powers, if a person or item is enchanted/under 
  a magic spell (this does not include psionic influences), when magic is 
  being used within the area (120 feetl36.6 m) and when a person is cast­
  ing a spell (human users of magic do not radiate magic energies until 
  they call upon them). 
  Sense Time 
  Range: Self. 
  Duration: 15 minutes per level of experience. 
  I.S.P.: 2 
  The psychic is able to accurately measure the passage of time, down 
  to within 104 seconds. This can be useful when in an environment 
  where the passage of time can be lost, and especially when the charac­
  ter must meet with or do something at a precise moment in time, like 
  gauging exactly when a bomb will detonate, when a switch must be 
  turned on or off, and so on. 
  Sixth Sense 
  Range: 90 feet (27.4 m). 
  Duration: Until the danger passes or happens. Bonuses apply only to 
  the first melee round of the attack from the source of the sensed 
  danger. 
  I.S.P.: 2 
  Saving Throw: None. 
  The Sixth Sense is a power that gives the psychic a precognitive 
  flash of imminent danger to himself or somebody near him (within 90 
  feetl27.4 m). The character will not know what the danger is or where it 
  Quentin Milton (Order #31246997)
  
  will come from, nor who it will be directed at when in a group. All he 
  knows is that something life threatening will happen within the next 60 
  seconds (4 melees)! The sixth sense is triggered automatically, without 
  the consent of the psychic, whenever his life is in great peril or the life 
  of somebody he greatly cares about (friend, partner, loved one, etc.). 
  The sixth sense is only triggered by an unexpected, life threatening 
  event (a trap or ambush is within 90 feet/27.4 m or a flash flood is rush­
  ing his way) which is already set into motion and will happen any sec­
  ond. The power can not be called upon at will to sense for traps or 
  ambush. Instead, it works like an automatic reflex. If the character has 
  used all his I.S.P. the Sixth Sense is temporarily rendered inoperative. 
  Bonuses: The sudden flash of insight provides the following bo­
  nuses. All bonuses apply only to the first, initial melee (15 seconds) 
  when the attack/danger occurs. Bonuses are lost in subsequent melee 
  rounds after the danger is revealed. +6 on initiative roll, +2 to parry, +3 
  to dodge and the character can not be surprised by a sneak attack from 
  behind. 
  Speed Reading 
  Range: Self. 
  Duration: 3 minutes per level of experience. 
  I.S.P.: 2 
  This is the ability to read and comprehend the written word ex­
  tremely quickly. Speed of reading is 30 pages per minute (4 melee 
  rounds). The psychic will retain the information as he would normally. 
  Highly technical texts will reduce the speed reading by half ( 1 5  pages 
  per minute) and may require two readings to remember in detail. 
  Telepathy 
  Range: Read surface thoughts up to 60 feet ( 1 8.3 m) away or two-way 
  telepathic communication up to 140 feet (42.6 m). 
  Duration: 2 minutes per level of experience. 
  I.S.P.: 4 
  Saving Throw: Conditional. When a character suspects he is being 
  telepathically probed he can resist, getting the standard saving 
  throw. Mind Blocks will completely prevent telepathic probes or 
  communications as long as the block is up. 
  The power of Telepathy allows the psychic to eavesdrop on what 
  another person is thinking at a particular moment. This is done by fo­
  cusing on that one individual and picking up on his or her surface 
  thoughts. Surface thoughts are those thoughts and musings uppermost 
  in a target's mind. A deep probe into memory is not possible. Although 
  the psychic can read the thoughts of several people, he can only do so 
  by focusing on one person at a time. Simultaneous, multiple mind read­
  ing is impossible for the character. 
  Limited Telepathic communication is also possible. The Telepath 
  can send a directed thought message to one person at a time. The mes­
  sage must be as brief and clear as possible. Like, "John, I need you im­
  mediately. Hurry!" or "Stop! Don't do that." "Come here," "Look out" 
  or "Press the green button." However, two-way telepathic communica­
  tion is not possible except between two characters both with Telepathic 
  abilities. 
  Total Recall 
  Range: Self. 
  Duration: Permanent. 
  I.S.P.: 2 
  The character remembers every word he reads. Specific blocks of 
  information can be recalled in perfect detail at will. Each block of in­
  formation costs 2 l.S.P. to recall in absolute detail. If all I.S.P. have 
  been expended the memory is a little fuzzy, so that exact quotes and de­
  tails may be impossible to recall. Roll percentile to see how much is re­
  tained: 
  01-50%: Remembered in full detail, word for word. 
  5 1-80%: Details are forgotten, but the full essence of the ideas are 
  clear. 
  98 
  8 1-00%: Can only recall the most basic concepts; no details nor strong 
  comprehension. 
  Super-Psionics 
  Astral Golem 
  Range: One mile (1.6 km) per level of experience. 
  Duration: Special. 
  I.S.P.: 50 to create the Golem, 10 to mentally animate/control it. 
  This is an unusual psionic ability that is known only to psychics 
  trained in Psyscape, and is possible only in the Astral Plane. Using the 
  "loose" ectoplasm that makes up much of the Astral Plane, the psychic 
  is able to build a vaguely humanoid construct. By intermingling some 
  of the psychic's own ectoplasm he can animate and control it. The con­
  struct, often called an Astral Golem, resembles a Rodin sculpture made 
  of a protoplasmic material. Through concentration, the psychic can ani­
  mate it like a giant puppet. It is not actually alive and cannot see, hear, 
  feel pain or emotions, nor think or act independent of the psychic. This 
  construct is typically used to carry heavy objects, and for defense and 
  combat. As an Astral Creation, it can float and fly as a natural ability 
  (as can most Astral Travelers). Made of the stuff of the Astral Plane, 
  the Astral Golem can inflict damage to all Astral beings. 
  Stats for the Astral Golem: 
  • The Golem is a large, human to double human-sized construct of 
  whitish or light grey, semi-translucent material that glows faintly. It 
  can be formed into whatever general shape its creator desires, but is 
  typically humanoid. 
  • Horror Factor: 8 for human-sized, 10 for giant-sized. 
  • P.S. 18 (supernatural), Spd 16+ ID6. 
  • Attacks per Melee: Equal to those of his creator. In combat, every 
  action by the Astral Golem counts as one of the psychic's. The As­
  tral Golem must remain in sight of the psychic and is rarely sent 
  more than several hundred feet (30.5 m) away. Does ID6 
  M.D.ldamage to other Astral Beings from punches and kicks. 
  • -2 on initiative, -1 to parry and dodge, for it is slow and clumsy, but 
  powerful. 
  • Impervious to most psionic attacks, mind control, fear, and posses­
  sion (it is not alive). Also impervious to cold, heat, disease, poison, 
  and gases. Energy and projectile attacks do half damage. Vulnerable 
  to physical attacks from other Astral Beings. 
  • 3000 S.D.C.l30 M.D.C.; can be repaired/regenerated by its creator 
  expending an additional one I.S.P. per 2 M.D.C.l200 S.D.C. 
  Bio-Manipulation 
  Range: 160 feet (48.8 m). 
  Duration: 4-16 minutes (ro1l 4D4). 
  I.S.P.: 10 
  Saving Throw: Standard; if a character successfully saves against the 
  attack he is not affected at all. This applies to all seven 
  bio-manipulative attacks. 
  The psychic is able to induce physical trauma to the nervous system 
  of others by sheer force of will and conveyance of psychic energy. This 
  psi-power is also known as the Evil Eye, especially in rural areas where 
  magic and folklore rule the day. 
  There are seven types of Bio-Manipulation effects. Each affects 
  only one person per attack and can be used in any combination. In­
  tended victims must be within line of vision or their exact location 
  known to the psychic. Each costs 10 I.S.P. to inflict. 
  This psychic power enables the psychic to temporarily manipUlate 
  specific biological functions or conditions in human and animal life 
  forms. The duration can be extended 4-1 6  (4D4) minutes per additional 
  6 l.S.P. 
  Quentin Milton (Order #31246997)
  
  Blind: Temporarily knocks out the victim's optic nerves, rendering 
  that person quite helpless. Victims are -10 to strike, parry and dodge. 
  Deafness: Can be caused by manipulating the eardrum. Victims can 
  not hear anything, and are -6 to parry or dodge attacks from behind. In 
  addition, the shock of suddenly becoming deaf makes them -3 to strike, 
  parry or dodge any other attacks, and they automatically lose the initia­
  tive on all attacks while deaf. 
  Mute: Impairs the victim's vocal cords, making speech impossible. 
  Victims are likely to be shocked and panic, making them -2 to strike, 
  parry and dodge for the first melee ONLY. 
  Pain: By manipulating the nerve centers the psionic can induce ter­
  rible pain, shooting throughout the body. Victims are -6 to strike, parry, 
  and dodge, and take one point of damage off their Hit Points (not 
  S.D.C.) per each minute affected. 
  Paralysis: Immobilizes the motor part of the brain, causing legs and 
  arms to stop functioning. Victims are completely incapacitated for the 
  duration. 
  Stun: This attack disorients and confuses its victims. Victims forfeit 
  one attack per melee, speed is cut by half, and the character is -4 to 
  strike, parry and dodge. 
  Tissue Manipulation: Affects the tissue's connecting nerve fibers 
  which can cause a variety of effects. By irritating the nerve fibers, a 
  victim will suddenly feel itchy, as if breaking out in a severe rash. 
  Through endothermic manipulation the victim can also be made to sud­
  denly feel cold or hot while everyone around him feels fine. This is 
  done by manipulating the body chemical which absorbs heat. ALL 
  three conditions are more annoying or frightening than physically im­
  pairing. In each case the victims are -1 to strike, parry and dodge. 
  Bio-Regeneration (Super) 
  Range: Self. 
  Duration: Permanent. 
  I.S.P.: 20 
  Another bio-manipulation power that enables the psionic to direct 
  his psychic energies to immediate self-healing. The character must con­
  centrate for one full minute while his body instantly heals itself. 4D6 
  Hit Points and 4D6 S.D.C. points are simultaneously restored at the end 
  of 60 seconds! As usual, there is no scarring. 
  Electrokinesis 
  Range: Varies. 
  Duration: Varies. 
  I.S.P.: Varies. 
  Electrokinesis is a psychic power that allows the psychic to exert 
  amazing physical control over electricity. 
  1. Electrical Resistance. The psychic can manipulate his body so to 
  become resistant to electricity. Up to 60,000 volts will inflict no dam­
  age or ill effect. Currents greater than 60,000 volts, including lightning 
  and magic electricity, do half damage. Range: Self. Duration: 3 minutes 
  per level of experience. I.S.P.: 4. 
  2. Electrical Discharge. The character can cause static electricity 
  within a six foot (l.8 m) area, as well as emit an electrical discharge by 
  touch. The discharge can be a little jolt or inflict up to ID6 damage as 
  often as once per melee. Range: Touch or 2 feet (0.6 m) away. Dura­
  tion: Instant. I.S.P.: 2 per each discharge. 
  --
  3. Manipulate Electrical Devices. Through focused thought the 
  psychic can enforce a limited control over electrical devices, such as 
  turning off and on light switches, computers, televisions, radios, blend­
  ers, microwave ovens, flashlights, toys (battery and plug types), wind­
  shield wipers, and all types of electrically operated appliances, toys and 
  devices. He can also manipulate the controls of the device, such as vol­
  ume, channel selection, tuners, speakers, change speed, dim lights, and 
  so on. A dozen different electrical functions can be manipulated each 
  melee. This can mean flicking the light off and on six times ( 1 2  func­
  tionsl6 off, 6 on) or tum on the T.V., tum its volume up to the max. and 
  99 
  tum on 10 other appliances (12 functions in all). Range: 45 feet (13.7 
  m) +5 feet ( l .5 m) per level of experience. Duration: 2 minutes per 
  level of experience. I.S.P.: 4. Note: The character does not need to see 
  the devices to manipulate them. He can feel their presence. 
  4. Sense Electricity. The psychic can sense or feel electricity and 
  pinpoint its exact location with fair expertise. Range: 45 feet ( 13.7 m) 
  +5 feet ( l .5 m) per level of experience. Duration: 2 minutes of extreme 
  sensitivity when he can pinpoint every source of electricity in the area. 
  I.S.P.: 2 per every two minutes. Base Skill: 55% +5% per each addi­
  tional level of experience. A failed roll means only ID6xl0% of all the 
  electrical devices/sources of electricity could be sensed. 
  Empathic Transmission 
  Range: 60 feet (18.3 m). 
  Duration: 2D6 minutes. 
  I.S.P.: 6 
  Attacks Per Melee: Equal to the individual's psychic abilities. 
  Saving Throw: Standard. 
  This incredible ability enables the psychic to instill a powerful emo­
  tion into another living creature; person, animal or supernatural being. 
  Each psychic attack/transmission can only affect one creature at a time. 
  Several supernatural creatures have this ability or some aspect of it. 
  Despair or Sorrow: Invokes great emotional upheaval, deep sorrow 
  and a sense of loss. There is a 50% chance of the victim surrendering or 
  leaving without a battle; furthermore, victims are -2 to parry and dodge. 
  Confusion: Disorients the person so badly that he has no sense of 
  direction, time, or of what is exactly going on. Victims are -3 to strike, 
  parry and dodge, and lose initiative in any combat. 
  Fear: Invokes unreasoning terror in all those affected. Victims are 
  -3 to strike, parry and dodge, plus there is a 66% chance that those af­
  fected will tum and run. 
  Hate or Anger: Will prompt those affected to act rashly, charge, at­
  tack, argue violently, etc. Victims are likely (60% chance) to attack, 
  kill, harm, or betray those they dislike; + 1 (yes, that's plus) to strike, -1 
  to parry and dodge. 
  Love or Peacefulness: Will induce a deep feeling of serenity, dis­
  pelling anger, hatred, sorrow, and so on. Hostile opponents are likely 
  (60% chance) to reconsider their actions, deciding not to attack, show 
  mercy, leave without being overtly cruel or destructive, halt a rampage, 
  and so on. It does NOT make its victims docile sheep, but curbs hostil­
  ity. 
  Trust: Will make its victims believe everything the psionic tells 
  them, but only while under the empathic influence. Life threatening 
  suggestions that go against deep-seated fears, morals or ideals provide 
  an additional saving throw against the suggested action; with a bonus 
  of +3 to save. 
  Group Mind Block 
  Range: 120 feet (36.6 m). 
  Duration: 10 minutes per level of experience. 
  I.S.P.: 22 
  The Master Psionic can instantly erect a mental barrier or Mind 
  Block to protect himself and those around him, within a 120 foot (36.6 
  m) area. The Group Mind Block works just like the individual Mind 
  Block power. It can be a means of protecting those around the psychic 
  from psionic probes and mind attacks, but it can also be used to prevent 
  outside forces (good or evil) from communicating via telepathy or em­
  pathy. Thus, a villainous psychic can use the Group Mind Block for his 
  own evil purposes. Everyone within the 120 foot (36.6 m) area of affect 
  will be automatically blocked, but the effect is not detectable so they 
  are not likely to know that they are being Mind Blocked (a Detect 
  Psionics will indicate a Group Mind Block)! 
  Quentin Milton (Order #31246997)
  
  Group Trance 
  . 
  Range: All willing subjects within 20 feet (6 m) of the psychIc, +10 
  feet (3 m) per level of experience. 
  Duration: Two minutes per level of experience or until the trance is 
  broken, whichever comes first. 
  I.S.P.: 15 
  Saving Throw: None for willing participants. Those unwilling to par­
  ticipate cannot be entranced. 
  There are a couple of different applications for this power. The 
  non-combat use is a sort of shared communication. Everybody en­
  tranced can share in the psionic experiences of the group leader, the 
  character who is using the Group Trance power. First, the entire group 
  of willing participants enters into a trance state. While entranced, the 
  group is subtly linked to the character using the power. That psychic 
  can then perform one or two other psychic communication abilities per 
  melee round. These abilities are limited to a few forms of psionic com­
  munication (not Healing, Physical or Super-Psionic powers), including 
  Clairvoyance, Empathy, Telepathy, Object Read, Presence Sense, 
  Commune with Spirits, Remote Viewing, and Sixth Sense. The 
  thoughts, visions/images, and communications received by the lead 
  psychic are simultaneously transmitted via the trance-link to all partici­
  pants. They see, know or feel everything he does. 
  The other use of this ability is to willingly pool the I.S.P. of the 
  trance group to make it available to the lead psychic (the one who is us­
  ing the Group Trance ability). Once every melee round, the psychic to 
  whom they are linked can draw upon three I.S.P. points from each psy­
  chic in the trance group. I.S.P. cannot be drawn from characters who 
  don't have any. These I.S.P. can be used by the lead psychic in any way 
  he desires. The others linked to him see, feel and experience whatever 
  he does, including his rationale, motives and emotions. 
  In both instances, only the psychic group leader has any melee ac­
  tions, and he is limited to two psionic actions/attacks while entranced. 
  All those in the group are simply passive observers and secondary par­
  ticipants. All participants react calmly toward the events, emotions, and 
  visions they experience while entranced. The moment the trance ends, 
  they are back to normal and can respond as is appropriate. Only the 
  lead psychic or the genuine fear of death can break the trance. All snap 
  out of it even if only one person breaks the trance. 
  Hydrokinesis 
  Range: Varies. 
  Duration: Varies. 
  I.S.P.: Varies. 
  This ability enables the character to use psychic energy to sense and 
  influence water. 
  1. Sense Chemical Impurities. The psychic can sense whether or 
  not water is polluted or contains other substances. The exact nature of 
  the additive or pollutant may be unknown, but he will know that it is 
  not completely natural. When sensing water, first roll to determine: 1) 
  Pure or drinkable (nonhazardous/tap water), 70%+5% per each addi­
  tional level of experience. 2) Roll for general nature of the pollutant; 
  this identifies whether it is a chemical/drug (not deadly, but will cause 
  a reaction if drunk) or poison/toxin (deadly or harmful if swallowed). 
  Success ratio in identifYing the general nature of the pollutant is 
  35%+5% per each additional level of experience. Range: Self/six 
  inches (0. 15 m). Duration: One minute (4 melees). I.S.P.: 2 per minute. 
  2. Boil Water. The psychic can increase the temperature of water, 
  raising it to boiling level within one minute (four melees). Up to one 
  gallon (3.8 liters) can be affected. Once set a boiling, it will tak� the 
  usual amount of time to cool. This power can not be made to bod the 
  water or blood in a living creature. Range: 8 feet (2.4 m) +2 feet (0.6 
  m) per level of experience. Duration: One minute (4 melees). I.S.P.: 3 
  per gallon of water. 
  3. Water Spout. An ability that enables the psychic to control and 
  hurl water. The effect can be used to make water bubble (but not 
  1 00 
  heated), shoot straight up like a geyser or a water blast hurling across a 
  room like a short, powerful spray from a garden hose. Up to one gallon 
  of water per level of experience can be manipulated and hurled up to a 
  distance of 20 feet (6 m). Note: The fluid must be 75% water to be con­
  trolled, such as punch, hot coffee, chicken soup, tea, Kool-Aid, etc. 
  Forget about hurling ice (frozen does not count), paint, gasoline, or 
  cake batter. 
  Making water leap with a life of its own can be startling to others 
  and can make a great distraction if handled right. Hurling normal water 
  or a cool drink into somebody's face/eyes will momentarily blind and 
  surprise the individual, causing himlher to lose initiative and one attack 
  that melee. Hurling hot or boiling water on the body (especially the 
  crotch) will have the same results. Hurling boiling water in the face is 
  horribly painful, causing 2D4 damage, loss of initiative, loss of all at­
  tacks for ID6 melees and temporary blindness for 3D6 melees (-10 to 
  strike, parry and dodge). Characters of a good alignment will not hurl 
  boiling water in the face unless under an absolutely life and death cir­
  cumstance 
  Hurling range: 20 feet (.6 m). Duration: Instant. I.S.P.: 5. Bonus: +1 
  to strike. Making water bubble or rise up like a fountain can he main­
  tained for up to 30 seconds (2 melees). Note: The psychic can influence 
  up to one gallon (3.8 liters) of water per level of experience up to 20 
  feet (6 m) away, whether he can see it or only feel its presence. 
  4. Sense Water. The character can sense the presence of any water 
  exposed to the open air automatically at no cost of I.S.P. Range: 20 feet 
  (6 m). Duration: Permanent. I.S.P.: None. Note: Underground rivers, 
  airtight containers, etc., can not be sensed. 
  Hypnotic Suggestion 
  Range: 12 feet (3.6 m), with eye contact. 
  Duration: Varies with each circumstance and subject; rarely more than 
  a few hours maximum. 
  I.S.P.: 6 per idea or attempt to implant an idea. 
  Saving Throw: Standard. 
  The power of suggestion is a psychically boosted form of simple 
  hypnosis. The power is limited to relaxing/calming somebody down, 
  Quentin Milton (Order #31246997)
  
  putting a person or animal in a light sleep, helping a person to relax and 
  focus on a particular thought (good for helping someone to remember 
  things) and implanting subtle ideas. The implanting or "suggestion" of 
  an idea must be subtly worked into a verbal comment. The suggestion 
  must be kept simple and clear, such as "You know you can trust me." 
  or "You feel like you have a fever." or "You don't want to go there." 
  The power of suggestion can also be used to make the victim imagine 
  sounds and images. "Did you hear that? Listen! Footsteps. You hear the 
  footsteps ... yes, you do!" Or, "At midnight the specter appears. Every­
  body who is ever present sees the specter at midnight." The poor indi­
  vidual who fails his saving throw will indeed imagine he sees 
  something at midnight and hears footsteps. 
  Mentally Possess Others 
  Range: Touch. 
  Duration: 5 minutes per level of experience. 
  I.S.P.: 30 
  The psychic can completely take over and control another person. 
  The psychic essence of the controlling mind is transferred into the body 
  of another individual. While in the victim's body/mind, the psionic re­
  tains all his own knowledge and identity. He can not read the mind of 
  the person he now possesses, nor access any knowledge from the vic­
  tim's memory. Only the physical body can be controlled, like a living 
  robot. 
  During the period that the victim is possessed, the individual goes 
  into a trance state and remembers nothing about the things that happen 
  while he is possessed. Meanwhile, the psychic's natural body falls into 
  a coma-like state and is vulnerable to attack unless protected by others. 
  The possessing character can return to his own body at any time re­
  gardless of distance. When his essence leaves the body of the pos­
  sessed, the victim suddenly becomes conscious again, as if suddenly 
  being woken up. 
  Mind Block Auto-Defense 
  Range: Self. 
  Duration: Special. 
  I.S.P.: Special. 
  The moment the psychic is mind probed, a personal Mind Block au­
  tomatically snaps into place. It also alerts the character to the fact that 
  he or she is being probed or attacked by Empathy or Telepathy. The 
  character must consciously and willingly lower the mind shield and 
  open himself to the psi-probes in order to receive them. Otherwise, the 
  automatic defense Mind Block will stay in effect until the probe/attack 
  is over. Engages automatically. 
  The I.S.P. cost is different in that the character must permanently 
  give up 14 I.S.P. when this power is selected. However, the Mind 
  Block will automatically take place whenever under Telepathic and 
  Empathic probes or mind control attacks at no additionaI I.S.P. cost. 
  Mind Bolt 
  Range: 100 feet (30.5 m) per level of experience. 
  Duration: Instant. 
  I.S.P.: Varies. 
  The psionic can focus his psionic energy into a powerful bolt of 
  mental force and hurl it at a visible target with amazing accuracy. The 
  amount of damage the bolt inflicts depends on the amount of energy 
  expended. 
  6 I.S.P.: ID6 S.D.C. damage. 
  12 I.S.P.: 3D6 S.D.C. damage. 
  20 I.S.P.: 6D6 S.D.C. damage. 
  40 I.S.P.: 2D4 Mega-Damage! 
  Note: All mind bolts are +4 to strike, but adding an additional 10 I.S.P. 
  increases the strike bonus to + 8 to strike. Remember, ley lines and 
  nexus points increase the range and damage. 
  1 01 
  Mind Bond 
  Range: Touch. 
  Duration: Special. 
  I.S.P.: 10 
  Saving Throw: Standard. 
  This creates an instant mind link between the psionic and the victim. 
  When this happens, each will learn EVERYTHING there is to know 
  about the other. This includes all skills, secret identities, phobias, etc. 
  In both cases, the memory is complete for only 3-12 hours (roll 3D4). 
  After that, the characters must roll under 15% to recall any particular 
  item. A month later, all memories completely disappear. Players should 
  bear in mind that only the psionic knows the memories are not perma­
  nent, thus the other person would have no reason to make notes or act 
  quickly before the memories fade. 
  Note: Skills and skill bonuses are also temporarily absorbed, mean­
  ing that the psychic possesses all of his victim's skills and skill bonuses 
  (and vice versa). Physical attributes, such as S.D.C. and attribute bo­
  nuses gained through physical training are NOT acquired. 
  Alien or extremely mentally and/or emotionally disturbed minds can 
  permanently impair the psionic's own mind as a result of the bond. If 
  bonded with an alien or extremely disturbed person, roll on the follow­
  ing tables for a permanent insanity: 
  01-40%: No Insanity 
  41-80%: Phobia 
  8 1-90%: Affective Disorder 
  91-00%: Neurosis 
  Mind Wipe 
  Range: Touch. 
  Duration: Special. 
  I.S.P.: Special. 
  Saving Throw: Standard; a successful save means the person is unaf­
  fected and still retains his memory. 
  To Mind Wipe an intelligent creature, the psionic must make physi­
  cal contact, touching his victim's temples to erase whatever he desires. 
  This is done by verbal suggestion and can erase any past event, knowl­
  edge, skill, and so on. The process takes about three minutes to com­
  plete. 
  The loss of memory is temporary, lasting ID4 days for every 10 
  I.S.P. expended. The memory can be permanently erased if the psychic 
  exerts 50 I.S.P. at once. A psychic can also permanently wipe a mind 
  completely blank by expending 50 I.S.P. and four Mental Endurance 
  (M.E.) points. This is an extremely grueling process for the psychic, 
  and the loss of the four M.E. points is permanent, even if the opponent 
  successfully saves against the wipe and is not affected. 
  P.P.E. Shield 
  Range: Self. 
  Duration: 6 minutes per level of experience. 
  I.S.P.: 10 
  A psionic defense that can be used to prevent P.P.E. vampires, 
  Psi-Stalkers, and mages from siphoning off one's psychic energy. The 
  shield works similarly to a Mind Block, only it prevents others from 
  draining one's P.P.E. 
  Psi-Shield 
  Range: Self. 
  Duration: 5 minutes per level of experience. 
  I.S.P.: 30 
  A companion power to the Psi-Sword, in which the psionic can cre­
  ate a Mega-Damage shield out of thin air. The shield can be used to 
  parry all hand to hand combat attacks including attacks from robots, 
  power armor, and magic. The shield can not be used to parry energy 
  blasts and projectiles. Shield M.D.C. is 80. 
  Quentin Milton (Order #31246997)
  
  Psi-Sword 
  Range: Self. 
  Duration: 5 minutes per level of experience. 
  I.S.P.: 30 
  A Psi-Sword is a Mega-Damage energy weapon that the psychic can 
  mentally will into existence! The weapon appears out of thin air as a 
  shimmering blade of energy that resembles a glowing sword. The 
  sword's actual appearance will generally reflect its creator. A character 
  who is impressed by strength and power will create a huge Clay­
  more-like weapon. A character who prides himself on speed and agility 
  is likely to create a rapier or saber type blade, while a hero who enjoys 
  cunning and subterfuge may create a short sword. Each is equally pow­
  erful regardless of its form and size. 
  The creation of the Psi-Sword is a very personal thing and requires 
  years of mastery and great psionic power. Like the Cyber-Knight, the 
  Mind Melter can change the shape and even the color of the sword to 
  fit his current mood, but unlike the Knight, can do so from day one. 
  The Mind Melter can create the Psi-Sword after only a few mo­
  ments of concentration (about 1 5  seconds/one melee) and maintain it 
  for five minutes per level of experience. This means a third level Mind 
  Melter can create and maintain a Psi-Sword for 15 minutes at the cost 
  of 30 I.S.P., while a first level character must expend the same 30 I.S.P. 
  but can maintain the weapon for a mere five minutes. If the psychic is 
  knocked unconscious, the weapon disappears. Likewise, the character 
  can willingly dispel the weapon with a thought. 
  Psi-Sword damage: 4D6 M.D. at level three (one can not select this 
  power until level three). Add 2D6 at levels four, seven, nine, twelve, 
  and fifteen. 
  The Psi-Sword of the Mind Melter is incredibly powerful, but can 
  be adjusted to inflict a minimum of 2D6 Mega-Damage (M.D.) or in­
  creased by increments of ID6 up to the character's current maximum. 
  For Example: A fourth level Mind Melter can inflict a maximum of 
  6D6 M.D., but the character decides, for whatever reason, to decrease 
  the power to the minimum of 2D6 M.D.; he can, at will, increase the 
  damage capability of the sword by increments of ID6 M.D. up to the 
  maximum of 6D6 M.D. (3D6, 4D6, 5D6, and 6D6). 
  Psionic Invisibility 
  Range: Line of sight or 100 foot (30.5 m) radius. 
  Duration: One minute per level of experience. 
  I.S.P.: 10 
  Saving Throw: Potential victims are -2 to save; area affect. 
  Psionic invisibility is the ability to remain undetected when in plain 
  sight. This is accomplished via a Telepathic impulse that convinces by-
  standers that the psychic is not a threat and insigniticant - beneath their 
  notice. Those affected by the impulse are unable to see the character, 
  and subconsciously avoid colliding with him; they don't see him on a 
  conscious level. Note: This invisibility works only if the character is 
  "passing through" or hiding, and honestly has no intention of attacking 
  or hurting anybody in the area. The slightest ill intent or act toward per­
  petrating violence instantly cancels the psionic influence. 
  Individuals watching through video monitors and other sensory 
  equipment can be similarly tricked into ignoring the psychic, but only if 
  within his radius of influence. Those out of range will react appropri­
  ately, and once the psychic has been seen, the person is immune to his 
  ability to seem invisible. Likewise, while a watch guard may not see or 
  react to the psychic, he will be captured and recorded on film and by 
  sensors. Video cameras, computers and similar devices are never fooled 
  by this power; they are able to notice and record the character as nor­
  mal (some may sound an alarm too). 
  Psychic Body Field 
  Range: Self. 
  Duration: Two minutes per level of experience. 
  I.S.P.: 30 
  With a thought, the psychic instantly surrounds himself with a 
  Telekinetic force field that conforms to the shape of his body and en­
  ables him to physically move and fight. It is a Mega-Damage structure 
  with 10 M.D.C. per level of experience. The field takes the shape of a 
  dim, white, transparent aura that completely surrounds and encloses the 
  body of the psychic. Items held in his hands, hung from his back, or 
  worn on top of his head are not protected. 
  On the downside, the field does not protect against disease, radia­
  tion, or toxic fumes, nor magic or psionic attacks other than physical 
  ones (energy blasts, fire, etc.). Worse, the TK-force field means the 
  psychic loses his sense of touch, because the field is between him and 
  all objects/materials outside the force field. This lack of touch sensation 
  means the character cannot feel much of anything he picks up or 
  touches after the field has been erected. This makes the use of skills 
  that require a sense of touch and manual dexterity -30%, and delicate 
  items may be accidentally dropped or crushed. 
  Psychic Omni-Sight 
  1 02 
  Range: 500 foot ( 1 52 m) radius. 
  Duration: 5 minutes per level of experience. 
  I.S.P.: 15 
  An advanced form of extrasensory perception that allows the psy­
  chic to have a sort of controlled out-of-body experience. The psychic 
  must spend one minute (four melee rounds) in meditation and enter into 
  a trance state. While entranced, his spirit or essence seems to rise 10-20 
  feet (3-6 m) above his physical body (this is not visible to anybody but 
  other psychic sensitives and those who can see the invisible, auras or 
  spirits). 
  From this vantage point, combined with heightened awareness, the 
  psychic sees through his mind's eye, without having to use his normal 
  vision or senses. Psychic Omni-Sight is incredible, enabling the psy­
  chic to see in all directions at once, to see radiation, thermal patterns, 
  the invisible, and to literally see any movement, even of the wind! This 
  power enables the psychic to guard or survey a campsite for signs of 
  wayward group members or approaching dangers (maximum range 500 
  feetll 52 m; this psionic vision is stopped/contained by walls and other 
  obstacles). It can also be used to survey an area for things that might 
  otherwise escape normal sight or take much longer to locate and iden­
  tify. 
  Special Bonuses & Abilities: 
  • Pinpoints the locations of electrical outlets, electronic "bugs" (spy 
  and surveillance devices), electronic devices and other energy and 
  heat sources, as well as bionic body parts and cybernetic implants 
  close to the surface of the skin (not bio-systems or artificial internal 
  Quentin Milton (Order #31246997)
  
  organs). Such concealed or obscured items can be identified by their 
  shape and heat pattern. Success Ratio: 40% +5% per level of experi­
  ence. 
  • This ability can also help the psychic to locate secret compartments 
  and trap doors. Success Ratio: 25% +5% per level of experience. 
  • See the infrared and ultraviolet spectrums of light. 
  • See heat signatures: can tell if an engine has been recently used or a 
  weapon recently fired (within the last 1 5  minutes), follow recent 
  footprints or vapor trails (within the last five minutes), see heat sig­
  nature in darkness and so on. 
  • Hyper-sensitive to movement. The psychic can not be surprised by 
  movement or attacks within the 500 foot (152 m) radius or confines 
  of the area under psionic scrutiny (may be substantially smaller in­
  doors; closed off by walls and doors). 
  Limitations: Although keenly aware and alert while using Psychic 
  Omni-Sight, the psychic cannot take physical action, not even to speak, 
  nor use most psionic powers unless he cancels/ends the ability. He can 
  awaken the instant the psi-ability ends and leap into action. 
  While entranced by Omni-Sight, the character can only use the fol­
  lowing psionic powers: Empathy, Telepathy, See Aura, Empathic 
  Transmission and Telekinesis. The number of psionic attacks/actions 
  per melee round are half those normally available when not entranced. 
  Psychosomatic Disease 
  Range: 10 feet (3 m) and verbal suggestion. 
  Duration: ID4 days per level of the psychic. 
  I.S.P.: 30 
  Saving Throw: Standard. 
  This power employs the principle of mind-over-matter and mind 
  control by inducing the victim to believe he suffers from a particular 
  disease, although no actual physical cause can be found. It is all in the 
  victim's mind. 
  This is done in a similar way to Hypnotic Suggestion, requiring the 
  psychic to "suggest" that the character looks ill or that a particular dis­
  ease is in the area, as well as mention the name of a specific disease 
  1 03 
  along with the most notable (and debilitating or frightening) symptoms. 
  Within 2D6 minutes, the intended victim will begin to come down with 
  those symptoms. He will suffer from the affliction with all its pain and 
  penalties, until one of the following occurs: The psychic who caused 
  the aflliction removes it, the character is healed by a psychic healer, a 
  successful magical or priestly Remove Curse spell or ritual is per­
  formed, or the psychosomatic disease runs its course (see duration 
  above). 
  In the meantime, the character will suffer from physical trauma and 
  symptoms (fever, vomiting, coughing, convulsions, skin rashes, hives, 
  etc.) associated with that disease, as well as emotional anguish. In most 
  cases, the disease is debilitating for days, but sometimes it can be 
  deadly, causing the victim to die from dehydration, starvation, injury, 
  etc., brought on by the symptoms and/or fear of the psionic illness. 
  Pyrokinesis 
  Range: Varies. 
  Duration: Varies. 
  I.S.P.: Varies. 
  Pyrokinesis is a psychic ability that gives a character the power to 
  manipulate fire. 
  1. Fire Resistant: The psychic can endure great heat and fire with 
  minimal ill effect. Damage is reduced by half. Magic fires do full dam­
  age. Range: Self. Duration: 5 minutes per level of experience. I.S.P.: 2. 
  2. Spontaneous Combustion: The ability to create a spark that will 
  ignite combustible material, such as paper, old rags, dry grass, gasoline, 
  etc. Note: Human hair should not be considered a combustible mate­
  rial. This is a slow fire, starting with a tiny spark and grows. Initially, it 
  is not a roaring blaze. Range: Can be ignited up to 30 feet away (9 m). 
  Duration: Instant; fire will last and spread until it is put out or there is 
  nothing to bum. I.S.P.: 2. 
  3. Fuel Flame: The character can feed the fire with psychic energy, 
  doubling it in size. Affects a 10 foot (3 m) area. Range: Up to 30 feet (9 
  m) +5 feet ( 1 .5 m) for each additional level of experience. Duration: In­
  stant. I.S.P.: 4. 
  4. Extinguish Flames: The power to instantly put out an area of 
  fire. Affects a 1 5  foot (4.6 m) radius of fire. Range: Up to 30 feet (9 m) 
  away +5 feet (1.5 m) per each additional level of experience. Duration: 
  Permanent until set on fire again. I.S.P.: 4. 
  5. Create Flame: The incredible ability to create fire out of thin air. 
  Can be an 8 foot (2.4 m) pillar of fire affecting a 4 foot (1.2 m) diame­
  ter or a 6 foot ( 1 .8 m) high wall of fire stretching six feet ( 1 .8 m) long 
  + 1 foot (0.3 m) per each additional level of experience. Damage: 4D6 
  M.D. from the pillar, 6D6 M.D. from the wall, plus both have a 72% 
  likelihood of setting any combustibles they touch ablaze (including 
  cloth, rugs, curtains, furniture, etc.). Range: Cast up to 30 feet (9 m) +2 
  feet (0.6 m) per additional level of experience. Duration: 2 minutes per 
  level of experience; longer if it sets other things on fire. I.S.P.: 20. 
  6. Fire Ball: Another fire creation ability is the hurling of a fire 
  ball. Damage: ID6x1O S.D.C. or 6D6 M.D., Range: 30 feet (9 m) +2 
  feet (0.6 m) per each additional level of experience. Duration: Instant. 
  Bonus: +2 to strike. I.S.P.: 25. 
  7. Sense Fire: The psychic can sense or feel the presence of fire and 
  pinpoint its exact location. Range: 100 feet (30.5 m) +5 feet (1.5 m) per 
  level of experience. Duration: 2 minutes of extreme sensitivity when 
  he/she can pinpoint the exact location of every fire in the area. Base 
  Skill: 90% success ratio. A failed roll means only 2D4xlO% of the fires 
  can be located by sensing. I.S.P.: 2 per every two minutes. 
  Radiate Horror Factor 
  Range: Self; affects all who come within 1 00 feet (30.5 m) of the psy-
  chic. 
  Duration: 5 minutes per level of experience. 
  I.S.P.: 8 
  Saving Throw: -1 to save vs Horror Factor. 
  Quentin Milton (Order #31246997)
  
  The psychic can channel his psionic powers, alignment and emo­
  tions to radiate as an aura of power that is frightening. This aura is 
  equal to a Horror Factor and perceived on a subconscious level by all 
  who see the psychic or come within range. The usual H.F. reaction and 
  penalties apply; see page 367 of Rifts® Ultimate Ed. for details. 
  The level of horror varies as follows: 
  • Horror Factor 10 if the character is of a good or Unprincipled align­
  ment. 
  • Horror Factor 10 + 1 per every three levels of experience if the char­
  acter is Anarchist. 
  • Horror Factor 12 + 1 per every three levels of experience if the char­
  acter is of an evil alignment. 
  • Add one Horror Factor point to any of the above if the character is 
  also insane or enraged beyond reason. 
  Telekinesis (Super) 
  Range: 100 feet (30.5 m) per level of experience. 
  Duration: 2 minutes per level of experience. 
  I.S.P.: 10 to liftlmovelhurl an object that weighs 100 Ibs (45 kg), + 10 
  LS.P. per each additional 100 Ibs (45 kg). 
  Damage: See below. 
  The power is basically the same as the ability described in the Phys­
  ical Category of psionic powers, but greatly enhanced. Differences are 
  increased range, dramatically increased weight and damage. The char­
  acter can use Super Telekinesis to manipulate as many as one object 
  per level of his experience, as long as the combined weight does not ex­
  ceed his total weight capacity. 
  • +3 to strike with Telekinesis; physical/skill bonuses to strike do not 
  apply when Telekinesis is used. 
  • +4 to parry with Telekinesis, by using a controlled object to parry or 
  sheer telekinetic force to block an attack. Counts as a medium heavy 
  object; costs 8 LS.P. 
  • S.D. C. Damage from Hurled Objects: Yery Small: 6 ounces to 1 
  pound (0. 13 to 0.45 kg): 104. Small: 1 .5 to 2 Ibs (0.6 to 0.9 kg): 
  106 S.D.C. Medium Small: 2-4 Ibs (0.9 to 1 .8 kg): 2D4 S.D.C. � 
  dhun: 5 to 10 Ibs (2.25 to 4.5 kg): 3D4 S.D.C. Medium Large: 1 1  to 
  25 Ibs (4.95 to 1 1 .2 kg): 3D6 S.D.C. Largs:: 26 to 40 Ibs (1 1 .7 to 18 
  kg): 4D6 S.D.C. and add 106 damage for each additional 20 Ibs (9 
  kg) up to 200 Ibs (90 kg). 
  • Mega-Damage from Huge Hurled Objects: M.D. is only possible 
  with Super Telekinesis and only when the hurled object is 100 Ibs 
  (45 kg) or heavier and is a hard material like wood, stone or metal 
  (not people). Does 104 M.D. per 100 pounds (45 kg). 
  Telekinetic Acceleration Attack 
  Range: 50 feet (15 m) + 10 (3 m) per level of experience; line of sight. 
  Duration: Instant. 
  I.S.P.: 10 for S.D.C. damage, 20 for Mega-Damage. 
  This power works on the same principle as the rail gun but uses 
  Telekinetic power rather than electromagnetic force. Rather than use 
  Telekinesis to lift and move one or more objects, this Super-Psionic 
  power causes a half dozen to a dozen small objects (coins, pencils, 
  small stones, arrows, unloaded bullets, etc.) to hurl at an incredibly 
  high velocity in a powerful (if not long-range) burst of telekinetic en­
  ergy. All items strike one target at tornado wind velocity. Damage: If 
  10 LS.P. are expended the damage inflicted is 2D4xl O  S.D.C. If 20 
  LS.P. are expended, the damage is 3D6+4 Mega-Damage! The psychic 
  must roll to strike at + 1 to do so (no other bonuses apply except any 
  R.C.C. psi-power bonus) and the target must be clearly visible. The 
  psionic attack counts as one of the character's melee attacks. 
  1 04 
  Telekinetic Force Field 
  Range: Self or 40 feet (12.2 m) per level of experience within line of 
  vision. 
  Duration: 10 minutes per level of experience. 
  I.S.P.: 30 
  The psychic can instantly erect a force field around himself or oth­
  ers in the blink of an eye. If the creation of the force field is to parry an 
  attack, the psionic must roll a successful parry to see if he was able to 
  create the field before the attack strikes. A successful parry means the 
  force field beat the attacker's strike and it absorbs the damage. 
  The TK Force Field can be made so that it only encircles its creator 
  or as large as a 10 foot (3 m) area per level of experience and can be 
  created yards/meters away, but always within the line of vision. The 
  smallest force field possible covers about a three foot area (0.9 m) 
  The field is a Mega-Damage structure with 25 M.D.C. per level of 
  experience. 
  Once one field is created, the psionic can create as many others as 
  his I.S.P. will allow. All must be in the character's line of vision. The 
  TK Force Field(s) will remain in place until all its M.D.C. is destroyed 
  or its creator dispels it. If the psychic is rendered unconscious or killed 
  the force fields instantly vanish. However, the psychic can willingly 
  leave the area, leaving the force fields up. They will remain in place un­
  til the duration time limit expires. People may be able to move around 
  inside a force field, but the force field itself can not be moved. The TK 
  Force Field is actually a force bubble and is airtight, with enough air in­
  side for the duration of the field. 
  Quentin Milton (Order #31246997)
  
  Telemechanic Mental Operation 
  Prerequisite: Psychic must also have the Telemechanics power. 
  Range: 20 feet (6. 1 m) +5 feet ( 1 .5 m) per level of experience. 
  Duration: 2 melee rounds per level of the psychic. 
  I.S.P.: 12 
  Saving Throw: Special. Regular, non-intelligent machines cannot save 
  vs Telemechanic operation. Cybernetics and bionics attached to liv­
  ing flesh, sentient machines and magic items and devices are imper­
  vious. 
  This power is a step beyond the mere understanding of machines 
  granted by Telemechanics, it allows the psychic to telepathically oper­
  ate machines with his mind! As long as the machine functions, he 
  knows how to use it, and it is turned "on," the psychic can manipulate it 
  with his mind as if his fingers were on the controls! This means he can 
  operate computers, key-pads, set/program an alarm clock, change the 
  radio station, operate a VCR or television, drive a hover car (even if 
  there is already a driver, but at -30% when usurping the pilot), cook 
  something in a microwave, tum off (or on) a surveillance video camera, 
  and so on. 
  The Telemechanic Mental Operation power will only work on ma­
  chines that have an electronic or other power source. This power does 
  not work on artificially intelligent machines (i.e. intelligent computers, 
  robots, etc.), nor on cybernetics, bionics, Techno-Wizard devices, rune 
  weapons or magic items. Note: Also see Machine Ghost and 
  Telemechanic Possession. 
  The psychic can use other psionic powers and engage in other activ­
  ities, but must maintain some level of mental concentration and contact 
  to keep control of the machine. During this period he is -I melee at­
  tack/action and -5% on skill performance. He must also stay within 
  range. If he steps out of range or loses concentration, the machine re­
  turns to normal in ID4 seconds. 
  Telemechanic Paralysis 
  Prerequisite: Psychic must also have the Telemechanics power. 
  Range: Touch or 40 feet (12.2 m) 
  Duration: One minute per level of experience. 
  I.S.P.: 20 
  Saving Throw: Special. Regular, non-intelligent machines cannot save 
  vs Telemechanic paralysis. Cybernetics and bionics attached to liv­
  ing flesh, sentient machines and magic items and devices are imper­
  vious. 
  This is a form of techno-manipulation whereby the psychic is able 
  to psychically bond with the machine and momentarily prevent it from 
  functioning. The psychic blocks the transmission of signals along the 
  machine's "nervous system," effectively incapacitating it. This means 
  the power is only effective against machines that require an energy 
  source. Simple devices like wind-up toys, scissors, old revolvers and 
  pistols, swords, knives, crossbows, and similar items cannot be af­
  fected. The paralyzed machine freezes in place and does not respond to 
  any of its controls until the psionic influence comes to an end. 
  The psychic can use other psionic powers and engage in other activ­
  ities, but must maintain some level of mental concentration and contact 
  to keep the machine inactive. During this period, he is -I melee at­
  tack/action and -5% on skill performance. He must also stay within 
  range (40 feet/12.2 m). If he steps out of range or loses concentration, 
  the machine returns to normal in ID4 seconds. 
  Telemechanic Possession 
  Prerequisite: Psychic must be a master psionic and also have the pow-
  ers of Object Read and Telemechanics. 
  Range: Touch or 10 feet (3 m) per level of experience. 
  Duration: Two minutes (8 melees) per level of experience. 
  I.S.P.: 50 
  Saving Throw: Special. Regular, non-intelligent machines cannot save 
  vs Telemechanic possession. Artificial intelligences (robots like 
  1 05 
  Skelebots) need a 1 5  or higher to save and sentient machines (like 
  Archie-3) require a 12 or better to save. Artificial intelligences and 
  sentient machines also get to save when being forced to do some­
  thing that is contrary to their programming. Cybernetic and bionic 
  devices attached to living tissue can NOT be possessed. Neither can 
  magic items, including Rune Weapons and Techno-Wizard devices. 
  This ability is identical to the psionic power, Mentally Possess Oth-
  ers, in every way, except that the psychic possesses a machine rather 
  than another person. The character overrides the programming/controls 
  of the machine, even in the case of sentient machines, and controls it 
  like a living robot. Essentially, the possessing psychic is an immaterial 
  pilot who controls the machine as he desires; computers, factory equip­
  ment, vehicles, robots, empty power armor, a toaster, etc. 
  While the psychic possesses the machine, it responds to the charac­
  ter's thoughts and does whatever he desires. Of course, physical, me­
  chanical limitations still apply. The machine needs a power source and 
  cannot do anything it is not normally capable of doing. For example, 
  the psychic may be able to take possession of an energy rifle and make 
  it shoot (or not) seemingly of its own volition, but he cannot make the 
  rifle aim, move or hop around. Likewise, if the device is unplugged, or 
  runs out of fuel, the machine is deactivated with no ill effect to the psy­
  chic, except his possession comes to a premature end. Likewise, if it 
  needs wheels to move, destroying the wheels will cripple it, etc. 
  If the machine he possesses is destroyed while the psychic's essence 
  is still inside it, the character loses one third of his Hit Points (or one 
  third of his M.D.C. if a Mega-Damage creature) from the shock and 
  pain from the destruction of his surrogate machine body. Furthermore, 
  he is stunned for ID4 minutes (reduce attacks per melee, speed, combat 
  bonuses, and skill performance by half while stunned). 
  During the period that the machine is possessed, the psychic's natu­
  ral body falls into a coma-like state and is vulnerable to attack unless 
  protected by others. 
  While in mental possession of a simple machine, the psychic has 
  o�ly a vague awareness of his surroundings and can see, hear and feel 
  thmgs around him but as if in a cloud or haze. However, if the machine 
  has optics and/or sensors, he is able to use them like his own natural 
  eyes and senses. The machine, regardless of its capabilities and pro­
  �mi?g, has attacks and actions equal to those of the character pos­
  sessmg It. 
  Telemechanics 
  Range: By touch or up to 5 feet away ( 1 .5 m). 
  Duration: 10 minutes plus 2 minutes per level of psionic. 
  I.S.P.: 10 
  Saving Throw: None. 
  This ability allows the psionic to mentally communicate with and 
  understand machines. This psi-power is a bizarre combination of object 
  read and telepathy, except that it applies to mechanical devices only. 
  Quentin Milton (Order #31246997)
  
  By touching any non-artificially intelligent machine, whether it be a 
  bicycle, gun, car or airplane, the psionic will instantly have a complete 
  (although temporary) knowledge of exactly how the machine operates. 
  I must stress that the psychic knows everything about the machine; the 
  complete schematic diagram and operation knowledge are clearly seen 
  in his mind's eye. The level of skill expertise is equal to 80%. 
  When touching an artificially intelligent machine, Le., computers, 
  the psionic not only understands everything about its operation, repair, 
  access codes, etc., but can actually communicate with it telepathically. 
  This means he can tap into a computer's memory bank without using a 
  terminal because the information would be sent directly into the psy­
  chic's mind. Remember, the telepathic link and memory are temporary 
  abilities (although a total recall would be able to call up small bits of 
  info). The psychic's skill knowledge is equal to an 88% skill profi­
  ciency and applies to all aspects of the machine, its operation, repair, 
  special codes, programming, etc. 
  Mind Bleeder Powers 
  These powers are generally exclusive to the Mind Bleeder R.C.C. 
  Bleed Aura 
  Range: Four feet ( 1 .2 m) per level of experience. 
  Duration: Instant. 
  I.S.P.: 6 
  Saving Throw: -2 to save. 
  The Mind Bleeder can copy the aura of another living being, includ­
  ing humans, D-Bees and large animals, to completely disguise his own 
  aura signature. The bleeding of an aura has the interesting side effect of 
  distorting the aura of the person whose aura has been stolen. Anybody 
  trying to read the aura of the victim will find it extremely difficult to 
  see and will be very off on the level, health and similar things one can 
  usually tell by looking at an aura. 
  Bleed P.E. Energy 
  Range: Four feet ( 1 .2 m) per level of experience 
  Duration: Instant. 
  I.S.P.: 10 
  Limitations: Can only be used when physically fatigued or in need of 
  sleep. 
  Saving Throw: Standard. 
  The psychic can syphon the physical energy of another character in 
  the way of physical stamina. The Bleeder can replenish his energy to 
  avoid fatigue by drawing off energy from another living being, includ­
  ing humans, D-Bees and animals. The bleeding of physical energy has 
  minimal effect on the victim, simply causing him or her to become fa­
  tigued themselves twice as quickly and they temporarily lose lD4 
  S.D.C. points. Meanwhile, the Mind Bleeder becomes instantly re-
  1 06 
  freshed (no longer tired/fatigued) and gains ID4 S.D.C. points toward 
  the healing of wounds. If the character has gone for an unusual amount 
  of time without sleep, the bleeding of energy will enable the bleeder to 
  stay awake and alert for another ID4 hours without the ill effects of 
  sleep deprivation. 
  Bleed Memory 
  Range: Four feet ( 1 .2 m) per level of experience. 
  Duration: Instant. 
  I.S.P.: 6 per each thought. 
  Limitations: Non-combat skills only. 
  Saving Throw: -2 to save. 
  This is a limited, but powerful form of mental Telepathy. The Mind 
  Bleeder can focus on a very specific thought, such as a secret code 
  word or number, combination sequence to a lock, a name, an address 
  and similar, up to four words or a 24 number sequence and pluck it 
  from a person's mind. Similarly, the character can concentrate on what 
  the person is about to say and know or say the last one to four words of 
  the statement a second before the speaker does. This can be an excel­
  lent means of pretending to know about things that the Mind Bleeder 
  doesn't really know anything about. 
  The only absolute defense against memory bleed is a Mind Block, 
  otherwise the intended victim rolls to save vs psionic attack as usual. 
  Bleed Skills 
  Range: Self and must be within four feet ( 1 .2 m) of the victim. 
  Duration: Five minutes per level of experience. 
  I.S.P.: I S  per each skill. 
  Limitations: Non-combat skills only. 
  Saving Throw: Standard. 
  The character can temporarily absorb/syphon another character's 
  skills and level of skill proficiency. As many as one skill per level of 
  experience can be stolen, but each costs 15 I.S.P. This means a first 
  level Mind Bleeder can steal only one skill, but at second level he can 
  take two, at third level three, and so on. 
  The most frightening and annoying thing is that the person he has 
  bled the skill from, temporarily suffers a memory loss regarding the 
  stolen skill and has great difficulty remembering and executing the sto­
  len skill; -50% in the performance of that skill and takes twice as long. 
  For example: A third level Mind Bleeder can temporarily steal the 
  skills of Computer Operation and Computer Hacking (and one other if 
  so desired) from an eighth level City Rat. The psychic has all the skill 
  knowledge and expertise (8th level) of the City Rat. Meanwhile, the 
  City Rat's skills are impaired. He is slower than usual, has difficulty re­
  membering procedures and makes mistakes (-50% skill penalty), in­
  cluding simple typographical errors. 
  When the duration time expires, the Mind Bleeder completely for­
  gets the skills and the victim from whom the skills were temporarily 
  borrowed is completely restored. 
  The only absolute defense against skill bleed is a Mind Block, oth­
  erwise the intended victim rolls to save vs psionic attack as usual. 
  Sleeping or unconscious characters have no mental save against the 
  bleeding of their skills, the psychic automatically steals their skill 
  knowledge. 
  Bleed Truth 
  Range: Four feet ( 1 .2 m) per level of experience. 
  Duration: Instant. 
  I.S.P.: 8 per each thought, key word or phrase. 
  Limitations: Non-combat situations only. 
  Saving Throw: Standard. 
  This is another form of limited, but powerful mental telepathy. The 
  Mind Bleeder can focus on a very specific word or phrase and get an 
  impression about whether or not the person is telling the truth by seeing 
  what he is really thinking. 
  Quentin Milton (Order #31246997)
  
  The process is similar to word association. The character being 
  scanned says, "I'm here in peace. I mean you no harm." The key words 
  are peace and no harm. The Mind Bleeder gets an instant word associa­
  tion, such as "war," or "hate," or "kill," indicating that the character is 
  lying. "No harm" might elicit the same words, "no harm," or "yes," 
  meaning the person is telling the truth. Or the word association might 
  come back as "kill," "revenge," "get you," and so on, meaning he's ly­
  ing and out to get the person or group he is addressing. 
  Another example is a stranger or a suspected enemy saying, "I'm 
  alone." To which the Mind Bleeder might get a response like, "yes, 
  alone," or "others," or "many," or "outside" (suggesting others wait 
  outside). This can be an extremely useful ability in ferreting out traps 
  and truths. Unfortunately, the word association is limited and not al­
  ways clear. Also, other psionics can prevent being mind read. 
  No word association means the character either made a successful 
  save vs psionic attack or is protected by a Mind Block. The latter 
  should trigger suspicion. The only absolute defense against truth bleed 
  is a Mind Block, otherwise the intended victim rolls to save vs psionic 
  attack as usual. 
  Brain Bleed 
  Range: 10 feet (3 m). 
  Duration: Four minutes per level of experience. 
  I.S.P.: 10 
  Limitations: Non-combat skills only. 
  This power affects the mind and mental perception. The victim's 
  head suddenly begins to throb, he can hear his heart beating in his ears 
  and the sound of blood rushing through blood vessels in the head. The 
  overall sensation is that the head is going to explode, accompanied by a 
  sense of panic. This causes great distraction and concern. Penalties: All 
  skills of the victim are at -400/0, all combat bonuses are reduced by half, 
  and -4 to save vs Horror Factor, Empathic Transmission, Mind Control 
  psionics and drugs, and magic illusions. Speed is reduced by 250/0, un­
  less fleeing, then speed is normal. 
  Brain Scan 
  Range: Touch. 
  Duration: Varies. 
  I.S.P.: 10 
  The psychic can scan the brain to locate and identify both physical 
  and mental aberrations, damage and impairment, including bruises, tu­
  mors, aneurysm, diseases, mental blocks, hypnotic suggestions, pho­
  bias, obsessions, traumas, magic insanities, magic curses, and similar 
  mental blocks and aberrations. A Brain Scan does not reveal anything 
  about the character's personality, memories, skills or thoughts. A Brain 
  Scan is necessary to detect Mental Blocks, magic insanity and other 
  forms of insanity. It also detects possession and Mind Control. 
  Day Dream 
  Range: Four feet ( 1 .2 m) per level of experience. 
  Duration: Two minutes per level of experience. 
  Limitations: Non-combat/action situations. The intended victim can­
  not be involved in combat or similarly intense activity. He must be 
  sedentary or relaxed or bored, like a guard, somebody reading a 
  book, laying down, sitting and resting, eating, etc. 
  I.S.P.: 8 
  Saving Throw: Standard. 
  The Mind Bleeder can pull up a random, pleasant memory in the 
  minds of others. The memory can be anything: thoughts about a sweet­
  heart, family, party, winning a competition, a movie, an upcoming 
  event that the person is anxiously anticipating and similar experiences. 
  The victim focuses on the memory, daydreaming about it with the fol­
  lowing penalties: -10 on initiative, slow to take action (speed and num­
  ber of attacks for the first round of melee action are reduced by half), 
  and will not notice intruders who have a Prowl skill of 60% or higher, 
  nor will the character notice his pockets being picked by characters 
  1 07 
  with a skill of 60% or higher. Likewise, it will take the daydreaming 
  victim a while to snap out of the dream (about 4D4 seconds) to notice 
  somebody knocking, screaming or buzzing at the door, a telephone 
  ringing, alarms sounding and so on. Once activity has broken the spell 
  of the day dream, all penalties are gone and the character functions 
  completely unimpaired. 
  Healing Leech 
  Range: Touch. 
  Duration: Instant. 
  I.S.P.: 6 
  Saving Throw: Standard. 
  An injured Mind Bleeder can heal himself by drawing on the S.D.C. 
  and Hit Points of other creatures. To do so, he must spend six I.S.P. 
  while touching the creature. If the creature fails to save vs psionic at­
  tack, the poor victim will suddenly feel weak, losing six Hit Points and 
  six S.D.C. points, which are given to the Mind Bleeder. The Mind 
  Bleeder can drain his victim down to about half his normal Hit Points 
  before he can drain no more from that particular being and must seek a 
  new source of healing. As the psychic drains his victim, he is visibly 
  healed; wounds close, scars and bruises disappear, etc. Fortunately, the 
  victims of the healing leech recover twice as fast than is normal. 
  Quentin Milton (Order #31246997)
  
  Impervious to Bio-Manipulation 
  Range: Self. 
  Duration: Four minutes per level of experience. 
  I.S.P.: 10 
  The Mind Bleeder can use this power before or after being affected 
  by a psionic Bio-Manipulation attack. If put in place before getting hit 
  by the psionic attack, the character automatically saves against it. If hit 
  and affected by the psionic attack, the Mind Bleeder can use this power 
  to negate its effects, at least temporarily (the duration of the 
  Bio-Manipulation attack may last longer than the countermeasure). 
  Mental Block 
  Range: Touch. 
  Duration: Varies. 
  I.S.P.: 10 points for simple, 30 for severe. 
  Saving Throw: Standard. 
  This is a form of hypnotism and mind control in which the psionic 
  can place mental blocks in the victim's mind, preventing him from re­
  membering specific things. 
  Simple brain blocks are tiny pockets of memory loss, such as being 
  unable to remember a person's name (excluding his own), a person's 
  face, a specific object, an address, a code number or password, a com­
  bination to a lock and similar. 
  A severe Mental Block is a mental barrier that prevents the victim 
  from remembering much larger amounts of information, including the 
  events that transpired during a particular hour's time, that he ever saw 
  or met the Mind Bleeder or other characters, or one specific skill or 
  memory about somebody or something. Victims with any measure of 
  psionic power or high M.E. attribute will feel a nagging sensation of 
  having something being wrong, as if he or she should know something 
  or has forgotten something whenever confronted by the subject that is 
  artificially blockedlhidden in their own mind. 
  As usual, the only defense against this mind control is the Mind 
  Block power, otherwise roll to save vs psionic attack. The only way to 
  remove the Mental Block is to allow a Mind Bleeder to do a Brain Scan 
  or have another powerful psychic to Mind Bond and mentally remove 
  the barrier in place. 
  Mental Block Removal 
  Range: Touch. 
  Duration: Varies. 
  I.S.P.: Varies. 
  Only the Mind Bleeder can find and remove Mental Blocks without 
  having to endure the discomfort of a full Mind Bond. The character 
  must first perform a Brain Scan. The Brain Scan will locate and iden­
  tify all the Mental Blocks and traumas. The Mind Bleeder can then re­
  move them one by one. The removal of each Mental Block requires the 
  expenditure of l.S.P. 
  l.S.P. Cost: 12 points for the removal of simple Mind Blocks, 35 for 
  severe Mind Blocks, 40 points to break mental, magic or supernatural 
  possession, 40 points to break magic or chemical forms of mind control 
  and 80 l.S.P. to remove magic insanities and curses. It costs a whop­
  ping 100 to cure a single phobia or obsession and 200 points to cure 
  trauma and other more serious forms of insanity. However, it is likely 
  that the cure of these genuine insanities (phobias, obsessions, disorders, 
  traumas, etc.) is only temporary. Exposure to a similar traumatic situa­
  tion is likely (01 -75%) to cause the insanity to return. Only mental trau­
  mas, disorders, phobias, multiple personalities, etc., induced by 
  M.O.M. conversion can NOT be eliminated. 
  Mind Trip 
  Range: 10 feet (3 m) per level of experience and the intended victim 
  must be visible. 
  Duration: Four minutes per level of experience. 
  I.S.P.: 6 
  Saving Throw: Victims are -I to save. 
  1 08 
  The use of this power causes the victim to make a mental mistake or 
  trip/stumble. For example: The use of a Mind Trip while reading num­
  bers, calculating numbers or figuring the price of things will cause the 
  person to make a mistake (off by ID4xl O%), always in the Mind 
  Bleeder's favor. Likewise, the power can be used to make the victim 
  misread the time of day, add too much or too little ingredients in food 
  or a potion, misread or misquote a line of text, get tongue tied and say 
  the wrong word or mispronounce a word or name, make typographical 
  or keyboard errors, fumble a skill (-10% on skill proficiency), or cause 
  an attacker to hesitate or stumble during combat (reduce the attacker's 
  strike, parry, dodge or initiative bonuses by half but only for that partic­
  ular melee action, not the entire melee). 
  Neuro-Touch 
  Range: Touch or 10 feet (3 m). 
  Duration: Varies. 
  I.S.P.: Varies. Double the I.S.P. cost if the attack is cast as a purely 
  mental attack up to 10 feet (3 m) away. 
  Saving Throw: Standard. 
  The Neuro-Touch causes a neurological disruption to the brain with 
  several possible results. 
  Stumble: 4 l.S.P. The victim loses control over his legs for just an 
  instant, stumbles and loses one melee attack/action. 
  Jolt: 6 l.S.P. The victim receives a sudden jolt as if struck by a light 
  electrical charge and suffers I D4 S.D.C.lHit Point damage (one M.D. if 
  a Mega-Damage creature). The jolt is usually used as a warning or to 
  catch somebody's attention. 
  Momentary Stun: 10 l.S.P. The victim is momentarily stunned and 
  can barely move for seven or eight seconds. Penalties: Loses the initia­
  tive and half his melee attacks, -4 to defend (parry and dodge) for those 
  seven or eight seconds. 
  Disorientation: 12 l.S.P.: A sudden shock to the system causes the 
  victim's vision to blur and he feels disoriented: -3 on initiative, strike, 
  parry, dodge, and roll with impact. Speed is reduced by 50% and the 
  character loses one melee attack/action. Lasts one melee round (15 sec­
  onds) per level of the Mind Bleeder. 
  Paralysis of Arms: 14 l.S.P. A sudden shock to the system causes 
  the arms and hands to go limp. Nothing can be picked up, held or car­
  ried. No "hand" to hand attacks or operation of machines is possible us­
  ing one's hands and arms. The victim can only take evasive action or 
  attack using psionics, magic or voice commands. Duration is one melee 
  round (15 seconds) per level of the Mind Bleeder. 
  Neural Strike 
  Range: Touch or five feet ( 1 .5 m) per level of experience. 
  Duration: Varies. 
  I.S.P.: 25 
  Saving Throw: Standard. 
  This attack on the brain can inflict damage directly to Hit Points or 
  cause complete paralysis. 
  The Hit Point attack: The victim of a neural strike is ravaged by a 
  neurological backlash that inflicts 2D6 points of damage directly to Hit 
  Points (2D6 M.D. if a Mega-Damage creature)! This attack also tempo­
  rarily impairs the victim's reaction time, causing the loss of one melee 
  action, loss of initiative, and speed is reduced by 25% for one melee 
  per level of experience of the attacker. The victim also suffers from a 
  pounding headache (-1 0010 on the execution of skills) that lasts for 30 
  minutes (accumulative length of time for the headache from multiple 
  attacks). 
  Paralysis of motor responses: The legs of the victim become para­
  lyzed and cannot move. The arms and hands become numb and lose the 
  sensation of touch, jerk and tremble, rendering them virtually useless. 
  Penalties: Speed/movement is impossible, the number of melee attacks 
  is reduced to one, all combat actions are -10. Duration is one melee 
  round (15 seconds) per level of the Mind Bleeder. 
  Quentin Milton (Order #31246997)
  
  Personal VVeaponry 
  Guns, guns, guns! 
  If one thing is certain about Rifts®, it is that there are plenty of 
  ways to arm one's character. 
  What follows is a comprehensive listing of every small arm com­
  monly found on Rifts Earth to date, each with a complete description. 
  Alien weapons from Phase World and other planets are not included. 
  We regret we could not include an illustration for every weapon. That 
  would have added another 40 pages to this already 65+ page reference 
  section. Still, it is the ultimate reference for the weapons of Rifts Earth. 
  Cool, huh. 
  The Availability of Weapons 
  The world of Rifts (and related worlds in other dimensions offer) a 
  vast range of interesting weapons and equipment of varying degrees of 
  power (and fun).The question is, where can one find these items? Are 
  they everywhere? Can anybody get one on the open market? 
  Ultimately, that decision is up to the Game Master. If he or she has 
  some reason to make the item available, or wants to present it as a "re­
  ward" for a hard fought adventure, the G.M. can certainly make it 
  available. However, many types of weapons and equipment (vehicles 
  and magic included) are NOT available everywhere to everyone. Many 
  are limited to a specific (and often small) geographic region. 
  Many of theses arms manufacturers, like the Silver River Republics, 
  distribute to a "select region" of Rifts Earth or the Megaverse at large. 
  Even large manufacturers such as Northern Gun and Wilk 's are found 
  largely in one, albeit large, geographic area, namely North America 
  --'7i\JWUI.U.� USA, and Mexico). Why? Because North America is their 
  place of origin, base of operation and range of greatest influence. 
  1 09 
  Remember, on Rifts Earth, the "global" economy is a thing of the 
  distant past. Communities large and small are typically isolated by geo­
  graphic barriers and circumstances that prevent trade, communication 
  or interaction with other lands, let alone other continents. Many have 
  little or no contact with the outside world beyond their town, city, king­
  dom, nation or geographical region. For example, on a large scale, 
  Wilk 's, Northern Gun, and the Manistique Imperium dominate the 
  North American arms trade, but they have virtually no presence in Eu­
  rope. There, Triax Industries is the dominant weapons-maker. Weapons 
  and equipment found in Europe built by North American manufacturers 
  are brought to Europe by adventurers and the occasional merchant 
  trader and pirates. Thus, these big time, North American "brand" names 
  may have limited availability in Europe, here and there, but overall they 
  are a rare and unknown commodity that brings in lower than normal list 
  prices. Most available on the European market will be used, sec­
  ond-hand items sold or traded by world-trotting adventurers down on 
  their luck. And in the case of Europe where Triax is so technologically 
  superior, most North American weapons are considered a cut (or two) 
  below the level of quality and power of Triax equipment and sell for 
  10-30% less. 
  On the other hand, most North American weapons and equipment 
  are considered top notch, state of the art in Central and South America, 
  or Africa or Australia, as well as other places where high-technology is 
  a rare and precious commodity. At these low tech places, such weapons 
  are likely to command top dollar to 10-30% more than is the typical 
  selling price. The problem is, the North American manufacturers can 
  NOT get their weapons, armor and vehicles to these places. Hostile na­
  tions and people, dangerous wilderness, monster filled seas, dimen­
  sional anomalies, pirates and raiders, language, poverty, cost of 
  transport, routes, time and other obstacles may make exporting the 
  weapons too hazardous and costly to attempt. And vice versa. In many 
  Quentin Milton (Order #31246997)
  
  cases, low- and no-tech people have nothing of value to "trade," killing 
  any market for weapon dealers even if the natives want them. It is not 
  worth the time, trouble and expense to do it, so they concentrate on 
  their main markets and expand a little here and there on their home turf. 
  Thus, weapons and equipment from strange or isolated cultures like 
  the Arkhons or distant lands like Japan. China. Russia, Africa, Austra­
  lia and even South America are all going to be super-rare and may 
  NEVER be available to North America, and Europe. NEVER! 
  Likewise, items from the Splugorth 's Atlantis, Wormwood, Phase 
  World, Skraypers and other alien worlds are also going to be 
  super-rare. In some cases, the item may even be considered a 
  one-of-a-kind artifact not found anywhere else on Rifts Earth. Only a 
  few Megaversal trading companies, like the Naruni, actively sell their 
  wares wherever they can find buyers for them. And because they are so 
  rare or powerful and coveted, they demand an exorbitant price when 
  they do, occasionally, become available. 
  Sorry, local only. Even items produced by a "local" company in the 
  same geographic region may not be available as close as a few hundred 
  miles away. For example, the Techno-Wizard creations of the Colo­
  rado Baronies or even the larger and more aggressive marketing and 
  sales force of Bandito Arms are NOT likely to be found outside of the 
  New West. Even in the geographic region designated the New West, 
  the availability of these products are scarce to nonexistent the farther 
  one gets from their base of operations. And nothing is available in the 
  wilderness. It is not like the player group turns the bend to find an ex­
  otic weapons dealer sitting under a tree with his wares for sale. That 
  just does not happen. Remember, there are often hundreds, sometimes 
  thousands of miles of hostile wilderness between one community and 
  the next. 
  No cash, trade only? In many places on Rifts Earth, especially in 
  remote places, "trade" may be the only way to buy things. Even Uni­
  versal Credits, gold and gems have no value in some remote regions. 
  Moreover, "trade" might require the acquisition of a particularly rare 
  and difficult commodity to find, or trade might require a service or fa­
  vor like, "Kill the dragon (or demon, or powerful sorcerer, etc.) and the 
  item is yours." 
  The G.M. ultimately has the final say on what weapons, equip­
  ment, armor, and vehicles are likely to be found anywhere, as well as 
  how much they might cost. 
  Limiting weapons availability 
  for other reasons 
  Again, the availability and cost of any piece of equipment is left en­
  tirely to the desires and discretion of the Game Master. If it does not 
  make sense for the item to be available, then make it unavailable. If 
  you, as the Game Master, do not like the item, feel uncomfortable with 
  it (for whatever reason), don't want it in the group, or fear it will unbal­
  ance the ongoing campaign, then do NOT make that dam thing avail­
  able to the player characters. It is as simple as that. Some G.M.s feel it 
  is unfair to limit equipment, but if its inclusion is going to cause you a 
  problem as G.M. or frustrate and/or anger the other players, then by all 
  means, exclude it. That's your right as Game Master, and duty to mak­
  ing every night of adventure fun. 
  There are all kinds of reasons in the context of the world setting as 
  to why a specific item or brand of weapons may not be available. Here 
  are just a few. 
  I .  As noted earlier, the biggest and most likely reason, is geography. 
  Sorry, that item from South America, Japan or Mars is NOT available 
  in Wisconsin or even Chi-Town, Tolkeen or Lazlo. Get over it, and buy 
  something from a local vendor! 
  2. A competitor has made certain he will eliminate the competition, 
  in more ways than one. Anybody selling that rival brand(s) is run out of 
  town. If the winning competitor has political clout, any rivals run into 
  1 1 0  
  trouble with the law, can not get permits, are (falsely) accused of unfair 
  trade practices and breaking the law and are either locked up and their 
  stock impounded, or told to get out now while the going is good; or 
  worse. Some may go as far as burning their competition out, vandaliz­
  ing stock, stealing and destroying it, and even beating up or killing the 
  competition. The bottom line is that certain brands of product (namely 
  the ones the player is looking for) are NOT available. 
  3. A warlord, mercenary brigade, raiders, bandits, government or 
  criminal organization bought, stole or commandeered every last one! 
  Who knows when any will be available again. 
  4. The manufacturing plant(s) making, or the merchant selling, said 
  item has been damaged or destroyed in a fire, flood, war, raid, monster 
  attack, etc. It will be months, maybe years, before the manufacturer will 
  be back in production. Or the disaster may have put the place out of 
  business completely - no money to rebuild, owner killed, etc. (Most of 
  the businesses destroyed in the Tolkeen-Coalition War, for example, 
  are gone forever. They are NOT coming back someplace else.) 
  5. Sold out. Demand far outstrips the supply. (Anybody who has 
  ever collected comic books, trading cards or toys knows exactly how 
  this works.) Even if the character can find the desired item, he'll have 
  to pay 3-20 times its original list price (more than the character can af­
  ford?). And after acquiring it, the hotly sought after item may be tar­
  geted for theft by unscrupulous sorts down the road. 
  6. Out of stock. Next shipment in lD6 months and the desired item 
  might not even be with it! 
  7. If the manufacturer is small, like Colorado Baronies, they only 
  sell in a small, specific region, so outside of Colorado, it is impossible 
  or very difficult (and expensive) to buy their products. Moreover, de­
  mand may far outstrip the supply, making the items unavailable. Dur­
  ing the Siege on Tolkeen, the Colorado Baronies were selling them 
  their TW weapons as fast as they could make them, leaving only a 
  small percentage available to other buyers and sellers. 
  8. Key parts/components may not be available, limiting supply or 
  stopping production. This could last for months and even lead to the 
  discontinuation of the item. 
  Quentin Milton (Order #31246997)
  
  9. If it is imported from a different country or distant place, ship­
  ments might be getting intercepted and stolen or destroyed by pirates, 
  raiders, competitors, monsters or god only knows what (the shipments 
  just disappear). 
  10. It is banned! Illegal in this part of the country, for whatever rea­
  son. In fact, the situation may be so bad that the local authorities or mil­
  itary seizes and destroys or impounds the weapon (forever) whenever 
  someone appears in their jurisdiction with one. (This can be a good 
  way to get rid of unwanted items in the group that the G.M. wishes he 
  or she never allowed in the first place. Can segue into a fight or 
  full-fledged adventure too, if the G.M. wants it to). 
  I I . The item is available, only it is stolen and the rightful owner or 
  the authorities are looking to get it back. 
  A Few Weapon Notes 
  1. All laser weapons, from pistols to cannons, have no "kick," un­
  like projectile weapons which always have some amount of recoil and 
  sound. Range is double in outer space. 
  2. Heavy energy weapons, ion blasters, particle beams and plasma 
  ejectors have some amount of recoil and/or reverberate with energy, to 
  make some kind of sound and offer some kind of kick. 
  3. Lasers are completely silent! The beams do not make any noise 
  except for the click of the trigger, the soft hum of the energy clip and 
  the sizzling "ssswhack" sound it makes when it hits (and sears through 
  or into) its target. This is one reason lasers are preferred by assassins 
  and snipers. 
  The sounds we, as players, imagine are the result of a lifetime of 
  hearing movie and cartoon sound effects. From Star Wars and Star 
  Trek to Lost in Space and Robotech, energy and laser-type weapons 
  have always made cool sounds. Of course, explosions in space also 
  have sound, but in real life, there would be no sound in space. The rea­
  son sound is added to these fictional portrayals is because the audience 
  expects to hear something! And let's admit it, we all love these sound 
  effects. That having been said, I must admit that when I (KS) play 
  Rifts, The Mechanoids or any game where energy weapons are used, I 
  make sounds for them (I also do voices for characters, but that's me). 
  But this expectation holds true for the people of Rifts Earth too. Conse­
  quently, the manufacturers of laser weapons realize this, and for those 
  who want them, actually build in cool sound generators for enhanced 
  (psychological) effect and bigger sales. Marketing research by Wilk's 
  and Northern Gun have shown that energy weapons that make sounds 
  sell better by 20-33% (a substantial difference). In most cases, weapons 
  with sound generators, particularly all sniper laser rifles, have an "on 
  and off' switch for the sound. 
  4. Most laser weapons fire a short light beam or blast, rather than 
  one long, continuous beam; mainly to conserve energy and to prevent 
  the weapon from overheating. 
  5. Rapid-fire "pulse" lasers are the latest in laser technology and 
  typically fire two or three super fast, high-powered laser beams in a 
  matter of a half a second or less with each pull of the trigger. This 
  quick, multi-blast often appears as one, and does greater damage than 
  the more conventional single blast. 
  6. Range: Lasers (amplified light) have the longest range of all en­
  ergy weapons, which is another reason warriors are attracted to them. 
  Particle beams and ion blasts generally do more damage, but have 
  significantly shorter ranges and often bum up more energy than the ef­
  ficient and silent laser. 
  7. Rail guns kick like a mule, sound like a machine-gun (along with 
  a high-pitched whine the moment they are turned on), and weigh 5-10 
  times more than the average rifle. Some, like the Glitter Boy's big, can­
  non-like gun, make a booming or exploding sound each time they are 
  fired. 
  8. Particle beam weapons, ion blasters and other types of energy 
  weapons have a slight recoil and make sounds when they are fired, typ­
  ically a high-pitched whistle or whine of energy through the air, or a 
  low thrum, or a short crack of energy as it erupts from the weapon. 
  1 1 1  
  9. Black Market Prices for E-Clips & Rechargings: 
  Cost of standard Mini-E-Clip: Typically used for tools and 
  derringers (especially by Wilk's). 2000 credits for a new, fully charged 
  mini-clip. Takes about ID4+4 minutes to recharge. 
  Cost of standard E-Clip (20 shots): 5,000-7,000 credits for a new, 
  fully charged clip; 1500 credits to recharge. Takes about ID6+ I 0 min­
  utes to recharge 
  Cost of a Long E-Clip (30 shots): 9,000-12,000 credits for a new, 
  fully charged clip; 2000 credits to recharge. Takes about 2D4+ 1 5  min­
  utes to recharge. 
  Cost of a CS Weapon Canister (or E-Canister): 10-30 shots depend­
  ing on weapon type. Typically suitable only for old style CS weapons 
  and knock-offs: 10,000 to 15,000 credits; 2000 credits to recharge. 
  Takes about 3D6+30 minutes to recharge, 
  Cost of a CS Mini-Power Pack: A CS hip or backpack canister (new 
  CS weapons): Approximately 60 shots, but is likely to require modifi­
  cation of the weapon in order to use it, at a cost of 5,000 cr. The canis­
  ter costs 20,000-30,000 credits and 4,000 to recharge. Takes about 
  3D6+60 minutes to recharge. Also see # 1 0  below. 
  10. Northern Gun (NG) Self-Charging Power Packs. 
  These 
  items are relatively small battery packs that can be worn on the hip or 
  back depending on the size. A cable runs from the pack to what looks 
  like a standard E-Clip. The E-Clip end snaps into the weapon like a 
  normal clip, but provides additional power from the pack. Designed to 
  power heavy ion, plasma and particle beam weapons that require a lot 
  of energy. Payload: Typically provides six or seven times the capacity 
  of a standard E-C/ip before being drained. ALL NG power packs re­
  generate four energy blasts per hour until fully recharged. Each can re­
  generate a full payload six times before needing a factory recharge and 
  overhaul (won't work without it). The recharging and overhauling of 
  the unit takes one day and costs one-third the original price and can be 
  overhauled four times before a replacement is needed. 
  Cost by Class: Class One Power Pack (Pistols and Light Rifles): 3 
  Ibs ( 1 .35 kg) and costs 60,000 credits. Class Two (Rifles & Medium 
  Weapons): 12 Ibs (5.4 kg) and costs 70,000, and Class Three (Heavy 
  WeaponslPlasma & Particle Beam guns): 20 Ibs (9 kg) and costs 
  80,000 credits. Note: These are the list prices, but is currently being 
  sold for 50-100% more. Poor availability due to high demand and CS 
  pressure to keep production low. This item is the rage in the Midwest. 
  Russian E-Packs. These are about half the size of a backpack and 
  can be worn on the hip or on the back (2-3 can fit on the back of a hu­
  man-sized character). A unit that looks like an E-Clip attached to a ca­
  ble is connected to the energy packlbattery to fit into a weapon, 
  generator or other machine. E-packs can run everything from comput­
  ers and light machines to generators and tractors. Payload: A typical 
  Russian E-Pack is roughly equal tofour standard E-Clips when used in 
  a weapon, and can run 4-6 light machines like a computer, monitor, ra­
  dio, light, fan, etc., for 72 hours before requiring recharging. It can run 
  a jet pack, vehicle or generator for about 24 hours. Cost: 35,000 for the 
  E-Pack and 7000 credits to recharge it in Russia; rare elsewhere. 
  Note: The evil Mystic Knight o. e. e. can magically recharge an or­
  dinary E-Clip, canister, power packs or other type of battery in a few 
  seconds (ID4+2 seconds; counts as two melee actions). All that is re­
  quired is sufficient P.P.E. to do so (see page 93 of Rifis® World Book 
  16: Federation of MagicTM). Similarly, a practitioner of magic or psy­
  chic can recharge a Techno-Wizard E-Clip, battery or weapon by plac­
  ing P.P.E. or I.S.P. into it. 
  11. A "knock-ofr' is an exact or close to exact copy by another 
  manufacturer. However, most knock-offs are cheaper versions that use 
  inferior (cheaper) materials or labor, so while they may cost the same 
  or a bit less (typically 10-20% less), the quality of the product is also 
  less - it does not look as nice, is likely to have ID6xlO% less M.D.C., 
  is likely to be ID4xlO% heavier, may jam more frequently, etc. 
  12. The M.D.C. of typical weapons: Unless stated otherwise, the 
  average energy pistol or Vibro-Blade has 1 5-25 M.D., an energy rifle 
  Quentin Milton (Order #31246997)
  
  30 to 50 M.D.C., a rail gun 75-100 M.D.C., while giant-sized weapons 
  for cyborgs, robots and power armor usually have 100 M.D.C. 
  13. Costs for Conventional S.D.C. Rounds. Available S.D.C. 
  roundslbullets include all the common types, from .22 caliber to 10 
  mm. Armor piercing rounds (add ID6 S.D.C. to the bullet's damage) or 
  high explosive cartridges (add ID6xlO S.D.C.) are also available. A 
  box of 48 rounds (normal bullets) typically costs about 20 to 50 credits 
  (the higher calibers cost the most). 150 credits for armor piercing, dum­
  dums, and other special rounds like silver rounds. See the Compendium 
  of Contemporary Weapons for a huge range of modern S.D.C. weap­
  ons, body armor, grenades and ammunition. 
  14. Special Ammunition: Made and sold by most weapon manu­
  facturers. Only Wellington makes Ramjet rounds. 
  Shotgun Shell: 4D6 S.D.C. or 8D6 S.D.C. for a double blast at the 
  same target (counts as one melee attack). Solid Slugs: 5D6 S.D.C. or 
  ID6xl0 S.D.C. for a double blast at the same target (counts as one me­
  lee attack). 1-2 credits each; 50% less when bought in bulk. Explosive 
  Shell (Fragmentary): 2D6 M.D. to a 10 foot (3 m) diameter, or 3D6 
  M.D. to a 20 foot (6. 1 m) diameter for a double blast (counts as one 
  melee attack). Cost: 130 credits each. 
  Explosive Shell (Plasma): 3D6 M.D. to a 6 foot (1.8 m) diameter 
  area, or 5D6 M.D. to a 12 foot (3.6 m) diameter area for a double blast 
  (counts as one melee attack). Cost: 1 70 credits each. 
  Rifle Grenade (Standard): 2D6 M.D. and costs 550 credits. Com­
  monly available. 
  Rifle Micro-Fusion Grenades (CS): 6D6 M.D. and cost 2000-3000 
  credits. Available only on the Black Market; rare. 
  APRJ "Ramjet" Rounds (Wellington): The ramjet rounds are fired 
  from the gun like a normal bullet, but once they are in the air a second­
  ary rocket booster kicks in, propelling the heavy M.D.C. slug at rail 
  gun-like speeds. Typical Damage: Standard WI-I O  round does One 
  1 1 2  
  M.D. point to Mega-Damage targets or 3D6xlO S.D.C. to "soft" tar­
  gets. WI-2E Explosive ramjet does ID6 M.D. to M.D. targets or 
  2D4xlO S.D.C. to "soft targets." WI-20 does ID4 M.D. Cost: 5-10 
  credits per round. Fair to poor availability; mainly in the Midwest. 
  Note: See Coalition States, Japan, Northern Gun, Triax and 
  Wellington for various types of ammunition, explosives and weapons. 
  15. Balancing South America. When C.J. Carella wrote the South 
  America books (and a few others), I foolishly gave the author too much 
  leeway and latitude in his writing. I was trying to give the new guy 
  freedom and let him run with his own ideas. 
  Well, C.J. is a heck of writer and has come up with some excellent 
  ideas, characters, places and gizmos. HOWEVER, the power level of 
  his early books (the two South America titles included) is unbalanced 
  and overpowering compared to the rest of Rifts Earth. While these 
  items are pretty limited to isolated geographic locations (namely South 
  America), they can still be a problem, especially if the G.M. brings 
  South American weapons, armor, vehicles and magic into North Amer­
  ica or other parts of the world. 
  To resolve that, I suggest the following modifications: Reduce 
  Mega-Damage by 25% (i.e. a die or two less), Range by 20%, Bonuses 
  by half, and Payload by 20%. That evens them out nicely. 
  11 ... kp." 
  QI-02 "Stopper" Ion Pistol 
  Quentin Milton (Order #31246997)
  
  Known Arms Manufacturers on Rifts Earth 
  Note: Includes data from Rifts® World Books 1-24, Rifts® Merce­
  naries, Sourcebooks 1-4, Coalition Wars™ 1-6, Rifts® Mercenaries 
  and Dimension Books 1-4. 
  Arrows (see Miscellaneous) 
  Atlantis (see Kittani & Splynn) 
  Arkhon Weapons (South America; Alien) 
  Australian Weapons 
  Bandito Arms (New West) 
  Black Market (see Bandito Arms & Misc.) 
  Coalition States Weapons 
  Colombian Weapons (South America) 
  Colorado Baronies (TW) 
  Conventional Weapons (Worldwide) 
  Empire of the Sun Weapons (South America) 
  Explosives (see CS, Japan or Triax) 
  Free Quebec Weapons 
  Gargoyle Weapons (Europe) 
  Horune Weapons (Sea Pirates) 
  Japanese Weapons 
  Juicer Weapons 
  Kittani Weapons (Atlantis) 
  Megaversal Legion Weapons (S. America; Alien) 
  Mindwerks Weapons (Europe) 
  Miscellaneous Weapons 
  Naruni Enterprises (Alien) 
  Native American Weapons 
  Naut'Yll Weapons (Sea weapons) 
  New Navy Weapons (Sea weapons) 
  NGR Weapons (see Triax; Europe) 
  Northern Gun Weapons 
  Phase World Weapons (Alien; not included) 
  Russian Weapons (Eur-Asia) 
  Silver River Weapons (South America) 
  Splynn/Splugorth Weapons (Atlantis) 
  Tolkeen (not included) 
  Triax (NGR; Europe) 
  Tritonian Weapons (Sea weapons) 
  Wellington Industries 
  Wilk's Laser Technologies 
  Xiticix Weapons (Alien, but North America) 
  Arkhon Weapons 
  Rifts® World Book Nine: South America Two 
  The Arkhon are alien invaders with bad luck. Their first invasion 
  fleet was destroyed by the magic of the Nazca civilization two thou­
  sand years before the Coming of the Rifts. The second invasion fleet 
  shattered and was cast to the four corners of the Earth when ravaged by 
  the magic and dimensional energies surrounding Rift Earth. One of the 
  few surviving Arkhon forces lays in a shambles in the Andes Moun­
  tains with a smaller force in the Amazon Jungle. 
  Arkhon technology is alien to Earth and most of the known 
  Megaverse. Thus, it is super-rare even in South America and is seldom 
  found anywhere else in the world, except for parts of China and Asia 
  where some other survivors from the Arkhon invasion fleet managed to 
  land. 
  While not incredibly advanced compared to the Splugorth or the 
  Three Galaxies, the Arkhons have developed a number of specialized 
  technologies that few others have matched. 
  These aliens developed and discarded lasers centuries ago; they de­
  cided the light beams were too easy to deflect, block out and defend 
  against. Instead, they focused on particle beam and plasma weapons. 
  Their greatest breakthrough was the creation of a combined beam that 
  1 1 3 
  shared characteristics of lasers, ion beams, plasma and other charged 
  particles. The result is called a Tri-Beam. Tri-Beams form a composite 
  energy discharge, traveling along an ionized path created by an invisi­
  ble ionizing laser nanoseconds before the visible, mixed energy blasts. 
  The visual effect is impressive, as three beams of energy appear to 
  jump out of the multi-barreled gun and then intertwine around each 
  other! Even more impressive is the effect they have on targets. The 
  charged particles break down molecular bonds, and plasma burns down 
  the weakened matter. As a result, Tri-Beams do double damage to most 
  materials, although they do normal damage to technological, psionic 
  and magicalforcefields. Only the special ceramic/plastic composite ar­
  mor they've developed, called Cerasteel, defends adequately against 
  the triple threat. 
  (Cerasteel was designed specifically for use against the devastating 
  Tri-Beams. The materials of the armor plates are designed to dissipate 
  direct energy attacks. The resulting composite armor halves the power 
  of most energy weapons and neutralizes the Tri-Beam's double dam­
  age. The main drawback is that the composite material is relatively 
  fragile against physical impacts, such as bullets, missiles, rail guns, ro­
  bot punches and kicks, etc. Such impacts can eventually shatter the ar­
  mor. This means Arkhon armor takes only half damage from most 
  energy beams, except Tri-Beams, which do normal damage, and exotic 
  weapons like phase beams, which are not affected by material barriers, 
  but takes double damage from physical attacks. Explosions have 
  concussive waves that are evenly spread by the ceramic/plastic com­
  posite, so most explosive attacks do normal damage to Arkhon armors 
  unless struck directly by a missile. Rockets that impact right on the ar­
  mor do double damage. As with anything of Arkhon technology, 
  Cerasteel is an unknown, and so far, not even the Naruni have been 
  able to duplicate it. Super-rare. 
  Arkhon E-Clips: The Arkhons have their own equivalent of 
  Earth's E-Clips. The alien version is slightly smaller and lighter, and it 
  has roughly the same energy capacity as Earth types. Earth E-Clips will 
  not function in Arkhon weapons and vice versa, unless a competent ar­
  morer makes a successful Weapons Engineer roll at -20% to jury-rig 
  connections. Even then, a normal Earth E-Clip will only provide 
  two-thirds the normal energy an Arkhon clip does, due to the energy 
  that is lost through the improvised connections. 
  In the last couple of years, the Arkhons in South America have cap­
  tured enough territory, tools, weapons and factory equipment to make 
  them want to use Earth E-Clips in their weapons. Warlord Enno real­
  izes his people are stuck on the planet for centuries, and that the ships' 
  mini-factories cannot cope with the demands of a centuries-long cam­
  paign of warfare and conquest. Thus, a small factory using stolen Earth 
  equipment is producing normal E-Clips and about 20% of all Arkhon 
  weapons have an adapter to use Earth E-Clips built into them. This 
  adapter can accommodate normal Earth E-Clips without any loss of en­
  ergy and performance. If the player characters capture any Arkhon 
  weapons, the Game Master should roll percentiles: 1-20 means the 
  weapon has an adapter; 21-00 means it doesn't and must use Arkhon 
  E-Clips or be customized as noted above. 
  "Rare" Arkhon Weaponry 
  TB-3 Tri-Beam Energy Pistol. The Tri-Beam or "TB" pistol is a 
  relatively stubby, short-barreled weapon, easily confused for a flash­
  light with a pistol grip. It has the characteristic three barrels of all 
  tri-beam weapons, but they only extend about two inches (5 cm) from 
  the firing mechanism. The pistol grip is slightly curved and made to fit 
  the hands of the Arkhons. Humans using them will find the grip new 
  and unfamiliar, but can easily get used to them (-1 to strike until the 
  user practices for ID4 hours). Standard issue to support personnel 
  (clerks, mechanics, medics) and others in non-combat positions. The 
  Arkhons even use the weapon as a trade item among the few D-Bee 
  Quentin Milton (Order #31246997)
  
  communities that do business with the aliens. Traded guns will have an 
  E-Clip adapter, but have a self-destruct system that will detonate if 
  someone tries to tamper with its outer casing (whether to repair or dis­
  assemble the weapons). This is done to prevent outsiders from learning 
  the secrets of Tri-Beam technology. Most Arkhon soldiers prefer the 
  more powerful TB-9 pistol, which is never used as a trade item. 
  Weight: 2 Ibs (0.9 kg), Mega-Damage: 2D4 M.D.; double damage to 
  most materials, except force/energy fields and Arkhon Cerasteel armor. 
  Rate of Fire: Can only fire single shots (each counts as one melee at­
  tack); no burst capability. Range: 500 feet (152 m). Payload: 1 5  shots. 
  Cost: 12,000 credits; unheard of outside of areas under Arkhon influ­
  ence. 
  TB-9 Auto-Pistol. This heavy weapon is big enough to be used 
  two-handed (although most Arkhons believe a "true male" should fire 
  the gun one-handed). TB-9's are issued to officers, pilots and vehicle 
  crews, as well as military police and intelligence units. The weapon 
  does not have the range or the penetration power of a true combat rifle, 
  but is a close second. Weight: 5 Ibs (2.25 kg). Mega-Damage: 4D6 
  M.D.; double damage to most materials, except force/energy fields and 
  Arkhon Cerasteel armor. Rate of Fire: Standard. Range: 1200 feet (365 
  m). Payload: 30 shots. Cost: Not normally sold. Captured weapons can 
  cost anywhere between 30,000 and 90,000 credits; add 50% to the price 
  if the weapon has an adapter for use with Earth E-Clips. 
  TB-Prime Tri-Beam Energy Rifle. The Prime TB Rifle is the 
  pride of the Arkhon military. A solid, dependable battle rifle, this 
  weapon sports a Tri-Beam system over a semi-automatic grenade 
  launcher with a three round clip. Every infantryman in the Arkhon 
  army has the capability to shell enemies with indirect grenade fire, and 
  the Tri-Beam blasts chew through most materials if given enough time. 
  Also known as "demon rifles" by people of the Andes. Weight: 10 Ibs 
  (4.5 kg). Mega-Damage: 5D6 M.D.; double damage to most materials, 
  except force/energy fields and Arkhon Cerasteel armor. Grenade: 4D6 
  M.D. to a 12 foot (3.65 m) area. Rate of Fire: Standard. Range: 2000 
  feet (610 m). Payload: 30 Tri-Beam blasts, and 3 grenades. Cost: Not 
  for sale. The few captured rifles can be purchased (if available) for 
  100,000 to 160,000 credits. Add 30010 if the weapon has an adapter for 
  Earth E-Clips. 
  M-IOO Tri-Beam Crew Served Gun. This support weapon uses an 
  extended energy clip; roughly equivalent to the Coalition's Canister 
  E-Clip or Triax's FSE-Clip, but even more powerful. The weapon is 
  the equivalent of a medium machine-gun and is typically carried by a 
  team of two (one carries the weapon, the other has extra ammo in addi­
  tion to a TB-9 auto-pistol); fired from a bipod rest. Cyborgs and sol­
  diers in power armor use this weapon instead of a standard rifle. The 
  M-100 can chew through the armor of a main battle tank with a few 
  long bursts, and its long range makes it a favored support weapon. 
  Note: This weapon does not have an adapter, and will not accept either 
  1 1 4 
  Arkhon or Earth standard clips. A specially jury-rigged clip will only 
  provide the weapon with 1 5  shots if using an Arkhon E-Clip or a mere 
  10 with an Earth E-Clip. Weight: 2 1  Ibs (9.4 kg). Mega-Damage: A 
  single shot inflicts 5D6 M.D.; a three round burst does ID4xlO+1O 
  M.D., double damage to most materials, except force/energy fields and 
  Arkhon Cerasteel armor. Rate of Fire: Standard burst firing. Range: 
  3,000 feet (914 m). Payload: 60 shots in an extended magazine. Cost: 
  Rarely available for sale even in South America; price starts out at 
  130,000+ credits. 
  BM-2 Backpack Mortar System. The BM-2 is worn just like a 
  backpack. The system has a launch tube and a mortar magazine, and it 
  is linked electronically to a HUD (Heads-Up Display) on the Arkhon's 
  helmet visor. Basically, when the gunner wishes to activate it, he can 
  verbally give the system a range and coordinates, and the launch tube 
  will orient itself and fire in that direction. The mortar is useless against 
  targets closer than 300 feet (91 m), but it has a range of nearly two 
  miles (3.2 km)! The mortar carrier can use information given by for­
  ward observers or other soldiers. The bomblets have I M.D.C. each. 
  The only problem is that they are very small and hard to spot when air­
  borne. Unlike missiles, they have no contrails to indicate their position; 
  a called shot to hit one is at -4 to strike. Arkhon mortars are far more 
  advanced than Earth equivalents. Although they can fire conventional 
  "dumb" mortar rounds, most units are equipped with smart bombs that 
  have an electronic guidance system and fins that control their trajec­
  tory. These smart bomblets will zero in on humanoid or vehicular tar­
  gets with frightening accuracy (+3 to strike!). Fortunately for everyone, 
  the Arkhons are having trouble manufacturing enough smart bomblets 
  to keep up with the expenditures, so only about 30% of the mortar's 
  ammo will be of this sort. Weight: 30 Ibs (13.5 kg). Mega-Damage: 
  Dual-purpose mortar round. The shooter can electronically "prime" the 
  rounds before firing them, selecting either fragmentary or anti-armor. 
  In the first mode, the bomblet detonates in the air, 8 feet (2.4 m) before 
  hitting the ground, and showers the area with lethal fragments. In the 
  second mode, the bomb explodes on impact, with a minimal blast ra­
  dius but maximum damage to the target. Fragmentary Bombs: 3D6 
  M.D. to a 20 foot (6. 1 m) radius. Anti-Armor: 6D6 M.D. to a 2 foot 
  (0.6 m) radius. Rate of Fire: Single shot, burst of three, or long burst of 
  six. Each counts as one melee attack. Range: Up to 2 miles (3.2 km). 
  Minimum Range: 300 feet (9 1.4 m). Payload: 18 bomblets in the maga­
  zine. Reloading the magazine takes 5 minutes. Changing magazines 
  (spares are loaded on trucks or similar cargo vehicles) takes one melee 
  round for two people or four melees for one. Cost: 160,000 to 200,000 
  credits. Smart bombs cost 3,000-5,000 credits each; rarely available 
  outside the Arkhon Army. 
  BRL-3 Backpack Rocket Launcher. The last of the "terrible trio" 
  of Arkhon infantry support weapons, the BRL-3 is designed for use 
  against armored vehicles and as a direct and indirect fire weapon. The 
  missiles are equally effective blowing up buildings and bunkers as they 
  are stopping giant robots and tanks. The weapon consists of a rocket 
  tube on the right side of the backpack, and a missile rack contained in 
  the "backpack." It can be used in two modes: guided and direct. On 
  guided mode, the rocketeer simply designates a target through an aim­
  ing point projected into the face plate of his helmet. When he lines up 
  the electronic cross-hairs on the target, the missile launches itself from 
  the backpack and arcs towards the target (+3 to strike). On direct fire 
  mode, the soldier lifts the tube and fires it over the shoulder like a ba­
  zooka (use the soldier's W.P. bonuses for aimed fire). Direct fire is 
  limited to line of sight, but tends to be more accurate at short-range. 
  The big advantage of guided mode is that any member of a squad can 
  act as a target designator. Thus, the missileman could be hundreds of 
  feet behind the lines, and a soldier far ahead could target an enemy ve­
  hicle or fortification for the rocket launcher. To reload, the soldier has 
  to "re-chamber" the tube into the backpack (takes one melee attack/ac­
  tion to reload in either mode). The missiles are slightly more powerful 
  than conventional mini-missiles, and have the advantage of being 
  guided. The Arkhons have found themselves unable to mass produce 
  Quentin Milton (Order #31246997)
  
  guided missiles, WId have to rely on easier to make "dumb" missiles 
  (CWI only be used in the direct fire mode). Weight: 30 Ibs (13.5 kg). 
  Mega-Damage: 2D4x1O M.D. for a direct hit, plus inflicts 4D6 M.D. to 
  WI additional 10 foot (.3 m) radius around the strike point. Rate of Fire: 
  Each missile shot counts as one hWId to hWId attack. Cannot fire vol­
  leys. RWIge: Guided: 5 miles (8 km). Direct Fire: Line of sight to 2000 
  feet (610 m). Payload: 12 rockets; each is about twice the size of a hWId 
  grenade. Cost: 150,000+ credits; super-rare even in South America. 
  Note: Captured rocket launchers are being used WId copied by the hu­
  mWI nations of Cordoba WId Santiago, South America. These 
  knock-offs 
  substitute 
  the 
  Arkhon 
  rockets 
  with 
  conventional 
  mini-missile launchers WId CWI only be used in direct fire mode, with a 
  rWIge of one mile ( 1 .6 km). Knock-offs carry only 6 mini-missiles WId 
  cost 100,000 credits. 
  Tri-Blade Energy Sword. When deactivated, this weapon looks 
  like a sword hWIdle with three long, thin wires protruding from the hilt 
  instead of a blade. The flick of a button creates a Tri-Beam charge that 
  runs up the connecting wires, WId turns into WI energy blade that CWI 
  slice through most alloys and construction materials with ridiculous 
  ease. The Tri-Blade sword is assigned to officers, but mWIy soldiers 
  purchase a personal blade. Weight: 3 Ibs ( 1 .35 kg). Mega-Damage: 3D6 
  M.D.; double damage to most materials, except force/energy fields WId 
  Arkhon Cerasteel armor. Rate of Fire: HWId to hWId combat only. 
  RWlge: Close combat melee weapon. Payload: Arkhon E-Clip powers 
  the weapon for 8 hours of continuous use; every time the sword is acti­
  vated, it consumes a minimum of one minute's worth of energy even if 
  the sword is turned off in less thWI a minute. Cost: 50,000-1 00,000 
  credits; rare even in South America. 
  FR-5 Flechette Rifle. Despite the effectiveness of their Tri-Beam 
  technology, the Arkhons don't like to rely on only one type of weapon. 
  Thus, about 30% of Arkhon troops are armed with flechette rifles. 
  These weapons use WIti-gravity beams to accelerate aerodynamic 
  flechettes (miniature arrows) at astronomical speeds. The FR-5 fires 
  cartridges loaded with 10 of these flechettes, much like a shotgun shell. 
  Each flechette has enough penetration to bore through M.D.C. armor 
  WId ten of them will tear through armor WId the flesh beneath with hor­
  rifYing ease. Furthermore, these weapons exploit the weaknesses of 
  Arkhon body armor, WId do double damage to those armor suits (a ne­
  cessity when facing one's own kind in battle). Weight: 15 Ibs (6.8 kg). 
  Mega-Damage: 6D6 M.D. per shot. Rate of Fire: Single shot only. 
  Wild "bursts" spread the flechettes over WI area, doing 2D4 M.D. to 
  each target hit. RWIge: 1200 feet (365 m). Payload: 20 shot box maga­
  zine. Cost: 50,000+ credits; super-rare even in South America. 
  FRA-l 
  Flechette 
  Auto-Cannon. 
  The 
  flechette 
  ma-
  chine-gunlauto-cannon is a support weapon that fires heavier ammo 
  thWI the FR-5 rifle from either a drum magazine or a disintegrating 
  belt. The FRA-l is used as a squad weapon or carried by powered ar­
  mor WId cyborg soldiers as a "rifle." They are also mounted on light ve­
  hicles, especially captured Earth vehicles that need extra armament. 
  The FRA-l CWInot be fired from the shoulder or hip unless the wearer 
  has a natural P.S. of 24, a supernatural P.S. of 18, or is a cyborg or 
  wearing a power armor with a P.S. of 20 or higher. Weight: 30 Ibs 
  (13.5 kg). Mega-Damage: ID4x1O M.D. per shot. A burst is 1 0  rounds 
  1 1 5 
  WId does 2D6xl0+l0 M.D. The burst CWI be used to spray WI area, do­
  ing one shot damage to affected targets. Rate of Fire: StWIdard. RWIge: 
  4000 feet (1219 m). Payload: 30 round drum magazine or 200-round 
  belt. Cost: 80,000 credits or more; super-rare even in South America. 
  Australian Weapons 
  Rifts® World Book 19: Australia One 
  Primitive & Conventional S.D.C. Weapons 
  Boomerangs. BoomerWIgs come in a variety of shapes WId sizes. 
  The rWIge WId rules for using them are found under the W.P. Boomer­
  WIg description. The G.M. may wish to treat the BoomerWIg as a bullet 
  for the sake of the pain it causes (for WIy saves or effects he employs). 
  They have a rotating force that strikes with bone jarring impact, making 
  them very effective. It is deceptive just how dWIgerous they CWI be. 
  Here are some sample boomerWlgs, all are extremely uncommon WIy­
  where in the world but Australia. 
  Average Boomerang. Damage: 2D4+2 or IDIO S.D.C. May or 
  may not be thrown to return, depending on mWIufactured style. Weight: 
  1 pound (0.45 kg). Length: 1 .5 feet (0.46 m). Cost: $28, or $35 if the 
  boomerWIg is the returning type. Usually made by hWId or traded. 
  Hunting Boomerang. Damage: 2D6+2 S.D.C. Does not return 
  when thrown. Weight: 2 Ibs (0.91 kg). Length: About two feet (0.61 
  m). Cost: $48; is usually made by hWId or traded. 
  War Boomerang. Damage: 3D6 S.D.C. Will not return no matter 
  how hard you try. Weight: 4-5 pounds ( 1 .8 to 2.3 kg). �: 4-5 feet 
  (1.2 to 1 .5 m)! These suckers are about the size of a hefty long bow. 
  Cost: $65 or based on trade. 
  Metal Boomerang. Damage: 3D6 S.D.C. May be thrown to return. 
  Weight: 2 Ibs (0.91 kg). These are a modem innovation, WId are deadly 
  despite the fact that they are no larger thWI your average boomerWIg. 
  Length: About two feet (0.61 m). Cost: $250. Aboriginals will not use 
  these items. 
  Sporting Boomerang. Damage: ID4 S.D.C. Designed mainly to re­
  turn for fun. These are plastic or ceramic sporting reproductions that 
  are fairly ineffective as weapons, but make good fun for throwing WId 
  catching. Weight: 2 Ibs (0.91 kg). Length: About two feet (0.61 m). 
  Cost: $10 to $15. 
  Spears. Spears are the backbone weapon of WIy Aboriginal commu­
  nity. The typical spear does ID6 +P.S. damage bonus (if WIY) with a 
  jab/thrust or blunt (clubbing) attack, or 2D6 S.D.C. when thrown (no 
  P.S. damage bonus). Add ID6 damage for a trident or other large 
  spears. Throwing rWIge, bonuses, WId details are found under the W.P. 
  Spear skill description. All spears are available, even a type of trident is 
  WI Aboriginal weapon (usually made with splayed wooden forks WId 
  employed when fishing). A spear will cost $50-$100, 30% more if the 
  spearhead is silver plated; a woomera costs $12. 
  Air-Powered Crossbow. The air-powered crossbow uses a pneu­
  matic pack to expel its bolt ammunition with incredible force. The 
  weapon looks more like a rifle thWI a crossbow, with a tube to fit the 
  bolts into WId WI air cWIister in the shoulder brace. They may be vehicle 
  mounted or hWId carried, WId come in a variety of forms. Air-powered 
  crossbows are very popular with outback road gWIgS due to the cheap 
  ammo they require; bolts are far easier to make thWI bullets. Quite of­
  ten a bolt will have greater armor piercing capacity thWI a bullet, as 
  well. Note: Aborigines will not use these weapons. Single-Barrel: The 
  single-barreled variety has a rWIge of 350 feet (107 m) WId inflicts 3D6 
  points of S.D.C. Weighs 5 Ibs (2.3 kg), WId costs $300. Dou­
  ble-Barreled: Each barrel does 2D6+ 1 S.D. C., or both can be fired at 
  once to inflict 4D6+1 to a single target. The rWlge is 300 feet (91 m). 
  Weighs 8 Ibs (3.6 kg), WId costs $480. Quad-Barrel: This monster is at 
  -2 to strike if mWI-portable. As such, they are usually only found in ve­
  hicle turrets. Each tube inflicts 2D6+ 1 S.D.C., WId they CWI be fired ei-
  Quentin Milton (Order #31246997)
  
  ther one at a time or all at once. The simultaneous blast from all four 
  does ID6xl0 S.D.C. Effective range is 300 feet (91 m). Weighs 12 Ibs 
  (5.4 kg) and costs $1000. Note: Reloading the tubes takes one action 
  per barrel. For an extra $100 per barrel, the crossbow can have a maga­
  zine holding four bolts for each tube, reducing the frequency of reload­
  ing. The air canister required to power the weapon holds enough gas for 
  50 total shots before it needs to be refilled with an air compressor, and 
  costs $120 to replace. 
  Flame Thrower. Flame throwers come in many varieties. The fol­
  lowing statistics will do for any number of stock model or homespun 
  flame throwers, and are divided into three categories: small, medium 
  and heavy. Damage: 4D6 S.D.C. for small, 6D6 S.D.C. for medium, 
  and 2D6 M.D. for heavy. Range: A cone of flame 60 feet (1S.3 m) long 
  and 5 feet ( 1 .5 m) wide spreads from the nozzle of the flame thrower 
  for the medium and heavy models. In small flame throwers, the cone is 
  only 30 feet long (9 m). This may be sprayed, as per the Modem Com­
  bat Rules. Payload: Small: 20 shots in a weapon mounted canister. Me­
  dium: 30 shots in a weapon mounted canister. Heavy: 24 shots in a 
  backpack canister of thermite plasma. If the fuel source is struck and 
  damaged by a firearm, there is a percentage chance equal to the damage 
  done that it will explode and do standard damage for one shot to the 
  user, and everything in a radius of 2 feet (0.6 m) per shot remaining in 
  the payload. Most canisters are quite sturdy, and can take 5 M.D.C. be­
  fore this rule applies. Typical Weight: 15-25 lbs (6.7 to I I  kg). Cost: 
  $400 for small, $900 for medium, and $7000 for heavy. New ammo 
  canisters cost $40, $90 and $500 respectively. 
  S.D.C. Firearms. Any S.D.C. firearm mentioned in the Conven­
  tional Weapons section can be found in Australia. In fact, many Out­
  back adventurers use these more than Mega-Damage weaponry, which 
  on this continent is relatively scarce and expensive. 
  Ammunition for S.D.C. Firearms. On average, a single bullet will 
  cost 20-50 cents, with special rounds costing 2-5 times more. An 
  E-Clip will cost at least 6,000 dollars/credits and usually two or three 
  times that. 
  Australian High-Tech Weaponry 
  from the Tech-Cities 
  Most M.D. weapons, explosives (of all kinds), and M.D.C. armor 
  are banned within city limits and their use limited to Police, Military 
  and Level 5 Administrators. S.D.C. weapons are also restricted, but 
  available to Sportsmen and Level 4-5 personnel, as well as Police and 
  Military. Both Tech-Cities have fundamentally the same pre-Rifts tech­
  nology and weapons, and in most cases, even use the same pre-Rifts 
  names and styling. 
  NeraTech 9 mm P-18, Conventional Sidearm. This weapon is the 
  standard gun one finds at the side of bodyguards and police personnel 
  in low risk positions. It is mainly a deterrent and not a serious combat 
  weapon. Civilian gun owners are likely to have this weapon. Weight: 
  I .S lbs (O.SI kg). Damage: 2D6+2 S.D.C. Rate of Fire: Standard. 
  Range: 200 feet (61 m). Payload: I S  bullets to a clip. Bonuses: +1 to 
  strike when aimed. Cost: $1600; $15 for a new clip, only $2.00 for 18 
  bullets. 
  NeraTech 9 mm SMG-30; Conventional Submachine-gun. An­
  other sidearm issued to all military and police personnel as one of their 
  standard weapons. It is easy to maintain, and therefore reliable, holds a 
  good clip and has enough stopping power to shatter brick. Weight: 3.5 
  Ibs (1.6 kg). Damage: 4D6+2 S.D.C. Rate of Fire: Standard. Range: 
  250 feet (76 m). Payload: 30 bullets to a clip. Bonuses: None. Cost: 
  $3200; $30 for a new clip, only $5.00 for 30 bullets. 
  NeraTech WA-30, Conventional Assault Rifle. When in higher 
  risk situations or raiding Outback communities, this is the operational 
  weapon of choice. It has a high rate of fire, is well cooled and in all 
  ways is a superior class of weapon, as conventional "hard ammo" 
  weapons go. Weight: 9 lbs (4 kg). Damage: 6D6 S.D.C. Rate of Fire: 
  Standard. Range: 1,450 feet (442 m). Payload: 30 bullets to a clip. Bo-
  1 1 6  
  nuses: + I to strike when aimed, and in burst mode. Cost: $6,800; $65 
  for a new clip, only $10.00 for 30 bullets. 
  NeraTech LO-20, Conventional Hunting Rifle. A bolt-action 
  sportsman's weapon with a high stopping power. These are also owned 
  by a lot of boat owners for killing sharks and large catches before 
  bringing them aboard. The TRG may use them for lightweight sniping 
  situations, especially in the City against S.D.C. enemies. Weight: 8 Ibs 
  (3.6 kg). Damage: ID4xlO S.D.C. Rate of Fire: Single shot only; each 
  shot counts as one melee attack. Range: I S00 feet (549 m). Payload: S 
  bullets to a clip. Bonuses: + I to strike when aimed. Cost: $8400; $40 
  for a new clip, only $30.00 for 32 bullets. 
  Australian Mega-Damage 
  Weapons: EIPP Technology 
  One of the developments made by Advanced Technologies Austra­
  lia is something they call EIPP, nicknamed "Eep!" The nickname has 
  stuck because of the reaction many had to the field testing of this rela­
  tively new firearm innovation. Because energy weapons tend to be very 
  destructive, their use was severely limited and even banned for 
  non-military personnel. So the rules were bent to produce a weapon 
  that could fire with the power of an energy weapon, but use a hard slug. 
  EIPP stands for "Electro-Induced Plasma Propellant." Simply put, a 
  liquid within the handle of the weapon is heated by an E-Clip to the 
  point of becoming explosive plasma. This resultant plasma bolt is then 
  used to propel a slug with awesome velocity. A trend you will see is 
  ATA weapons using this system over and over again. The Administra­
  tion is trying hard to ban the weaponry, or at least limit it to military 
  sales, but its popularity with the people has made passing such a law 
  very difficult. Note: EIPP are made and sold only in Australia! 
  ATA "Super 10" Shotgun. Also known as the "Doorbuster," a po­
  tent firearm, and a favorite of bodyguards and Police. It fires a tight 
  shot cluster that maximizes damage while minimizing the spread of the 
  shell. It stops an unarmored opponent dead, and is likely to knock an 
  armored person flat. It also has a high intimidation factor. Can use 
  S.D.C. load or M.D. Weight: 8 Ibs (3.6 kg). Damage: 6D6 S.D.C. or 
  5D6 M.D.; 0 I %-50% chance of knocking an opponent weighing up to 
  300 lbs (135 kg) off his feet (lose initiative and one melee attack) with 
  either round. Rate of Fire: Each blast counts as one melee action. 
  Range: 60 feet ( 1 8.3 m) at its most effective, but good for up to 100 
  feet (30.5 m). Payload: 8 shells in an internal magazine, but must use 
  one type of ammo or the other. An S.D.C. and M.D. mix is not possi­
  ble. Bonuses: +1 to strike when within 60 feet (18.3 m) or less. Cost: 
  $19,950; $1 .00 each for S.D.C. shells, $200.00 for eight shot M.D. 
  EIPP cartridge. Available only in Australia. 
  ATA "Mega-20" Shotgun. Again, ATA has broken all the rules 
  and produced the master of all shotguns. This is an impressive weapon 
  indeed, but has a recoil that requires a P.S. of 15 to brace against (oth­
  erwise ID4 S.D.C. damage to the user, due to recoil). Again, they have 
  employed their patented EIPP system to produce a weapon of frighten­
  ing destructive power. Thankfully, it can be set to fire like a standard 
  Quentin Milton (Order #31246997)
  
  shotgun by disengaging the battery, doing S.D.c. damage instead. This 
  is a rare weapon, and is unlikely to be found easily. The military has 
  them, but sees little use in them, and the civilian population can't touch 
  them. Weight: 1 1  lbs (5 kg). Damage: ID4x1O M.D. or ID6xl0 S.D.C. 
  depending on firing mode. Rate of Fire: Two shots per melee round 
  maximum. Range: 80 feet (24.4 m). Payload: 10 slugs to an internal 
  magazine, and 50 shots out of the battery. Cost: $43,000; $25 for a 
  slug, and $3000 for a new battery. 
  ATA P-2/10 "Popper" High-Powered Derringer. It is pretty inef­
  fective against armor, but it chews through soft (S.D.C.) targets. Again, 
  ATA have used their EIPP plasma propellant, so a small battery is re­
  quired. The weapon is only the size of a pen flashlight and can fit in the 
  palm of the hand or up a sleeve. Weight: 0.5 lbs (0.23 kg). 
  Mega-Damage: ID4 M.D. Rate of Fire: Once before reloading. Range: 
  Accurate to 20 feet (6. 1 m), but the bullet may travel up to 100 feet 
  (30.5 m), and is -3 to strike when a target is beyond 20 feet (6 m) and 
  only does one M.D. or 100 S.D.C. Payload: One bullet; 20 shots per 
  battery. Bonuses: + 1 to strike when within 20 feet (6. 1 m), -3 when out­
  side that range. Cost: $6,600; $600 for a new battery, and $10 for a new 
  slug. Available only in Australia. 
  ATA 003 "Boom-Boom" Hard Ammo Sidearm. It uses an E-Clip 
  with the EIPP plasma system. It's a loud, loud gun, and needs to be re­
  loaded by a breach action of the barrel. And yes, it is a handgun and 
  can be used with one hand. However, a P.S. of 1 5  is required without 
  using the other arm to brace. Weight: 4.5 lbs (2 kg). Mega-Damage: 
  4D6 M.D. Rate of Fire: One shot per action, and one action to reload 
  each slug. Range: 300 feet (91 m). Payload: 5 slugs when fully loaded; 
  30 charges in the E-Clip. Cost: $32,000; $4500 for a new E-Clip, and 
  $25 for each EIPP slug ($125 for five). Australia only. Civilian legal. 
  ATA "Pinpoint" Needler Handgun. An elegant weapon, this uses 
  an EIPP system to expel a very fine needle with varying results. The 
  weapon has two settings: high and low power. At high power, against 
  soft targets, the needle is so fine it will pass through with minimal 
  trauma. But at low power it will stick, causing damage, plus the needle 
  can be drugged. A high velocity needle will, however, penetrate M.D. 
  armor with little difficulty and deliver its cargo once lodged in the tar­
  get beneath. Cunning, also, is the design of the needle, which has an in­
  ternal case that dissolves and releases the drugs. Clips of dry needles 
  are available, mainly for practice. Weight: 2 lbs (.9 kg). Damage: Low 
  Power: Needle will stick into S.D.C. targets and do ID4 damage. At 
  this setting it can be used to deliver drugs. Drugged needles do 4D6 
  S.D.C. damage if a save vs harmful drugs fails, or ID6 if the save suc­
  ceeds. Or it can deliver a sleeping agent with a similar effect as the 
  "sleep agent" of the Splatter Gun. Neither drug will affect M.D.C. crea­
  tures. Damage: High Power: The Needle does ID4 M.D. against 
  M.D.C. targets, and can deliver a drug or toxin to M.D. creatures (usu­
  ally with minimal effect due to their superhuman and alien 
  metabolisms). Rate of Fire: Standard. Range: 250 feet (76.2 m). Pay­
  load: 30 needles to a clip, and 100 shots to a battery. Bonuses: + 1 to 
  strike when aimed. Cost: $19,500; $400 for a new clip, $1200 if 
  drugged. A new battery costs $900. Available only in Australia. 
  AT A "20K" 20,000 Volt-Taser. Personal security at its best. This 
  taser uses two trailing wires to send a high voltage current into the vic­
  tim, rendering him unconscious. The amperage can be adjusted, so the 
  taser can even be lethal if used correctly. The civilian versions cannot 
  be adjusted, and are moderately mild compared to what the police and 
  military are allowed. Weight: 1 pound (.45 kg). Damage: ID4 S.D.C. 
  damage and the victim must save vs pain (14 or higher) or be stunned 
  for 2D4 minutes. A successful save means the victim loses ID4 melee 
  actions (that melee round and may spill into the next) and combat bo­
  nuses are halved, but he remains conscious and angry. The higher grade 
  Police and Military version does 2D6 damage to Hit Points/S.D.C. re­
  gardless of save, in addition to the usual effects, and requires a 16 or 
  higher to save. Rate of Fire: Single-shot only. The wires take one melee 
  action to reel back in if they miss. Range: 10 feet (3 m). Direct contact 
  versions are available, and are considered melee weapons. Payload: 30 
  1 1 7 
  charges to an E-Clip. Cost: $7000; $5500 for a new E-Clip/battery. 
  Note: Not effective against opponents in environmental body armor 
  (but is good against homespun armor) or M.D. creatures. Available 
  only in Australia. 
  ATA A-50, "Icer" Energy-Arc Thrower. Advanced Technologies 
  Australia (AT A) has come across the first true variation of the laser ri­
  fle since ion weaponry. The A-50 uses a low-powered laser, but this is 
  not the method of attack. The laser simply ionizes the air in a straight 
  line which then allows a high voltage charge to be conducted along this 
  pathway to the target. The result is a high energy drain on the E-Clip, 
  but a very destructive "lightning bolt" effect. The weapon is very obvi­
  ous when fired, quite loud and not very accurate, but is well loved for 
  its high intimidation factor and "spray" capacity. Weight: 1 1  lbs (5 kg). 
  Mega-Damage: 3D6 M.D. Rate of Fire: Standard. Range: 600 feet (183 
  m). Payload: 10 shots from a single E-Clip, and 20 with a long clip. 
  Bonuses: +2 to strike when within 100 feet (30.5 m), -2 when outside 
  that range. Cost: $32,500; $5500 for an E-Clip, and $12,000 for a long 
  E-Clip. Available only in Australia. 
  ATA P-20/50 Variable Frequency Sniper Rifle. The high­
  est-grade rifle available, it is limited to use by the military. It can be 
  collapsed down - doing so takes about one melee round by a skilled 
  character ( ID4+2 if not) - and fitted into a case. It also has a 
  fold-down bipod, excellent scopes and recoil compensation, as well as 
  a form-fitting "squeeze" trigger and the variable laser settings common 
  to the Juicer Rifles of North America. That is, after one full melee 
  round, it can be adjusted to do full damage against laser resistant ar­
  mors by finding the right frequency to fire at. What makes this weapon 
  unique is that a passive targeting laser can be used to "paint" the target 
  and determine the frequency first, without firing the gun! If a sniper 
  spends a round doing so, his next shot against an armored opponent 
  will do full damage. Weight: 9 lbs (4.05 kg). Damage: Three settings: 
  4D6 M.D., 3D6 M.D., or ID6x1O S.D.C. Rate of Fire: Each shot counts 
  as one melee attack; ideal for sniping. Range: 3,000 feet (914.4 m). 
  Payload: 12 shots per standard E-Clip, 24 shots with a long E-Clip. Bo­
  nuses: +1 to strike when aimed. Cost: $57,000; $5,500 for a standard 
  E-Clip; $10,000 for a long one. Available only in Australia. 
  ATA P-20/20, Plasma Sidearm. The heaviest of all the handguns 
  by ATA, this is a weapon restricted to Police and Military use outside 
  city limits. Like most plasma weapons, it's heavy and not terribly accu­
  rate, but packs quite a punch. Weight: 4.8 lb (2.2 kg). Mega-Damage: 
  4D6 M.D. Rate of Fire: Standard. Range: 1,000 feet (305 m). Payload: 
  12 shots to a clip. Cost: $27,000: $5500 for a new E-Clip, or $2600 to 
  recharge. Available in Australia only. 
  NeraTech Light Energy Pistol. This is the first in a line of M.D. 
  Laser weapons. It is very well balanced and is standard military issue. 
  Civilians will have a hard time getting a permit to own such a weapon. 
  Weight: I lb (0.45 kg). Mega-Damage: ID6 or ID6+2 M.D.; two set­
  tings. Rate of Fire: Standard. Range: 1,000 feet (305 m). Payload: 18 
  shots per E-Clip. Bonuses: +2 to strike when aimed. Cost: $21,500; 
  $5,500 for a new E-Clip; $2600 to recharge. Australia only. 
  NeraTech M-Ol Military and Police Sidearm. A slightly 
  higher-powered version of the Light Laser Pistol above, this is issued to 
  heavy-duty TRG teams and to higher military personnel for use in dan­
  gerous situations. Weight: 2.5 lbs ( l . l  kg). Mega-Damage: ID6+2 
  M.D. or 2D6+3 M.D.; two settings. Rate of Fire: Standard. Range: 
  1,000 feet (305 m). Payload: Fifteen 2D6+3 shots to a clip. Bonuses: 
  + I to strike when aimed. Cost: $25,000; $5500 for a new E-Clip; 
  $2,600 to recharge. Available only in Australia. 
  Quentin Milton (Order #31246997)
  
  NeraTech I-20, "Mankiller" Ion Pistol. When S.D.C. firepower is 
  futile against hard armored opponents such as those wearing homespun 
  or environmental M.D. body armor, or hiding in an M.D. automobile, 
  and innocent, unprotected (Hit Point/S.D.C.) people might get caught 
  in the line of fire, or the use of M.D. weapons would destroy property, 
  the City Police and Military pull out this little sucker. The "Mankiller" 
  is a vel)' low-powered energy pistol that, in theol)', virtually ignores 
  hard armor, passing right through most hard objects, but sears flesh. It 
  is used by the City Police, Military and special Outback City Agents to 
  bypass a criminal or raider's body armor and inflict damage direct to 
  the S.D.C. and Hit Points of the person underneath! In the alternative, it 
  can be used on any S.D.C., flesh and blood opponent without damage 
  to clothing or the exterior of windows or non-military vehicles. It can 
  ignore up to an inch of M.D. armor plating (i.e. most body armor, but 
  not Power Armor) and plays havoc with electrical systems, to the point 
  of shutting them down or fl)'ing computer processors. The disadvan­
  tage to the weapon is that it has a vel)' low rate of fire. There are vel)' 
  stringent laws against this gun, as destruction of technology is a capital 
  offense, and a stray shot could be vel)' harmful to the city. Restricted to 
  Police and Military use, with special exceptions made for bodyguards 
  of important officials and select Level 5 citizens. Note: This weapon 
  has become the most coveted of all by Outback raiders, criminals and 
  thieves who can use it to kill an opponent without seriously damaging 
  M.D. body armor, vehicles, clothing, etc. Many will pay (or more 
  likely trade) up to $130,000 for one! Weight: 3.5 Ibs ( 1 .6 kg). Damage: 
  406 H.P./S.D.C. to living targets. The beam will ignore up to 90 
  M.D.C. of armor before the special effect is blocked. If the M.D.C. of 
  heavy body armor is battered and worn down by damage from other 
  weapons, then this weapon may penetrate to damage the wearer and/or 
  fry electronics housed within or behind that armor. To score such a hit, 
  the shooter simply aims and shoots as normal. To target electronics, the 
  player must announce a called shot and roll a 15 or higher on the strike 
  roll. Failing the called shot, but successfully striking the target, results 
  in no electrical damage, but S.D.C.IH.P. damage to the character inside. 
  If the called shot succeeds, electrical systems begin to malfunction as 
  they are disrupted. This results in -1 to combat rolls and -10010 to any 
  skill checks involving electronic devices (radar, communications, spe­
  cial helmet optics, MUDS, etc.), until it is replaced or repaired. Multi­
  ple blasts to electronics have an accumulative effect. Note: Cannot 
  punch through or interfere with environmental Power Armor, robots or 
  cyborg armor even when that armor is beat to hell - it is thicker and 
  more resistant to outside attacks and disruption. Rate of Fire: Each blast 
  counts as one melee attack. Range: 500 feet (152 m). Rate of Fire: Sin­
  gle shot; each blast counts as one melee attack. Payload: 30 shots to an 
  E-Clip. Cost: $52,500; $5500 for a new E-Clip, $2600 to recharge. 
  Available only in Australia, and it is uncommon there. 
  NeraTech "Bushcutter" Rail Gun. This is your typical Rail Gun, 
  used by door gunners and other hardier military personnel that delve 
  into the bush lands. A P.S. of 22 is required, or it can be used with a 
  bipod mount. Weight: 24 1bs (10.8 kg) plus ammo (15-40 Ibs/6.8 to 18 
  kg). Mega-Damage: 406 M.D. per burst of 12 rounds. Rate of Fire: 
  Only fires bursts of 12 rounds. Each burst counts as one melee attack. 
  Range: 3,000 feet (914 m). Payload: 120 round mini-clip (10 bursts), 
  360 round belt (30 bursts) or full 1440 drum (120 bursts). Cost: 
  $1 10,000, $2,000 for a mini-clip, $8000 for a new belt, $24,000 for a 
  drum. Available only in Australia. 
  NeraTech "Fletcher 12" Light Rail Gun. Quite possibly the 
  smallest rail gun ever developed, it fits against the torso, and the user 
  1 1 8  
  has to tense his hip against it to withstand the recoil. It fires single 
  slugs, and makes half the noise of your typical rail gun. Highly destruc­
  tive but easy to control and damage is localized. It can also be 
  ground-mounted and used as an ambush sniping weapon (despite the 
  noise) or mounted on a vehicle. A P.S. of 1 5  is needed to fire the 
  weapon, otherwise the character takes 104 S.D.C. himself evel)' time 
  the gun is fired, regardless of armor. Weight: 12 Ibs (5.4 kg). Damage: 
  306 M.D. per single round. Rate of Fire: Standard. Range: 2,000 feet 
  (610 m). Payload: 20 shots per ammo-clip or 100 per drum (weighs 10 
  Ibs/4.5 kg). Cost: $54,000; $6500 for a new ammo drum, $1500 for a 
  clip. Available only in Australia. 
  NeraTech M-21 Heavy Particle Beam Cannon. This heavy 
  weapon is a hefty, shoulder mounted gun that requires a backpack to 
  supply its power, but it can slice armor like it was tissue paper. Re­
  quires a P.S. of 18 to use, otherwise -2 to strike even when aimed. 
  Weight: 35 lbs (1 5.7 kg). Mega-Damage: When rolling to hit, if the 
  strike roll is 1 7  or less but still hits, the damage is ID6x 10 M.D. If the 
  strike roll hits and is 18 or more, the damage is a blistering 2D4x 1 0 
  M.D.! Rate of Fire: Twice per melee round; each shot counting as one 
  melee attack. Range: 2,000 feet (610 m). Payload: 30 shots to a back­
  pack unit; cannot use E-Clips. Cost: $295,000; $48,000 for a new 
  E-pack, $12,500 to recharge it. Available only in Australia. 
  NeraTech P.N.-50, "Splatter Gun." A paint-ball gun that uses 
  pneumatic pressure to pump out its payload. Not vel)' accurate or far 
  reaching, but vel)' effective. It can release modules containing nerve 
  gas, bio-toxins, sleep agents, molecular acid or even paint to mark. And 
  the best part? It inflicts vel)' little environmental damage. Weight: 1.8 
  Ibs (.8 kg). Damage: Varies as follows. Acid: 406 S.D.C. or 206 M.D., 
  depending on what type of target it hits, in a one yard/meter splatter ra­
  dius. Sleep Agent: Opponents not wearing environmental body armor 
  must roll to save vs non-lethal poison (16 or higher) or fall asleep 
  within 104 melee rounds. The area affected has a radius of one 
  yard/meter per pellet fired. Victims sleep for 104+2 minutes per pellet 
  of exposure. Toxin or Nerve Gas: Victims not wearing environmental 
  body armor must save vs lethal poisons (12 or higher). If the save fails, 
  the target is racked by convulsions (incapable of fighting or running), 
  suffers 1D6x1O damage direct to Hit Points (ID4xl O  M.D. if a 
  Mega-Damage creature), and will lapse into unconsciousness for 
  204+4 minutes. Even if the save is successful, the target takes 106+ 1 
  direct to Hit Points (or M.D.C.). The gas cloud has a one yard/meter ra­
  dius per pellet fired. Demons, characters in body armor or under some 
  other suitable shielding are immune to this nasty effect. Injecting one­
  self with an anti-nerve agent will reduce damage of the gas or toxin by 
  half and the victim will not lose consciousness or suffer from convul­
  sions, and can continue to fight. Rate of Fire: Standard, including 
  bursts! Range: 60 feet (18.3 m). Payload: 18 pellets to a clip. Cost: 
  $2500; $40 for a new clip of paint, $1200 for sleep agent, $20,500 for 
  toxin or nerve gas, $2700 for acid. Also, $50 for a new compressed air 
  module, or the old one can be refilled for $10. Anti-nerve agent serum 
  costs $1200+ per single injection. Available only in Australia. 
  Quentin Milton (Order #31246997)
  
  Bandito Arms™ 
  Rifts® World Book 14: New West™ 
  Bandito Anns is a division of the Black Market, not that most of its 
  clientele know that or care. In fact, Bandito Anns represents 30% of all 
  weapons, armor, vehicles and equipment sold in the North American 
  Western Wilderness and 42% of all sales in the State of Lone Star, par­
  ticularly in the Pecos Empire. Northern Gun represents a third of the 
  market in both the New West and the State of Lone Star. The remaining 
  sales in the arms market are divided between Wilk's, Manistique Impe­
  rium, Iron Heart, Golden Age Annaments and a dozen other manufac­
  turers, smugglers and traders. 
  The Coalition Military actively interferes with the operations of 
  Bandito Anns and other Black Market operations, smugglers and inde­
  pendent weapons dealers in the West, especially targeting those based 
  in or near CS territories. And raid the outposts, camps and manufactur­
  ing plants of arms dealers, bandits, smugglers and agents of the Black 
  Market whenever they are found. One reason is the Black Market's re­
  lentless efforts in the manufacture and sale of "knock-offs" (cheap cop­
  ies) based on CS weapons and technology. Another is the fencing and 
  resale of stolen goods from the CS Army. Such knock-offs and stolen 
  weapons are routinely confiscated from adventurers and fighters travel­
  ing in the Coalition States and Territories, especially in the 'Burbs. The 
  possession of knock-offs and stolen CS equipment is a crime, even if 
  the character "bought" the goods (didn't steal them himself). Those 
  caught with contraband are fined, their weapons seized (sometimes in­
  cluding legitimate items not of CS origin), and the owners interrogated 
  to reveal the name and location of the seller(s). Those who cooperate 
  are usually released - frightened, perhaps beaten or tortured, but alive 
  and free. Those suspected of terrorism, crimes against the CS, the sale 
  and/or distribution of illegal arms, or who fail to cooperate, are exe­
  cuted! 
  Bandito Arms' primary base of operations in the New West is lo­
  cated at a town called El Diablo S-4, near the Devil's Lake, once 
  known as Groom Lake or the infamous Area 51 (the pre-Rifts US Mili­
  tary Base where secret United States weapons and vehicles were 
  tested). Bandito Anns also has branches and outposts in Lone Star, in­
  cluding El Paso, Laredo, Los Alamos, Crossroads, and the Kingdom of 
  Worth. San Antonio, under the control of Black Market Kingpin, War­
  lord Don Marcos, is the main center of operations in that State. Ciudad 
  Juarez in Northern Mexico, New Mexico, Colorado, Oklahoma, and 
  Kansas (an unofficial CS Territory) also have Bandito Arms dealers. 
  In addition to the weapons and equipment described in this section, 
  Bandito Anns also sells most standard items and services offered by 
  the Black Market, including the fencing of goods, false J.D. 's and docu­
  ments, illegal bionics and cybernetics, the purchase and sale of 
  pre-Rifts artifacts, CS weapon knock-offs and a fairly good range of 
  weapons, armor, power armor, equipment and vehicles manufactured 
  by (and bought in bulk from) Northern Gun, Manistique Imperium, and 
  Golden Age Weaponsmiths. The Black Market dealers also offer select 
  items from Wellington Industries, Triax (the latter at premium prices; 
  200%-300010 the normal price), and even the occasional Techno-Wizard 
  items, Glitter Boys, stolen CS equipment (weapons, body armor, power 
  armor, or vehicles) and Naruni Enterprises items (300%-600% higher 
  than the standard price, now that the CS has declared Naruni items 
  highly illegal). Black Market "knock-offs" (cheap copies) of Coalition 
  weapons include all old style weapons, a few of the new style ones, and 
  variations of (or repainted, slightly modified and reconditioned, scav­
  enged or stolen) Dead Boy armor. Note: Some of the Black Market's 
  weapons and equipment are based on pre-Rifts designs uncovered 
  through archeological digs, purchases of technology, and stolen tech­
  nology. Bandito weapons are mostly available in the New West and 
  Northern Mexico. 
  Bandit IP-IO Ion Pistol. Also known as the "Eye-Pie Ten," a heavy 
  damage ion pistol. As an added selling point, the IP-IO is designed to 
  1 1 9 
  look like a revolver of the Old West, with an E-Clip designed to fit into 
  the handle of the weapon. Weight: 3 lbs (1 .4 kg). Mega-Damage: 3D6 
  M.D. Rate of Fire: Standard. Range: 400 feet (122 m). Payload: 10 
  shots from a standard short E-Clip, 20 shots with a long E-Clip. Bo­
  nuses: Well balanced and + 1 to strike. Cost: 12,000 credits. 
  Bandit LPI Laser Pistol. Also known as the "No Lip" Pistol, the 
  Bandit LPI is a lightweight, highly accurate laser pistol with good 
  range. Damage yield could be higher, but the accuracy of the weapon 
  and its large payload more than offset this disadvantage. Weight: 2 Ibs 
  (0.9 kg). Mega-Damage: 2D4 (or I D8 if one prefers) M.D. Rate of 
  Fire: Standard. Range: 1000 feet (305 m). Payload: 20 shots from a 
  standard short E-Clip, 40 shots with a long E-Clip! Bonuses: Due to 
  this weapon's superior laser focusing optics, light weight and handling, 
  it has a bonus of + 1 to strike. Cost: 20,000 credits for the gun. 2,000 
  credits per magazine. 
  Bandit BigBore Revolver. The BigBore series is a new line of old 
  style S.D.C. guns that fire heavy explosive rounds. They have been met 
  with wild enthusiasm among gunfighters and bandits in the New West. 
  One of the earliest BigBore weapons was the Bandit BigBore Revolver, 
  also known as the "BB-6" (for six-shooter). The BigBore is a large re­
  volver that fires high-explosive shells. The "bullets" could be consid­
  ered small grenades. The advantages to the BigBore handgun are its 
  knockdown power, damage yield, and intimidation factor. It is just 
  plain scary to look down the business end of the BigBore, and it has a 
  Horror Factor of 10 when pointed in someone's face. Note: A strength 
  of 14 or better is required to shoot the BB-6 (those with a weaker P.S. 
  are -2 to strike even with an aimed shot, and -6 when shooting wild); a 
  P.S. 17 is needed to fire it one-handed. Weight: 4 Ibs ( 1 .8 kg). 
  Mega-Damage: ID6 M.D. per roundlbullet, plus human and hu­
  man-sized D-Bees who are shot must roll a 20-sided die to maintain 
  their footing. This balance roll must equal or surpass the attacker's roll 
  to strike. A successful roll means the character feels like he's been 
  kicked by a mule, but remains standing and suffers no penalties, except 
  he loses initiative if he had it. A failed roll means the victim is knocked 
  off his feet, falls back onto the ground (fall back ID4 feet), loses initia­
  tive (if he had it) and loses one melee attack/action! Even characters in 
  M.D.C. body armor will be knocked down, however, those in power ar­
  mor, full conversion cyborgs, robots, giants, supernatural beings and 
  creatures of magic (demons, metamorphed dragons, etc.) are not. Rate 
  of Fire: Single shot, each shot counts as a melee action, unless shooting 
  wild. Range: 200 feet (61 m). Payload: Six; revolver style cylinder 
  weapon. Cost: 6,500 credits for the gun, 80 credits per roundlbullet or 
  10,000 credits for a gross (box of 144 rounds). 
  Bandit BigBore Sawed-Off. Also known as the "BB Sawed-Off" 
  and the "Mule." The BigBore Sawed-Off looks like a sawed-off shot­
  gun and fires a large, high explosive shell and has even greater knock­
  down power. This is another intimidating weapon that has a Horror 
  Factor of 12 when pointed at most mortal opponents. Note: A strength 
  of 1 8  or better is required to shoot the BB Sawed-Off (those with less 
  P.S. will be knocked on their butt, and lose one melee attack/action); 
  P.S. 22 is required to fire it one-handed. It is also known as "the Mule" 
  because it has a kick like one. A single barrel and double-barreled vari­
  ety are available. The double-barreled is most popular. Weight: 6 lbs 
  (2.7 kg). Mega-Damage: 2D4 M.D. per single roundlbullet or 4D4 per 
  double-barrel blast. Human and human-sized D-Bees must roll a 
  20-sided die, -6 to stay standing. The roll must equal or surpass the at­
  tacker's roll to strike. A successful roll means the character is stag­
  gered, knocked to his knees and loses initiative (if he had it). A failed 
  roll means the victim is knocked off his feet and flung 8-10 feet (2.4 to 
  Quentin Milton (Order #31246997)
  
  3 m) before hitting the ground! The victim loses initiative (if he had it), 
  is momentarily dazed (reduce all combat bonuses by half for one melee 
  round per each blast he endures), and loses one melee attack/action! 
  Even characters in M.D.C. body armor will be knocked down and suf­
  fer the penalties above. Those in power armor, and full conversion cy­
  borgs, robots, giants, supernatural beings and creatures of magic 
  (demons, metamorphed dragons, etc.) are not likely to be knocked 
  down (+6 to save vs knockdown), but will lose initiative and are stag­
  gered with each shot. Rate of Fire: Each shot, single or double barrel, 
  counts as one melee action/attack. Range: 1 50 feet (46 m). Payload: 
  Two, or 12 with an ammo drum. Cost: 1 5,000 credits for the gun, 120 
  credits per roundlbullet or 16,000 credits for a gross (box of 144 
  rounds). 
  Bandit BigBore Shotgun. The BB Long-Barrel looks like a heavy 
  shotgun and fires the same high explosive shell as the BB Sawed-Off; 
  Horror Factor 12. A strength of 1 8  or better is required to shoot it 
  (those with less P.S. will be knocked off their feet, and lose one melee 
  attack/action); P.S. 22 to fire it one-handed. The advantage of this rifle 
  is its greater range. A single barrel and double-barreled variety are 
  available. Weight: 8 lbs (3.6 kg). Mega-Damage: 204 M.D. per single 
  roundlbullet or 404 per double-barrel blast. Same knockdown as the 
  sawed-off. Rate of Fire: Each shot, single or double barrel, counts as 
  one melee action/attack. Range: 300 feet (91 .4 m). Payload: Four, or 1 2  
  with an ammo clip. Cost: 1 8,000 credits for the gun, 120 credits per 
  roundlbullet or 16,000 credits for a gross (box of 144 rounds). 
  5000 Series Light Rail Guns are effectively high-tech, lightweight 
  machine-guns (some argue that they are heavy assault rifles) that fire 
  either explosive rounds (same as the BigBore) or flechette rounds 
  (much like a mini-version of the Glitter Boy's boom gun). The Bandit 
  5000 series of rail guns are comparatively light, manageable weapons 
  that deliver the same punch as the average rail gun, but are easily used 
  by a two-man team of normal humans, or by a single individual with a 
  P.S. of 20 or greater, making them ideal for Juicers, Crazies, and cy­
  borgs, as well as many mutants and D-Bees. This also works to the 
  weapons' disadvantage, because they have a tiny payload compared to 
  conventional rail guns, and a reduced range. The basic (pre-Rifts) de­
  sign and technology for these weapons was uncovered by Bandito arms 
  at Area 5 1 !  They also produce "knock-offs" of Coalition, Northern Gun 
  and other types of rail guns. 
  Bandit 5000 BigBore Rail Gun. Also known as the "Big Bear," it 
  can fire single, aimed shots (each pull of the trigger is one melee at­
  tack/action) or in short bursts. A P.S. of 20 or higher is necessary to use 
  the weapon without penalty, otherwise -3 to strike. Weight: Gun: 25 lbs 
  ( 1 1 .3 kg), including the weight of an E-Clip and standard ammunition 
  drum (60 rounds). Mega-Damage: 106 M.D. per single roundlbullet or 
  206 M.D. per short burst of six rounds. Same knock down as the 
  sawed-off BB-Mule. Rate of Fire: One at a time or in bursts; each 
  counts as one melee action/attack, but the burst is less controlled and 
  less accurate (all rounds fired do not hit the intended target). Range: 
  2,000 feet (610 m); the E-Clip provides the extra "zip." Payload: Stan­
  dard Drum: 60 rounds or 10 bursts. It takes one melee round (15 sec­
  onds) to reload (30 if the user doesn't have the W.P. Heavy Weapons 
  skill). A large, backpack ammo drum can be substituted. It holds 240 
  rounds (40 bursts), but weighs an additional 22 pounds (10 kg). The 
  E-Clip can fire 960 rounds (160 bursts) before needing to be replaced. 
  Bonus: Laser targeting standard; + 1 to strike on aimed shots. Cost: 
  50,000-55,000 credits for the gun, 80 credits per round/bullet or 1 0,000 
  credits for a gross (box of 144 rounds). 
  Bandit 5500 Flechette Rail Gun. Also known as the "Cactus 
  Juicer." A slightly heavier version of the Big Bear 5000, but instead of 
  1 20 
  explosive rounds it fires flechette rounds. This weapon is extremely 
  popular among cyborgs and power armor pilots, who typically use it 
  with the backpack ammo drum capable of 30 bursts. It got its nick­
  name, Cactus Juicer, because when used to shoot cactus for target prac­
  tice, all it leaves behind is juice where the cactus once stood. A P.S. of 
  20 or higher is necessary to use the weapon without penalty, otherwise 
  -3 to strike. Weight: Gun: 30 lbs (13.6 kg), including the weight of the 
  E-Clip power supply and standard ammunition drum (42 rounds). 
  Mega-Damage: 104 M.D. per single roundlbullet or 306 M.D. per 
  short burst of six rounds. No knockdown feature. Rate of Fire: One at a 
  time or in bursts; either one counts as one melee action/attack, but the 
  burst is less controlled and less accurate (all rounds fired do not hit the 
  intended target). Range: 2000 feet (610 m); the energy clip provides the 
  extra "zip." Payload: Standard Drum: 42 rounds or 7 bursts. It takes 
  one melee round ( 1 5  seconds) to reload (30 if the user doesn't have the 
  W.P. Heavy Weapons skill). A large, backpack ammo drum can be sub­
  stituted. It holds 180 rounds (30 bursts), but weighs an additional 30 
  pounds (13.6 kg). The E-Clip can fire 960 rounds (160 bursts) before 
  needing to be replaced. Bonus: Laser targeting standard; + 1 to strike on 
  aimed shots. Cost: 52,000-58,000 credits for the gun, 80 credits per 
  flechette round or 10,000 credits for a gross (box of 144 rounds). 
  Bandit 6000 Grenade Launcher. Also known as the "Big Bang" 
  Assault Rifle. The Bandit 6000 is a rapid-fire grenade launcher! Its size 
  and shape is somewhat reminiscent of Bandito Arms' rail guns, but the 
  payload unleashed by this heavy weapon is literally explosive. The 
  drum canister holds the main payload of grenades (50), but an addi­
  tional 12 grenades can be held in the gun itself. A folding bipod stand 
  is located in the front of the weapon for use in a prone position and for 
  extra support. It is designed for use by power armor pilots, Juicers, Cra­
  zies and cyborgs; a P.S. of 24 or higher is necessary to use the weapon 
  without penalty (otherwise -4 to strike). Like the rail guns, the Big 
  Bang is based on technology uncovered at Area 5 1 ,  so it is nothing 
  more than a knock-off of a forgotten (experimental?) weapon designed 
  for the US Army or Air Force. Probably a weapon originally intended 
  for the SAMAS. Weight: Gun: 40 lbs ( 1 8  kg), plus the grenade drum, 
  20 lbs (9 kg) - can be used with or without the drum (grenades must 
  be hand loaded). Mega-Damage: 206 M.D. per single round/grenade or 
  406 M.D. per rapid-fire burst of two grenades fired one microsecond 
  apart. The damage is inflicted to everything in a 12 foot (3.6 m) radius. 
  Rate of Fire: One at a time or two simultaneous at the same target 
  (counts as one melee action/attack). Range: 2000 feet (610 m)! Pay­
  load: 12; an additional 50 grenades are packed into the ammo drum. It 
  takes one melee round (15 seconds) to reload the weapon by hand with 
  12 grenades (or one melee action to load two). Bonus: Laser targeting 
  and telescopic scope optional (6000 cr.). Cost: 80,000-100,000 credits 
  for the gun, 500 credits per grenade. Fair to poor availability. This 
  weapon is outlawed in the Coalition States. 
  Coalition 
  States™ Weapons 
  The Coalition States (CS) have a standardized army with standard 
  weapons and equipment. Generally, the new model CS weapons and 
  equipment are standard issue to the soldiers in the CS Military. How­
  ever, distant outposts will remain equipped with the old weapons and 
  armor for several ( 104+2) years. Old weapons and equipment may also 
  be issued for special assignments or in case of supply shortages of the 
  new equipment. The old weapons are good and reliable, they just aren't 
  quite as powerful or versatile as many of the new models. Only Coali-
  Quentin Milton (Order #31246997)
  
  tion Juicers, Scouts, Special Forces operatives and commissioned offi­
  cers are allowed to use the old style CS weapons and equipment not of 
  CS manufacture (Northern Gun, Triax, etc.) without special permission. 
  But permission is liberally granted to veterans who prefer the old guns. 
  Coalition Police (the ISS, NTSET and PRP) continue to use a mix of 
  old and new weapons. 
  Note about Uranium Rounds: The Coalition government and mili­
  tary have both agreed to ban the use of Uranium Rounds for environ­
  mental reasons. Northern Gun, the Manistique Imperium and most 
  other arms and munitions manufacturers also avoided the creation of 
  U-Rounds for the same reason. As part of its agreement with the CS, 
  Triax does not export U-Rounds to the Americas. 
  C-S Pump Pistol. The C-5 pump pistol is an authorized knock-off 
  of the Triax TX-5 that fires high explosive cartridges/rounds which are 
  much smaller than the conventional grenade, but pack a wallop. The 
  blast is very concentrated, about one foot (0.3 m), unlike the larger gre­
  nades which affect an area 5-20 times larger. It is used primarily by CS 
  commandos, Special Forces, and the occasional field officer. It is 
  widely used by the ISS urban forces and even the occasional ISS 
  Psi-Hound. Weight: 5 lbs (2.25 kg). Mega-Damage: 4D6 M.D. Rate of 
  Fire: Standard. Range: 800 feet (244 m). Payload: 5 rounds, loaded 
  manually one round at a time. A speed loader will load all five rounds 
  in four seconds (one melee action) and costs 1200 credits. Black Mar­
  ket Cost: 10,000 credits for the gun and 400 credits per round. Poor to 
  fair availability. 
  C-IS Laser Pistol. This was the standard issue sidearm of the Co­
  alition Army, but it is being replaced by the C-20 and CP-30 laser pis­
  tols. Weight: 4 lbs ( 1 .8 kg). Mega-Damage: 2D4 M.D. Rate of Fire: 
  Standard. Range: 800 feet (244 m). Payload: 10 shots (less efficient en­
  ergy delivery system). Black Market Cost: 12,000 credits. 
  C-20 Laser Pistol. This is the new, standard issue sidearm of the 
  Coalition Army. It is primarily issued to officers, military police, 
  guards and special operatives as well as ISS law enforcement officers. 
  Its advantage is a heavier damage capacity without sacrificing its light 
  weight, excellent balance, or range. Weight: 3.5 lbs ( 1 .57 kg). 
  Mega-Damage: 2D6 M.D. Rate of Fire: Standard. Range: 800 feet (244 
  m). Payload: 2 1  shots standard short clip or 30 with a long E-Clip. 
  Black Market Cost: 1 6,000 credits. 
  CP-30 Laser Pulse Pistol. This is the standard issue "officer's" 
  sidearm of the Coalition Army. It is also used by Special Forces as well 
  as NTSET law enforcement officers (monster hunters). It comes stan­
  dard with laser targeting (+1 to strike). The multi-pulse firing capability 
  provides heavy firepower in close combat. Weight: 4 lbs (1 .8 kg). 
  Mega-Damage: 2D4 M.D. per single blast or 4D6 M.D. per multiple 
  pulse burst (three simultaneous shots). Rate of Fire: Equal to the num­
  ber of hand to hand attacks of its user (usually 3-6). Range: 600 feet 
  (183 m). Payload: 21 single shots (7 pulse blasts) per standard short 
  E-Clip, or 30 single shots (10 pulse blasts) with a long E-Clip. Special 
  Payload: The standard E-Clip of the CP-30 can be replaced with a clip 
  connected to an energy cable that connects to a portable hip or back­
  pack carried energy canister (both are the same small size). The energy 
  canister provides 72 single blasts or 24 triple blasts. The weight of the 
  energy canister, pack included, is four pounds ( 1 .8 kg). A dual back­
  pack is also available, but is typically reserved for use with energy ri­
  fles. It has two energy canisters; when one is used up, the connector 
  cable is removed and reattached to the second, full canister (takes one 
  full melee round/15 seconds). Laser Targeting: Add + I to strike on an 
  aimed shot. Black Market Cost: 26,000 credits for the weapon; 90,000 
  for the portable generator. 
  ColO Light Assault Laser Rifle. The C-IO light laser rifle is an old, 
  earlier version of the C-12. It remains a favorite sniper rifle and is 
  known for its accuracy and durability in the field. Weight: 5 lbs (2.3 
  kg). Mega-Damage: 2D6 M.D., no variable settings. Rate of Fire: Stan­
  dard. Range: 2,000 feet (610 m). Payload: 20 blasts from a standard 
  E-Clip or 30 from a long E-Clip. Laser Targeting: Add +3 to strike on 
  an aimed shot, but only when the laser targeting system is functioning. 
  1 21 
  No bonus when on the blink. Black Market Cost: 16,000 credits for the 
  rifle. Standard clip and recharge costs. An E-Clip canister can not be 
  used with this weapon. 
  C-12 Heavy Assault Laser Rifle. This was the standard weapon of 
  the infantry, a sturdy and reliable rifle that can survive a great amount 
  of combat abuse and activity without mechanical failure. The rifle has 
  three settings, one S.D.C. and two M.D.C. The rifle can also be set to 
  fire a single shot or a burst of five. Comes standard with a passive 
  nightvision scope and laser targeting. It remains a favorite infantry 
  workhorse and will remain in service for at least another decade. 
  Weight: 7 lbs (3.2 kg). Mega-Damage: Setting one: 4D6 M.D. or Set­
  ting two: 2D6 M.D. S.D.C. Damage: Setting Three: 6D6 S.D.C. Rate of 
  Fire: Equal to the number of combined hand to hand attacks of its user 
  (usually 3-6). Range: 2,000 feet (610 m). Payload: 20 M.D. blasts from 
  standard E-Clip or 30 from a long E-Clip, plus another 30 can be added 
  with one E-Clip cannister. Note that six S.D.C. shots equals one 
  Mega-Damage blast. Laser Targeting: Add + I to strike on an aimed 
  shot. Black Market Cost: 20,000 credits for the rifle. 
  C-14 "Fire Breather" Laser Assault Rifle and Grenade 
  Launcher: The weapon has an over-and-under firing capability and is 
  durable and reliable. The top barrel is a laser, the bottom is the grenade 
  launch tube, fired like a pump action shotgun. The weapon comes stan­
  dard with a passive nightvision scope. Weight: 10 lbs (4.5 kg). 
  Mega-Damage: 3D6 M.D. per laser blast or 2D6 M.D. per single to a 
  blast area of 12 feet (3.6 m). Rate of Fire: Each laser blast or fired gre­
  nade counts as one melee attack. Range: Laser is 2000 feet (610 m); 
  grenade is 1200 feet (365 m). Payload: Laser has 20 shots per standard 
  E-Clip. Grenade launcher holds 12 grenades. Black Market Cost: 
  30,000 credits for the rifle. Fair availability. 
  C-27 "Light" Plasma Cannon. The C-27 plasma cannon has been 
  reclassified from a heavy support infantry weapon to "light." It is de­
  pendable and inflicts good levels of damage. It is ideal against light to 
  heavy body armor troops and light vehicles. Standard issue includes a 
  telescopic and laser distancing scope. Weight: 12 Ibs (5.4 kg). 
  Mega-Damage: 6D6 M.D. per blast. Rate of Fire: Equal to the number 
  of attacks of the user; each blast counts as one melee action/attack. 
  Range: 1600 feet (488 km). Payload: 10 blasts per energy canister; 
  hooked into the underside of the weapon. Targeting Scope: Add a bo­
  nus of + I to strike on an aimed shot. Black Market Cost: 32,000 for the 
  rifle; can only be used with an E-Clip Canister which costs 10,000 
  credits new and fully loaded. A recharge is 2000 credits. 
  C-29 "Hellfire" Heavy Plasma Cannon. The C-29 "Hellflfe" 
  plasma cannon is an anti-armor and heavy infantry support weapon. It 
  is a dependable, durable weapon and inflicts incredible damage. If it 
  has a shortcoming, it is limited firing range. Standard issue includes a 
  telescopic and laser distancing scope. Weight: 12 lbs (5.4 kg). 
  Mega-Damage: ID6x1O M.D. Rate of Fire: Equal to the number of at­
  tacks of the user; each blast counts as one melee action/attack. Range: 
  1,400 feet (427 km). Payload: 8 blasts per energy canister; mounted on 
  the top-side ofthe weapon. In addition, the C-29 can be connected with 
  an energy cable to a portable hip or backpack carried energy canister 
  the same as the CP-40. This gives the weapon a total initial payload of 
  1 6  blasts. The dual backpack is commonly issued with this weapon, 
  with two to four additional energy canisters carried in a satchel; each 
  canister weighs approximately four pounds ( 1 .8 kg). Targeting Scope: 
  Add a bonus of + I to strike on an aimed shot. Black Market Cost: 
  32,000 for the rifle; can only be used with an E-Clip Canister which 
  costs 10,000 credits new and fully loaded. A recharge is 2,000 credits. 
  Quentin Milton (Order #31246997)
  
  CP-40 Pulse Laser Rifle: This is one of the Coalition Anny's new 
  weapons in its arsenal. A rapid-fire pulse laser rifle with four damage 
  settings, two S.D.C. and two M.D. The rifle can also be set to fire sin­
  gle shots or triple pulse blasts. Comes standard with a passive 
  nightvision scope and laser targeting. Weight: 9 lbs (4. 1 kg). 
  Mega-Damage: Setting one: 2D6 M.D. or Setting Two: 6D6 M.D. 
  S.D.C. Damage: Setting Three: 3D6 S.D.C. or Setting Four: ID6xlO 
  S.D.C. Rate of Fire: Each blast, whether S.D.C. or M.D.C., single shot 
  or triple pulse counts as one melee action. Range: 2,000 feet (610 m). 
  Payload: 2 1  M.D. single shots or 7 triple pulse shots from standard 
  E-Clip or 30 single shots (10 triple pulses) from a long E-Clip, or can 
  be cabled to a energy hip or backpack providing 60 single shots or 20 
  pulse blasts. Note that six S.D.C. shots equals one Mega-Damage blast. 
  Laser Targeting: Add + 1 to strike on an aimed shot. Black Market 
  Cost: 40,000 credits for the rifle. Poor availability, highly desirable. 
  CP-50 "Dragon fire" Pulse Laser Rifle & Grenade Launcher: 
  Second generation over-and-under heavy infantry weapon. The top bar­
  rel is a laser, the bottom is the pump action grenade launcher. The 
  weapon comes standard with a passive nightvision scope and built-in 
  laser targeting. Weight: 10 lbs (4.5 kg). Mega-Damage: 2D6 M.D. per 
  single laser blast or 6D6 M.D. per rapid-fire triple pulse. Standard Gre­
  nade does 2D6 M.D. to a blast area of 12 feet (3.6 m). Mirco-Fusion 
  Grenade does 6D6 M.D. to a 12 foot (3.6 m) area. Rate of Fire: Each 
  single or triple laser blast or fired grenade counts as one melee attack. 
  Range: Laser is 2000 feet (610 m); grenade is 1200 feet (365 m). Pay­
  load: 21 M.D. single shots or 7 triple pulse shots from standard E-Clip 
  or 30 single shots (10 triple pulses) from a long E-Clip, or can be ca­
  bled to a energy hip or backpack providing 60 single shots or 20 pulse 
  blasts. Grenade launcher holds 12 grenades. Laser Targeting: Add + I 
  to strike on an aimed shot. Black Market Cost: 40,000 credits for the ri­
  fle. Poor availability, high demand. 
  CV-212 Variable Light Frequency Laser Rifle. The CV-212 
  Variable Light Frequency Laser Rifle has become an official weapon of 
  the Coalition Anny. A microchip in the weapon's computer automati­
  cally analyzes an opponent's armor (if not already preprogrammed into 
  its memory) and after one melee round ( 1 5  seconds), adjusts to the light 
  frequency that will inflict full damage (the attacks for that first melee 
  round do only half damage). It is a sturdy, reliable rifle that can survive 
  a fair amount of combat abuse and activity without firing failure. How­
  ever, M.D.C. damage (80%) is likely to disengage the computer ana­
  lyzer (01-80%), making only manual frequency adjustments possible 
  - it takes at least ID4 melee rounds to find the optimum frequency 
  and each adjustment attempt counts as one melee action/attack. The ri­
  fle can be set to fire a single shot or a burst of three. It comes standard 
  with a passive nightvision scope and laser targeting. The CV-212 re­
  mains popular among Special Forces and is only issued to the infantry 
  when they are expected to engage Glitter Boys or other enemy forces 
  with laser resistant armor. The CV-213 is fundamentally the same 
  weapon, but designed specifically for use by Skelebots, particularly the 
  original F ASSAR-20 models, to overcome laser resistant armor. 
  Weight: 8 lbs (3.6 kg). Mega-Damage: 2D6 M.D. per single shot or 
  6D6 M.D. per triple burst. S.D.C. Damage: Special damage setting: 
  6D6 S.D.C. per single blast. Rate of Fire: Equal to the combined num­
  ber of hand to hand attacks of the user. Effective Range: 2000 feet (610 
  m). Payload: 21 blasts (7 pulse) per standard E-Clip, 30 blasts (10 
  pulse) per long E-Clip. In the alternative, the CV-212 and CV-213 can 
  be connected with an energy cable to a portable hip or backpack carried 
  1 22 
  energy canister (both are the same small size). The energy canister pro­
  vides 60 single blasts or 20 triple blasts. The weight of the standard en­
  ergy canister, pack included, is four pounds ( 1 .8 kg). A dual backpack 
  is also available, with two energy canisters; when one is used up, the 
  connector cable is removed and reattached to the second, full canister 
  (takes one full melee round/IS seconds). Skelebots are typically given 
  the dual backpack. Note that six S.D.C. shots equals one, light, 
  Mega-Damage blast. Laser Targeting: Add + 1 to strike on an aimed 
  shot. Black Market Cost: 50,000 credits for the rifle, 5000 credits for a 
  new, fully charged, standard E-Clip, 1500 for a recharge. An E-Clip 
  canister costs 10,000 new and fully charged. A canister recharge costs 
  2000 credits. Good availability in North America. 
  C-40R Coalition SAMAS Rail Gun. The SAMAS rail gun is not 
  only a widely used Coalition arm, but it has been extensively dupli­
  cated by knock-off arms manufacturers across North America. The CS 
  is not pleased about this, and they try to curb illegal C-40R production 
  when they can, but it is definitely a losing battle for the Coalition. The 
  C-40R is light enough to be used as a vehicle mounted or tripod 
  mounted machine-gun, as well as a standard arm for power armor. 
  Weight: 92 lbs (41 .4 kg), Power Pack: 60 Ibs (27 kg), One Ammo-Belt: 
  30 lbs (13.5 kg), Case of six belts: 190 lbs (85.5 kg). Mega-Damage: A 
  burst is 40 rounds and inflicts ID4xl0 M.D., one round does ID4 M.D. 
  Rate of Fire: Standard. Range: 4,000 feet (1,219 m). Payload: As a ma­
  chine-gun: 400 round belt. Black Market Cost: 1 10,000 credits. Rare. 
  CTT-P40 Particle Beam Cannon. This giant-sized rifle is a parti­
  cle beam weapon with exceptional range (for a P-beam weapon). 
  Mounted on the top of the rifle is a box laser targeting system and pas­
  sive nightvision scope with telescopic capabilities (2Ox magnification; 
  3000 foot/914 m range). This weapon is standard issue for the Special 
  Forces' Striker SAMAS and is frequently used by the Terror Trooper, 
  full conversion 'Borgs, and the occasional CS Juicer. Weight: 89 lbs 
  (40 kg). Mega-Damage: Particle beam: ID6xlO M.D. per single blast. 
  Range: 2,000 feet (610 m). Rate of Fire: Equal to the number of hand to 
  hand attacks per melee round. Payload: 40 particle beam blasts - vir­
  tually the entire back half of the giant rifle/cannon is a rechargeable en­
  ergy cell. Notes: Using the weapon one-handed requires a P.S. of 24 or 
  greater and even then one-handed shooting has a penalty of -2 to strike, 
  unless a Terror Trooper or Super SAMAS. Black Market Cost: Cur­
  rently unavailable on the Black Market. 
  CTT-M20 Missile Rifle. The CTT-M20 Missile Rifle is an 
  over-sized heavy weapon that's about twice the size of the typical en­
  ergy rifle. It was specifically designed for the Terror Trooper Power 
  Annor, but has been adopted by SAMAS pilots, full conversion 'Borgs 
  and the occasional CS Juicer (Crazies would love 'em too; need two 
  hands and a P.S. of 24 or better to use the weapon effectively). The 
  CTT-M20 is standard issue for the Terror Trooper, although the 
  CTT-P40 or a rail gun can be substituted. This weapon houses a row of 
  mini-missiles down each of its long, twin barrels. Each pull of the trig­
  ger fires one mini-missile. Remember, mini-missiles are self-guided, so 
  once launched they will find their target. Mounted on the top of the ri­
  fle is a box that is both a laser targeting system and medium-range la­
  ser. Weight: 1 10 pounds (49.5 kg) fully loaded; roughly 30 pounds 
  (13.6 kg) less unloaded. Missile Type: Any mini-missile types can be 
  used, but standard issue is annor piercing (ID4xlO M.D.) or plasma 
  (ID6xlO M.D.). Mega-Damage: Varies with missile type. The laser 
  does 2D6 M.D. per shot. Range: Mini-missiles: Usually about a mile 
  (1.6 km). Laser: 2000 feet (610 m). Rate of Fire: One at a time, or in 
  volleys of two or four. Payload: 20 total; 10 per launch tube. The laser 
  mounted on the top of the CTT-M20 takes a standard E-Clip (20 shots) 
  or long E-Clip (30 shots). Notes: The lower port on the box laser is a 
  targeting sight that provide a bonus of + I to strike. Using the weapon 
  one-handed requires a P.S. of 24 or greater and even then one-handed 
  shooting has a penalty of -2 to strike unless the shooter is in Terror 
  Trooper or Super SAMAS power armor or has a P.S. of 36 of higher. 
  Note: Not currently available on the Black Market. 
  Quentin Milton (Order #31246997)
  
  Enhanced Missiles. The Coalition Anny has been able to signifi­
  cantly increase the damage of its missiles without having to increase 
  missile size. Both the old, light damage types and the new, heavy dam­
  age missiles are available. The light damage missiles are generally be-
  ing sent to military outposts, bases, and city defenders in low risk, low 
  hostility posts, cities and territories. The new, heavy damage missiles 
  are most commonly made available to front-line troops, infantry troops 
  and military posts in hostile regions. 
  Short Range Missiles 
  Warhead 
  Mega-Damage 
  Speed 
  Maximum Range 
  Blast Radius 
  M.D.C. 
  High Explosive (light) 
  2D4x l O  
  500mph (804kmph) 
  5 miles (8km) 
  1 0ft (3m) 
  5 
  High Explosive (medium) 
  2D6x l O  
  500mph (804kmph) 
  5 miles (8km) 
  1 5ft (4.6m) 
  5 
  Fragmentation (light) 
  2D4x l O  
  450mph (724kmph) 
  3 miles (4.8km) 
  20ft (6. 1 m) 
  5 
  Armor Piercing (medium) 
  2D6x l O  
  650mph (l 045kmph) 
  5 miles (Skm) 
  5ft ( l .5m) 
  5 
  Plasma/Napalm (medium) 
  2D6x l O  
  500mph (804kmph) 
  3 miles (4.Skm) 
  1 5ft (4.6m) 
  5 
  Tear Gas 
  None 
  200mph (32 1 kmph) 
  1 /2 mile (.8km) 
  1 0ft (3m) 
  5 
  Knock -Out Gas 
  None 
  200mph (32 1 kmph) 
  1 /2 mile (.8km) 
  1 0ft (3m) 
  5 
  Smoke (colors available) 
  None 
  300mph (482.7kmph) 
  1 mile ( 1 .6km) 
  20ft (6. 1 m) 
  5 
  Fire Retardent 
  None 
  200mph (32 1 kmph) 
  1 /2 mile (.8km) 
  20ft (6. 1 m) 
  5 
  Medium Range Missiles 
  Warhead 
  Mega-Damage 
  Speed 
  Maximum Range 
  Blast Radius 
  M.D.C. 
  High Explosive (light) 
  2D4x l O  
  1 200mph ( 1 929kmph) 
  50 miles (80.4km) 
  20ft (6. 1 m) 
  1 0  
  High Explosive (medium) 
  2D6x l O  
  1 200mph ( 1 929kmph) 
  40 miles (64.3km) 
  20ft (6. 1 m) 
  1 0  
  High Explosive (heavy) 
  3D6x l 0  
  1 200mph ( 1 929kmph) 
  40 miles (64.3m) 
  30ft (9. 1 m) 
  1 0  
  Fragmentation (light) 
  2D6x l 0  
  1 000mph ( 1 608kmph) 
  40 miles (64.3km) 
  40ft ( 1 2.2m) 
  1 0  
  Armor Piercing (medium) 
  3D6x l O  
  1 600mph (257 1 kmph) 
  60 miles (96.5km) 
  20ft (6. 1 m) 
  1 0  
  Plasma/Napalm (medium) 
  4D6x l O  
  1400mph (225 1 kmph) 
  40 miles (64.3km) 
  40ft ( 1 2.2m) 
  1 0  
  Multi-Warhead* 
  5D6x l 0  
  1 200mph ( 1929kmph) 
  80 miles ( 1 28 .7km) 
  20ft (6. 1 m) 
  1 0  
  Smoke (colors available) 
  None 
  1 000mph ( 1 608kmph) 
  40 miles (64.3km) 
  40ft ( 1 2.2m) 
  1 0  
  Long Range Missiles 
  Warhead 
  Mega-Damage 
  Speed 
  Maximum Range 
  Blast Radius 
  M.D.C. 
  High Explosive (medium) 
  3D6x l O  
  20 1 0mph (Mach 3 )  
  500 miles (804km) 
  30ft (9. 1 m) 
  20 
  High Explosive (heavy) 
  4D6x l O  
  20 1 0mph (Mach 3) 
  500 miles (S04m) 
  40ft ( l 2.2m) 
  20 
  Fragmentation (light) 
  2D6x l 0  
  1400mph (225 1 kmph) 
  400 miles (643km) 
  80ft (24.4m) 
  20 
  Armor Piercing (medium) 
  3D6x l 0  
  201 0mph (Mach 3) 
  SOO miles ( 1 286km) 
  30ft (9. 1 m) 
  20 
  Plasma/Heat (medium) 
  4D6x l O  
  1 400mph (225 1 kmph) 
  500 miles (804km) 
  40ft ( 1 2.2m) 
  20 
  Plasma/Heat (medium)* 
  5D6x l O  
  1 400mph (225 1 kmph) 
  500 miles (804km) 
  50ft ( l 5.2m) 
  20 
  Proton Torpedo (heavy)* 
  6D6x l O  
  20 1 0mph (Mach 3) 
  1 200 miles ( 1 92Skm) 
  50ft ( 1 5.2m) 
  25 
  Nuclear (medium)* 
  I D4x l OO 
  201 0mph (Mach3) 
  1 000 miles ( 1 608km) 
  40ft ( l 2.2m) 
  20 
  Nuclear (heavy)* 
  I D6x l 00 
  20 1 0mph (Mach 3) 
  1 000 miles (l 608km) 
  50ft ( 1 5 .2m) 
  20 
  Nuclear Multi-warhead* 
  2D4x l OO 
  20 1 0mph (Mach3) 
  1 800 miles (2893km) 
  50ft ( 1 5 .2m) 
  25 
  Mini Missiles 
  and Special Armaments 
  Warhead 
  Mega-Damage 
  Speed 
  Maximum Range 
  Blast Radius 
  M.D.C. 
  High Explosive 
  5D6 
  500mph (804kmph) 
  1 mile ( 1 .6km) 
  5ft ( 1 .5m) 
  Fragmentation 
  5D6 
  500mph (804kmph) 
  1/2 mile (0.8km) 
  20ft (6. 1 m) 
  1 
  Armor Piercing 
  I D4x l O  
  1400mph (225 1 kmph) 
  1 mile ( l .6km) 
  3ft (0.9m) 
  2 
  Plasma/Napalm (medium) 
  I D6x l 0  
  1 200mph ( 1 929kmph) 
  1 mile ( 1 .6km) 
  1 5ft ( 1 .5m) 
  Smoke (colors available) 
  None 
  500mph (804kmph) 
  1 /2 mile (O.Skm) 
  20ft (6. 1 m) 
  *Available as smart bombs, +5 to strike. 
  1 23 
  Quentin Milton (Order #31246997)
  
  Fusion Blocks. A fusion block is a little square case about the size 
  of a handheld computer. On top of the block is a small key-pad for pro­
  gramming the time of detonation. An automatic 30 second delay is built 
  into each fusion bomb as a safety feature to avoid instant detonation. 
  Weight: S, 12 and 16 Ibs (3.6, 5.4 and 7.2 kg) respectively. 
  Mega-Damage: Three types: Light: ID4x1O M.D.; cost: 1,000 credits. 
  Medium: 2D6x1O M.D.; cost: 3,000 credits. Heavy: 4D6x1O M.D.C.; 
  cost: S,OOO credits. Blast Radius: Each has a contained blast radius of 
  10 feet (3 m). Range: The blocks are made for placement, not throwing 
  or shooting, however, one can try throwing the explosive, typical range 
  is ID6x1O feet (3 to IS m); fusion blocks are not aerodynamic. Black 
  Market Cost: Listed with damage, above. Rare/poor availability. 
  CS Hand Grenades. Smaller explosive canisters designed for 
  throwing and exploding. Weight: 0.5 lbs (.23 kg), to almost I Ib (.45 
  kg) for Heavy HE and Plasma. Fragmentation: 2D6 M.D. to a 20 foot 
  (6 m) area. Light High Explosive: 3D6 M.D. to a 6 foot (1.S m) area. 
  Heavy High Explosive: 4D6 M.D. to a 6 foot (1.S m) area. Plasma: 
  6D6 M.D. to a 12 foot area (3.6 m) area. Effective Range Throwing a 
  Grenade: About 40 yardS/120 feetl36 m. Black Market Cost: 250 cred­
  its for fragmentation, 200 credits for light high explosive, 275 credits 
  for heavy high explosive, and 350 credits for plasma. Good availability. 
  CS Rifle Grenades: Standard: 2D6 M.D. to a 12 foot (3.6 m) diam­
  eter blast area. Range: 1200 feet (365 m). Cost: 500-550 credits; good 
  availability . 
  Micro-fusion grenades: 6D6 M.D. to a 12 foot (3.6 m) diameter 
  blast area; available only as rifle launched rounds. Range: Typically 
  1200 feet (365 m). Black Market Cost: 1500-3000 credits. Extremely 
  rare on the Black Market; those available are stolen from the CS. 
  StunlFlash Grenade. This riotlanti-terrorist weapon is designed to 
  disorient and confuse criminals who are holding hostages in confined 
  places. The grenade makes a loud exploding boom and emits a bright 
  flash followed by a shower of white-hot sparklets and some white 
  smoke. The flash, burning sparks, and smoke should blind and startle 
  any character without environmental armor or protective goggles. The 
  victims of a stun/flash grenade are -10 to strike, parry and dodge, -I on 
  initiative and lose one melee attack/action for the next ID4 melee 
  rounds (15 to 60 seconds). Even those in armor should be momentarily 
  distracted for ID4 seconds and lose initiative. Weight: 0.5 lbs (.23 kg). 
  Cost: 100 credits. Poor availability. 
  Tear Gas Grenades. The gas will instantly affect all characters 
  without protective masks or environmental body armor. The eyes bum, 
  sting and water profusely, causing great discomfort and makes seeing 
  clearly impossible. The gas also makes breathing difficult and irritates 
  exposed skin. The effects last for 3D4 minutes. The 25 foot (7.6 m) 
  cloud dissipates in about five minutes unless blown away by wind (dis­
  sipating more quickly in ID4 minutes). The victims of tear gas are -10 
  to strike, parry and dodge, -3 on initiative and lose one melee attack/ac­
  tion for each of the next ID6+ I melee rounds. Those in environmental 
  armor are completely safe and not affected. Weight: 0.5 lbs (.23 kg). 
  Cost: 200 credits. Poor to fair availability. 
  Smoke Grenades. This type of grenade releases a thick cloud of 
  smoke that covers a 20 to 40 foot (6 to 12 m) radius. The smoke ob­
  scures vision in and through the cloud from those on the outside of it. 
  1 24 
  Infrared cannot penetrate a smoke cloud or be used inside one. Those 
  inside the cloud will be blinded and have trouble breathing. Those who 
  are not protected by environmental suits or a gas mask and goggles will 
  be -5 to strike, parry and dodge and -I on initiative. Attackers firing 
  into/through the cloud will be shooting wild. Note that passive 
  nightvision scopes will work in a smoke cloud. Weight: 0.5 lbs (.23 
  kg). Cost: 50 credits. Good availability. 
  Hand-Held Flare. This is the type of item truck drivers and road 
  patrols use to signal for help or to warn others of an accident or danger. 
  The flare bums for 20 minutes. Weight: 0.5 lbs (.23 kg). Cost: One 
  credit each. Good availability. 
  Parachute Flares. This pyrotechnic device usually comes in a 
  hand-held, throw-away launch tube. Three seconds after launching, it 
  ignites into a bright, sparkling light that slowly drifts back down to 
  earth. While in the air, the flare bums for 60 seconds and illuminates an 
  area of roughly 1 50 feet (45.7 m) in diameter. Note: This is NOT a 
  weapon but if shot into a person, the flare does 6D6 S.D.C. each melee 
  round for one minute (four rounds). There is also a 50% chance of 
  causing combustibles to catch fire. Weight: I lbs (.45 kg) with launch 
  tube. Cost: 10 credits each. Excellent availability. 
  CS Vibro-Blades™ & Other Hand Weapons 
  All Vibro-Blades are blade weapons surrounded by an invisible, 
  high-frequency energy field that gives them Mega-Damage capabilities. 
  Vibro-Blades were originally designed by the CS, but have been 
  "knocked off' by virtually every weapon manufacturer in the Ameri­
  cas. Vibro-knives, claws and sabers are widely available throughout 
  North America and Germany (Triax via a trade deal with the CS). In 
  the CS they are also issued to ISS and NTSET officers, Psi-Hounds, 
  military officers and Special Forces. The blades are ideal for the Dog 
  Pack squads assigned to urban duty (where a full 60% of all Dog Boys 
  are 
  assigned) 
  because 
  the 
  weapons 
  provide 
  close 
  combat 
  Mega-Damage capabilities avoiding the potential danger of long-range 
  weapons which are hazardous to both human life and property. All Dog 
  Pack city patrols are issued either two Vibro-Blades of choice, or have 
  a blade and a neural mace. Note: The ancient weapon proficiency skills 
  and bonuses apply to the Vibro-Blades. Claws fall into the W.P. Knife 
  category. 
  Vibro-Knife. Mega-Damage: ID6 M.D. Weight: I lb (.45 kg). 
  Cost: 7000 credits. 
  Vibro-Bayonet. Mega-Damage: ID6+ I M.D., designed for attach­
  ment to a variety of rifles, but rarely used by the CS. Cost: 7,500 cred­
  its. 
  Vibro-Saber (short sword). Mega-Damage: 2D4 M.D. Weight: 3 
  Ibs ( 1 .35 kg). Cost: 9000 credits. 
  Vibro-Sword (large, one-handed sword). Mega-Damage: 2D6 
  M.D. Weight: 4 Ibs (1.S kg). Cost: 1 1,000 credits. 
  Giant-Sized Sword. Mega-Damage: 3D6 M.D.; usually used by 
  oversized power armor suits or by giant robot vehicles. Rarely used by 
  the CS. Weight: S Ibs (5.4 kg). Cost: IS,OOO credits. 
  Vibro-Spear. Mega-Damage: ID6 M.D. (2D6 M.D. if giant-sized). 
  Rarely used by the CS. Cost: 1 1,000 credits. 
  Vibro-Axe. Rarely used by the CS. Mega-Damage: 2D6 M.D. (3D6 
  M.D. or 4D6 M.D. if giant-sized). Cost: 12,000 credits. 
  Vibro-Pole Arm. Rarely used by the CS. Mega-Damage: 3D6 M.D. 
  for large blade pole arms (which is most), 4D6 M.D. if truly gi­
  ant-sized. Cost: 1 5,000 or 20,000 credits depending on size. 
  Vibro-Forearm Claws. Mega-Damage: 2D6 M.D.; usually three 
  hooked blades attached to a forearm gauntlet or protective plate. Great 
  for parrying (+1 bonus) and slashing. Weight: 3 lbs (1.35 kg). Cost: 
  1 1,000 credits. 
  CS Vibro-Blade Vambraces. Dog Boys have forearm vambraces 
  available to them with a variety of Vibro-Blades, large and small. 
  These vambraces can be part of the DPM Riot Control Armor (half 
  Quentin Milton (Order #31246997)
  
  suits) or the full environmental suit. Having armor or a vambmce with 
  both forearm and hand-guard blades does not increase the ovemll dam­
  age, because only one set of blades can be used at a time; hand or fore­
  arm. 
  Short Blade Hand-Guard. Two short Vibro-Blades with sermted 
  edges. Ideal for slashing and stabbing as well as sawing/cutting or chip­
  ping through light M.D.C. wire, plastic, and ceramics, or S.D.C. metal 
  and concrete. Mega-Damage: 2D4 M.D. Cost: 9,000 credits. 
  Triple-Bladed 
  "Cat's Claw" 
  Hand-Guard. Three curved, 
  claw-like Vibro-Blades, sharp on one or both sides, serrated or not. 
  Damage: 3D4 M.D. Cost: 1 1,000 credits. 
  Dual Long-Blade Hand-Guard (2). A pair of long, sharp 
  Vibro-Blades that are partially retractable (half length), maximum 
  length is 10 inches (0.29 m). Ideal for slashing, stabbing and parrying. 
  Mega-Damage: 2D6 M.D. Cost: 1 1,000 credits. 
  Hooked Forearm Vibro-Blades (2). The vambrace or forearm 
  plate has a pair of hooked Vibro-Blades that are partially retractable 
  (half length), maximum length is 20-24 inches (0.58 to 0.6 m). Excel­
  lent for slashing, parrying and hooking weapons and disarming oppo­
  nents. They are also suitable for climbing (+5% to climb skill). 
  Mega-Damage: 2D6 M.D. and is + I to parry and +2 to disarm. Cost: 
  14,500 credits. 
  --
  Sabre Forearm Vibro-Blades. The vambrace or forearm plate has 
  a pair of straight blades that are partially retractable (half length), maxi­
  mum length is 24 inches (0.6 m). Mega-Damage: 2D6+2 M.D. and is 
  + 1 to parry. Black Market Cost: 16,000 credits. 
  Dog Pack Spikes. One of the Dog Pack's patented images is spikes. 
  This is largely a stylistic gimmick to evoke a feeling of fear and power. 
  Spiked collars, arm and wrist bands, knee pads, gloves and vambmces 
  are all available in a large variety of different styles. Damage for all 
  spikes is S.D.C.lHit Point damage. The spiked gloves are weighted 
  "sap gloves" and add ID6+ 1 S.D.C. damage to punches. The knee pads 
  have the weight and power of the leg behind it and add ID6 S.D.C. to 
  knee kicks. All others inflict ID4 S.D.C. damage. The hand and arm 
  spikes can also be used to parry normal S.D.C. attacks; + 1 bonus to 
  parry with spiked arm bands or glove only. Ideal in urban, civilian situ­
  ations where Mega-Damage weapons are not appropriate. 
  Cost: 
  Varies; 50 to 200 credits. 
  Neural Mace. This hand-held weapon is used most commonly by 
  the CS Dog Packs and Police. It is a stun weapon that releases an en­
  ergy charge that temporarily short-circuits the nervous system. Dam­
  �: Non-lethal; the victim who is stunned is -8 to strike, parry, and 
  dodge plus reduce the character's speed and number of attacks per me­
  lee round by half. The accumulative effect on the nervous system of the 
  body being repeatedly struck and stunned may knock the victim uncon­
  scious, even if he has previously saved. After being struck more than 
  four times, the unprotected character may be stunned into unconscious­
  ness for 2D4 melee rounds. When he recovers, he will suffer the stun 
  penalties for ID4 minutes. Roll to save, a failed roll means there is a 
  010/0-42% chance of being rendered unconscious. Note that in this case, 
  even if the individual remains conscious, the charge will impair his 
  movement as per the penalties previously described. Physical damage 
  from the mace is 2D6 S.D.C. plus P.S. attribute bonus. when used as a 
  club; ID6 plus strength bonuses when used as a jabbing weapon. The 
  mace is an M.D.C. structure and can be used to parry M.D. attacks 
  from Vibro-Blades, 'Borgs, 'bots and power armor. Duration of Stun 
  Effects: 2D4 melee rounds. The duration of the impairment is increased 
  2D4 melee rounds for every hit by the mace in which the character does 
  not save. Save vs Neural Mace: 16 or higher; the same as saving 
  against non-lethal poison. The character must save each time he or she 
  is struck. A successful save means the character loses initiative and one 
  melee attack/action that round but is otherwise okay. Note: The mace is 
  ineffective against environmental, M.D.C. body and power armor, but 
  is effective against Dog Pack armor and half suits, or body armor with­
  out a helmet (not fully environmental without the helmet attached). 
  Black Market Cost: 8,000 credits. Payload: 8 zaps per E-Clip. 
  1 25 
  CS Underwater Weapons (Navy) 
  CSN-20 Speargun. The gun can hold and fire three spears whether 
  they are conventional, explosive tipped or special tracer or flare spears. 
  It also has a light, short-range blue-green laser built into the lower 
  housing of the weapon. Weight: 6 lbs (2.7 kg). Mega-Damage: Light 
  Laser: 2D6 M.D. Fragmentation: 2D6 M.D. to a 10 foot (3 m) radius 
  (inflicts ID6 M.D. less damage on the surface); cost: 300 credits. High 
  Explosive: 4D6 M.D. (inflicts ID6 M.D. less damage on the surface); 
  cost: 600 credits. Plasma: 4D6 M.D.; cost: 1000 credits. Flare: Emits a 
  bright, sparking light; burns for 120 seconds. Cost: 15 credits. Tracer 
  �: Transmits a radio signal that can be followed up to 8 miles (12.8 
  km) away. Battery powered with a life of 72 hours of constant trans­
  mission. The spear must stick into the target or fall on top of the object 
  (without falling oft). There is always a chance that the tracer bug will 
  become dislodged and fall off (roll once for every half hour; 01%-32% 
  chance). Cost: 200 credits each. Inflicts normal S.D.C. spear damage. 
  Conventional spears inflict 2D6 S.D.C. and can be fired underwater or 
  in the air with equal effectiveness. Rate of Fire: Spears: One at a time, 
  or two or three simultaneously. Laser Blasts: Equal to the number of at­
  tacks of the user. Range: Spears: 200 feet (61 m) underwater or 300 
  feet (91 m) in the air. Laser: 1200 feet (365.7 m). Payload: 3 spears 
  maximum. A pouch with 12 additional spears (conventional and/or ex­
  plosive) is often carried by the diver, but each spear must be reloaded 
  by hand and each action counts as one melee attack/action. Laser: 20 
  shots per standard E-Clip. Black Market Cost: Northern Gun and the 
  Black Market offer knock-offs at the price of 2 1,000 credits. 
  CSN-T30 Torpedo-Grenade Launcher. The CSN-T30 is a unique 
  rifle of Coalition design created for underwater engagements. It is mod­
  eled after old-style non-energy auto-shotguns and fires special 
  self-propelled explosive cartridges. These cartridges, called tor­
  pedo-grenades, are roughly the same size as standard CS rifle grenades 
  and function in the same manner, but underwater. Exclusive to the CS 
  Navy and is standard issue for Marine Commandos, and available to 
  Sea Dogs and others upon special assignment. Weight: 10 lbs (4.5 kg). 
  Mega-Damage: 4D6 M.D. to a blast area of 15 feet (4.6 m) per regular 
  torpedo-grenade, or ID4xlO M.D. to a blast area of 60 feet ( 1 8.3 m) 
  with a new micro-fusion grenade. The micro-fusion torpedo grenades 
  are experimental, in short supply, and seldom available even to CS 
  Marines. Note: Explosives in general do 10-15% more damage under­
  water than on the surface as a result of the concussive effects of water; 
  this damage factor is included in the torpedoes. Rate of Fire: One at a 
  time, or up to six torpedo-grenades fired in rapid succession (burst if all 
  at the same target, wild if sprayed into an area). Range: 400 feet (122 
  m) underwater. Torpedo-grenades can be fired on the surface but have 
  a minuscule range of 30 feet (9 m), have a blast mdius of 10 feet (3 m) 
  and do less damage (3D6 M.D.; micro-fusion 6D6 M.D. to a 40 
  footll2.2 m blast area). Payload: 10 shots per detachable circular drum 
  magazine. Note: Standard CS rifle grenades can be fired from the 
  CSN-T30 for surface combat. Black Market Cost: Neither the gun nor 
  the micro-fusion grenades are available on the Black Market (if it were, 
  it would sell for at least 30,000 credits). 
  Limpet Mines. Limpet mines are a type of explosive charge spe­
  cially designed for underwater demolition. Horseshoe magnets are 
  housed with the explosive charge in a plastic or metal container to al­
  low secure attachment of the mine to a metal ship hull (or to any metal 
  object for that matter). Once it is attached, the limpet mine is unobtru-
  Quentin Milton (Order #31246997)
  
  sive and, if discovered, very hard to dislodge due to the powerful mag­
  nets. A combined P.S. of 30 or higher (12 if supematural P.S.) is 
  required to remove a limpet mine. To make matters even more difficult, 
  the Coalition has produced a limited number of limpet mines with elec­
  tro-adhesive pads, much stronger than magnets, which can only be re­
  moved by a robot or with a supernatural strength of 30 or more! As 
  with standard CS explosive munitions, the limpet mine is activated by 
  an affixed key-pad/detonator. The detonator has a time delay feature 
  that can be set for any length of time from 30 seconds to 5 hours. In­
  stant detonation of a limpet mine is impossible; the time delay automat­
  ically sets to 30 seconds if no other value is entered. The Coalition 
  manufactures both fusion block and plastique limpet mines in several 
  models that inflict varying degrees of damage. There are three models 
  of underwater fusion-type mines, each with a contained blast radius of 
  10 feet (3 m). Note: High explosives inflict more damage underwater 
  because water is a better conductor of concussion waves than air. 
  Fusion-Type Mines: Use the damage values listed in brackets if the 
  mine is detonated out of water. Mega-Damage: ID6xlO M.D. (lD4xlO 
  M.D. out of water/on the surface), 3D6xlO M.D. (2D6xlO M.D. sur­
  face) and 5D6x1O M.D. (4D6xlO M.D. surface). Weight: 10, 14 & 18 
  Ibs (4.5, 6.3, & 8. 1 kg). 
  Plastique Mines: Blast radius that can be contained to a few feet or 
  made to cover an area as big as 50 feet (15.2 m). Damage: ID4xlO0 
  S.D.C.lID4 M.D. (2D4xlO S.D.C. or one M.D. on the surface), 
  ID6xlO M.D. (ID4xlO M.D. on the surface), 2D4xlO M.D. (ID6xlO 
  M.D. on the surface), ID4xl00 M.D. (4D6xlO M.D. on the surface). 
  Weight: 10-25 Ibs (4.5-1 1 .3 kg). Note: Conventional explosives and 
  hand grenades detonated in the water will do roughly 10-15% more 
  damage. 
  Cost: Fusion Type: 1,600, 3,600, and 10,000 credits respectively. 
  Plastique: 600, 1,400, 2,200 and 12,000 credits respectively. Rare; 
  very poor availability outside of the CS & Quebec Military. 
  Colombian Weapons 
  Rifts® World Book Six: South America (One) 
  Besides the weapons listed in this section, Colombia's dealings with 
  the Silver River Republics enable them to acquire many energy weap­
  ons and powered armor suits identical to or similar to the ones found in 
  North America. For example: There is an Argentinean series of laser 
  weapons sold in Colombia that closely resemble Wilk's and Northern 
  Gun products, and rail guns and grenades identical to Northern Gun, 
  Iron Heart and Manistique models. In addition, there is an ample sup­
  ply of archaic S.D.C. firearms; mostly pistols, rifles and machine-guns, 
  as well as bow weapons, blow guns, swords, machetes, knives, and 
  hatchets. 
  Over the last few years, some indirect trade via pirates has begun 
  between the residents of the Splugorth 's Atlantis and the Republic of 
  Colombia. The pirates gladly exchange slaves and other goods for 
  Atlantis made weapons and armor; mostly Kittani exports. As a result, 
  elite units, mercenaries and private individuals may have access to 
  Kittani plasma swords, energy weapons, rail guns, Kittani Explorer ar­
  mor and Manling power armor, as well as a few vehicles, and the occa­
  sional lesser rune weapons, or Bio-Wizard item. As usual, however, the 
  Kittani reserve their best equipment for their own use, so they are not 
  usually for sale (if they are, they are extremely expensive). See Rifts® 
  Atlantis for information about this technology. 
  "C" series weapons are only manufactured at Camargo, where an 
  Argentinean-sponsored weapons factory survived the Coming of the 
  Rifts. 
  RC-lO Laser Pistol. A low-powered laser gun that represents the 
  best that can be produced with local technology. Popular with street 
  gangs and local police. Soldiers disdain its use due to its low power and 
  damage. Weight: 2 lbs (0.9 kg). Mega-Damage: ID6 M.D. Rate of Fire: 
  1 26 
  Standard. Range: 1000 feet (305 m). Payload: 20 shots. Market Cost: 
  9,000 credits. 
  RC-15 Laser Rifle. Standard issue weapon of the Colombian 
  Army. It too is very primitive compared to North American or Euro­
  pean models, but it can take a beating, holds up well in the hot and hu­
  mid jungle and has excellent stopping power. Many think of it as an 
  energy shotgun. Weight: 21 Ibs (9.5 kg). Mega-Damage: 3D6+6 M.D. 
  Rate of Fire: Standard. Range: 1000 feet (305 m). Payload: 20 shots. 
  Market Cost: 14,500 credits. 
  Dragon-l Plasma Projector. A heavy plasma cannon similar to the 
  Coalition's C-27, minus the targeting scope and with a lighter charge. 
  Usually distributed to Anti-Monsters or heavy weapon squads. Weight: 
  21 Ibs (9.5 kg). Mega-Damage: 5D6 M.D. Rate of Fire: Standard. 
  Range: 1200 feet (366 m). Payload: 12 shots. Market Cost: 20,000 
  credits. 
  RP-C20 Rocket Pistol. The weapon fires self-propelled ammuni­
  tion. The gun has a gas propellant tank that ejects the rocket at bullet 
  speed, then once it is airborne, air vents on the nose of the bullet ignite 
  the jet fuel inside it, turning it into a fast rocket with an explosive tip. 
  Weight: 4 lbs (1.8 kg). Mega-Damage: 3D6 M.D. standard explosive 
  round. Wooden warheads (for anti-vampire purposes) inflict I M.D. 
  point to normal targets, but do 4D6 damage to vampires. Rate of Fire: 
  Standard. Range: 1200 feet (366 m). Payload: 9 shots. Market Cost: 
  14,000 credits for the pistol; 80 credits per standard explosive round or 
  50 credits per wooden warhead (anti-vampire) round. 
  RR-C40 Rocket Rifle. The rifle version, firing the exact same car­
  tridge. The rocket rifle has semi-automatic and automatic firing capa­
  bilities; the flip of a selector switch makes the proper adjustment. The 
  rifle also has a larger magazine capacity. Weight: 21 Ibs (9.5 kg). 
  Mega-Damage: A single round inflicts 3D6. A burst is 10 shots and 
  does ID4xlO M.D. Wooden warheads (for anti-vampire purposes) in­
  flict 1 M.D. point to normal targets (lD4 M.D. on a burst), but do 4D6 
  damage to vampires or ID6xlO on a burst. Rate of Fire: Standard. 
  Range: 1,200 feet (366 m). Payload: 60 or 100 shot ammo clip. Market 
  Cost: 35,000 credits for the rifle; 80 credits per standard round or 50 
  credits per wooden warhead round. 
  RAR-C15 Rocket Auto-Cannon Rifle. A slightly smaller and 
  lighter, rifle version of the heavy tripod weapon limited for the use of 
  robots, cyborgs, power armor troops and characters with a P.S. of 24 or 
  greater. Characters with a lower P.S. cannot use the RAR-CI5 because 
  it is too heavy (-10 to strike and can barely be lifted and aimed), unless 
  it is mounted on a vehicle or tripod and manned by two operators with 
  a combined P.S. of 24 or greater. When fighting vampires, the gun is 
  loaded with solid wood warheads. Weight: 50 Ibs (23 kg). 
  Mega-Damage: A single round inflicts 3D6+5. An eight round short 
  burst does ID4xl0 M.D.; a long burst is 20 rounds and inflicts 2D4xlO 
  M.D. Wooden warheads (for anti-vampire purposes) inflict one M.D. 
  point to normal targets (ID4 M.D. on a burst), but do 4D6 damage to 
  vampires or ID6xlO on a short burst and 2D6xlO on a long burst. Rate 
  of Fire: Standard. Range: 2000 feet (610 m). Payload: 200 round belt 
  (allowing for ten long bursts or 25 short bursts). A 48 round magazine 
  can be substituted if so desired (that's six short bursts, or two long 
  bursts and one short). Market Cost: 65,000 credits. 
  RA-C15 Rocket Auto-Cannon. A larger, crew-served, heavy 
  weapon used either in vehicles or as the tripod-mounted support gun of 
  a squad. A rifle model (RAR-CI5) is often carried by the Anti-Monster 
  and other cyborgs and exoskeleton troopers. The RA-CI5 (and 
  RAR-CI 5) uses a larger rocket than the standard rifle model and can 
  use either a long magazine or a belt fed ammo drum. A typical crew is 
  Quentin Milton (Order #31246997)
  
  a two- or three-man team with a combined strength of 30. This weapon 
  has superior firepower and range. 
  Weight: 
  70 Ibs (32 kg). 
  Mega-Damage: A round does 4D6 M.D. An eight round short burst in­
  flicts ID6x1O M.D. A long burst is 20 rounds and inflicts 2D6x1O 
  M.D.; wooden warheads (for anti-vampire purposes) inflict 2 M.D. 
  points to normal targets (2D6 M.D. on a long burst), but do 6D6 dam­
  age to vampires or 2D6x1O on a short burst or 3D6x1O on a long burst. 
  Rate of Fire: Standard. Range: 2600 feet (792 m). Payload: 400 round 
  belt (allowing for 20 long bursts or 50 short bursts). A 48 round maga­
  zine can be substituted if so desired (that's six short bursts, or two long 
  bursts and one short). Market Cost: 85,000 credits. 
  Colorado Baronies™ 
  The Colorado Baronies is a small kingdom that manufactures, uses 
  and sells conventional S.D.C.lHit Point weapons, particularly Old West 
  styled revolvers and rifles, as well as some other conventional weapons 
  and basic adventuring gear. However, they are most famous for produc­
  ing a variety of Techno-Wizard (TW) weapons. Magic weapons are not 
  presented in this book, but can be found in the Rifts® Book of Magic, 
  another massive sourcebook dedicated to everything magical. 
  Conventional 
  S.D.C. Weapons 
  These are mostly knock-offs of pre-Rifts leftovers using chemical 
  propellant to fire a small metal slug. They inflict S.D.C'/Hit Point dam­
  age only, and are most commonly used by ordinary folk for hunting or 
  home defonse. Needless to say, they are virtually useless against foes 
  packing Mega-Damage firepower, but that does not stop old weapons 
  from being used by the hundreds of thousands across North America 
  and elsewhere in the world. 
  Modifying Conventional Weapons 
  The following gun modifications and options were originally pre­
  sented in Rifts® Australia, but they can be just as easily exported to 
  any of the world's other hard luck locales, from the ruins of a major 
  American city, to a vast and harsh Rift-ridden wilderness. For conve­
  nience, we have converted the prices from Aussie dollars to Universal 
  Credits. 
  Customized Grip (available for all guns): 200 credits. Adds + 1 to 
  strike, but only for one individual, -1 to strike for others who use the 
  gun. If the character buys a weapon that has had its grip modified for 
  someone else in the past, then he can usually subtract 80 credits from 
  its price. 
  Extended Barrel (pistols and SMGs only): 100 credits. Adds 50 
  feet ( 1 5.2 m) to the effective range. 
  Extended Magazines (guns with magazines only; no revolvers, 
  shotguns or weapons with cylinders or internal magazines): 100 credits. 
  Increase the ammo payload by 50%. So a gun that originally held 12 
  would hold 1 8  bullets, for example. 
  Flash Suppressor (any rifle): 90-120 credits. A muzzle that re­
  duces the flash and flare caused by a round being fired. Really only vis­
  ible at night, muzzle flash can easily give away a sniper's position. The 
  key word here is flash "suppressor." It is still there, simply the angles 
  from which the flare can be seen are reduced. 
  Full-Auto Capacity (automatic pistols only): 50-100 credits. By 
  cutting firing pins and reconfiguring venting, a pistol can be modified 
  to fire in full-auto mode (Le. fires half its payload with every press of 
  the trigger). This is not a common modification, as ammo is too pre­
  cious. 
  Full-Auto Trimming (any weapon capable of bursts and 
  sprays): 60-100 credits. Most wise wilderness folk will usually have 
  this done to their weapons. The modification changes the weapon into 
  single shot or volley capacity only, therefore reducing the chance of 
  wasting bullets. 
  1 27 
  Hair Trigger (revolvers, pistols and submachine-guns only): 200 
  credits. The trigger has been filed and modified to fire with a light 
  touch. + 1 to initiative. 
  Improved Balance (any automatic firearm): 1 50 credits. Through 
  better venting, better balance and so forth, a gun is made to be more ac­
  curate. + 1 to strike, even when fired Wild. 
  Sawed Off (shotguns only): 20 credits (nothing to do it oneself). 
  Reduce the range in half. If using buckshot, subtract ID6 from damage, 
  but add +2 to strike. The G.M. may also allow the user to strike multi­
  ple targets with one shot with buckshot, if they are close together 
  (within 3-5 feet/0.9 to 1 .5 m of each other). 
  Silencer (submachine-guns and automatic pistols only): 120-150 
  credits. These reduce the noise a round makes when fired. Not very 
  popular; people who own guns in the wilderness want to announce the 
  fact. Reduce range by 15% when a silencer is used. 
  Speed Loader (revolvers only): 25-50 credits. Not a modification, 
  but an accessory. Bullets are held in a dummy barrel that speeds reload 
  time to one melee action, as opposed to the time that revolvers would 
  otherwise take to reload (one full melee round or four actions, which­
  ever comes first). 
  Weapon Deterioration Rules 
  Some thoughts about weapon reliability. Used guns, old relics and 
  weapons found in the wilderness or among ruins get knocked out of 
  joint, suffer from rust and dirt buildup in the barrel or trigger, and so 
  on. Without proper cleaning and care, guns become less reliable. Harsh 
  wilderness environments and the extensive use of a gun places severe 
  wear and stress on the mechanism. Any weapon (conventional or en­
  ergy based) that is "found" is likely to need cleaning and repair. The 
  following table presents likely random problems from weapons left to 
  the elements. The G.M. can easily adopt these rules to include M.D. en­
  ergy weapons as well. A successful roll on the Recognize Weapon 
  Quality skill will reveal any of these faults without having to find out 
  the hard way (Le. trying to use it). 
  Weapon Condition Table (roll percentile dice) 
  01-02%: Excellent! Like new, + 1 to strike and gets top dollar in trade. 
  03-10%: Excellent condition, although it shows signs of use, the 
  weapon has been well maintained, and gets good value in trade. 
  1 1-50%: Used and worn, but a fine weapon. No penalties. Good to fair 
  trade value. 
  51-60%: Mild Corrosion. Looks poor and the trigger is stiff (-1 to 
  strike); gets mid- to low-range value in trade. When shooting it, if a 
  1-6 is rolled to strike, the weapon jams and must be stripped and 
  parts shaken to unjam. The problem will never go away until thor­
  oughly cleaned. Gets a mere 20% of its value in trade. 
  61-70%: Heavy with corrosion. Looks terrible and the trigger is stiff 
  (-3 to strike, -2 on initiative/quick draw); gets bottom dollar in trade 
  (12 +ID6%), maybe less! When shooting it, a roll of 1-10 to strike 
  means the weapon jams and must be stripped and parts shaken to 
  unjam. The problem will never go away until thoroughly cleaned 
  and the trigger filed and adjusted. 
  71-80%: Heavy with corrosion and/or damaged. Looks terrible and the 
  trigger is incredibly stiff and tends to stick (-4 to strike and -3 on 
  initiative/quick draw); gets bottom dollar in trade (10+ ID4%), 
  maybe less! When shooting it, a roll of 1-5 means the trigger sticks 
  and keeps shooting whether the gunman wants it to or not! It will 
  fire until its payload is completely expended. To get it to stop, the 
  weapon must be struck violently against the ground, a rock, etc. 
  (striking the gun counts as one melee action). A roll to strike that is 
  a 6-12 means the weapon jams and must be stripped and parts 
  shaken to unjam. The jamming problem can be fixed with a thor­
  ough cleaning, but the sticking requires a complete trigger replace­
  ment and adjustment. 
  81-90%: Severely corroded and damaged. The weapon just won't work 
  and gets minimal payment (5%). It requires some new parts, and 
  Quentin Milton (Order #31246997)
  
  machining equipment to clear and repair it for firing again. Once 
  fixed, cleaned and polished, it is as good as new. 
  91-95%: Severely corroded and damaged, but can fire. However, using 
  the weapon is dangerous. Looks like crap, is -4 to strike and -3 on 
  initiative/quick draw, and gets the lowest payment one might get for 
  a weapon (l or 2%). When shooting it, a roll of 1-5 means the gun 
  jams and explodes! The shooter takes half damage from the round 
  that he would have fired. The gun can be repaired, but at -30% to 
  the repair skill roll and costs 20% the value of a good, working gun. 
  96-00%: A complete loss, even if the weapon looks fairly good at a 
  quick glance, most of it is a mangled piece of scrap or corroded into 
  one solid piece and beyond repair. If fact, just handling it may cause 
  pieces to break and fall off. No value. Junk. 
  Common Conventional S.D.C. Weapons 
  Price Note: The price listed is for a basic, no frills weapon. Double 
  or triple the price for extra fancy features like nickel plating, pearl han­
  dle, special grip. 
  Bow & Arrow: S.D.C. Damage: 1D6 for a Short Bow, 2D6 for a 
  Long Bow or Cross Bow. Base Range: Short Bow: 340 feet (104 m), 
  Long Bow: 640 feet (195 m); may be extended via W.P. or special and 
  magical bows. Rate of Fire: One arrow at a time; each shot counts as 
  one melee action unless one takes W.P. Archery & Targeting skill. Pay­
  load: Typical quiver can carry 24 arrows. Cost: Typical short bow: 200 
  credits. Typical long bow: 400 to 600 credits. Typical modem compos­
  ite bow: 500 to 1200 credits. Typical traditional crossbow: 400 to 600 
  credits. Typical crossbow pistol: 200 credits. Typical modem cross­
  bow: 600 to 1200 credits. Note: The modem bow weapons are product 
  of high technology and are generally made of man-made materials, 
  lightweight (2-5 Ibs/0.9 to 2.25 kg), and are very durable and accurate. 
  See Miscellaneous Weapons for high-tech arrows. 
  .38 or .40 Caliber Derringer. Easy to palm and conceal and fits in 
  a pocket, belt or boot. Weight: 1 Ib (.45 kg). S.D.C. Damage: 3D6 per 
  shot. Payload: Two rounds. Range: 40 feet (12.2 m). Single shot. 
  • 22 or .25 Revolver. Made by a variety of manufacturers, this is the 
  kind of "Saturday Night Special" most commonly sold in the pre-Rifts 
  U.S. Commonly used for protection or for committing crimes. Gen­
  erally, they are lightweight and have a limited effective range. Weight: 
  1 Ib (.45 kg). S.D.C. Damage: 1D6 per round. Rate of Fire: Standard. 
  Range: 50 to 150 feet (15.2 to 45.7 m). Payload: Typically 6 or 8 shots. 
  Cost: 1 50 to 500 credits. Excellent availability. 
  .38 Revolver. A standard police officer's sidearm. Roughly the 
  equivalent of all .38 specials. Weight: Just under 2 Ibs (.9 kg). S.D.C. 
  Damage: 2D6 per shot; there is also a .38+ power round that does 3D6 
  S.D.C. per round. Rate of Fire: Standard. Range: 1 50 feet (45.7 m). 
  Payload: 6 shots. Cost: 250 credits. 
  .45 Automatic Pistol. Formerly the standard sidearm for many mil­
  itaries before it was replaced by the 9mm automatic. Still, this pistol re­
  mained in wide use, where its knockdown power made it a wartime 
  favorite. Weight: Just over 2 Ibs (.9 kg). S.D.C. Damage: 4D6 per 
  round. Rate of Fire: Standard. Range: 135 feet (41 . 1  m). Payload: 7 
  shots. Cost: 400 credits. 
  • 357 Magnum Revolver. Weight: Just over 2 Ibs (.9 kg). S.D.C. 
  Damage: 4D6 per shot. Rate of Fire: Standard. Range: 1 50 feet (45.7 
  m). Payload: 6 shots. Cost: 400 credits. 
  7.65 mm Automatic Pistol. This is typical of the kind of small au­
  tomatic pistol used for protection and criminal activities. Weight: 1 .5 
  Ibs (.68 kg). Damage: 2D6 per round. Rate of Fire: Standard. Range: 
  120 feet (36.5 m). Payload: 8-1 5  shots depending on the magazine/clip. 
  Cost: 500 credits. 
  9mm Automatic Pistol. Used as a sidearm by many pre-Rifts mili­
  tary personnel, terrorists, and well-equipped criminals. Weight: Just un­
  der 2 Ibs (.9 kg). Damage: 3D6 per round. Rate of Fire: Standard. 
  Range: 120 feet (36.5 m). Payload: Typically 13 to 17 shots depending 
  on the clip. Cost: 600 credits. 
  1 28 
  10mm Automatic Pistol. Used as a sidearm by many pre-Rifts mil­
  itary personnel, terrorists, and well-equipped criminals. Weight: 2 Ibs 
  (.9 kg). S.D.C. Damage: 4D6. Rate of Fire: Standard. Range: 120 feet 
  (36.5 m). Payload: Typically 13 to 17 shots depending on the clip. 
  Cost: 800 credits. 
  7.65 
  Submachine-gun. This was the kind of fast-firing, 
  easy-to-hide weapon favored by terrorists. It saw a lot of use in the 
  Eastern Bloc and throughout the Third World. Weight: 3.5 Ib (1.58 kg). 
  S.D.C. Damage: ID8 per round. Rate of Fire: Standard. Range: 1 50 
  feet (45.7 m). Payload: 10 to 30 round magazines. Cost: 900 credits. 
  .45 Submachine-gun. Weight: 6.25 Ibs (2.81 kg). S.D.C. Damage: 
  4D6 per round. Rate of Fire: Standard. Range: 600 feet (183 m). Pay­
  load: 30 shot magazine. Cost: 700 credits. 
  9mm Submachine-gun. An extremely common weapon throughout 
  the world among military and security personnel, terrorists, mercenar­
  ies, police forces, and criminals. Weight: 7.5 Ibs (3.38 kg). S.D.C. 
  Damage: 3D6 per round. Rate of Fire: Standard. Range: 600 feet (183 
  m). Payload: 20, 25 or 30 round magazines. Cost: 900 credits. 
  9mm Submachine Pistol. Similar to the 9mm submachine-gun in 
  most respects except for range and accuracy. Weight: 5.5 Ibs (2.48 kg). 
  S.D.C. Damage: 3D6 per round. Rate of Fire: Standard. Range: 500 
  feet (152.4 m). Payload: 15 to 30 round magazines. Modifiers: -2 to 
  strike when burst firing, and another -2 to strike when shooting at any­
  thing beyond 150 feet (45.7 m). Cost: 800 credits. 
  12 Gauge Shotgun. Far and away, the most common type of shot­
  gun in use throughout the world. There were shotguns of larger and 
  smaller gauge, but these never were so commonly used as the 12 gauge. 
  Weight: Under 7 Ibs (3.1 5  kg). S.D.C. Damage: 4D6 (buckshot), 5D6 
  (solid slug), 6D6 (rocket propelled slug or flechette). Rate of Fire: 
  Standard. Many shotguns were Aimed fire only, however. Range: 300 
  feet (91 m). Payload: Break-open shotguns typically carried one or two 
  rounds. Tubular mag shotguns carried 3 to 8 rounds. Magazine or ro­
  tary drum shotguns carried 6 to 20 rounds. A few even accommodated 
  ammo drums of up to 50 rounds. Cost: 300 to 900 credits . 
  .30 Rifle. There were hundreds of variants of this weapon, both for 
  hunting and military purposes. In almost all cases, it was a hard-hitting, 
  accurate and reliable weapon used worldwide by private citizens and 
  military personnel alike. Weight: 7-20 Ibs (3-9 kg). S.D.C. Damage: 
  5D6 per round. Rate of Fire: Standard, though there are variants that 
  are Aimed fire only, just as some gunsmiths have modified weapons to 
  be Burst fire only. Range: 1,200 feet (365.8 m). Payload: Single-shot 
  up to a 15 round magazine. Cost: 400 to 1,000 credits, depending on 
  their features and quality of weapon (some are valuable collectors' 
  items). 
  5.56 Assault Rifle. Common throughout the world as a standard 
  military battle weapon. Only the 7.62 mm assault rifle was more com­
  mon. In the world of Rifts, villagers frequently use such weapons for 
  hunting and defense. They are also commonly used by mercenaries, 
  bandits and militiamen. Weight: 6.5 1bs (2.93 kg). S.D.C. Damage: 4D6 
  per round. Rate of Fire: Standard. Range: 1,200 feet (365.8 m) Payload: 
  20 or 30 round magazines, typically. Some experimental drums holding 
  up to 50 or 100 rounds were manufactured but not commonly used. 
  Cost: 700-1,200 credits . 
  7.62 mm Assault Rifle. The most common battle weapon in use be­
  fore the Rifts, and still widely used after the world went to hell in a 
  handbasket. What they lacked in range they made up for in rugged con­
  struction and utter reliability. Weight: 9.5 Ibs (4.28 kg). S.D.C. Dam­
  �: 4D6 per round. Rate of Fire: Standard. Range: 900 feet (274.3 m). 
  Payload: 30 round magazine. Cost: 900-1,500 credits. 
  .30, 5.62, and 7.62 mm Light Machine-gun. These were the most 
  common light machine-guns used all over the world. They generally 
  saw action as man-portable squad support weapons. Weight: 1 5.25 Ibs 
  (6.75-1 1.25 kg). S.D.C. Damage: 5D6 per round. Rate of Fire: Stan­
  dard, though many were Burst firing only. Range: 3,000 feet (914.4 m). 
  Payload: 30 round magazines and ammo belts or drums of 100, 200 and 
  Quentin Milton (Order #31246997)
  
  250 rounds. Cost: 2,000 credits and up. Illegal and banned in most civi­
  lized settlements. 
  .50, 12.7 mm and 14.5 mm Heavy Machine-gun. These are com­
  monly found mounted on military vehicles. Weight: 30-100 Ibs 
  (13.5-45 kg). S.D.C. Damage: 7D6 per round. Rate of Fire: Burst firing 
  only. Range: 3,000 feet (914.4 m). Payload: Ammo belts or drums of 
  100 to 1,000 rounds. Cost: 5,000 credits and up. Banned and highly il­
  legal for private use in most settlements. Military issue. 
  66mm Light Antitank Weapon (LAW). By the time of the Rifts, 
  these weapons had largely been phased out on the modem battlefield, 
  instead finding a niche among terrorists, revolutionaries and the occa­
  sional criminal. Weight: 5.2 Ib (2.34 kg). S.D.C. Ordnance: lD4xlO or 
  lD6xlO S.D.C. to a 10 foot (3 m) area. Mega-Damage: lD6 M.D. Rate 
  of Fire: Aimed fire only. Range: 1,000 feet (305 m). Payload: Use once 
  and discard. Cost: 2,000-2,500 credits for S.D.C. LAWs, 1 5,000 credits 
  for M.D. version. Fair to poor availability. Illegal in most communities. 
  Rocket Launcher. Sometimes called the "super bazooka," this was 
  commonly used against armored fighting vehicles and fortified bunk­
  ers. In the anarchy and civil wars worldwide shortly before the Coming 
  of the Rifts, devices such as these wrought utter havoc in the cities of 
  the world. Weight: 12 Ibs (5.4 kg). S.D.C. Ordnance: 2D4xlO or 
  2D6xl0 S.D.C. to a 30 foot (9 m) area. Mega-Damage: 2D6 or 3D6 
  M.D. depending on the rocket to a 40 foot (12 m) area. Rate of Fire: 
  Aimed fire only. Range: Up to one mile (1.6 km). Payload: From one to 
  six shots. Single-shot rocket launchers are most common for infantry; 
  multiple-shot launchers were usually vehicle-mounted. Bonuses: Those 
  with a special guidance systems (laser targeting) are +3 to strike. Some 
  of these had attached 9mm spotting guns that fired single tracer round� 
  to help aim the weapon (tracer rounds identical to a 9mm automatic 
  pistol, only with triple the range). When using a spotter gun, if the spot 
  ter round hits, and the gunner fires the rocket at the exact spot, +2 boo 
  nus to strike with this system. Cost: 2,000-5,000 credits for S.D.C 
  rocket launchers, 30,000-40,000 for M.D. launchers without guidance 
  system, 8,000+ for guidance system. Fair availability. Banned and ille­
  gal in most civilized communities. 
  90mm Recoilless Rifle. This is an older version of the rocket 
  launcher. Like the LAW, it no longer had a place on the modem battle­
  field by the Coming of the Rifts, except for certain third world hot 
  spots where these venerable weapons kept busy. Weight: 35 1bs (16 kg) 
  unloaded. S.D.C. Ordinance: lD4xlO S.D.C. to a 20 foot (6 m) area. 
  Mega-Damage: 2D6 to a 40 foot (12 m) area. Rate of Fire: Aimed fire 
  only, but can only be fired once per minute (four melee rounds). Iffired 
  continuously for 10 minutes in a row, a 1 5  minute cooling off period 
  must be observed, or the next shot will explode the weapon. Range: 
  1,200 feet (365.8 m). Payload: Single shot, basically the rocket 
  launcher version of the bolt-action or muzzle-loading rifle. Cost: 
  2,000-6,000 credits for S.D.C. types; 25,000 to 35,000 for M.D. Rifles. 
  All are banned and illegal in most civilized communities. 
  40 mm Grenade Launcher. An incredibly common weapon used 
  by infantry in the late modem age. Assault rifles commonly had sin­
  gle-shot grenade launchers fitted under the barrel, while multi-shot gre­
  nade launchers were carried as a squad support weapon or mounted on 
  vehicles (especially jeeps and helicopters). Weight: 1 1  Ibs (.5 kg). 
  S.D.C. Ordnance: 6D6 points of damage to a 10 foot (3 m) area. 
  Mega-Damage: lD6 or 2D6 M.D. depending on the type of grenade, to 
  a 12 foot (3.6 m) area. Rate of Fire: Varies. Single-shot and certain 
  magazine-fed grenade launchers are Aimed fire only. Heavy grenade 
  launchers have a Standard rate of fire, or are Burst firing only. Range: 
  1,200 feet (365.7 m). Payload: Many carried a single shot and had to be 
  reloaded after each use. Multi-shot grenade launchers used magazines, 
  belts or drums ranging from 6 shots to 100 shots. Cost: 1200 credits for 
  a single-shot S.D.C. grenade launcher, 4,000-6,000 credits for 
  multi-shot rifles, and 18,000-24,000 for M.D. launchers and rifles. lD6 
  M.D. grenades cost 275 credits, 2D6 M.D. grenades cost 550 credits. 
  All are banned and illegal in most civilized communities. 
  1 29 
  Tranquilizer Rifle. This is a bolt-action rifle designed to fire a tran­
  quilizer dart. Its effective range is about half that of a normal rifle. 
  Weight: 4 Ibs (1.8 kg). Range: 800 feet (244 m). Rate of Fire: Aimed 
  fire only. Damage: Tranquilizer will render its victim unconscious 
  within ID4 melees unless he saves vs non-lethal poison. Even if the 
  save is successful, victim will become woozy in ID4 melees, making 
  him -2 to strike, parry, and dodge and -10% to skill rolls for 4D4 min­
  utes. Duration: Effects last 4D4 minutes. Cost: 800-1 500 credits. Un­
  common. 
  Dart Gun. This is basically a pistol version of the rifle above. 
  Weight: 2 Ibs (.9 kg). Range: 1 10 feet (33.5 m). Rate of Fire: Aimed 
  fire only. Damage: Tranquilizer will render its victim unconscious 
  within ID4 melees unless he saves vs non-lethal poison; same as Tran­
  quilizer Rifle above. Duration: Effects last 4D4 minutes. Cost: 500 
  credits. Uncommon. 
  Gas Gun. The gas gun is a long, wide, tubular barreled handgun 
  that fires a gas canister. Weight: 3 Ibs ( 1 .35 kg). Types of gases: Tear 
  Gas, Tranquilizer (knockout), Nerve Gas, and Smoke Gas/Screen. 
  Range: 160 feet (48.8 m). Rate of Fire: One shot per melee. Damage: 
  Varies with the type of gas used. Uncommon. Cost: 600 credits for the 
  gun. Tear Gas and Tranquilizer Gas Canisters cost 50 credits each. Cost 
  of Nerve Gas: 75 credits each. Cost of Smoke: 25 credits each. Note: 
  See Gas Grenades under Japanese Explosives for the effects of the vari­
  ous gases. 
  Stun Gun. This hand-held item is made of plastic, with a pair of 
  contact posts on the business end. When the trigger is depressed, it dis­
  charges a couple thousand volts of electricity into the victim, stunning 
  him. Weight: 2 Ibs (.9 kg). Damage: Victims are dazed, -8 to strike, 
  parry and dodge, for 2D4 melees. A successful saving throw vs 
  non-lethal poison means that the person has successfully fought off the 
  effect and is unimpaired. Roll to save against each successful strike. 
  Range: Touch. Rate of Fire: Equal to the number of melee attacks. En­
  ergy Capacity: 10 charges per standard E-Clip. Cost: 200 credits, plus 
  cost of E-Clip (around 3,000 credits). 
  Stun Blaster. This pistol fires an energy charge that short-circuits 
  the nervous system. Weight: 3 Ibs ( 1 .35 kg). Damage: Victims are 
  dazed, -10 to strike, parry and dodge, for 2D4 melees. A successful 
  saving throw vs non-lethal poisons means that the person has success­
  fully fought off the effect and is unimpaired. Roll to save against each 
  blast that strikes. Range: 100 feet (30.5 m). Rate of Fire: Aimed fire 
  only. Energy Capacity: 10 charges per standard E-Clip. Cost: 4,000 
  credits plus cost ofE-Clip (3,000 credits). Uncommon. 
  Empire of the 
  SUD WeapODS™ 
  Rifts® World Book Nine: South America Two 
  Most of the technology of the pre-Rifts nations of Peru and Bolivia 
  was lost during the Great Cataclysm. A few energy weapons from that 
  period have been hoarded and jury-rigged over the centuries, but the 
  bulk of the Inca's technological weapons come from the city-state of 
  Arequipa, or from trade with the D-Bee/Human nation of New Babylon 
  of the Silver River Republics. A few other goods and products also 
  come from other SRRs, including the nation of Santiago. The Empire is 
  a big market for Glitter Boy power armor. Glitter Boys are liked be­
  cause they look like homages to the sun god, plus they are extremely 
  efficient weapons. Some Inca soldiers also use captured Arkhon weap­
  ons. Arequipa has one of the few factories where Arkhon weapons can 
  be converted and retooled to accept Earth energy clips. The factory 
  only works on captured weapons; they can not build their own from 
  scratch. Note: These weapons are available only in the Peru region. 
  Cost also reflects that region and would easily cost 2-3 times more in 
  other parts of the world. 
  Quentin Milton (Order #31246997)
  
  Inti-lO Variable Laser Pistol. The frequency of the laser beams 
  can be changed which allows it to defeat laser-resistant armor like the 
  Glitter Boy and similar alloys. Unfortunately, this weapon was devel­
  oped as a countermeasure against Arkhon Cerasteel armor, and in that 
  regard, it is a failure. The pistol has been adopted as the Imperial ar­
  mies' sidearm. Note: The variable frequency laser system will defeat 
  laser-resistant armor 104 attacks after the first hit. Weight: 2 lbs (0.9 
  kg). Mega-Damage: 204+2 M.D. Rate of Fire: Standard. Range: 1,000 
  feet (305 m). Payload: 10 shots. Cost: 10,000 credits. 
  Inti-20 Variable Laser Rifle. A rifle version of the laser pistol, the 
  Inti-20 is the standard issue long-arm of the Inca Army, equipping 
  about 60% of the infantry (the other 40% use rocket rifles). Note: The 
  variable frequency laser system will defeat laser-resistant armor 104 
  attacks after the first hit. Weight: 4 lbs (1.8 kg). Mega-Damage: 
  206+6 M.D. per single shot or ID4xlO+1O M.D. for a triple pulse. 
  Rate of Fire: Standard. Range: 2,000 feet (610 m). Payload: 24 shots. 
  Cost: 18,000 credits. 
  IIIapa-l Rocket Pistol. Fires 15mm explosive bullets. These fat 
  pistol bullets (about twice as thick as a .45 round) are fed from a drum 
  magazine located in front of the trigger guard, making it a front-heavy 
  and rather clumsy gun. The 1 5mm explosive rounds are comparable to 
  lasers in terms of damage and penetration, and work very well against 
  Arkhon Cerasteel armor. Weight: 5lbs (2.25 kg). 
  Mega-Damage: 
  206+4 M.D. per shot. Rate of Fire: Standard. Range: 600 feet (183 m). 
  Payload: 80 shots in drum magazine or 20 in a small clip. Cost: 14,000 
  credits; each bullet costs 20 credits. 
  IIIapa-5 Rocket Rifle. The Illapa-5 rifle fires 15mm "long" car­
  tridges. These rifle warheads are longer and pack more punch than the 
  pistol ammo, and have much better range. Like all Illapa weapons, the 
  ammunition is carried in a drum magazine, somewhat similar to the 
  magazine in the Thompson submachine-gun (but the gun design is far 
  different). Weight: 9 lbs (4 kg). Mega-Damage: 406 M.D. per shot. A 
  three round burst does ID4x1O M.D., and a 10 round burst inflicts 
  2D4x1O M.D. Rate of Fire: Selective fire; single aimed shots, 3-round 
  bursts, and 10-round bursts. The weapon has a disengage mechanism 
  that prevents full-automatic fire (the gun stops cycling after 10 rounds 
  have been shot and until the soldier releases the trigger and presses it 
  again). Range: 2400 feet (73 1 .5 m). Payload: 60 shot drum magazine. 
  Cost: 26,000 credits. 
  Free Quebec™ Weapons 
  Rifts® World Book 22: Free Quebec™ 
  Many of Free Quebec's weapons have a bit of an old German 
  Mauser styling. They are also a bit reminiscent of the sleek, black 
  Wilk's laser weapons. Their distinct styling has become preferable over 
  the old CS look, although many of the CS weapons also remain hugely 
  popular. All the following weapons are exclusive to the Quebec Army 
  (the police use the old CS weapons and Northern Gun imports). 
  Mini-HUD System. Applying some of the cybernetic technology 
  and coupling it with advanced optical enhancement systems through 
  the trade agreement with the NGR and Triax, Free Quebec has 
  co-developed (with Triax) this advanced optic system for use with as­
  sault rifles. The mini-Heads Up Display weighs around one pound 
  (0.45 kg), fits onto most rifles like a scope and can either be used for 
  "visual" targeting as a multi-optics scope, or through a direct link to the 
  user's helmet. The link provides a Heads Up Display (HUD) to help the 
  shooter more accurately "acquire" his target. It provides telescopic, 
  passive nightvision, infrared and thermo-imaging optical enhancements 
  as well as the exact distance, angle and targeting hairs all displayed on 
  the shooter's faceplate/visor. The mini-HUD is an experimental system 
  which is, for now, only available on assignment to Special Forces, 
  Commandos, Rangers, snipers and other personnel who warrant the 
  system on special assignment. The Free Quebec Army is endeavoring 
  to supply them to Side Kicks and Cyborg Shock Troopers (most Juicers 
  1 30 
  prefer to rely on their natural abilities). Weight: One pound (0.45 kg). 
  Bonuses: + 1 on initiative and +2 to strike with long-range weapons, in 
  addition to any applicable W.P. bonuses and the obvious benefits of the 
  optic enhancements (i.e. can see in darkness, read heat images, etc.). 
  Cost: 15,000 credits. The mini-HUD is only available to the Free Que­
  bec military and its existence is presently unknown to outsiders. It has 
  never been available to the Black Market, but if it is knocked off it will 
  sell for at least 35,000 credits. 
  Ql-Ol Laser Pistol. The "Que-One-Oh-One" is the new, standard 
  issue sidearm for the Free Quebec Military. It is primarily issued to of­
  ficers, guards, and special operatives. Weight: 3.5 Ibs (1.57 kg). 
  Mega-Damage: 304 M.D. per single shot or 406 per short burst 
  (counts as one attack but fires four blasts). Rate of Fire: Standard: 
  Aimed, short burst or wild (304 M.D.). Range: 800 feet (244 m). Pay­
  load: 20 shots per standard E-Clip or 30 shots per long E-Clip. Cost: 
  10,000 credits. The Black Market has only been able to obtain a few of 
  these weapons and sells them for around 16,000 credits. 
  Ql-02 "Stopper" Ion Pistol. This is a heavy energy pistol with tre­
  mendous damage capabilities and represents a breakthrough in Quebec 
  weapon technology. Well, at least a partial breakthrough. The "Stop­
  per" has two major drawbacks: terrible range and it is heavy. Still, 
  Commandos, Special Forces, Juicers and Cyborg troopers love it for 
  close combat. 
  Weight: 4.5 Ibs (2 kg). Mega-Damage: 406+4 M.D. per single 
  blast. Can not fire bursts. Rate of Fire: Semi-automatic. Equal to the 
  hand to hand attacks of the shooter. Each shot counts as one melee ac­
  tion/attack. Range: 200 feet (61 m). Payload: 12 shots per standard 
  E-Clip or 24 shots per long E-Clip. Cost: 12,000 credits. Not available 
  on the Black Market. When it is, it will probably sell for 1 8,000-20,000 
  credits. 
  Q2-l0 Laser Pulse Rifle. A durable laser with three settings and 
  the capability of firing a single shot for precision shooting and sniping, 
  or as an automatic weapon firing short bursts of five. Comes standard 
  with a telescopic scope but can use the Mini-HUD System. Weight: 6 
  Ibs (2.7 kg). Mega-Damage: ID6 M.D., 206 M.D. or 306 M.D. per in­
  dividual shot, or 606+6 per short burst (counts as one attack but fires 
  five blasts). Rate of Fire: Standard: Aimed, short burst or wild. Range: 
  2000 feet (610 m). Payload: 20 shots per standard E-Clip or 30 shots 
  per long E-Clip. Cost: 16,000 credits. Not available on the Black Mar­
  ket. When it is, it should sell for 22,000-24,000 credits. 
  Q2-20 LLG "Infantry Standard" Light Laser & Grenade 
  Launcher. The LLG was inspired by the CS "Fire Breather" assault ri­
  fle and is proving to be just as versatile. A bayonet (typically a 
  Vibro-Blade) can be mounted to the lower barrel via a special attach­
  ment housing (with magnetic lock), and the mini-HUD system can also 
  be used. (The Vibro-Bayonet can also be detached and used sepa­
  rately.) The LLG is the standard issue weapon for all Free Quebec In­
  fantry troops and available to all branches of the Quebec Military. The 
  same weapon with a slightly different styling is used by the Quebec 
  Navy. Weight: 7 Ibs (3.2 kg); 8 lbs (3.6 kg) with mini-HUD, 9 lbs (4 
  Quentin Milton (Order #31246997)
  
  kg) if the bayonet is added. Mega-Damage: Laser: 306 M.D. per single 
  shot or 606 per short burst (counts as one melee attack but uses up five 
  blasts). Grenade Launcher: Typically uses high explosive (406 M.D. 
  to a 6 foot area/1.8 meters in diameter) or a concussion charge. The lat­
  ter does 206 M.D. to what it hits and knocks everybody/thing within a 
  1 5  foot (4.6 m) radius off their feet (victims lose initiative and one me­
  lee attack/action). Smoke grenades (no damage) to provide cover or to 
  mark an area can also be used. Vibro-Bayonet: 204 M.D. per strike. 
  Rate of Fire: Laser: Standard (306 M.D. when shooting wild, only a 
  single shot hits the desired target). Grenade Launcher: One at a time, or 
  in volleys of two. Vibro-Bayonet: Equal to the number of hand to hand 
  attacks per melee. Range: Laser: 2,000 feet (610 m). Grenade 
  Launcher: 1,100 feet (335 m). Vibro-Bayonet: Hand to hand. Payload: 
  Laser: 20 shots per short E-Clip (standard), or 30 shots per long E-Clip. 
  Grenade Launcher: The grenade launcher part of the weapon holds four 
  rifle grenades at a time. Reloading one explosive round counts as one 
  melee action, reloading all four counts as four melee actions (quickly 
  aiming and shooting counts as another). Most troops carry 32 rounds 
  with them plus four in the gun. Additional rounds may be carried in a 
  hip-pouch (24 rounds, weighs 1 5  Ibsl7 kg), backpack or shoulder 
  satchel (32-64 extra rounds depending on the size of the container; 22 
  IbsllO kg or 44 1bs/20 kg respectively). Mini-Grenade Launcher: A sep­
  arate standard unit that attaches below the laser barrel. To reload, flip 
  open the bottom plate; holds four grenades. Cost: 26,000 credits with 
  Vibro-Bayonet, one E-Clip and 36 grenades. Not yet available on the 
  Black Market. When it is, it should sell for around 40,000 credits. 
  Black Market Grenades cost 550 apiece or 4,500 a dozen. 
  .-"'- " 
  Q2-30 Rapid-Fire Heavy Laser. The Q2-30 is a heavy, long-range 
  laser that resembles a rail gun in its size and weight. It has surprising 
  firepower, a large payload and is used like a light machine-gun. It co­
  mes with a long E-Clip inserted in the top housing, a standard E-Clip in 
  the handle, and another long E-Clip concealed inside (crack open the 
  lower half of the gun to gain access; takes three melee actions to open, 
  remove and reload this clip; the others take only one or two). This is 
  something of an experimental design created with Cyborg Shock 
  Troopers, Juicers and power armor units in mind. Ordinary soldiers 
  must have a P.S. of 22 or higher to effectively use this big, awkward 
  weapon (-2 to strike and takes twice as long to reload if P.S. is lower 
  than 22). It is also mounted on hover jeeps and trucks, and used like a 
  machine-gun on a tripod. Note: An energy power pack can be attached 
  to the weapon for additional firepower but requires either a second man 
  or vehicle to haul it (weight 50 Ibsl22.5 kg) or the mechanical strength 
  and stamina of a full conversion cyborg or power armor. Weight: 
  Weapon fully loaded, 24 1bs (10.8 kg); 26 1bs (1 1 .7 kg) with tripod and 
  mini-HUD unit. Mega-Damage: 306 M.D. per single shot. +3 to strike 
  if the shooter has the W.P. Heavy Weapons skill (no bonus without a 
  W.P.). 606 M.D. per short burst. Counts as one melee attack but uses 
  up five blasts. +2 to strike with the W.P. Heavy Weapons skill. ID6x1O 
  M.D. per medium burst. Uses up 20 shots and counts as two of the 
  shooter's melee attackslactions. +1 to strike with W.P. 2D6x1O M.D. 
  per long burst. Uses 40 shots and counts as two of the shooter's melee 
  attackslactions. +1 to strike with W.P. 4D6x1O M.D. when the entire 
  payload (80 shots) is emptied into a target or expended in spray shoot­
  ing (306 M.D. done to 404 targets when a spray attack is used)! No 
  bonuses to strike. Rate of Fire: Standard. Range: 3,000 feet (914 m). 
  Payload: Standard 80 shots total; 20 from the standard E-Clip and 30 
  each from the two long E-Clips. An additional 120 shots can be added 
  from a small, portable power pack attached to the heavy rifle with a 
  power cable. The power pack weighs 50 Ibs (22.5 kg) and can be car-
  1 31 
  ried as a backpack or with a back-mounted harness by cyborgs or 
  power armor. Note: This weapon and the QR-12A were designed with 
  the help of Triax engineers a year before Free Quebec seceded from the 
  CS. A fact that Triax and the NGR has tried to keep secret. Quebec 
  does not broadcast this fact in an effort to help Triax and the German 
  government avoid trouble with the CS. Cost: 35,000 credits. Fair to 
  poor availability. Typically reserved for elite, heavy combat troops like 
  Juicers and cyborgs, as well as Rangers, Commandos and Special 
  Forces. Not yet available on the Black Market. When it is, it should sell 
  for 65,000-75,000 credits. 
  Q4-40 "Mule" Assault Rifle. This projectile weapon fires the same 
  explosive rounds as the QST-I04 Glitter Girl Assault Cannon. The 
  main differences are this weapon is designed for use by ordinary hu­
  mans, has a comparatively very short range and a kick like a mule, 
  which is why it has two handles. Only cyborgs, power armor, and char­
  acters with a P.S. of 26 or higher can fire this weapon one-handed with­
  out penalty. Ordinary humans with a P.S. 25 or less are -2 to strike for 
  a single shot and -4 to strike when firing a burst. This weapon has the 
  nice feature of being able to fire from either the front or the back han­
  dle grip. To use the traditional back handle trigger, a switch is flipped 
  and the forward trigger depressed (without actually firing rounds). To 
  shoot, pull the traditional back-handle trigger as usual. To use the front 
  handle, flip a switch and fire away (the other trigger is momentarily im­
  mobilized). This can sometimes confuse those not familiar with the 
  weapon. Weight: 1 5 1bs (6.75 kg), plus 5 1bs with ammo drum (20 Ibsl9 
  Mega-Damage: One explosive round 206 M.D., a rapid-fire burst 
  (3 rounds) fired at the same target does 606 M.D. and counts as one 
  melee attack/action. Rate of Fire: Equal to the number of combined 
  hand to hand attacks of the shooter; each shot or burst (3 rounds) 
  counts as one melee attack. Range: 800 feet (244 m). Payload: 12 total; 
  six held in the weapon, six in the standard clip. The clip can be re­
  placed with a 24 round drum (for a total payload of 30 rounds - six in 
  the gun plus ammo drum). Cost: 1 5,000 credits. Fair to good availabil­
  ity, but typically reserved for heavy combat troops like Juicers and cy­
  borgs, and power armor troops, as well as Rangers, Commandos and 
  Special Forces. Not available on the Black Market. When it is, it should 
  sell for 45,000-50,000 credits with explosive rounds costing 700-800 
  credits each. 
  04-44 "Drummer" Double-Barreled Shotgun. Cheap, efficient, 
  and pmctical, this high-tech variant is a shotgun that can fire conven­
  tional S.D.C. shotgun rounds or light M.D. rounds. Super-dumble: Not 
  only can it take a beating and keep firing without jamming, but can fire 
  underwater even after being submerged for over an hour. Weight: 16 
  Ibs (7.2 kg) with ammo drum .  Mega-Damage: One explosive round 
  does 106 M.D., or 206 M.D. from a simultaneous double-barrel blast 
  (counts as one melee attack/action) fired at the same target. S.D.C. 
  rounds typically inflict 406 S.D.C.IH.P. damage from buckshot and 
  506 S.D.C. from solid slugs; double damage from a double-barrel 
  blast. Rate of Fire: Equal to the number of combined hand to hand at­
  tacks of the shooter; each shot or double-barrel blast (2 rounds) counts 
  as one melee attack. Range: 600 feet (183 m); 200 feet (61 m) under­
  water. Payload: 42; two hand loaded rounds in each barrel plus a 40 
  Quentin Milton (Order #31246997)
  
  round drum. Only two rounds if a drum is not available. Cost: 4,500 
  credits. Good availability, and a favorite of Reload Teams, Head­
  hunters, Rangers/Scouts, Juicers, Commandos and Naval troops. Not 
  available on the Black Market. When it is, it should sell for 
  45,000-50,000 credits with explosive shotgun rounds costing 200-300 
  credits each. 
  Q5-SO Light Rail Gun. This is a light, anti-personnel weapon used 
  by human troops wearing power armor, cyborgs, and characters with a 
  strength of 24 or greater. The Q5-50 rail gun can use what is called a 
  short clip with 200 rounds (10 bursts), light drum with 600 rounds (30 
  bursts), or a heavy belt feed drum containing 2000 rounds (100 bursts). 
  The latter is typically reserved for cyborgs and is carried as a backpack 
  or by a partner in a two-man team. Weight: Gun: 45 lbs (20.25 kg), 
  short clip: 10 pounds (4.5 kg), light ammo-drum: 30 lbs (13 kg), or a 
  heavy ammo-drum: 100 Ibs (45 kg). Ammo-drums are hooked to the 
  back of body armor or housing on the back of a 'Borg or power armor. 
  Mega-Damage: A full damage burst fires 20 rounds and inflicts 4D6 
  M.D.; a single round does ID4 M.D. Rate of Fire: Equal to the charac­
  ter's hand to hand attacks per melee round. Range: 4,000 feet (1,219 
  m). Payload: The short clip holds 200 rounds and is capable of firing 
  ten full damage bursts (20 rounds). The light drum holds 600 rounds 
  and can fire 30 bursts. The 2,000 round drum is capable of firing 100 
  full damage bursts (20 rounds each). Reloading a drum will take about 
  two minutes for those not trained, but only 20-30 seconds by a capable 
  field mechanic or Reload Team. A strength of 24 or higher is required 
  to handle the drum. Cost: 32,000 credits. Good availability. Not yet 
  available on the Black Market. When it is, it should sell for 
  60,000-70,000 credits. 
  '9. rk,." 
  <::}I 5 
  -. i 
  �XPLOSI'iE. 
  QN-06 Laser Harpoon Gun. This a Naval weapon used by Navy 
  divers, Navy power armor troops and Army Special Forces (usually 
  available to Army personnel on special assignment). The top notch in 
  the barrel fires a blue-green laser, the two side and one bottom slots 
  hold any variety of spears. Weight: 6.5 Ibs (3 kg). Mega-Damage: La­
  ser 3D6 M.D. per blast. Damage from Spears: Varies with type. Stan­
  dard is 2D6+3 S.D.C.lHit Points. Cost: 6 credits. RadiolTransmitter: 
  2D4 S.D.C.lHit Points as a weapon, plus the radio/transmitter can send 
  a tracking signal (lasts 72 hours) and/or transmit sounds from wherever 
  or whatever it is impaled into or hooked onto. Great spy device. A 
  magnetic clip allows the harpoon to cling to M.D.C. metal structures. 
  Transmits a radio signal that can be followed up to 8 miles (12.8 km) 
  away. Battery powered with a limited life of 72 hours of constant trans­
  mission. The spear must stick into the target or fall on top of the object 
  (without falling oft). There is always a chance that the tracer bug will 
  become dislodged and fall off (roll once for every half hour; 1-32% 
  chance). Cost: 200 credits each. Flare: Emits a bright, sparking light; 
  burns for 120 seconds. Cost: 1 5  credits. High Explosive: 4D6 M.D.; 
  cost: 600 credits. Rate of Fire: Each shot counts as one melee attack. 
  Only one harpoon can be fired at a time. Range: Laser: 1200 feet (365.7 
  m). Harpoons: 350 feet (106.7 m) above water, or 200 feet (61 m) un­
  derwater. Payload: Laser: 20 shots per standard E-Clip or 30 shots per 
  long E-Clip. Harpoons: Three (types may vary). A pouch with 12 addi­
  tional harpoons (conventional and/or explosive) is often carried by a 
  diver, but each spear must be reloaded by hand and the reloading of 
  each counts as one melee attack/action. Cost: 15,000 credits. Northern 
  Gun and the Black Market offer knock-offs at the price of 21 ,000 cred­
  its. 
  Gargoyle Weapons 
  of Europe 
  Rifts® World Book Five: Triax™ & The NGRTM 
  1 32 
  Note: These items are used only by European Gargoyles and 
  Gurgoyles, especially those of the Gargoyle Empire. All are rare else­
  where in the world. 
  Spikes & Blades. Gargoyles frequently wear combat apparel that 
  adds to the potential damage of hand to hand attacks as described be­
  low. Gargoyles and the wingless Gurgoyles are especially fond of 
  blade weapons and spikes and adorn their armor and weapons with 
  them. Spiked brass knuckles, footwear, knee pads, shoulder pads, and 
  gauntlets may all be lined with sharp spikes or blades. These add ID4 
  M.D. plus the damage inflicted by the monster's supernatural strength 
  to any attack that utilizes them. 
  Blaster Knuckle Spikes. This is an energy weapon variation on 
  brass knuckles. First, the knuckles add damage to punches and the 
  spikes can be used to stab. However, every time the knuckle portion or 
  spikes strikes they emit a low intensity energy burst which inflicts addi­
  tional damage and jolts one's opponent. Weight: 5 Ibs (2.3 kg). 
  Mega-Damage: Normal blunt damage (blaster turned oft): ID4 M.D. 
  plus the damage inflicted by the Gargoyle's supernatural P.S. or ID6 
  M.D. from a spike. Damage with the blaster turned on: 2D4 M.D. plus 
  the damage inflicted by the Gargoyle's supernatural P.S. or 2D6 M.D. 
  from a spike. Additional Penalties: The startled victim of the blast also 
  loses initiative (if he had it in the first place) and is -2 to roll with a 
  punch or impact from any attack with the knuckles. Rate of Fire: Equal 
  to the user's number of melee attacks per round. Range: Arm's length. 
  Payload: 32 blasts/jolts; recharges after two hours. A blast is expended 
  every time the knuckle weapon strikes something. The blaster can be 
  turned on and off as desired. Black Market Cost: 15,000 credits. Fair 
  availability. Remember, this is a giant-size weapon. 
  Wing & Tail Blades. The giant monsters wear blades on their 
  wings and tail. Wing blades are used to rake across the body of an en­
  emy as the Gargoyle flies past him. Tail blades are used like a whip to 
  stab and slash an opponent. Ordinary types add ID6 M.D. to the dam­
  age inflicted by the creature's supernatural strength. However, some 
  have started using Vibro-Blades which adds 2D6 M.D. plus the damage 
  from their supernatural strength. Note: Gargoyle Lords may use magic 
  blades instead; rune weapons, Techno-Wizard creations and others. 
  Blaster Neural Whip. A close combat weapon used by Gargoyles 
  and other giants. Like the neural mace, this weapon releases an energy 
  charge that temporarily short-circuits the nervous system whenever it 
  strikes an opponent with the ball at the end of the whip. There is a 
  chance of rendering an unarmored person unconscious, but even if the 
  individual remains conscious the charge will impair his movement. Un­
  like the neural mace which is designed to stun an opponent for the pur­
  pose of capture, the whip is intended to kill! Weight: 10 lbs (4.5 kg). 
  Mega-Damage: 2D4 M.D. plus damage from the supernatural strength 
  of its user. Note that the whip is an M.D.C. structure and can be used to 
  parry M.D. attacks from robots and power armor. Stun penalties for the 
  Victim protected by half armor, magic armor or the Armor of Ithan 
  spell: The body armor absorbs the Mega-Damage, but the character in­
  side is still shocked and suffers the following penalties: -8 to strike, 
  parry, and dodge for 2D4 melees. The duration of the impairment is in­
  creased 2D4 melees for every hit by the whip (also roll each time to see 
  if knocked unconscious). Remember, stun is only effective against 
  characters who are not protected by environmental armor. Using this 
  weapon against Mega-Damage beings such as demons and dragons will 
  inflict the same amounts of M.D., but has different stun penalties. The 
  jolt will cause the creature to only lose initiative and one melee ac­
  tion/attack per strike of the whip. Save vs The Blaster Neural Whip is 
  the same as saving against non-lethal poison, 16 or higher. The charac-
  Quentin Milton (Order #31246997)
  
  ter must save each time he or she is struck. A successful save means the 
  character is not stunned and only loses initiative. 
  Note: The whip is ineffective against environmental M.D.C. body 
  armor, power armor, and robots. It is effective against cyborgs not 
  completely enclosed in full environmental armor, half suits or armor 
  like those worn by the Gurgoyles, or body armor without a helmet (it's 
  not fully environmental without the helmet attached), other Gargoyles, 
  demons and Mega-Damage creatures. 
  Gargoyle 
  Firebrand 
  Spear. 
  The 
  firebrand 
  spear 
  is 
  a 
  Techno-Wizard device. The spear's shaft is made of metal with fine 
  strands of copper and silver imbedded in it. The spearhead is a blood 
  red crystal. The magic is activated by thought and 7 P.P.E. or 1 5  I.S.P. 
  When activated, the spearhead glows red like a hot ember and is envel­
  oped with heat vapors. When it strikes an opponent there is a blast as if 
  he was struck by a fireball or plasma blast! Weight: 1 5  lbs (6.8 kg). 
  Mega-Damage: The spear can be used as an M.D. weapon to stab and 
  parry whether it is magically charged or not. The giant, uncharged 
  weapon inflicts 206 M.D. plus the damage inflicted by the Gargoyle's 
  supernatural P.S. (106 M.D. when the spear is human-size). Firebrand 
  Damage: When magically charged, the weapon inflicts 506 M.D. plus 
  the damage inflicted by the Gargoyle's supernatural P.S. There is a 
  01-50% chance that combustibles will catch fire. Rate of Fire: Equal to 
  the warrior's hand to hand attacks per melee. Range: Hand to hand, or 
  500 feet ( 1 53 m) when thrown by a Gargoyle or Gurgoyle (about 200 
  feet/6l m for human-sized spears thrown by a human). However, a 
  thrown spear must be physically retrieved or it is lost. Payload: De­
  pends on the P.P.E. and/or I.S.P. of the warrior. Each plasma/fire strike 
  costs 1 5  I.S.P. or 7 P.P.E. points. Market Cost: 75,000 to 100,000 cred­
  its whether the spear is human or giant-size. 
  Triax Electro-Mace & Neural Mace. The Gargoyles love the 
  Electro-Mace used by the X-2500 Black Knight. Its capture or purchase 
  is a prize. See the Triax weapon section for the description. Gurgoyles 
  and Gargoylites (imps) sometimes use the Neural Mace (see CS weap­
  ons for the description of it). 
  WR-12 Giant Ion Pistol. This is an energy pistol designed for giant 
  humanoids. The appearance is that of a Pre-Rifts submachine-gun with 
  a short shoulder stock. Weight: 10 lbs (4.5 kg). Mega-Damage: 206 
  M.D. Rate of Fire: Standard. Range: 600 feet (183 m). Payload: 30 
  shots per E-Clip. Market Cost: 10,000 credits. Fair availability. 
  Gargoyle Grenade Mace. At first glance, this giant-sized weapon 
  looks like a spiked battle axe, but upon closer scrutiny one can see that 
  it also has an opening at the top, a round magazine, handle and trigger. 
  The weapon can be used as a mace/morning star, axe or projectile 
  weapon! Weight: 25 lbs (1 1 kg). Mega-Damage: BluntJMace: 106 plus 
  supernatural P.S.; Chopping/Axe: 106 plus supernatural P.S.; Grenade: 
  506 M.D. each to everything in a 20 foot radius. Rate of Fire: Grenade: 
  One per melee action; point, squeeze the trigger and boom. Range: 400 
  feet (122 m). Payload: Grenades: Six. They can be reloaded in one me­
  lee round (15 seconds). Black Market Cost: 20,000 credits for the 
  weapon and 200 credits for each grenade. Fair availability. Remember, 
  this is a giant-size weapon (although the grenades are like large bullets 
  to the Gargoyles). 
  Gargoyle Laser Mace. Looks identical to the grenade mace except 
  that it has an energy clip sticking out of it rather than a round maga­
  zine. As the name suggests, it fires a laser beam. Weight: 20 lbs (9 kg). 
  Mega-Damage: 
  BluntJMace: 
  106 
  plus 
  supernatural 
  P.S. 
  Mega-Damage. 
  Chopping/Axe: 
  106 
  plus 
  supernatural 
  P.S. 
  Mega-Damage. Laser: 306 M.D. per shot. Rate of Fire: Standard. 
  Range: 800 feet (244 m). Payload: 20 shots from an FSE-Clip or 10 
  from a short clip. Black Market Cost: 25,000 credits for the weapon. 
  Fair availability. Remember, this is a giant-size weapon. 
  Super-Eight Pistol Mace. This is another giant mace-like item that 
  is also a projectile weapon. It can be used in hand to hand combat or 
  fire explosive cartridges similar to the Triax pump guns (which are 
  what inspired this design). Weight: 25 lbs (1 1 kg). Mega-Damage: 
  1 33 
  BluntJMace: 106 plus supernatural P.S. Mega-Damage. Explosive Bul­
  lets (large): 104 M.D. per single shot, 404 M.D. from a short burst (4 
  rounds) or 506 M.D. from a full burst (8 rounds). Rate of Fire: Stan­
  dard. Range: 800 feet (244 m). Payload: 48 shots or six full bursts. 
  Black Market Cost: 1 5,000 credits for the weapon and 100 credits per 
  box of 48 rounds. Fair availability in and around the New German Re­
  public. Remember, this is a giant-size weapon. 
  WR-IOO Giant Laser Rifle. A heavy laser rifle designed for giant 
  humanoids. Comes standard with an infrared, telescopic sight. Weight: 
  20 lbs (9 kg). Mega-Damage: 306 M.D. per blast. Rate of Fire: Stan­
  dard. Range: 1,600 feet (488 m). Payload: 20 shots per E-Clip. Bo­
  nuses: + 1 to strike (so an aimed shot is +5). Black Market Cost: 25,000 
  credits. Fair availability. 
  WR-200 Giant Rail Gun. The WR-200 is an old-fashion heavy rail 
  gun designed for cyborgs, robots and giant D-Bees. The rail gun can 
  use what is called a short clip with 300 rounds (10 bursts) or a belt feed 
  drum containing 3000 rounds (100 bursts). Weight: 250 lbs (1 12.5 kg). 
  Mega-Damage: A full damage burst fires 30 rounds and inflicts 
  ID4xl0 M.D. A short burst of 1 5  rounds does 306 M.D.; single shots 
  are not possible. Rate of Fire: Equal to number of combined hand to 
  hand attacks (usually 4-8). Range: 6000 feet (1828 m). Payload: The 
  short clip holds 300 rounds and is capable of firing 10 full damage 
  bursts (30 rounds) or 20 half damage short bursts (15 rounds). The 
  3000 round drum is capable of firing 100 full damage bursts or 200 half 
  damage bursts (15 rounds). Reloading a drum will take the average 
  Gargoyle 104 minutes, but a field mechanic could do it in under a min­
  ute. A strength of 28 or higher is required to handle the gun and the 
  drum. Black Market Cost: 65,000 credits. Good availability in Ger­
  many. 
  Horune™ Weapons 
  Rifts® World Book Seven: Rifts® Underseas™ 
  These items tend to be exclusive to the monstrous Horune Pirates. 
  Many of these items are manufactured or traded and sold at Atlantis. 
  This means only those who encounter Horune, take up Horune prac­
  tices or visit Atlantis (and live to tell the tale) will have access to these 
  items. 
  Horune Harpoon Gun. A man-sized underwater rifle that fires har­
  poons/metal spears. As many as three spears can be housed and fired at 
  a time. An additional quiver of spears can be carried on the back or 
  strapped to a waist belt. Weight: 5 lbs (2.3 kg). Damage: Standard 
  spear/harpoon: 306 S.D.C. Explosive tipped: 204 M.D. per each spear. 
  Magic/Techno-Wizard Spears: 1) Electrical charge: 606 M.D. 2) 
  Heat/plasma type 406 M.D. 3) Releases a Magic Net upon impact 
  (same as the spell; 4th level in strength). Rate of Fire: Single shot, or 
  can fire a volley of two or three spears simultaneously. Range: 500 feet 
  (152 m) underwater or in the air. Payload: Three harpoons. It takes one 
  melee action to reload per each harpoon. A quiver holds 12 harpoons. 
  Cost: 2,000 credits. Manufactured in Atlantis. Uncommon. 
  Horune Sonic Rifle. This is a short rifle that functions similarly to 
  the Naut'Yll weapon. It is a creation of the Ship Dreamers and as such, 
  registers as pure magic. It can only be recharged by a Ship Dreamer or 
  by leaving the weapon on a Dream Ship for six hours, or when in the 
  possession of a Dolphin Combat Drone (the ships are a magic exten­
  sion of the Ship Dreamers and continue to be influenced by their 
  magic). Once charged, anybody can use the weapon. It is the standard 
  issue of the Dolphin Combat Drones and may also be assigned to ships' 
  officers and captains. Only one in 50 Horune pirates will carry this 
  weapon. Weight: 6 lbs (2.7 kg). Mega-Damage: Same as the Sonic 
  Blast spell; 606 M.D. per blast. Rate of Fire: Single shot; each blast 
  counts as one melee action. Range: 2000 feet (610 m). Payload: 40 
  sonic blasts. Cost: 10,000 credits, since most other beings have no way 
  of recharging it. Note: The magic rifle has 100 M.D.C. points and is 
  very durable. Rare. 
  Quentin Milton (Order #31246997)
  
  Horune Energy Trident. Many of these are stolen from the 
  Naut'Yll, others are Splugorth knock-offs (two prongs). The trident can 
  be energized, firing particle waves or delivering energy strikes in close 
  combat. Weight: 12 lbs (5.4 kg). Mega-Damage: Both the ranged parti­
  cle wave attack and the energized strike inflict 5D6 M.D. Rate of Fire: 
  Each blast counts as one melee attack. Range: Energy blast: 1000 feet 
  (305 m) or hand to hand combat. Payload: 30 energy blasts or close 
  combat blows (every successful strike drains one charge). Changing 
  E-Clips counts as one melee attack/action. Cost: 70,000 credits. Rare 
  except in Atlantis. 
  Other Weapons. As stated previously, the pirates capture, seize, 
  steal, trade and buy all types of weapons from around the world. In and 
  around the Americas, their favorite trade partner is Atlantis; 85% of all 
  Horune booty ends up there. Favorites include items made by Triax, the 
  Kittani, The New Navy, Tritonia, Naut'Yll, Lemuria and Japan. Horune 
  also love magic, and they covet magic weapons and equipment of all 
  kinds, as well as Kittani plasma swords, tridents, lances, and blasters. 
  However, Kittani weapons are usually kept for themselves. 
  Japanese Weapons 
  Rifts® World Book 8: Rifts® Japan 
  ArmaTech Industries. ArmaTech is the old international name 
  used by Akizuki International, a weapons manufacturer that grew to 
  prominence in the 21st Century. It became a world leader in the devel­
  opment of laser technology, particle acceleration, bionics and 
  nano-technology for the application of weapon systems, power armor, 
  and medicine. ArmaTech had research, development and manufactur­
  ing facilities around the world, including Germany, Mexico, America 
  and Canada. In fact, it was one of the very few foreign manufacturers 
  who actually won a US Government contract to perfect and develop 
  variations for the Glitter Boy and the experimental (at the time) 
  SAMAS power armor (Strategic Armored Military Assault System)! 
  A wide variety of weapons are produced by this company in the 
  Post-Rifts world, 
  including bionic weapons and components, 
  1 34 
  Vibro-Blades, rail guns, lasers and other energy weapons. They are pro­
  duced and sold to the military, police, and corporations under strict Jap­
  anese government supervision and control. Sales to corporations 
  include security forces, security companies, bodyguards, and execu­
  tives, especially those of samurai descent. ArmaTech does not manu­
  facture or distribute weapons to any of the non-allied kingdoms outside 
  the Republic of Japan and never sells to mercenaries or outsiders. Of 
  course, ninjas, ronin, mercenaries, adventurers, pirates, criminals, and 
  the occasional merchant sometimes "acquire" their creations for per­
  sonal use, or to sell or trade on the open market, but ArmaTech equip­
  ment is uncommon even in the Orient and super-rare everywhere else. 
  H-Brand. The only other high-tech weapons manufacturer of note 
  on the entire island chain is a small company nestled among the inde­
  pendent kingdom of Otomo. Its products are known simply as H-Brand 
  weapons. Some are original designs but most are "knock-offs" of 
  ArmaTech and foreign weapons acquired from occasional visitors and 
  seafarers. In addition to Mega-Damage weapons and armor, H-Brand 
  also produces a large number of semi-automatic and automatic S.D.C. 
  weapons and specialty items like high-tech (M.D. and S.D.C.) bows, 
  arrows, Vibro-Blades and explosives. Its products are of a lower quality 
  than ArmaTech, but are generally good and reliable. 
  Odds & Ends 
  All ArmaTech brand weapons have the prefix "AT" and are of supe­
  rior quality. 
  Most, but not all, H-Brand weapons have the prefix "H," are of fair 
  to good quality, and are mainly cheap "knock-offs" of ArmaTech 
  weapons. 
  The occasional other weapon smith can be found here and there out­
  side of the Republic of Japan, but they are extremely uncommon and 
  vary in quality. These operators repair and recharge energy weapons 
  and make S.D.C. ammunition and weapons. Remember, technology is 
  viewed with disdain in the kingdoms of the New Empire. 
  The M.D.C. of Typical Japanese Weapons: Unless stated otherwise, 
  the average energy pistol or Vibro-Blade has 15 M.D., an energy rifle 
  30 to 40 M.D.C., a rail gun 50 to 75 M.D.C., while giant-sized weapons 
  for cyborgs, 'bots and power armor usually have 100 M.D.C. 
  Quentin Milton (Order #31246997)
  
  Weapon Prices & Availability: ArmaTech weapons are most com­
  mon in the Republic of Japan, and although officially restricted to law 
  enforcement and military authorities, they can be purchased from 
  smugglers, pirates and illegal weapon dealers found in the cities. City 
  prices vary according to the current market and from one seller to the 
  next. The most common items are Vibro-weapons and pistols. Costs 
  can be anywhere from plus or minus 10% to 20% of those listed in the 
  weapon descriptions. 
  ArmaTech weapons can also be purchased on the Japanese islands 
  outside the Republic of Japan, and even parts of China, but typically 
  cost 50% to 200% more than the list price. They are uncommon in 
  these regions with very poor availability, and in Japan's wilderness ar­
  eas, it will be difficult to find someone willing to part with a weapon 
  even at double or triple the normal market price. H-Brand weapons and 
  magic items are more common among independent kingdoms as well 
  as in wilderness and monster dominated regions of Japan. Note: The 
  occasional weapon, armor or vehicle of the New Navy and Tritonia 
  (Rifis® Underseas), and Triax or SplugorthlKittani manufacture may 
  also find their way to Japan thanks to pirates. The prices for these 
  weapons are usually comparable to ArmaTech items but are sometimes 
  considered "special and rare" and can cost as much as 300% more. 
  Traditional Japanese S.D.C. Weapons 
  A variety of conventional, S.D.C. weapons are manufactured by 
  H-Brand, the New Empire, many of the independent kingdoms, and 
  warrior families like the samurai and ninja. The following are some of 
  the most common or interesting weapons and items. The damage listed 
  is from the weapon alone; also include any P.S. damage bonus. 
  AikuchiITanto. Curved Japanese daggers which can be thrown. 
  The Tanto has a hilt, the Aikuchi does not. Cost: 100 to 500 credits; 
  varies according to the weapon's quality and beauty. S.D.C. Damage: 
  106 points. W.P. Category: Knife. 
  Bisento. A large spear with a broad, curved blade, considered to be 
  a kind of pole arm. Cost: 500 credits. S.D.C. Damage: 3D6+4 points. 
  W.P. Category: Polearm. 
  Blow Gun. Essentially a small pipe through which darts are fired by 
  air pressure. A favorite weapon of the ninja despite its short range of 50 
  feet (15.2 m). Cost: 30 credits. Damage: None; the dart stings, but 
  causes no damage unless coated with poison or drugs (which they usu­
  ally are). W.P. Category: Archery & Targeting. 
  Bokken. A wooden version of the samurai's katana, often used in 
  practice or competition. It is still a deadly weapon in the right hands, 
  which will be more than capable of taking down an armed opponent. 
  The Bokken is a popular weapon in The Zone for use against vampires 
  and their ilk. Cost: SO credits. S.D.C. Damage: 2D4. W.P. Category: 
  Sword. 
  Daisho. The word Daisho literally means, "the long and the short," 
  and refers specifically to the pair of swords known as the Katana and 
  Wakizashi. The Katana is the long killing sword, up to 3 feet (0.9 m) in 
  length. The Wakizashi is a short sword (Westerners might consider it a 
  long knife), and is frequently used with the larger blade, one in each 
  hand, as paired weapons. 
  The Daisho is the symbol of the samurai caste; only samurai can 
  carry them. "True" Daisho or Samurai swords are treated with rever­
  ence for, according to ancient beliefs, each "True" Samurai sword pos­
  sesses a soul and is a living thing. See the True Samurai 0. C. C. in 
  Rifts® Japan for full details about these special, minor rune weapons. 
  Cost: Manufactured versions sell for 900 to 1,200 credits for the 
  Katana and 400 to 600 credits for the Wakizashi. S.D.C. Damage: 
  Katana: 3D6; Wakizashi: 2D6 S.D.C. W.P. Category: Sword. Note: 
  Authentic 
  samurai 
  swords 
  are 
  considered 
  priceless, 
  inflict 
  Mega-Damage, and are usually passed on from generation to genera­
  tion of samurai. They are occasionally available for sale when a True 
  Samurai is slain and his weapons are taken by his slayer. The cost of 
  these lesser rune swords is typically ID4 million credits! 
  1 35 
  Jitte or Sai. These weapons look like oversized, three-pronged 
  forks and are generally designed to be used as a pair, one in each hand. 
  Both weapons are modified farming tools originally designed by the 
  ninja to counter the samurai sword (parry and pin swords). Even in the 
  Japan of Rifts Earth, they are easier to acquire than a sword or spear, 
  especially in the feudal society of the New Empire where peasants are 
  forbidden to have weapons. A skilled user can entangle an opponent 
  with one hand and attack with the Sai in the other (requires paired com­
  bat skill). Cost: 100 credits per pair. S.D.C. Damage: 106. Bonus: +2 
  to disarm. W.P. Category: Knife. 
  Katana. A mass market version of the samurai sword, predomi­
  nately sold by H-Brand. Cost: 450 credits. Damage: 3D6 S.D.C. W.P. 
  Category: Sword. 
  Kusari-Fundo. 
  A 
  larger, 
  more 
  deadly 
  version 
  of the 
  Manriki-Gasser. The chain is heavier and from 2 Y2 feet to 4 feet (0.76 
  to 1 .2 m) long. Cost: 120 credits. S.D.C. Damage: 2D6. W.P. Category: 
  Chain. Bonus: +2 to disarm. Note: This weapon can be used only by 
  those trained in hand to hand martial arts, assassin, Ninjitsu or W.P. 
  Chain. All others are -2 to strike and parry and each attack counts as 
  two melee actions. 
  Kusari-GamalKyoketsu-Shogi. Another ninja favorite is the com­
  bination of a chain with a weight on one end and a sickle weapon on 
  the other. The Kyoketsu-Shogi is a similar weapon but is made with 
  rope attached to an iron ring on one end and a double blade on the 
  other. Both weapons can be used to entangle with one end while the 
  other can still be used for striking. All the components of the weapons 
  are easily acquired by non-samurai, making it easy to make or purchase 
  in the New Empire. Cost: The Kyoketsu-Shogi costs 200 credits, the 
  Kusari-Gama costs 500 credits. S.D.C. Damage: Kyoketsu-Shogi: lOS 
  or 2D4; Kusari-Gama: 1010 or 2D4+2 S.D.C. Bonus: +1 to disarm. 
  W.P. Category: Chain. Note: These weapons can be used only by those 
  trained in hand to hand martial arts, assassin or Ninjitsu. All others are 
  -2 to strike and parry and each attack counts as two melee actions. 
  Manriki-Gusari. A chain weapon with solid, blunt weights on each 
  end. It is used in the same style as a Kusari-Gama, entangling with one 
  end, striking with the other. The weapon is also easy to disassemble 
  and conceal. The materials to make a Manriki-Gusari are readily avail­
  able and as a result, this weapon can be easily found in the New Em­
  pire. Cost: 30 credits. S.D.C. Damage: IDS or 2D4. Bonuses: + 1 to 
  entangle, + 1 to disarm. W.P. Category: Chain. Note: This weapon can 
  be used only by those trained in hand to hand martial arts, assassin, 
  Ninjitsu or W.P. Chain. All others are -2 to strike and parry and each 
  attack counts as two melee actions. 
  Naginata/Yari. Long spears; difficult to conceal. The difference be­
  tween the two is that the Naginata blade is curved while the Yari is 
  straight. Cost: 300 credits. S.D.C. Damage: 2D6. W.P. Category: Spear. 
  Ninja-tolNinja Short Sword. A short sword similar to the 
  Wakizashi but with a straighter blade, used by the Ninja. Because of its 
  small size the weapon is easier to conceal. Cost: 500 credits. S.D.C. 
  Damage: 2D4. W.P. Category: Sword. 
  No-Dachi. A huge, curved, two-handed sword, 5 to 6 feet ( 1 .5 to 
  I .S m) long. Typically the weapon is pulled from a scabbard slung over 
  the back or shoulder. Cost: 600 credits. S.D.C. Damage: 3D6+4. W.P. 
  Category: Sword. 
  Nunchaku. These weapons consist of two lengths of wood or iron 
  connected by a short chain. Originally an agricultural flail, the Nuncha­
  ku have been adopted for martial arts use as paired weapons for strik­
  ing. One of the main advantages of Nunchaku is for entangling. This 
  can only be done if one weapon is used with two hands. Cost: 50 cred­
  its. S.D.C. Damage: lOS or 2D4. Bonus: + 1 to disarm. W.P. Category: 
  Chain. Note: This weapon can be used only by those trained in hand to 
  hand martial arts, assassin, Ninjitsu or W.P. Chain. All others are -2 to 
  strike and parry and each attack counts as two melee actions. 
  Shinobi-Zue. A hollow wooden staff which contains a weighted 
  length of chain. Cost: 250 credits. S.D.C. Damage: IDIO or 2D4+2 
  S.D.C. W.P. Category: Staff. 
  Quentin Milton (Order #31246997)
  
  Shikomi-Zue. This is a staff with a concealed blade which is spring 
  loaded and released by a trigger stud that is pressed or turned. The 
  weapon is a favorite of Ninja who often disguise themselves as blind 
  men. The Shikomi-Zue can be used as a somewhat fragile (S.D.C. 50) 
  Bo Staff or Spear. Cost: 200 credits. S.D.C. Damage: ID8. W.P. Cate­
  gQ!y: Staff or Spear. 
  Shuriken. The famous "throwing stars" of the ninja designed for 
  concealment and to distract the enemy (when thrown) rather than for 
  deadly effect. To discourage pursuit, the ninja often threw these weap­
  ons, covering their retreat. Shurikens are often covered with poison or 
  drugs. Any of the chemicals/toxins/poisons described in the various 
  Rifts titles may be applicable if approved by the G.M. Cost: 10 credits 
  each. S.D.C. Damage: ID4. W.P. Category: Archery & Targeting. 
  Tonfa. A short wood weapon ideal for parrying and close combat. It 
  is similar in appearance to the nightstick. Cost: 50 credits. S.D.C. Dam­
  �: ID6. W.P. Category: Blunt. 
  Wakizashi. A mass market version of the Samurai short sword, pre­
  dominately sold by H-Brand. Cost: 300 credits. S.D.C. Damage: 2D6. 
  W.P. Category: Sword. 
  Japanese Vibro-Blades 
  All Vibro-Blades are blade weapons surrounded by an invisible, 
  high-frequency energy field that gives them Mega-Damage capabilities. 
  Both ArmaTech and H-Brand manufacture these weapons. See the de­
  scriptions under the Coalition States Weapons for a complete descrip­
  tion of standard Vibro-Blades found worldwide. Listed here are those 
  unique to Japan. 
  Vibro-Bayonet. Mega-Damage: ID6+ I M.D., designed for attach­
  ment to a variety of rifles including the AT -18. Cost: 7,500 credits. 
  Vibro-Knife, Tanto, Jitte or Sai. Mega-Damage: ID6 M.D. Cost: 
  7,000 credits. 
  Vibro-SaberlShort Sword or Ninja Short Sword. Mega-Damage: 
  2D4 M.D. Cost: 9,000 credits. 
  Vibro-SwordlLarge One-Handed 
  Sword 
  (straight sword). 
  Mega-Damage: 2D6 M.D. Cost: 1 1,000 credits. 
  Vibro-Wakizashi (curved, samurai short sword). Mega-Damage: 
  2D6 M.D. Cost: 1 1,000 credits. 
  Vibro-Katana (curved, Samurai long sword). Mega-Damage: 
  3D6 M.D. Cost: 1 5,000 credits. 
  Vibro-Robot Sword (giant-size for robots and large power ar­
  mor). Mega-Damage: 4D6 M.D. Cost: 25,000 credits. Note: For mili­
  tary use only. 
  H-Brand Special Vibro-Blades 
  All the following items are made exclusively by H-Brand and are il­
  legal in the Republic of Japan. 
  Vibro-No-Dachi 
  and 
  most 
  Large 
  Two-Handed 
  Swords. 
  Mega-Damage: 3D6 M.D. Cost: 15,000 credits. 
  Vibro-Kusari-Gama (sickle weapon). Mega-Damage: 2D6 M.D. 
  Cost: 10,000 credits. The chain and weighted end are S.D.C. weapons 
  (ID6 damage) and are sometimes silver coated (useful against some 
  monsters). 
  Vibro-Yagi Spear. Mega-Damage: 2D6 M.D. Cost: 10,000 credits. 
  Naginata (curved spear) or Bisento (broad blade spear). 
  Mega-Damage: 3D6 M.D. Cost: 1 5,000 credits. 
  Vibro-Arm Claws. Mega-Damage: 2D6 M.D., usually three 
  hooked blades attached to a forearm gauntlet or protective plate. Great 
  for parrying and slashing. Cost: 1 1,000 credits; add 2000 credits if re­
  tractable. 
  Vibro-Tiger Claws and Ninja Climbing Claws. Mega-Damage: 
  ID4 M.D. Cost: 5,000 credits. Note: These are hand-held claws with 
  three curved spikes used for climbing Mega-Damage structures or as a 
  slashing weapon. 
  1 36 
  Japanese Energy Weapons 
  SNARLS Sensor System. SNARLS (Super-Natural Assault Rifle 
  Sensor) was devised as an advanced sensor suite to give soldiers an 
  edge in fighting the supernatural. The mechanism resembles a tele­
  scopic sight that can be attached to any rifle or rail gun in place of a 
  scope. The sensor scans for distances, motion, heat, radiation, phero­
  mones (scent via molecular analyzer), and detectable bio-patterns (in­
  cluding high levels of P.P.E.; 80 or more points) as well as using radar 
  and other sensors to help locate and identify non-humans and invisible 
  beings. The sensors sweep an area in front of the soldier in a 120 de­
  gree arc to a distance of 200 feet (61 m). All information gathered by 
  the sensor is fed to a mini-computer clipped to the trooper's belt. The 
  computer processes the data and sends a digital message display inside 
  the soldier's helmet, or a pair of special HUD goggles or visor (direct 
  to the artificial eyes of a cyborg) in less than three seconds. Special, ad­
  vanced SNARLS systems include the transmission of audio data and 
  warnings, usually sent to an ear implant or receiver in a helmet. In ad­
  dition to the basic data, a silhouette of invisible or otherwise cloaked 
  creatures will appear on the Heads Up Display (HUD) and simulate its 
  estimated location, distance and movement. If the soldier's helmet or 
  augmentation has a targeting sight the computer will automatically lock 
  onto the nearest (or desired) silhouette. The computer also displays a 
  percentile number indicating the accuracy level of the readings. 
  A general rule of thumb is that any reading under 68% should be 
  considered a dangerous "suspect" but not a confirmed supernatural or 
  inhuman being. A reading of 80% to 100010 is considered to be a "con­
  firmed" inhuman/monster by most soldiers and a signal to engage the 
  enemy. The SNARLS system can identify 2000 known creatures, in­
  cluding humans, augmented humans (Juicers, Crazies, cyborgs, mu­
  tants), so-called demons, dragons, and scores of inhuman beings 
  common to the area. However, SNARLS only has a 01%-25% success 
  ratio in identifying shape changers, like changelings and vampires in 
  human or animal form. The same is true for beings magically trans­
  formed into a different shape. Elves, Dwarves, Ogres, Simvan, Dog 
  Quentin Milton (Order #31246997)
  
  Boys, and most S.D.C. beings will register as "human" or not supernat­
  ural. High level (8+) practitioners of magic, as well as dragons and 
  other creatures of magic may register as supernatural because of the 
  high amount of P.P.E. energy contained and/or channeled through their 
  bodies. 
  Production of SNARLS is exclusively limited to Japanese Military 
  Special Forces, with tight security. It is NOT available on the Black 
  Market or from H-Brand. Weight: l .2 Ibs (0.54 kg) for the sensor, the 
  mini-computer weighs one pound (0.45 kg). Range: 200 feet (61 m) in 
  a 120 degree arc. 50% margin for error beyond 200 feet, up to about 
  500 feet (152 m). Mega-Damage Capacity: Sensor: 6 M.D.C., com­
  puter: 12 M.D.C. Note: Both the sensor and computer are extremely 
  small targets and require a called shot to hit, and even then the attacker 
  is -4 to strike. Penalty: Accuracy levels vary depending on the environ­
  ment, sensory data, number of targets being scanned and other circum­
  stances. Invisible Beings: On the first melee action/attack, the invisible 
  creature automatically gains initiative as the computer is processing the 
  data. Once the silhouette has appeared on the visor initiative is deter­
  mined normally until the creature is slain/subdued or leaves the sensor 
  range. SNARLS cannot identifY a vampire or demon in mist or animal 
  form. Cost: 125,000 credits. Rare even in Japan, super-rare outside this 
  country. 
  Armed Forces Personnel Backpack The standard issue backpack 
  of the Republic's armed forces is filled with all the items necessary for 
  a soldier to continue to survive and fight in the field. Each pack shares 
  the same basic design and features, but three types exist, the PR-I stan­
  dard backpack, the PR-2 radio operator pack, and the PR-3 rail gun­
  ner's pack. Cost: PR- I :  5000 credits, PR-2: 6500 credits, and 4500 
  credits for a fully loaded PR-3. M.D.C.: 20. Contains a built-in homing 
  beacon so that lost or separated soldiers can be tracked and rescued by 
  the signal. 
  An electromagnetic adhesive pad is built into the back of the ruck­
  sack which can be sealed to an identical pad built into the back of stan­
  dard issue body armor. When the two are sealed together they cannot 
  be separated unless one or the other is destroyed or a combined P.S. of 
  50 is used to pull off the pack. Basic Survival Equipment: Includes a 
  survival knife, water purification tablets, a one quart canteen, medical 
  kit and 5 days rations. The standard pack also includes one quart can­
  teen, 3 weeks freeze-dried rations, portable stove, camouflage uniform 
  of local terrain, infrared flashlight, fishing kit with basic hooks, sinkers, 
  lures and line, a waterproof thermal poncho which doubles as a tent, 
  and water purification system that fits onto a canteen and can safely 
  clean 200 gallons (758 liters). Features include a large interior compart­
  ment and three smaller exterior compartments. The PR-2 has a built-in 
  radio carrier wave amplifier which is linked to the wearer's helmet ra­
  dio. With the amplifier, the range of the helmet radio is extended to 50 
  miles (80 km). The backpack contains the radio in addition to a basic 
  tool kit, weapon cleaning kit, spare rifle parts and 10 standard E-Clips. 
  In addition, the backpack comes with one Satchel Charge, and two 
  fragmentation hand grenades. The PR-3 main compartment is designed 
  to fit an ammunition drum for the AT-600 rail gun. Other than the am­
  munition, the pack contains only basic survival equipment in the outer 
  pockets. 
  Standard Japanese Pistol E-Clips. All ArmaTech pistol weapons 
  use the same standard hand-loaded energy magazine. H-Brand weapons 
  use the same standard for their pistol clips which are cheap knock-offs 
  of ArmaTech E-Clips. The magazines of both brands are interchange­
  able, although ArmaTech is of higher quality. They can also be used to 
  power most bionic and cybernetic weapons. It is interesting to note that 
  ArmaTech energy clips and basic weapon designs are fundamentally 
  the same as those used by the Coalition States in distant North Amer­
  ica; evidence that the Coalition's technology is based heavily on 
  pre-Rifts technology unearthed from ancient ruins and held secret by 
  the respective governments. Consequently, the weapons and E-Clips of 
  both ArmaTech and H-Brand can be used in many of the weapons pro­
  duced by the CS, Northern Gun, Bandito Arms and most North Ameri-
  1 37 
  can manufacturers.), as well as the New Navy. With the proper 
  modifications, they can be used in Triax and Naruni weapons too. D:P: 
  ical Payload for the pistol E-Clip: 10 to 20 shots for pistolslhandguns. 
  Cost: 6,500 credits for an undamaged, fully charged pistol E-Clip. Re­
  charging an empty clip to full power in Japan usually costs around 
  1,200 to 2,000 credits. Note: In the wilderness, a character may find 
  himself at the mercy of unscrupulous businessmen who charge double 
  to quadruple for E-Clips and recharging. 
  Japanese Rifle & Heavy Weapon E-Clips. Standard Rifle Clips 
  manufactured by ArmaTech and by H-Brand are identical, interchange­
  able E-Clips. They are larger than those of pistols and cannot be used to 
  power the smaller weapons. Typical Payload for the Japanese Rifle 
  E-Clip: 20 to 30 shots. Cost: A typical rifle E-Clip costs 10,000 credits 
  when purchased new. A recharge to full power usually costs around 
  3000 credits. 
  Japanese Energy Canisters. Designed for attachment to most ri­
  fles, these canister magazines have a much higher payload. They are 
  bulkier and weigh down the weapon slightly (-I to strike penalty). En­
  ergy Canisters are produced mainly for the military and are extremely 
  difficult to acquire on the Black Market. They are very similar to the 
  CS canisters used in Coalition Weapons. Typical Payload for the En­
  ergy Canister: 30 to 50 shots. Cost: An energy canister costs 21,000 
  credits. Rates for recharging are high, averaging about 5,500 credits. 
  Costs for Conventional S.D.C. Rounds. Available S.D.C. 
  roundslbullets include all the common types, from .22 caliber to 10 
  mm. Armor piercing rounds (add ID6 S.D.C. to the bullet's damage) or 
  high explosive cartridges (add ID6x1O S.D.C.) are also available. A 
  box of 48 rounds (normal bullets) typically costs about 20 to 50 credits 
  (the higher calibers cost the most). 150 credits for armor piercing, dum­
  dums, and other special rounds like silver rounds. 
  AT-N10 Neural Stick. ArmaTech has created a blunt, club or 
  mace-like weapon used by the police for close combat and riot control. 
  This stun weapon resembles the classic "nightstick" of pre-Rifts days 
  and is used to subdue criminals and troublemakers without having to 
  use deadly force. The Neural Stick delivers an electric charge that tem­
  porarily short-circuits the nervous system when it strikes. There is a 
  chance of rendering an unarmored person unconscious, but most vic­
  tims remain conscious, with impaired movement. Physical Damage: 
  ID6 S.D.C. plus P.S. attribute bonus (if any) when used as a clubbing 
  weapon. The stick is a Mega-Damage structure (17 M.D.C.), making it 
  suitable for parrying S.D.C. and M.D. weapons like Vibro-Blades. Stun 
  Damage: Victims struck by the neural stick must roll to save vs 
  non-lethal poison/attack and need a 16 or higher to save. A successful 
  save means the victim loses one melee action from the jolt but is other­
  wise unimpaired. A failed roll to save means the character is stunned: 
  -7 on initiative, -5 to strike, parry, and dodge, and reduce melee ac­
  tions/attacks, speed and skill performance by half. The character must 
  save each time he or she is struck. Stun Duration: 2D4 melee rounds. 
  The duration and penalties are increased by 2D4 melee rounds for ev­
  ery hit by the stick. There is also a cumulative chance of 15% per each 
  subsequent hit that the character will be rendered unconscious for ID4 
  minutes. This means the second hit has a 1 5% chance of knocking the 
  victim out, the third hit 30%, fourth hit 45%, and so on. Limitations: 
  The stick is ineffective against environmental M.D.C. body armor, 
  power armor, and full conversion cyborgs, but is effective against Dog 
  Pack armor and half suits, or body armor without a helmet (not fully 
  environmental without the helmet attached). Partially reconstructed cy­
  borgs, Juicers and Crazies are all +2 to save and the stun effect lasts 
  half as long. No effect against robots, androids, or most supernatural 
  beings and creatures of magic. Black Market Cost: 8,000. Generally 
  unavailable. 
  AT -AAD Anti-Armor Dissolver Missile or Grenade. Upon im­
  pact, the grenade or missile releases a cloud of tiny particles. These 
  particles are actually thousands of tiny nano-robots that attack 
  Mega-Damage armor on a molecular level, usually starting from the 
  point of impact. It is most effective against M.D.C. body armor, power 
  Quentin Milton (Order #31246997)
  
  armor and thin plates of metal. The AADs are programmed to only at­
  tack the primary target, e.g. the first armor they find/strike. They do not 
  "leap" from one armored Mega-Damage structure to another like fleas 
  on a dog, or move from one target to the next like a swarm of ants. Fur­
  thermore, they are programmed to seek out and attack only mili­
  tary-type metal alloys like those used for power armor, body armor, 
  cyborgs, robots, guns and armored vehicles. They will NOT attack 
  M.D. ceramics, plastics, concrete, or superhuman flesh (or magic 
  items/materials). Nor will they attack Mega-Damage materials coated, 
  encased or attached to real or artificial flesh; protecting most cybernetic 
  and bionic implants, optics, organs, and limbs. However, cyborg armor 
  and external weapons, guns and plating are vulnerable and subject to 
  dissolving. As an additional fail-safe, the nano-robots only have a life 
  of 50 minutes, after which time they become inert and harmless. 
  Weight: The average grenade weighs one pound (0.45 kg); the average 
  mini-missile: 8 lbs (3.6 kg). Mega-Damage: Special. The nano-robots 
  attack and reduce the physical integrity of body armor and thin plating, 
  reducing the overall M.D.C. of most body armor and light power armor 
  by halfl Heavy power armor and light vehicles will see their M.D.C. re­
  duced by 30%, while heavy, thick armor like those used in giant robots 
  and tanks are reduced by 10010. This overall reduction of M.D.C. occurs 
  within one minute (four melee rounds) of exposure to the armor dis­
  solving nano-robots. Its effects are noticeable as a fading of the color of 
  the material or dull blotches. Many of the more sophisticated environ­
  mental computer monitoring systems of such suits and vehicles will in­
  dicate structural weakness or damage. Additional effects and damage 
  on the armor takes longer (ID4xlO minutes) but can be devastating as 
  the nano-assailants focus on one specific area of their victim and com­
  pletely dissolve it. Roll percentile or pick one: 
  01-20'Yo: Main weapon. This will always be the most powerful 
  and/or important weapon of the armor, 'bot, cyborg or vehicle and can 
  include hand-held weapons. 
  21-40%: External Sensor array. On robots, cyborgs, and body or 
  power armor, this is likely to include the destruction of radar/sonar, tar­
  geting and communications. 
  41-60%: A specific appendage. On human-shaped robots and ar­
  mor, this will be one of the legs, arms or thrusters. Plating on that part 
  of the armor will completely dissolve and disappear. This also breaches 
  the environmental protection of the armor, exposing the pilot to exter­
  nal atmosphere and conditions, as well as leaving the appendage/limb 
  completely exposed to attack. Of course, any special features, weapons, 
  or abilities built into that limb are also destroyed. On an M.D.C. vehi­
  cle, this will mean one of its legs, wheels, treads, or thrusters are de­
  stroyed. In the alternative, a weapon turret, cannon or sensor or 
  communications array can be destroyed. On an armored bunkerlbuild­
  ing, this will mean either a weapon turret, cannon, communications 
  tower or sensor array. 
  61-80%: Head or Hatch. On human-shaped armor, the helmet is at­
  tacked and dissolved, leaving the head exposed to potential attack and 
  damage (-3 for attackers to strike and requires a "called shot"), as well 
  as exposing the pilot to external atmosphere and conditions (toxic gas, 
  pollution, heat, radiation, etc.). If a vehicle, building or giant robot, the 
  AAD attack can dissolve one entire hatch/door, offering attackers a 
  way inside. 
  81-00%: Two secondary weapon systems. On power armor or ro­
  bots, this might include Vibro-Blades, forearm lasers, chest guns, etc. 
  On a vehicle or bunker it may include small or secondary turrets, light 
  energy weapons, short-range or mini-missile launchers, and manned 
  weapon turrets. 
  Rate of Fire: Varies with weapon type; usually fired one at a time or 
  in small volleys of three mini-missiles. Not available in large missiles. 
  Range: Hand grenades can be thrown about 100 feet (30.5 m), rifle 
  launched grenades/rockets about 300 feet (91.5 m) and mini-missiles 
  one mile ( 1 .6 km), although the latter is usually launched at the com­
  paratively close range of 3,OOO feet (914 m) to insure a strike. Payload: 
  One AAD package per missile or grenade. Elite Republic soldiers, like 
  1 38 
  the Japanese SAMAS troops, may have a maximum of six or as few as 
  one grenade or missile. Delivery System: Nano-robots are typically 
  contained in a hand grenade, rifle grenade/rocket, or mini-missile. 
  Note: AAD nano-technology is ONLY available in the Republic of Ja­
  pan and even then only to authorized military defense units. G.M. Note: 
  The AAD is a carefully guarded military secret and should rarely be 
  available to player characters. For that matter, only elite military troops 
  and special government agents will have access to it, so they are not 
  available even to most non-player characters and villains. The AAD is 
  NOT available on the Black Market or in any other part of the world. 
  Nano-technology, like the SAMAS and many other pre-Rifts technolo­
  gies and secrets, exists only in the Republic of Japan and the city of 
  Nagasaki in particular. The Black Market, Coalition States and most 
  nations do NOT have the technology, resources or understanding to 
  "knock-off' any sort of nano-technology. Only Triax or Naruni Enter­
  prises could learn and develop nano-tech, but it will take even them 10 
  to 15 years of study and development to reach a stage equal to that cur­
  rently held by the Republic of Japan. Also remember that the people of 
  Japan are isolated from the rest of the world and like it that way -
  most other nations have no idea that they even exist. 
  AT-23 Plasma Thrower. The average flame-thrower unit had be­
  come an obsolete weapon with the advancement of modern arms. With 
  the appearance of supernatural menaces vulnerable to fire, the 
  flame-thrower has again become a useful tool. ArmaTech has produced 
  a modernized version of the weapon that shoots short plasma streams 
  instead of flaming napalm. Weight: 15 lbs (7 kg). Mega-Damage: 
  ID4xlO M.D. per spray. Rate of Fire: Aimed shots only. Range: 200 
  feet (61 .0 m). Payload: 8 sprays per plasma canister. Cost: 20,000 cred­
  its. Note: No availability in the Republic of Japan (limited to the mili­
  tary), but H-Brand makes a knock-off version with poor availability in 
  other parts of Japan. 
  AT-6 "Mini" Laser Pistol. The ArmaTech AT-6 is a new develop­
  ment for military service. Nicknamed the "Escape Artist," it is a small 
  pistol that fits easily in the closed palm of a hand. Designed for con­
  cealment (+ 10% to palming and concealment skill rolls), it is made in 
  two shapes, one looks like a cigarette lighter, the other a pen flashlight. 
  It is intended to allow a captured soldier to remain armed and effect an 
  escape, as well as for use in espionage and as a tool. Even with the high 
  security of ArmaTech Industries, a handful of these weapons have 
  found their way to the street. An AT -6 is an extremely valuable com­
  modity on the Black Market and fetches a high price. Weight: 1 pound 
  (0.45 kg). Mega-Damage: ID6 M.D. Rate of Fire: Standard. Range: 
  300 feet (91.4 m). Payload: 6 blasts, requires a special E-Clip. Cost: 
  30,000 credits; 50,000 credits on the Black Market, 5,000 credits per 
  mini-E-Clip. Note: Available only to the military. Rarely available on 
  the Black Market and H-Brand does not even know it exists yet, so 
  there are no knock-offs available. 
  AT -8 Laser Pistol. One of the few mass market Mega-Damage 
  weapons allowed to be sold to the civilian population. However, all 
  AT-8's must be registered and their sale limited. Of course, some 
  AT-8's and H-Brand knock-offs have made their way into the criminal 
  underworld and are available illegally to crooks and citizens alike. The 
  AT-8 laser pistol is light, reliable and offers a good damage capacity, 
  although its low payload and limited stopping power has made it unac­
  ceptable for police and military use. Weight: 3 lbs ( 1 .4 kg). 
  Mega-Damage: ID6 M.D. Rate of Fire: Standard. Range: 500 feet (152 
  m). Payload: 8 shots. Cost: 10,000 credits; 8500 credits on the Black 
  Market. Note: Good availability in Japan and China. H-Brand makes a 
  knock-off called the "H-8" and a "Super H-8." The former is identical 
  to the AT -8 and sells for 8000 credits. The "Super" is fundamentally 
  the same but has a 12 shot E-Clip, an 800 foot (244 m) range and sells 
  for 1 1,000 credits. 
  AT -20 "Sharpshot" Police Special Laser Pistol. A heavy laser 
  pistol with greater stopping power, a larger payload, telescopic sight 
  mounts and laser targeting. It is also extremely accurate at long-range. 
  Weight: 2 lbs (0.9 kg). Mega-Damage: 2D6 M.D. Rate of Fire: Aimed 
  Quentin Milton (Order #31246997)
  
  shots and short bursts (4 blasts) only. Range: 1 ,000 feet (305 m). Pay­
  load: 20 shots. Bonus: + 1 to strike on an aimed shot. Cost: 1 5,000 cred­
  its; 22,000 on the Black Market. Note: Available only to the military, 
  police agencies and authorized corporate security forces. H-Brand has a 
  knock-off called the H-20 Sniper Pistol that costs 1 7,000 credits; poor 
  availability inside the Republic, fair to good outside of Japan in Asia. 
  AT-30 Combat Laser Pistol. The AT-30 is the official military 
  sidearm of the Republic Armed Forces. The weapon is sleeker in over­
  all design and has a longer barrel which has greatly improved accuracy. 
  It comes standard issue with a pair of extra E-Clips, telescopic sight 
  mounts and a laser targeting mechanism. Weight: 2.5 Ibs ( 1 . 1  kg). 
  Mega-Damage: 206+2 M.D. Rate of Fire: Standard. Range: lOOO feet 
  (305 m). Payload: 30 shot clip. Bonus to Strike: + 1 bonus to aimed shot 
  due to the laser targeting and superior balance of the pistol. Cost: 
  22,000 credits; 30,000 credits on the Black Market but is rarely avail­
  able. The H-30 knock-off costs 35,000 credits. Note: Available only to 
  the military and elite members of police agencies. H-Brand has a 
  knock-off called the H-30 Siege Pistol; poor availability inside the Re­
  public, fair outside. 
  AT-130 Particle Beam Pistol. Particle beam technology has always 
  been one of ArmaTech's areas of specialty. The P-beam pistol is a 
  pre-Rifts design and is the only particle beam pistol of human design 
  on Earth. The AT-130 is exclusive to high ranking officers and espio­
  nage agents in the military. It comes standard issue with a pair of extra 
  E-Clips, telescopic sight mounts and laser targeting mechanism. 
  Weight: 4 lbs. (1.S kg). Mega-Damage: 506+6 M.D. per single blast! 
  Rate of Fire: Standard; single shot only. Range: 600 feet (1S3 m). Pay­
  load: 10 shots per E-Clip. Bonus: + 1 to strike on an aimed shot. Cost: 
  30,000 credits; limited military availability. Note: Available only to the 
  Republic of Japan's military. Rarely available on the Black Market and 
  when it is, it costs a staggering 90,000+ credits. H-Brand does not even 
  know it exists, but even if it did, they cannot duplicate P-beam technol­
  ogy; no knock-offs. 
  H-I0 Combat Laser Pistol. The H-lO is a super-cheap, but large, 
  archaic laser pistol sold by the H-Brand Company. The pistol has only 
  23 M.D.C. and uses a standard E-Clip, but is heavy and has light stop­
  ping power. These weapons are common among adventurers, bandits 
  and thugs. Weight: 4.5 lbs (2 kg). Mega-Damage: 204 M.D. Rate of 
  Fire: Standard. Range: 600 feet (IS3 m). Payload: 30 blasts! Cost: 
  12,000 credits, good availability throughout Japan. 
  H-13 Ion Pulse Pistol. Another heavy H-Brand pistol made with 
  mercenaries and Special Forces in mind. It was turned down for mili­
  tary use by most kingdoms, but has since become a popular weapon 
  among adventurers. The H-13 resembles a pre-Rifts submachine-gun. 
  Weight: 5 lbs (2.25 kg). Mega-Damage: 206 M.D. single shot, or 606 
  M.D. per multiple pulse burst (three nearly simultaneous shots). Rate of 
  Fire: Standard. Range: SOO feet (244 m). Payload: 20 shots Cost: 
  22,000 credits; poor availability in the Republic, good availability else­
  where in Japan. 
  AT-23 Police Stun Rifle. The AT-23 stun rifle is standard issue for 
  the police in the Republic of Japan. In fact, it was specifically designed 
  for the police force in dealing with human criminals, riot control, and 
  augmented humans. The stun rifle, like the neural stick, offers the po­
  lice a non-lethal alternative to subduing lawbreakers. The rifle fires an 
  electrical charge that temporarily short-circuits the nervous system 
  when it strikes. There is a chance of rendering an unarmored person un­
  conscious, but most victims remain conscious, with impaired move-
  1 39 
  ment. The stun rifle does inflict some measure of physical damage, but 
  far less than conventional weapons. It also has five settings so that it 
  can be appropriately adjusted for the best response to the needs of the 
  situation. For example, the lowest stun setting can be used on children, 
  the second on the elderly and young teenagers, the third on adults, 
  while the highest are reserved for Juicers, Crazies, mutants and super­
  natural creatures. The weapon comes standard with a telescopic, pas­
  sive nightvision scope and laser targeting. Weight: S ibs (3.6 kg). 
  Physical Damage: Setting One: 106 S.D.C.; can be used against chil­
  dren, pregnant women, and the very weak/injured/elderly. Setting Two: 
  206 S.D.C.; can be used against the elderly, young teenagers, adults in 
  poor to average physical condition, and small to medium-sized animals 
  like dogs and monkeys. Setting Three: 306 S.D.C.; suggested for use 
  against adults in good to excellent physical condition. Setting Four: 
  606 S.D.C.; suggested for use against adults in superior physical con­
  dition, those high on the effects of drugs, Juicer, Crazies, partially re­
  constructed cyborgs, mutants, and non-humans, as well as large 
  animals like horses, cattle, wolves, tigers, etc. Setting Five (Maximum 
  Level): 106 M.D.; used only against Juicers, Crazies, partially recon­
  structed cyborgs, full conversion cyborg monsters, and non-humans. 
  Stun Damage: At the correct setting, most victims shot by the stun rifle 
  will suffer the same type of damage and effects. In all cases, the charac­
  ter must roll to save vs non-lethal poison/attack and needs a 16 or 
  higher to save (children and small animals need an IS or higher to 
  save). A successful save means the victim loses one melee action from 
  the jolt and takes damage, but is otherwise unimpaired. A failed roll to 
  save means the character is stunned: -9 on initiative, -7 to strike, parry, 
  and dodge, and reduce speed, melee actions/attacks, and skill perfor­
  mance by half. The character must save, each time he or she is struck. 
  Stun Duration: 204 melee rounds. The duration and penalties are in­
  creased by 204 melee rounds for every blast that hits. There is also cu­
  mulative chance of 15% that each subsequent stun blast will render the 
  character unconscious for 104 minutes. This means the second hit has 
  a 1 5% chance of knocking the victim out, the third hit 300/0, fourth hit 
  45%, and so on. Limitations: If the setting is too low, the stun blast will 
  have no or little effect. Characters are +4 to save for each level the blast 
  is too low. For example, an adult in excellent physical condition shot at 
  setting one is +S to save while a Juicer shot at setting one would be + 16 
  to save! If the setting is too high, the character suffers greater, poten­
  tially lethal damage and is + 15% more likely to lose consciousness. 
  Obviously an M.D. blast will atomize an S.D.C. character. The police 
  use this weapon very judiciously and with extreme caution. The 
  weapon is ineffective against environmental M.D.C. body armor, 
  power armor, and full conversion cyborgs, but is effective against Dog 
  Pack armor and half suits, or body armor without a helmet (not fully 
  environmental without the helmet attached). Partially reconstructed cy­
  borgs, Juicers and Crazies are only vulnerable to settings 4 and 5, but 
  even then are + 1 to save. Full conversion cyborgs can be affected at the 
  maximum setting of five, but are +4 to save, and the penalties and dura­
  tion are half. No effect against robots, androids, vampires, demons and 
  the most powerful supernatural beings and creatures of magic. How­
  ever, lesser demons and young supernatural beings can be affected by 
  setting number five, but are +3 to save. Rate of Fire: Single shot; 
  semi-automatic, best for aimed shots. Range: SOO feet (224 m). Pay­
  load: 20 shots per standard E-Clip. Cost: 25,000 credits; 35,000 on the 
  Black Market (fairly rare). Note: Available only to the police and mili­
  tary (used by Military Police and Special Forces). There is no H-Brand 
  copy. Available only in Japan. 
  AT-84 "Sharpshot" Laser Rifle. The AT-S4 is a sleek, accurate 
  and lightweight rifle used by the police, military and security/guard 
  agencies. This weapon has also become a favorite of assassins and 
  snipers. Weight: 6 lbs (2.7 kg). Mega-Damage: Two settings: light, in­
  flicting 206 M.D. or heavy, inflicting 406 M.D. Rate of Fire: Stan­
  dard. Range: 3000 feet (914 m) Payload: 30 light shots; each heavy 
  blast counts as two light. Bonus: + 1 to strike on an aimed shot. Cost: 
  20,000 credits; 34,000 on the Black Market. Note: Available only to the 
  Quentin Milton (Order #31246997)
  
  Japanese military, police agencies and authorized corporate security 
  forces. H-Brand has a knock-off called the H-84 Sniper Rifle that costs 
  29,000 credits, but range is limited to 2,000 feet (610 m) and one set­
  ting at 3D6 M.D.; poor availability inside the Republic, fair to good 
  elsewhere in Japan. 
  iii?� 
  AT-88 Combat Laser Rifle. The AT-88 is the standard issue rifle 
  of the Republic Armed Forces. The rifle is very accurate, has good 
  range, good stopping power and the addition of an underbarrel, 
  pump-action grenade launcher. Weight: 9 lbs (4.1 kg). Mega-Damage: 
  Laser: 3D6 M.D. Grenade: 4D6 M.D. fragmentation, 5D6 HE/AP, 
  smoke, or AAD-Dissolver. Rate of Fire: Standard. Range: 3,000 feet 
  (914 m). Payload: Laser: 30 shots per E-Clip or 100 shots per 
  E-canister. Rate of Fire: Standard. Range: 3,000 feet (914 m). Payload: 
  Laser: 30 shots per E-Clip or 100 shots per E-canister. Grenade: Three, 
  but can be reloaded by hand at the cost of one melee action per grenade 
  loaded. Cost: 30,000 credits; 54,000 on the Black Market (rare). Note: 
  Available only to the Japanese military and elite police teams. There is 
  no H-Brand copy. 
  AT -230 Particle Beam Rifle. The AT -230 P-beam rifle has incredi­
  ble stopping power in a durable, compact frame. The weapon is issued 
  to Japan's elite power armor troops, SAMAS, cyborgs, Special Forces 
  and other special operatives. It is one of the most powerful rifles on 
  Earth. Weight: l l ibs (5 kg). Mega-Damage: ID4xl0+1O M.D. per sin­
  gle blast. Rate of Fire: Standard. Range: 1,300 feet (396 m). Payload: 
  10 shots per standard E-Clip, 50 shots from an energy canister. Cost: 
  45,000 credits; limited military availability. Note: Available only to the 
  military of the Republic of Japan. Rare even in Japan outside the Re­
  public; super-rare elsewhere. On the Black Market and when one is 
  available, it costs a staggering 1 50,000+ credits. H-Brand does not have 
  the technology to duplicate particle beam weapons. 
  ATU-80 Underwater Assault Rifle. The standard weapon of the 
  Republic's tiny navy, the ATU-80 is suitable for use both on dry land 
  and underwater. ArmaTech has produced a combination weapon that 
  combines a laser rifle with a Vibro-spear/harpoon launcher. In addition 
  to the blue laser, the rifle has a single spear launcher that can fire a con­
  ventional S.D.C. spear or a Vibro-spear. Weight: 8 lbs (3.6 kg). 
  Mega-Damage: Three settings for the laser, 6D6 S.D. C., 2D6 M.D. or 
  4D6 M.D. per shot. The latter drains the payload as if two blasts were 
  fired. The Vibro-spear does ID6 M.D., while the conventional spear in­
  flicts 2D6 S.D.C. Rate of Fire: Standard. Range: The laser has a maxi­
  mum range of 2000 feet (610 m) underwater or in the air; 400 feet (122 
  m) for spears. Payload: 30 shots per standard E-Clip or 100 shots per 
  energy canister (heavy 4D6 M.D. blasts count as two blasts). Spear 
  launcher: One shot; takes one melee attack/action to reload. Cost: 
  25,000 credits; 30,000 on the Black Market. Note: Available only to the 
  Japanese military, police agencies and authorized corporate security 
  forces. There is no H-Brand version because market demand is mini­
  mal. 
  1 40 
  AT-600 Rail Gun. ArmaTech has spent years and huge sums of 
  money in research of rail gun technology. Their goal has been to de­
  velop a weapon light enough to be used by regular infantry soldiers as 
  well as SAMAS and cyborg troops. The AT-600 is their latest break­
  through, a rail gun that retains its knock-down power and damage capa­
  bilities, but is lighter and more compact. Even the rounds for the 
  weapon are made of lighter materials to reduce overall weight. The re­
  sult is a squad support weapon which can be used by anyone with a 
  P.S. of 20 (or higher). The main weight limitation remains with the 
  multi-round ammunition container, so it is still often used as a two-man 
  weapon; one carries and uses the gun, the other carries additional am­
  munition and assists in setting up the weapon. Thus, like all rail guns, it 
  is most effective as a vehicle or bunker mounted weapon or placed in 
  the hands of a cyborg or power armor. Weight: Gun: 48 pounds (2 1 .7 
  kg), rucksack 84 pounds (38 kg), short clips 7 lbs (3 kg), light ammo 
  drums 20 lbs (9 kg), and heavy ammo drums 78 lbs (35 kg). 
  Mega-Damage: A burst of 30 rounds does 6D6 M.D. Rate of Fire: 
  Bursts and wild only. Range: 3,000 feet (914 m). Payload: A short clip 
  holds 300 rounds or 10 full bursts. A light ammo drum holds 600 
  rounds or 20 bursts. A heavy drum, like those built into the PR-3 ruck­
  sack, holds 2400 rounds of ammo, enough for 80 bursts! Reloading a 
  drum takes three minutes for the untrained, or one minute (4 melees) by 
  those trained in the use of rail guns. A strength of 20 is required to han­
  dle the drum. Cost: 65,000 credits; limited military availability. Note: 
  Available only to the military of the Republic of Japan. Rarely avail­
  able on the Black Market and when it is, it can cost as much as 
  100,000+ credits. H-Brand has no equivalent. 
  AT-1200 "Super Rail Gun." The AT-1200 is basically a larger 
  version of the AT-600 designed for use by power armor, robots or 
  heavy infantry cyborgs. All concern for weight was eliminated in this 
  design. The AT -1200 was developed for superior damage, conse­
  quently it is a large gun that fires heavy rounds with greater force. In 
  order to carry and fire this weapon, an individual must have a P.S. of 
  28 (or higher). Weight: Gun 228 lbs (103 kg), Clip 20 lbs (9 kg), One 
  AT -1200 ammo drum, which fits on the back of the cyborg or 'bot, 
  weighs 200 lbs (90 kg). Mega-Damage: A burst is 40 rounds and in­
  flicts ID6x1O M.D. One round does ID6 M.D. Rate of Fire: Standard; 
  bursts, spray or wild. Range: 4000 feet (1219 m). Payload: A clip holds 
  400 rounds and is capable of firing 10 bursts. The AT-1200 ammo 
  drum holds 4000 rounds and is capable of firing 100 bursts! Reloading 
  a drum takes three minutes for the untrained, but a mere one minute by 
  somebody trained in the use of power armor. A strength of 28 or higher 
  is required to handle the drum. Cost: 80,000 credits; limited military 
  availability. Note: Available only to the military of the Republic of Ja­
  pan. Rarely available on the Black Market and when it is, it can cost as 
  much as 150,000+ credits. H-Brand has no equivalent. 
  ARC-2 "Nighthawk" Defense System. The ARC-2 is an auto­
  mated sentry device designed to detect, recognize and engage the en­
  emy in combat. It is a gatling-style rail gun mounted on a tripod with a 
  special sensor array. The radar or thermo-imaging sensor (range 2000 
  feetJ610 m), combined with an internal computer, pick up and identity 
  intruders by heat signature from the thousands of patterns stored in its 
  memory. Once an enemy is detected, the rail gun will begin to fire dev­
  astating bursts to destroy the enemy target and alert friendly troops. 
  Quentin Milton (Order #31246997)
  
  The "Nighthawk" is used in ambushes, to set traps, and defend perime­
  ters either as a stand-alone robot sentry or in conjunction with troops or 
  other defenses. 
  The ARC-2 can rotate in a 1 80 degree semicircle with a forward up 
  and down arc of 30 degrees. Together with its huge payload, the 
  weapon is definitely not man-portable and has to be transported by a 
  vehicle or cyborg. A coded radio signal can be used to deactivate the 
  sentry or a shut off time can be programmed into the system before it is 
  activated. There is also a fail-safe manual off and on button. Weight: 
  Gun, includes stand and sensors, 187 lbs (84 kg), power/ammo pack 
  320 lbs (144 kg). Mega-Damage: ID6xlO M.D. per 60 round burst. 
  Range: 2,000 feet (610 m); the rail gun can fire up to 4000 feet (1219 
  m), but is limited by the range of the sensors. Rate of Fire: Bursts only, 
  up to four times per melee round. Payload: The power/ammo pack con­
  nected to the cannon holds 6000 rounds of ammunition, that's 100 
  bursts! The pack can only be reloaded by technicians with special 
  equipment, requiring 10 minutes to complete. Targeting System: Once 
  firing has begun, the ARC-2 relies on its motion sensor to locate its tar­
  gets and its memory to accurately identify the enemy (human, inhuman 
  and vehicular). The computer system chooses the target(s) closest to it 
  for destruction. The ARC-2 is extremely effective against many super­
  natural opponents who are magically invisible, detecting them by heat 
  signature and motion. Cost: 180,000 credits; limited military availabil­
  ity. Note: Available only to the military of the Republic of Japan. Not 
  available on the Black Market and H-Brand has no equivalent. 
  H-600 Rail Gun. H-Brand has a standard rail gun that comes with a 
  tripod. It requires a combined P.S. of 25, so the weapon is best suited 
  for augmented humans, power armor, cyborgs and robots. Weight: 
  Gun: 100 pounds (45 kg), light ammo drum: 40 lbs (18 kg), and heavy 
  ammo drums 80 lbs (36 kg). Mega-Damage: A burst of 40 rounds does 
  ID4xlO M.D. Rate of Fire: Standard; bursts, spray or wild. Range: 
  4,000 feet (1219 m). Payload: A light ammo drum holds 800 rounds or 
  20 bursts. A heavy drum holds 2400 rounds of ammo, enough for 60 
  bursts. Reloading a drum takes three minutes for the untrained, or one 
  minute (4 melees) by those trained in the use of rail guns. A strength of 
  20 is required to handle the drum. Cost: 65,000 credits; poor to fair 
  availability. Note: Illegal in the Republic of Japan and is rare even 
  among criminal organizations. Poor availability. 
  H-12 "Defender" Ion Pulse Rifle. The H-12 ion pulse rifle can fire 
  a single blast or three simultaneous shots in a damaging pulse. The 
  weapon is popular with adventurers, bandits and mercenaries. Weight: 
  9 lbs (4. 1 kg). Mega-Damage: 2D6 M.D. single shot, 6D6 M.D. per 
  multiple pulse burst (three simultaneous shots). Rate of Fire: Standard. 
  Range: 1,600 feet (488 m) Payload: 30 shots per standard E-Clip. Cost: 
  1 41 
  26,000 credits, good availability. Note: lllegal in the Kepubhc ot Japan, 
  but can be found on the streets, especially among criminals. 
  H-tS "Scattergun" Shotgun. The H-1 5  is a modem version of an 
  old, pre-Rifts weapon designed to fire the 25 mm M.D. shot shell. 
  These shells contain a number of explosive pellets that pack a wallop 
  but have a short range. H-Brand has produced a double-barreled 
  weapon and a sawed-off version of the H-1 5  has become an extremely 
  popular armament among urban criminals. Weight: 9 lbs (4 kg). 
  Mega-Damage: 4D6 M.D. Rate of Fire: Standard. Range: 500 feet (152 
  m) standard, or 200 feet (61 m) sawed-off. Payload: 2 shots. Note: It 
  takes two melee attacks/actions (about 16 seconds) to completely re­
  load the weapon. Cost: 20,000 credits, good availability throughout Ja­
  pan and Asia. Note: Illegal in the Republic of Japan. 
  Japanese Missiles: 
  All of the common missile types and explosives found in the Rifts 
  RPG and Triax are available in Rifts Japan. Advanced technology has 
  seen the production of advanced guidance packages and a few unique 
  items not found anywhere else. 
  Heat-Seeking Missiles. With this guidance package a missile locks 
  onto the specific heat signature of a target. Once a lock is obtained, the 
  missile will continue to follow the target until it hits or runs out of fuel. 
  Heat-seekers gain a +5 bonus to strike. 
  Knock-Out Missiles. These concussion missiles are fundamentally 
  the same as Triax Industries' "Slammers." They are designed to blow 
  opponents off their feet and stun them for several moments. Anyone in 
  the blast radius of the missile is likely (01-88%) to be knocked off their 
  feet and stunned (01-65%). The victim of a direct strike will always be 
  knocked down. A character, robot or monster knocked down will lose 
  one melee attack/action and initiative. If stunned, the victim will be 
  dazed, -10 to strike, parry, dodge, roll with impact or pull punch, is the 
  last to attack (no initiative) and loses half his attacks/actions per melee 
  round for ID4 melee rounds! Speed is also reduced by half during this 
  period. 
  Mini-Concussion Missiles. Damage: 5D6 M.D. Blast Radius: 30 
  feet (9. 1 m). Range: 2,000 feet (610 m). Cost: 4000 credits, poor avail­
  ability. 
  Short Concussion Missiles. Damage: ID6xlO M.D. Blast Radius: 
  60 feet (18.3 m). Range: 6,000 feet ( 1,829 m). Cost: 8500 credits, poor 
  availability . 
  Medium Concussion Missiles. Damage: 2D4xlO M.D. Blast Ra­
  dius: 90 feet (27.4 m). Range: 6,000 feet (1,829 m). Cost: 1 1,000 cred­
  its, poor availability. 
  Heavy Concussion Missiles. Damage: 3D4xlO M.D. Blast Radius: 
  120 feet (36.5 m). Range: 2 miles (3.2 km). Cost: 20,000 credits, poor 
  availability . 
  Heavy-Hitter Missiles. These missiles have become extremely 
  popular for their damaging capacity. The Heavy-Hitter (HH) is a high 
  explosive (HE) missile which uses a large warhead. The warhead used 
  in an HH missile is usually that of the next highest size. For example, a 
  short-range explosive charge is mounted on a mini-missile. The result­
  ing HH missile has much higher damaging capabilities but has a se­
  verely reduced range. 
  Mini-HH Missile. Damage: ID6xlO M.D. Range: Y, mile (0.8 km). 
  Cost: 5000 credits. 
  Short HH Missile. Damage: 2D4xl0 M.D. Range: I mile (1.6 km). 
  Cost: 9,500 credits. 
  Medium HH Missile. Damage: 3D4xlO M.D. Range: 20 miles (32 
  km). Cost: 14,000 credits. 
  Quentin Milton (Order #31246997)
  
  Long HH Missile. Damage: 3D6xlO M.D. Range: 30 miles (48 
  kIn). Cost: 22,500 credits. 
  Japanese Explosives: 
  AT-DI0 Satchel Charge. The standard issue explosive charge for 
  the military is a 4 pound ( 1 .8 kg) block of plastique with attached deto­
  nator packed in a canvas satchel. The flip of a switch activates a 3 min­
  ute delay for the charge. Mega-Damage: 3D4x1O M.D. (blast radius of 
  30 feet/9. 1  m). Range: The satchel charge is not very aerodynamic, but 
  can be thrown a distance of 2D4xlO feet (6. 1 to 24.4 m). Cost: 4600 
  credits. Note: Available only to the military of the Republic of Japan. 
  Occasionally available on the Black Market or H-Brand at around the 
  same cost. 
  Hand Grenades. A hand grenade is a small, softball-sized explo­
  sive canister designed for throwing and exploding. Average effective 
  throwing range is about 100 feet (30.5 m). Note: Grenades are illegal 
  and hard to acquire in the Republic of Japan. Their use is limited exclu­
  sively to the police and military. These explosives may be available to 
  mercenaries and adventurers serving other kingdoms or from select 
  H-Brand dealers. 
  Fragmentation Grenade (anti-personnel) AT-D25 (Light Frag.): 
  Mega-Damage: 2D6 M.D. to everything in a blast radius of 20 feet (6. 1 
  m). Cost: 200 credits each. 
  AT-D26 (Heavy Frag.). Mega-Damage: 3D6 M.D. to everything in 
  the blast radius of 30 feet (9. 1 m). Cost: 250 credits each. 
  AT-D28 High Explosive Grenade (anti-armor). Mega-Damage: 
  4D6 M.D. to a 6 foot (1.8 m) blast area. Cost: 1 50 credits. 
  AT-D29 Plasma Grenade. Mega-Damage: 5D6 M.D. to a 12 foot 
  (3.65 m) area. Cost: 350 credits. 
  AT -D30 Stun/Flash Grenade. This riot/anti-terrorist weapon is de­
  signed to disorient and confuse criminals who are holding hostages in 
  confined places. The grenade makes a loud exploding boom and emits 
  a bright flash, followed by a shower of white-hot sparks and some 
  white smoke. The flash, burning sparks, and smoke should blind and 
  startle any character without environmental armor or protective gog­
  gles. The victims of a stun/flash grenade are -8 to strike, parry and 
  dodge, -I on initiative and lose one melee attack/action for the next 
  ID4 melee rounds (15 to 60 seconds). Even those in armor should be 
  momentarily distracted for ID4 seconds and lose initiative. Cost: 100 
  credits. 
  AT-D31 Tear Gas Grenades. The gas will instantly affect all char­
  acters without protective masks or environmental body armor. The eyes 
  burn, sting and water profusely, causing great discomfort and seeing 
  clearly is impossible. The gas also makes breathing difficult and irri­
  tates exposed skin. The effects last for 3D4 minutes. The 25 foot (7.6 
  m) cloud dissipates in about five minutes unless blown away by the 
  wind (dissipating quickly in ID4 minutes). The victims of tear gas are 
  -10 to strike, parry and dodge, -3 on initiative and lose one melee at­
  tack/action for each of the next ID6+ I melee rounds. Those in environ­
  mental armor are completely safe and not affected. Cost: 200 credits. 
  AT -D32 Concussion Grenade. This explosive canister is not de­
  signed for mass destruction but to knock down and stun victims. The 
  materials of the canister are instantly melted in the blast instead of be­
  coming deadly projectiles. When detonated, the AT-D32 erupts in a 30 
  foot (9. 1 m) blast radius causing lD4 M.D. to everyone within. Individ­
  uals caught in the blast are likely (01-88%) to be knocked off their feet 
  and stunned (01-65%). If only knocked down, the victim of this attack 
  will have ringing ears and a headache, but only loses one melee ac­
  tion/attack and initiative. If stunned, the victim is dazed, -10 to strike, 
  parry, dodge, roll with impact or pull punch, is the last to attack (no ini­
  tiative) and loses half his attacks/actions per melee round for ID4 me­
  lee rounds! Speed is also reduced by half during this period. Cost: 100 
  credits. 
  1 42 
  AT-D40 Smoke Grenade. Upon detonation, this will release a 
  thick cloud of smoke that covers a 20 to 40 foot (6. 1 to 12.2 m) radius. 
  The smoke obscures vision in and through the cloud from those on the 
  outside of it. Infrared cannot penetrate a smoke cloud or be used inside 
  a smoke cloud. Those inside the cloud will be blinded and have trouble 
  breathing while inside it. Those who are not protected by environmen­
  tal suits or gas masks and goggles will be -5 to strike, parry and dodge 
  and are -I on initiative. Attackers firing into/through the cloud are 
  shooting wild. Note that passive night scopes will work in a smoke 
  cloud. Cost: 50 credits. 
  Hand-Held Flare. This is the type of item truck drivers and road 
  patrols use to signal for help or to warn others of an accident or danger. 
  The flare bums for 20 minutes. Cost: One credit each. 
  Parachute Flares. This pyrotechnic device usually comes in a 
  hand-held, throw-away launch tube. Three seconds after launching the 
  flare, it ignites into a bright, sparkling light that slowly drifts back 
  down to earth. While in the air, the flare bums for 60 seconds and illu­
  minates an area roughly 150 feet (45.7 m) in diameter. Cost: 10 credits 
  each. Note: This is NOT a weapon, but if shot into a person, the flare 
  does 6D6 S.D.C. each melee round for one minute (four melees). There 
  is also a 50% chance of causing combustibles to catch fire. 
  AT-25 Pump Grenade Launcher. A pump-action grenade 
  launcher with a light laser. The weapon is somewhat reminiscent of the 
  Coalition States' C-14 "Firebreather" and the TX-16 pump rifle. It can 
  fire a variety of grenades and is in wide service both in the military and 
  by police units. The launcher can take a lot of punishment but still de­
  livers rounds right on target. The range, damage and area of effect vary 
  with each cartridge. Weight: 10 Ibs (4.5 kg). Mega-Damage: Grenade: 
  Varies with type of round. Laser: 2D6 M.D. Rate of Fire: Laser: Stan­
  dard. Grenade Launcher: one aimed, or four fired in rapid succession 
  (burst or spray). Range: Grenade Launcher: 1200 feet (365 m). Laser: 
  2000 feet (610 m). Payload: Laser: 30 shots per standard E-Clip, 12 
  rounds for grenades. Grenade Type: Any as described above. Cost: 
  28,000 credits; 34,000 on the Black Market. Note: Available only to the 
  military, police agencies and authorized corporate security forces. 
  H-Brand has a knock-off called the H-25 Super Rifle that costs 3 1,000 
  credits, but range is 20% less than the AT-25 for both weapons and it 
  weighs 14 Ibs (6.3 kg); poor availability inside the Republic, fair to 
  good outside of it. 
  CC-26 Bomb Detector. This hand-held unit is a combination of 
  metal detector and chemical sensor which in concert can detect the 
  presence of land mines and explosives. Despite its limited range, a 
  mere 75 feet (22.8 m), the CC-26 is an excellent tool for both the mili­
  tary and police forces. The unit detects explosives with a 65% level of 
  accuracy. Weight: 3 Ibs (1.4 kg). Range: 75 feet (22.8 m). Cost: 950 
  credits, poor availability. 
  Japanese Land Mines: 
  The Republic of Japan uses a variety of land mines in protection of 
  its borders. These weapons are closely guarded by military personnel 
  and are rarely found on the Black Market or available from H-Brand. 
  Rare elsewhere in the world. 
  Detecting Mines: Traveling on foot and looking for mines, either 
  the Detect Ambush or Detect Concealment skills at -10% can be used 
  to spot land mines and booby-traps. If the individual placing the mine 
  or booby-trap makes a successful Camouflage skill roll then there is an 
  additional -20% penalty. 
  Vehicles can be outfitted with a basic mine detector for 50,000 cred­
  its. This unit has a 40010 chance of locating mines before they are struck 
  and detonated, but will also indicate harmless metal fragments as well 
  (fragments must be the size of a soccer bail or bigger). The basic sys­
  tem can be "fine-tuned" and enhanced + 1 0% for an additional 20,000 
  credits up to a maximum of 90% efficiency, but those are rare (most are 
  at 70%). A pilot can try the Detect Ambush or Detect Concealment 
  skill rolls, but is -25% if traveling is at a crawl and -50% if traveling at 
  Quentin Milton (Order #31246997)
  
  over 30 mph (46 km). Note: Land mines are illegal and hard to acquire 
  in the Republic of Japan. Their use is limited exclusively to the police 
  and military. These explosives may be available to mercenaries and ad­
  venturers serving other kingdoms or from select H-Brand dealers. 
  AT-D50 Anti-Personnel Mine. The AT-D50 is the simplest form 
  of land mine, a small platter charge detonated by 200 pounds (90 kg) of 
  pressure. With several minor modifications, the AT-D50 can be used 
  with a trip wire that will cause the mine to explode if 30 pounds (13.6 
  kg) of pressure is exerted on the line. Weight: 12 lbs (5.4 kg). 
  Mega-Damage: 6D6 M.D. Blast Area: 12 feet (3.65 m). Black Market 
  Cost: 4500 credits, fair availability. Notes: The mine casing has 1 5  M 
  D.C. which, if depleted, will detonate the contained explosives. There 
  is a -5% penalty to Camouflage skill to conceal the mine due to its size 
  and bulk. 
  AT-D52 "Bullet" Anti-Personnel Mine. The AT-D52 is an ex­
  tremely small mine with relatively small damage capabilities. But due 
  to the small size it is extremely hard to detect; -30% penalty to detect 
  concealment or ambush. The AT-D52 is a plastic cylinder, three inches 
  in length (75 mm) and a little over an inch (30 mm) in diameter. Con­
  tained within the tube is a grenade projectile from the AT-25 launcher, 
  resting atop a steel pin. The tube is embedded in the ground so that 
  only the top protrudes slightly. Pressure from a footfall causes the car­
  tridge to fire. Weight: 1 Ib (0.45 kg). Mega-Damage: 4D6 M.D. Blast 
  Area: 1 foot (0.3 m). Black Market Cost: 500 credits, poor to fair avail­
  ability. Notes: The plastic tube which holds the round has 20 S.D.C. 
  Damage of one point of M.D. will cause the grenade round to detonate. 
  Arrows on both sides of the mine indicate which end is the top. Due to 
  its small size, this device gets a bonus of + 15% to Camouflage skill 
  rolls. 
  AT-D54 Anti-Armor Mine. A large platter-style mine akin to those 
  used before the Rifts. Pressure of 500 pounds (225 kg) will detonate the 
  mine's explosive charge. Weight: 45 Ibs (20.25 kg). Mega-Damage: 
  2D6xlO M.D. Blast Area: 15 feet (4.5 m). Black Market Cost: 18,000 
  credits, fair availability. Notes: The metal casing has an M.D.C. value 
  of 5 to protect the explosive. If the case is depleted, the mine will deto­
  nate prematurely. A -25% penalty applies to the Camouflage skill when 
  attempting to hide this mine. 
  JuicerTM Weapons 
  The following weapons and equipment are either produced by such 
  a wide variety of manufacturers that no one can claim ownership over 
  any of these devices, or they are pre-Rifts artifacts locally reproduced 
  (like the Juicer specialty rifles). All in all, this is the gear most favored 
  by Juicer warriors, and it has become something of a trademark for 
  them. So much so, in fact, that non-Juicers are rarely seen using any of 
  these devices for fear of being labeled a Juicer imposter or wannabe. 
  Advanced Thermal Sights. Advanced thermal sights existed in 
  pre-Rifts days and had many military applications, from night fighting 
  to allowing the user to "see" inside buildings and other structures. 
  These advanced sights can sense heat signatures even through walls 
  and other obstructions! Assassins often use them to locate a target and 
  then shoot through often flimsy S.D.C. walls to hit him. Only thick (4 
  inches or thicker), reinforced M.D.C. walls will block thermal readings 
  enough to foil the sights. Cost: 1 5,000 credits for goggles, 30,000 to 
  build them into armor or helmet. Poor to fair availability. 
  Combat Gauntlets. These gauntlets have the same mechanical 
  "muscles" used by cyborgs and powered armor. While wearing them, 
  the user can crush objects as if he had a robotic strength of 26. Juicers, 
  Crazies, 
  cyborgs 
  and 
  other 
  augmented humans 
  can 
  inflict 
  Mega-Damage with their punches when wearing these gauntlets. The 
  gauntlets are also useful as tools, allowing the wearer to grip objects 
  with mechanical strength. Weight: 4 Ibs (1.8 kg). Mega-Damage: 
  Crush/Squeeze does ID6 M.D. A Juicer, Crazy, cyborg or other aug-
  1 43 
  Quentin Milton (Order #31246997)
  
  mented human can inflict one M.D. point on a normal punch or lD6 
  M.D. on a power punch (counts as two attacks). Characters with Super­
  natural P.S. add +4 M.D. to their normal punch damage. Normal human 
  punches inflict 2D6 S.D.C. plus P.S. bonuses or 3D6 with a 
  crush/squeeze. Penalties: While wearing the gauntlet, any fine manipu­
  lation skills requiring the use of the hand are -20%, use of a weapon is 
  -4 to strike and parry. Most guns cannot be fired by a hand fitted with 
  the large gauntlet. Payload: Powered by a rechargeable battery with 20 
  hours of life. Black Market Cost: 5,000 credits per gauntlet. Poor avail­
  ability. 
  Combat Vambrace. This is a piece of power armor that entirely 
  covers the arm and is either strapped to the body or built into a suit of 
  environmental armor. The Vambrace uses the same mechanical systems 
  of power armor, and has a robotic P.S. of24. A Juicer or Crazy (normal 
  humans cannot use this weapon without risking broken bones) can at­
  tack and inflict hand to hand damage as if he had that strength. Further­
  more, the power armor piece can be fitted with bionic or power armor 
  weapon systems (they must be purchased separately). Only one 
  Vambrace can be built into a suit of body armor. Weight: 15 Ibs (6.75 
  kg; this adds to the weight of the armor). Mega-Damage: 6D6 S.D.C. 
  plus P.S. bonus on a restrained punch, 2D4 M.D. on a full strength 
  punch, and 4D4 M.D. on a power punch (counts as two melee attacks). 
  Payload: Powered by a rechargeable battery with an energy life of 8 
  hours. Black Market Cost: 40,000 credits. Poor availability. 
  Deadball Grenade. Designed for players and fans of the Juicer 
  sport Deadball, this grenade consists of an explosive charge surrounded 
  by a highly elastic plastic sheathing, shaped like a ball (roughly the size 
  of a baseball). Unlike true Deadballs, this sphere does not have spikes; 
  instead, it can ricochet off almost any surface. The grenade's detonator 
  can be set to explode after one, two, or more impacts (ricochets), to a 
  maximum of five impactsibounces. A trained Juicer Deadball player 
  can bounce the ball around comers, into small holes, into a tank's crew 
  compartment, etc. Characters without the Deadball W.P. can attempt to 
  do the same, but must make "called shots" at -4 to strike for each rico­
  chet. Weight: I pound (0.45 kg). Mega-Damage: 3D6 M.D. to a 20 foot 
  (6. 1 m) area. Rate of Fire: A throw counts as one hand to hand attack. 
  Range: With the Deadball W.P., up to 200 feet (61 m); otherwise, 120 
  feet (36.5 m). Black Market Cost: 1,000 credits per grenade. Poor 
  availability. 
  FIWS (Forearm Integral Weapon System). This weapon was de­
  veloped for the use of the Chi-Town Special Forces Battalion of Co ali­
  tion Juicers. Colonel Lyboc, the officer in charge of the project, is 
  always trying to make a buck, so the blueprints for the weapon were 
  "stolen" by the Black Market and pirated FIWS are now on sale 
  throughout North America. The FIWS looks like a simple piece of ar­
  mor at first, a thick, heavy forearm plate. Over and under the wrist are 
  two thick-barreled particle beam projectors and a thinner targeting laser 
  (+1 to strike). Additionally, three Vibro-Blades can spring into action at 
  the flick of the wrist, providing the wearer with a lethal close assault 
  weapon. A long E-Clip powers the particle beam projectors. This fear­
  some weapon is meant for close assault; the particle beam weapons are 
  very powerful, but relatively short-ranged. Combat trials have shown 
  that a team of FIWS equipped Juicers who manage to get within 500 
  feet (152 m) of a tank will be able to destroy the vehicle before it can 
  destroy them! Weight: Adds 5 lbs (2.25 kg) to the weight of the armor. 
  Mega-Damage: Vibro-Blades (3 per arm): 3D6 M.D. Particle Beam 
  Weapons: 5D6 M.D. per single blast, or lD6x1O M.D. per double blast 
  (counts as one attack but uses up two shots). Rate of Fire: Single shots 
  only. Range: Particle Beam: 500 feet (152 m). Blades: hand to hand 
  combat. Payload: Particle Beam: 30 single shots or 15 double shots 
  (long E-Clip). Black Market Cost: 24,000 credits. Poor availability. 
  Forearm Grenade Bracers. This is an armor accessory, a built-in 
  grenade bracer that holds 3 grenades on the forearm of the wearer (6 to­
  tal if one is built into the armor of both arms). The grenades are stuck 
  to magnetic clip holders; to grab a grenade, all the wearer has to do is 
  hold it and twist it in a clockwise fashion to automatically disable the 
  1 44 
  magnetic clip. Damage: As per grenade. Range: Thrown. Black Market 
  Cost: 800 credits per Bracer. Can be built into normal body armor, or 
  combat vambrace, as well as into bionic limbs or power armor. Gre­
  nade cost not included. 
  Forearm Grenade Launchers. An electromagnetic launch system 
  usually built into a vambrace or body armor along with a laser targeting 
  system. To shoot at a target, the wearer aims the laser beam and presses 
  a firing stud; can be built into a glove, wrist, or computerized as a voice 
  command grenade launcher! Weight: Adds 3 lbs (1.35 kg) to the armor 
  weight. Mega-Damage: Varies with grenade type. Rate of Fire: One at 
  a time or in "volley" of two or three. Range: 600 feet (183 m). Payload: 
  Three grenades per forearm launcher. Black Market Cost: 2,000 per 
  forearm; 8,000 if a voice activated launch system is built into the ar­
  mor. 
  Forearm Vibro-Blades (UTI). These weapons are mounted on the 
  forearms of body armor. When activated, they extend two or three 
  Vibro-Blades, which can be used in close combat. Juicers, Crazies and 
  Quick-Flex Aliens are particularly fond of the weapon, since it allows 
  them to engage in hand to hand combat where their physical abilities 
  give them a huge edge over normal humans. Mega-Damage: Double 
  Blade: 2D6 M.D. Tri-Blade: 3D6 M.D. Black Market Cost: 
  4,000-6,000 for the double blade; 8,000 for the tri-blade. Widely avail­
  able. 
  Holdout Speed Holsters Weapon Accessory. This is a holster 
  equipped with a spring that, at the flick of a wrist, flings the gun into 
  the character's hand. These holsters are typically worn on the forearm, 
  allowing the wearer to be the first to draw a weapon. At the beginning 
  of a fight where no guns have been drawn, the character is at +3 to ini­
  tiative to be the first to draw his weapon and fire. If the character is the 
  one to initiate the attack, it counts as an ambush/sneak attack (automati­
  cally wins initiative). Cost: 1500 credits. 
  JA-9 Juicer Assassin Variable Laser Rifle. Another German 
  Pre-Rifts design for the Juicer. A variable light frequency laser to over­
  come the laser resistant armors, like that of the Glitter Boy power ar­
  mor. The Juicer can adjust the frequency of the laser to blast through a 
  Glitter Boy's defenses (or anybody else). Greatly resembles the JA-I I, 
  complete with laser targeting and scope. Weight: 6 lbs (2.7 kg). 
  Mega-Damage: 2D6 M.D. Rate of Fire: Standard. Range: 4,000 feet 
  (1,219 m). Payload: 10 shots with a short E-Clip or 30 with a long 
  E-Clip. Laser Targeting Bonus: + I to strike on an aimed shot. Black 
  Market Cost: 20,000 credits. 
  JA-ll Juicer Assassin's Energy Rifle. The Juicer Assassin's rifle 
  is a Pre-Rifts design of remarkable ingenuity. The weapon can fire a 
  single, hand loaded 7.62 mm round for S.D.C. damage, fire a high in­
  tensity laser beam, or switch to an ion beam. The weapon also has a 
  built-in laser targeting system and comes standard with a telescopic (2 
  mile/3.2 km) and infrared scope. The standard Juicer optics helmet of­
  fers passive nightvision and other optical enhancements. The JA-l l 
  also has a canister energy cell similar to the new CS canister E-Clips, 
  and this is presumably where the Coalition got the idea to develop the 
  device. The difference between the two is that the canister on the JA-I I 
  can not be physically removed from the rifle, but can be recharged. 
  Other than this, the energy cells work identically, adding more power 
  to the E-Clip's capacity. In the case of the JA-I I, the E-Clip is used up 
  first. Apparently, the canister was considered to be an energy reserve 
  system. Weight: 6.5 lbs (2.9 kg). Mega-Damage: Laser has two set-
  Quentin Milton (Order #31246997)
  
  tings: 2D6 M.D. and 4D6 M.D., both work on different light frequen­
  cies too. The ion beam does 3D6 M.D. S.D.C. Damage: Single, hand 
  loaded 7.62mm shell. Available types include a standard 7.62mm round 
  that inflicts 5D6 S.D. C., or armor piercing 6D6 S.D.C., or exploding 
  lD6x1O S.D.C. damage. Rate of Fire: Laser: This is meant to be a pre­
  cision sniper/assassin weapon and as such, can only be fired as an 
  aimed shot; i.e. each blast whether 2D6 or 4D6 counts as one melee at­
  tack. It can not fire bursts. Ion beam: Each shot counts as one melee ac­
  tion. The 7.62mm round: Loading and firing counts as two melee 
  attacks/actions, one to load and one to aim and fire. Range: Laser: 
  4,000 feet (1,219 m), Ion Beam: 1,600 feet (488 m), S.D.C. 7.62mm 
  round: 2,000 feet (610 m). Payload: Standard E-Clip has 10 shots, Long 
  clip 30 shots. Canister E-Cell: Adds 30 shots. 7.65 mm round: One 
  loaded in weapon, others to be added. Laser Targeting Bonus: + I on an 
  aimed shot. Black Market Cost: 40,000 credits. 
  JA-12 Laser Rifle. Released in recent years, the JA-l2 is a recre­
  ation of a pre-Rifts German design meant primarily for Juicers. The 
  JA-l2, like the JA-I I, has an energy canister in addition to a normal 
  E-Clip. More importantly, however, the weapon was optimized for both 
  sniping and assault purposes. Not only can the laser fire accurate single 
  shots, it can also fire multiple-pulse bursts (losing its targeting capabili­
  ties), and it also has a grenade launcher. Since it went into production, 
  the JA-l2 has been known as "the one-man-army rifle." The main 
  shortcoming of the JA-12 is that it does not have a variable frequency 
  setting (the multiple pulse system cannot be reset), making it less effec­
  tive against Glitter Boys and similar laser resistant vehicles or robots. 
  Weight: 13 lbs (5.85 kg). Mega-Damage: A single shot inflicts 4D6 
  M.D. A triple-pulse shot does ID6xl0+10 M.D. (counts as one melee 
  attack, but does not get the special targeting bonuses). Each grenade in­
  flicts 3D6 M.D. to a 10 foot (3 m) radius. Rate of Fire: Standard. 
  Range: Laser: 4000 feet (1219 m); Grenade: 2,000 feet (610 m). Bo­
  �: +1 to strike on aimed/called shots, cumulative with other bo­
  nuses. No bonus for auto-pUlse or grenades. Payload: Standard E-Clip 
  has 10 shots; long E-Clip 30 shots. Energy canister (cannot be removed 
  but is rechargeable) holds an additional 30 energy shots. The grenade 
  launcher has a four-shot pump magazine and can be reloaded by hand. 
  Black Market Cost: 50,000 credits. 
  Rocket Boots. These bizarre accessories are the rage among Juicers 
  and Crazies. As their name indicates, this footgear has focused explo­
  sive charges built into their soles; charges powerful enough to propel 
  the wearer up to 60 feet (18.3 m) into the air! An Acrobatics or Gym­
  nastics roll (equivalent to a back flip roll) will allow the wearer to do 
  midair rolls, somersaults, back flips and cartwheels in two seconds and 
  land on his feet. This maneuver enables the rocketing character to turn 
  around, dodge (+ I), land behind a person, or move 10-20 feet (3-6 m) 
  in any lateral direction, or to land on a rooftop, tree branch, etc. Each 
  rocket jump counts as one melee action. 
  Any non-augmented humans or D-Bees who try to use rocket boots 
  risk injury; each time the boot is used, the non-Juiced character must 
  roll a 16 or higher to successfully execute the jump or maneuver to land 
  safely on his feet. A bad roll means failure to execute any special ma­
  neuver (back flip, etc.) and a bad landing causes 2D6 S.D.C. damage 
  and loss of initiative (if he had it). Body armor does not protect against 
  this injury. Broken legs, sprained ankles, and pulled ligaments from the 
  stress of the rocket boots or nasty impacts and landings are very com­
  mon. Even so, many Juicer Wannabes keep trying to use the boots. 
  Note: Characters with cybernetic or bionic legs or who are 
  Mega-Damage beings can use the boots without penalties. Payload: 
  1 45 
  The boots are powered by an E-Clip and can make 20 jumps per stan­
  dard clip. Black Market Cost: 30,000 credits. Can be built into a suit of 
  M.D.C. environmental armor for an additional 2,000 credits. Fair avail­
  ability. 
  Sensor Jammers. These "spoofers" can be built into a suit of light 
  or medium M.D.C. armor (50 M.D.C. or less). They consist of several 
  fiber optic arrays and special insulating materials that jam and block 
  thermal and radar signatures, and also diffuse laser targeting systems. 
  When the Jammers are activated (they are powered by an E-Clip built 
  into the armor), the character only has a 01-15% chance of being de­
  tected by standard thermal optics and sensors, and motion and radar 
  detectors. Furthermore, guided missiles are at -2 to strike, and even a 
  volley of four or more missiles is -2 (roll once for entire volley). Laser 
  aiming systems lose their targeting bonus when shooting at the wearer. 
  Note: The Sensor Jammers are destroyed when over half the M.D.C. of 
  the body armor has been depleted. The E-Clip operates the system for 
  up to eight continuous hours; each activation of the jamming field de­
  pletes the equivalent of 10 minutes of charge, whether or not the 
  jammers are active for that long. The system has been tried on power 
  armor and vehicles, but found to be ineffective due to the larger size, 
  large energy supply, and much stronger heat signatures. The system is 
  also useless for any creature who is over 10 feet (3.0 m) tall. Juicers, 
  spies and special operations agents love this accessory. Black Market 
  Cost: 20,000 to install into a suit of armor. Fair availability. 
  Vibro-Deadball. Like the Deadball grenade, this weapon looks like 
  the play ball of the popular Juicer game. Unlike a real Deadball, the 
  spikes of this one always come out after a throw and they are sur­
  rounded by a Vibro-field, inflicting Mega-Damage. A trained Deadball 
  player can align the strike so it will hit a target, slash it, and ricochet 
  back, at distances of up to 200 feet (61 .0 m)! The spikes automatically 
  extend after the first impact. Weight: One pound (0.45 kg). 
  Mega-Damage: 2D4 M.D. Rate of Fire: A throw counts as one hand to 
  hand attack. Range: 200 feet (61 .0 m). Black Market Cost: 4,000 cred­
  its. 
  KittanrM Weapons 
  Rifts® World Book Two: Atlantis (One) 
  Note: All are common to Atlantis and available to those people and 
  nations the Splugorth trade with, including the Phoenix Empire in Af­
  rica, Gargoyle Empire in Europe, Horune Pirates (who in turn trade 
  with Japan and other coastal communities) and some extremely limited 
  trade with others. Most are considered very rare in North America, 
  England, Europe, and Australia. The Columbian Republic and Silver 
  River Republics (i.e. Southern Federations) of South America trade ex­
  tensively with the Splugorth of Atlantis, but most of these weapons are 
  uncommon outside the military even among these nations and rare 
  throughout the rest of the country. 
  Double Blade Plasma Axe. An energy weapon used in close com­
  bat, originally designed for use with Kittani power armor. This is a 
  man-size version of the giant original weapon and can be used as a 
  bludgeon or energized to slice through Mega-Damage material like a 
  hot knife through butter. It can also fire a short-range burst of plasma. 
  Unlike the power armor version, this weapon draws its power from an 
  E-Clip. Weight: 10 lbs (4.5 kg). Mega-Damage: 3D6 M.D. per axe 
  strike or 6D6 M.D. per plasma blast. Each blast drains 10 minutes from 
  the power supply. 3D6 S.D.C. damage when not energized. Rate of 
  Fire: 60 minutes or less per clip, depending on the number of plasma 
  blasts fired. A maximum of six plasma blasts. Range: Close combat or 
  plasma blast of 100 feet (30.5 m). Payload: 60 minutes or less per clip, 
  depending on the number of plasma blasts fired. Six blasts maximum 
  per clip. Cost: 32,000 credits, good availability in Atlantis. 
  Forearm Plasma Blaster. A forearm blaster similar to the one used 
  by the Splugorth Slaver. It shoots bolts of fiery plasma. Mega-Damage: 
  5D6 M.D. per blast (double the damage and range when on a ley line or 
  Quentin Milton (Order #31246997)
  
  at a nexus). Range: 2,000 feet (610 m). Rate of Fire: Each blast counts 
  as one melee action. Payload: 20 blasts. Magically recharged by 
  Splugorth High Lords, Techno-Wizards, or at stone pyramids; requires 
  70 P.P.E to recharge. Cost: 1 10,000 credits; rare except in Atlantis. 
  Head or Helmet Laser. A cylindrical rod that combines light spells 
  and laser optics; attaches to a helmet or special headband. 
  Mega-Damage: 2D6 M.D. per blast (double the damage and range 
  when on a ley line or at a nexus). Range: 2,000 feet (610 m). Rate of 
  Fire: Up to four blasts per melee. Payload: 20 blasts. Magically re­
  charged by High Lords, Techno-Wizards, or at stone pyramids; requires 
  60 P.P.E to recharge. Cost: 125,000 credits; limited availability. 
  K-4 Laser Pulse Rifle. A knock-off of the latest design from 
  Wilk's Laser Industries, Inc. The K-4 is a rapid-fire pulse rifle that has 
  the trademark features of all of Wilk's high quality weapons; sleek, 
  lightweight, black plastic and ceramic construction, long distance firing 
  range, and reliability in the field. Weight: 4 lbs ( 1 .8 kg). 
  Mega-Damage: 3D6+6 M.D. per single shot, or ID6xl0+6 per multiple 
  pulse burst (three simultaneous shots). Rate of Fire: Standard. Range: 
  3,000 feet (914 m). Payload: 30 shots long E-Clip. Bonus to Strike: + I 
  to strike on an aimed shot. Cost: 75,000 credits. Fair availability even 
  outside of Atlantis. 
  K-30 Ion Pulse Rifle. A devastating close-range weapon with the 
  benefit of rapid-fire bursts and greater damage. Weight: 7 lbs (3 kg). 
  Mega-Damage: 4D6 M.D. per single shot, or lD6xl0+6 per multiple 
  pulse burst (three simultaneous shots, but -2 to strike). Rate of Fire: 
  Standard. Range: 1000 feet (305 m). Payload: 15 shots short E-Clip or 
  30 shots long E-Clip. Cost: 45,000 credits. 
  K-l Sniper Laser Rifle and Launcher. A light laser rifle designed 
  for single shots and maximum accuracy. Comes standard with an infra­
  red telescopic sight and a mini-missile style grenade launcher 
  (self-propelled heat-seeker, + I to strike). Weight: 6 lbs (2.7 kg). 
  Mega-Damage: 4D6 M.D. from the laser or 6D6 M.D. from grenade. 
  Rate of Fire: Equal to the number of hand to hand attacks of its opera­
  tor; aimed and wild shots only. Can not fire bursts. Grenade launcher 
  can be fired in place of the laser with the press of a button. Range: 2000 
  feet (610 m) - half range for grenade launcher. Payload: Laser: 20 shots 
  standard clip or 30 shots long E-Clip. Grenade launcher holds two gre­
  nades and takes one full melee round, 1 5  seconds, to reload. Cost: 
  60,000 credits; each additional SPG grenade costs 10,000 credits. Spe­
  cial Bonus: +1 to strike (so an aimed shot is +4) for both the laser blast 
  and the heat-seeking, self-propelled grenade (SPG). Rare outside of 
  Atlantis. 
  K-500 Rail Gun. A light rail gun similar to the Triax cyborg gun. 
  As usual, it is a comparatively lightweight, portable weapon designed 
  for use by cyborgs and other creatures with a strength of 24 (or higher) 
  and a high physical endurance (or made of steel and hydraulics). It can 
  also be used as a machine-gun mounted on a tripod. The K-500 comes 
  equipped with a telescopic, nightvision scope and laser targeting sys­
  tem (+1 to strike). Weight: Gun: 80 lbs (36 kg), Power Pack: 30 Ibs 
  (13.6 kg), One Ammo-Belt: 25 lbs (1 1 kg), Case of Six Belts: 150 Ibs 
  (67.5 kg). Mega-Damage: A burst is 30 rounds and inflicts 6D6 M.D., 
  one round does ID4 M.D. Rate of Fire: Standard. Range: 4,000 feet 
  (1,219 m). Payload: As a machine-gun: 390 round belt (13 full 6D6 
  bursts). Or can be fitted with the mini-clip which contains 90 rounds (3 
  full bursts). Each mini-clip weighs 3.3 lbs ( 1 .5 kg). Cost: 155,000 cred­
  its. Fair availability. 
  K-lOOO Spider Defense System. The Kittani geniuses have devel­
  oped a portable, multi-purpose laser cannon that can be used as a 
  mounted weapon, with power armor, by cyborgs and robots, or as a 
  self-contained, programmable, automatic defense system. When used 
  as a rifle or personnel operated mounted weapon, the K-I000 offers 
  light and heavy laser capabilities, plus telescopic scope, nightvision 
  scope, thermo-imager and laser targeting system (+1 to strike). As an 
  automatic defense system, the weapon is programmed to recognize ei­
  ther specific targets (memory can hold 1000 targets) or to defend an 
  area from all intruders (kills indiscriminately). In addition, the "smart" 
  1 46 
  weapon has four crab or spider-like robot legs and can take evasive ac­
  tion, reposition itself, climb inclines up to 90 degrees, and/or be sus­
  pended from ceilings or heavy branches of trees (in the latter case, the 
  K-1000 must be physically attached - the legs hold on). Weight: Gun: 
  80 lbs (36 kg); nuclear powered. Mega-Damage: Light laser: 4D6 M.D. 
  or heavy: lD4x1O M.D. per blast. It can also fire a short-range (20 
  feet/6. 1  m) electric current from the base of its quadruped legs to chase 
  away curious animals and pests; 3D6 S.D.C. damage. Furthermore, it 
  can fire as many as four smoke grenades to create cover, a distraction, 
  or to signal allies (range 100 feet/30.5 m; no damage). Also see robot 
  defense system. Rate of Fire: Standard. Range: Light laser: 4,000 feet 
  (1,219 m). Heavy laser: 3,000 feet (914 m). Payload: 100 light blasts 
  and 40 heavy blast before requiring a two hour period to energize back 
  to full capacity. An E-Clip can be used in case of emergencies (10 light 
  blasts or 5 heavy). Robot Defense System: Combat data file enables it 
  to relocate to a better position, hide and take evasive action (+2 to 
  dodge), and to recognize 1000 different targets. Bonus of +2 to strike, 
  six attacks per melee (fire light or heavy or mix), Spd 22, and M.D.C. 
  of weapon: 50. Cost: One million credits. Fair availability. 
  KEP-Special Energy Pump Pistol. The KEP-Special is a 
  short-range ion blaster that works like a sawed off shotgun, with pump 
  action. The range is short but the damage is impressive. Weight: 4 lbs 
  (1.8 kg). Mega-Damage: 5D6 M.D. Rate of Fire: Equal to the user's 
  number of hand to hand attacks (each pump action counts as a melee at­
  tack). Range: 200 feet (61 m). Payload: 10 blasts from a short E-Clip or 
  20 from a long E-Clip. Cost: 26,000 credits. 
  K-E4 Plasma Ejector. A heavy energy weapon inspired by designs 
  from the people at Northern Gun. Like most Kittani weapons, the K-E4 
  is a bit heavy and has below average range capability. Comes equipped 
  with telescopic sight; can be fitted with any optic system. Weight: 12 
  lbs (5,4 kg). Mega-Damage: 6D6 M.D. Rate of Fire: Standard. Range: 
  2,000 feet (610 m). Payload: 20 shots standard clip or 30 shots long 
  E-Clip. Cost: 60,000 credits. 
  Kittani Energy Lance. A hand-held, long-range, precision laser 
  weapon. Designed for use by cyborgs, 'bots and power armor. Only 
  fires single shots and is + 2 to strike on called shots. Weight: 20 lbs (9 
  kg). Mega-Damage: 3D6 M.D. per single shot at long range. The 
  weapon can be adjusted to half the range and twice the damage (6D6 
  M.D.). Or 2D4 M.D. as a stabbing lance or blunt weapon. Rate of Fire: 
  Equal to number of combined hand to hand attacks of the operator 
  (usually 4-6). Range: 6,000 feet (1,828 m) or 3,000 (915 m) Payload: 
  40 shots; recharges after four hours. 
  Kittani Jolt Gun (TW). This device is used primarily for herding 
  slaves. Damage: Three settings: 2D6 S.D.C. or 4D6 S.D.C. or ID4 
  M.D. per blast (double the damage and range when on a ley line). 
  Range: 1,000 feet (305 m). Rate of Fire: Equal the user's number of 
  melee attacks. Payload: 20 blasts. Magically recharged by High Lords, 
  Techno-Wizards, or at stone pyramids; requires 30 P.P.E to recharge. 
  Cost: 45,000 credits; rare. 
  Laser Wrist Blasters (TW). A pair of wrist bands just like the ones 
  used by the Altara warrior women. Mini-lasers with a magic power 
  pack worn on the back. Mega-Damage: 2D6 M.D. per blast. Range: 
  1,200 feet (366 m). Rate of Fire: Up to five blasts per melee. Payload: 
  60 blasts; backpack recharges completely in four hours. Cost: 22,000 
  credits. 
  Quentin Milton (Order #31246997)
  
  Mental Incapacitator (TW). This device fires Wisps of Confusion, 
  identical to the spell of the same name. Affects ID8 (or 2D4) people in 
  a closed area. Range: 180 feet (55 m). Rate of Fire: Two per melee. 
  Payload: 10 blasts. Duration: 50 minutes; no effect if saving throw vs 
  magic is successful. Note: Splugorth design. Cost: 200,000 credits; 
  8,000 credits to recharge. 
  Plasma Rifle. A rifle version of the forearm blaster. Mega-Damage: 
  6D6 M.D. per blast when on a ley line or at a nexus. Range: 3,000 feet 
  (914 m). Rate of Fire: Equal to the user's number of hand to hand at­
  tacks Payload: 20 blasts. Magically recharged by High Lords, 
  Techno-Wizards, or at stone pyramids; requires 80 P.P.E. to recharge. 
  Cost: 1 50,000 credits; limited availability. 
  Plasma Sword. A sword that radiates plasma energy for both close 
  combat and ranged attacks. Weight: 3 lbs (1.35 kg). Mega-Damage: 
  2D6 M.D. per sword strike or 4D6 M.D. per plasma blast. Each blast 
  drains 10 minutes from the power supply. Or 2D6+2 S.D.C. damage 
  when not energized. Rate of Fire: 60 minutes or less per clip, depend­
  ing on the number of plasma blasts fired. A maximum of six plasma 
  blasts. Range: Close combat or plasma blast of 100 feet (30.5 m). Pay­
  load: 60 minutes or less per clip, depending on the number of plasma 
  blasts fired. Cost: 28,000 credits, good availability in Atlantis. 
  Slaver's Net Gun (TW). Just as the name suggests, this weapon of 
  Splugorthian Techno-Wizardry launches a magic net to ensnare its op­
  ponent; same stats as the magic spell. The gun is the large, bulky 
  weapon depicted on the Rifts® cover; the figure on the right. Range: 
  180 feet (55 m). Rate of Fire: Two per melee. Payload: 20 nets; must be 
  magically recharged at about 8,000 credits. Duration: Up to 20 minutes. 
  Note: Splugorth design. Cost: 250,000 credits. 
  Kittani Underwater Weapons 
  The many different Kittani plasma weapons already noted, can be 
  used underwater with the following modifications and penalties: 
  Mega-Damage is reduced by ID6 points. Rate of Fire is equal to the 
  number of hand to hand attacks of the wielder. Range: Reduce laser 
  beams by 25%, plasma bolts by 67% (reduced to 33%, so a 100 
  foot/30.5 m range would be reduced to 33 feet/IO.05 m), and throwing 
  range is reduced by 90%! All other stats are unchanged. 
  Kittani Energy Trident. It can be used both in hand to hand com­
  bat and as a ranged weapon, when the Trident is energized to fire 
  blue-green laser beams or charged with energy to inflict Mega-Damage 
  strikes in close combat. Weight: 12 Ibs (5.4 kg). Mega-Damage: Triple 
  pulse laser blast 606 M.D., energized strike inflicts 406 M.D. and 
  de-energized strike 204 M.D. Rate of Fire: Equal to the number of 
  hand to hand attacks of the wielder. Range: Laser blast: 2000 feet (610 
  m), thrown: 100 feet (30.5 m), or hand to hand combat. Payload: 30 en­
  ergy blasts or close combat blows (every successful strike drains one 
  charge). Changing E-Clips counts as one melee attack/action. Cost: 
  55,000 credits. 
  --
  Kittani Energy Net. This a man-sized net composed of 
  Mega-Damage fibers stronger than steel. It has 30 M.D.C. and small 
  weights along the edges to provide weight and control. The net is used 
  to ensnare fish, animals and humanoid prey. Like the Naut'YIl net, 
  once prey is ensnared, the net can be activated by remote control to re­
  lease an electrical burst to hurt, stun or kill its captive(s). Other than be­
  ing made of a different material and having more M.D. C., it is 
  fundamentally the same as the Naut'YIl energy net described in that 
  section. 
  Kittani Rocket Grenades. These are small grenade-like explosives 
  that are hooked to an ammo-belt or carried in pouches, backpacks or 
  satchels. They can be dropped from above like depth charges (-2 to 
  strike and automatically detonate at the depth of one mile/1.6 km), or a 
  very short-range propeller can be activated with the pull of a pin, to 
  send the grenade rocketing through the water toward its target. Weight: 
  One pound (0.45 kg). Damage: High Explosive (HE): 506 M.D. with a 
  four foot ( 1 .2 m) blast diameter. Fragmentation: 3D6 M.D. to a 40 foot 
  (12.2 m) diameter area. Concussion Grenade: 406 M.D. to a 20 foot 
  (6. 1 m) diameter plus 206 M.D. to an additional area 40 feet (12.2 m) 
  in diameter. Furthermore, the concussion grenade has a 01%-35% 
  chance of stunning humans, Naut'YIl, Amphibs, Lemurians, Dolphins, 
  and most marine creatures caught in the center of the blast for 104 me­
  lee rounds; not effective against giant-sized creatures, most whales, 
  creatures of magic, supernatural beings, and characters inside power ar­
  mor, robots or submersible vehicles. Gill Clog: This grenade releases a 
  chemical cloud that fills a 20x20x20 feet (6. 1x6. 1x6. 1 m) area. The 
  cloud clogs the gills and chokes creatures who need gills to breathe. 
  The following penalties apply to those affected (a saving throw of 16 or 
  higher means the victim caught in the cloud suffers only half the nor­
  mal penalties): -6 on initiative, -6 to strike, parry and dodge, reduce 
  speed and melee attacks/actions per round by half, and skill perfor­
  mance is -50%. The penalties of the gill clog cloud will diminish by 
  half as soon as the creature flees the cloud, but the reduced effects lin­
  ger for 2D4 minutes. Those who stay in the cloud for more than a min­
  ute are likely to choke and die; 01-79% chance! The cloud is diluted 
  and dissipates after 104 minutes. Note: All explosive rocket grenades 
  do half damage and have half the damage radius on dry land and must 
  be thrown, not jet propelled (they cannot fly). The gill clog grenade has 
  NO effect on dry land and simply covers a 10 foot (3.0 m) area with a 
  chemical dust. Rate of Fire: Each use of one, or two grenades launched 
  simultaneously, counts as one melee attack. Range: Jet propelled: 300 
  feet (91.5 m). Dropped to float down like a tiny depth charge: One mile 
  (1.6 km). Detonates the instant it hits anything or reaches a depth of 
  one mile. Payload: Whatever can be reasonably carried; typically two 
  to six if strapped to a belt, as many as 12 if carried in a backpack or 
  large satchel. Cost: 1 50 credits for fragmentation, 200 for HE and Gill 
  Clog, and 350 for concussion. Available at Atlantis, Horune Pirates and 
  from the occasional other pirate, ocean merchant, and some Black Mar­
  ket outposts along the coast. 
  1 47 
  Kittani Underwater Rail Gun. A rail gun that is designed to oper­
  ate at maximum efficiency underwater. The rounds are either tiny metal 
  balls or needle-like spikes. Weight: Gun 125 Ibs (56 kg), plus 
  ammo-drum 45 lbs (20.25 kg). Mega-Damage: A burst is 40 rounds 
  and does ID4xlO M.D.; a single round does ID4 M.D.; same damage 
  on ground or underwater. Rate of Fire: Standard. Range: 1,000 feet 
  (305 m) underwater, 2,500 feet (762 m) in an air environment. Payload: 
  1,120 rounds, 28 short bursts per ammo drum. Cost: 70,000 credits. 
  Naut'YII & Other Underwater Weapons. The Splugorth also sell 
  knock-offs ofNaut'Yll particle wave guns, energy nets, energy tridents, 
  and body armor, as well as items from human and D-Bee nations from 
  around the world and beyond. The Splugorth import and sell exotic, 
  tech and magical wares from around the Megaverse; although most are 
  'lU'e and expensive on Rifts Earth; G.M.s, use your discretion. 
  Quentin Milton (Order #31246997)
  
  Megaversal® 
  Legion Weapons 
  Rifts® World Book Nine: South America Two 
  Most of the weapons used by the Megaversal Legion are manufac­
  tured in Fort Desperado, and use Dakir (alien) technology. In their ar­
  rogance, the Dakir aliens kept the factories in the same area they keep 
  their soldiers, and the Men-Rail (alien) scientists have been able to 
  keep those factories going. 
  The Dakir have mastered a unique form of force technology they 
  call Inertia Beam or I-Beam technology, which uses a curious energy 
  field that reverses natural physical forces! Instead of slowing down, ob­
  jects surrounded by I-Beam technology actually gain velocity and mo­
  mentum as they travel. A bullet that has the normal speed of a 20th 
  Century pistol as it leaves the muzzle will speed up to rail gun velocity 
  after it travels 10 feet (3.0 m), and will continue accelerating for as long 
  as it travels along the path of the I-Beam. Theoretically, such a bullet 
  could travel indefinitely, accelerating until it approached (or maybe 
  even reached) the speed of light! As soon as an object is no longer af­
  fected by the I-Beam (surpasses the range limit or the beam is shut oft) 
  however, it instantly loses all its momentum and velocity, seemingly 
  stops in midair and drops to the ground. The range of I-Beam weapons 
  is limited to the range of the inertia beam projector. 
  The same technology responsible for I-Beams also creates two 
  kinds of energy fields: recoil-dampening fields (also called RD-Fields) 
  and inertial shields (I-shields). RD-Fields are used to allow humanoids 
  to fire heavy weapons without suffering the effect of recoil. A human 
  firing a cannon, for example, would normally be smashed into the 
  ground, no matter how strong he was. With the RD-field on, however, 
  the momentum of the gun firing is actually rerouted and refocused for­
  ward, increasing the speed of the projectile! 
  Inertial shield generators are built into the body armor and cyborg 
  frames of all Legionnaires. The energy field is powered by an E-Clip in 
  the case of body armor or hooked into the power supply of cyborgs and 
  powered armor. The energy field "senses" incoming physical projec­
  tiles (slugs, bullets and missiles) and activates an inertial shield to inter­
  cept the object. This works like a parry; the system has a +3 to parry 
  the attack; on a success, the missile loses all forward momentum and 
  falls, inert, to the ground. Even grenades and impact-activated explo­
  sives will not go off. If the parry misses, bullets, rail gun slugs and sim­
  ilar attacks will strike, but only inflict half damage as their momentum 
  is reduced but not neutralized by the shield. Explosive force does nor­
  mal damage and the I-shield cannot stop the force of punches, kicks, or 
  hand-held weapons (swords, etc.), which inflict normal damage. Nor 
  has it any effect against energy attacks (lasers, ion, particle beams, 
  plasma, etc.). The shield can only stop a certain number of attacks ev­
  ery round (typically 1-3). See individual armor descriptions for more 
  information. 
  Note: Weapons and equipment that use Dakir technology are 
  NEVER sold or traded to the outside world. Nor abandoned! The Le­
  gionnaires will confiscate or chase down any Dakir weapon or technol­
  ogy that falls into an adventurer's, or worse yet, an enemy's hands (and 
  that includes the Naruni and Splugorth). The ammo and I-Beam tech­
  nology can only be found in the automated factories of Fort Desperado 
  (and the worlds controlled by the Dakir in other parts of the 
  Megaverse). The Coalitions States, Triax, Northern Gun, Naruni, the 
  Splugorth and others would pay a fortune to acquire this technology if 
  they realized it existed. 
  IAR-2 Auto-Pistol. This hand weapon is used by officers and pi­
  lots, as well as a back-up for line soldiers. It uses the same I-Beam 
  technology to propel rounds at great speeds as the JAR-20 rifle. The 
  pistol has a cylindrical magazine on top of the receiver. Weight: 3 Ibs 
  (1 .35 kg). Mega-Damage: 3D6 M.D. Rate of Fire: Standard. Range: 
  1000 feet (305 m). Payload: 20 rounds. Cost: Not available. 
  1 48 
  JAR-20 Inertia Rifle. This unusual weapon uses the unique Dakir 
  Inertia Beam technology to eliminate recoil and fire an accelerated 
  76mm rifle round at incredible speed. This is the most common rifle 
  among the humanoid members of the Legion; about 60% of all hu­
  man-sized line infantrymen use this weapon; 30% rely on the ARP-l, 
  described below, and the remainder use specialized rifles. The IAR-20 
  is light and compact, with a folding stock, a short barrel, more appro­
  priate for a carbine than a rifle, and a round magazine located on top of 
  the gun, somewhat similar to the 20th Century Calico submachine-gun. 
  The gun's small size and light weight allows it to be used by tank 
  crews, pilots and support personnel in addition to line soldiers. About 
  20% of these rifles (the IAR-20G) have an attached grenade launcher 
  with a shotgun-like, tubular magazine that holds seven grenades. 
  Weight: 6 lbs (2.7 kg). Mega-Damage: 2D6 M.D. per single shot, burst 
  of 15 rounds does ID4xlO M.D., a long burst is 30 rounds and does 
  2D4xl0+1O M.D. The IAR-20G grenades do 3D6 M.D. to a 20 foot 
  (6. 1 m) blast radius. Rate of Fire: Single shots, or bursts of 15 or 30 
  rounds. Single shot only with the grenade launcher. Range: 3000 feet 
  (914 m) for both the bullets and the grenades. Payload: 90 shot maga­
  zine; the grenade launcher can hold up to seven grenades. Cost: Not 
  available to the outside world. 
  --
  ARP-l Plasma Assault Rifle. The ARP-I is a light but powerful ri­
  fle that fires thin plasma discharges. The weapon is designed for hu­
  man-sized users, and is very easy to use and carry. The high rate of fire 
  provided by this rifle allows for aimed bursts. Concentrated fire from 
  several ARP-I rifles can melt down most M.D.C. vehicles. The gun is 
  slightly heavier and larger than the IAR-20, and its use is limited to line 
  infantrymen. In operations against the Arkhons, the rifle has proved to 
  be less efficient. Weight: 8 Ibs (3.6 kg). Mega-Damage: 3D6+4 M.D. 
  per shot; three round burst does ID6xlO+10 M.D. Rate of Fire: Single 
  shot or three round burst only. No recoil, so it can fire aimed bursts at 
  +3 to strike. Range: 2000 feet (610 m). Payload: 30 shots. Cost: Not 
  available. 
  --
  HIAR-22 Heavy I-Beam Rifle. This is the Ojahee version of the 
  IAR-20 Rifle. Like the HRP-l, this rifle also has an axe attachment. 
  Damage and range are the same, but the HIAR-22 has an oversized 
  magazine for extra ammunition. Weight: 24 Ibs (10.8 kg). 
  Mega-Damage: 2D6 M.D. per shot, burst of 1 5  rounds does ID4xlO 
  M.D., long burst is 30 rounds and does 2D4xlO+IO M.D. Vibro-Axe: 
  3D6 M.D. plus supernatural P.S. damage. Rate of Fire: Single shots, or 
  bursts of 15 or 30 rounds. Range: 3000 feet (914 m). Payload: 1 50 shot 
  oversized magazine. Cost: Not available. 
  HRP-l Plasma Heavy Rifle. Designed for the Ojahee warriors, the 
  HRP-l is a long, heavy rifle that fires an extra-heavy plasma discharge. 
  The gun is built along the same lines as a musket to ease the Ojahee 
  into using this advanced weapon. The rifle even has a Vibro-Axe at­
  tachment, just like the traditional Ojahee musketoons. Weight: 30 Ibs 
  (13.5 kg). Mega-Damage: Plasma: ID6xlO+1O M.D. per blast. 
  Vibro-Axe: 3D6 M.D. plus supernatural P.S. damage. Rate of Fire: Sin­
  gle shot only. Range: 3,000 feet (914 m). Payload: 20 shots per E-Clip. 
  Cost: Not available to outsiders. 
  H-l lA Howitzer. The H-l lA is a hand cannon, a 75mm howitzer 
  configured as a giant rifle. Ordinarily, such a weapon has such tremen­
  dous recoil that no biped, even a cyborg, could fire it from a standing 
  position (and very few beings could shoot it from a crouch, either). 
  Quentin Milton (Order #31246997)
  
  However, the science of the Dakir has found a way around this problem 
  through the use of recoil-dampening fields, or RD-fields. These energy 
  fields somehow channel and deflect the incredible recoil this weapon 
  produces. The RD-field is invisible, so their only effect is the fact that a 
  normal human can fire a cannon-like weapon without any more diffi­
  culty than shooting a heavy rifle. The howitzer fires a number of pro­
  jectiles. Unlike 20th Century cannon shells, the H-I IA's ammunition is 
  light and compact while packing even more explosive power. Each 
  shell is roughly 3 inches (75 mm) thick and 5 inches (13 cm) long. The 
  fin-stabilized rounds can be used for direct fire (like a rifle) or indirect 
  bombardment (like a mortar). Even with the RD-System, this hand can­
  non is so heavy that only humans with a P.S. of 24 or higher can use it 
  effectively. Humans with a P.S. of 19-23 fire at -2 to strike, those with 
  a P.S. of 16-18 fire at -4, and weaker humans simply cannot use it un­
  less they are wearing power armor. The cannon looks like an oversized 
  rifle with a huge revolver cylinder that holds 10 shells. The cylinder 
  can be reloaded by hand or replaced by a new one. The gun is attached 
  to the wearer by a harness that makes it easier to handle (without the 
  harness, the penalties are doubled). Weight: 120 Ibs (54 kg). 
  Mega-Damage: High Explosive: 1D6xlO M.D. to a 40 foot (12.2 m) ra­
  dius. Anti-Armor: 2D4xlO to a 3 foot (0.9 m) radius. Fragmentary: 4D6 
  M.D. to a 100 foot (30.5 m) radius. Rate of Fire: Each shot counts as 
  one melee attack. Fragmentary and High-Explosive rounds can be fired 
  in a high arc; the rounds are "smart" and will home in on any enemies 
  within a 500 foot (152 m) radius of its arc of descent. The bomb is at 
  +2 to strike as it falls. Range: 2000 feet (610 m) direct fire, or 2 miles 
  (3.2 km) indirect fire. Payload: IO-round drum. Cost: Not for sale. 
  Mindwerks™ Weapons 
  Rifts® Sourcebook Three: Mindwerks™ 
  (Giant-Sized Weapons) 
  Note: These weapons are most common in and around Poland and 
  Germany, and become uncommon and rare the farther one goes from 
  them. Most are designed with giants, Gargoyles and Brodkil in mind. 
  The Mindwerks E-Clip is different than the Triax or CS style clips 
  which means clips produced by manufacturers other than Mindwerks 
  must be specially modified to fit these weapons. Such modifications 
  cost about 3,500 credits. 
  M-12 Plasma Pistol. A powerful, short-range energy pistol that 
  fires plasma bolts. Like most of Mindwerks' weapons, the pistol is de­
  signed for use by large humanoids, 8 to 15 feet (2.4 to 4.6 m) tall. This 
  means humans find the weapon awkward to hold and fire (-2 to strike). 
  It comes standard with a telescopic sight and laser targeting (+ 1 to 
  strike). Weight: 15 Ibs (6.8 kg). Mega-Damage: 4D6 M.D. per blast. 
  Rate of Fire: Each blast counts as one melee attack. Range: 500 feet 
  (152 m). Payload: 12 shot E-Clip. The weapon also has a self-charging 
  energy supply that can fire one plasma bolt per hour without an E-Clip. 
  M-18 Ion Pulse Pistol. Another powerful, short-range energy pistol 
  designed for giants 8 to 15 feet (2.4 to 4.6 m) tall. This means humans 
  find the weapon awkward to hold and fire (-2 to strike). Weight: 10 lbs 
  (4.5 kg). Mega-Damage: 2D6 M.D. per single blast or 6D6 per multiple 
  pulse (three simultaneous shots). Rate of Fire: Equal to number of com­
  bined hand to hand attacks (usually 3-7). Range: 500 feet (152 m). Pay­
  load: 18 shot E-Clip. The weapon also has a self-charging energy 
  supply that can fire one ion pulse per hour without an E-Clip. 
  1 49 
  M-25 "Firebrand" Laser & Grenade Launcher Giant Rifle. This 
  rifle is a giant-sized knock-off of the Coalition State's C-14 Fire 
  Breather assault laser and grenade launcher. The weapon has an 
  over-and-under firing capability and is durable and reliable. The top 
  barrel is a laser, the bottom is the grenade launch tube, fired like a 
  pump-action shotgun. The weapon comes standard with a passive 
  nightvision scope. Weight: 45 lbs (20 kg). Mega-Damage: 4D6 M.D. 
  per laser blast. Grenades inflict 4D6 M.D. to a blast area of 14 feet (4.3 
  m). Rate of Fire: Each blast or fired grenade counts as one melee at­
  tack. Range: Laser is 2000 feet (610 m); grenade is 1000 feet (305 m). 
  Payload: Laser: 20 shot E-Clip. 
  M-30 Dual Energy Rifle. The M-30 dual energy rifle is a versatile 
  and powerful weapon designed for use by large creatures with superhu­
  man strength. The rifle comes in two sizes: medium and large. The me­
  dium size is heavy and big, making it awkward to use by most humans 
  (-2 to strike), but is ideal for use by cyborgs, Ogres, Brodkil and other 
  beings that stand about seven to 10 feet tall (2. 1 to 3 m) and who have a 
  P.S. of 20 or higher. It is roughly equivalent to a large cyborg rail gun. 
  The large-sized weapon is designed for giants roughly 14 to 20 feet 
  (4.2 to 6 m) tall, although slightly smaller or larger beings can use it, 
  provided they have a P.S. of 24 or greater. The upper barrel of the gun 
  fires a particle beam. The lower barrel, a long-range laser. A laser tar­
  geting beam can be fired from the upper shield to provide a bonus of + 1 
  to strike. Weight: Medium: 40 lbs (18 kg); Large: 90 lbs (40.5 kg). 
  Mega-Damage (regardless of size): The particle beam infl�cts 
  ID4xlO+6 M.D.; the laser beam does 4D6 M.D. per blast. Rate of Fire: 
  Each blast counts as one melee attack. Range: Medium-sized rifle: 
  1,600 feet (488 m) for the particle beam, or 2000 feet (610 m) for the 
  laser. Large rifle: 2,000 feet (610 m) for the particle beam or 3000 feet 
  (914 m) for the laser. Payload: Medium-sized rifle: 40 shot E-Clip. 
  Large rifle: 60 shot E-Clip. The weapon also has a self-charging energy 
  supply that can fire four laser beams or one particle beam per hour 
  without an E-Clip. 
  M-40 Ion Rifle Tube. This energy rifle is commonly used by the 
  Mindwerks robot defenders. It can also be used by large humanoids 8 
  to 1 5  feet (2.4 to 4.6 m) tall, but humans find the weapon awkward to 
  hold and fire (-2 to strike). Weight: 30 lbs (13.6 kg). Mega-Damage: 
  5D6 M.D. per single blast or 1D6x1O per simultaneous double blast 
  (like a shotgun; counts as one melee action). Rate of Fire: Each blast 
  counts as one melee attack. Range: 1600 feet (488 m). Payload: 20 shot 
  E-Clip. The weapon also has a self-charging energy supply that can fire 
  two ion blasts per hour without an E-Clip. Note: The weapon can be 
  connected to the 'bot via a hose-like conduit, tapping into the 'bot's 
  power supply, giving it an effectively unlimited payload. An E-Clip 
  may also be used as an energy reserve in case the hose is severed. 
  M-120 Plasma Rifle. A powerful, short-range rifle that fires plasma 
  bolts. Like most of Mindwerks' weapons, the rifle is designed for use 
  by large humanoids and robots 8 to 1 5  feet (2.4 to 4.6 m) tall. This 
  means humans find the weapon awkward to hold and fire (-2 to strike). 
  It comes standard with a telescopic sight and laser targeting (+ I to 
  strike). Weight: 35 lbs (15.7 kg). Mega-Damage: 5D6 M.D. per blast. 
  Rate of Fire: Equal to number of combined hand to hand attacks (usu­
  ally 3-7). Range: 1200 feet (365 m). Payload: 12 shot E-Clip. The 
  weapon also has a self-charging energy supply that can fire one plasma 
  bolt per hour without an E-Clip. 
  Quentin Milton (Order #31246997)
  
  Miscellaneous 
  Weapons & Equipment 
  Collected from the various Rifts® titles 
  L-20 Pulse Rifle. A common frontier weapon is the L-20 pulse la­
  ser rifle manufactured by the Black Market and several kingdoms 
  across the land. It is a dependable, lightweight weapon with the added 
  feature of multiple laser bursts. Weight: 7 Ibs (3 kg). Mega-Damage: 
  2D6 M.D. single shot, or 6D6 multiple pulse burst (three simultaneous 
  shots). Rate of Fire: Standard. Range: 1600 feet (488 m). Payload: 40 
  shots per standard E-Clip or 50 shots long E-Clip. Black Market Cost: 
  25,000 credits. 
  Green Laser Rifle: It is made of black plastic and ceramic and is 
  popular among pirates and coastal people: Weight: 6 lbs (2.5 kg). 
  Mega-Damage: 3D6 M.D. single shot. Rate of Fire: Standard. Range: 
  2000 feet (610 m). Payload: 20 shots per standard E-Clip or 30 shots 
  long E-Clip. Black Market Cost: 30,000 credits. 
  Zapper Gun. The Zapper is the latest release from Ultra-Tech In­
  corporated. This bulky weapon has a short, stubby barrel and a retract­
  able stock; it can be fired one-handed like a machine pistol or 
  two-handed like a submachine-gun. The weapon fires an ionizing beam 
  that, when it touches an M.D.C. alloy, discharges a powerful electrical 
  blast. The result is an arc of electricity that can melt M.D.C. materials, 
  and furthermore, produces a stunning or even lethal shock to most liv­
  ing creatures. Potential targets are -2 to dodge, because the ionizing 
  beam is invisible until it touches the target, and then the electrical 
  charge hits instantaneously. Weight: 8 Ibs (3.6 kg). Mega-Damage: 
  2D4 M.D. Additionally, humans and most humanoids have to make a 
  save of 14 or higher or suffer 106 S.D.C. (or 106 M.D.C. in the case 
  of M.D.C. creatures), lose initiative and are at -I to all combat actions 
  for ID4 melee rounds. Beings immune to electricity take no damage; 
  some powerful entities may have bonuses of +2 to +6 (in addition to 
  P.E. bonuses) to save, at the G.M.'s discretion. This attack will affect 
  people in body armor, and most types of light power armor. Vehicles 
  and robots with a reinforced pilot's compartment, and heavy power ar­
  mor will protect the pilot and crew completely. Rate of Fire: Single 
  shots only. Range: 1,000 feet (305 m). Payload: IS shots with a stan­
  dard E-Clip. Black Market Cost: 30,000 credits. Incredibly rare. 
  High-Tech Arrowheads. Bows and arrows of all types are popular 
  among many of the denizens of Rifts Earth. Even compared to 
  high-tech energy weapons, the bow and arrow still have their advan­
  tages. One, the firing mechanism requires no artificial energy supply. 
  Second, the weapon is entirely silent. Third, it is extremely accurate in 
  trained hands. Lastly, the weapon can be made by hand (carpentry skill 
  is needed) without machinery. 
  Light Explosive: S.D.C. Damage: 106xlO S.D.C. Cost: 100 credits 
  each. 
  Medium Explosive: Mega-Damage: ID6 M.D. Cost: 300 credits 
  each. 
  1 50 
  Heavy Explosive: Mega-Damage: 2D6 M.D. Cost: 550 credits each. 
  High Explosive: Mega-Damage: 3D6 M.D. Cost: 900 credits each. 
  Gas: Arrowhead shatters on impact, releasing a toxic gas that fills a 
  ten (10) foot area (3 m). Tear gas costs 100 credits, tranquilizer gas 
  (sleeplknockout for ID6 minutes) costs 250 credits, paralysis gas (a 
  nerve toxin, causing temporary paralysis for ID6 minutes) costs 400 
  credits each. Everybody in the gaseous area must roll to save versus 
  harmful drugs (15 or higher). 
  Smoke: No damage; creates a smoke screen covering a 20 foot (6 
  m) area. Cost: 80 credits each; come in four colors, yellow, red, grey 
  and black. 
  Flare: Emits a bright, sparkling light; burns for 60 seconds. Cost: 10 
  credits each. 
  Neural Disrupter: Works like a Neural Mace (see Coalition 
  Weapons). Cost: 400 credits each; rechargeable and reusable ID6 times 
  before breaking. Inflicts no other damage. 
  Tracer Bug: Transmits a radio signal that can be followed up to 8 
  miles (12.8 km) away. Battery powered, with a limited life of 72 hours 
  of constant transmission. Arrow must stick into the target or fall on top 
  of the object (without falling oft). There is always a chance that the 
  tracer bug arrow will become dislodged and fall off (roll once for every 
  half hour; 1-32% chance). Cost: 200 credits each. Inflicts normal 
  S.D.C. arrow damage. 
  Magic Arrows: Cost: A typical magic arrow costs ID6xl,000 cred­
  its each. Any of the following magic spells can be placed on arrows 
  (one spell per arrow). Globe of Daylight, Blinding Flash, Cloud of 
  Smoke, Energy Bolt, Lightning, Fire Bolt and Paralysis: Lesser. Those 
  that inflict energy damage typically do 4D6 M.D., 5D6 M.D. 6D6 M.D. 
  or 104xlO M.D. 
  Mega-Damage Bow & Arrow: Also see the NA-SW4 MD.C. Bow & 
  Arrow described under Native American Indian Weapons, ahead. 
  Naruni Enterprises 
  Rifts® Mercenaries & Phase World® 
  The Naruni are alien arms dealers from another dimension. Like the 
  Splugorth, they sell and trade throughout the Megaverse. Presently, 
  they are about half as well known, powerful, and hated as the 
  Splugorth, but are working hard to catch up. Naruni Enterprises and the 
  Splugorth are ruthless competitors so the Naruni try to avoid dealing 
  with them or Splugorth controlled worlds. 
  No one race runs the trans-dimensional corporation that is Naruni 
  Enterprises. Rather, its employees are chosen from all over the 
  Megaverse, with a preference toward those from high-tech worlds. 
  However, most of Naruni Enterprises' top management and owners are 
  members of the Naruni race. Naruni factories are located in other di­
  mensions, where hundreds of thousands of vehicles, weapons and mu­
  nitions are produced every day for sale on hundreds of worlds. 
  To make a sale, the salespeople at N.E. allow governments and 
  large businesses to buy on credit. The weapon merchants are friendly, 
  cheerful and helpful in consummating the sale, but when it is time to 
  collect the debt, the corporation is ruthless! If the purchaser cannot pay 
  in cash, the corporation will consider trading goods or services, but is 
  more inclined to acquire (seize) mining and land rights as payment. On 
  several worlds, this credit and collection policy has enabled Naruni En­
  terprises to seize entire planets! Naruni Enterprises will get its money 
  any way it can. In some instances they have taken the entire population 
  of a indebted kingdom or planet to sell into slavery. In other cases, it 
  has forced the population to build and operate high-tech factories and 
  into a life of hard labor. Beautiful lands, sometimes entire planets, are 
  transformed into giant, smoke-belching factory worlds. Few dare to 
  fight Naruni Enterprises because they have resources across the 
  Megaverse and access to troops, allies and weapons that dwarf any one 
  Quentin Milton (Order #31246997)
  
  planet or even most collectives of planets. The corporation can be 
  heartless and in this regard, they aren't much better than the Splugorth 
  (although they do not make a practice of slave trading nor do they en­
  gage in the horrible science ofBio-Wizardry). 
  Since the Coalition's crackdown on the "evil alien weapon dealers," 
  Naruni arms dealers are gone and their goods in North America are 
  more rare and difficult to come by than ever before. Anybody found 
  with a Naruni weapon or Naruni gear of any kind will see the CS try to 
  seize it (and destroy it) and are likely (01-50% chance) to be searched, 
  interrogated and beaten - 20% are killed as Naruni agents or smugglers 
  of illegal contraband. Tolkeen was one of the last places where one 
  could locate and acquire Naruni weapons. Now it is gone too. This has 
  tripled and quadrupled the cost of Naruni weapons still in circulation. 
  Greatly coveted. 
  NE-HIO Plasma Derringer. This pistol is small enough to be hid­
  den in a pocket or even up a sleeve (a sleeve holster, complete with a 
  spring system that "shoots" the gun into the owner's hand, costs an ad­
  ditional 1000 credits). It has two miniature plasma cartridges that do 
  less damage than a normal Naruni revolver, but still packs more energy 
  than a conventional laser. The only problem with this weapon is that its 
  short barrel is uncomfortably close to the wearer's hand. Each time the 
  gun is shot, there is a 10% chance that the shooter's hand will take 5D6 
  S.D.C. of heat damage from residual heat (no damage if wearing 
  M.D.C. armor or insulated gloves). Weight: Less than one pound (0.45 
  kg). Mega-Damage: 5D6 M.D. Rate of Fire: Up to two shots. Range: 
  200 feet (61 m). Payload: 2 plasma cartridges. Reloading the weapon 
  takes one melee action per cartridge, or one melee action if a speed 
  loader (200 credits) is used. Cost: 10,000 credits. Each cartridge costs 
  15 credits. 
  NE-4 Plasma Cartridge Pistol. The pistol version of the NE-lO; it 
  fires the same cartridges and inflicts the same damage, but has reduced 
  range. It is very heavy and cumbersome for a pistol, but firepower fans 
  love it. Characters with a P.S. of 17 or less are -2 to strike even on an 
  aimed shot. Weight: 6 Ibs (2.7 kg). Mega-Damage: ID4xl0 M.D. Rate 
  of Fire: Standard. Range: 500 feet (152 m). Payload: 10 shot magazine. 
  Cost: 25,000 credits for the gun. Each round costs 40 credits, so a full 
  magazine costs 400 credits. 
  NE-6 "Magnum" Plasma Cartridge Revolver. The NE-6 uses a 
  revolver cylinder instead of a magazine for this popular plasma car­
  tridge weapon. The revolver action is easier to maintain and fix, so the 
  "magnum" is popular among colonists, spacers, runners, outlaws and 
  pirates. These guns also appeal to some romantic humans who still re­
  member the legends of the "Old West" from a time when humans still 
  dwelt on the mythical planet Earth. Weight: 6 Ibs (2.7 kg). 
  Mega-Damage: ID4xlO M.D. per each plasma round. Rate of Fire: 
  Standard; each shot counts as one melee attack. Range: 500 feet (152 
  m). Payload: 6 shot cylinder. Reloading the weapon takes one melee 
  action per cartridge, or one melee action to load all six if a speed loader 
  (200 credits) is used. Cost: 15,000 credits. Each round costs 20 credits. 
  NE-2L Plasma Cartridge Auto-Pistol. A "light" version of the 
  NE-4 pistol that fires the same small cartridges used by the NE-HI0. 
  The NE-2L has more penetration and stopping power than most hand­
  guns on the market, and its magazine is built into the handle of the pis­
  tol rather than in front, making it less cumbersome than its heavier 
  "cousin." Several police and military units of the Three Galaxies have 
  adopted the NE-2L as their standard sidearm. In some circles the 
  weapon is dismissed as a "sissy gun," although it is only slightly less 
  powerful than the NE-4. Weight: 4 Ibs (1.8 kg). Mega-Damage: 5D6 
  M.D. per shot. Rate of Fire: Standard for automatic pistols. Range: 500 
  1 51 
  feet (152 m). Payload: 9 shot magazine. Cost: 10,000 credits. Each car­
  tridge costs 1 5  credits. 
  NE-IO Plasma Cartridge Rifle. This weapon is an energy rifle that 
  does not require an E-Clip. Instead, it uses thick cartridges that have a 
  small impact primer. When the primer is hit by the mechanical weapon, 
  the cartridge is converted into energy, causing a plasma discharge. The 
  blast inflicts a lot of damage, but the weapon has a very limited range. 
  Furthermore, it has the drawback that the ammunition cannot be dupli­
  cated with Earth technology and MUST be purchased from Naruni En­
  terprises. The gun's bore is almost two inches wide - having it 
  pointed your way is very intimidating. Weight: 20 Ibs (9 kg). 
  Mega-Damage: ID4xlO per single shot. Rate of Fire: Standard. Range: 
  1200 feet (365 m). Payload: 20 shot magazine. Cost: 40,000 credits for 
  the gun. Each round costs 40 credits, so a full magazine costs 800 cred­
  its. 
  NE-50 Particle Beam Rifle. A heavy energy rifle that has been 
  "modified" to operate on Earth type "E-Clips." Weight: 13 Ibs (5.9 kg). 
  Mega-Damage: ID4xlO M.D. per blast. Rate of Fire: Standard. Range: 
  1,200 feet (365 m). Payload: 8 shots from a standard "short" E-Clip or 
  16 from a long E-Clip. Cost: 45,000 credits. Note: The NE-50 (unmodi­
  fied) particle beam rifle sold in other dimensions has a range of 1600 
  feet (488 m) and an NE energy clip can fire 24 shots; same damage. 
  This weapon has not been offered to the Earth market yet, but may be 
  used by some of the sales reps. 
  NE-75H "Shoulder Cannon." The NE-75H is a sniper and 
  anti-armor rifle somewhat similar to 20th Century Earth's .50 caliber 
  Barretta rifle. The NE-75H is a huge weapon, about 6 feet (1.8 m) long 
  from the butt to tip, and much heavier than a standard rifle. Like all 
  Naruni cartridge weapons, its bore is two inches wide. It fires an over­
  sized version of the Naruni plasma cartridge with a much more power­
  ful charge. Its range is an amazing 6,000 feet (1,829 m). Its 
  sophisticated optic system makes it one of the most accurate weapons 
  on the market. To make it more versatile, the Naruni weapon smiths 
  also sell a conversion kit that allows the gun to use "standard" plasma 
  cartridges (reduce damage to ID4xlO+ 10 M.D., and range to 4,000 feet 
  (1,219 m), but increase payload to 20 rounds). Refitting the gun with 
  the kit takes ID4 minutes. These rifles are assigned to elite sniper units 
  in the military and are also popular among assassins and big game 
  hunters. Weight: 30 Ibs. (13.6 kg). Mega-Damage: 2D4xlO+20 M.D. 
  per shot from heavy bore cartridges. ID4xlO+ 10 M.D. for light 
  NE-HI0 and NE-2L cartridges. Rate of Fire: Each shot counts as one 
  melee attack. Range: 6,000 feet (1,829 m) or 4,000 feet (1219 m) when 
  using the light NE-HI0 cartridges. Payload: 8 cartridges in magazine 
  (20 with light cartridges). Cost: 80,000 credits, plus 5,000 credits for 
  the conversion kit. Each oversized cartridge costs 50 credits. 
  NE-95 "Double Threat" Assault Rifle. This weapon is an 
  over-and-under, 
  two-barreled 
  rifle. 
  The 
  lower 
  barrel 
  is 
  a 
  semi-automatic grenade launcher with a drum magazine. The upper 
  barrel fires standard Naruni plasma cartridges. The drum magazine is 
  Quentin Milton (Order #31246997)
  
  located in the front, while the cartridge magazine is in the back in a 
  "bull-pup" configuration. Both weapon systems use the same trigger 
  mechanism; switching from one to the other is a matter of pressing a 
  button on the handle of the rifle. The resulting weapon is heavy and 
  cumbersome for humanoid soldiers, but is a very useful weapon for cy­
  borgs, robots, those with superhuman strength and troopers wearing 
  exoskeletons and power armor. Characters who are strong enough to 
  disregard the extra weight, love this devastating assault weapon and its 
  particle beam equivalent, the NE-195 (see below). Weight: 25 Ibs (1 1.3 
  kg). Mega-Damage: Plasma Cartridge: 
  1D4xlO M.D. Grenade 
  Launcher: Varies with grenade. Typically fires NE-90G fragmentation 
  (4D6 M.D.) or high explosive (6D6 M.D.) grenades. Rate of Fire: Stan­
  dard. The shooter can only operate one weapon system at a time. 
  Range: Plasma Cartridge: 1200 feet (365 m). Grenade Launcher: 1000 
  feet (305 m). Payload: Plasma Cartridge: 20 round magazine. Grenade 
  Launcher: 12 round drum magazine. Cost: 42,000+ credits. 
  NE-195 Assault Rifle. This weapon is almost identical to the 
  NE-95, but it replaces the plasma cartridge action with a conventional 
  plasma ejector system. Mega-Damage: Plasma Ejector: 6D6 M.D. Gre­
  nade Launcher: Varies with grenade. Typically fires NE-I0G fragmen­
  tation (4D6 M.D.) or high explosive (6D6 M.D.) grenades. Rate of 
  Fire: Standard. The shooter can only operate one weapon system at a 
  time. Range: Plasma Ejector: 2,000 feet (610 m); Grenade Launcher: 
  1,000 feet (305 m). Payload: Plasma Ejector: 16 shots; Grenade 
  Launcher: 12 shots. Cost: 50,000 credits. 
  NE-200 Plasma Cartridge Machine-gun. This is a belt-fed, 
  heavier version of the NE-I0 rifle, used as a tripod or vehicle mounted 
  weapon. There is also an oversized rifle version suitable for use by 
  power armor troops, cyborgs and robots (that model has a 40-shot mag­
  azine). The user must have a P.S. 24 or greater. Weight: 70 Ibs (3 1 .5 
  kg) with magazine. The belt weighs another 15 Ibs (6.8 kg). 
  Mega-Damage: 1D4xlO M.D. per single shot, or 2D6xlO M.D. for a 
  burst of 10 shots. Rate of Fire: Standard. Range: 2,000 feet (610 m). 
  Payload: 200 shot belt or 40 shot magazine. Cost: 95,000 credits. Each 
  round costs 40 credits, so a full magazine costs 1600 credits and a belt, 
  8000 credits. 
  NE-300 "Stutterer." The "Stutterer" is a plasma cartridge subma­
  chine-gun, somewhat similar to a Thompson SMG from Earth, but 
  much heavier. It uses a lighter cartridge than the standard Naruni weap­
  ons (the same cartridge as the NE-HIO and the NE-2L, previously de­
  scribed) to allow for a larger magazine capacity and automatic firing 
  capability. The weapon's short range makes it unsuitable for many mil­
  itary operations, but is ideal for house to house, urban combat, for 
  boarding starships and any "close quarters" combat. Pirates and police 
  forces prefer this weapon to assault rifles. Weight: 20 Ibs (9 kg) with 
  drum magazine, or 1 5  Ibs (6.8 kg.) with short clip. Mega-Damage: A 
  1 52 
  single shot does 5D6 M.D.; a 10 shot burst does 1D6xl0+ 10 M.D. Rate 
  of Fire: A single shot or a burst counts as one melee attack. Range: 600 
  feet (183 m). Payload: 50 shot drum magazine or 30 shot "banana" 
  magazine. Cost: 20,000 credits. Each cartridge costs 1 5  credits. 
  NE-600 Pulse Laser. Designed to be compatible with standard 
  E-Clips, the NE-600 is built on the NE-300 frame (see above); the main 
  outward difference between the two guns is the absence of a drum mag­
  azine in the NE-600. Like the plasma cartridge "Stutterer," the NE-600 
  is a fast-firing weapon designed to shoot bursts. The laser does more 
  damage because the beam is "wider" than normal, affecting a larger 
  area. For the same reason, it has a surprisingly short range for a laser, 
  because the beam loses cohesion more quickly. Weight: 14 1bs (6.3 kg). 
  Mega-Damage: 4D6 per single shot or ID6xlO+ 10 per multiple pulse 
  burst (three simultaneous shots). Rate of Fire: Standard. Range: 600 
  feet (183 m). Payload: 20 shots. Cost: 30,000 credits. 
  NE-IOOO "Modified" Plasma Ejector Rifle. A heavy energy rifle 
  that looks a lot like the cartridge rifle but works on energy clips. The 
  "modified" version has been adjusted to operate on Earth type 
  "E-Clips." Weight: 22 1bs (10 kg). Mega-Damage: 6D6 M.D. per blast. 
  Rate of Fire: Standard. Range: 2,000 feet (610 m). Payload: 8 shots 
  from a standard E-Clip or 16 from a long E-Clip. Cost: 36,000 credits. 
  Note: The NE-1000 (unmodified) plasma rifle sold in other dimensions 
  has a range of 3,000 feet (914 m) and an NE energy clip can fire 30 
  shots and does ID4xlO M.D. per blast. This weapon has not been of­
  fered to the Earth market yet, but may be used by some of the sales 
  reps. 
  NE-74GL Grenade Launcher. The NE-74GL uses Naruni Enter­
  prises' new micro-grenades (see below). The small size of the grenades 
  gives this weapon a greater payload and range than conventional gre­
  nades, allowing the wielder to spray a large area with explosives. So 
  far, a number of mercenary armies have adopted this weapon. The 
  weapon has a short "banana" magazine with 24 rounds or a drum mag­
  azine with 48 shots. Weight: 21 Ibs (9.45 kg) with short magazine, or 
  30 Ibs (13.5 kg) with drum magazine. Mega-Damage: Varies with gre­
  nade type. Usually carries fragmentation (3D6 M.D. to a radius of 20 
  feetl6. 1  m). A short burst is 8 rounds and will do the same damage to 
  an area of 50 feet (1 5.2 m). A long burst (16 rounds) will do an extra 
  ID6 damage to an 80 foot (24.4 m) area. Rate of Fire: Standard. Range: 
  4,000 feet (1,219 m). Payload: 24 or 48 shots. Cost: 75,000 credits. The 
  grenades cost 350 credits each. 
  --
  K-HEX Explosives. Naruni Enterprises has released a new explo­
  sive substance called K-HEX (Killaryte High Explosive). Killaryte is a 
  strange crystalline substance found only on a few planets in the Three 
  Galaxies. Researchers have determined that Killaryte is created through 
  the same natural process as coal and petroleum - decomposed organic 
  matter subjected to enormous pressures deep underground. Whereas pe­
  troleum and coal are flammable, however, Killaryte is extremely explo­
  sive; about ten times moreso than conventional explosives. The crystals 
  are also ten times less stable than nitroglycerin, so even minor vibra­
  tions could detonate it! Somehow, Naruni Enterprises has been able to 
  stabilize Killaryte and manufacture a chemical explosive more power­
  ful than plasma explosives! 
  K-HEX products include plastique cubes, explosive anununition, 
  grenades, and an entire line of missiles, among them a new type of mi­
  cro-missile. A number of military organizations in the Three Galaxies 
  have conducted tests with the new explosives, which have exceeded ex­
  pectations on every front. Naruni Enterprises is just beginning to intro-
  Quentin Milton (Order #31246997)
  
  duce these weapons to other markets in the Megaverse, including Rifts 
  Earth. The corporation is confident it can comer the explosives market 
  in a matter of years. The only obstacle to this plan is the price of 
  K-HEX; the substance is a lot more expensive than conventional explo­
  sives. 
  In its natural form, the crystals are extremely dangerous. Even a 
  loud noise has a 20% chance of setting off Killaryte crystals. Any sort 
  of impact (such as dropping a case of the crystals on the floor) has a 
  60% chance of causing an explosion. The only safe way to transport 
  Killaryte is to surround it in soft cushioning materials and keep it in a 
  contra-gravity chamber, using gravity fields to keep the cases firmly 
  anchored. Natural Killaryte is actually more explosive than K-HEX: 
  each pound of the crystals does 2D4xlO M.D. to a 50 foot (15.2 m) ra­
  dius when it explodes! 2,000 Ibs (900 kg) of the crystal could vaporize 
  a starship! ! 
  K-HEX Plastique Cubes. K-HEX cubes are sold in units of one 
  pound (0.45 kg). These cubes are as easy to mold as Silly Putty, and 
  can only be exploded with a detonator or by triggering an explosion on 
  top of them. They are ideal for breaking through ship bulkheads, 
  hatches, safes, and security doors. The substance is also used to make 
  booby-traps and improvised mines. A demolitions skill roll is necessary 
  to get the most out of the explosion. A failed roll means the explosive 
  does 115 of its normal damage. Damage: A one pound (0.45 kg) cube 
  of K-HEX does ID6xlO M.D. to a 20 foot (6. 1 m) area. By molding it 
  around an object, the damage can be focused and doubled. Used as a 
  thrown weapon, the cubes are not very effective; damage is reduced to 
  5D6 M.D. to a 10 foot (3.0 m) area. Cost: 1,000 credits per cube. 
  NE-IOG Grenades. A new line of Naruni Enterprise grenades use 
  K-HEX. They are the NE-lOG grenades and come in fragmentation and 
  high explosive variants. These grenades can be used on any standard 
  grenade launcher weapon system, including Naruni's new "Double 
  Threat" assault rifle. NE-I0G grenades can be thrown or fired from a 
  launcher and their hand-set timers can delay detonation for up to one 
  minute, or can be set to go off as quickly as two seconds. Fragmenta­
  tion: 4D6 M.D. to a 30 foot (9. 1 m) area. High Explosive: 6D6 M.D. to 
  a 12 foot (3.6 m) area. Cost: 400 credits for fragmentation and 500 
  credits for high explosive. 
  NE-20G Micro-Grenades. The enhanced power of K-HEX gre­
  nades has allowed Naruni Enterprises to produce a line of small gre­
  nades about half the size of a shotgun shell and which are roughly as 
  powerful as conventional hand grenades! The small size of the 
  NE-20Gs makes them ideal for grenade launchers (see the NE-74GL, 
  above). They are also useful for spies and assassins, because the little 
  explosives can be easily disguised as harmless items like lipstick, 
  marker pens, flashlights, etc. Fragmentation: 3D6 M.D. to a 20 foot 
  (6. 1 m) area. High Explosive: 4D6 M.D. to a 6 foot ( 1 .8 m) area. Cost: 
  300 credits for fragmentation or 350 credits for high explosive. 
  --
  Naruni Guided Missiles. Naruni Enterprises has developed guid­
  ance systems for mini-missiles, as well as short- and medium-range 
  missiles. These guided missiles work like smart missiles: +5 to strike, 
  +4 to dodge, and have two attacks per melee. Their radar systems have 
  a range equal to the missile's attack range: about one mile ( 1 .6 km) for 
  mini-missiles, 3 to 5 miles (4.8 to 8 km) for short-range missiles, and 
  approximately 50 miles (80 km) for medium-range. Cost: The guidance 
  system costs 15,000 credits in addition to the cost of the missile. 
  Naruni Micro-Missiles. Micro-Missiles are a triumph of Naruni 
  technology and are rapidly becoming the rage in the Three Galaxies. 
  These weapons combine sophisticated miniaturized guidance and con­
  tra-gravity systems with a K-HEX warhead. The resulting rocket explo­
  sive is roughly the size of a magic marker, but it has almost the same 
  explosive power as a mini-missile! Plus it can be purchased in a 
  "smart" version that can track down its target! Smart missiles can shoot 
  around comers and track down a target through a crowd, making them 
  ideal for snipers. 
  Non-smart versions are cheaper but can only be used as direct-fire 
  weapons. The NE-28R wrist launcher is already a best-seller in the 
  1 53 
  mercenary and outlaw community. Smart micro-missiles are +4 to 
  strike. If they miss, they will double back and attack again (two attacks 
  per melee round!). Their size makes them very difficult targets to hit 
  (require a called shot to strike and can dodge at +4!). They fly at rela­
  tively low speeds (Speed 88, or 60 mph/96 km) to weave around obsta­
  cles. If the target is fast-moving or there is a relatively clear path 
  towards it, the missile can attain a flight speed of up to Mach 2. Stan­
  dard missiles use the shooter's bonuses to strike, and fly in a straight 
  line at about Mach 2. Damage: Armor-piercing only: 6D6 M.D. to a 3 
  foot (0.9 m) area. Range: One mile ( 1 .6 km) for "dumb" missiles; 2 
  miles (3.2 km) for smart micro-missiles. Cost: 1,600 credits for a stan­
  dard missile; 8000 for a smart micro-missile. See launch systems, be­
  low. 
  NE-28R Micro-Missile Wrist Launcher. The NE-28R is mounted 
  on the wrist and forearm, and fires two micro-missiles. The weapon 
  should only be used while wearing body armor, because the heat of the 
  missiles' exhaust will inflict 5D6 S.D.C. to unprotected skin and leaves 
  ugly scars. The launcher makes a handy back-up weapon and is easy to 
  conceal, thus it has become a favorite among spies, mercenaries, pi­
  rates, assassins and outlaws. The weapon can also be built into body ar­
  mor, power armor or bionic arms (add 7,000 credits for installation 
  costs and increase the payload to four; giant-sized robots can have as 
  many as ten micro-missiles in a forearm, shoulder or chest launcher). 
  The wrist launcher is typically loaded with "dumb" (non-guided) mis-
  siles, but it can use either kind. Weight: 3 Ibs (1.35 kg). Mega-Damage: 
  6D6 M.D. to a 3 foot (0.9 m) area. Rate of Fire: One at a time or volley 
  of two. Range: Typically one mile (1.6 km). Payload: Two mi­
  cro-missiles. Reloading the launcher takes one melee action per mis­
  sile. A missile pouch holding 10 micro-missiles weighs 10 lbs (4.5 kg) 
  and can be carried in a hip pack, shoulder pack, or backpack. Cost: 
  50,000 credits for the wrist launcher; micro-missiles sold separatel� 
  NE-800R Missile Assault System. Touted by the Naruni publicists 
  as "the ultimate small arm," the NE-800R can be used as an 
  anti-personnel, anti-armor and anti-aircraft weapon system, all in a rela­
  tively compact package. The launcher-rifle resembles a shortened 
  four-barreled shotgun with a large box magazine. The magazine can be 
  loaded with "dumb" micro-missiles and used as a devastating assault ri­
  fle, or use smart micro-missiles to fire at long distance targets, aircraft, 
  flying power armor, etc. The main drawbacks of the weapon are its 
  bulk and high cost, especially for its ammunition. Weight: 22 lbs (10 
  kg). Mega-Damage: 6D6 M.D. per missile to a 3 foot (0.9 m) area. Rate 
  of Fire: One at a time or volleys of two, three or four missiles. Each 
  volley counts as one melee attack. Range: One mile (1.6 km). Payload: 
  16 missiles in a box magazine. Changing magazines takes up two me­
  lee actions. Cost: 80,000 credits for the rifle; micro-missiles sold sepa­
  rately (1,600 for dumb missiles, 8,000 for smart). 
  K-HEX Missiles. Besides micro-missiles, a whole line of K-HEX 
  explosive missiles have been released on the market. These missiles do 
  more damage but are considerably more expensive (double normal 
  cost), which has limited their popularity to wealthy mercenaries, armies 
  and governments. Adventurers, space explorers, pirates and mercenar­
  ies with the necessary funds are snapping them up in small quantities. 
  Mini-Missiles: Fragmentation: ID4xlO M.D.; Armor Piercing: 
  ID6xlO M.D.; High Explosive: ID4xlO M.D.; range and blast radius 
  remains unchanged; same as normal mini-missiles. Short-Range Mis­
  siles: High Explosive (medium only): 2D4xlO M.D.; Fragmentation: 
  ID6xl0 M.D.; Armor Piercing: 2D6xlO M.D.; range and blast radius 
  remains unchanged; same as conventional missiles. Medium-Range 
  Missiles: High Explosive (medium): 2D6xlO M.D.; High Explosive 
  (heavy): 3D4xlO M.D.; Fragmentation: 2D6xlO M.D.; range and blast 
  radius remains unchanged; same as conventional missiles. Long-Range 
  Missiles: High Explosive (Medium): 3D4xlO M.D.; High Explosive 
  (Heavy): 4D6xlO M.D.; Fragmentation: 3D6xl0 M.D.; Armor Piercing 
  (heavy): 4D6xlO M.D.; range and blast radius remains unchanged; 
  same as conventional missiles. Cost: All K-HEX missiles are double 
  the cost of conventional missiles.
  --
  Quentin Milton (Order #31246997)
  
  Native American Weapons 
  Rifts® World Book 15: Spirit West 
  These items are generally manufactured and/or available at 
  high-tech communities of Modem Indians as well as from Bandito 
  Arms. the Black Market and Northern Gun as specialty items for the 
  Western market. 
  NA-LBI Laser Bow. This bow looks very much like a modem 
  compound bow, complete with pulleys and multiple strings, but the 
  area where an arrow is normally fired has a short barrel and metallic la­
  ser discharge mechanism. A cable attaches the mechanism to the bow­
  string (which is really a cable, not a string). When the string is drawn, 
  the cable pulls on a plunger type generator in the mechanism and gen­
  erates enough energy for a single laser blast. The weapon is aimed and 
  can be fired like a normal bow, but does not fire normal arrows, but a 
  laser bolt. There are two fire settings for the Laser Bow. It can be 
  drawn back and released, just like a normal bow, or it can be drawn and 
  the charge stored in a small battery. In the latter case, firing the shot is 
  done by the touch of a button. The small battery can only hold one shot 
  in this manner, but a port is located on the weapon for an E-Clip (20 
  shot) in the event of a broken string or jammed plunger. A strength of 
  12 or higher is needed to draw this bow because of the power needed to 
  cycle up a charge in the generator. Weight: 4 pounds ( 1 .8 kg). 
  Mega-Damage: 2D6 M.D. Rate of Fire: Single shot. Range: 1 ,000 feet 
  (305 m). Payload: Effectively unlimited, but the draw cord and plunger 
  wear out after about 500 shots. Cost: 8,000 credits. 
  NA-SW4 M.D.C. Bow & Arrow. This bow looks exactly like a 
  modern compound bow, but instead of fiberglass or lightweight com­
  posites, it is constructed of M.D.C. materials and designed to fire 
  M.D.C. arrows! These weapons are constructed for use by Spirit War­
  riors and other humans who possess supernatural strength. The bows 
  are large and very unwieldy for normal humans, and the string pull is 
  nearly 1 ,000 pounds (450 kg)! The actual pull weight is only a few 
  hundred, thanks to the pulley array, but humans with less than a 21 P.S. 
  cannot even draw the string an inch, let alone fire it. To shoot, one 
  needs a non-supernatural P.S. of 35 or a Supernatural P.S. of 18 or 
  higher. Special M.D.C. alloy arrows are standard ammunition, but 
  high-tech and conventional arrows can be substituted. Weight: 24 Ibs 
  (10.9 kg) for the bow; arrows are 3.5 Ibs (1.6 kg) each. Mega-Damage: 
  Ordinary arrows do an extra 3D6 S.D.C. and may shatter on impact. 
  Arrows made of M.D.C. material (about three times thicker than nor­
  mal arrows) inflict 2D6 M.D. Rate of Fire: Varies with experience; see 
  W.P. Archery and Targeting skill. Range: 1,500 feet (457 m). Payload: 
  Up to six arrows can clip onto the bow itself. Quivers typically hold 12, 
  20, or 24 arrows. Cost: 18,000 credits for the bow. M.D.C. arrows cost 
  80 credits each. Most common in the New West and Canadian wilder­
  ness. 
  Vibro-Axe or Tomahawk. Mega-Damage: ID6+3. Black Market 
  Cost: 1 ,600 credits. 
  Vibro-Spear. Mega-Damage: 2D6+2 M.D. Black Market Cost: 2 
  500 credits. 
  Conventional Tomahawk: 2D4 S.D.C.; can be thrown. 
  Conventional War Club (wood or wood and stone): 2D4+ I 
  Magic Weapons: See Spirit West for magic weapons, masks and 
  fetishes. 
  Naut'YII Weapons 
  Rifts® World Book Seven: Rifts® Underseas™ 
  The 
  Naut'Yll 
  have 
  advanced 
  technology, 
  magic, 
  and 
  Techno-Wizardry, especially in the areas of combat. In addition to the 
  weapons described here, they also have access to any TW weapons or 
  equipment described in Rifts, Vampire Kingdoms and other 
  1 54 
  sourcebooks. Captured weapons and equipment from other civilizations 
  are occasionally given to officers, special forces and champions as 
  spoils of war or as a reward for acts of heroism. 
  Dual-Purpose Self-Propelled Explosives (DPSE). The Naut'Yll 
  use special rockets/torpedoes that can operate both underwater and in 
  the air. Mega-Damage: They are roughly the equivalent of plasma/heat 
  mini-missiles and torpedoes in terms of damage. Rate of Fire: Avail­
  able in LAW style, one- and two-shot rifle launchers and small, portal 
  backpacks with a payload of four and which can be fired one at a time 
  or in volleys of two, three or four. These launchers and missiles can 
  also be attached to underwater sleds and vehicles. Range: When under­
  water, use the range and speed of the equivalent mini-torpedo class. On 
  the surface, use the range and speed of equivalent plasma missiles. 
  Cost: Same as equivalent mini-torpedoes or mini-missiles; roughly 
  2000 credits. 
  Energy Net. This a metal or Korallyte net with 20 M.D.C. and 
  small weights along the edge to provide weight and control. The net is 
  used to ensnare fish, animals and humanoid prey. The most unique as­
  pect is that once the prey is ensnared, the net can be activated by re­
  mote control to release an electrical pulse. Weight: 8 Ibs (3.6 kg). 
  Damage: 2D4 S.D.C. damage as a striking, whipping weapon, which 
  can also be used to ensnare and entangle. The electrical burst can be set 
  to inflict ID6x1O S.D.C. or 2D6 M.D.; the charge affects everybody in­
  side the net and those within a 10 foot (3 m) radius around the net. 
  Those beyond 10 feet (3 m), but within 30 feet (9 m) suffer a slight 
  shock that does ID4 points of damage (S.D.C. or M.D. depending on 
  the setting). There is also a 1-35% chance that characters receiving the 
  shock will be stunned for ID4 melee rounds (15 to 60 seconds); roll for 
  each shock burst. Note that on dry land, damage is half and there is no 
  radius damage, only those inside the net are affected. Rate of Fire: 
  Equal to the number of hand to hand attacks of the wielder. Range: The 
  net can be thrown underwater about 30 feet (9 m) or dropped from 
  above up to 1,000 feet (305 m); any farther and the net is -4 to strike 
  and the intended victim can dodge with ease. On dry land the net can 
  be thrown about 40 feet (12 m). The electric burst can be activated up 
  to 1,200 feet (365 m) away. Payload: 8 electric bursts/shock attacks; re­
  generates within 30 minutes. Cost: 6,000 credits from Naut'Yll settle­
  ments, the Black Market, Atlantis, pirates and merchant sailors. 
  Energy Trident. Carried as a Badge of Office by Naut'Yll military 
  leaders and heroes, this powerful weapon can be used both in hand to 
  hand combat and as a ranged weapon. The Trident can be energized, 
  firing particle waves or delivering energy strikes in close combat. 
  Weight: 12 Ibs (5.4 kg). Mega-Damage: Both the ranged particle wave 
  attack and the energized strike inflict 5D6 M.D. Rate of Fire: Equal to 
  the number of hand to hand attacks of the wielder. Range: Energy blast: 
  1000 feet (305 m). Strike: hand to hand combat. Payload: 30 energy 
  blasts or close combat blows (every successful strike drains one 
  charge). Changing E-Clips counts as one melee attack/action. Cost: 
  70,000 credits outside Naut'Yll settlements. 
  --
  Harpoon Rifle. A rifle that fires hypervelocity barbed darts. It 
  works much like a rail gun, but is light enough to be carried by 
  Naut'Yll infantrymen. The barbs can be attached to the gun's barrel 
  with a thin cable, enabling the shooter to "hook" or "spear" a target and 
  pull it in. A special reel attachment is available to use it as a fishing 
  pole. Of course, large or powerful prey may yank a cabled harpoon rifle 
  from the character's hands or drag him for miles until the wounded 
  beast tires, dies or turns to attack. The harpoon rifle (and reel) is also 
  used to snag rides from passing sea vessels and to board ships. Weight: 
  1 5  Ibs (6.8 kg). Mega-Damage: ID6 M.D. per standard dart. The 
  fish-hook's "barbed" end requires the dart to be surgically removed/cut 
  Quentin Milton (Order #31246997)
  
  out (one additional point of damage). Pulling it out will tear a hunk of 
  flesh or material with it and inflict an additional ID6 M.D. Each explo­
  sive tipped round inflicts 4D6+6 M.D. underwater or 4D6 M.D. on 
  land. Poison tipped rounds are sometimes used against whales, sea 
  monsters, mutants, D-Bees and M.D.C. creatures. Lethal poison inflicts 
  5D6 additional M.D. when first struck and another 5D6 M.D. for ID6 
  melee rounds afterwards. Neural poison does 3D6 M.D. when struck 
  and affects the target's motor response with the following penalties: re­
  duce speed, skill performance, attacks per melee and combat bonuses 
  by half. Note: Most supernatural beings are impervious to both types of 
  poisons: the standard saves vs poison are applicable: 16 or higher for 
  nonlethal, 14 or higher vs lethal. Smoke and flare rounds (suitable for 
  use underwater or above) are also available. They last for about 2D4 
  minutes and inflict ID6 M.D. when used as a weapon. Rate of Fire: 
  Single shot only, so each shot counts as one melee action/attack of the 
  shooter. Range: 2,000 feet (610 m) without a cable attached. Maximum 
  range with an attached cable is limited to 500 feet (152 m). Payload: 40 
  darts in a drum magazine or 20 darts in a smaller box magazine. A 
  "dart" is a small spear or projectile about eight inches long. Cost: 
  50,000 credits outside Naut'Yll settlements. Not sold to outsiders, but 
  captured weapons may be available from the Black Market, Atlantis, 
  pirates and sailors. 
  Particle Wave Pistol. These weapons fire a spiraling wave of 
  charged particles, inflicting a great deal of bum and energy damage to 
  any solid target they hit. Their range and damage are unchanged in or 
  out of water. Weight: 4 lbs ( 1 .8 kg). Mega-Damage: 4D6 M.D. per 
  shot. Rate of Fire: Standard. Range: 1000 feet (305 m). Payload: 20 
  shots per E-Clip equivalent (cannot use standard surface E-Clips unless 
  an armorer modifIes their power couplings for use underwater). Cost: 
  20,000 credits outside Naut'Yll outposts. Not for sale to outsiders, but 
  captured weapons may be found on sale in the Black Market, at 
  Atlantis, or from the occasional pirate or sailor. 
  Particle Wave Rifle. Basically the same as the pistol above, but 
  with greater damage and range. This is the standard issue of the 
  Naut'Yll infantry. Weight: 7 lbs (3.2 kg). Mega-Damage: 6D6 M.D. 
  per shot. Rate of Fire: Standard. Range: 2,000 feet (610 m). Payload: 
  30 shots with an E-Clip equivalent (cannot use standard E-Clips unless 
  an armorer modifIes their power couplings). Cost: 40,000 credits out­
  side Naut'Yll outposts. Not for sale to outsiders, but captured weapons 
  may be available from the Black Market, Atlantis, pirates and sailors. 
  Sonic Wand (TW). This is a Techno-Wizard weapon that looks 
  like a nightstick used by police officers, with two small nodules near 
  the tip and a coil of wire near the handle. The user of the weapon must 
  be psionic or a sorcerer with P.P.E. Mega-Damage & Payload: By 
  channeling 10 P.P.E. or 20 I.S.P., the user can fire three individual 
  sonic blasts each inflicting 2D6 M.D. (and each counting as a melee ac­
  tion), or as one powerful blast doing 6D6 M.D. to the same target 
  (counts as one melee action). By channeling 15 P.P.E. or 30 I.S.P. into 
  the weapon, the character can fire two sonic stun blasts. Stun Damage: 
  First victims get to save vs magic; 14 or higher. Only those who fail to 
  save suffer the following. 3D6 S.D.C. damage, of which 2D4 actually 
  passes through body and power armor to affect the character inside! 
  Those stunned are -6 to strike, parry and dodge. Speed and attacks per 
  1 55 
  melee are also reduced by half. Penalties last for ID4 melee rounds. 
  The weapon does 2D6 S.D.C. as a blunt weapon and has 100 M.D.C. 
  Range: 600 feet ( 1 83 m). Cost: 45,000, but never sold or traded by 
  Naut'Yll; rare. 
  Sonic Rifle (TW). This is a rifle version of the Techno-Wizard 
  Sonic Wand with greater range and number of shots. In this case, the 
  weapon can be charged and ready to be used by anybody. Like a regu­
  lar rifle, the shooter simply aims and fires. However, only a 
  Techno-Wizard, other practitioner of magic or psychic can recharge the 
  weapon. Weight: 6 1bs (2.7 kg). Mega-Damage: 5D6 M.D. per blast or 
  stun. Stun Damage: Same as Sonic Wand, previous. Range: 2,000 feet 
  (610 m). Payload: 30 sonic blasts and 20 sonic stuns. 60 P.P.E. or 120 
  I.S.P. are required to recharge the weapon; 200 P.P.E. to make it. Cost: 
  80,000 credits, but never sold or traded by Naut'Yll; rare. 
  Techno-Wizard Grenades. Theses are ordinary looking canisters 
  that release magic spells when activated. All have a six second delay 
  and are dropped or placed in an area. Black Water Grenade: Same as 
  the spell. Sonic Blast: 4D6 M.D. to a 20 foot (6. 1 m) blast diameter. 
  Note: See Coalition Wars, Book One for a large range of TW grenades 
  and weapons. 
  New Navy 
  Rifts® World Book Seven: Rifts® Underseas™ 
  The secretive New Navy has access to pre-Rifts technologies that 
  survived in their giant sub and the two secret bases in the Pacific 
  Ocean. This equipment is as sophisticated as anything produced in the 
  CS or Triax Industries. The automated mini-factories at The Refuge 
  and Salvation Bases can produce replacements for the great submarine 
  and other Navy vessels originally assigned to operate in that part of the 
  world. However, quantities and the speed of production and repairs are 
  very limited. Still, a small surplus had been stockpiled by the Navy and 
  some items are beginning to be sold or traded to other people, most no­
  tably the people of Tritonia and trustworthy seafaring merchants and 
  adventurers who visit the two ocean cities. In the future, trade may pos­
  sibly be expanded to include Lemuria, the Coalition States, the 
  NGRffriax, and the human forces based in and around Japan. Limited 
  trade has allowed the members of the New Navy to acquire weapons, 
  equipment and technology from other nations. Although the New Navy 
  and its civilian counterparts limit trade, making most of their own mili­
  tary weapons, armor and vehicles unavailable to outsiders, some of this 
  equipment may appear in the hands of mercenaries, adventurers and pi­
  rates around the world. In most cases, these items have been stolen, 
  captured, or salvaged. In some cases, these weapons are similar to 
  weapons in other parts of the world that are also based on pre-Rifts de­
  signs. For the most part, the weapons that follow are exclusive to the 
  New Navy and are rare to the outside world. 
  ri E���� 
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  M-201 1  Energy Pistol. A heavy ion blaster with slightly less range 
  than a laser pistol but more stopping power and penetration. This is the 
  standard sidearm of officers, pilots and vehicle crews. In terms of size 
  and weight, it more closely resembles a machine-pistol or small subma­
  chine-gun. Mega-Damage: Two settings: ID4xlO S.D.C. and 3D6 
  M.D. per single shot. Rate of Fire: Standard. Range: 800 feet (244 m). 
  Payload: 20 shots with short E-Clip, 30 shots with long E-Clip. Cost: 
  19,000 credits. Rare. 
  Quentin Milton (Order #31246997)
  
  M-160 Assault Rifle. The M-160 is an ion pulse rifle that was the 
  standard issue of the US Marines prior to the Great Cataclysm. The ri­
  fle fires energy "packets" that explode on contact with a solid object. 
  The M-160 can be fired underwater without losing range or perfor­
  mance, and can inflict a great deal of damage with a short burst. Both 
  the standard and long E-Clips can be used with this weapon. 
  Mega-Damage: 3D6 M.D. per single shot, or ID6xl0 M.D. multiple 
  ion burst (three simultaneous shots). Range: 2000 feet (610 m). Pay­
  load: 30 shots short E-Clip, or 55 shots long E-Clip. Cost: 38,000 cred­
  its. Rare. 
  Rapid-Fire LA WS-3 Rocket Launcher. This Light Anti-tank 
  Weapon System (LAWS) fires rocket-propelled grenades from a six 
  round, disposable clip. The LAWS rounds can be laser-guided (it has a 
  laser designator built into the sight system) or fired without guid­
  ance/line of sight. The launcher has a rapid fire system that allows for 
  automatic fire, enabling the rocketeer to fire three round bursts. The 
  disposable plastic clip ejects automatically when empty and can be re­
  loaded in under three seconds by trained personnel (approx. six to 10 
  seconds for the uninitiated). Additional clips are usually carried in a 
  bandoleer slung over the shoulder (a bandoleer holds five clips) in a 
  medium-sized ammo satchel (holds 8 clips) or attached to a belt, slung 
  over the shoulder or hooked to a backpack. Two of these weapons are 
  assigned to each ten man squad. The rockets can be either armor pierc­
  ing warheads or fragmentation. Mega-Damage: ID4x1O M.D. from ar­
  mor-piercing (AP), ID6x1O from high explosive (HE) or 4D6 M.D. to 
  a 20 foot (6 m) blast area for fragmentation. A three round burst does 
  3D4x1O M.D. for AP rounds, 3D6x1O for HE rounds, and doubles the 
  damage and blast area (40 feetll2 m) for fragmentation. Rate of Fire: 
  One at a time or bursts of three rounds; burst or single shell fire counts 
  as one melee attack. Laser Targeting Bonus: +2 to strike; no bonus 
  when shooting line of sight without targeting enhancement. Range: 
  2,000 feet (610 m) for the laser guidance system. Rockets can be fired 
  "dumb" beyond that to about 4,000 feet (1220 m), but any attacks be­
  yond 2000 feet (610 m) are at -2 to strike. Payload: Six round clip. Re­
  placing a clip counts as one melee attack/action and typically takes 
  about three seconds. Cost: 45,000 credits for a launcher. Loaded clips 
  cost 3,000 credits for armor-piercing or 2,100 credits for fragmentation. 
  Rare. 
  M-20 Assault Rifle. This pre-Rifts weapon was one of the last 
  non-energy weapons still in service when the Great Cataclysm struck 
  the Earth. It resembles the M-16AI with a semi-automatic grenade 
  launcher. It is primarily an S.D.C. weapon although bursts of advanced 
  armor-piercing rounds can inflict minor Mega-Damage and the gre­
  nades can inflict Mega-Damage. Damage: Single normal round does 
  4D6 S.D.C., a single armor-piercing (AP) round does ID4x1O S.D.C.; a 
  short burst of 8 normal rounds does one MD. point of damage; AP 
  rounds do three M.D. There are three types of grenades, all are smaller 
  and inflict less damage than the LAWS. Fragmentation: 3D4 M.D. to a 
  10 foot (3 m) blast area, plasma/napalm: 4D6 M.D. to a six foot (1.8 m) 
  blast area and sets flammable material on fire, AP: 3D6 M.D., or smoke 
  (no damage; creates a cloud of smoke that encompasses a 20 ftl6 m ra-
  1 56 
  dius, lasts 2D4 minutes). Rate of Fire: Bullets: one round at a time or 
  short bursts of eight rounds automatically regulated by the weapon sys­
  tem for controlled bursts. A single shot or a controlled burst counts as 
  one melee attack. Grenades can only be fired one at a time; each gre­
  nade fired counts as one melee attack/action. Laser Targeting Bonus: 
  +2 to strike at targets within 1200 feet (366 m); no bonus for shooting 
  without targeting enhancement or beyond 1200 feet. Range: 2000 feet 
  (610 m) for rifle rounds; 1200 feet (366 m) for the laser guidance sys­
  tem and grenade launcher. Payload: Four round grenade capacity 
  (loaded by hand, takes about five seconds). 64 round cartridge maga­
  zine/clip. Replacing a clip counts as one melee attack/action and typi­
  cally takes about three seconds. Cost: 35,000 credits. Bullets cost about 
  90 credits a clip (64 rounds) for standard cartridges and 1 50 for ar­
  mor-piercing rounds. Grenades cost 220 credits each for fragmentation 
  or 350 credits each for AP or plasma; 50 for smoke. This is one of the 
  items commonly traded or sold to outsiders. 
  NGR Weapons 
  The letters N-G-R stand for New German Republic, the Rifts Earth 
  nation of Germany, a high-tech mecca besieged by Gargoyles, Brodkil 
  and other monsters. Triax Industries is the primary weapons and mili­
  tary designer and manufacturer. The NGR's weapons are described un­
  der Triax Industries, later in this section. 
  Northern Gun Weapons 
  Collected from various Rifts® titles 
  The Northern Gun Company is located in the northern peninsula of 
  Michigan. It is one of the largest manufacturers of non-Coalition arms 
  and armor on the continent. Most of its products are widely available 
  throughout North America, with limited trade to parts of South Amer­
  ica and Europe. Also bought, sold and traded by the Black Market, pi­
  rates and private arms dealers. 
  Energy Clips. The weapon designers at Northern Gun's Ishpeming 
  headquarters continue to develop new weapons and features, including 
  providing a greater availability of the "standard" E-Clip (5,500 credits), 
  "long" E-Clip (10,000 credits) and power packs (60,000-80,000 cred­
  its). 
  NG-H5 Holdout Ion Pistol. This weapon is manufactured by 
  Northern Gun exclusively for its spy and security organizations. Its 
  very existence was secret until the Black Market somehow got its 
  hands on a shipment of several thousand. NG-H5 knock-offs can now 
  be found for sale in many parts of North America. Use and possession 
  of this weapon is illegal in most civilized parts of the continent, includ­
  ing the Coalition States. Finding such a weapon in the hands of any­
  body is usually grounds for imprisonment on the suspicion of being an 
  assassin. 
  The NG-H5 is a Derringer-sized weapon that uses a specially manu­
  factured mini-energy clip (2000 credits). The gun can fit in the palm of 
  the hand and can be easily hidden in boots, hidden sleeve holsters, and 
  even under light clothing (+6% to concealment rolls). It is also built to 
  foil most commonly-used weapons detectors, including most CS detec­
  tors. Common systems used at medium or low level security areas have 
  no chance of detecting these weapons! More advanced systems (used at 
  high-level security areas) have a 01-40% chance, depending on their 
  complexity, at the G.M.'s discretion. Juicers and assassins love this 
  highly concealable weapon. 
  Weight: Under one pound (0.45 kg). 
  Mega-Damage: ID4+ I M.D. per shot. Rate of Fire: Single shots only. 
  Range: 200 feet (61 .0 m). Payload: 6 shots. Cost: 50,000 credits. 
  Quentin Milton (Order #31246997)
  
  NG-33 Northern Gun Laser Pistol. Looks like a sleeker blaster 
  with a pointed nose. Weight: 4 lbs (1.8 kg). Mega-Damage: lD6 M.D. 
  Rate of Fire: Standard. Range: 800 feet (244 m). Payload: 20 shots per 
  standard E-Clip, 40 shots with a Long. Cost: 6,500 credits. 
  NG-45LP "Long Pistol." The NG-45 is a long-barreled pistol that 
  has nearly the range of a rifle and fires a powerful particle beam. 
  Juicers and Bounty Hunters love this weapon for the intimidation fac­
  tor. It is also popular among pilots (small enough to fit into a weapons 
  compartment, and yet almost as good as a rifle), outlaws and travelers. 
  Weight: 5 lbs (2.25 kg). Mega-Damage: 5D6 M.D. per shot. Rate of 
  Fire: Single shots only. Range: 1,200 feet (365 m). Payload: 8 shots per 
  standard E-Clip, 13 with a Long E-Clip, 42 with power pack. Cost: 
  15,000 credits. 
  --
  NG-56 Northern Gun Light Ion Pistol. A slightly smaller, lighter 
  version of the NG-57. Weight: 3 lbs ( 1 .4 kg). Mega-Damage: 2D6 
  M.D. Rate of Fire: Standard. Range: 400 feet (122 m). Payload: 6 shots 
  standard E-Clip, 12 shots long E-Clip, or 42 shots with Power Pack. 
  Cost: 5,000 credits. 
  NG-57 Northern Gun Heavy-Duty Ion Blaster. The NG-57 is a 
  sturdy pistol that packs a wallop, but is comparatively heavy. A variety 
  of scopes can be attached. Weight: 5 lbs (2.25 kg). Mega-Damage: Two 
  settings, 2D4 or 3D6 M.D. Rate of Fire: Standard. Range: 500 feet (152 
  m). Payload: 10 shots per standard E-Clip, 18 with a Long Clip, 60 
  with power pack. Cost: 8,000 credits. 
  NG-l lS "Sawed-Off." This weapon resembles a double-barreled 
  sawed-off shotgun with a pistol grip. This .60 caliber smoothbore 
  weapon can fire regular 12-gauge shotgun shells, but it can also fire 
  special explosive rounds (equivalent to small grenades), as well as spe­
  cial ramjet rounds designed to crack open M.D.C. body armor. The 
  ramjet rounds are fired from the gun like a normal bullet, but once they 
  are in the air a secondary rocket booster kicks in, propelling the heavy 
  M.D.C. slug at rail gun like speeds. The main drawback of the NG- I 1 S  
  is that it can only fire two rounds at a time (reloading the gun takes one 
  melee action). Juicers, bandits and adventurers like the gun nonethe­
  less, and often carry 20 to 50 rounds in ammo beltslbandoleers. Some 
  1 57 
  Juicers have adopted a "Bandito" look, and walk around with criss­
  crossing ammo belts across their chests. Weight: 3 lbs (1.35 kg). 
  Mega-Damage: Varies with ammo type. Shotgun Shell: 4D6 S.D.C. or 
  8D6 S.D.C. for a double blast at the same target (counts as one melee 
  attack). Solid Slugs: 5D6 S.D.C. or lD6xlO S.D.C. for a double blast at 
  the same target (counts as one melee attack). Explosive Shell (Frag­
  mentary): 2D6 M.D. to a 10 foot (3 m) diameter, or 3D6 M.D. to a 20 
  foot (6. 1 m) diameter for a double blast (counts as one melee attack). 
  Explosive Shell (Plasma): 3D6 M.D. to a 6 foot (1.8 m) diameter area, 
  or 5D6 M.D. to a 12 foot (3.6 m) diameter area for a double blast 
  (counts as one melee attack). APRJ (Armor-Piercing Ramjet) Rounds: 
  2D6 M.D. per shot, or 4D6 M.D. for a double blast at the same target 
  (counts as one melee attack). Rate of Fire: Single or double shot only. 
  Range: Shotgun shells or slugs: 300 feet (91 .4 m). Explosive Shells and 
  APRJ: 500 feet (152 m). Payload: Two shots. Reloading the gun takes 
  one melee round. Cost: 4,000 credits. Explosive Shells cost 150 credits 
  a piece; APRJ rounds cost 20 credits each. 
  NG-Super Laser Pistol and Grenade Launcher. The NG-Super is 
  a dynamic short-range weapon with the dual functions of laser gun and 
  grenade launcher. The weapon resembles a submachine-gun or a 
  sawed-off shotgun more than a pistol. The kick from the grenade 
  launcher is tremendous and the weapon's weight is a problem for the 
  average adventurer. Characters with a strength of 19 or less are -3 to 
  strike firing one-handed, and -1 to strike when bracing it with both 
  hands or on something, whether firing it as a laser or a launcher. This is 
  why the gun is not popular among most humans, but extremely popular 
  among cyborgs, Headhunters, Juicers, Crazies, and those who are un­
  usually strong. Weight: 13 lbs (5.8 kg). Mega-Damage: Laser 2D4 
  M.D. Grenade Launcher 2D6 M.D. to a blast area of six feet ( 1 .8 m). 
  Rate of Fire: Laser: Standard. Grenades: one aimed, four fired in rapid 
  succession (burst if all at same target, wild if sprayed into an area). 
  Range: Laser is 800 feet (244 m). Grenade Launcher is 500 feet (152 
  m). Payload: Laser is 20 blasts, Grenade Launcher is a standard six 
  hand loaded into the gun plus an additional eight in a top feeding gre­
  nade clip. Reloading the Launcher: Requires one full melee, 1 5  sec­
  onds, to manually reload the grenade launcher. As always, reloading an 
  E-Clip takes about five seconds or equal to one melee action/attack. 
  Cost: 21,000 credits. Grenades cost 400 credits apiece or 3,800 a 
  dozen. Note: The introduction of the NG-LG6 rifle and increasing com­
  petition from Triax and Naruni Enterprises (among others) has caused a 
  dramatic decrease in the price of the NG-Super laser pistol and grenade 
  launcher; from 21,000 credits to 12,000 at most weapon shops. 
  NG-L5 Northern Gun Laser Rifle. A durable, heavy-duty laser ri­
  fle that suffers from the usual problem of weight, but can endure a mas­
  sive amount of abuse and keep on working. Weight: 14 lbs (6.3 kg). 
  Mega-Damage: 3D6 M.D. Rate of Fire: Standard. Range: 1,600 feet 
  (488 m). Payload: 10 shots standard clip or 20 shots long E-Clip. Cost: 
  16,000 credits. 
  NG-LG6 Northern Gun Laser Rifle & Grenade Launcher. A 
  grenade launching laser rifle that is slowly gaining popularity with 
  Headhunters, Juicers, and other soldiers of fortune. Weight: 19 lbs (8.6 
  kg). Mega-Damage: 3D6 M.D. per laser blast or 4D6 M.D. per grenade. 
  Rate of Fire: Standard. Range: Laser: 1600 feet (488 m). Grenade 
  Launcher 1 100 feet (335 m) and a blast radius of about 12 feet (3.6 m). 
  Payload: Laser: 10 shots standard E-Clip, or 20 shots long E-Clip, or 70 
  shots with power pack (pack weighs 12 IbsJ5.4 kg and regenerates 4 
  Quentin Milton (Order #31246997)
  
  blasts per hour; costs 70,000 credits). Grenade Launcher: Four grenades 
  (pump action). Can be reloaded in five seconds. Cost: 20,000 credits; 
  grenades cost 400 credits each. 
  NG-E4 Plasma Ejector. Another heavy energy weapon from the 
  people at Northern Gun. Like most of their weapons, the NG-E4 is a bit 
  heavy and has minimum range capability. Comes equipped with tele­
  scopic sight; can be fitted with any optic system. Weight: 20 Ibs (9 kg). 
  Mega-Damage: 6D6 M.D. Rate of Fire: Standard. Range: 1 ,600 feet 
  (488 m). Payload: 6 shots standard clip, 12 shots long E-Clip, or 42 
  shots with Power Pack (pack weighs 20 Ibs/9 kg and regenerates 4 
  blasts per hour). Cost: 30,000 credits for the gun. 
  NG-E12 Heavy Plasma Ejector. This is a heavier version of the 
  NG-E4 rifle designed as a tripod mounted or light vehicle weapon. A 
  secondary version, the NG-E4A, has a rifle configuration to be used by 
  cyborgs and troops in powered armor. The weapon is too big and heavy 
  to be used as a shoulder weapon by normal humans. Weight: 30 Ibs 
  (13.5 kg) using an E-Clip, 50 Ibs (22.5 kg) with a Power Pack. 
  Mega-Damage: 1D6xlO M.D. Rate of Fire: Standard. Range: 2000 feet 
  (610 m). Payload: 4 shots standard clip, 8 shots long E-Clip, or 30 shots 
  with Power Pack (20 Ibsl9 kg and regenerates 4 blasts per hour). Cost: 
  80,000 credits. 
  NG-IP7 Ion Pulse Rifle. A combat rifle that uses a shortened 
  "bull-pup" design to make it compact and easy to carry and conceal. 
  Liked by Juicers, security forces, and urban combat units. Weight: 7 1bs 
  (3. 1 5  kg). Mega-Damage: Single shot 3D6 M.D. or multiple pulse burst 
  ID4xl0 M.D. (counts as one attack but consumes three shots). Rate of 
  Fire: Standard. Effective Range: 1,600 feet (488 m). Payload: 1 8  with a 
  standard E-Clip, 30 shots with a Long clip. Cost: 20,000 credits. 
  NG-P7 Northern Gun Particle Beam Rifle. Another heavy-duty 
  weapon that is a bit heavy and awkward, but sturdy and dependable in 
  combat. Weight: 21 Ibs (9.45 kg). Mega-Damage: 2D4x1O M.D. Rate 
  of Fire: Standard. Range: 1,200 feet (365 m). Payload: 6 shots with a 
  1 58 
  standard E-Clip, 10 with a Long E-Clip and 40 with power pack. Cost: 
  22,000 credits for gun. 
  NG-IOI Rail Gun. While a perfectly serviceable light rail gun, the 
  NG-I0l 's sales have suffered badly in recent years, thanks to cutthroat 
  competition from Triax. Weight: Gun: 128 Ibs (57.6 kg), Power Pack: 
  80 Ibs (36 kg), One Ammo-Belt: 25 Ibs (1 1 kg), Case of six belts: 160 
  Ibs (72 kg). Mega-Damage: A Burst is 30 rounds and inflicts 6D6 
  M.D., one round does ID4 M.D. Rate of Fire: Standard. Range: 4,000 
  feet (1,219 m). Payload: As a machine-gun: 300 round belt. Black Mar­
  ket Cost: 70,000 credits. Not often available. 
  NG-202 Rail Gun. The size and weight of this arm makes it one 
  best used by those with supernatural strength or those in power armor. 
  Its sales have suffered terribly in recent years with the advent of the 
  Triax rail guns, which hit hard, look great, and have been ruthlessly 
  marketed throughout North America. Weight: Gun: 198 Ibs (89 kg), 
  Power Pack: 100 Ibs (45 kg), One Ammo-Belt: 35 Ibs (16 kg), Case of 
  six belts: 210 Ibs (94.5 kg). Mega-Damage: A Burst is 40 rounds and 
  inflicts ID4xl0 M.D. One round does ID4 M.D. Rate of Fire: Stan­
  dard. Range: 4000 feet (1219 m). Payload: As a machine-gun: 300 
  round belt. Black Market Cost: 70,000 credits. Not always available. 
  Note: Also see robots and power armor for other rail guns. 
  NG Explosives 
  Blasting Cap: Cost: Five credits (S.D.C. explosives) or 40 credits 
  (M.D.C. explosives). 
  S.D.C. Dynamite. Damage: 5D6 S.D.C. per stick. Cost: 10 credits 
  each. 
  M.D. Dynamite. Mega-Damage: 2D4 M.D. per stick; blast radius 
  of 10 feet (3 m). Cost: 130 credits each stick. Fair availability. A stick 
  of dynamite is usually placed and detonated. It is not made for throw­
  ing. Maximum effective range throwing: 1D4xlO feet (ID4x3 m) (var­
  ies). Cost: 150 credits a stick. 
  NG Hand Grenades. Northern Gun produces its own line of gre­
  nades. They are cheaper, but slightly less powerful than the Coalition 
  equivalents. Fragmentation: 2D4 M.D. to a 20 foot (6 m) area. High 
  Explosive: 3D4 M.D. to a 6 foot (1.8 m) area. Plasma: 4D6 M.D. to a 
  12 foot (3.6 m) area. Smoke: No damage, but creates a smoke screen 
  that covers a 40 foot (12 m) area. Effective Range: When Throwing a 
  Grenade: About 40 yards/meters. Cost: 160 credits for fragmentation, 
  120 credits for high explosive, 275 credits for plasma, and 50 credits 
  for smoke. 
  Plastique is a wax or clay-like explosive that can be shaped like 
  putty into a patty, block, rope or blob. It will not detonate if it is 
  dropped, shaken, shot, blasted, or set on fire. It is detonated by an elec­
  tric charge usually contained in a blasting cap. However, it can be deto­
  nated by lightning or Electrokinesis. The explosion is usually contained 
  mainly to the area where the plastique was placed, causing little shrap­
  nel and putting the full force of the explosion on one concentrated area. 
  Plastiques are used for safe-cracking, sabotage and other precision ex­
  plosions to blow out locks, open safes, cut girders, set off other explo­
  sives, etc. It comes in S.D.C. and M.D. types. 
  Commercial Plastique. Damage: ID4 S.D.C. per ounce (28 grams 
  or ID6xl0 S.D.C. per pound (0.45 kg). Cost: 5 credits an ounce. Fair 
  availability . 
  C4 (military HE) Plastique. Damage: 1D6 S.D.C. per ounce or 
  2D4xlO+20 S.D.C. per pound (0.45 kg). Cost: 8 credits an ounce. Fair 
  availability . 
  NG 2 M.D. Plastique. Mega-Damage: One M.D. point per ounce or 
  16 M.D. per pound (0.45 kg). Cost: 20 credits an ounce or 320 credits a 
  pound. Fair availability. 
  NG 4 M.D. Plastique. Mega-Damage: 1D4 M.D. points per ounce 
  or 1D4xlO M.D. per pound (0.45 kg). Cost: 40 credits an ounce or 640 
  credits a pound. Poor to fair availability. 
  Quentin Milton (Order #31246997)
  
  NG 6 M.D. Plastique. Mega-Damage: ID6 M.D. points per ounce 
  or 2D4xl0+20 M.D. per pound (0.45 kg). Cost: 60 credits an ounce or 
  960 credits a pound. Poor availability. 
  NG Mines: Northern Gun has started manufacturing some simple 
  land mines for anti-vehicle and anti-personnel purposes. Poor availabil­
  ity. 
  Mine Detector: Traveling on foot and looking for mines, the Detect 
  Ambush or detect concealment skills at -10% can be used to spot land 
  mines and booby-traps. Vehicles can be outfitted with a basic mine de­
  tector for 50,000 credits. This unit has a 40% chance of locating mines 
  before they are struck and detonated, but will also indicate harmless 
  metal fragments as well (fragments must be the size of a soccer ball or 
  bigger). The basic system can be "fine-tuned" and enhanced +10% for 
  an additional 20,000 credits up to a maximum of 90% efficiency, but 
  those are rare (most are at 70%). A pilot can try Detect Ambush or De­
  tect Concealment skill rolls, but is -25% if traveling is at a crawl and 
  -50% if traveling at over 30 mph (50 km). 
  NG Anti-Personnel Mines. These mines typically use fragmentary 
  or incendiary charges designed to inflict damage to a large area, crip­
  pling troops with shrapnel or fire. Most are triggered by snapping a trip 
  wire or responding to pressure/weight (100 Ibsl45 kg or more). Sensor 
  Special: High-tech mines that come with special sensors that will detect 
  a human-sized creature 6 feet ( 1 .8 m) away, or a 'bot, cyborg, giant, or 
  light vehicle up to 12 feet (3.6 m) away and detonate. The sensor types 
  cost twice as much. Mega-Damage: 4D6 M.D. to a 40 foot (12 m) area. 
  Cost: 600 credits for the standard mine, 1,200 with sensor. Poor avail­
  ability. 
  NG Anti-Vehicle Mines. Most have a rudimentary electronic sen­
  sor suite that can be programmed to detonate the explosives when a tar­
  get of a pre-determined size comes close enough to be detected. The 
  larger the size, the greater the detectable range. The weapons can also 
  be triggered by a radio signal sent at a distance (ambushers can wait un­
  til the target is close enough, then detonate the explosive). Poor avail­
  ability. 
  Type One: NG Light Anti-Vehicle Mines: Detects a vehicle of un­
  der 5 tons at 3 feet (one meter) away, a vehicle weighing 5-10 tons 
  from 10 feet (3 m) away, and vehicles over 10 tons at 20 feet (6 m). 
  People on foot only trigger it if they actually step over the mine, or if a 
  remote controller detonates it by radio. Treat heavy creatures and hu­
  manoids weighing over 400 Ibs (180 kg) as light vehicles. 
  Mega-Damage: Uses either a high explosive (HE), doing 5D6 M.D. to 
  a 20 foot (6 m) area, or plasma, doing ID4x1O to a 30 foot (9. 1 m) area. 
  Cost: 1,000 credits for HE, 2,000 for plasma. Poor availability. 
  Type Two: Medium Anti-Vehicle Mine: As above, but does more 
  damage. Mega-Damage: HE explosion does ID6xlO M.D. and the 
  plasma inflicts 2D4x1O M.D. (area and detection range remain un­
  changed). Cost: 3,000 credits for HE, 4,000 for Plasma. Poor availabil­
  ity. 
  Type Three: Heavy Anti-Vehicle Mine: As above, but even greater 
  damage. Mega-Damage: HE explosion inflicts 2D6x1O M.D. and the 
  plasma does 3D6xlO M.D.; both with a blast area of 70 feet (21 m). 
  Cost: 6,000 credits for HE, 8,000 for Plasma. Rare. 
  Phase World 
  & Space Technology 
  Phase World and most space technology is NOT really suitable for 
  the environment that is Rifts Earth. What weapons and equipment that 
  might make their way to Rifts Earth from Phase World, the Three Gal­
  axies, the Skraypers environment and other outer space settings are ex­
  tremely rare at best (Le. there might be a total ofa dozen items in North 
  America). In order to squeeze in everything necessary for adventuring 
  on Rifts Earth, we have to omit them. See the following Rifts® Di-
  1 59 
  mension Books™ for details: Phase World®, Phase World® 
  Sourcebook, SkraypersTM and Mutants in Orbit™ (a sourcebook for 
  After the Bomb® and Rifts®). 
  Russian Weapons 
  World Book 17: Warlords of Russia 
  Russian weapons, vehicles and equipment are almost never found 
  elsewhere in the world as the country is very isolated. Generally, Rus­
  sian weapons are found, well, in Russia/the old USSR, Eastern Europe, 
  Mongolia and northern China. A few make their way to Alaska and Ja­
  pan. Most are big and bulky. Many are attached to shoulder and/or back 
  and chest harnesses with the gun itself "slung" under the arm or over 
  the shoulder when not in use. Weapons, E & G-Clips, E-Packs, mis­
  siles, grenades, explosives, and Vibro-Weapons are all excellent trade 
  goods, as well as the targets of raids by bandits, mercenaries, pirates, 
  Warlord Reavers and invaders from China. As trade goods, one can 
  usually get up to 80% market value, however, if selling for silver, gold, 
  gems, Rubles, or credits, one will be lucky to get 33% (15-30% is typi­
  cal). 
  Warlord weapons tend to be of the vicious and destructive nature, 
  very much designed to kill and destroy. A Warlord desires to spread 
  fear, to break his enemy's resolve and scatter him. Thus, wicked de­
  signs have emerged to maximize terror on the battlefield. 
  The most common foreign weapons, magic and equipment will 
  come from the New German Republic (Trim) and Poland (Mindwerks). 
  Weapons, magic items and Symbiotes from the Splugorth's Atlantis oc­
  casionally make their way to Eastern Europe, Russia and Asia (more 
  common in Africa, the Middle East and India, though). Russia has all 
  of the usual vampire fighting weapons but Techno-Wizard items are in­
  credibly rare in Russia. 
  Price Note: The prices listed apply to those in Russia, where people 
  are poor and prices are lower than elsewhere in the world. Russian 
  Weapons, E-Clips, E-Packs and other equipment would cost 40% to 
  80% more in the West. 
  E-Clip Adaptor. Western style E-Clips (including NGRITriax and 
  CS types) are too narrow to fit into Russian weapons so they are use­
  less without an adaptor. The E-Clip snaps snugly into the wide housing 
  of the adaptor, which in tum snaps into the weapon. Cost: 1,000 credits 
  for a Russian weapon adaptor. 
  --
  E-Packs. These are about half the size of a backpack and can be 
  worn on the hip or on the back (2-3 can fit on the back of a hu­
  man-sized character). A unit that looks like an E-Clip attached to a ca­
  ble is connected to the energy pack/battery to fit into a weapon, 
  generator or other machine. E-packs can run everything from comput­
  ers and light machines to generators and tractors. Payload: A typical 
  E-Pack is roughly equal to four standard E-C/ips when used in a 
  weapon, and can run 4-6 light machines like a computer, monitor, ra­
  dio, light, fan, etc., for 72 hours before requiring recharging. It can run 
  a jet pack, vehicle or generator for about 24 hours. Cost: 35,000 for the 
  E-Pack and 7000 credits to recharge it. 
  --
  G-Clips. The G-Clip is the Russian style Long Energy-Clip with 
  double the standard E-Clip capacity and is common for most weapons 
  manufactured in Russia, Ukraine, Yugoslavia, Mongolia and parts of 
  China. These Energy-Clips are a bit wider than the NGR and American 
  CS types. The "G" stand for "gdye." An example of Russian pragma­
  tism and humor in action, because Gdye means "where" in Russian. 
  Most Russian energy weapons may take a standard type of E-Clip with 
  an adaptor, as well as the G-Clip, but where the clip is loaded into the 
  weapon can be dramatically different from weapon to weapon. Approx­
  imately 55% of all Russian energy rifles and handguns load on one side 
  or the other, but some load from the top, others the bottom, others in 
  the handle or in the back, or are connected to an E-pack or other power 
  source. Cost: G-Clips sell for 4,500 credits for short clips (up to 20 
  shots), and 9,500 credits for long clips (50 shots). Excellent availability 
  Quentin Milton (Order #31246997)
  
  in Russia, rare elsewhere. Note: Most people in the Americas and most 
  other parts of the world have no idea such G-Clips or E-Packs exist. 
  Consequently, there is NO adaptor that converts the Russian clips for 
  use in the weapons of other countries, including the Americas, Western 
  Europe, the UK, Africa, Australia, etc. Russia is quite isolated from the 
  rest ofthe world. 
  Heavy Cyber-Shield. A large, heavy Mega-Damage shield de­
  signed for gritty battlefield conditions. The smallest is four feet (1.2 m) 
  tall, the largest is six feet (1.8 m). They can be used by any character 
  with a P.s. of 25 or higher and are designed to clamp on to the forearm 
  of body armor or power armor, or a bionic limb. The shield is actually a 
  machine in itself with sliding panels that move back and forth hydrauli­
  cally to better distribute damage done to it. This is accomplished 
  through sensor arrays lining the shield's edges (not visible save as cir­
  cuitry). The Cyber-shield is used by heavy cyborgs in all the Warlord 
  Camps, but is not overwhelmingly popular. Like any shield, it offers 
  protection when charging and the ability to parry Mega-Damage melee 
  weapons. A shield cannot be used to block bullets, rail gun bursts, en­
  ergy blasts, or magic energy bolts, at least not easily. Any such attempt 
  is done without any bonuses (straight die roll), with a penalty of -8 to 
  parry! Blocking thrown rocks, knives, spears and other weapons is ba­
  sically the same but is only -3 to parry on an unmodified die roll. A 
  large shield has 90 M.D.C. and a small, human-sized shield has 40 
  M.D.C. It only takes damage when used to block energy blasts, mis­
  siles or explosions, or is specifically targeted by an opponent with the 
  intention of destroying or chopping through the shield. Cost: Small: 
  20,000; Large: 26,000 credits. Weight: 70 pounds (3 1 .5 kg)-. -
  Servo-Harness Rig. Many heavy weapons are supported with a 
  shoulder and/or back and chest harness, with the gun itself "slung" un­
  der the arm or over the shoulder when not in use. This harness is called 
  a "Servo-Harness Rig," or simply a "Servo-Rig" or even just "The 
  Rig." The Rig enables ground troops to carry and use weapons larger 
  and heavier than they could normally handle. This includes rail guns, 
  heavy energy weapons/cannons, and missile launchers. It is worn like a 
  parachute harness over body armor. There are two popular styles of the 
  Weapon Rig, but both are made of padded, M.D.C. metal bars and 
  M.D.C. ceramic plated straps linked to a gyro-stabilizer and a light hy­
  draulic system. The weapon connector unit is modular to accommodate 
  most heavy weapons of Russian manufacture. It lets an individual use 
  the weight of his entire body to maneuver and hold a weapon steady, 
  giving him the capability of fielding big guns normally reserved for cy­
  borgs. A weapon mated to the Servo-Harness rig must be worn under 
  one arm or over the shoulder. What it all boils down to in game terms is 
  that an individual with a P.S. as low as 9 can carry and use weapons 
  equaling his body weight x2. For Example: Ivan weighs 160 pounds 
  (72 kg) and has a P.S. Attribute of 1 1. Using a Servo-Harness Rig, he 
  can now field a rifle weighing 320 pounds (144 kg). Cost: 8,000 credits 
  (2,200 for the Warlords to make it). 
  --
  AR-36 "Clenched Fist" Light Rail Gun. The Ammodyne series of 
  rail guns are pre-Cataclysm relics of the Soviet Military Machine un-
  1 60 
  earthed and reverse engineered. They are manufactured and sold by the 
  Sovietski, Poland and the Black Market, as well as offered by numer­
  ous arms dealers in and around Russia. The AR-36 is one of the smaller 
  weapons of the line, a light but rugged rail gun popular among Reavers. 
  It is designed in the "bull-pup" configuration (ammo clip or belt feed 
  inserts behind the grip), and uses a G-Clip or power feed directly from 
  a cyborg to power it. The weapon is light and small enough to be used 
  one in each hand by full conversion cyborgs, two-handed by most ordi­
  nary humans and partial 'Borgs (-3 to strike if used one-handed by 
  them). Weight: Gun: 30 pounds (13.5 kg) plus one short ammo-clip (8 
  Ibs/3.6 kg), or one ammo-belt (300 rounds; 12 Ibs/5.4 kg), or a 1200 
  round ammo-drum (50 Ibs/22.5 kg) hooked to a Servo-Harness Rig. 
  The weapon has 40 M.D.C. Mega-Damage: A burst is 10 rounds and 
  inflicts 3D6 M.D.C. per burst. Rate of Fire: Only fires bursts of 10 
  rounds. Each burst counts as one melee attack. Range: 3,000 feet (914 
  m). Payload: 100 round mini-clip (10 bursts), 300 round belt (30 
  bursts) or full 1200 round drum (120 bursts). Cost: 30,000 credits, plus 
  most humans will need a Rig to handle it, unless they have a P.S. of 24 
  or greater. Without a Rig the character is -10% to climb and prowl, ac­
  robatics, gymnastics and swimming are impossible, and speed is re­
  duced by 40%. With the Rig the first penalties are negated, and speed is 
  normal, but acrobatics, gymnastics and swimming are still impossible. 
  AR-41 "Howler" Rail Gun. The Howler is the intermediary, me­
  dium weight rail gun, designed in a "bull-pup" configuration. It has a 
  large top-loading banana clip for an extra ammo reserve and a built-in 
  shock absorption system. Weight: Gun: 100 pounds (45 kg); plus 
  E-Pack, and dual ammo-clips (15 Ibs/6.7 kg), or one ammo-belt (400 
  rounds; 20 Ibs/9 kg), or a 2000 round ammo-drum (100 Ibs/45 kg) 
  hooked to a Servo-Harness Rig. The weapon has 80 M.D.C. 
  Mega-Damage: A burst is 1 5  rounds and inflicts 4D6 M.D.C. Rate of 
  Fire: Only fires 1 5  round bursts, and each counts as one melee attack. 
  Range: 4,000 feet (1219 m). Payload: 120 round mini-clip (8 bursts), 
  300 round belt (20 bursts) or full 2000 round drum (133 bursts). Cost: 
  60,000 credits, plus humans will need a Rig to handle it. 
  --
  AR-44 "Sledgehammer" Rail Gun. The AR-44 is unique for its 
  very high rate of fire. It uses an experimental chambering system that 
  forces shells into the weapon chamber at a higher pressure, coupled 
  with a timing system set about as high as its designers could make it. It 
  is also a heavy weapon, designed as an anti-vehicle, anti-'Borg and 
  anti-monster weapon. Weight: Gun: 150 pounds (67.5 kg); plus E-Pack, 
  and ammo-clip (200 rounds; 20 Ibs/9 kg), ammo-belt (500 rounds; 35 
  Ibs/15.7 kg), or a 3000 round ammo-drum (140 Ibs/63 kg) hooked to a 
  Servo-Harness Rig. The weapon has 100 M.D.C. Mega-Damage: A 
  burst is 20 rounds and inflicts ID4x1O M.D.C. Rate of Fire: Only fires 
  20 round bursts, and each counts as one melee attack. Range: 4,000 feet 
  (1,219 m). Payload: 200 round clip (10 bursts), 500 round belt (25 
  Quentin Milton (Order #31246997)
  
  bursts), or full 3000 round drum (150 bursts). Cost: SO,OOO credits, plus 
  humans will need a Rig to handle it. 
  AR-60 "Nikita" Super-Rail Gun. This very large rail gun has a 
  padded shoulder rest worn over the shoulder (something like the Glitter 
  Boy Boom Gun). It can be used by Heavy Machines and Cyborg Shock 
  Troopers, but most humans and Light Machines can't handle it, even 
  with a Rig, due to the weight and bulk. Weight: Gun: 250 pounds (1 12 
  kg); plus E-Pack, and one ammo-clip (100 rounds; 20 lbs/6. 1 kg), 
  ammo-belt (500 rounds; 45 lbs/20 kg), or a 3000 round ammo-drum 
  (ISO lbs/Sl kg); may be hooked to a Servo-Harness Rig or not. The 
  weapon has 120 M.D.C. Mega-Damage: A burst is 20 rounds and in­
  flicts ID6xl0 M.D.C. per burst. Rate of Fire: Only fires 20 round 
  bursts, and each counts as one melee attack. Range: 5,000 feet (1,524 
  m). Payload: 100 round clip (5 bursts), 500 round belt (25 bursts) or 
  full 3000 round drum (150 bursts). Cost: 1 10,000 credits, plus humans 
  will need a Rig to handle it. 
  AR-1 10 Razor Disk Cannon. The AR- l 1 0  is an interesting weapon 
  development, employing a Lateral-Magnetic (L-Mag) rail system. The 
  whole thing is just wider and flatter than a normal rail gun. It fires 
  M.D.C. discs, about twice the size of a 20th century compact disc, at 
  Mach speed velocity. However the distance is dramatically less than 
  most true rail guns. A Servo-Rig is required by humans and it is some­
  times used by cyborgs. Weight: Gun: 150 pounds (67.5 kg); plus 
  E-Pack, and one ammo-belt (200 rounds; 35 Ibs11 5.7 kg), or a 2000 
  round ammo-drum (ISO lbs/S l kg); may be hooked to a Servo-Harness 
  Rig or not. The weapon has SO M.D.C. Mega-Damage: A single blade 
  does ID6 M.D. and a burst fires 10 discs to inflict ID6x1O M.D.C., but 
  counts as two melee attacks. Rate of Fire: One at a time or a 10 round 
  burst; bursts count as two melee attacks. Range: 2,000 feet (610 m). 
  Payload: 200 round belt (20 bursts) or full 2000 round drum (200 
  bursts). Cost: SO,OOO credits, plus humans will need a Rig, at S,OOO 
  credits, to handle it. 
  AR-210 Grapeshot Cannon. This weapon fires a nasty payload of 
  M.D.C. rockets which explode on impact or at 3500 feet (1067 m), 
  whichever comes first. The explosion releases a volley of tiny metal 
  balls that inflicts damage, shotgun style, to a larger area. Weight: Gun: 
  1 61 
  200 pounds (90 kg); plus E-Pack, and ammo-belt (100 rounds; 35 
  lbsl15.7 kg), or a 1000 round ammo-drum (1S0 lbs/Sl kg); may be 
  hooked to a Servo-Harness Rig or not. The weapon has 100 M.D.C. 
  Mega-Damage: A single round does ID6 M.D. and a burst fires 10 
  rounds to inflict ID6xl0 M.D.C. to a target under 3,500 feet (1,066.S 
  m). The shotgun effect occurs at 3,500 feet (1067 m) and the grapeshot 
  hurls another 500 feet (152 m) for a total range of 4,000 feet (1219 m). 
  It does 3D6 M.D. (1 point of M.D.C. for a single shot) to everybody or 
  everything in a 12 foot (3.6 m) wide area of fire (if one large, tank- or 
  building-sized target, the grapeshot peppers it for ID6x1O M.D.l1D6 
  from a single shot). Note: The shotgun effect can also be set to occur at 
  1,000 feet (305 m) and hurl the tiny balls another 500 feet (152 m) for a 
  total range of 1 500 feet (457 m), for use against infantry troops. Rate of 
  Fire: One at a time or 10 round bursts; bursts count as two melee at­
  tacks. Range: 4,000 feet (1219 m). Payload: 100 round belt (10 bursts) 
  or full 1000 round drum (100 bursts). Cost: 100,000 credits, plus hu­
  mans will need a Rig, at S,OOO credits, to handle it. 
  AR-M36 Rifle Mini-Missile Launcher. A rifle style mini-missile 
  launcher that can be used by humans and partial cyborgs using a 
  Servo-Rig, or by full conversion cyborgs or heavy power armor 
  one-handed. Point and shoot - tends to be front-heavy. Weight: Gun 
  50 pounds (22.6 kg) plus 20 pounds (9 kg) fully loaded with eight 
  mini-missiles. The weapon has 40 M.D.C. Mega-Damage: Varies by 
  missile type (typically ID4xl0 M.D.). Range: One mile ( 1 .6 km). Rate 
  of Fire: One, or in volleys of 2, 3 or 4. Payload: Eight mini-missiles; 
  hand loaded. An extra pack of eight mini-missiles can be carried in a 20 
  M.D.C. case; weighs 30 lbs (13.6 kg). Takes two melee rounds (30 sec­
  onds) to reload. Cost: 19,000 credits for the launch-rifle, 2,000 credits 
  each for light missiles, and 3,500 for heavy ones. 
  AR-M40 Dual Launcher. The Dual launcher is comparatively, a 
  small, light launcher that hooks to a Servo-Rig, although full conver­
  sion cyborgs can use it as a hand-held gun. A handle and trigger is lo­
  cated underneath the launcher, with a second handle for control in the 
  back - it is a two-handed weapon for humans, even with a Rig. The 
  top section launches four mini-missiles, while the lower, front launch­
  ers fire wooden stakes. Obviously, this weapon was designed for slay­
  ing vampires and similar creatures harmed by shafts of wood. Weight: 
  Launcher: 50 pounds (22.6 kg) plus 20 pounds (9 kg) fully loaded. The 
  weapon has 40 M.D.C. Mega-Damage: Varies by missile type (typi­
  cally ID4x1O M.D.). Wooden Stakes do 2D6 S.D.C. per single shaft 
  (fired with great velocity) or 4D6 S.D.C. per twin shafts, or in a burst 
  of four doing 6D6 S.D.C.IH.P. damage. Range: Mini-Missiles: One 
  mile ( 1 .6 km). Wooden Stakes: 1000 feet (305 m). Rate of Fire: 
  Mini-Missiles: 
  1 
  or 2. Wooden Stakes: 
  1-4. Payload: Four 
  mini-missiles; hand loaded, and 40 stakes. Cost: 1 5,000 credits for the 
  launcher, 2,000 credits each for light missiles, and 3,500 for heavy 
  ones. Wooden stakes cost around 5 credits each. 
  AR-M45 Cyborg Missile Launcher. A mini-missile launcher that 
  can be used as a shoulder mounted weapon on full conversion cyborgs 
  or as a Servo-Rig mounted weapon. In the latter case, there is a handle 
  and trigger in the back of the launcher. It is a favorite among Heavy 
  Machines. Weight: Launcher: SO pounds (36 kg) plus 30 lbs (13.6 kg) 
  fully loaded. The weapon has 50 M.D.C. Mega-Damage: Varies by 
  missile type (typically ID4xlO M.D.). Range: One mile ( 1 .6 km). Rate 
  of Fire: 1, or in volleys of 2, 3 or 4. Payload: 12 mini-missiles; 
  hand-loaded. An extra pack of eight mini-missiles can be carried in a 
  20 M.D.C. case; weighs 30 lbs (13.6 kg). Takes three melee rounds (45 
  seconds) to reload. Cost: 25,000 credits for the launcher, 2,000 credits 
  each for light missiles, and 3,500 for heavy ones. 
  Quentin Milton (Order #31246997)
  
  AR-MSO Heavy Missile Launcher. A massive mini-missile 
  launcher that can be used as a shoulder mounted weapon on full con­
  version cyborgs, or as a Servo-Rig mounted weapon. In the latter case, 
  there is a handle and trigger in the back of the launcher as well as a 
  handle in the top. Its shape, size and weight make it difficult to handle 
  by humans, even with a Servo-Rig. Fortunately, one does not need to 
  point the missiles with tremendous accuracy. It is a favorite among 
  Heavy Machines as a hip blasting Servo-Rig unit. Weight: Launcher: 
  140 pounds (63 kg) plus 44 pounds (20 kg) fully loaded. The weapon 
  has 90 M.D.C. Mega-Damage: Varies by missile type (typically 
  ID4xlO M.D.). Range: One mile (1.6 km). Rate of Fire: One, or in vol­
  leys of 2, 3 or 4. Payload: 18 mini-missiles; hand-loaded. An extra pack 
  of eight mini-missiles can be carried in a 20 M.D.C. case; weighs 30 
  lbs (13.6 kg). Takes four melee rounds (one minute) to reload. Cost: 
  45,000 credits for the launcher, 2,000 credits each for light missiles, 
  and 3,500 for heavy ones. 
  Belofsky Double-Dealer Laser Cannon. A massive, four-barreled, 
  heavy energy weapon that can be used as a two-handed weapon by 
  Light Machines and humans with a P.S. of 22, or one-handed by full 
  conversion cyborgs. The top barrel is a heavy laser, the one below it, a 
  short-range ion blaster (the one on the side is a scope). Weight: Gun: 60 
  pounds (27 kg). Backpack Weight: 55 pounds (24.75 kg; holds two 
  E-Packs). The weapon has 90 M.D.C. Mega-Damage: Laser: 306 
  M.D.; Ion Blaster 506 M.D. Rate of Fire: Each blast counts as one me­
  lee attack. Both can not be fired simultaneously, so the shooter must 
  pick one or the other. Range: Laser: 3000 feet (914 m). Ion: 2,000 feet 
  (610 m). Payload: Varies with power source; about 10 shots from a 
  standard E-Clip and 100 from an E-Pack, but uses a dual pack system. 
  Cost: 65,000 credits. 
  G-410C Goldbeam Laser Cannon. A bulky and ominous looking 
  shoulder-mounted weapon used by full conversion cyborgs, but can be 
  used by partial or super-strong characters in conjunction with a 
  Servo-Rig, as well as mounted on vehicles by cavalry troops as a heavy 
  support weapon, and heavy assault piece. Support cavalry troops carry 
  the G-41OC, as well as heavy infantry and certain S & 0 squad mem­
  bers. It has four separate lasers that can be fired individually, one at a 
  time, two at a time or all at once. The advantage of this cannon over the 
  Belofsky is its lighter weight and versatility. Weight: 135 pounds (61 
  kg); Backpack Weight: 55 pounds (24.75 kg; holds two E-Packs). The 
  weapon has 70 M.D.C. Mega-Damage: 306 M.D. per single blast, 606 
  per double blast or a rapid-fire burst from all four lasers, doing 
  1 D6x 10+ 10 M.D. (counts as one melee attack). Rate of Fire: Each blast 
  counts as one melee attack. Range: 2,800 feet (853 m). Payload: 20 sin­
  gle shots, 10 dual shots or 5 quadruple shots from a standard E-Clip, or 
  50 from an E-Pack, but typically uses a dual E-Pack system. Cost: 
  124,000 credits. 
  Belofsky Heavy Laser Cannon. A massive, four-barreled, heavy 
  laser with increased range and payload. It is worn with a Servo-Rig. All 
  barrels fire simultaneously. Weight: Gun: 200 pounds (90 kg). Back­
  pack Weight: 55 pounds (24.75 kg). The weapon has 1 10 M.D.C. 
  Mega-Damage: ID6xl 0+ 10 M.D.; all barrels fire simultaneously. Rate 
  of Fire: Each blast counts as one melee attack. Range: 3,000 feet (914 
  m). Payload: Three shots from a standard E-CJip, or 50 from an 
  E-Pack, but typically uses a dual E-Pack system. Cost: 90,000 credits. 
  1 62 
  Belofsky Plasma Cannon. Another massive, heavy energy weapon 
  that requires the use of a Servo-Rig when used by humans. Full conver­
  sion cyborgs can use it as a two-handed weapon. Weight: Gun: 170 
  pounds (76.5 kg). Backpack Weight: 55 pounds (24.75 kg). The 
  weapon has 100 M.D.C. Mega-Damage: ID4xlO+1O M.D. Rate of 
  Fire: Each blast counts as one melee attack. Range: 1,800 feet (548.6 
  m). Payload: Varies with power source; four shots from a standard 
  E-Clip and 70 from an E-Pack, but typically uses a dual E-Pack system. 
  Cost: 145,000 credits. 
  Big Bear Plasma Rifle. A heavy assault weapon that has been out­
  lawed by the Warlords - only members of the War Camps may legally 
  possess this weapon. That has not slowed down brisk trade through the 
  Black Market and other criminal arms dealers and mercenaries. 
  Weight: 14 lbs (6.3 kg); has 50 M.D.C. Mega-Damage: 506 M.D. per 
  single shot. Rate of Fire: Each blast counts as one melee attack. Range: 
  1,600 feet (488 m). Payload: 10 shots from a standard E-Clip. Cost: 
  29,000 credits. 
  � 
  ,--� � � 
  "Homesteader" Ion Beam Rifle. A heavy ion rifle for inflicting 
  excellent damage. Soldiers love it. Weight: 9 lbs (4 kg); has 40 M.D.C. 
  Mega-Damage: 406 M.D. Rate of Fire: Each blast counts as one melee 
  attack. Range: 1,700 feet (5 18 m). Payload: 12 shots from a standard 
  E-Clip. Cost: 21,000 credits. 
  Lynx Laser Rifle. A dual-barrel Laser rifle that has proven to be 
  sturdy and reliable. It is popular among Huntsmen, thieves, assassins 
  and adventurers as a backup or assault weapon. Its really interesting 
  feature is that it can take both Western E-CJips or Russian G-Clips. 
  Weight: 6 Ibs (2.7 kg). Mega-Damage: 206 from a single blast or 406 
  M.D. from a dual, simultaneous blast (counts as one melee attack). 
  Rate of Fire: Each blast counts as one melee attack. Range: 1,800 feet 
  (548.6 m). Payload: 20 shots from a standard E-Clip. Cost: 19,000 
  credits. 
  G-29SR "Steamer" Pulse Laser Rifle. The "Steamer" is a 
  long-range, heavy laser rifle that can be used as a single-shot sniper ri­
  fle. Comes standard with laser targeting and telescopic sight. It is popu­
  lar among War-Knights, He:ivy Machines and adventurers, particularly 
  the Huntsman-Trapper. Weight: 1 5  pounds (6.8 kg); has 45 M.D.C. 
  Mega-Damage: 406 M.D. per single shot. Rate of Fire: Each blast 
  counts as one melee attack. Range: 2,200 feet (670 m). Payload: 14 
  shots from a standard E-Clip. Cost: 32,000 credits. 
  G-294R "Toughman" Laser Rifle. A superior quality, standard la­
  ser rifle that is effective, rugged and reliable in the field. It functions at 
  up to 1 50 degrees Fahrenheit (-10 1 C) below freezing (most others jam 
  up at 100 degrees below/-73 C). This weapon has been in use for over 
  60 years. Weight: 13 pounds (6 kg); has 50 M.D.C. Mega-Damage: 
  306 M.D. per single shot. Rate of Fire: Each blast counts as one melee 
  attack. Range: 1,600 feet (488 m). Payload: 20 shots from a standard 
  E-Clip. Cost: 32,000 credits. 
  G-293M "Fat Boy" Laser. A short-barrel laser similar to a 
  sawed-off shotgun or submachine-gun, with an over and under, pump, 
  grenade launcher. The weapon fires a laser from the top barrel and ex­
  plosive cartridges/bullets/rounds from the lower barrel (a knock-off of 
  the Triax Pump pistol). These explosive rounds have good range, and 
  contain a powerful explosive charge. Weight: 6 pounds (2.7 kg); has 
  30 M.D.C. Mega-Damage: 306 M.D. per single shot. Rate of Fire: 
  Each blast counts as one melee attack. Range: Laser: 1,000 feet (305 
  Quentin Milton (Order #31246997)
  
  m). Grenades: 800 feet (244 m). Payload: Laser: 20 shots from a stan­
  dard E-Clip. Grenades: Six rounds, and can be hand loaded in one me­
  lee round (15 seconds). Cost: 32,000 credits. 
  S-500 "Cyclone" Pulse Laser Rifle. A large, rapid-fire laser based 
  on pre-Rifts Soviet technology. It is a large weapon designed specifi­
  cally for use by Light and Heavy Machines. Ordinary humans need a 
  Servo-Rig to use it, or must possess a P.S. of 25 or greater. The weapon 
  fires four nearly simultaneous pulses and draws upon an E-Pack con­
  tained in the circular housing in the center undercarriage ofthe weapon. 
  It is a favorite among the cyborg soldiers of the Sovietski. Weight: 45 
  Ibs (20 kg). The weapon has 90 M.D.C. Mega-Damage: ID6x1O M.D. 
  per pulse blast. A switch can make the weapon fire one precision shot 
  doing 2D6 M.D. Rate of Fire: Each blast counts as one melee attack. 
  Range: 3,000 feet (914 m). Payload: Four shots from a standard E-Clip 
  (inserted in the side), or 60 from an E-Pack which is standard issue. 
  Black Market Cost: 100,000 credits and up. Extremely rare even in 
  Russia, because its designs are exclusive to the Sovietski and no 
  knock-offs have come onto the market (namely because only Triax and 
  the CS have the technology to do so). 
  S-1000 "Thunderhead" Assault Rifle. A dual system weapon that 
  combines a heavy laser with a rapid-fire grenade launcher. This weapon 
  is also based on pre-Rifts Soviet technology. It is a very large weapon 
  designed specifically for use by cyborgs. Ordinary humans need a 
  Servo-Rig to use it, or must possess supernatural P.S. The weapon 
  draws upon an E-Pack contained in the lower housing. The upper hous­
  ing contains the payload of self-loading grenades. It is a favorite among 
  the cyborg soldiers of the Sovietski. Weight: 90 Ibs (40.5 kg) fully 
  loaded (62 IbsJ28 kg without the grenades and firing canister). The 
  weapon has 100 M.D.C. Mega-Damage: Heavy Laser: 4D6 M.D. Gre­
  nades: 5D6 M.D. per single grenade, but can be fired in bursts of 2-4 
  grenades at the same target (counts as two melee attacks). Blast radius 
  is four feet (1.2 m) regardless of the number of grenades fired. A switch 
  on the weapon changes the firing from laser to grenade. Both cannot be 
  fired simultaneously. Rate of Fire: Laser: Each blast counts as one me­
  lee attack. A single grenade or burst of 2-4 grenades counts as one me­
  lee action. Range: Laser: 2,000 feet (610 m). Grenade Launcher: 1200 
  feet (366 m). Payload: Laser: 100 shots per E-Pack or 14 per standard 
  E-Clip. Grenade Launcher: 32; takes four minutes to reload grenades 
  by hand, one at a time, or one melee round (15 seconds) to slap in a 
  pre-loaded canister (weighs 28 Ibs1l2.6 kg). Black Market Cost: 
  140,000 credits and up. Extremely rare, because its design is exclusive 
  to the Sovietski and no knock-offs have come onto the market (only 
  Triax and the CS have the technology to do so). 
  G-21P Laser Pistol. A universally popular, heavy laser sidearm 
  found throughout Russia. Weight: 4 pounds (1.8 kg); has 30 M.D.C. 
  Mega-Damage: 2D6 M.D. per single shot. Rate of Fire: Each blast 
  counts as one melee attack. Range: Laser: 900 feet (274 m). Payload: 
  20 shots from a standard E-Clip. Cost: 12,000 credits. 
  G-27P Ion Pistol. A universally popular sidearm found throughout 
  Russia. It does more damage than the laser but has inferior range, as 
  usual, but is another one of those super-reliable weapons that works un­
  derwater and in freezing temperatures. Weight: 4 pounds (1.8 kg); has 
  30 M.D.C. Mega-Damage: 4D6 M.D. per single shot. Rate of Fire: 
  Each blast counts as one melee attack. Range: 500 feet (152 m). Pay­
  load: 20 shots from a standard E-Clip. Cost: 12,000 credits. 
  S-20-20 "Popper" Assault Pistol. A dual system weapon that com­
  bines a double-barreled laser on the bottom and a rapid-fire grenade 
  launcher on the top. This weapon is also based on pre-Rifts Soviet tech­
  nology and is intended for use by cyborgs. Ordinary humans need a 
  P.S. of 21 or higher to use it one-handed without penalty. Those with a 
  P.S. of 16-20 are -3 to strike, while those who are weaker are -6 to 
  strike (if they can aim it at all) unless they use two hands (even then, 
  still -l to strike). Weight: I l lbs (5 kg) fully loaded (10 IbsJ4.5 kg with­
  out the grenades). The weapon has 50 M.D.C. Mega-Damage: Laser: 
  2D6 M.D. from a single beam or 4D6 M.D. from a simultaneous dou­
  ble beam blast (counts as one melee attack). Grenades: 5D6 M.D. per 
  single grenade. Cannot fire in bursts. Blast radius is four feet (1.2 m). A 
  switch on the weapon changes the firing from laser to grenade. Both 
  cannot be fired simultaneously. Rate of Fire: Laser: Each single or dou­
  ble blast counts as one melee attack. A single grenade counts as one 
  melee action. Range: Laser: 800 feet (244 m). Grenade Launcher: 600 
  feet (183 m). Payload: Laser: 20 shots per each E-Clip. The weapon 
  draws upon a side mounted G- or E-Clip and can take an additional 
  E-Clip in the handle for a greater payload (40 total). Grenade Launcher: 
  Six hand-loaded grenades. The cap on the rear housing flips open to 
  load. It takes one melee round (15 seconds) to reload. Cost: 50,000 
  credits and up. Extremely rare, because its design is exclusive to the 
  Sovietski and no knock-offs have come onto the market. 
  War-Knight Combat Shield. A relatively small to medium-sized 
  shield made of reasonably light Mega-Damage materials. It is most 
  commonly used by War-Knights, Bogatyr, and Cavalry troops for addi­
  tional protection when charging and to parry Mega-Damage melee 
  weapons like Vibro-Blades, Neuro-Maces, and magic weapons. A 
  shield cannot be used to block bullets, rail gun bursts, energy blasts, or 
  magic energy bolts, at least not easily. Any such attempt is done with­
  out any bonuses (straight die roll), with a penalty of -8 to parry! 
  Blocking thrown rocks, knives, spears and other weapons is basically 
  the same but is only -3 to parry on an unmodified die roll. The shield 
  has 30 M.D.C. and only really takes damage when used to block energy 
  blasts or explosions, or is specifically targeted by an opponent with the 
  intention of destroying or chopping through the shield. Cost: 12,000 
  credits. Weight: 15 pounds (6.8 kg). 
  -
  Russian Vibro-Blades: All Vibro-Blades are blade weapons sur­
  rounded by an invisible high-frequency energy field that gives them 
  Mega-Damage capabilities. They were originally developed by the Co­
  alition States and "knocked-off" (imitated) by Triax and, ultimately, 
  other weapon manufacturers. See the Coalition States or Japan for dif­
  ferent types and stats. 
  1 63 
  Silver River Republics 
  Rifts® World Book Nine: South America Two 
  Note: All weapons are limited to the local region and rarely found 
  outside South America. 
  Amaki Blast-Sword (New Babylon). The Amaki blast-sword looks 
  like a blunt fencing weapon. Its handle is at an angle with the "blade," a 
  bit like a pistol grip but not too different from some types of fencing 
  foils. This weapon can fire plasma discharges, and it can also run a con­
  tinuous plasma stream, held in place by a magnetic field along the 
  blade. The plasma blade is a devastating M.D. weapon, and yet is so 
  light it can be wielded quickly and easily by a fencing enthusiast. This 
  weapon is a favorite among the people of New Babylon, who admire 
  and practice swordsmanship. Most models are richly decorated, with 
  golden and gold-plated hand guards, pommels, and scabbards, some are 
  even studded with jewels. Weight: 4 Ibs (1.8 kg). Mega-Damage: 
  Plasma Discharge: 3D6 M.D. Plasma Blade: 2D6+6 M.D. Rate of Fire: 
  Equal to the number of hand to hand attacks per melee. Range: Plasma 
  Discharge: 500 feet (152 m). Plasma Blade: Hand to hand combat. Pay­
  load: 20 shots; if every shot is fired, the plasma blade becomes inert un­
  til a new E-Clip is inserted. Each "shot" can keep the plasma blade 
  active for 10 minutes. Cost: 25,000 credits; higher for the better deco­
  rated models. Most well-to-do Babylonians spend a small fortune on 
  these blades. 
  Amaki Blast Rifle (New Babylon). This is the standard issue rifle 
  of the New Babylon Army. A few thousand rifles have also been sold 
  to the Empire of the Sun and the Achilles Republic. The weapon fires a 
  "packet" of charged particles, exploding on impact. The gun is richly 
  decorated, and the barrel is often shaped like a fish, a snake or dragon, 
  with an opened mouth for the muzzle of the gun. Weight: 10 Ibs (4.5 
  kg). Mega-Damage: 6D6 M.D. per blast. Rate of Fire: Single shot only. 
  Range: 2000 feet (610 m). Payload: 1 5  shots. Cost: 20,000 credits. 
  Quentin Milton (Order #31246997)
  
  Amaki TW Psi-Blade (New Babylon). A product of Amaki 
  Techno-Wizardry, the Psi-Blade enhances the psychic energies that cre­
  ate the feared Psi-Sword. The weapon can only be used by Master Psy­
  chics who have that power, but its effects are devastating. The few 
  Cyber-Knights who have gotten their hands on the Psi-Blade have be­
  come fearsome fighters. Most of these weapons are used by the Amaki 
  Duelists. These feared sword fighters and assassins can also extend 
  Psi-Swords, and are extensively trained with the TW Psi-Blade. In most 
  places of South America, ownership of one of these weapons is enough 
  to brand the user a New Babylonian and/or a Duelist - either of which 
  is enough to get the character in a lot of trouble. Weight: 3 Ibs (1.35 
  kg). Mega-Damage: Varies; the Psi-Blade adds 2D6 M.D. to the dam­
  age caused by the normal Psi-Sword! For example, a 5th level Mind 
  Melter (normal Psi-Sword damage 6D6 M.D.) would inflict 8D6 M.D. 
  while using a TW Psi-Blade. Rate of Fire: Not applicable. Range: Hand 
  to hand combat. Payload: I.S.P. cost is the same for the super-psionic 
  power; Cyber-Knights and Duelists must spend 2 I.S.P. per minute to 
  activate the weapon. Cost: 30,000+ credits. Rare even in South Amer­
  ica. 
  ATL-7 Anti-Tank Laser Rifle (New Babylon). This is a one-shot 
  weapon that releases all the energies contained in a normal E-Clip in 
  one single shot! The shortcomings of this powerful weapon are that it 
  must be reloaded by hand (takes two melee actions to reload after fir­
  ing), and that it's so heavy (the barrel is thick with insulation to protect 
  against the heat) that it takes two normal humans to carry it (cyborgs 
  and power armor troopers can use it as a rifle without trouble). Also, 
  they use up E-Clips so fast that only large organizations or wealthy 
  characters can afford to equip themselves with it. Mega-Damage: 
  3D6xlO+20 M.D. per shot! Rate of Fire: Single shot only. Each shot 
  empties an entire E-Clip! Range: 3,000 feet (914 m) Payload: 1 shot per 
  E-Clip. Cost: 100,000 credits; poor availability even in South America. 
  Equalizer Combat Shotgun (Achilles Republic). A smooth-bore, 
  semi-automatic shotgun that fires 16mm explosive cartridges. The gun 
  can also fire regular 12-gauge shotgun shells, flares, and smoke or tear 
  gas grenades, making it a very useful mUlti-purpose weapon. The 
  weapon is incredibly rugged and durable, designed to function even af­
  ter being submerged in a swamp or in mud for 24 hours; it is highly re­
  sistant to water damage and other environmental hazards. The 
  Equalizer is manufactured in the Achilles Republic, and is one of the 
  few weapons that is exported abroad; the Amaki traders from New 
  Babylon have started selling the weapon across several dimensions. 
  Cordoban weapon makers have manufactured a cheap knock-off (re­
  duce damage of the 16 mm explosive cartridges to 4D6 M.D. and range 
  to 500 feetl152 m) for the use of the National Guard and private indi­
  viduals. Damage: Varies with cartridge type. The most common in­
  clude: Standard 12-gauge buckshot: 4D6 S.D.C. Cost: 1 credit per 
  round. Standard 12-gauge slugs: 5D6 S.D.C. Cost: 2 credits per round. 
  16mm Armor-Piercing Explosive (APE): 5D6 M.D. (no blast radius). 
  Cost: 100 credits per round. 16mm Fragmentary Grenade (FG): 2D4 
  M.D. to a 10 footl3.0 m blast radius. Cost: 500 credits per round. 16mm 
  Smoke: Blocks vision in a 20 footl6. 1  m radius. Cost: 100 credits per 
  round. 16mm Tear Gas: Save vs non-lethal poison or blinded (-6 to 
  strike, parry or dodge in either case). 20 footl6. 1  m radius. Cost: 200 
  credits per round. Rate of Fire: Each shot counts as one melee attack. 
  Cannot fire bursts. Range: 1,000 feet (305 m) for 16mm rounds, 300 
  feet (91 .4 m) for regular shotgun rounds. Payload: Box magazine: 10 
  rounds. Drum magazine: 20 rounds. Can use either type. Cost: 12,000 
  credits. Ammunition costs are listed above. Rare outside South Amer­
  ica. 
  1 64 
  IP-7 Ion Pistol (Cordoba/Santiago). 
  Italo Industries, a large 
  weapons manufacturer, sells its wares to anybody with the cash. IP-7s 
  are carried by officers, security officers, and is also issued as a back-up 
  gun to line soldiers. Mega-Damage: 2D6 M.D. Rate of Fire: Standard. 
  Range: 600 feet (183 m). Payload: 12 shots. Cost: 1 5,000 credits. Rare 
  outside South America. 
  1-9 Heavy Ion Rifle (Cordoba/Santiago). Another product of Italo 
  Industries. Mega-Damage: 4D6 M.D. Rate of Fire: Standard. Range: 
  2000 feet (610 m). Payload: 20 shots. Cost: 20,000 credits. Rare out­
  side South America. 
  1-1 1  Long Gun (Cordoba/Santiago). This weapon is meant to be 
  used as a sniper rifle or heavy hunting rifle. Its main drawbacks are its 
  length (almost six feetl1 .8 m long) and weight, which makes it difficult 
  to carry. The plains cyborgs, who rely on their cybernetic horses, have 
  no such problem with it and love these long rifles. Mega-Damage: 
  ID6xl0 M.D. per blast! Rate of Fire: Single shots only (each counts as 
  one melee attack). Range: 4000 feet (1219 m). Payload: 10 shots. Bo­
  nuses: The enhanced sights of these rifles give a + 1 to strike on aimed 
  shots. Cost: 50,000 credits. Rare outside South America. 
  Lightbringer Laser Rifle (Achilles Republic). This is a compact, 
  bull-pup configuration laser rifle with a long carrying handle, some­
  what similar to the M-16's, but running the length of the short rifle (to 
  allow mutants with larger than human hands to carry them with com­
  fort). Some 50% of the Achilles soldiers use this weapon (the other half 
  use 
  Equalizer 
  shotguns 
  or 
  personalized 
  energy 
  weapons). 
  Mega-Damage: 4D4 M.D. per single blast or ID4xlO+ 10 MD. per mul­
  tiple pulse burst (3 simultaneous shots). Rate of Fire: Standard. Range: 
  2000 feet (610 m). Payload: 30 shots. Cost: 1 5,000 credits. Rare out­
  side South America. 
  NP-IO Plasma Net Launcher (Cordoba). This weapon was devel­
  oped as a way to deal with supernatural beings, monsters and other 
  dangerous enemies. The weapon looks like a single-shot grenade 
  launcher with a 50mm bore. The missile it fires opens up in midair, be­
  coming a net made up of Mega-Damage metal strands. The metal is a 
  special alloy that can burn explosively if exposed to the right tempera­
  tures. Small plasma charges are placed all throughout the net. As soon 
  as a person or object is entangled, the plasma charges ignite and the net 
  starts burning at ultra-hot temperatures, consuming itself (and the tar­
  get) within a minute. Mega-Damage: Special: The net entangles the 
  victim (it takes four melee actions/attacks to untangle oneself, half that 
  for beings with supernatural P.S. 40 or greater), and then bursts into 
  flames, inflicting 2D6 M.D. for ID4 melee rounds, at which time the 
  net is completely consumed. Meanwhile, the victim cannot strike or 
  parry, is at -2 to dodge, and moves at a speed of 4! Rate of Fire: Each 
  shot counts as one melee attack/action. Range: 500 feet ( 1 52 m). Pay­
  load: One shot only; a bandoleer holds 20 net-grenades. Cost: 20,000 
  credits. Each net-grenade costs 500 credits. Rare outside South Amer­
  ica. 
  Weapons of the Splynn 
  Dimensional Market 
  Rifts® World Books 2 & 21: Atlantis One & Two 
  Far and away, the Kittani have a lock on weapons production and 
  distribution on Atlantis, but various vendors in the Splynn Dimensional 
  Market have made inroads peddling their own peculiar methods of de­
  struction. Below is just a sampling of the alien wares to be found in the 
  Marketplace. 
  Alien Weapons 
  Kizh Merchandise: The Kizh are a warlike race of semi-aquatic 
  humanoids who are known for their particularly practical and visually 
  frightening weapons. Only a very limited selection of their numerous 
  offerings is presented here, but the Game Master is welcome to use his 
  Quentin Milton (Order #31246997)
  
  imagination in presenting others. The Kizh are also known as raiders 
  and imitators, and often make knock-offs and use any technological se­
  crets they may have "acquired" to make money for themselves. The 
  Techno-Wizard Sensor Gauntlet is one example of the many alien 
  items they have copied and now sell for their own profit. 
  Kizh Plasma Pistol. The versatile Kizh plasma pistol is a bulky, but 
  well balanced weapon that is rounded on its top, but sports a jagged 
  front end just under its four barrels. The spike and bladed business end 
  of the energy weapon is designed to let the shooter also use the gun as a 
  punching or slashing melee weapon. The spines and blades are even 
  covered by a sonic field, making them an M.D. Vibro-B1ade. Weight: 6 
  Ibs (2.7 kg). Mega-Damage: 3D6+4 per quad-blast for the plasma pistol 
  and ID6 M.D. for the Vibro-Blade. Rate of Fire: Equal to the number 
  of attacks of the wielder for both weapon systems. Range: Plasma blast: 
  450 feet (137 m). Payload: 15 blasts per E-Clip. Cost: 24,000 credits. 
  Kizh Ion Rifle. The ion rifle is very similar in its basic design to the 
  plasma pistol, and it too is a bulky, but well balanced weapon. It is 
  rounded on its top, but the jagged front end of the rifle is large and 
  curved, about the size of an axe. As with the pistol, the spike and 
  bladed axe is a Vibro-Blade, but it is designed as a slashing and chop­
  ping melee weapon. Weight: 13 lbs (6 kg). Mega-Damage: 4D6 per 
  blast for the ion beam and 2D6+2 M.D. for the Vibro-Axe. Rate of 
  Fire: Standard for the ion beam and equal to the number of attacks of 
  the wielder for the axe. Range: 1,800 feet (548.6 m). Payload: 25 blasts 
  per E-Clip. Cost: 44,000 credits. 
  Kizh TW Sensor Gauntlet. Captured in one of their raids, the de­
  sign for the TW Sensor Gauntlet is now put to use as a marketable 
  commodity. The Kizh (with the help of some enslaved Techno-Wizards 
  from the race that created the gauntlet) market the item as a "mystical 
  tracking system," but it is actually a practical item for general sensory 
  use, though it is far from inconspicuous. Despite its appearance, it is 
  not designed as a weapon and can only do 2D6 S.D.C. when used as 
  such. The long spines are sensor probes and retract against the gauntlet 
  when not in use. P.P.E. Cost to Activate: 30. Duration Once Active: 
  One hour. Effects: Duplicates the sensor features of a bionic sensor 
  hand (heat, motion, radiation, radar detector), and bionic molecular an­
  alyzer, plus the abilities bestowed by the following spells at 8th level 
  proficiency (where applicable): Sense Evil, Sense Magic, Eyes of the 
  Wolf, and Locate. Cost: 64,000 credits 
  Octurill Weaponry: The Octurill are an other-dimensional race of 
  intelligent Octopoids. They have an advanced culture and some highly 
  advanced Mega-Damage weaponry. The weapons and an occasional 
  piece of equipment regularly show up in the Splynn Dimensional Mar­
  ket, and are a perfect example of the diversity of The Market. They are 
  high quality and top of the scale, but the designs are intended to be 
  used by a person with tentacles, not someone with bony skeletal struc­
  tures in their appendages. Thus, they are awkward for humans, but their 
  good features tend to eclipse their problems for humanoids. Humans 
  and others can certainly use the fine weapons, but they will have penal­
  ties due to the strange grips and awkward balance. Any creature with­
  out a prehensile tentacle or tail that uses an Octurill weapon will suffer 
  a -3 penalty to their strike and parry rolls. The weapons can be con­
  verted to accommodate a fingered extremity, but doing such will triple 
  the price and take at least a month via special order. 
  Octurill Vibro-Axe. Weight: 5 1bs (2.3 kg). Mega-Damage: 3D6+4. 
  Cost: 32,000 credits. 
  Octurill Charged Particle Ejector. Weight: 14 Ibs (6.4 kg). 
  Mega-Damage: lD4xlO per blast. Rate of Fire: Single blasts only. Ef­
  fective Range: 3,000 feet (914 m). Payload: 20 blasts per E-Clip. Cost: 
  26,000 credits. 
  Miscellaneous Splynn Merchandise 
  Mega-Blades (TW). Mega-Blades are quite common in The Splynn 
  Dimensional Market. The devices are Techno-Wizard items built so 
  simply, yet so involved, that the spell in them lasts for years (decades 
  or even centuries if one can pay for it). The sole purpose of the 
  1 65 
  Mega-Blade attachment is to change the damage of a normal S.D.C. 
  melee weapon to Mega-Damage. All normal rules for using M.D. me­
  lee weapons apply, and any ancient style of weapon, other than bow or 
  sling, can be so modified. So an S.D.C. sword that normally inflicts 
  2D6+2 S.D.C. would inflict 2D6+2 M.D. with a Mega-Blade attach­
  ment! These attachments can not be removed or transferred to other 
  weapons except by an 8th level Techno-Wizard or a Mystic Kuznya of 
  any level (see Rifts® Mystic Russia for the Kuznya). About half the 
  weapon dealers in The Market can get or have Mega-Blade weapons 
  for sale, but no one quite does them as impressively as the bird-like 
  Qua-Teek. These inter-dimensional artisans form weapons that are 
  works of art, using the malleability of S.D.C. steel to create sweeping 
  forms and shapes. One of their specialties is sculpting an exact likeness 
  of the weapon's owner onto the weapon and enchanting it with minor 
  illusion magicks to move and talk at the wielder's command. Custom 
  orders are, of course, more expensive (50%-200% higher). Weight: By 
  weapon type. M.D.C.: The weapon itself has 130 M.D.C., but can only 
  be damaged if attacks are directed at the weapon itself and with the in­
  tention of damaging it. Mega-Damage: By weapon type; S.D.C. be­
  comes M.D.C. Cost: 100 times the weapon's normal cost for a standard 
  Mega-Blade (active life of 3+ ID4 years), so a sword worth 300 credits 
  would cost 30,000 credits as a Mega-Blade. Extending the operating 
  lifetime to 10 years adds 100,000 credits to the cost, 20 years 1 80,000, 
  30 years 320,000, 50 years 700,000, and 100 years 1 .2 million. Add an­
  other million for each additional century up to 300 years. This item is 
  found at Splynn and other Splugorth markets, but is rare elsewhere, 
  even in the TW communities of North America. Special Magic Fea­
  turelPower: For another 350,000-500,000 credits the weapon can be 
  made to contain one spell (limited to wizard magic levels 1-5) that can 
  be cast as often as three times a day at 5th level strength. However, to 
  cast it, the user must pump in the necessary amount of P.P.E. (same as 
  to cast the spell; or I.S.P. at double the number of points necessary if 
  they were P.P.E.). 
  Power Jaw Helmet. Designed and manufactured by an unknown 
  source, but often attributed to the same maker as the Titan series of 
  power armors, this power armor accessory is built with a powerful, 
  hinged jaw, allowing humans and others who lack natural M.D.C. bite 
  attacks to use them in melee combat. The helmet comes in many styles, 
  from the simple to the demonic, and has a universal coupling at the 
  neck to allow it to mate with nearly any human-sized power armor. De­
  spite cosmetic appearances, the damage for all of these helmets is con­
  stant and based on the mechanical capabilities of the hydraulics and the 
  Vibro-field of the teeth themselves. The jaw can not be retrofitted to an 
  existing helmet, but special orders that cosmetically match the existing 
  helmet or rest of the body armor can be made, but with a 25% price in­
  crease. Weight: 5 Ibs (2.3 kg). M.D.C.: 60. Mega-Damage: 2D4 M.D. 
  per bite. Cost: 35,000 credits. 
  Also see Kittani Weapons earlier in this weapon section. 
  Tolkeen Weapons 
  Coalition Wars™ Series 
  The Kingdom of Tolkeen used conventional, M.D. energy weap­
  onry, rail guns and missiles produced by other North American manu­
  facturers as well as ordnance stolen from the CS. Tolkeen 
  manufactured a number of Techno-Wizard weapons, armor, and vehi­
  cles, but since Techno-Wizard weapons are magical only a smattering 
  have been included in this book. See the Rifts® Book of Magic™ 
  and/or the Coalition Wars: Siege on Tolkeen™ series, Federation of 
  Magic™ and New West™ for a nice range of TW weapons and all 
  kinds of magic. 
  Quentin Milton (Order #31246997)
  
  Triax Weapons 
  Rifts® World Book Five: Triax & the NGRTM 
  The following descriptions are of weapons commonly used in and 
  around the New German Republic. The majority are designed and man­
  ufactured by Triax. All Triax weapons are identified with the "TX" pre­
  fix or the word Triax. Lasers are among the most common human 
  energy weapons because they offer the greatest range; ion and particle 
  beams rarely exceed 1,600 feet (488 m) unless they are giant-sized. 
  Prices listed: In the cities and most NGR villages, mainstream 
  items can vary by 100/0 to 200/0, up or down, depending on the seller 
  and market demands. In the European wilderness and other parts of the 
  world, items can cost two to four times more; seldom less, unless sto­
  len. Items listed with a "Black Market" cost are not normally available 
  to the average character, are frequently illegal contraband, and can only 
  be purchased from the Black Market, bandits, mercenaries or gypsies. 
  NGR soldiers are likely to confiscate any Black Market items brought 
  into the territory controlled by the Republic. However, they will often 
  ignore characters with contraband weapons in the wilderness, particu­
  larly in the Monster Zones, unless they are suspected as enemies of the 
  NGR. In North America, the CS has negotiated limited and controlled 
  trade to much of North America, making Triax weaponry uncommon 
  and costing 500/0 to 200% more than list price. 
  Triax Energy-Clips 
  1. Triax Forward Sliding Clip (FSE-Clip): Most Triax weapons 
  use a forward facing, sliding E-Clip rather than the handle style clip 
  used in automatic weapons and by the Coalition States. The energy clip 
  fits snugly into the front housing and can be used as a handhold or grip 
  for two-handed firing by the shooter. This design also means the E-Clip 
  can be larger and hold a dramatically larger payload. Note: The front 
  loading E-Clip makes the weapon a bit unbalanced when shooting 
  one-handed, pulling the front down (-2 to strike), but has good balance 
  and accuracy when braced with two hands and is therefore, more accu­
  rate (+ 1 to strike). Also note that virtually ALL rifles of any kind are 
  designed as two-handed weapons for maximum accuracy, and are -1 to 
  strike when fired with one hand. 
  Typical payload for the FSE-Clip: 40 or 50 shots for pistolslhand­
  guns or 20 to 40 shots for rifles. Cost: A typical FSE-Clip costs 17,000 
  credits. Recharge cost is 5,000 credits - an energy clip can be re­
  charged to full payload for about one-third of its original cost. 
  2. Triax Short Clip: Some energy pistols and older style weapons 
  can only use the more traditional handle-loaded energy clip, usually re­
  ferred to as a "short" clip. Many cyberneticlbionic weapon systems also 
  need the smaller magazine. Many of the new Triax weapons have hous­
  ings for both, giving the weapon greater versatility. Typical payload for 
  the short E-Clip: 10 to 20 shots for pistols/ handguns, or 8 to 10 shots 
  for rifles. Cost: A typical short E-Clip costs 9,000 credits. A recharge 
  to full power costs about 2000 credits. Note: In the wilderness, a char­
  acter may find himself at the mercy of unscrupulous businessmen who 
  charge double to quadruple for E-Clips and recharging. Energy weap­
  ons and common equipment rarely cost more than double. 
  3. Costs for Conventional S.D.C. Rounds: Available S.D.C. 
  roundslbullets include all the common types, from .22 caliber to 10 
  mm. Armor-piercing rounds (add lD6 S.D.C. to the bullet's damage) or 
  high explosive cartridges (add lD4x1O S.D.C.) are also available. A 
  box of 48 rounds (normal bullets) typically costs about 10 credits. Tri­
  ple for armor-piercing, dumdums, and other special rounds. One hun­
  dred credits for a box of 48 exploding rounds. 
  4. Costs for Pump Rounds: High explosive mini-grenades cost 300 
  credits each; a box of 48 is 14,400 credits. 
  5. Costs for Hand Grenades: 100 to 400 credits each, depending 
  on the type and availability. 
  Other types of ammo 
  Depleted Uranium Rounds. Also known as "DU Rounds," De­
  pleted Uranium rounds are special rail gun cartridges made from old 
  nuclear material with only trace levels of radiation. The material is 
  much heavier than normal slugs, giving it much greater armor-piercing 
  and damage capability. DU-Rounds do not have enough radiation to in­
  flict additional damage or prevent healing in supernatural beings, un­
  like the U-Rounds. Mega-Damage: Depleted Uranium slugs inflict 
  lD6x1O M.D. from a standard burst of 30 rounds fired from a rail gun 
  or lD4x1O M.D. for a 20 round burst. They typically do 25% more 
  damage than a comparable standard metal cartridge. Cost: Not com­
  monly available. The Black Market or bandits occasionally sell a few 
  single rounds for around two to five credits per each. 
  Uranium Rounds. One of the great threats from supernatural mon­
  sters such as alien intelligences, gods, demons, the Four Horsemen of 
  the Apocalypse, Elementals, vampires, dragons, and supernatural be­
  ings in general, is that they have incredible powers of bio-regeneration. 
  Most are impervious to fire, cold, poison and radiation. In many in­
  stances, they can restore hundreds of points of Mega-Damage in a mat­
  ter of minutes. Many can completely regrow amputated limbs and 
  damaged internal organs. Even some of the lesser so-called demons, in­
  cluding werewolves, Brodkil and Gargoyles, have healing and regener­
  ative powers far greater than humans. 
  Mega-Damage from plasma, lasers, and other energy attacks is 
  healed in an instant, without any trace of bums or scarring. Conven­
  tional Mega-Damage projectiles are dissolved in the body and disap­
  pear, or are painlessly pushed out/ejected by the super healing powers 
  of these incredible beings. Some may have vulnerabilities to common 
  items like silver or a wooden stake, but still they are dangerous crea­
  tures who recover from damage quickly. 
  Frequently, combatants of the supernatural find they must com­
  pletely destroy the monster in the initial battle, using methods of over­
  kill to accomplish the task. To let the fiend crawl off into the shadows 
  means it will recover (sometimes in a matter of minutes) and seek re­
  venge. These demonic beings have a very different sense of mortality 
  than humans. They don't understand lingering pain, or fear accumula­
  tive damage. Consequently, they enter combat without fear, confident 
  of their triumph. If they suffer too much damage, they simply flee to a 
  temporarily safe haven, heal and return to fight the next day (or even 
  later that night). However, the NGR has made a recent discovery that 
  will strike fear into the hearts of fearless monsters and teach supernatu­
  ral denizens the meaning of pain and mortality! 
  1 66 
  Triax has learned that the phenomenal healing powers of most 
  (92%) supernatural menaces and creatures of magic are seriously im­
  paired by radioactive material. Not radiation itself, but radioactive ma­
  terial that penetrates the skin. This has led to the development of a 
  special type of rail gun projectilelbullet. A low radiation round called 
  Uranium Rounds or more commonly known as U-Rounds. 
  U-Rounds inflict 25% additional damage to supernatural beings (the 
  same as DU rounds), but more importantly, they prevent the creature 
  from instantly regenerating. The damage inflicted by U-Rounds cannot 
  be healed until the object is physically removed, thereby dramatically 
  reducing the threat from that being. 
  Even after the U-Rounds are removed, the wounds/damage do not 
  heal quickly. Thus, another frightening, new experience for supernatu­
  ral beings! The creature can heal completely with time, but only after 
  the radioactive projectiles have been removed and a much longer time 
  to heal is required than these monsters are accustomed to. 
  Mega-Damage that can usually be healed in a matter of melee rounds 
  (seconds) takes the equivalent time in hours. Damage that normally 
  heals in minutes takes the equivalent time in days! Damage healed in 
  hours takes the equivalent time in weeks! !  Note: Magic potions, herbs 
  and healing spells are also affected by the U-Rounds' damage to super­
  natural beings and creatures of magic, restoring only half their normal 
  healing amount. If the U-Rounds are removed first, then the magic has 
  Quentin Milton (Order #31246997)
  
  full effect. Psychic healers/surgeons are especially helpful in removing 
  these slugs and treating these characters. 
  The Problems with U-Rounds. Uranium Rounds have a low level 
  of radiation so they must be used with caution. The radiation level from 
  a single round is so low that a human could carry it around for weeks 
  with no ill effects from radiation. However, after a couple of months 
  the character might suffer from radiation poisoning. More likely, such 
  exposure would contribute to the person developing cancer or blood 
  disease 2D4 years later. 
  An entire weapon magazine or ammo-drum of U-Rounds is too 
  "hot" to handle safely for more than a few hours. Again, radiation sick­
  ness or cancer are of grave concern. Even environmental body armor is 
  not guaranteed protection, especially when exposed for weeks at a time 
  in the field of combat. For this reason, the use of Uranium Rounds is 
  typically restricted to rail guns used by cyborgs and robots. Robot vehi­
  cles are self-contained, radiation proof environments. Smaller robots 
  and cyborgs have better radiation shielding than body armor and no (or 
  few) human components to damage. The belt that feeds the rounds into 
  the gun is sealed and radiation proof. The ammo-drums containing hun­
  dreds to thousands of rounds are heavily shielded containers. This is 
  considered the only "safe" usage of the radioactive material. 
  There is also the issue of damage to the environment. A couple hun­
  dred stray rounds will not noticeably damage the environment, but in a 
  big fire fight, tens of thousands to millions of rounds could be ex­
  pended. Where the largest concentration of Uranium Rounds are lo­
  cated, the greater the damage to the environment and the greater the 
  risk to human life! An area peppered by U-Rounds will register danger­
  ous levels of radiation. Vegetation will be stunted - smaller, shriveled 
  and discolored. There aren't likely to be strange mutations, just an ab­
  sence of healthy life. D-Bees or humans living in the area will show a 
  dramatically higher incidence of cancer, blood disease and birth de­
  fects. The ground and ground water could also become contaminated 
  and hazardous to humans. 
  For all of these reasons, the use of U-Rounds is restricted and care­
  fully monitored. In many instances after a successful battle, a 
  "clean-up" team will examine the area, collecting as many of the 
  U-Rounds as possible; typically a 50% to 800/0 clean-up rate. The use 
  of Uranium Rounds is frequently denied within the borders of the New 
  German Republic, but often authorized for campaigns outside the na­
  tion, especially deep in enemy territory and against monster strong­
  holds. Special squads may be authorized to use the ammunition for 
  engagements with powerful supernatural beings even within the NGR. 
  The logic being that the risks from the U-Rounds are less than letting a 
  dangerous monster prowl city streets. 
  Note: Uranium Rounds are top secret! Triax and the leaders of the 
  NGR have kept their discovery from allies and even the lower ranks of 
  the military. Only elite commandos, trusted intelligence officers and ro­
  bot fighter pilots may know about U-Rounds, and even many of them 
  don't understand the principles, dangers or elements behind the new 
  round. In many circumstances, the soldiers may not even be told about 
  the bullets. All they know is that the "new" or "special" ammunition 
  they've been given seems to be extremely more effective against the 
  enemy and that's good enough for them. This information will not be 
  shared with the Coalition States until the alliance is signed (even then 
  the NGR may hold back its secret). 
  The following supernatural or magic creatures (among others) are 
  effected by U-Rounds: Gargoyles, Brodkil, dragons, sphinxes, uni­
  corns, Zavors, Splugorth, vampires, werebeasts, ghouls, most gods, 
  alien intelligences, demons, Deevils, Earth E1ementals, Ice Elementals 
  and most supernatural beings or so-called "demons." They are not ef­
  fective against fire, air or water Elementals, Entities, Temporal Raiders, 
  Spectres, and other energy beings. 
  Black Market Cost: 10 credits a round but can range from half that 
  cost to twice as much. 
  1 67 
  Triax Weapons 
  TX-5 Triax Pump Pistol. The TX-5 is a pistol version of the pump 
  rifle. The weapon fires high explosive cartridgeslbullets/rounds which 
  are much smaller than the conventional grenade, but pack a wallop. 
  These explosive rounds are fired at a high velocity, have good range, 
  and contain a powerful explosive charge. The blast is very concen­
  trated, about a one foot (0.3 m) area, unlike the larger grenades which 
  affect an area five to twenty times larger. Weight: 5 Ibs (2.25 kg). 
  Mega-Damage: 4D6 M.D. Rate of Fire: Standard. Range: 800 feet (244 
  m). Payload: 5 rounds, loaded manually, one round per melee action. A 
  speed loader will load all five rounds in four seconds (one melee ac­
  tion) and costs 1 ,200 credits. Note: A "pump" weapon can also fire 
  DU-Rounds or U-Rounds (only ID6 M.D. per round but both are ex­
  cellent armor-piercing cartridges and the U-Rounds prevent supernatu­
  ral beings from instant healing). Cost: 10,000 credits for the gun and 
  400 credits per round. Fair availability in Europe. 
  TX-20 "Short" Laser Pistol. The TX-20 Short is the standard issue 
  sidearm for officers and police in the NGR's armed forces. It is an 
  older style weapon that use a "short" E-Clip but has good firepower 
  and is lightweight and reliable. Weight: 2 Ibs (0.9 kg). Mega-Damage: 
  2D6 M.D. Rate of Fire: Standard. Range: 800 feet (244 m). Payload: 20 
  shots. Cost: 12,000 credits. Good availability in Europe. 
  TX-22 Precision Laser Pistol. The TX-22 comes standard with a 
  forward sliding energy clip, but can also use a short clip fitted into its 
  handle. This is a long-range weapon with fine calibrations, ideal for tar­
  get shooting. Weight: 3 Ibs (1.4 kg). Mega-Damage: 2D4 M.D. Rate of 
  Fire: Standard. Range: 1000 feet (305 m). Payload: 50 shots from an 
  FSE-Clip or 20 from a short clip. Bonus: +1 to strike on an aimed shot. 
  Cost: 1 5,000 credits. Good availability in Europe. 
  TX-24 Ion Pulse Pistol. The TX-24 comes standard with a forward 
  sliding energy clip, but can also use a short clip fitted into its handle. 
  Weight: 4 Ibs ( 1 .8 kg). Mega-Damage: 2D4 M.D. per single shot or 
  4D6 per mUltiple pulse burst (three simultaneous shots). Rate of Fire: 
  Standard. Range: 500 feet (152 m). Payload: 30 shots from an 
  FSE-Clip or 10 from a short clip. Cost: 20,000 credits. Good availabil­
  ity in Europe. 
  TX-26 Particle Beam Pistol. The TX-26 comes standard with a 
  forward sliding energy clip, but can also use a short clip fitted into its 
  handle. The amount of energy used by each particle beam charge limits 
  the payload more than for any other weapon. Weight: 5 Ibs (2.25 kg). 
  Mega-Damage: 5D6 M.D. per shot. Rate of Fire: Standard. Range: 400 
  feet (122 m). Payload: 15 shots from an FSE-Clip or 6 from a short 
  clip. Cost: 35,000 credits. Fair availability in Europe. 
  WR-IO Wilderness Ion Pistol. The WR-1O is an old style weapon 
  that uses a "short" E-Clip but has good firepower and is lightweight 
  and reliable. The design is that of a Pre-Rifts submachine-gun with a 
  short shoulder stock. Weight: 2 Ibs (0.9 kg). Mega-Damage: 2D4 M.D. 
  Rate of Fire: Standard. Range: 600 feet (183 m). Payload: 20 shots. 
  Cost: 10,000 credits. Excellent availability in Europe. 
  Quentin Milton (Order #31246997)
  
  TX-ll Triax Sniper Laser Rifle. A light laser rifle designed for 
  single shots and maximum accuracy. Comes standard with an infrared 
  telescopic sight. Weight: 3 Ibs (1.35 kg). Mega-Damage: 306 M.D. 
  Rate of Fire: Equal to the number of hand to hand attacks of its opera­
  tor; aimed shots only. Can not fire bursts. Range: 1600 feet (488 m). 
  Payload: 10 shots "short" clip or 20 shots FSE Clip. Special Bonus: + I 
  to strike (so an aimed shot is + 5). Black Market Cost: 20,000 credits. 
  Fair availability in Europe. 
  TX-16 Pump Rifle. Triax was the first to introduce a new concept 
  in Mega-Damage assault rifles, one that uses M.D. projectiles rather 
  than energy blasts. Some have called the TX- 16 Pump Rifle a glorified 
  grenade launcher or shotgun, but regardless of its detractors, the 
  weapon has become increasingly popular and widely imitated. It fires 
  high explosive cartridges/bullets/rounds which are much smaller than 
  the conventional grenade, but pack a wallop. These rounds are fired at a 
  high velocity, have good range, and contain a powerful explosive 
  charge. The blast is very concentrated, about a one foot (0.3 m) area, 
  unlike the larger grenades which affect an area five to twenty times 
  larger. The TX-16 Pump is a bit heavy, but well balanced and depend­
  able in combat. Weight: 21 Ibs (9.45 kg). Mega-Damage: 406 M.D. 
  Rate of Fire: Standard. Range: 1,600 feet (488 m). Payload: 16 rounds, 
  loaded manually, one round at a time (i.e., one round per melee action). 
  A speed loader will load eight (8) rounds in four seconds (one melee 
  action) and costs 2000 credits. Note: A "pump" weapon can also fire 
  DU-Rounds or U-Rounds but these cartridges do only 106 M.D. per 
  round. However, they have excellent armor penetration and U-Rounds 
  prevent supernatural beings from instant bio-regeneration. Cost: 30,000 
  credits for the gun and 200 credits per explosive round. Fair availabil­
  ity. 
  TX-30 Triax Ion Pulse Rifle. A popular frontier weapon with a 
  front loading E-Clip. It is a dependable, lightweight weapon with the 
  benefit of multiple ion bursts and excellent range. Weight: 7 1bs (3 kg). 
  Mega-Damage: 206 M.D. single shot, or 606 multiple pulse burst 
  (three simultaneous shots). Rate of Fire: Standard. Range: 1,600 feet 
  (488 m). Payload: 40 shots, short E-Clip or 50 shots, long E-Clip. 
  Black Market Cost: 22,000 credits. Good availability. 
  TX-41 Laser Pulse Rifle (Giant Size). This is a giant version of 
  the TX-42 pulse rifle used by giant-sized robots and power armor (ro­
  bots that stand 10 to 20 feetl3 to 6 m tall). The weapon is also a vari­
  able frequency laser with 12 different light frequencies. The operator 
  can change frequencies with a touch or voice command. An internal 
  computer makes the desired change. Number 7 counters the USA-IO 
  Glitter Boy. The other settings are able to overcome other laser resis­
  tant armors. Weight: 20 Ibs (9.1 kg). Mega-Damage: 306 M.D. per sin­
  gle shot or ID6xlO M.D. per rapid-fire pulse (three nearly 
  1 68 
  simultaneous shots). Rate of Fire: Equal to the total number of hand to 
  hand attacks. Range: 4,000 feet (1,219 m). Payload: 100 shots from the 
  giant, energy clip located in the front of the gun. A special cable can 
  connect the weapon to a robot's energy supply, giving it an effectively 
  unlimited payload. The danger is that the weapon is rendered useless if 
  the cable is cut. Black Market Cost: 90,000 to 120,000 credits. This 
  weapon is not sold to the mass market so it is available only on the 
  black market. The military and law enforcement agencies of the NGR 
  consider it an illegal weapon when in the possession of non-military 
  personnel and will confiscate it. Very poor availability even in Europe. 
  TX-42 Laser Pulse Rifle. This is the standard energy assault 
  weapon used by the human troops of the NGR's armed forces. The 
  weapon is a variable light frequency laser with 12 different settings. 
  The operator can change frequencies with a touch or voice command. 
  An internal computer makes the desired change. Number 7 counters the 
  USA-IO Glitter Boy. The other settings are able to overcome other la­
  ser resistant armors. Weight: 9 Ibs (4 kg). Mega-Damage: 206 M.D. 
  per single shot or ID4xlO M.D. per rapid-fire pulse (three nearly si­
  multaneous blasts fired one micro-second after the other). Rate of Fire: 
  Equal to the total number of hand to hand attacks. Range: 2000 feet 
  (610 m). Payload: 40 shots with an FSE-Clip. Black Market Cost: 
  50,000 to 75,000 credits. Poor availability even in Europe. 
  TX-43 Light Assault Laser Rifle. The TX-43 is a long-range, 
  all-purpose laser weapon with three damage settings. It is a sturdy and 
  reliable weapon popular among adventurers and mercenaries. The for­
  ward sliding energy clip is standard, but a short clip can fit into its han­
  dle. Weight: 7 Ibs (3 kg). Damage: Three settings: 606 S.D.C., 206 
  M.D. or 406 M.D. per shot. Rate of Fire: Standard. Range: 2,000 feet 
  (610 m). Payload: 20 blasts from a short E-Clip or 30 from a FSE-Clip. 
  Cost: 26,000 credits for the rifle. Good availability. 
  TX-45 Particle Beam Rifle. The TX-45 comes with the standard 
  forward sliding energy clip, but can also use a short clip fitted into its 
  handle. The amount of energy used by each particle beam charge limits 
  the payload more than for any other weapon. Weight: 9 Ibs (4 kg). 
  Mega-Damage: 506+6 M.D. per shot. Rate of Fire: Standard. Range: 
  1,200 feet (365 m). Payload: 20 shots from an FSE-Clip or 8 from a 
  short clip. Cost: 35,000 credits. Poor to fair availability even in Europe. 
  TX-50 Rail Gun. This is a light, all-purpose weapon used by hu­
  man troops wearing T -I I Enhanced body armor or power armor, as 
  well as cyborgs, human-sized robots, and characters with a strength of 
  24 or greater. The TX-50 rail gun can use what is called a short clip 
  with 200 rounds (10 bursts), light drum with 600 rounds (30 bursts), or 
  a heavy belt feed drum containing 2000 rounds (100 bursts). The latter 
  is typically reserved for robots and cyborgs. Weight: Gun: 60 lbs (27 
  Quentin Milton (Order #31246997)
  
  kg), short clip: 10 pounds (4.5 kg), light ammo-drum: 30 pounds (13 
  kg) or a heavy ammo-drum: 100 Ibs (45 kg). Ammo-drums are hooked 
  to the back of body armor or a housing on the back of 'bots. 
  Mega-Damage: A full damage burst fires 20 rounds and inflicts 4D6 
  M.D.; a single round does ID4 M.D. Rate of Fire: Equal to the charac­
  ter's hand to hand attacks per melee round (usually 3 to 6). Range: 
  4,000 feet (1,219 m). Payload: The short clip holds 200 rounds and is 
  capable of firing ten full damage bursts (20 rounds). The light drum 
  holds 600 rounds and can fire 30 bursts. The 2000 round drum is capa­
  ble of firing 100 full damage bursts (20 rounds each). Reloading a 
  drum will take about three minutes for those not trained, but a mere 30 
  seconds by a capable field mechanic. A strength of 24 or higher is re­
  quired to handle the drum. Special TX-50 Feature: The TX-50 rail gun 
  for human troops has its own laser targeting/distancing and telescopic 
  sight and nightvision scope. Telescopic and laser targeting range is 
  6,000 feet (1 ,828 m). Bonus: +1 to strike. Black Market Cost: 50,000 
  credits. Poor to fair availability. 
  TX-250 Rail Gun. This is the standard weapon for the X-535 
  Hunter/Jager but can also be used by other power armor units, 'bots 
  and cyborgs with a strength of 28 or greater. The weapon is light 
  enough that the 12 foot (3.6 m) Jager can use one in each hand, if so 
  desired. The TX-250 rail gun can use what is called a short clip with 
  300 rounds (10 bursts) or a belt feed drum containing 3,000 rounds 
  (100 bursts). One of the unique features of the TX-250 is that it has 
  three damage settings. It can fire one bullet, a 15 round short burst, or a 
  maximum damage burst of 30 rounds. Few rail guns are as versatile. 
  Weight: Gun: 250 Ibs (1 12.5 kg), One TX-250 Ammo-Drum is another 
  250 Ibs (1 12.5 kg). The ammo-drum hooks to the back of the 'bot. 
  Mega-Damage: A full damage burst fires 30 rounds and inflicts 6D6 
  M.D. A short burst of 1 5  rounds does 3D6 M.D. and a single round 
  does ID4 M.D. Rate of Fire: Equal to number of combined hand to 
  hand attacks (usually 4-8). Range: 6,000 feet (1,828 m). Payload: The 
  short clip holds 300 rounds and is capable of firing 10 full damage 
  bursts (30 rounds) or 20 half damage short bursts (15 rounds). The 
  3,000 round drum is capable of firing 100 full damage bursts or 200 
  half damage bursts (15 rounds). Reloading a drum will take about three 
  minutes for those not trained, but a mere one minute by somebody 
  trained in the use of power armor. A strength of28 or higher is required 
  to handle the drum. Special TX-250 Feature: The rail gun is has its own 
  laser targeting and radar tracking system built into the weapon itself 
  (the large, round cylinder). This can be especially useful if the 'bot's 
  sensor head is destroyed. Range: 6000 feet (1828 m). Bonuses: + I to 
  strike, + 1 to parry and dodge. Black Market Cost: 75,000 credits. Poor 
  availability even in Europe. 
  TX-500 Triax 'Borg Rail Gun. This rail gun is a comparatively 
  light, portable weapon designed for use by cyborgs and other creatures 
  with a strength of 24 (or higher) and a high physical endurance (or 
  made of steel and hydraulics). It can also be used as a machine-gun, 
  mounted on a tripod or vehicle. The TX-500 comes equipped with a 
  telescopic, nightvision scope and laser targeting system (+ 1 to strike). 
  Weight: Gun: 80 Ibs (36 kg), Power Pack: 50 Ibs (22.7 kg), One 
  Ammo-Belt: 25 Ibs (I I kg), Case of Six Belts: 150 Ibs (67.5 kg). Heavy 
  Ammo Drum: 80 Ibs (36 kg). Mega-Damage: A burst is 30 rounds and 
  inflicts 6D6 M.D., one round does ID4 M.D. A half burst (15 rounds) 
  inflicts 3D6 M.D. DU-rounds add 2D6 to a full burst or ID6 to a half 
  burst. Rate of Fire: Standard. Range: 4,000 feet (1,219 m). Payload: 
  Heavy Ammo Drum: 1,170 rounds (39 full bursts); 390 round belt (13 
  full 6D6 bursts). Or can be fitted with the mini-clip which contains 90 
  rounds (3 full bursts). Each mini-clip weighs 10 Ibs (4.5 kg). Black 
  Market Cost: 85,000 credits. Fair availability. 
  WR-15 Wilderness Laser Rifle. A popular frontier weapon with a 
  unique, drum style E-Clip. It is a dependable weapon. The front loaded 
  drum E-Clip makes the rifle unbalanced when fired with one hand (-2 
  to strike, but is +1 to strike when braced by two hands). Weight: 9 Ibs 
  (4 kg). Mega-Damage: 3D6 M.D. per single shot. Rate of Fire: Stan­
  dard. Range: 1,600 feet (488 m). Payload: 40 shots per energy drum. 
  Cost: 1 8,000 credits. Excellent availability. 
  WR-17 Wilderness "Double" Rifle. Another popular frontier 
  weapon. This weapon has two barrels with two different firing capabili­
  ties, a heavy ion gun and a light laser (short range for a rifle). Weight: 
  12 Ibs (5.4 kg). Mega-Damage: Ion: Two settings: 3D6 M.D. or 4D6 
  M.D. per single shot. Mega-Damage: Laser: One setting: 2D6 M.D. 
  Note: If the target is within range (1200 feetl365 m maximum), both 
  the laser and ion beams can be fired simultaneously, inflicting 5D6 
  M.D. Rate of Fire: Standard. Range: Ion: 1,600 feet (488 m). Range: 
  Light Laser: 1,200 feet (365 m). Payload: 20 shot "short" E-Clip. Cost: 
  24,000 credits. Excellent availability. 
  1 69 
  WR-19 (human size) and WR-20 (giant size) Plasma Ejector. An 
  old-style energy weapon that continues to be reasonably popular out­
  side the NGR. The giant version has the same stats, only bigger, and is 
  a favorite among the Gurgoyles, Brodkil and other giant, humanoid 
  monsters. Weight: 14 Ibs (6.4 kg) human size, or 25 Ibs (I I kg) giant 
  size. Mega-Damage: 5D6 M.D. per single shot. Rate of Fire: Standard. 
  Range: 1,600 feet (488 m). Payload: 10 shot "short" E-Clip. Cost: 
  28,000 credits. Fair to good availability. 
  TX-IO Mini-Missile Launcher. A portable, reusable mini-missile 
  launcher that resembles the 20th Century bazooka. The launcher comes 
  equipped with a mUlti-optic scope. The capabilities of the scope include 
  telescopic (xl0 magnification, 2 mile/3.2 km range), infrared (2000 
  footl61O m range), passive night vision (2000 ft), and laser targeting. 
  Weight: The launcher weighs 14 Ibs (6.3 kg), each missile weighs 
  about two pounds (0.9 kg). Mega-Damage: Any mini-missile can be 
  Quentin Milton (Order #31246997)
  
  used, but annor piercing or plasma (lD4xlO M.D.C. or ID6xlO 
  M.D.C.) are the most commonly used. Rate of Fire: The weapon can 
  only fire one mini-missile, but a two-man team can load and fire three 
  missiles per melee (IS seconds). A single operator can only fire one per 
  melee round. Range: One mile (1.6 km). Payload: One per launcher. A 
  carrying case can hold six mini-missiles (weighs about 12 poundsJS.4 
  kg), a backpack can hold 12 missiles and a portable carrying case (10 
  M.D.C.) can hold 24 mini-missiles (weighs about 48 IbsJ21 .6 kg). 
  Black Market Cost: 1 8,000 for the launcher and 2,000 credits for each 
  light damage missile (SD6 M.D.) and 3SOO for each plasma or annor 
  piercing. 
  TX-M4 Mini-Missile Launch Pack. A portable mini-missile 
  launcher contained in a backpack. The unit usually has a pocket-size 
  control pad as well as a launch pad in the launch unit itself. The 
  launcher holds four mini-missiles, but can be easily reloaded within ap­
  proximately ID4 melee rounds (IS to 60 seconds). With practice, a 
  character can reload all four missiles within I S  to 30 seconds every 
  time. Missile Type: Any mini-missile can be used, but standard issue is 
  annor piercing (lD4xlO M.D.) or plasma (ID6xlO). Fragmentation, 
  stun and/or tear gas may be used for anti-personnel operations. Missile 
  Weight: A typical mini-missile weighs about two pounds (0.9 kg). 
  Launcher Weight: 30 pounds (13.6 kg) empty, 38 pounds (17 kg) 
  loaded. Mega-Damage: Varies with missile type. Range: Usually about 
  a mile. Rate of Fire: One at a time, or in a volley of two, or four. Pay­
  load: 4 total. Cost: 2000 credits for light missiles, 3,SOO for plasma or 
  annor piercing. 
  Robot & Cyborg Mini-Missile Systems. There are a variety of 
  mini-missile launch systems available to robots, power annors and cy­
  borgs. Usually, a specific type of launch system is designed for a par­
  ticular 'bot or 'Borg and is not subject to change (especially in the 
  military). Those without a missile system can not usually acquire one 
  other than the portable launchers previously described. 
  Triax Fusion Blocks. A fusion block is a little square case about 
  the size of a hand-held computer. On top of the block is a small 
  key-pad for programming the time of detonation. An automatic 30 sec­
  ond delay is built into each fusion bomb as a safety feature to avoid in­
  stant detonation. Weight: 8, 12 or 16 Ibs (3.6, S.4 or 7.2 kg). 
  Mega-Damage: There are three types of fusion block bombs. 
  1) ID4xlO M.D., 2) 2D6xlO M.D., 3) 4D6xl0 M.D. (blast radius is 
  a contained 10 footl3 m area). Range: The blocks are made for place­
  ment, not throwing or shooting, however one can try throwing the ex­
  plosive, typical range is ID6xlO feet (3 to 18 m); fusion blocks are not 
  aerodynamic. Black Market Cost: 1000, 3000, and 8000 credits respec­
  tively. 
  Triax Hand Grenades. A hand grenade is a small, softball-sized 
  explosive canister designed for throwing and exploding. Average effec­
  tive throwing range is about 100 feet (30.5 m). Note: Grenades are 
  more common, less expensive and easier to acquire than in the Coali­
  tion States. Weight: 0.5 Ibs (.23 kg), to almost 1 Ib (.4S kg) for HE and 
  Plasma. Fragmentation Grenade (anti-personnel): Light: 2D6 M.D. 
  to everything in the blast radius of20 feet (6 m). Cost: 200 credits each. 
  Heavy: 3D6 M.D. to everything in the blast radius of 30 feet (9 m). 
  Cost: 2S0 credits each. High Explosive Grenade (anti-armor): 4D6 
  M.D. to a 6 foot (1.8 m) area. Cost: ISO credits. Plasma Grenade: SD6 
  M.D. to a 12 foot (3.6 m) area. Cost: 3S0 credits. 
  Stun/Flash Grenade: This anti-terrorist weapon is designed to dis­
  orient and confuse criminals who are holding hostages in confined 
  places. The grenade makes a loud exploding boom and emits a bright 
  flash, followed by a shower of white-hot sparks and some white smoke. 
  The flash, burning sparks, and smoke should blind and startle any char­
  acter without environmental annor or protective goggles. The victims 
  of a stun/flash grenade are -8 to strike, parry and dodge, -I on initiative 
  and lose one melee attack/action for the next ID4 melee rounds (IS to 
  60 seconds). Even those in annor should be momentarily distracted for 
  ID4 seconds and lose initiative. Weight: 0.5 lbs (.23 kg). Cost: 100 
  credits. 
  Tear Gas Grenades. The gas will instantly affect all characters 
  without protective masks or environmental body annor. The eyes burn, 
  sting and water profusely, causing great discomfort and making seeing 
  clearly impossible. The gas also makes breathing difficult and irritates 
  exposed skin. The effects last for 3D4 minutes. The 2S foot (7.6 m) 
  cloud dissipates in about five minutes unless blown away by wind (dis­
  sipating more quickly in ID4 minutes). The victims of tear gas are -10 
  to strike, parry and dodge, -3 on initiative and lose one melee attack/ac­
  tion for each of the next 2D6+ 1 melee rounds. Those in environmental 
  annor are completely safe and not affected. Weight: O.S Ibs (.23 kg). 
  Cost: 200 credits. 
  Smoke Grenades release a thick cloud of smoke that covers a 20 to 
  40 foot (6 to 12 m) radius. The smoke obscures vision in and through 
  the cloud from those on the outside of it. Infrared cannot penetrate a 
  smoke cloud or be used inside a smoke cloud. Those inside the cloud 
  will be blinded and have trouble breathing while inside it. Those who 
  are not protected by environmental suits or gas mask and goggles will 
  be -S to strike, parry and dodge and -I on initiative. Attackers firing 
  into/through the cloud are shooting wild. Note that passive nightscopes 
  will work in a smoke cloud. Weight: O.S lbs (.23 kg). Cost: SO credits. 
  Hand-held Flare. This is the type of item truck drivers and road pa­
  trols use to signal for help or to warn others of an accident or danger. 
  The flare burns for 20 minutes. Weight: O.S lbs (.23 kg). Cost: One 
  credit each. 
  Parachute Flares. This pyrotechnic device usually comes in a 
  hand-held, throw-away launch tube. Three seconds after launching the 
  flare, it ignites into a bright, sparking light that slowly drifts back down 
  to earth. While in the air, the flare burns for 60 seconds and illuminates 
  an area roughly ISO feet (4S.7 m) in diameter. Weight: 1 Ib (.4S kg) 
  with launch tube. Cost: 10 credits each. Note: This is NOT a weapon 
  but if shot into a person, the flare does 6D6 S.D.C. each melee round 
  for one minute (four rounds). There is also a SO% chance of causing 
  combustibles to catch fire. 
  Vibro-Blades and Other Weapons: All Vibro-Blades are blade 
  weapons surrounded by an invisible, high-frequency energy field that 
  gives them Mega-Damage capabilities. They were originally developed 
  by the Coalition States and "knocked-off' (imitated) by Triax and other 
  weapon manufacturers. They are popular among soldiers, mercenaries, 
  city rats, adventurers and bandits (the Brodkil love 'em too). See the 
  earlier section under Coalition States 
  Weapons for complete 
  Vibro-Blade descriptions. 
  1 70 
  Neural Mace. Fundamentally the same as the Coalition States' 
  weapon of the same name, knocked off by Triax. See the description 
  under Coalition Weapons. 
  Electro-Mace (giant). The electro-mace is a giant, hand-held 
  weapon that can be used as a pounding blunt weapon, or to fire a bolt 
  of energy, by giant robots (typically 20 ftl6 m tall or bigger). The 
  weapon has a sheathing to protect the hand and foreann of the 'bot and 
  has its own power supply. This weapon is especially useful against 
  monsters that are vulnerable to electricity. It was specifically designed 
  for the X-2S00 Black Knight. Mega-Damage: 1) As a blunt, pounding 
  weapon in the hands of the Black Knight, it inflicts 4D6 M.D. per 
  strike. 2) The mace can also be electrically charged so that one's oppo­
  nent is shocked every time the mace strikes. Add 10 M.D. to blunt, 
  pounding attacks. 3) Alternatively, the mace can fire up to three power­
  ful electrical blasts inflicting ID4xlO M.D. each. Range: The electrical 
  blast has a maximum range of 1000 feet (30S m). Rate of Fire: Equal to 
  number of combined hand to hand attacks (usually 4-8). The electrical 
  blast can only be fired three times per melee. Payload: Effectively un­
  limited. Black Market Cost: Not available on the Black Market. 
  Triax Underwater Weapons 
  TXT-tO Ultra-Mini Torpedoes. These are similar to the Kittani 
  rocket grenades, in that they are light explosives about the size of a gre­
  nade and have a range limited to about 1,000 feet (30S m). Ideal against 
  Quentin Milton (Order #31246997)
  
  small submersibles, boats, lightly armored personnel, monsters and 
  missile volleys. Mega-Damage: Typically uses high explosive (4D6 
  M.D. to a 6 footl1.8 m diameter) or concussion charge (3D6 M.D. to a 
  30 footl9. 1 m radius underwater; half that radius on dry land). Rate of 
  Fire: One at a time, or in volleys of two or four. Range: About 1,000 
  feet (305 m); the range is half in the air. 
  TXD-Ot Deep-Sea Sonic Beam Rifle. This is a short-range under­
  water weapon that is especially effective against aquatic animals and 
  D-Bees. Mega-Damage: 5D6 M.D. per sonic blast; 2D6 M.D. on land. 
  Same basic effects as the Sonic Blast ocean spell. Rate of Fire: Equal to 
  the combined hand to hand attacks of the gunner. Range: 300 feet (91 
  m) underwater or 80 feet (24.4 m) on land. Payload: 40 shots with an 
  FSE-Clip. Black Market Cost: Not available. Top Secret! But should 
  command a price of 60,000 to 75,000 credits. 
  TXD-02 Deep-Sea LaserlHarpoon Rifle. This is a short-range la­
  ser weapon equipped with a heavy harpoon like spear. Mega-Damage: 
  3D6 M.D. per laser blast. ID6 M.D. from a conventional M.D.C. har­
  poon or 5D6 M.D. from an exploding harpoon. Rate of Fire: Equal to 
  the combined hand to hand attacks of the gunner. Range: Laser: 1200 
  feet (366 m) underwater or 2,000 feet (610 m) on land. Harpoon: 300 
  feet (91 .5 m) underwater or on land. Payload: Laser: 40 shots with an 
  FSE clip. Harpoon: One, but can be reloaded (takes one melee action); 
  a standard quiver holds eight additional spears. Black Market Cost: Not 
  available. Top Secret! But should command a price of 60,000 to 75,000 
  credits. 
  TXD-03 Deep-Sea Laser Assault Rifle. This is a versatile, 
  multi-system weapon designed for use in all sea environments, as well 
  as being reasonably suitable for land assault (the gun is a bit heavy). 
  The rifle has 120 M.D.C. and can survive deep-sea pressure up to four 
  miles deep (6.4 km). Standard issue to the Triax Frogman. The main 
  weapon is a high-powered, blue-green, pulse laser. It also comes 
  equipped with a small, high-powered infrared light and a Vibro-Blade 
  bayonet that can be fired like a harpoon! Mega-Damage: 2D6 M.D. per 
  single shot or ID4xlO M.D. per rapid-fire pulse (three nearly simulta­
  neous blasts fired one micro-second apart). Rate of Fire: Equal to the 
  combined hand to hand attacks of the user. Range: 2,000 feet (610 m) 
  underwater, 3,000 feet (914 m) on land. Payload: 60 shots with an 
  FSE-Clip. Cost: Not available. Top Secret! But should command a 
  price of 50,000 to 75,000 credits. 
  Vibro-Blade Bayonet. The blade can be used as a bayonet attached 
  to TDX-03 Deep Sea Laser Assault Rifle, removed and used as a hand 
  weapon, or fired like a projectile. Mega-Damage: 2D6 M.D. per strike. 
  3D6 M.D. when fired like a harpoon or missile. Rate of Fire: One, in­
  tended for hand to hand combat. Range: 200 feet (61 m) underwater or 
  on land. Payload: One. 
  Tritonian Weapons 
  Rifts® World Book Seven: Rifts® Underseas™ 
  In addition to the weapons and equipment described below, 
  Tritonians have access to most weapons manufactured in South Amer­
  ica or by Nemo-2 's New Navy, plus they may be able to obtain items 
  from around the world and other dimensions through trade or salvage. 
  BG-15 Blue-Green Laser Pistol. This laser uses a light frequency 
  that allows it to fire unimpeded through water. The weapon has the 
  same range and damage above or under water. This pre-Rifts design 
  bears some similarity to the Wilk's pistol, and amateurs often confuse 
  them. Weight: 2 Ibs (.9 kg). Mega-Damage: 2D4 M.D. Rate of Fire: 
  Standard. Range: 1,000 feet (305 m) above or under water. Payload: 1 5  
  shots. Cost: 13,000 credits. 
  BG-20 Blue-Green Laser Rifle. A larger, heavier version of the 
  BG laser pistol, this rifle is the standard issue of Tritonian security 
  forces, including the elite Sea Wolves. It is also a favorite of pirates, 
  undersea explorers and fishermen. It is made of black plastic and ce­
  ramic, making it easy to confuse with the Wilk's 447 rifle. Weight: 6 
  1 71 
  Ibs (2.5 kg). Mega-Damage: 3D6 M.D. Rate of Fire: Standard. Range: 
  2,000 feet (610 m). Payload: 20 shots. Cost: 20,000 credits. 
  M-80 "Storm bringer" Multi-Weapon Assault System (MWAS). 
  This heavy weapon is a man-sized version of the giant-sized M-90 used 
  by the Merbot. It consists of a powerful ion-pulse rifle over a LAWS 
  rocket launcher, tipped by a long Vibro-bayonet. Because of its heavy 
  weight, the MWAS requires a P.S. of 20 or greater. Those with less 
  strength are -2 to strike and will fatigue twice as quickly lugging this 
  heavy weapon around. Weight: 21 Ibs (9.45 kg). Mega-Damage: Ion 
  Pulse Gun: Each energy burst inflicts 4D6 M.D. The LAWS launcher 
  can fire airborne mini-missiles or torpedoes; both types inflict ID6xl0 
  M.D. The Vibro-bayonet inflicts ID6 M.D. in hand to hand combat. 
  Rate of Fire: Each attack counts as one melee action. Range: Ion pulse 
  gun: 2,000 feet (610 m). LAWS: 4,000 feet (1,220 m). Bayonet: Close 
  combat only. Payload: Pulse Gun: 12 shots from a standard E-Clip or 
  25 shots from a long E-Clip. The LAWS uses a drum magazine with 
  five rounds. 
  Wellington Industries 
  Rifts® Mercenaries 
  Wellington Industries (W.I.) operates from the city of Wellington, a 
  semi-independent manufacturing city-state in the Manistique Imperium 
  located in the Upper Peninsula of Michigan. The company was founded 
  when a group of archaeologists discovered a pre-Rifts weapon manu­
  facturing complex, complete with blueprints for several experimental 
  weapon systems. Over the last two years, the city has enjoyed an eco­
  nomic boom, especially since its alliance with the CS. W.I.s is one 
  Northern Gun's main rivals and the competition between the two weap­
  ons dealers is beginning to turn ugly. 
  Besides the weapons described below, W.1. manufactures normal 
  vehicles, farm equipment and bulldozers. The company has also been 
  dealing with Golden Age Weaponsmiths for several years now. W.1. 
  does not have the resources to get into the robotics market and is likely 
  to limit its manufacturing to weapons and weapon systems for vehicles. 
  This has helped to placate Northern Gun. 
  Other weapons produced by the corporation include the WI-15 and 
  WI-20, a laser pistol and rifle nearly identical to the Northern Gun 
  NG-33 and NG-L5, respectively (use the same stats and price). 
  WI-tO Ramjet Rounds. Ramjets are specially-designed cartridges 
  with a hollow, ultra-hard casing filled with jet fuel. When it is fired, the 
  air rushing into the speeding bullet burns with the jet fuel, propelling 
  the round at supersonic speeds comparable to those of a rail gun round! 
  The bullet is made of super-hard alloys, giving it enough penetration to 
  damage M.D.C. armor. The rounds are outlawed in the Coalition 
  States, banned as "cop-killing" bullets. Some mercenary outfits use 
  them, because the bullets transform cheap S.D.C. weapons into 
  Mega-Damage capable firearms. Damage: Against Mega-Damage tar­
  gets, ramjets inflict I M.D. point. "Soft" S.D.C. targets take 3D6xlO 
  S.D.C. A burst from an automatic weapon (like an Ingram or an assault 
  rifle) is 20 rounds and inflicts 2D4 M.D. Limitations: Available only 
  for .45, 9 mm, 10 mm, and 7.62 mm calibers. Cost: 5 to 10 credits per 
  round, depending on supply, demand and the seller. So a box of 100 
  will cost 500 to 1000 credits. Ramjets are very scarce and expensive; 
  only a half dozen places produce them. 
  WI-20 Heavy Ramjet Rounds. Limitations: These cartridges are 
  built for the 14.5 mm and .50 caliber machine-guns. Damage: lD4 
  M.D. per single round. A burst is 40 rounds and inflicts 5D6 M.D. 
  Cost: 10 to 15 credits per round (to fill a belt of 200 rounds will cost 
  2,000 to 3000 credits). 
  WI-2E Explosive Rounds. Explosive rounds are an attempt to in­
  crease the damage capabilities of normal slug-throwers. In a time when 
  many animals and creatures are M.D.C. creatures, many designers are 
  trying to come up with ways to "beef up" the destructive potential of 
  Quentin Milton (Order #31246997)
  
  normal S.D.C. guns. Explosive and ramjet bullets are two ways to 
  achieve this. They use new explosives and materials to create more ef­
  fective cartridges. Damage: An explosive bullet inflicts triple normal 
  damage, so a 9 mm explosive bullet does 6D6 S.D.C. and a 5.56 mm ri­
  fle bullet will inflict 2D4xlO S.D.C. This increased damage means au­
  tomatic weapons 
  can 
  inflict 
  Mega-Damage 
  with 
  bursts. 
  A 
  submachine-gun will inflict lD4 M.D., an assault rifle ID6 M.D., and a 
  heavy machine-gun: 2D6 M.D. per burst of 20 rounds! Cost: 2-4 credits 
  per explosive pistol bullet, 4-6 credits for each rifle cartridge, and 6-10 
  for each heavy machine-gun round. Fair availability. 
  MP-IO Caseless Pistol. The "MP" line fires 10 mm caseless 
  rounds. These bullets have no metal casing to hold the chemical propel­
  lants that fire them. Instead, the propellant is made up of a solid chemi­
  cal that is completely consumed by combustion. This eliminates the 
  need for an ejection port (which helps keep the gun clean) and allows 
  for a greater number of bullets to be stored in a magazine. These bullets 
  also do a little more damage than old-style rounds. The gun can be fired 
  on semi-automatic or full auto settings. Weight: 2 lbs (0.9 kg). Car­
  tridge: 10 mm case less. S.D.C. Damage: Standard rounds: 3D6 S.D.C. 
  for a single shot, ID6xlO S.D.C. for a burst of 10 rounds. Depleted 
  Uranium Armor-Piercing Bullets: 4D6 S.D.C. for a single shot, 
  2D4xlO S.D.C. for a 10 round burst. Range: 1,200 feet (365 m). Pay­
  load: 20 or 30 round magazine. Cost: 2,500 for the pistol, 30 credits for 
  a box of 50 standard cartridges (excellent availability) or 100 credits for 
  a box of depleted uranium rounds. 
  MP-23A Caseless SMG. This is a submachine-gun version of the 
  MP-IO that fires the same caliber bullet but has a greater payload and 
  rate of fire. The longer barrel gives the gun more damage and range. 
  With depleted uranium armor-piercing rounds, it can inflict 
  Mega-Damage! Weight: 3 lbs (1.4 kg) Cartridge: 10 mm caseless. 
  Damage: Standard rounds: 4D6 S.D.C. for a single shot, 2D6xlO 
  S.D.C. for a burst of 20 rounds. Depleted Uranium Armor-Piercing 
  Bullets: 5D6+5 S.D.C. for a single shot, or 3D6xlO S.D.C'/I M.D. 
  point for a 20 round burst. Range: 1,800 feet (548.6 m). Payload: 100 
  round magazine Cost: 4,500 for the submachine-gun, 30 credits for a 
  box of 50 standard cartridges (excellent availability) or 100 credits for a 
  box of depleted uranium rounds. 
  WI-LP3 Pepperbox Laser. A common holdout pistol, the 
  Pepperbox is a small handgun whose four barrels are built into a solid 
  block. The gun is small enough to conceal in a pocket or boot (+4% on 
  Concealment rolls). Instead of using an E-Clip, the gun has four 
  mini-batteries that prime and fire, one for each barrel. This gives the 
  shooter four shots or any combination of multiple shots up to a single, 
  powerful quadruple shot. The gun has a breakaway action that ejects 
  the spent batteries when it is opened (changing batteries counts as one 
  melee attack/action with a speed loader similar to the one used in re­
  volvers, or four melee actions if doing it one by one). The laser is rela­
  tively weak and short-ranged, but is quite capable of killing at up to 
  1 72 
  100 feet (30.5 m). This gun is popular with City Rats, gang-bangers, 
  gamblers, assassins and other undesirables. Although weapon detectors 
  will pick up the presence of the gun, the Pepperbox can be hidden from 
  cursory inspections or searches. Juicers like it as a backup weapon or to 
  give enemies a nasty surprise. Assassins often use them in places where 
  conspicuous weaponry would get them stopped and questioned. 
  Weight: Less than one pound (0.45 kg). Mega-Damage: lD4 M.D. per 
  shot. A double shot does 2D4 M.D., a triple shot does 3D4 M.D., and a 
  quadruple shot inflicts 4D4 M.D. and empties the battery payload. Rate 
  of Fire: Can fire single, double, triple or quadruple shots (all count as 
  one melee attack). Range: 100 feet (30.5 m). Payload: Four shots; one 
  shot per battery (each battery is roughly the size of a shotgun cell). 
  Reloading the batteries takes four melee actions, or one if a speed 
  loader is used. Cost: 12,000 for the gun; each battery costs 100 credits. 
  A special speed loader (loads all four batteries at once) cost 75 credits. 
  WI-FTI Plasma Flamethrower. This fearsome weapon is the 
  brainchild of a collaboration between Golden Age Weaponsmiths and 
  Wellington Industries. Golden Age researchers recognized the flame­
  thrower as an ideal shock weapon, and Wellington researchers adapted 
  normal plasma weapon systems to produce a short-ranged, but continu­
  ous stream of Mega-Damage flames. A separate team working on the 
  same project developed a form of plasma-based napalm that is used 
  with another model of flamethrower (see the WI-NFT-l, below). Pri­
  marily a terror weapon, the flamethrower is also ideal for attacking cer­
  tain monsters, lightly armored ground troops, vehicles, bunkers and 
  other hardened positions. Weight: 30 lbs (13.5 kg) or 45 lbs (20 kg) 
  with plasma tank. Mega-Damage: A short plasma burst does 3D6 M.D. 
  A concentrated plasma burst (counts as two attacks; 7 seconds) does 
  ID4x10+1O M.D. Or the attacker can cover an area with plasma: up to 
  10 feet (3.0 m) can be covered with each hand to hand melee attack/ac­
  tion, so a character with four hand to hand attacks could cover an area 
  or length of 40 feetl12.2 m); everybody in the area affected takes 2D6 
  M.D. Rate of Fire: Single shot or concentrated burst. Range: 500 feet 
  (152 m). Payload: Standard E-CJip holds 8 bursts, a long E-Clip holds 
  16 plasma bursts. A plasma tank holds 100 "shots." Cost: 30,000 cred­
  its. A plasma tank costs 1 ,200 credits and is disposable. 
  WI-NFT-l Napalm-P Flame Thrower. The NFT-I is a research 
  breakthrough for Wellington Industries. Using pre-Rifts technologies, 
  the company's developers have created a weapon that projects 
  "long-lived" plasma. This concentrated Mega-Damage fire does not 
  dissipate within 10-20 seconds, but lasts for a period of lD4 minutes. 
  During this time, a target enveloped in the burning substance will con­
  tinue to take damage. A well-placed shot of "Napalm-P," as this sub­
  stance is called, will consume a man in light body armor in a matter of 
  minutes. Only by wiping the sticky substance off can the target hope to 
  survive. The NFT -1 uses specially designed fuel tanks that hold Na­
  palm-Po If the tank is destroyed (called shot, and the tank has 15 
  M.D.C.), it will explode, inflicting 2D6xl0 M.D. to a 30 foot (9.1 m) 
  radius. Weight: 45 lbs (20.5 kg). Mega-Damage: A plasma burst does 
  3D6 M.D. A concentrated plasma burst (counts as two attacks) does 
  ID4x10+ 10 M.D. Or the attacker can cover an area with plasma: up to 
  10 feet (3.0 m) can be covered with each hand to hand attack, so a char­
  acter with four hand to hand attacks could affect an area of 40 feet 
  (12.2 m); everybody in the area affected takes 206 M.D. Additionally, 
  any target that is hit by the plasma will continue to take damage: 206 
  M.D. every melee round for 104 minutes! The only way to save one­
  self from the damage is to roll in dirt or sand (water will not extinguish 
  the plasma) for one entire melee round (15 seconds), until the plasma is 
  rubbed off. Rate of Fire: Single shot or concentrated burst only. Range: 
  500 feet ( 1 52 m). Payload: A Napalm-P tank holds 100 "shots." Cost: 
  40,000 credits. A plasma tank costs 2,000 credits and is disposable. 
  Quentin Milton (Order #31246997)
  
  WI-C8 Close Combat Weapon System. Also known as the "Juicer 
  Chainsaw," this Wellington Industries (W.I.) product is nothing more 
  than a chainsaw with M.D.C. teeth, sharpened to a near 
  mono-molecular edge. The saw bits use relatively cheap discarded or 
  recycled M.D.C. alloys (often from damaged or destroyed power armor 
  suits), but the sharpening process is very expensive. The chainsaw mo­
  tor is powered by an E-Clip, and is powerful enough to cut through al­
  most any material if given enough time. The WI-C8 is very heavy and 
  cumbersome, however. Normal humans who try to use it will be slow 
  and clumsy with it. Juicers, however, have the strength and reflexes to 
  use even this weapon without penalties. Although somewhat archaic 
  and useless in an era of ranged weapons, the chainsaw has a tremen­
  dous intimidation value and is a favorite in gladiatorial combat. 
  Weight: 20 lbs (9 kg). Mega-Damage: When activated, the chainsaw 
  inflicts 5D6 M.D. Rate of Fire: Equal to hand to hand attacks. Range: 
  Hand to hand combat only. Payload: The E-Clip powers the chainsaw 
  for one hour of continuous use. Every time the chainsaw is activated, it 
  drains a minimum of one minute's worth of energy, even if used for 
  less than a minute. Penalties: Can only be used without penalties by 
  characters with a P.S. 22 or higher or supernatural P.S. (any). Weaker 
  characters will be at -4 to strike and -6 to parry. Cost: 30,000 credits. 
  WI-CLS Multi-Purpose Weapon System. This variant on the 
  Juicer Chainsaw mounts a laser rifle over the saw motor. This adds to 
  the weapon's weight but gives its user a long-range attack. The heavy 
  weapon requires a minimum P.S. of 24 to fire accurately, otherwise the 
  user is at -3 to strike. Weight: 28 lbs (12.6 kg). Mega-Damage: Chain­
  saw: 5D6 M.D. Laser: 3D6 M.D. Rate of Fire: Laser: Standard. Chain­
  saw: Hand to hand. Range: Laser: 2000 feet (610 m). Chainsaw: Hand 
  to hand combat only. Payload: Requires two E-Clips. The laser has 20 
  shots. The second E-Clip powers the chainsaw for one hour of continu­
  ous use. Every time the chainsaw is activated, it drains a minimum of 
  one minute's worth of energy, even if used for less than a minute. Pen­
  alties: -1 to strike with laser or chainsaw even by characters with a P.S. 
  24 or higher or supernatural P.S. (any). Weaker characters will be at -5 
  to strike and -7 to parry with the saw and -3 to strike with the laser (the 
  weapon is heavy and unbalanced). Cost: 45,000 credits. 
  WI-23 Missile Launcher. This weapon is a clear improvement over 
  the CR-l Rocket Launcher and other similar anti-vehicle weapons. The 
  WI-23 is an auto-loading launcher with a six-shot box magazine 
  mounted on the right side of the tube. This allows the user to fire re­
  peatedly without having to rely on a loader. The mUlti-optics scope is a 
  copy of the CR-l system, thinly disguised to avoid accusations of pat­
  ent violations (which are fairly unimportant anyway, since there are 
  few commercial treaties between the CS and other nations). Weight: A 
  fully loaded launcher weighs 26 lbs (I I. 7 kg), including its payload of 
  6 missiles. Each box magazine weighs 12 lbs (5.4 kg) fully loaded. 
  Mega-Damage: Any type of mini-missile can be used, but the most 
  common are armor piercing and plasma (lD4xlO or lD6xlO M.D.). 
  Rate of Fire: Equal to the user's number of attacks per melee (maxi­
  mum 6); reloading the magazine takes three melee actions if using a 
  1 73 
  box magazine, or one full melee round if reloading loose missiles. 
  Range: 1 mile (1.6 km). Payload: Six missiles per magazine. Cost: 
  30,000 for one launcher and one magazine, 4,000 for each additional 
  magazine, not counting missile costs. 
  WI-GL4 Revolving Grenade Launcher. This weapon has a rotat­
  ing drum that holds 24 grenades, similar to the 20th-century MM-I Gre­
  nade Launcher! The GL4 uses a slightly heavier grenade than the one 
  made for the NG-Super Laser Pistol, inflicting more damage over a 
  wider area. This is a heavy and bulky weapon (-1 to strike if P.S. is be­
  low 20), but it is also very intimidating, with a thick, wide barrel pok­
  ing over the rotating drum of grenade tubes. Weight: 20 lbs (9 kg). 
  Mega-Damage: Fragmentary: 4D6 M.D. to a blast area of 12 feet (3.6 
  m). Armor-Piercing: ID4xlO M.D. to a blast area of 3 feet (0.9 m). Can 
  also fire smoke, illumination and chemical rounds. Rate of Fire: As 
  many as hand to hand attacks per melee. Reloading the tubes takes two 
  full melee rounds. Range: 1,000 feet (305 m). Payload: 24 rounds! 
  Black Market Cost: 50,000 credits; fair availability. 
  WI-GL20 Automatic Grenade Launcher. This weapon resembles 
  a bulky machine-gun that fires grenades from either a magazine or a 
  disintegrating belt. It is designed as a tripod, crew-serviced infantry 
  weapon, or as a vehicle or turret-mounted weapon. Note: A "rifle" 
  model, the WI-GL2l, is made for use with power armor and cyborg 
  soldiers and is fundamentally the same as the GL20, except that the 
  user must have a P.S. 22 or higher, is-l to strike and the rifle model 
  cannot use the ammo-belt feed system. Weight: 130 lbs (58 kg); 150 
  lbs (68 kg) with ammo belt. Mega-Damage: Fragmentary: 4D6 M.D. to 
  a blast area of 12 feet (3.6 m). Armor-Piercing: ID4xlO M.D. to a blast 
  area of 3 feet (0.9 m). A burst is 10 rounds! A burst of fragmentary gre­
  nades inflicts 2D6xlO M.D. with a blast area of 40 feet (12 m)! A burst 
  of Armor Piercing grenades does 3D6xlO M.D. with an 8 foot (2.4 m) 
  blast radius. Rate of Fire: Standard. Range: 3000 feet (914 m). Payload: 
  40 round magazine or 200 round belt! Cost: 1 50,000 credits; poor 
  availability . 
  WI-40M Fire & Forget Super-Heavy Missile Launcher. The 
  WI-40M provides the firepower of a tank (for one melee round) and is 
  advertised as "the heaviest man-portable missile launcher in the world." 
  That's partially true. It is man-portable for anyone who can lug its 120 
  lbs (54 kg) of missile and crude, disposable launch trigger. This means 
  the operator must be a creature with a P. S. of 24 or greater, otherwise 
  it will require two or three men to transport it. The WI-40M is basically 
  a medium-range missile with a plastic launching platform that has a 
  handle and big trigger (big enough for the hand of most powered armor 
  suits and giants). Once the missile is fired, the launching platform is ru­
  ined and discarded (the plastic has a recycle value of 2D4xl0 credits). 
  The exhaust of the rocket also inflicts ID6xl0 S.D.C. to anything 
  within 1 5  feet (4.5 m) of the shooter; it won't affect characters in 
  M.D.C. armor, but will ignite brush fires or explode any fuels and other 
  volatile flammables nearby. Despite those shortcomings, it is a new fa­
  vorite of power armor pilots and cyborgs. Weight: The missile system 
  weighs 120 lbs (54 kg) and is six feet (1.8 m) long. Mega-Damage: 
  Any medium-range missile can be used. It is usually Armor-Piercing 
  (2D4xlO M.D.), Fragmentation (2D4xlO M.D.) or PlasmalHeat 
  (2D6xlO M.D.). Rate of Fire: One-shot weapon. Range: 10 miles (16 
  km). The missile has less fuel than a vehicle-mounted medium-range 
  missile. Payload: One. A missile box containing four missiles and 
  Quentin Milton (Order #31246997)
  
  weighing 520 lbs (234 kg) is available. Taking a missile out of its box 
  and aiming it usually counts as two melee actions/attacks. Cost: The 
  firing unit costs 25,000 credits. Missiles cost: 5,000 credits for a High 
  Explosive (light), 8,000 for a High Explosive (medium), and 10,000 for 
  a High Explosive (heavy). Fragmentation, Armor Piercing, and 
  PlasmalHeat missiles cost 12,000 credits. Poor to fair availability. 
  Wellington Land Mines. 
  Wellington Industries has developed its own series of land mines, 
  also known as Sensor-Controlled Anti-Vehicle Weapon Systems 
  (SA WS).Their standard line is identical to Northern Gun's (described 
  previously), but they've also released a more sophisticated, pre-Rifts, 
  anti-vehicle mine. This so-called mine is a sensor suite (radar, laser, 
  seismic, thermographic, all patched into a targeting computer) mated 
  with a missile launcher. The sensors detect and identify vehicles from 
  as far away as a mile (1.6 km), or if an enemy fires at it, and responds 
  with the missile launcher "popping up" from its concealed position. Al­
  ternately, the mines can be operated by a human and controlled via re­
  mote control radio. The gunner doesn't have to be near the weapon, so 
  he can remain hidden and relatively safe as he designates targets for the 
  missiles. The targeting computer can be programmed to recognize 
  friendly vehicles and fire only upon enemy targets. The recognition 
  program of this "smart bomb" can be limited even further to fire only 
  upon specific enemy targets. The spectrum of targets can be incredibly 
  broad (any moving object larger than a motorcycle) or narrow (a CS 
  UAR-l only). The sensors can also be programmed to sweep a specific 
  area and not pay attention to the rest of the sector. The SAWS has an 
  87% accuracy rating, but if damaged, the unit's reliability drops to 
  43%. If multiple targets appear and there is only one SAWS, the device 
  will pick one (usually the most dangerous, choosing from a priority list) 
  and attack. Multiple SAWS can be radio linked so their computers can 
  work in concert, each firing at a different target or one can fire while 
  the others wait. There are three types of this weapon: Light SA WS, Me­
  dium SA WS and Heavy SA WS (each are described below). All are reus­
  able; after it fires it can be moved to a new location (or leave it where it 
  is), reload, reset, and leave. Poor availability; mines are not much used 
  in North America. 
  Light 
  SAWS 
  (mini-missiles): This system consists of 3 
  mini-missiles in a two-tube launcher inside a square box, which also 
  contains the sensors. The box is buried by the side of a road, in a clear­
  ing or other inconspicuous location. Laser and radar sensors can detect 
  a vehicle as far away as one mile (1.6 km), but the effective range is of­
  ten less than that due to terrain (the sensors cannot read through a hill, 
  buildings, or dense forest, for example). Note: The light SAWS has 20 
  M.D.C. and can be reused. Combat Bonuses: The missiles are +3 to 
  strike. Even when remotely controlled, do not add the operator's com­
  bat bonuses. Mega-Damage: Varies with missile type. Usually armor 
  piercing (ID4xlO M.D.) or plasma (ID6x10 M.D.). Range: 4,000 feet 
  (1,219 m; due to sensor limitations). Rate of Fire: One at a time, or in 
  volleys of two or four missiles. Payload: Six total mini-missiles; three 
  in each launcher. Black Market Cost: 30,000 plus missile cost (about 
  3000 each). 
  Medium SAWS: Works like the light model, but it uses two me­
  dium-range missiles and has a longer range (6,000 feetl1828 m). These 
  SAWS are often placed on top of hills or mountains, where they have a 
  good field of fire. Note: The Medium SAWS has 35 M.D.C. 
  Combat Bonuses: The missiles are +5 to strike. Even when remotely 
  controlled, do not add the operator's combat bonuses. Mega-Damage: 
  Any kind of medium-range missiles. Usually armor piercing (2D4xlO 
  M.D.) or plasma (2D6xlO M.D.). Range: 6,000 feet (1,828 m) when set 
  on automatic due to sensor limitations, or average 40 to 50 miles (64 to 
  80 km) when controlled by a human operator equipped with long-range 
  radar. Rate of Fire: Volley of two missiles. Payload: Two me­
  dium-range missiles. Black Market Cost: 50,000 plus missile cost 
  (about 1 5,000 each). 
  Heavy SAWS: This system has the same sensor suite as the Me­
  dium SAWS, but it is large enough to accommodate two long-range 
  missiles. The Heavy SAWS is well-armored (55 M.D. C.). The SAWS 
  are often used to defend national borders by some wealthy kingdoms. 
  The sensors will only attack large vehicles or animals (5 tons or 
  greater, unless the sensors are reprogrammed). Note: The Heavy SAWS 
  has 55 M.D.C. Combat Bonuses: The typical missile is +5 to strike, 
  even when remotely controlled; do not add the operator's combat bo­
  nuses. Smart bombs are +7 to strike! Mega-Damage: Any kind of 
  long-range missile. Usually plasma/heat (3D6xlO M.D.) or proton tor­
  pedo (4D6xlO M.D.). Range: 6,000 feet (1,828 m) when set on auto­
  matic due to sensor limitations, or 500 miles (800 krn) when controlled 
  by a human operator equipped with long-range radar. Rate of Fire: Vol­
  ley of two missiles. Payload: Two long-range missiles. Black Market 
  Cost: 65,000 plus missile cost (about 25,000 each). 
  Wilk's Laser Technologies 
  Various World and Sourcebooks 
  Wilk's Laser Technologies was born early during the Golden Age 
  of Science, before the Great Cataclysm. With advances in laser technol­
  ogy making leaps and bounds, the time was right for a young entrepre­
  neur by the name of John Harrington Wilk to start a fledgling company 
  specializing in laser technologies. His company grew slowly at first, ca­
  tering to the needs of the various civilian users of the laser, primarily in 
  the medical community. Wilk's laser scalpel was revolutionary and 
  sent company stock soaring. Gradually, Wilk's expanded into the areas 
  of precise laser distancing mechanisms for geographic surveying and 
  construction, security systems, and even acquired a small contract with 
  the ancient American Empire's Armed Forces to build a small number 
  of advanced laser guidance systems. Wilk's Laser Technologies would 
  quickly become a leader in civilian laser manufacturing and number 
  two in the military application of lasers. Within 10 years the company 
  was worth trillions and John Harrington Wilk was heralded as a genius. 
  When the ley lines erupted and the Cataclysm came, the Wilk's 
  South Dakota factory complex, near Ellsworth Air Force Base, was 
  spared total destruction. As fate would have it, Wallace John Wilk, a 
  rogue scientist and an actual descendant of John Harrington Wilk, dis­
  covered the old factory while he and a team of other scientists and 
  scholars were scavenging for ancient relics from Earth's past at old mil­
  itary bases. It took 1 5  years and a financing deal with the fledgling 
  kingdom of Tolkeen, but by 36 P.A., Wallace Wilk and his associates 
  had the factory up and running. By 59 P.A., Wilk's Laser Industries (its 
  exact location successfully kept secret until 84 P.A.) had become a ma­
  jor manufacturer and arms dealer in North America. It was able to keep 
  a low profile and its location secret for years because Wilk's whole­
  saled its products to arms dealers including the Black MarketlBandito 
  Arms and Northern Gun. 
  Around 79 P.A., Wilk's began to actively sell weapons directly to 
  the consumer and opened several gun shops in the West and some of 
  the Eastern 'Burbs. Northern Gun immediately reduced its purchases of 
  Wilk's weapons by 80% and other laser items by 20% (it has also 
  turned to creating cheap copies of Wilk's-Remi laser weapons, but has­
  n't dared to knock-off the distinctive styling of modem Wilk's laser 
  pistols and rifles). Wilk's move into the direct market has not affected 
  its relationship with the Black MarketlBandito Arms in the least. Fur­
  thermore, Northern Gun and the Manistique Imperium's recent alliance 
  with the Coalition States has increased sales for Wilk's and Bandito 
  Arms products in Minnesota and with numerous other independent 
  kingdoms and cities who don't wish to support the Coalition States or 
  its allies in any way. This has caused NG and MI to see sales to such 
  clients drop 37%, although the increased business with the CS will 
  guarantee record profits for both. 
  1 74 
  Initially, Wallace wisely focused on what the Wilk's company had 
  always done best, lasers, and not just guns, but laser distancers, scalpels 
  Quentin Milton (Order #31246997)
  
  and medical equipment, optics, communications wal other areas where 
  Wilk's had always made tremendous profits. However, for the last 18 
  years, Wilk's Laser Technologies has focused on weapon systems and 
  particularly on the burgeoning market in the New West. A move that 
  has made Wilk's number one in the sales of energy handguns and laser 
  rifles. The precision and superior range of Wilk's rifles make them 
  ideal in the wilderness and Wilk's brilliant move to produce laser pis­
  tols styled after Old West Remingtons and Colts have made them the 
  most popular weapons in the west, especially among lawmen, cowboys, 
  gunfighters and 'Slingers. Note: Northern Gun has since followed their 
  lead with several cheap knock-offs, although the range of NG energy 
  six-shooters is typically 1 5% to 20% shorter, the guns 10% heavier, the 
  damage often ID6 less, and only 10% cheaper. 
  Wilk's 210 "Pocket Pistol." A truly unique and revolutionary de­
  sign for any of the weapon manufacturers, the 210 Pocket Pistol is in­
  spired by the Derringer. Its small size (it can fit in the palm of the hand) 
  meant that the weapon could not use the traditional E-Clip, so the 
  Wilk's engineers designed a tiny gun with a permanent built-in energy 
  cell. A special "plug-in" hookup allows for the use of an ordinary 
  E-Clip recharger to power up the empty weapon. The 210 has become 
  popular among City Rats, saloon bums, barmaids, gamblers, spies, and 
  thieves because it is easily palmed and concealed (in a garter belt, boot, 
  hat, hand, etc.). Weight: 8 ounces (0.26 kg). Mega-Damage: ID6 M.D. 
  Rate of Fire: Single shot, each shot counts as a melee action. Range: 
  400 feet (122 m). Payload: 3 shots. Cost: 8,000 credits. 
  Wilk's 227 Pulse Pistol. The 227 is a small, double-barreled pistol 
  designed for maximum distance and firepower in a small laser hand­
  gun. This new weapon has become an instant favorite of mercenaries, 
  soldiers, gunfighters, lawmen, 'Slingers and Juicers. Weight: 2.5 Ibs 
  ( 1 . 1  kg). Mega-Damage: 2D6 M.D. per single blast, or 4D6 per double 
  blast. Rate of Fire: Standard. Range: 900 feet (274.3 m). Payload: 12 
  double pulse shots with a standard short E-Clip, 24 shots with a long 
  E-Clip. Bonus to Strike: +2 bonus to strike on an aimed shot because of 
  the light weight and superior balance. Cost: 18,000 credits. 
  Wilk's 320 Laser Pistol. The 320 is the "classic" Wilk's laser pis­
  tol known for its durability, range, accuracy and light weight. It is a 
  sleek black, plastic and ceramic weapon popular among most merce­
  naries and adventurers. Headhunters and city rats are especially fond of 
  the Wilk's series of laser weapons. Weight: 2 Ibs (0.9 kg). 
  Mega-Damage: ID6 M.D. Rate of Fire: Standard, aimed, burst, wild. 
  Range: 1000 feet (305 m). Payload: 20 shots with a standard short 
  E-Clip, 40 shots with a long E-Clip. Bonus to Strike: +2 bonus to strike 
  on an aimed shot because of the light weight and superior balance. 
  Cost: 1 1,000 credits. 
  Wilk's 330 Sniper Laser Pistol. A heavier version of the 320 with 
  a retractable folding stock for precision shooting. A favorite among 
  bounty hunters, gunslingers, gunfighters, assassins, Juicers and some 
  lawmen. Weight: 2.5 Ibs ( 1 . 1  kg). Mega-Damage: 2D6 M.D. Rate of 
  Fire: Standard. Range: 1,000 feet (305 m). Payload: 12 shots with a 
  standard short E-Clip, 24 shots with a long E-Clip. Bonus to Strike: +3 
  bonus to strike on an aimed shot because of the light weight, superior 
  balance and support from the shoulder stock. Cost: 15,000 credits. 
  1 75 
  Wilk's 247 "Hero" Dual Pistol. The Hero is a dual, over and under 
  laser pistol designed on the principles of the old, automatic subma­
  chine-guns. It is designed to pack as much firepower and versatility as 
  possible into a relatively small package. The top barrel is a medium, 
  long-range laser with its own standard E-Clip loaded in the back of the 
  weapon. The lower barrel is a heavy short-range laser with a separate 
  long E-Clip. Weight: 5 Ibs (2.3 kg). Mega-Damage: Medium Laser: 
  2D6 M.D.; Heavy Laser 3D6 M.D. Rate of Fire: Standard. Range: Me­
  dium Laser: 1000 feet (305 m). Heavy Laser: 500 feet (152 m). Pay­
  load: Medium Laser: 20 shots. Heavy Laser: 32 shots with a long 
  E-Clip-standard (16 with a short clip). Bonus to Strike: +2 bonus to 
  strike on an aimed shot when used with two hands; no bonus if fired 
  with one hand or wild. Cost: 25,000 credits. 
  Wilk's 237 "Backup." The 237 is Wilk's first heavy laser pistol 
  sacrificing range for firepower. It has become an instant hit with bounty 
  hunters, lawmen, gamblers, 'Slingers, Juicers and bandits. Weight: 3 
  Ibs ( 1 .4 kg). Mega-Damage: 3D6 M.D. per single blast or 6D6 per dou­
  ble blast. Rate of Fire: Standard. Range: 500 feet ( 1 52 m). Payload: 8 
  double pulse shots with a standard short E-Clip, 16 shots with a long 
  E-Clip. Bonus to Strike: +2 bonus to strike on an aimed shot because of 
  the light weight and superior balance. Cost: 24,000 credits. 
  Wilk's 447 Traditional Laser Rifle. The sleek, lightweight "clas­
  sic" Wilk's laser rifle made from Wilk's famous black plastic and ce­
  ramic with all the usual features of a Wilk's product. Weight: 5 Ibs 
  (2.25 kg). Mega-Damage: 3D6 M.D. Rate of Fire: Standard. Range: 
  2,000 feet (610 m). Payload: 20 shots standard clip, can not use a long 
  E-Clip. Bonus to Strike: +1 to strike on an aimed shot. Cost: 18,000 
  credits. 
  Wilk's 457 Laser Pulse Rifle. One of the newer designs from the 
  wizards at Wilk's Laser Industries Inc. is a rapid-fire pulse rifle that has 
  the trademark features of all of Wilk's high quality weapons; sleek, 
  lightweight, black plastic and ceramic construction, long distance firing 
  range, and reliability in the field. Weight: 6 Ibs (2.7 kg). 
  Mega-Damage: 3D6+2 M.D. per single shot, or ID6xlO per multiple 
  pulse burst (three simultaneous shots). Rate of Fire: Standard. Range: 
  2000 feet (610 m). Payload: 30 single shots per standard long E-Clip or 
  10 pulse. Bonus to Strike: + 1 to strike on an aimed shot. Cost: 40,000 
  credits. 
  Wilk's 547 "Double Dealer." The 547 has become a very popular 
  weapon throughout the west simply because it takes an already fine 
  weapon and makes it better. Wilk's has taken the popular 447 laser rifle 
  Quentin Milton (Order #31246997)
  
  and added a light automatic grenade launcher. The laser provides range 
  and accuracy, the grenade launcher provides area effect firepower. The 
  laser E-Clip fits in the handle (takes standard or long clips), but also 
  has the added feature of a second E-Clip housing in the top, butt end of 
  the weapon which can also take a short or long clip. The grenade maga­
  zine fits into the lower housing in front of the trigger. A folding stock 
  provides additional stability. Weight: 6.5 lbs (2.9 kg). Mega-Damage: 
  Laser: 3D6 M.D. per single shot. Grenade: 3D6 M.D. to a 12 foot (3.6 
  m) radius. Rate of Fire: Laser: Standard (single shot, burst or wild). 
  Grenade Launcher: Each shot counts as a melee action. Range: Laser: 
  2000 feet (610 m). Grenade Launcher: 500 feet (152 m). Payload: La­
  ser: 40 shots with a long E-Clip which comes standard with the 
  weapon; 80 with two long clips. Grenade Launcher: Eight; two in the 
  chamber and a six grenade magazine. Bonus to Strike: + 1 to strike on 
  an aimed shot. Cost: 32 000 credits. 
  Wilk's 557 VFALR "Chameleon." The 557 is Wilk's first produc­
  tion model, variable frequency laser rifle. Designed to combat such la­
  ser resistant foes as the Glitter Boy. The VFALR designation stands for 
  Variable Frequency Advanced Laser Rifle. This weapon is a marvel of 
  weapons technology. The variable frequency laser has 24 different light 
  frequencies in its memory and will automatically reset itself after one 
  attack if the target proves to be impervious to that frequency. Weight: 6 
  lbs (2.7 kg). Mega-Damage: 2D6 M.D. per single shot or 6D6 per triple 
  pulse burst. Rate of Fire: Standard. Range: 2,000 feet (610 m). Payload: 
  5 1  single shots per standard long E-Clip or 1 7  pulse shots. Bonus to 
  Strike: + 1 to strike on an aimed shot. Cost: 36,000 credits. 
  Wilk's 567 "Long Gun." The 567 is a versatile rifle with slightly 
  enhanced range and five different damage settings. This gives the 
  shooter a large damage capacity. A laser targeting system is built in 
  (it's the small barrel at the top). A long E-Clip is housed in the upper 
  butt end of the weapon and a short E-Clip in the handle for extra fire­
  power. Weight: 6.5 lbs (2.9 kg). Mega-Damage: A single blast does 
  ID6 M.D., a double pulse does 2D6 M.D., a triple pulse does 3D6 
  M.D., a quadruple pulse 4D6 M.D., or maximum, doing 5D6 M.D. 
  Rate of Fire: Standard. Range: 2,200 feet (670.5 m). Payload: 50 shots 
  for 1-3 dice damage blasts (two E-Clips), or 25 4-5 dice pulse shots 
  (two E-Clips), reduce payload 25% with out the short clip. Bonus to 
  Strike: + 1 to strike on an aimed shot. Cost: 38,000 credits. 
  Wilk's-Remi 104 Derringer. In a brilliant marketing move, Wilk's 
  has produced a series of weapons that "look" like the revolvers and ri­
  fles of the Old West but are really laser pistols. In most cases they are 
  the rough equivalent to the sleek black ceramic pistol except made out 
  of ceramics and steel, weigh more (which is what gunmen and gun­
  slingers want), have a shorter range, but heavy damage. These are the 
  Wilk's Rem; models, and the 104 Derringer is the smallest of the lot, a 
  classic looking Derringer similar in design concept to the "pocket pis­
  tol." The palm gun is a small, easily concealed weapon designed to fire 
  simultaneous shots for greater damage. This weapon is usually used as 
  either a backup weapon or a purse gun. Like all Wilk's-Remi products, 
  it is very well made. Available with a walnut, ivory or pearl handle. A 
  special "plug-in" hookup allows for the use of an ordinary E-Clip 
  recharger to power up the empty weapon. Weight: 10 ounces (0.27 kg). 
  Mega-Damage: 2D4 M.D. Rate of Fire: Two simultaneous shots. 
  Range: 300 feet (91 m). Payload: 4 shots. Cost: 9,000 credits. 
  Wilk's-Remi 130 "Six Shooter." This is a beautiful revolver that 
  has the look of a Pre-Rifts artifact from the late 1800s, a Remington 
  New Model Army 1863, .45 caliber revolver. This weapon is extremely 
  well balanced and a common sight across the New West. Weight: 2.5 
  lbs (Ll kg). Mega-Damage: 2D6 M.D. Rate of Fire: Standard. Range: 
  1,000 feet (305 m). Payload: 20 shots with a standard short E-Clip, 40 
  shots with a long E-Clip. Bonus to Strike: + 1 bonus to strike on an 
  aimed shot because of the light weight and superior balance. Cost: 
  12,000 credits. 
  Wilk's-Remi 136 "Big Man." This heavy laser pulse pistol is de­
  signed to look like the massive Walker Colt .44 caliber revolver, manu­
  factured around 1 847. It has become an instant hit with gunslingers, 
  bounty hunters, lawmen, gamblers, 'Slingers, Juicers and bandits. 
  Weight: 3 Ibs (1.4 kg). Mega-Damage: 3D6 M.D. Rate of Fire: Stan­
  dard. Range: 600 feet (183 m). Payload: 1 5  shots with a standard short 
  E-Clip, 30 shots with a long E-Clip. Cost: 1 5,000 credits. 
  Wilk's-Remi 137 "Kingdom Come." A heavy, pulse laser pistol 
  designed to look like an 1 874 Smith & Wesson .45 caliber revolver; co­
  mes standard with a telescopic scope. It has become an instant hit with 
  bounty hunters, lawmen, gamblers, 'Slingers, Juicers and bandits. 
  Weight: 3.2 lbs (1.5 kg); the scope adds 6 ounces. Mega-Damage: 3D6 
  M.D. per single blast or 6D6 per double blast. Rate of Fire: Standard. 
  Range: 500 feet (152 m). Payload: 8 double pulse shots with a standard 
  short E-Clip, 16 shots with a long E-Clip. Cost: 27,000 credits. 
  1 76 
  Wilk's-Remi 147 "Sharp Shooter." An Old West version of the 
  "classic" Wilk's 447 laser rifle made to look like a Sharp Winchester 
  .50 caliber rifle. Weight: 5 lbs (2.25 kg). Mega-Damage: 3D6 M.D. 
  Rate of Fire: Standard. Range: 2000 feet (610 m). Payload: 20 shots 
  standard clip, can not use a long E-Clip. Bonus to Strike: +1 to strike 
  on an aimed shot. Cost: 1 8,000 credits. 
  Wilk's-Remi 150 "Volcanic." This laser rifle is reminiscent of the 
  old Volcanic manufactured around 1 850. The old rifles had the hoop 
  cocking mechanism behind the trigger. In the Wilk's-Remi laser ver­
  sion, it is used to release the spent E-Clip which is concealed in the ri­
  fle stock. The weapon has two long barrels that can be fired 
  individually (one shot) or simultaneously (two shots; counts as one me­
  lee attack). The 150 is popular because of its firepower and toughness. 
  Weight: 6 lbs (2.7 kg). Mega-Damage: 3D6 M.D. per single shot or 
  6D6 simultaneous double blast. Rate of Fire: Standard, see Modem 
  Weapon Proficiency Section. Range: 2,000 feet (610 m). Payload: 34 
  single shots per standard long E-Clip or 17 double blasts. Cost: 34,000 
  credits. 
  Wilk's-Remi 157 "Judgement Day." This big weapon has been 
  called the pride of the New West, but is only a variation of the Wilk's 
  457 Laser Pulse Rifle made to look like a classic Winchester 40-82. 
  Weight: 6 lbs (2.7 kg). Mega-Damage: 3D6+2 M.D. per single shot, or 
  ID6xl0 per mUltiple pulse burst (three simultaneous shots). Rate of 
  Quentin Milton (Order #31246997)
  
  Fire: Standard. Range: 1,800 feet (548.6 m). Payload: 30 single shots 
  per standard long E-Clip or 10 pulse shots. Cost: 38,000 credits. 
  Wilk's Beehive Laser Grenade. The Beehive is an "electronic" 
  grenade designed to use laser technology instead of standard chemical 
  explosive technology. The Beehive is designed as an offensive grenade 
  that fires 40 single laser beams out to a 30 foot (9 m) radius from the 
  detonation point. 
  The Beehive is intended for riot control, 
  anti-terrorism and as a means to incapacitate or distract an opponent. 
  Weight: 12 ounces (0.35 kg). S.D.C. of the Grenade: 20 points; A.R. 
  10. Mega-Damage: Every individual caught in the blast takes 3D6 
  M.D. Giant-sized individuals take 5D6 M.D. and vehicles the size of a 
  car or bigger take ID6xlO M.D. Rate of Fire: One can be thrown at a 
  time; each tossing of a grenade counts as one melee action. Throwing 
  Range: 120 feet (122 m); double with supernatural P.S. Radius of Ef­
  fect: 30 feet (9 m). The entire blast lasts about 1.5 seconds. Cost: 1200 
  credits each (sometimes a 10% bulk discount is available if one orders 
  72 or more). 
  Wilk's Blinder Laser Grenade. The Blinder Grenade is an "elec­
  tronic" grenade designed to use laser technology instead of standard 
  chemical explosive technology. It is designed not to injure, but to blind 
  both men and electronics. The high intensity light beams blind anybody 
  without protective eye covering and it happens so fast that it circum­
  vents light adjusting goggles and visions. Victims are blinded for ID4 
  melee rounds, -8 to strike, parry and dodge, no initiative and lose two 
  melee attacks, after which the vision is obscured with a dot of light for 
  an additional 2D4 melee rounds; -I on initiative, -4 to strike, parry and 
  dodge, and lose one melee attack/action. Even those in power armor or 
  vehicles with special light shielding should be momentarily distracted 
  for 1 D6 seconds, lose initiative and one melee action. All cameras and 
  optics are also blinded by the sudden intense light (temporarily don't 
  work) but come back on line in ID4 melee rounds (15-60 Seconds). 
  Weight: 12 ounces (0.35 kg). S.D.C. of the Grenade: 20 points; A.R. 
  10. Note: Lyn-Srial and Fire and Air Elementals are not affected by 
  blinding light. Rate of Fire: One can be thrown at a time; each tossing 
  of a grenade counts as one melee action. Throwing Range: 120 feet 
  (36.5 m); double with supernatural P.S. Radius of Effect: 30 feet (9 m). 
  The entire blast lasts about 1 .5 seconds. Payload: One charge/effect per 
  grenade, although if it can be recovered, Beehive grenades can be re­
  charged at a cost of 800 credits and the Blinder for 200 credits. Cost: 
  400 credits. 
  --
  Wilk's Laser Knife. The laser knife grew out of the technology 
  used for the laser scalpel. Adventurers wanted a hand to hand weapon 
  that was more powerful than the average Vibro-Blade. The laser knife 
  was the first attempt at this. The laser knife projects a stable laser field 
  eight inches (0.21 m) from the generator hilt. The laser is projected in 
  the visible light spectrum and resembles a magic energy blade or 
  Psi-Sword. It is still considered experimental and sold with no warranty 
  and a warning about safety. Weight: One pound (0.45 kg). 
  Mega-Damage: 3D6 M.D. per strike of the weapon. Rate of Fire: As 
  per hand to hand attacks. Range: Hand-held like any knife; cannot be 
  thrown (automatic shut off feature). Note: The laser knife cannot be 
  used to parry any type of attack: it cuts everything it touches. Payload: 
  30+ 1 D4x I 0 minutes per standard E-Clip; unpredictable duration. Cost: 
  1 8,000 credits. 
  --
  Wilk's Laser Cane. Effectively a laser rod disguised as walking 
  sticks/canes in a variety of styles, from simple to the ornate, to the gar­
  ish and outrageous with silver or gold plating, inset gems, sculpted fea­
  tures and so on. Weight: 1-2 Ibs (0.45 to .9 kg). Mega-Damage: 2D4 
  M.D. or 2D6 M.D. per blast (add 20% to the cost for 2D6 M.D.). 
  M.D.C. of the Cane: 25. Rate of Fire: As per hand to hand attacks. 
  Range: 800 feet (244 m). Note: The cane can be used to parry physical 
  attacks from fists to swords. Payload: 20 shots per standard E-Clip; 
  cannot take a long clip. Cost: 10,000 credits. Artistic additions can add 
  as little as 500 credits to 30,000 depending on exactly what is done and 
  the materials used, especially when it comes to gems. 
  1 77 
  Wilk's Portable Laser Torch (tool). A wonderful tool for cutting 
  and welding. The laser welding gun has the familiar Wilk's black, 
  lightweight plastic and ceramic construction. A power cord connects 
  the gun to its portable power pack that can be hooked to a belt or fit in 
  a backpack, tool case, or duffel bag. The power pack is charged by two 
  standard weapon E-Clips. The torch has a variety of Mega-Damage and 
  S.D.C. settings. It is designed to be a tool, not a weapon. Welding is 
  normally done only a few feet from the object of the work, but the 
  torch beam can be increased up to ten feet (3 m). The torch can cut 
  through an S.D.C. structure like butter. Remember, one M.D. point is 
  about one hundred S.D.C., thus the torch can slice all around a 600 
  S.D.C. point metal door in 1 5  seconds on setting number ID6 M.D. 
  (ID4 M.D. setting to weld); a higher setting might shoot past the door 
  and hitlhurt someone/thing of value. Weight: One pound (0.45 kg). 
  Mega-Damage: ID4, ID6, 2D4, 3D6, and 4D6 M.D. S.D.C. Damage: 
  ID6, 3D6, 6D6, ID6xl0 S.D.C. Rate of Fire: Standard. Range: 10 feet 
  (3 m). Payload: 100 shots or about two hours of continuous use per pair 
  ofE-Clips. Cost: 7,000 credits. 
  Wilk's Laser Wand (tool). A small pen or pocket flashlight size 
  item about 6 inches ( 1 5  cm) long. It is designed for detail laser work on 
  electronics. The handy little device has one Mega-Damage setting and 
  four S.D.C. settings. It is designed for close work, one to three feet 
  (.3-.9 m), and not meant to be a weapon. Weight: Two ounces. 
  Mega-Damage: One M.D. point. S.D.C. Damage: ID4, ID6, 2D6, or 
  3D6 S.D.C. Rate of Fire: Standard. Range: 10 feet (3 m). Payload: 50 
  shots. Cost: 2,000 credits. Mini-Energy clip costs 200 credits. 
  Wilk's Laser Scalpel. This is a laser tool designed for delicate sur­
  gery. The scalpel has several settings for under one S.D.C. point of 
  damage and can inflict as much as ID6 S.D.C. points. It is not meant to 
  be used as a weapon. Range is six inches (15 cm). Cost: 2,500 credits. 
  eFT Experimental "Cartridge" Weapons 
  Wilk's has also developed a revolutionary "cartridge" energy 
  weapon system specifically with the frontier of the New West in mind. 
  Fearing this new, experimental (and very different) product might be 
  poorly received by the public, Wilk's Laser Technologies decided to re­
  lease it under the brand name of CFT. This way, if the CFT energy car­
  tridge system (known as the CFT Energy Six System) failed, it would 
  not have a negative impact on the sterling reputation of Wilk's. CFT 
  handguns hold 6 to 12 small energy rounds that have the same general 
  appearance and size of a standard .44 to .45 caliber or 9-10 mm bullet. 
  The energy contained in each roundlbullet is totally expended in a sin­
  gle coherent blast the moment the weapon is fired. The spent energy 
  cartridge/bullet is worth only about 25 cents per shell casing and is usu­
  ally discarded. To Wilk's delight, the CFT Energy-6 weapons have 
  been a huge hit in the West, partiCUlarly among gunslingers, gunfight­
  ers, bandits, gamblers and average citizens looking for protection or a 
  bit of excitement and power. The big advantages to CFT weapons are 
  that the gun is comparatively inexpensive, one can buy as many or as 
  few E-6 cartridges as he wants (or can afford), the cartridges should last 
  for 8-10 years without losing power, anybody used to handling a gun 
  (i.e. has a W.P. Revolver or W.P. Pistol skill) can use a CFT "energy" 
  gun, and the energy blasts do good amounts of damage. CFT weapons 
  have four notable disadvantages, most of which don't seem to bother 
  the users of these popular weapons: 1 .  Limited payload (6-10 rounds) 
  depending on the type of weapon. 2. Limited range: about half to a 
  third the range of a conventional energy pistol. 3. CFT Revolvers re-
  Quentin Milton (Order #31246997)
  
  quire manual removal of the spent shells and reloading; pistols will 
  have a clip. 4. The discharge of energy has a recoil, or "kick," like a 
  conventional revolver or pistol; something that many Westerners like 
  (it keeps with tradition and has the look and feel of a real S.D.C. 
  six-shooter but with Mega-Damage power). Note: Although these 
  weapons have been designed to look like old-style Colt revolvers (6 
  shots) and automatic pistols (10 shots), the CFT Energy Six System 
  weapons require a special gun made from M.D. materials to fire the E-6 
  cartridge. If desperate enough, a character may try to fire a CFT E-6 
  cartridge from a conventional revolver or pistol. However, there is a 
  01%-65% likelihood that the round will explode in the gun and inflict 
  double damage to the shooter (roll for each shot/attempt); this is a good 
  way to lose fingers or a hand. If the energy round is successfully dis­
  charged, the range is half and firing more than two E-6 rounds a minute 
  will melt the gun, fusing parts together and making it useless junk (ir­
  reparable damage). The cost of each E-6 round is 320 credits or 29,700 
  cr. for a box of 96 (roughly a 1000 credit savings). The CFT weapons 
  are not illustrated because they look like the classic Colt revolvers of 
  the old west and similar to those already shown. 
  CFT "Peacebringer." The "Peacebringer" is modeled after the 
  long-barreled, single-action Army or "Peacemaker" Colt .45 caliber re­
  volver, circa 1872-1900; used by the likes of Wyatt Earp, Bat Master­
  son, Neal Brown and other legendary figures from the Old West. Like 
  its ancient predecessor, the Peace bringer is one of the finest handguns 
  available. It is reliable and sturdy enough to sustain rough use in the 
  field of combat as both a reliable shooting iron and as a club, used to 
  hit an opponent over the head or alongside the ear with the barrel or 
  handle. This weapon is handcrafted and is commonly found with such 
  added features as pearl, bone, or wooden grips. It has good accuracy 
  and balance, but nothing impressive enough to provide bonuses to 
  shoot. Weight: 3 lbs ( 1 .4 kg). Mega-Damage: 2D6+3 M.D. Rate of 
  Fire: Each single shot counts as one melee action/attack. Range: 500 
  feet (152 m). Payload: Six-shot revolver; it takes one melee round (15 
  seconds) to reload, unless a Gunslinger, Lawman, Gunfighter, or 
  Bounty Hunter O.C.C., in which case it takes half a melee round and 
  uses up half the character's attacks that (or the next) melee round. Cost: 
  4,400 credits for the gun; each E-6 round costs 320 credits. 
  CFT "1886er" or "86er." The "86er" is a short-barreled, sin­
  gle-action Army .45 caliber Colt revolver, also known as the "Frontier 
  Six-Shooter" or "Hog Leg," circa 1 870-1 886. It is a big gun that com­
  mands respect and is well known for its durability. It does a bit more 
  damage but has shorter range. Weight: 3 lbs (1.4 kg). Mega-Damage: 
  3D6 M.D. Rate of Fire: Each single shot counts as one melee action/at­
  tack. Range: 300 feet (91 m). Payload: Six-shot revolver; it takes one 
  melee round ( 1 5  seconds) to reload, unless a Gunslinger, Lawman, 
  Gunfighter, or Bounty Hunter D.C. C., in which case it takes half a me­
  lee round and uses up half the character's attacks that (or the next) me­
  lee round. Cost: 4,800 credits for the gun; each E-6 round costs 320 
  credits. 
  CFT "Auto-Shooter." A .45 caliber automatic pistol with a 10 shot 
  clip, designed to look like the old Colt Government Model M191 1A1. 
  Weight: 2.7 lbs (1.2 kg). Mega-Damage: 3D6 M.D. Rate of Fire: Single 
  shot (each shot counts as a melee action) or automatic (can fire bursts; 
  standard: aimed, burst, wild). Range: 300 feet (91 m). Payload: 10 shot 
  pistol; when the ammo-clip is empty, pop out the old one and slap in a 
  new one. It takes one melee round (15 seconds) to reload a spent clip. 
  Cost: 6,500 credits for the gun; each E-6 round costs 320 credits. 
  CFT "Cavalryman." The Cavalryman is one of only two CFT ri­
  fles available, namely because the individual E-6 cartridges do not offer 
  enough range to match modern energy rifles, or even most energy pis­
  tols. The tiny cartridges just do not hold enough power to propel the 
  blast any great distance. It looks much like the old Spencer rifles from 
  the Old West, circa 1865-1880. Weight: 4 lbs ( 1 .8 kg). Mega-Damage: 
  2D6+3 M.D. Rate of Fire: Each single shot counts as one melee ac­
  tion/attack. Range: 600 feet (183 m). Payload: Six-shot rifle; it takes 
  one melee round (15 seconds) to reload, unless a Gunslinger, Lawman, 
  Gunfighter, or Bounty Hunter O.C.C., in which case it takes half a me­
  lee round and uses up half the character's attacks that (or the next) me­
  lee round. Cost: 8,800 credits for the gun; each E-6 round costs 320 
  credits. 
  CFT "Rangemaster." The "Rangemaster" is a favorite in the New 
  West for its range, versatility and accuracy. The "Rangemaster" is de­
  signed to use both a conventional E-Clip (for long range and rapid-fire) 
  and E-6 cartridges (for short range and power). The weapon can switch 
  from one to the other with the flick of a switch. The Rangemaster is de­
  signed to resemble a Winchester Model 1876 carbine. Weight: 5 lbs 
  (2.25 kg). Mega-Damage: Conventional laser: 2D6 M.D.; E-6 charge: 
  3D6 M.D. Rate of Fire: Standard or single shot. Range: Conventional 
  Laser: 2000 feet (610 m). E-6 Cartridge: 600 feet (183 m). Payload: 
  Conventional Laser: 20 shots standard clip or 40 from a long E-Clip. 
  E-6 Charge: Six; reloaded by hand. Bonus: + 1 to strike on an aimed 
  shot. Cost: 20,000 credits for the rifle with a standard (20 shot) E-Clip, 
  plus the cost of E-6 rounds, 320 credits each. 
  Xiticix Weapons 
  World Book 23: Xiticix Invasion™ 
  The ranged, Mega-Damage TK guns of the Xiticix are the same as 
  they've always been, but now that these alien predators are properly 
  classed as aliens with supernatural strength, their melee weapons are to 
  be considered M.D.C. weapons. They are made from the same 
  Mega-Damage resin that goes toward building the hive. Only this is 
  "pure" resin, making them strong and difficult to break, even for the su­
  pernaturally strong Xiticix. In most cases, the weapon M.D. is added to 
  the character's supernatural punching damage, described under each 
  R.C.C. entry. If used by an ordinary human, D-Bee, Headhunter or ba­
  sic cyborg,then only use the weapon's M.D. (because the character nor­
  mally inflicts only S.D.C. damage). The four-armed Xiticix fighters are 
  likely to be armed with 2-4 different weapons and may use a different 
  weapon for each melee attack. 
  Xiticix Weapon Notes 
  1 78 
  • Captured Xiticix weapons are sometimes adopted by Juicers, Cra­
  zies, Headhunters, 'Borgs, dragons, demons and other super-strong 
  beings as well as reasonably strong (P.S. 2 1  or higher) Wilderness 
  Scouts, Woodsmen, Native Americans, Psi-Stalkers, Noli-Bushmen, 
  Simvan, Greot Hunters, Mastadonoids, and other D-Bees. The Co­
  alition Military never uses Xiticix weapons and usually destroys any 
  they acquire. 
  • Resin weapons are rare outside of Xiticix Territory, i.e. Manitoba, 
  Minnesota, North Dakota and Northern Wisconsin. Most are com­
  monly found in the hands of Psi-Stalkers, Greot Hunters and 
  Noli-ushmen living in southern Canada (namely southern Manitoba 
  and western Ontario) or the middle northern United States, mainly 
  the Dakotas, Minnesota, and Wisconsin. 
  • Xiticix weapons tend to be large and heavy by human standards 
  (typically 2-5 times heavier than a comparable human weapon), 
  making them awkward to use by humans and D-Bees. This is 
  because they are made of heavy concrete-like resin sometimes rein­
  forced with shards and scraps of M.D.C. materials underneath as 
  part of the weapon's framework. Of course, the weight means noth­
  ing to these supernaturally strong insectoids. 
  • Ultimately, anybody strong enough to wield the weapon (typically 
  P.S. 21 or greater) can use them. However, weaker characters strike 
  and parry without benefit of attribute or skill bonuses. Characters 
  with Supernatural Strength use them the same as Xiticix, without 
  penalty. 
  • Most resin weapons appear to he crude and look as if they were 
  carved from stone or molded from concrete. This concrete appear­
  ance is accentuated by their light gray or grayish tan color and 
  rough surface texture. 
  Quentin Milton (Order #31246997)
  
  Quentin Milton (Order #31246997)
  
  • The Xiticix rarely use weapons not of Xiticix manufacture, meaning 
  they will never use human or D-Bee energy weapons but, in a pinch, 
  may use a melee weapon such as a Vibro-Blade, club or magic 
  weapon. However, once the crisis that forced them the use a 
  non-Xiticix weapon is over, they will discard it. 
  Known Xiticix Weapons 
  Xiticix Bayonet & Hand-Held Knives. This weapon is a simple, 
  narrow, resin blade, sharp on both edges and designed for stabbing and 
  slashing. The bayonet is a standard feature on the Xiticix TK Rifle and 
  is sometimes adhered to the body of Warriors and other fighting class 
  Xiticix as extra spikes to be used in combat or to look more menacing. 
  Weight: 3-4 Ibs (1.3 to 1 .8 kg). Mega-Damage: ID4 M.D. from the 
  weapon +Supernatural P.S. punching damage. Cost: 3,000-5,000 cred­
  its; rarely on the market for humanoids. 
  Xiticix Double-Dagger. A rather long and unusual weapon with a 
  handle in the middle and a long, curved knife or short-sword blade at 
  both ends. It is used by all fighting classes of Xiticix, but is a favorite 
  of the Super-Warrior and Leaper. Both of these murderous combatants 
  are skilled with twirling and using the twin-bladed weapon in one hand. 
  The blade is designed so that one end is facing out to be used as a 
  knife, while the other rests flush against the arm. This latter position 
  enables the user to parry incoming attacks with the flick of his wrist 
  and quickly counterstrike or parry and hit an enemy coming up from 
  the side or behind. Weight: 6-7 Ibs (2.7 to 3.1 kg). Mega-Damage: 
  2D4+2 M.D. from the weapon +Supernatural P.S. punching damage. 
  Leapers (not Super-Warriors) frequently coat the weapon with their le­
  thal M.D. poison to inflict considerably more damage. Poison Damage: 
  ID4x100 S.D.C.lHit Points to humans and most D-Bees, plus the vic­
  tim (if he survives) sees all combat bonuses reduced by half and attacks 
  per melee are -I. Mega-Damage creature such as dragons and demons 
  will suffer 4D6 M.D., plus ID6 M.D. additional damage at the begin­
  ning of each new melee round for ID6 melees! 
  Save vs Poison: A roll of 14 or better to save vs lethal poison (in­
  clude bonuses to save if applicable) means the character suffers only 
  10% of the poison damage, but still suffers from the penalties for 1 D6 
  melee rounds. 
  Note: The poison does its full damage because the blades of the 
  Double-Dagger are designed to hold the poison (they positively drip 
  with venom) and because the poison is freshly secreted by the Leaper 
  so it is at full strength. Covering the blades counts as one melee ac­
  tion/attack. The poison is only effective against opponents who have 
  exposed skin, because the weapon must cut flesh to inflict damage. On 
  arrows and spears, the dose of poison is only good for one hit, but on 
  the Double-Dagger, swords, axes and other large blade weapons, the 
  poison can inflict damage from two cutting attacks before it is suffi­
  ciently wiped clean from the blade. (See the description for #4. Poison­
  ous Bite described under the Natural Abilities of the Xiticix Leaper, 
  page 58, in Rifts® World Book 23, for complete details on the poison.) 
  Range: Hand-held melee weapon, but can be thrown (without bo­
  nuses) up to 50 feet (1 5.2 m). -1 to strike for each additional 10 feet (3 
  m). Bonuses: + 1 to strike and +2 to parry when used in hand to hand 
  combat; bonuses do not apply when thrown. Cost: 10,000-15,000 cred­
  its; very rare on the humanoid market, and the poison is rarer still. 
  Xiticix Hooked Short Sword. The Xiticix are fond of hooked and 
  curved blades with serrated edges. The Hooked Short Sword is a 
  weapon used for combat, parrying and disarming opponents (catching 
  one's adversary's weapon with the hook and twisting in such a way as 
  to disarm him). The heavier tip makes the weapon good for chopping 
  and the serrated part enables the Xiticix to use the sword as a saw to cut 
  through M.D.C. cables, chains, pillars and supports. Weight: 8-10 lbs 
  (3.6 to 4.5 kg). Mega-Damage: ID6 M.D. +Supernatural P.S. punching 
  damage. Bonuses: + 1 to strike, +2 to parry, +3 to disarm. Cost: 
  8,000-12,000 credits; uncommon. 
  Xiticix Mace or Morning Star. This is a large club that ends with a 
  spiked ball. It is used as a hammering weapon that can be used one- or 
  1 80 
  two-handed by the Xiticix. Weight: 14-18 1bs (6.3 to 8 kg). Mega-Dam­
  �: ID6+4 M.D. +Supernatural P.S. punching damage. Bonuses: +1 to 
  parry and + 1 to disarm. Cost: 1 1,000 to 15,000 credits; rare on the hu­
  manoid market. 
  Xiticix Long Sword. This is a large weapon that can be used 
  two-handed or one-handed by the supernaturally strong Xiticix. 
  Weight: 12-15 lbs (5.4 to 6.75 kg). Mega-Damage: 2D6 M.D. +�uper­
  natural P.S. punching damage. Bonuses: + 1 to parry and + 1 to dIsarm. 
  Cost: 12,000-1 5,000 credits; uncommon on the humanoid market ex­
  cept among wilderness folk. 
  Xiticix Spear. The spear is among the Xiticix Warriors' favorite 
  weapons and can be used as a stabbing, parrying, blunt (when using the 
  end without the blade) and throwing weapon. Its versatility also means 
  it can be used one-handed or two. Weight: 10-12 lbs (4.5 to 5.4 kg). 
  Mega-Damage: ID6+3 M.D. as a stabbing, slashing or thrown weapon 
  + Supernatural P.S. punching damage, but only ID4 M.D. +P.S. punch 
  damage as a blunt weapon. Range: A hand-held melee weapon that can 
  be thrown effectively (by Xiticix) up to 300 feet (91 m) away. 120 feet 
  (36 m) by most strong characters (bionic or robot P.S. of 21 or higher) 
  and only about 60 feet (18.3 m) for most humans and D-Bees. Bonuses: 
  +1 to disarm and +2 to parry. +3 to strike when thrown. Cost: 7,000 to 
  10,000 credits; uncommon on humanoid market except among wilder­
  ness folk. 
  Xiticix Spike Whip. This resin-molded weapon is a wicked looking 
  spiked ball attached to a length of cord/fiber and used like a classic ball 
  and chain weapon. The handle end has a small spike or blade built into 
  it, allowing the Xiticix Warrior to use it as a dagger and to parry at­
  tacks. Weight: 12-15 Ibs (5.4 to 6.75 kg). Mega-Damage: ID6+4 M.D. 
  +Supernatural P.S. punching damage. Range: Hand-held melee weapon 
  with an extended 5-6 foot (1.5 to 1.8 m) range/length from the hand to 
  the whipping ball of the weapon. Bonuses: + 1 to strike, +3 to disarm, 
  +2 to entangle. Can not be thrown well. Bonuses do not apply if the 
  character does not also have W.P. Ball & Chain or W.P. Whip. Cost: 
  10,000 to 14,000 credits; rare. 
  Xiticix Beheading Axe. This is big two-handed weapon ends with a 
  large axe blade. It is a favorite of Xiticix Warriors and especially 
  Super-Warriors. The muscle put behind this two-handed blade makes it 
  a truly lethal weapon. Weight: 15-20 lbs (6.75 to 9 kg). Mega-Damage: 
  ID6+3 M.D. + Supernatural P.S. punching damage when used 
  one-handed, and bonuses listed below do not apply. Or 2D6+6 M.D. 
  +Supernatural P.S. damage when used two-handed! The bonuses listed 
  for the axe apply only when used two-handed. Range: Hand-held melee 
  weapon. Bonuses: +3 to strike and + I to parry. Can not be thrown well. 
  and is -6 to strike (no bonuses), with an effective range of 20 feet (6. 1 
  m); -2 per each additional 10 feet (3 m). Cost: 1 5,000-18,000 credits; 
  rare. 
  Xiticix Sickle Axe. The Sickle Axe is used by Warriors and fighters 
  as a weapon and by Workers as a tool to dig through the earth and chop 
  through rock. The wider, flatter blade is the axe part, while the narrow 
  curved blade is more like a pick. Weight: 10-12 Ibs (4.5 to 5.4 kg). 
  Mega-Damage: ID6+4 M.D. +Supernatural P.S. punching damage. 
  Range: Hand-held melee weapon, but can be thrown (without bonuses) 
  up to 50 feet (15.2 m). -I to strike for each additional 10 feet (3 m). Bo­
  nuses: +2 to strike and + I to parry. + I to strike when thrown. Market 
  Cost: 12,000 to 1 5,000 credits; uncommon. 
  Resin Claws. A three blade claw that is attached to the hand of 
  Xiticix Warriors. Only fighting class Xiticix may get this enhancement. 
  Similar spikes and blades may be attached to the forearm, elbows, 
  shoulders, and knees. Weight: 8-10 Ibs (3.6 to 4.5 kg). Mega-Damage: 
  ID6 M.D. + Supernatural P.S. punching damage. Bonuses: +1 to parry 
  and + 1 to disarm. Cost: Available only to Xiticix. Note: Can be created 
  and applied by the Digger or Queen. 
  Resin Shoulder Spikes. Additional armor and protection for the 
  shoulder of the fighting class Xiticix, most commonly used by Warriors 
  and Leapers. Weight: 10-12 Ibs (4.5 to 5.4 kg). M.D.C. Bonus: +15 to 
  M.D.C. of the arm and it must be destroyed before the upper arm can 
  Quentin Milton (Order #31246997)
  
  be severed. Mega-Damage: + ID6 M.D. to shoulder blocks and ram at­
  tacks. Cost: Available only to Xiticix. Note: Can be created and applied 
  by the Digger or Queen. 
  Resin Spike Gun. A submachine-gun type of automatic weapon or 
  small assault rifle that fires resin spikes. Used only by the Warriors. 
  Weight: 20 lbs (9 kg). Mega-Damage: ID6 M.D. per three spike burst; 
  otherwise 2 M.D. per single shot. Comes standard with a Bayonet (ID4 
  M.D.). Range: 400 feet (122 m). Defenders can attempt to dodge but do 
  so with a penalty of -6. Rate of Fire: Each three spike burst counts as 
  one melee attack/action. Roll once to strike, either all the spikes in the 
  burst hit or all miss. Payload: 60 rounds for 20 bursts. It costs 24 P.P.E. 
  or 4S LS.P to magically recreate the shooting spikes. Reloading can be 
  done by the shooter or a Xiticix Queen. Cost: 90,000-120,000 credits; 
  considered a Techno-Wizard weapon and is very rare. Note: Can only 
  be created by the Queen; rare. 
  Shooting Shoulder Spikes. This is effectively a Techno-Wizard 
  weapon somehow created by the Queen (nobody has ever seen it done). 
  Presumably this is some sort of instinctive ability, because the types of 
  Techno-Wizard-like weapons are extremely limited, and magic is not 
  normally known or practiced by the Xiticix. Weight: 10-12 Ibs (4.5 to 
  5.4 kg). M.D.C. Bonus: + 15 to M.D.C. of the arm and it must be de­
  stroyed before the upper arm can be severed. Mega-Damage: + ID6 
  M.D. to shoulder blocks and ram attacks. A flying resin projectile does 
  one M.D. point of damage. Range: 60 feet (IS.3 m); no bonuses to 
  strike apply. Defenders can attempt to dodge but do so with a penalty 
  of -3. Rate of Fire: One at a time or in volleys of2, 4 or 6. Whether one 
  or a volley is fired it counts as one melee action/attack. Roll once to 
  strike, either all the spikes in the volley hit or all miss. Payload: 12; 
  costs 12 P.P.E. or 24 LS.P. to magically recreate the shooting spikes. 
  Reloading can be done by the user or a Xiticix Queen. Cost: Available 
  only to Xiticix. Note: Can only be created by a Queen. 
  Resin Spitter. Also known as the "Resin Gun" or "Glop Rifle," this 
  weapon fires globs of quick-drying resin similar to the concrete-like 
  material produced by the Digger and Queen used for building. As 
  noted, each glob represents about three feet (0.9 m) of resin which is 
  enough to cover roughly half of a human-sized target. A creature must 
  be covered halfway to suffer the penalties listed below. And to be re­
  strained completely, the character must be "globbed" twice, once at the 
  feet and legs, and once above the waist. Meanwhile, a twelve foot (3.6 
  m) creature would have to be hit twice just to cover the feet and legs, 
  and four times to have his entire body covered from shoulders to toes. 
  Weight: 40 lbs (IS kg); most humanoids must use two hands to aim and 
  shoot, otherwise they are -4 to strike. Beings with supernatural 
  strength, or a bionic or robot P.S. of 30 or higher, can fire the rifle with 
  one hand. Damage: None per se, but the heavy goop clings to the 
  clothes, body armor and the body and impairs movement. It is very 
  sticky, difficult to remove and quickly hardens in ID4+ 1 melee rounds 
  (30-75 seconds)! Comes standard with a Bayonet (ID4 M.D.). Rate of 
  Fire: Twice every round (15 seconds), with each glob attack counting 
  as one of the shooter's melee actions/attacks. Range: 240 feet (73 m). 
  Payload: S blasts. Requires 30 P.P.E. or 60 LS.P. to recharge/reload 
  with S more resin glob attacks. Cost: 130,000-160,000 credits; consid­
  ered a Techno-Wizard weapon and is very rare. Note: Only the Queen 
  can create a working resin gun. Nobody knows exactly how she does it. 
  Super-rare. 
  TK-Rifle. The TK-Rifle works very similar to the principles of 
  Techno-Wizardry and the TK-Machine-gun. Weight: 20 lbs (9 kg). 
  Mega-Damage: 4D6 M.D. per blast. Comes standard with a bayonet 
  (1D4 M.D.). Warriors may secrete their poison on the blade. Range: 
  4000 feet (1219 m). Defenders can attempt to dodge but do so with a 
  penalty of -6. Rate of Fire: Each three spike burst counts as one melee 
  attack/action. Roll once to strike, either all the spikes in the burst hit or 
  all miss. Payload: 40 blasts. It costs 20 P.P.E. or 40 LS.P. to magically 
  recharge. Reloading can be done by the shooter or a Xiticix Queen. 
  Cost: 1 10,000-150,000 credits; considered a Techno-Wizard weapon 
  and is rare. Note: Can only be created by the Queen. Uncommon. 
  1 81 
  Equipment 
  Note: The prices listed are for average, good to very good, quality 
  items. Generally, double or triple the price for truly fancy/dress articles 
  and multiply the price by 5-10 times for expensive, luxurious cus­
  tom-made articles. This section covers everyday items and clothes to 
  electronics and medical equipment. You asked for it, so now you've 
  got it. 
  Adventuring & Camping Equipment: 
  Air Filter (12, disposable): 5 credits (cr.) 
  Animal Trap, small: 30-50 cr. 
  Animal Trap, large/bear/wolf: 120 cr. 
  Backpack, large, high quality: 100-200 cr. 
  Backpack, small, high quality: 40-100 cr. 
  Bandages, Self-Adhesive (box of72; various sizes): 5 cr. 
  Bandages (6 footll .S m roll): 5 cr. 
  Bandoleer (with pouches and/or belt loops): 12-25 cr. 
  Belt, Ammo (with six pouches; military style): 10-15 cr. 
  Belt, Utility (military style): 3-5 cr. 
  Bicycle (basic): 60-100 cr. 
  Bicycle (heavy duty, mountain bike): 300-600 cr. 
  Bedroll: 30 cr. 
  Blanket, Heavy: 20 cr. 
  Blanket, Light: 10 cr. 
  Canteen: Aluminum: 30 cr. 
  Canteen: Plastic: 20 cr. 
  Canteen: 2 M.D.C.: 2200 cr. 
  Chain, Light, per foot (0.3 m): 3 cr. 
  Chain, Heavy, per foot (0.3 m): 6 cr. 
  Chain, 1 M.D.C., per yard/meter: 700 cr. 
  Cigarettes (16 in a pack): 2-6 cr. 
  Cigarette Lighter (refillable): 10-25 cr. 
  Cigarette Lighter Fluid: 6 credits per 16 ounce can. 
  Compass: 50-150 cr. 
  Cross/Crucifix (wood; S-12 inches): 2-10 cr. 
  Cross/Crucifix (silver; 4-6 inches): SO-ISO cr. (double for gold) 
  Cross/Crucifix (silver, S-12 inches): 200-400 cr. (double for gold) 
  Disposable Lighter or Box of 200 matches: One cr. 
  Duffie Bag: 25-S0 cr. 
  Fishing Line: Per 50 feetl15 m: 5 cr. 
  Fishing Net: 20 cr. 
  Fishing Rod and Reel: 50 cr. 
  Flashlight, large: 12-20 cr. 
  Flashlight, pen/pocket size: 6 cr. 
  Frying Pan (small): S-IO cr. 
  Frying Pan (medium): 10-15 cr. 
  Frying Pan (large): 15-25 cr. 
  Gas Mask (human-size): 50-SO cr. (half that used) 
  Gas Mask (larger than human): SO-120 cr. 
  Grappling Hook and Line (l00 feetl30 m): SO cr. 
  Hammer (average, metal): 10-20 cr. 
  Hammock: 50 cr. 
  Hand AxelHatchet (does ID6 S.D.C. damage): 15-30 cr. 
  Insect Repellent: 4 cr. 
  Knapsack: 50-100 cr. 
  Knife, Large (does ID6 S.D.C. damage): 20-100 cr. 
  Knife, Skinning (does ID6 S.D.C. damage): SO-200 cr. 
  Knife, Small (does ID4 S.D.C. damage): 15-75 cr. 
  Knife, Survival (does ID6 S.D.C. damage): 120-300 cr. 
  Knife, Survival Commando (does 2D4 S.D.C. & can saw wood): 
  IS0-500 cr. 
  Knife, Throwing (does ID6 S.D.C.): 200-600 cr. 
  Quentin Milton (Order #31246997)
  
  Knife, Silver Plated: + I 00 credits to normal cost of the weapon. 
  Machete with canvas sheath (does 2D4 S.D.C. damage): 40-100 cr. 
  Magnifying Glass (small): 5 cr.; double for large. 
  Mallet (small): 2-4 cr. 
  Mallet (medium): 4-8 cr. 
  Mallet (large): 10-15 cr. 
  Marker Pen (I): I cr. 
  Marker Pens (dozen): 6-8 cr. 
  Mechanical Pencil (1): 2-5 cr. 
  Mechanical Pencil lead (24 in a pack): 10 cr. 
  Microscope (basic): 50-100 cr. 
  Mosquito Netting, per square yard/meter: 12 cr. 
  Note BooklPad (small, 100 pages): 1 cr. 
  Pillow: 10-25 cr. 
  Pocket or Signal Mirror: 2-5 cr. 
  Rappelling Equipment: 1200 cr. 
  Rope Ladder, per 10 feet (3 m): 40 cr. 
  Rope, Per 20 feetl6 m: 1 5  cr. 
  Saddle (simple): 200-400 cr. 
  Saddle (fancy): 700-1,500 cr. 
  Sketch Book (100 sheets, soft-cover): 4 cr. 
  Sketch Book (100 sheets, hardcover): 8-12 cr. 
  Sleeping Bag: 1 1  0-160 cr. 
  Snare Cord, per yard/meter: 5 cr. 
  Soldering Iron: 20-50 cr. 
  Spikes (6, iron): 6 cr. 
  Spikes/Wooden Stakes (6, wood): 4 cr. 
  Tackle Box: 20-40 cr. 
  Tape, Clear (all tapes have about 12 ftI3.6 m): 1 cr. 
  Tape, Electrical: 3 cr. 
  Tape, Duct: 3 cr. 
  Tape, Masking: 2 cr. 
  Tent Canvas, per square yard/meter: 20 cr. 
  Tent, Four-Man: 300-500 cr. 
  Tent, Two-Man: 150-200 cr. 
  Tent, One-Man: 100-150 cr. 
  Tent, Military Command Post (25 poundsll l kg, 8x8 foot floor, 5 foot 
  ceilingl2.4x2.4xI.5 m; camo-green or khaki): 500 cr. 
  Utensil Kit (knife, fork, spoon set with sheath): 25 cr. 
  Web Vest (military style shoulder belt): 10-15 cr. 
  Welding Torch & Tank: 100-300 cr. 
  Containers: 
  Backpack, large, high quality: 100-200 cr. 
  Belt Purse (attaches to belt): 10 cr. 
  Canteen, half gallon (1.9 liters; 20 S.D.C.): 10-20 cr. 
  Canteen, half gallon (1.9 liters; 4 M.D.C.): 2000 cr. 
  Cask, Wooden, 4 gallons (15 liters): 30 cr. 
  Cask, Wooden, 10 gallons (38 liters): 40 cr. 
  Cask, Wooden, 25 gallons (95 liters): 60 cr. 
  Cask, Wooden, 50 gallons (189 liters): 100 cr. 
  Cask, Wooden, 100 gallons (378 liters): 170 cr. 
  Cloth Handle Bag: 10-20 cr. 
  Crate, Large Wooden: 50 cr. 
  Crate, Medium Wooden: 35 cr. 
  Crate, Small Wooden: 20 cr. 
  Jar, one gallon/3.8 liters: 10 cr. 
  Jar, 2 pints (0.9 liters): 2 cr. 
  Jar, 4 pints (1.9 liters): 4 cr. 
  Jar, Glass, one pint (475 ml): 1 cr. 
  Jug, plastic, half gallon (1.9 liters): 2 cr. 
  Jug, plastic, one gallon (3.8 liters): 4 cr. 
  Jug, ceramic/pottery, half gallon (1.9 liters): 10 cr. 
  Jug, ceramic/pottery, one gallon (3.8 liters): 25-50 cr. 
  Jug, ceramic, five gallons (19 liters): 125-250 cr. 
  Metal Security Box, Large, 1 5  Ibs (6.8 kg, 90 S.D.C.): 100 cr. 
  1 82 
  Metal Security Box, Small, 5 Ibs (2.3 kg, 30 S.D.C.): 40 cr. 
  Metal Trunk, Large, 80 Ibs (36 kg; 200 S.D.C.): 500 cr. 
  Metal Trunk, Small, 35 Ibs (16 kg; 100 S.D.C.): 250 cr. 
  Metal Trunk, Large, 80 Ibs (36 kg, 40 M.D.C.): 25,000 cr. 
  Metal Trunk, Small, 35 1bs (16 kg, 20 M.D.C.): 12,000 cr. 
  Pocket Purse, Small: 5 cr. 
  Sack, Large: 1 5-30 cr. 
  Sack, Medium: 10-20 cr. 
  Sack, Small: 6-10 cr. 
  Saddlebags (horse): 100-200 cr. 
  Shoulder Purse, Large: 35-100 cr. 
  Shoulder Purse, Small: 20-50 cr. 
  Tobacco Pouch: 10-20 cr. 
  Vial, Glass: 2 ounces (60 m!): 4 cr. 
  Water Skin, half gallon (1.9 liters): 15-30 cr. 
  Water Skin, one gallon (3.8 liters): 30-50 cr. 
  Clothing of Note 
  Aviator's Jacket: A leather waist or hip length jacket popular 
  among Techno-Wizards and City Rats. Two lower pockets, two large 
  breast pockets, two inside pockets, and may have a belt loop or two. 
  Cost: 1 50-300 credits. Roughly the same for motorcycle and similar 
  size and types of jackets; 30% less in the New West. 
  Military Field Jacket: Includes adjustable collar and cuffs, epau­
  lets, 4 large outer pockets with heavy brass zippers, hidden hood, waist 
  cord and snap closures. Cost: 80-150 credits. 
  Reversible Flight Jacket: Comes in navy blue, grey, green and 
  brown. Cost: 100-200 credits. 
  Extreme Cold Weather Flight Jacket: Heavily insulated; comes 
  in navy blue, grey, green, brown and white. Cost: 250-400 cr. 
  Battle Dress Utility: Shirt and pants in choice of arctic, desert, jun­
  gle or autumn forest camouflage. Shirt has two breast pockets, one pen 
  pocket, and one (left-side) interior pocket. Pants equipped with hip, 
  rear and thigh pockets. Lightweight (desert and jungle): 85 credits. Me­
  dium Weight (forest and mountain): 130 credits. Arctic Weight (down 
  lined): 300-500 credits. 
  Battle Jacket: Comes equipped with breast, hip and interior pock­
  ets on both sides. A hidden pocket on the inside of the back is also use­
  ful. Available in camouflage, khaki, green or black. Cost: 225-400 
  credits. 
  Arctic Parka: High quality down lining provides protection in 
  sub-zero conditions (-50 degrees below zero Fahrenheit). Same pocket 
  arrangement as Battle Jacket. Available in orange, green, grey, and 
  white only. Cost: 450-600 credits. 
  Wool Sweaters: Finest quality knit with leather reinforcements at 
  shoulders, elbows and neck. Cost: 100-160 cr. 
  Ponchos: Waterproof nylon. Useful for rain protection, ground 
  cover, emergency tent, etc. 5 feet by 5 feet square (1 .5x1.5 m). Avail­
  able in camouflage. Cost: 50-100 credits. 
  Clothes: General Purpose 
  Arctic Trooper Hat with Fur Earflaps: 25-40 cr. 
  Baseball Cap: 12-25 cr. 
  Bathrobe: 35-80 cr. 
  Boots, High Quality Hunter/Woodsman, & Insulated: 140+ cr. 
  Boots, Leather Dress: 80-200 cr. 
  Cape or Cloak, Long: 150-250 cr. +200-400 cr. if fur. 
  Cape or Cloak, Long & Hooded: 300-400 cr. +300-400 cr. if fur. 
  Cape or Cloak, Short: 100-200 cr. + 150-200 cr. if fur. 
  Coveralls, Insulated Vest, 6 pockets: 50 cr. 
  Coveralls, Work: 35-60 cr. 
  Denim Jeans: 25-60 cr. 
  Dress Shirt: 40-100 cr. 
  Flannel Shirt: 30-50 cr. 
  Hard Hat: 40 cr. 
  Quentin Milton (Order #31246997)
  
  Hat, Cowboy; Large Brim: 60-150 cr. 
  Hat, Fur with ear coverings: 40-80 cr. 
  Hat, Leather, Large Brim: 80-120.00 cr. 
  Hat, Pull Over (toque): 6-1 5  cr. 
  Hat, Short Brim: 40-100 cr. 
  Insulated Long Coat, knee length, 4 pockets: 50-120 cr. 
  Lab Coat: 50-100 cr. 
  Machinist's Apron, 6 pocket: 25-50 cr. 
  Pants/Slacks: 30-80 cr. (also see denims) 
  Raincoat: 30-75 cr. 
  Rain Poncho: 30-60 cr. 
  Rain Suit; Hooded Coat & Pants: 100-150 cr. 
  Reversible Hunting Parka: 120 cr. 
  Robe, Heavy: 100-200 cr. 
  Robe, Hooded: 1 50-300 cr. 
  Shoes or Boots, Leather Dress: 50-200 cr. 
  Shoes, Running/Walking: 30-120 cr. 
  Shoes, Steel-Toed Boots: 60-200 cr. 
  Shoes, Work: 40-200 cr. 
  Survival Coat, Insulated, 4 big pockets & hood: 1 50-200 cr. 
  T-Shirt: 6-20 cr. depending on type and color. 
  Thermal Parka, Hooded Sweat Shirt: 85-120 cr. 
  Waterproof Hunter's Boots: 80-150 cr. 
  Waterproof Rubber Boots: Knee High: 50-80 cr. 
  Waterproof Rubber Boots: Hip High: 100-125 cr. 
  Windbreaker Jacket: 30-80 cr. 
  Winter Gloves: 30-50 cr. 
  Winter Jacket, down to knees: 200-300 cr. 
  Winter Jacket, waist length: 125-200 cr. 
  Winter Mittens: 30-50 cr. 
  Winter Ski Mask: 10-25 cr. 
  Work Apron, Denim, 4 pockets: 30-50 cr. 
  Work Boots: 50-100 cr. 
  Work Gloves: 6-20 cr. 
  Work Pants: 35-60 cr. 
  1 83 
  Communications Equipment 
  Communicator Old Style 
  Radio: Basically an enhanced 
  "walkie-talkie," it is a basic instrument issued to all military personnel 
  and field operatives. Was also used by the public in recreation. Weight: 
  6-10 ounces (170 to 284 grams). S.D.C.: 30. Range: 3 miles (4.8 km). 
  Cost: 150 credits per single unit. S.D.C.: 15 each. Excellent availabil­
  ity. 
  Communicators: Small, the size of a pack of cigarettes or cell 
  phone fitted with a handy clip and holster case with clip to hook onto 
  armor, pockets, collars and vests, as well as fit in pockets and belt 
  pouches. Weight: 5 ounces (142 grams). S.D.C.: 10. Range: Five miles 
  (8 km). Cost: 1,500 credits (3,500 credits for a communicator with one 
  M.D.C. point). Excellent availability. 
  Medium: The size of a 20th Century walkie-talkie. Weight: 12-16 
  ounces (340-454 grams). S.D.C.: 30. Range: 10 miles (16 km). Cost: 
  3,000 credits (6,000 credits for a version that has 4 M.D.C.). Excellent 
  availability. 
  Communications Helmet: A common protective helmet used by 
  people in all walks of life, from messengers and laborers to adventurers 
  and warriors. Its visor has automatic polarizing optics that adjust to the 
  sun, and it has a radio receiver and transmitter built into it. (Most envi­
  ronmental body armor automatically comes with this means of commu­
  nication.) Miniature headphones pipe the message to both ears and a 
  slide-out microphone allows for two-way communication. Range: 5-10 
  miles (8 to 16 km). M.D.C.: 30 or 50, for the helmet only. Cost: 5,500 
  or 10,000 credits respectively. 
  Field Radio: An inexpensive backpack style radio transmitter and 
  receiver with wide-band, long-range capabilities, frequency equalizer, 
  field strength detector and scrambler. Range: 60 miles (96 km) in a city 
  or area with radio clutter and disturbance, but 1 50 miles (240 km) in 
  the wilderness. Weight: 16 1bs (7.2 kg). Cost: 600 credits; standard, low 
  end. Good availability. 
  Quentin Milton (Order #31246997)
  
  Language Translator (Portable): A unique device that is pro­
  grammed with the nine known languages of the Americas and can hold 
  three additional languages. 12 others can be added with a supplemental 
  language disc. The amazing device can recognize and monitor up to 
  three different voices and two different languages or dialects. Level of 
  accuracy is 98.7%, with a three second delay when directed at one indi­
  vidual, but drops to 78% with a six second delay when translating three 
  speakers simultaneously. The operator must hold the microphone por­
  tion of the translator out toward the individual(s) whose words he 
  wishes to translate. The tiny computer inside the hand-held unit identi­
  fies and translates the words, transmitting them to the accompanying 
  head/earphones or can be set to broadcast the words over the speaker in 
  the base of the handle. The earphones can be substituted with a cyber­
  netic headjack. The translator can also be set to translate the operator's 
  words into the language of those he is speaking to with the same level 
  of accuracy and speed. Conversations can be recorded on a one inch au­
  dio disk (3 hour capacity, costs about 20 credits each). The unit is about 
  the size of a wireless microphone or a remote control and weighs about 
  a half a pound (0.23 kg). Cost: 9600 credits. 
  Laser Holographic Portable Computer (Triax LHP-IOOO): This 
  is actually a knock-off of the Wilk 's PC-2020 Field Identifier and Ho­
  lographic Computer. The devices are virtually identical. It is a 
  mUlti-purpose computer about the size of a briefcase. The case is 
  fire-proof, shockproof and padded with a Mega-Damage protective 
  housing. The most unique features are its holographic projector beam 
  (has a hard plasma screen as back-up) and its "Identifier program." The 
  identifier program can recognize and identify 6000 vehicles and robots, 
  21,000 animal species (indigenous and known D-Bee life forms), 
  40,000 insects, and 50,000 plants and fruits. The data display highlights 
  dangerous and friendly life forms, poisonous and edible plant life, and 
  military vehicles The identification system is activated by typing in 
  data/features of note (01%-72% success ratio and accuracy) or by in­
  putting a visual image like video footage, still photographs, or drawings 
  (94% accuracy/success ratio). The computer then creates a rotating, 
  three-dimensional image of the subject along with the corresponding 
  data available. Many species of alien life are unknown so data is lim­
  ited to the varieties known in Europe and the Americas (the latter was 
  pirated from the Wilk's computer). Knowledge about Atlantis, Africa, 
  and Asia is minimal (about 12%). If the computer cannot identify the 
  subject it will report either, "Insufficient data: Alien or mutation?," or 
  "Unknown indigenous life," meaning it cannot identify the subject but 
  available data seems to indicate the subject is native to Earth. A com­
  plete lack of information on the part of the operator will result in, "In­
  sufficient data. Please elaborate," meaning that the computer simply 
  does not have enough information to make an assessment. Cost: 20,000 
  credits. Good availability. 
  Long-Range "Military" Field Radio: A backpack style radio 
  transmitter and receiver with wide-band, long-range capabilities, fre­
  quency equalizer, field strength detector and scrambler. Range: 300 
  miles (480 km) in a city or area with radio clutter and disturbance, but 
  500 miles (800 km) in the wilderness. Weight: 25 Ibs (1 1 .25 kg). 
  M.D.C.: 5 or 1 5  (the latter costs an extra 10,000 credits). Cost: 6,000 
  credits. Good availability. 
  PDD Pocket Digital Disc Audio Player and Recorder: Basically a 
  future CD player with recording capabilities that is the size of a transis­
  tor radio or walkman. Plays or records on one and three inch discs. 
  Typical blank disc will cost 10 to 20 credits with a two or three hour re­
  cording time. Pre-recorded discs will cost 20 to 80 credits depending on 
  the quality, length of the recording, and availability. Cost of the PDD: 
  Varies, usually 1200 to 2400 credits. 
  PDD-V Pocket Digital Disc Audio and Video Player: A slightly 
  larger and more complex system that plays and records audio discs, but 
  also plays video discs. A four inch, color monitor/TV screen displays 
  the image. The unit can also be used with video equipment as a 
  hand-held video monitor or attached to a larger screen to display its re­
  cording. Cost: Varies, usually 6000 to 12,000 credits. 
  1 84 
  Video Communicator: The video communicator is part radio and 
  part television. It is a wide wristband or paperback book sized, 
  hand-held device with a small video screen. Communications can be 
  sent and received on either cellular telephone or radio waves. The unit 
  scans for the clearest frequency and broadcasts on it. Optional hardline 
  accessories are available at little cost (basically phone lines to jack into 
  a wall and the unit). Its multi-band capabilities give it a considerable 
  range: 10 miles (16 km), double in open areas without radio clutter. 
  Cost: 10,000 credits. 
  Medical Equipment 
  Bio-Comp Monitor: A portable computer and sensor system in 
  which a sensor is clipped to the patient's ears or two fingers to measure 
  and record vital signs: blood pressure, temperature, heartbeat, respira­
  tion, level of hydration (or dehydration), and a number of specific 
  chemical responses detectable through the skin. The vital signs are dis­
  played on a small hand-held computer the size of a paperback novel 
  and can be stored in memory, on disk, or transmitted to another com­
  puter system. The Bio-Comp will highlight and warn of dangerous or 
  irregular vital signs. Cost: 2,500 credits. Good availability. 
  Blood Pressure Kit: Computerized, hand-held unit, small and por­
  table; fits in a small pouch or case. Cost: 50-100 credits. Good avail­
  ability. 
  Compu-Drug Dispenser: A medical tool that is a combination 
  computer, hypodermic gun, and chemical storage and dispensing unit. 
  Can hold 48 different measured shots of drugs. The operator indicates 
  which drug and the amount, presses the gun portion to the patient's arm 
  and injects the appropriate medicine into the individual. Costs: 3000 
  credits plus each drug dose (average drug dose costs ID4xlO0 credits). 
  Good availability. 
  First-Aid Kit (Standard): Contains gauze bandages, 48 band-aids 
  of various sizes, dozen tongue depressors, pen flashlight, a roll ofmedi­
  cal tape, a dozen disposable medicated wipes, six butterfly clamps, dis­
  infectant, pair of plastic gloves, scissors, forceps, six razor blades, 
  Quentin Milton (Order #31246997)
  
  lighter, tweezers, a thermometer, 100 aspirin tablets, and 24 deconges­
  tant tables (allergy/cold). Cost: 100 credits. Excellent availability. 
  Hypodermic Gun: A quick, painless method of giving shots. Most 
  hypodermic guns come with a self-cleaning mechanism that instantly 
  cleans and sterilizes the needle after every use. Cost: 200 credits (drugs 
  not included). Excellent availability. 
  Hypodermic Syringe: Cost: 10 cr. for the reusable type syringe, 
  and 10 cr. for 24 disposable ones. Good availability. 
  IRMSS Internal Robot Medical Surgeon System: An amazing 
  medical device that injects a dozen microscopic robot units, about the 
  size of a pinpoint, into the bloodstream to repair internal injury. The 
  containment unit is placed over or near the suspected area of damage 
  and the depression of a button releases the micro-surgeons into the 
  body. The tiny robots search for the damage and repair it. Types of in­
  ternal injury which they can repair include the removal of blood clots, 
  repairing torn/ruptured veins, internal bleeding, and minor damage to 
  internal organs. Equal to a medical doctor's surgical skill of 75%. 
  When the units are done, they simply tum off and are naturally flushed 
  from the body (average life is one hour). They are not reusable. Each 
  IRMSS holds 48 surgical robots for four uses. Cost: 42,000 credits. 
  Good availability. 
  IROU Internal Robot Oxygen Unit or "Breather": This is the 
  largest of the internal robots although still quite small. The bot resem­
  bles a caterpillar, because it is long and narrow and has many tiny legs. 
  It can enter the body through the mouth or a tracheotomy in the esopha­
  gus tube. It crawls through the narrow passage with a pair of thin, nar­
  row plastic tubes trailing behind it. As the bot makes its way towards 
  the lungs it can transmit video images and data about damage to the 
  throat. Once in the lungs, it transmits data and video images of damage 
  and does analysis. A tiny molecular analyzer is used to identify toxins, 
  drugs and foreign agents. Respiration is also monitored. The video pic­
  tures enable the doctors to accurately assess problems and determine 
  the most appropriate treatment without surgery. One of the tubes is 
  hooked up to an external device to extract fluids in the lungs and the 
  other supplies oxygen. The Breather can also release a half dozen 
  IRMSS bots to repair small holes and perform minor surgery. Cost: 
  50,000 credits. Good availability. 
  IRVT Internal Robot Visual Transmitters or "Seekers": This is 
  another nano-bot about the size of a pinhead. It is injected into the vein 
  of a patient and goes traveling through the vein. It is tracked and moni­
  tored via a homing device. The bot transmits a more powerful signal 
  and video image of obstructions and damage to the veins and arteries as 
  they are encountered. The bot is used primarily to locate blocked, 
  pinched and damaged arteries, veins, and other internal passageways. 
  Cost: 80,000 credits per unit; disposable (less than 33% can be safely 
  retrieved, thus they harmlessly disintegrate inside the body after about 
  72 hours). Good availability. 
  RAU Robot Antiseptic Units or "Cleaners": A cleaner is a tiny 
  robot roughly three inches (76 mm) long and one inch (25 mm) in di­
  ameter. They are reminiscent of a mechanical beetle that gently crawls 
  along a wound or infected area destroying infection, removing puss and 
  dead flesh, while cleaning the wound and spraying it with antiseptic 
  protein for faster healing. The cleaners are usually sold and dispatched 
  in pairs. Cost: 50,000 credits per pair. Good availability. 
  RMK Robot Medical Kit or "Knitter": A unique medical kit, de­
  veloped with the mastery of nano-technology, in which a half dozen 
  tiny robots, about the size of a shirt button, are released and automati­
  cally seek out cuts in the skin. One sprays the wound with disinfectant, 
  another sprays antibiotics, a third cuts away dead or infected flesh, 
  while the other three surgically suture the cut closed. When the cut is 
  repaired, the tiny bots return to their carrying unit, refill their supplies 
  and wait till activated again. Equal to a paramedic suturing skill of 
  90%. Not effective against internal injury, broken bone, or severe 
  wounds. But great for cuts, bruises, bullet and stab wounds. Cost: 
  24,000 credits. Excellent availability. Hot among adventurers. 
  1 85 
  RSU Robot Sedative Units or "Sleepers": Four tiny robots, each 
  the size of a pinhead, enter the brain and stimulate certain areas to 
  make the patient relax and feel drowsy. The calming effect of these 
  nano-bots causes the patient to breathe slow, even breaths, keeps the 
  pulse rate steady and calm, and helps maintain normal blood pressure. 
  When they are done the bots return to a tiny housing device. Cost: 
  100,000 credits per set of four. Good availability. 
  Suture Gun: Effectively a staple-like gun that fires staples made of 
  dissolvable sutures. The staples cause little pain or discomfort, leave 
  little scarring and can be used to close a wound at lightning speed. 
  Cost: 100 credits per gun and 10 credits per 5 feet ( 1 .5 m) of suture. 
  Suture Tape: A special, antiseptic tape used to hold cuts closed in­
  stead of sutures. Cost: 20 credits per 30 foot (9 m) roll. Excellent avail­
  ability. 
  Micro Scale: A digital pocket scale, about the size of a person's 
  hand or an old transistor radio. It can be hooked to a belt, slipped into a 
  large pocket, sack, purse or a backpack. The scale can weigh up to 200 
  lbs (90 kg); digital display. Cost: 120 credits. Widely available. 
  Protein Healing Salve: This is a special high protein chemical so­
  lution that comes in a tube like toothpaste. The salve can be applied to 
  burns, cuts, and rashes to increase the rate of healing (doubles normal 
  healing). Costs: 100 credits per eight ounce tube. Widely available. 
  Palm Bio-Unit: A palm-size biological analyzer. The digital dis­
  play can indicate body temperature, blood pressure, respiration, and de­
  hydration level simply by inserting the patient's finger into the finger 
  scanner housing. Cost: 150 credits. Widely available. 
  Portable Bio-Scan & Bio-Lab: The bio-scan is an impressive bio­
  logical monitoring device with a multitude of functions. Sensors are at­
  tached to the skin and body which send information to the computer 
  display screen and/or to be recorded. 
  1 .  Basic bio-mode indicates and records such basic body functions 
  as body temperature, heartbeat rate, blood pressure, breathing, and 
  glandular changes in the skin, including sweating. 
  2. Stress evaluator that operates much like a polygraph machine, re­
  cording stress and anxiety (without attaching sensors) by monitoring 
  the voice quality of its subject. A character with the proper training and 
  experience can use the device as a "lie detector," but the information is 
  often difficult to read and open to interpretation. Even a positive read­
  ing can not be declared absolute evidence of a falsehood. Chance of 
  proper reading as a lie detector is 25% plus 5% per level of experience. 
  3. A Toxin analyzer that can analyze any liquid (water, blood, etc.) 
  and be able to identify 380 toxins dangerous to humans. Solid items, 
  such as fruits and vegetables, must be pulped or squeezed in order to be 
  analyzed. 
  4. A Dosimeter used to measure radiation. Good availability. 
  Cost: 5000 credits; poor availability, since it's generally reserved 
  exclusively for field expeditions of a scientific or military nature. 
  Weight ofthis unit is 20 lbs (9 kg). 
  Portable Laboratory: This is another impressive portable unit that 
  can perform several functions. 
  1 .  Microscope in a specially padded housing. 
  2. One dozen specimen slides and another dozen specimen trays for 
  storage and transportation of item(s) for further analysis. A variety of 
  vials, jars and test tubes. 
  3. An incubation chamber that is about the size of a VCR. 
  4. Four burners. 
  5. Instrument tray with a variety of common tools such as scalpels, 
  tweezers, pins, tape, needles, calculator, etc. 
  6. A refrigeration chamber which is about half the size of the incu­
  bation chamber. 
  7. An insolation chamber. A special, airtight, sealable compartment 
  about the size of the incubation chamber. 
  Quentin Milton (Order #31246997)
  
  8. A chemical cabinet which holds several dozen chemicals com-
  monly needed in the analysis of chemical structures. 
  9. Centrifuge Device. 
  10. Dosimeter. 
  I I. Micro-computer. 
  12. Digital camera. still photograph and video. 
  13. Toxin analyzer, identical to the one used in the "portable 
  bio-scan". 
  Cost: 12,000 credits; poor availability. Weight of the whole unit is 
  58 Ibs (26 kg). 
  Portable Scan Dihilator: The portable scan dihilator is an uniquely 
  comprehensive sensory device with FULL scanning capabilities. 
  1 .  Radar/Sonar: Range: limited to a 5 mile (8 km) area. A trained 
  operator (Read Sensory Equipment skill) can positively identify read­
  ings as specific objects or vehicles, pinpoint location, and estimate rate 
  of travel and direction at 65% proficiency. 
  2. Sensors include dosimeter, radar detector, heat, infrared, ultravio­
  let, microwave, and energy sensitive instruments; all of which identify, 
  locate source, and record. 
  3. Long-range wide-band radio with scrambler. Range: 40 mile ra­
  dius. 
  4. Detachable short-range (hand-held) communicator. Range: 3 
  miles. 
  Cost: 4,200 to 5,000 credits. Fair availability. Weight: 40 Ibs (18 
  kg). 
  Stethoscope: Cost: 80-150 credits. 
  Surgical Gloves (disposable): Cost: 12-20 credits for a box of 100. 
  Thermometer: Cost: 3 credits for traditional oral type. 10-15 cred-
  its for battery operated digital type that gets temp by placing sensor tip 
  in the ear (the size of a small cell phone). 
  Miscellaneous Equipment 
  Bullet Resistant Attache Case: 6 M.D.C., Cost: 5,000 cr. Courier 
  Briefcase: 15 M.D.C., Cost: 1 1,000 credits. 
  Camouflage Paint Kit: 4 spray cans plus 6 stencils allow for easy 
  camouflaging of vehicles, bunkers, and any field equipment. One kit 
  will cover approximately 100 square feet (about 9 square meters) of 
  surface. Available in jungle, forest or arctic. Cost: 35 credits. 
  Camouflage Tape: The ever popular duct tape. Comes in rolls 26 
  feet (7.9 m) long and two inches (5 cm) wide. Available in jungle, for­
  est or desert camouflage, or in olive drab. Cost: 6 credits per roll. 
  Camouflage Compact: A one-man kit for camouflage or night op­
  erations. Includes enough face and hand paint for 6 applications. Mir­
  ror, brush and disposable cleaning pads are also included in a neat, 
  black case, 4 inches in diameter and Y2 inch high (IOx1.3 cm). Cost: 20 
  credits each. 
  Candle Stick, per box of 12: 10 credits. 
  Climbing Kit: A complete set of equipment for rappelling, rock 
  scaling or climbing. Includes three 600 foot (183 m) reels of 4500 
  pound (20,000 Newton) test rope (each reel weighs 40 pounds/1 8  kg). 
  An adjustable harness with clamps, 6 pairs of canvas climbing gloves, 
  48 clamps, 48 fasteners, 48 pitons, 3 hammers, 2 grappling hooks, and 
  one pulley, straps, harness, boots, and backpack. Weight with shipping 
  crate is 190 pounds (86 kg). Cost: 1200 credits. 
  Computer, Portable: This is a fully functioning computer that is 
  about the size of an opened paperback book or the size of an average 
  human's hands placed together. When closed, the handle can be folded 
  up and the entire unit can easily fit in most jacket pockets. The com­
  puter can be powered by a small, rechargeable battery (about 24 hours 
  of life) or plugged into an electrical outlet. A hard copy of text can be 
  printed out on the thermo-paper printer, but a magnifying glass is 
  needed to read the tiny print. The computer can also be plugged into 
  1 86 
  most video and cybernetic systems for use as a video monitor. Remov­
  able memory storage can take a variety of forms, including CD-ROMs, 
  micro-ROMs, memory tabs, memstiks, or any of the other amazing in­
  formation storage options developed during the time before the Rifts. 
  The display for such small computers might be as simple as a tiny LCD 
  screen, or it might be a miniature holographic projector, or it might 
  simply link into a set of VR goggles or one's cybernetic eyes. Input 
  might be through a keyboard (how low-tech!), running a stylus of fin­
  ger across the screen, voice commands, mental interface (a popular op­
  tion for cyborgs), etc. Weight: From a few ounces to one pound (0.45 
  kg). Cost: From 100 credits (palm organizer) to tens of thousands of 
  credits (mega-computer; military application), depending on the perfor­
  mance of the machine and its condition. Note: We have shied away 
  from giving specific stats on Rifts computers because by the time this 
  book sees print, those figures will be wrong, and in a couple of years, 
  they will be laughable. A good rule of thumb for gauging what comput­
  ers can do in your campaign is to consider what computers can do at 
  the moment you are running a game, and magnify that potential by 
  about a hundred. 
  Computer: Portable Field Unit: Somewhat similar to others used 
  across the Megaverse, the hand computer has a pistol grip for easier 
  handling, and has a built-in scanner and laser distancer so it can be used 
  to accurately determine range and measurements by pointing it at or 
  along something. The standard unit comes with a clock and calendar, as 
  well as a mathematics calculating capability, word processing and other 
  basic programs. One can plot vectors, figure out ratios and algebraic 
  functions, send or receive signals to/from any device it is plugged into 
  (it comes with two universal cyberjack plugs and two lO-footl3 m 
  cords), and sort lists of numbers and names by various parameters. The 
  screen is a concave oval, and easily seen in even harsh daylight condi­
  tions. Cost: 2,500 credits. 
  Computer Reference Libraries: Reference libraries are portable 
  stores of information used mainly by City Rats, Rogue Scientists, 
  Scholars and Techno-Wizards for research and reference purposes in 
  their work. Basically, it is a large set of encyclopedias on portable 
  mini-disks with information on a number of things, depending on what 
  the purchaser chooses when buying them. The software is built around 
  a highly efficient search and filter program that allows for easy location 
  of data in its stores in a very short period of time. A reference library 
  for any skill is available, but it is only written information on the sub­
  ject. A chemistry library might help a character interpret the readings 
  on a chemical analyzer, but it won't do a whole lot to help him actually 
  make compounds or drugs. Likewise, a library on climbing will de­
  scribe how to do it and what gear is required, but the reader will still 
  Quentin Milton (Order #31246997)
  
  need the skill to correctly scale a wall. Experience and practice are 
  what make proper skill use possible. 
  So, while the libraries are helpful in certain circumstances, they are 
  in no way a substitute for the actual skills they document. Trying to 
  perform a skill using only a reference library can be done: the user will 
  know how, but have no practice. However, the chance of success is 
  only half the base skill rating and takes three times as long. On the flip 
  side, a character using a library for a skill he already has adds a 5% bo­
  nus to his skill proficiency when he is cross-referencing with the com­
  puter library, but it will take him 50% longer to perform because he is 
  checking with and reading the data in the library. Subjects on Disk: Ba­
  sic Electronics, Basic Mechanics, First Aid, Swimming, Climbing, 
  General Athletics, and the equivalent of all Domestic, Science and 
  Technical skills (some, like Lore and Law, may be broken down by dif­
  ferent countries or continents). Cost: 200-400 credits per skill subject 
  (Le. Lore: Demons and Monsters is one library disk, Cooking is an­
  other, Mathematics another, and so on). 
  Ear Protector Headphones: The answer to the demo expert's and 
  grenadier's dreams. The same model is used by airport workers to pre­
  serve hearing in noisy environments. Cost: 40-80 credits. 
  Electro-Adhesive Pad: This is a hand-held device that will adhere 
  strongly to any metal surface by means of passing a small current 
  through two metal electrodes. These pads are commonly used by astro­
  nauts and can be used in astronaut's shoes, but the hand-held pads are 
  much more flexible and generally preferred. Cost of the Elec­
  tro-Adhesive Pads (2) and generator (hip or back pack): 30,000 credits. 
  In shoe form: 40,000 credits. Can hold up to 1000 Ibs (450 kg); works 
  only on metal. 
  Flashlight (standard): Cost: 6-12 credits, small to medium, or 
  1 5-20 large. S.D.C.: 15. 
  Flashlight, Rechargeable & Unbreakable: Is ten times brighter 
  than most conventional types; quartz-halogen bulb, 12 inches (30 cm), 
  1 .8 pounds (0.8 kg), 30,000 candle power. S.D.C.: 100. Cost: 160-200 
  credits. 
  Gas Mask to filter out smoke, fumes, particles, and a variety of mil­
  itary gases. Not recommended as protection against nerve gas or radia­
  tion. Cost: 50-80 credits. 
  Handcuffs (novelty item): 10 credits; 40 S.D.C. 
  Handcuffs (police): Cost: 20 credits; 80 S.D.C. 
  Handcuffs, (light M.D.C.): Cost: 1,200 credits; 2 M.D.C. 
  Handcuffs (M.D.C., military): Cost: 5,000 credits; 8 M.D.C.; dou-
  ble the cost and M.D.C. for heavy M.D.C. cuffs. Available in human 
  and larger than human sizes. 
  Laser Distancer/Measuring: To 6,000 feet (1828 m). Cost: 26,000 
  credits. Fair to poor availability. 
  Lock Pick: The pick can be almost any style or size, but is always a 
  small, thin, steel tool which ends in a slight, upward curve or special tip 
  configuration. It is used to raise the pins of the lock so that it will open. 
  A good range of pick thicknesses is .025-.035. These are available 
  through locksmiths, and locksmith suppliers, and some establishments 
  that specialize in rare, hot and illegal items. Cost is usually high, 20 
  credits per pick, with at least a dozen needed for a proper range. Note: 
  Smiths and suppliers will not sell these tools to anyone off the street 
  and may investigate or report the inquiry. 
  Lock Pick Release Gun (Automatic): This item is only sold to 
  law enforcement agencies at a cost of about 40 credits. Throws all pins 
  into position at one time and never damages or harms the lock mecha­
  nism. Opens all types of locks (tumbler, spool, regular or mushroom). 
  Cost on the street (only 19% chance it is even attainable): 600 credits 
  minimum; may cost as much as 200"10 more depending on the seller and 
  circumstance. 
  NG-S2 Basic Survival Pack: A very popular item among adventur­
  ers and other travelers, the NG-S2 survival pack contains all the basic 
  things someone traveling through the wilderness could need. 
  Cost: 3000 credits. 
  1 87 
  • Two-Person Tent: Folded, it's the size of a paperback book. Un­
  folded, it can sleep two people comfortably. Offers protection 
  against the cold and rain; insulates and keeps people inside rela­
  tively warm at temperatures up to -40 degrees Fahrenheit (-40 Cen­
  tigrade). The tent has a water collection system to help the user(s) 
  survive in desert climates as well. The tent collects all moisture that 
  evaporates from the occupants, basically increasing any water sup­
  plies the user carries by 20%; with the tent, eight days of water will 
  last ten days. 
  • A sleeping bag. 
  • Flashlight with a concealed pocket knife and 6 batteries (each bat­
  tery has a life of 48 hours of continuous use). 
  • Compasslinertial mapper; lets you know how far you've traveled 
  and in which direction(s): + 10% to Land Navigation rolls. The 
  compass has a mirror finish on one side and can use the sun to sig­
  nal others or send Morse-code messages. 
  • Short-Range Radio: 5 mile (8 km) range. 
  • Mini-First-Aid Kit (1): A roll of gauze, 48 adhesive bandages (dif­
  ferent sizes), roll of medical tape, pair of small scissors, pocket 
  knife, and a tube of protein healing salve. 
  • Hunting and Fishing Kit: Wires, fishing line and several hooks and 
  pulleys, useful for both fishing and setting snares for small game. 
  • Saw-Wires (3): A serrated, ultra-hard wire with two ring handles, 
  able to cut though wood, stone and even S.D.C. metals. Does most 
  ofthe chores of an axe, but with less time and effort. 
  • Fire Starter (1): A pocket cigarette lighter and a flint striker with 6 
  extra flints (good for starting hundreds of fires). 
  • Survival Knife, a small hatchet, and a wooden cross. Four signal 
  flares. 
  • 30 feet of lightweight climbing cord, a pair of climbing gloves, four 
  ceramic spikes and a small mallet. 
  • Bar of soap and a washcloth. 
  • Canteen and a food rations bag. 
  Nightstick (Fiberglass): Cost: 10 credits; lD4 damage. 
  Nightstick (Steel Encased): Cost: 20 credits; lD6 damage. 
  Oil Lantern, 6 hours (1 pintlO.7 Iiters): 20-50 credits. 
  Oil Lantern, 12 hours (2 pintsll.4 liters): 30-60 credits. 
  Oil Lamp, 6 hours (l pintlO.7 liters): 30 credits. 
  Pocket Laser Distancer: A handy item, about the size of a cigarette 
  lighter, that is used for measuring distances. The unit also has a digital 
  display and built-in calendar (day, month, year), clock, and alarm clock 
  capability. Laser range is 4000 feet (1219 m). Cost: 1000 credits. 
  Padlock, Light: 25 S.D.C., 4-8 credits. 
  Padlock, Medium : 40 S.D.C., 8-15 credits. 
  Padlock, Heavy: 60 S.D.C., 1 5-30 credits. 
  Padlock, Burglar proof: -40% to be picked, 80 S.D.C., 400-500 cr. 
  Padlock, Burglar proof: -40"10 to be picked, 5 M.D.C., 3000 cr. 
  Portable Computer: See Computer, Portable, earlier under this 
  heading. 
  Portable Short-Range Radar System: This is a backpack style ra­
  dar scanner that can track as many as 20 different targets, estimate 
  speed, trajectory, and direction (65% proficiency). Weight: 15 Ibs (6.8 
  kg), Range: 5 miles (8 km), Cost: 4000 credits. 
  Portable Tool Kit: A general purpose tool kit with an electric 
  screwdriver and socket wrench, as well as 36 lightweight, high impact 
  conventional tools. Approximate weight is 12 pounds (5.4 kg) and co­
  mes in a convenient carrying case. Cost: 400 credits. 
  Protective Work Goggles: Cost: 10 credits. 
  Portable Robotics Tool Kit: This is a large, heavy briefcase (22 
  Ibs/lO kg) filled with small mechanical tools (wrenches and screwdriv­
  ers), electronic tools, a small diagnostic computer, and weldinglsolder-
  Quentin Milton (Order #31246997)
  
  ing tools. It can be used to locate and identitY problems and realign, 
  recalibrate, and repair armor and basic body parts, make simple modi­
  fications, and perform routine maintenance, as well as perform similar 
  functions on environmental body armor and power armor. This kit car­
  ries enough supplies and spare parts to repair up to 35 M.D.C. worth of 
  damage and one complete system (Le. arm or leg). Any further repairs 
  will require additional materials and/or spare parts. Cost: 20,000 cred­
  its. As well as environmental body armor, Cost: 50,000 credits. 
  Sap Glove: Six ounces of powdered lead is built into each glove 
  just above the knuckles, padding the wearer and adding weight and 
  strength to the force of one blow. +2 to damage. Available from most 
  security guard suppliers. Cost: 30 credits. 
  Skis: DownhilVCross-Country: Modern downhill skis are made of 
  super-ceramics and possess superior turning, "shushing" ability. 
  Cross-country skis are also of superior manufacture and designed for 
  extended treks across rough terrain. Both types can be broken down 
  into two pieces per ski for easier storage. Cost: Downhill: 500-750 
  credits, Cross-Country: 300-500 credits. Excellent availability. 
  SPU-5, Sonic Pulsar Unit; Electronic Flea & Insect Repellant: 
  This handy device is suitable for use by animals, intelligent mutant ani­
  mals, D-bees and even humans. City dwellers don't often have a prob­
  lem with fleas, ticks, lice, mosquitos and other pesky insects, but 
  wilderness travelers do. Fleas, lice and biting insects are common to 
  many natural habitats and can be a real problem for explorers, but not 
  with the SPU-Sonic Pulsar unit. The small device is typically about the 
  size of a cigarette lighter and weighs a mere 4 ounces. It generates 
  sound waves inaudible to dogs, cats, and humans, but intolerable to 
  fleas, ticks, lice and many other bothersome insects. The sound waves 
  prevent parasites and bugs from ever jumping on board and chases 
  away those already present. The micro-battery has a life of one year 
  (costs 10 credits and is easy to replace) or the unit can easily tap into 
  most energy backpacks, a vehicle's lighter or battery, E-Clips, and 
  other power sources. Cost: 100 credits for the belt, collar, or necklace 
  variety. 2000 credits as a cybernetic implant. Wide availability in all 
  styles. 
  Sunglasses or Goggles (cheap): 1 5-50 credits. 
  Sunglasses (fancy or light adjusting): 100-300 credits. 
  Shooting Glasses: Cost: 100-200 credits. Change color and density 
  in response to changes in light and weather. Also reduces glare and im­
  proves visibility. 
  Thermal Suit: This is a waterproof, environmental suit, customized 
  for cold-weather operation. It has additional padding, an insulation 
  weave and is equipped with battery-powered warming coils. Gloves are 
  extra-thick, but molded so they can still manipulate larger items like 
  weapons and machinery. Wearing a thermal suit is less restrictive than 
  body armor, so they are used extensively in winter construction pro­
  jects and by certain adventurers. One is completely protected from tem­
  peratures as low as -100 Centigrade (-148 Fahrenheit). Good mobility, 
  so there is only a -5% penalty to the skills Prowl, Climb, Swim, Acro­
  batics, and Gymnastics. Battery Life: One winter of constant use. Cost: 
  1 50 credits for the battery, 750-850 credits for the suit. 
  Thermal Jacket: Fundamentally the same as the waterproof, 
  heated, thermal suit system, but limited to a hooded jacket that comes 
  down to just below the waist and includes heated gloves. Cost: 150 for 
  the battery, 450 credits for the jacket. 
  Thermal Arctic Boots: Reinforced with ceramic overlapping 
  plates, insulated, and warmed by an internal electric battery. Developed 
  at the end of the 21st century, the boots are in widespread use even dur­
  ing the warm months, when the heating units disengage. M.D.C.: 5. 
  Battery Life: One winter of constant use; replacement battery costs 40 
  credits. Cost: 1 80 credits for a pair of boots. 
  Treated Torch: Cost: 10 credits (can be made for 2 credits by those 
  with carpentry skill). Lasts for 206+60 minutes. 
  Wire-Cutters: 8 inch (20 cm) wire-cutter has nonconducting han­
  dles to avoid the nasty "shock" of electrified fences. Complete with belt 
  sheath. Cost: 65 credits. 
  1 88 
  Winter Survival Kit: A winter survival kit is a light metal box (25 
  S.D.C., 20 Ibs/9 kg) that contains 3 hand-held flares, one smoke gre­
  nade, signal mirror, box of 36 waterproof matches, a cigarette lighter, 6 
  sterno canisters, folded thermo-blanket, 4 heat packs (the size of a pa­
  perback novel; each lasts 4 hours), freeze-dried food and vitamins for 
  seven days, 16 concentrated fat pills, an extra pair of thick mittens, pair 
  of thick socks, a ski mask, scarf, tinted goggles, pocket knife, and a 
  hand axe (106 S.D.C.). Cost: 100 credits. Excellent availability. 
  Optics, Goggles & Binoculars 
  Conventional Binoculars: Range: 1 mile (1.6 km). Magnification 
  through a series of lenses. Cost: 400-700 credits. Fair availability; 
  rather outmoded. 
  Infrared Distancing Binoculars: A high-powered optical enhance­
  ment device with infrared adjustments, cross-hair indicator lines, and 
  digital readout of estimated distance and rate of travel. Range: 2 miles 
  (3.2 km). The J.D. binoculars enjoy extreme popularity among the pop­
  ulace, being used for field work, exploration and recreation, and are 
  standard issue for the military. Cost: 1200 credits. Wide availability 
  and in high demand. 
  Infrared Optic System: Range: 1200 feet (366 m). This type of op­
  tical enhancement device relies on a source of infrared light, usually a 
  pencil thin beam of light projected from the goggles or binoculars to il­
  luminate its targets. The narrowness of the beam severely limits the 
  scope of one's view to a small area of about two square yards/meters. 
  This can make surveying a large area a problem. Another drawback is 
  that the infrared light beam is clearly visible to another infrared optic 
  system, giving away the operator's position. These drawbacks are in­
  herent to ALL infrared systems. Cost: about 1000 credits. Fair to good 
  availability; rather outdated .. 
  Quentin Milton (Order #31246997)
  
  Multi-Optics Helmet (M.O.H.): The multi-optics helmet is a spe­
  cial optical enhancement system built into a protective helmet. It in­
  cludes the following features: 
  1. Targeting Sight: Range: 1,600 feet (488 m). 
  2. Infrared Optics System: Range: 1,600 feet (488 m). 
  3. Telescopic Monocular Lens: Range: 2 miles (3.2 km). 
  4. Thermo-Imager: Range: 1600 feet (488 m). Special Bonus: +1 to 
  strike when the optics and targeting sight are engaged. Note that the 
  thermo-imager is a special, optical, heat sensory unit that allows the in­
  frared radiation of warm objects to be converted into a visible image. 
  Enables the operator to see in darkness, shadows and through smoke. 
  Cost: 2,800-3,400 credits. Good availability. 
  Night Sight (Passive): Range: 1600 feet (488 m). A nightvision op­
  tics system that is an image intensifier, meaning that it is a passive sys­
  tem that does not emit any light of its own, but electronically amplifies 
  existing ambient light to provide a visible picture. Cost: 1400 credits 
  for a gun scope, 1 800 credits for goggles. Good to excellent availabil­
  ity, especially at tech centers. 
  Optics Band: The optics band is a headband type optical system 
  most often used in research, micro-repairs and scientific study. Its 
  range is limited as it is designed for close work, not long-distance or 
  combat surveillance. Features include: 
  1. Infrared and Ultraviolet Optic System: Range: 200 feet (61 m) 
  maximum. 
  2. Magnification Lens (to the 400th power): Range: 7 feet (2. 1 m). 
  3. Night Sight: Range: 200 feet (61 m). 
  4. Adjustable Color Filters. 
  Cost: 800-1200 credits. Fair to good availability. 
  Pocket Night Viewer: Range: 800 feet (244 m). This is a 
  mini-night sight, usually a monocular style, easily concealed and porta­
  ble. Cost: 800-1000 credits. Fair availability. 
  Polarized Goggles: Light sensitive to automatically lighten and 
  darken depending on the ambient light to protect the eyes from glare 
  and bright light. Cost: High impact goggles (has 1 M.D.C.): 1200 cred­
  its. Ordinary Polarized Goggles (15 S.D.C.): 75-100 credits. 
  Sunglasses or Tinted Visor: Similar to Polarized Goggles (8 
  S.D.C.): 15 to 300 credits depending on the style and qUality. 
  Thermo-Imager: Range: 1600 feet (488 m). Basically an optical 
  heat sensor, it converts the infrared radiation of warm objects into a 
  visible image. These devices allow the operator to see in darkness, 
  shadows and through smoke. Battery powered and electrically cooled. 
  A typical running life is 16 hours. Cost: about 2000 credits; poor avail­
  ability. 
  Ultraviolet System: Range: 400 feet (122 m). Enables its wearer to 
  see into the ultraviolet range of light radiation. It's usually integrated 
  into a larger optics package rather than used alone. Cost: 500 credits. 
  Optics for Gun Scopes 
  All of these optic systems are available as gun scopes for pistols and 
  rifles as well as goggles and binoculars. As many as four different op­
  tics can be combined in a single scope (add the cost of each plus 20% 
  to determine the total cost of the complete multi-optic system). 
  Telescopic Scope: lO x magnification; works like a pair of binocu­
  lars or camera lens. Typical range is 2000-6000 feet (610 to 1828 m). 
  Cost: 1000 credits. 
  Cross Hair Sight: Targeting cross-hairs for better aim. When the 
  cross-hairs are centered over the desired subject the aim is on target. 
  Bonus: Add + 1 to strike but only on aimed shots. This bonus is not ap­
  plicable when laser targeting is engaged. Cost: 500 credits for an excel­
  lent sight. 
  Infrared Vision: Infrared scopes are ancient technology and infe­
  rior to other passive optical enhancements. However, it is inexpensive 
  and therefore popular among City Rats, bandits and adventurers down 
  on their luck. The scope emits a narrow beam of infrared light that is 
  invisible to human eyes. However, the light beam is visible to other 
  characters using infrared vision, including most bots, power armor and 
  a number of D-bees! Those who can see the light can avoid it and/or 
  follow it to its source, giving up its user's location. Furthermore, the 
  narrowness of the light beam limits the available viewing area to about 
  seven feet (2. 1 m). Cost: 1000 credits. Maximum Range: 2000 feet 
  (610 m). 
  Laser Targeting: Add + 3 to strike on an aimed shot, but only 
  when the laser targeting system is functioning. No bonus if the system 
  is broken or turned off. Cost: 2000 credits. Note: Laser targeting can be 
  used in conjunction with a telescopic sight and/or thermo-imager. 
  Range: 4000 feet (1219 m). 
  Light Filters: Simple transparent lens covers designed to filter sun­
  light and reduce glare. Cost: 25 credits each. 
  Passive Nightvision: This system amplifies existing ambient light 
  to provide vision in darkness. It is also known as a "starlight" scope be­
  cause it can amplify the light from stars and the moon to see when out­
  doors. If in absolute darkness such as an underground tunnel, it is 
  rendered useless; it must have some source of ambient light. Range: 
  2000 feet (610 m). Cost: 6,000 credits. 
  1 89 
  Thermo-Imager: A thermo-imaging system as goggles has a range 
  equal to normal human sight and does not automatically come with a 
  telescopic feature. However, it can be combined with a telescopic 
  scope. A thermo-imager converts infrared radiation of warm objects 
  into a visible image. The operator can see heat as represented by bands 
  of color and enables him to see in darkness, shadows and through 
  smoke with 20/20 vision. Cost: 12,000 credits. Note: Can be added to a 
  telescopic gun or camera scope (add the cost of the telescopic feature to 
  the total cost). Range: 2000 feet (610 m). 
  Sensor Equipment 
  Dosimeter: Picks up and measures radiation levels. Range: 20 feet 
  (6. 1 m). Hand-held; Weight: One pound (0.45 kg). Cost: 200 credits. 
  Wide availability. 
  Ecto-Sensor: A portable device about the size of a backpack field 
  radio that can detect motion, changes in temperature, electromagnetic 
  energy and changes in the electromagnetic field; a so-called "Ghost De-
  Quentin Milton (Order #31246997)
  
  tector." The device detects barely discernable shifts in molecular struc­
  ture which match patterns stored in its computer. This is done via 
  neutrino bombardment of the surrounding area, with data feeding back 
  in real time through sensors. Its imaging system is capable of portray­
  ing a rough image on a HUD or built-in monitor/screen. It can detect 
  entities and similar energy beings, and solid but invisible beings (in­
  cluding those made invisible by magic) with an 89% level of accuracy 
  (roll once every minute to maintain contact). It can also pinpoint and 
  track the movement of such beings (89% level of accuracy). Ethereal 
  beings such as supernatural spirits, Astral beings and fragmented life 
  essences usually escape detection; only a 01-12% chance of detection, 
  +12% if they are using magical energy, casting a spell, moving physi­
  cal objects and similar. Detection range is extremely limited, only a 
  300 foot radius (91 .5 m). Cost: 350,000 credits. Poor availability. 
  Ground Sensor System: Uses seismic and laser sensors to detect 
  vehicles, troops, their direction and their numbers. A good technician 
  can make such projections with 75% accuracy. The control unit with 
  digital display, computer mount and monitor, is located at the center of 
  a sensor web or fence. Up to 22, transmitter/receiver, sensor units can 
  be linked to the control unit. Range between transmitters is 800 feet 
  (244 m) and can register activity up to 10 miles (16 km) away. Cost: 
  1 8,500 credits. Poor availability; generally limited to the military and 
  scientific research. 
  Heat: Special sensors pick up and measure heat emanations. Can 
  monitor temperature, or made directional to pinpoint a specific heat 
  point/target. Range: 250 feet (76.2 m); field of detection is 25 feet (7.6 
  m). Portablelhand-held. Weight: 8 lbs (3.6 kg). Cost: 1200 credits. 
  Microwave Fence: Transmitter and receiver sensor posts emit an 
  invisible, microwave curtain or fence that will light up and send a sig­
  nal to the control unit when an intruder breaches its curtain. Range be­
  tween transmitter posts is 500 feet (152 m). Posts are 7 feet (2. 1 m) 
  high. Can effectively cover a 14 mile (22.4 km) area. Cost: 20,000 
  credits. Poor availability; primarily used for military purposes. 
  Motion: Detects movement by measuring minute changes in the air 
  and pinpoints location of the source of the changes in the air. Requires 
  sensor placement and monitor screen. Range: 60 feet (18.3 m). Porta­
  ble; Total Weight: 1 5 1bs (6.8 kg). Cost: 400 credits. Fair availability. 
  Radar Detector (portable): Indicates the use/presence of radar in 
  the area. Range of Detection: One mile (1.6 km). Cost: 200 credits. Fair 
  availability. 
  --
  Radar, Mini: A portable mini-radar unit and monitor. Trained op­
  erators (Read Sensory Equipment skill) can positively identify read­
  ings/objects, pinpoint location and estimate rate of travel and direction. 
  Can track up to 72 images simultaneously and identify over 500 targets. 
  Can NOT track targets on ground level or flying under 200 (61 m) 
  above the ground. Range: 5 miles (8 km). Total Weight: 1 8  Ibs (8.1 
  kg). Cost: 2500 credits. Fair availability. 
  Radar, Military Unit (large): Semi-portable in that it can be pulled 
  along a trailer hitch or carried by small truck or van. About the size of a 
  desk. Trained operators (Read Sensory Equipment skill) can positively 
  identify readings/objects, pinpoint location and estimate rate of travel 
  and direction. Can track up to 300 targets simultaneously and identify 
  over 1000 targets. Can NOT track targets on ground level or flying un­
  der 100 (30.5 m) above the ground. Weight: 300 Ibs (135 kg). Range: 
  �OO miles (160 km); double in wide open flatlands. Cost: 16,000 cred­
  ItS. 
  Surveillance Equipment 
  Acoustic Noise Generator: Muffles conversations, distorts bugging 
  systems by 35%. Cost: 900 credits. 
  Keyhole or Tube Microphones: A microphone with a long, hollow 
  tube which can be flexible or stiff, allowing it to be placed in cracks, 
  mounted in walls or placed in similar, small, "keyhole" type crevices. 
  Picks up sounds up to 34 feet (10.3 m) away and transmits up to 1000 
  feet (305 m). Cost: 1 50 credits; fair availability. 
  Video Wall Mount: This small, remote video camera is only about 
  the size of a man's palm (5 inches/13 cm in diameter), thus it is easily 
  concealed. The camera is backed with a powerful suction device that 
  will adhere to any smooth surface, whether it be a wall, table, appli­
  ance, vehicle and so on. The video wall mount can broadcast continu­
  ally for 72 hours, or by remote or preprogrammed, regulated intervals. 
  The lens has limited mobility, able to rotate in about a 90 degree radius. 
  Its audio capacity has twice the duration of its video transmission and 
  able to pick up sounds up to twenty feet (6. 1 m) away with crystal clar­
  ity. The monitor can be the mini-hand-held screen or any variety of 
  larger or multi-unit monitors. Cost: 200 credits; fair availability through 
  the conventional market, but a hot commodity at 300 credits on the 
  black market. Hand-held monitor costs 1 50 credits. 
  Contact Microphone: Translates vibrations into sound, but re­
  quires a sounding board such as a wall, window, large object, etc. Can 
  be as small as a tie tack. Picks up sounds up to 10 yards/meters away, 
  and transmits up to 1000 feet (305 m). Cost: 170 credits; fair availabil­
  ity. 
  Wireless Microphone: This compact microphone is about the size 
  and thickness of a box of matches. It can pick up sounds up to 14 feet 
  (4.3 m) away and broadcast up to 300 feet (91 m) away. Cost: 250 
  credits; poor availability. 
  --
  1 90 
  Tracer Bug: This is a tiny device about the size of a checker which 
  has a sticky or magnetic side that can be attached to a vehicle or slipped 
  into a person's pocket, backpack, briefcase, etc. It can transmit a signal 
  that can be followed up to 8 miles (12.8 km) away. Battery powered, it 
  has a limited life of 72 hours of constant transmission. Cost: 140 cred-
  its; fair availability. 
  --
  Pocket Scrambler: The scrambler will distort or "scramble" outgo­
  ing radio signals, preventing interception and interpretation by the en­
  emy. Cost: 300 credits; good availability. 
  Ultraviolet Signaler: The signaler is a small strip of ultraviolet sen­
  sors and another transmitter strip that can be adhered to a doorway, 
  walls and so on, to create a beam of invisible light blocking that area. 
  When the beam is broken by an intruder or vehicle, etc., it will send a 
  silent signal to a monitoring device and/or trigger a video unit. Range: 
  100 feet (30.5 m) apart. Cost: 900 credits; fair availability. 
  Video Camera, Digital (mini): An advanced, studio quality camera 
  about the size of a paperback novel or cell phone. Has both wide and 
  narrow angle lenses. Records sound and image, low light capabilities 
  (two candle light), records on one or three inch discs with digital meter; 
  lens filters, telescopic lens (488 m), carrying case and tripod included. 
  Capable of radio telemetry when boosted by long-range radio. Cost is 
  about 4200 credits. Half that for a traditional video camera. Good avail­
  ability for both. 
  Quentin Milton (Order #31246997)
  
  Body Armor by Manufacturer 
  Australian Body Armor 
  Armored Trench Coat 
  Light Anti-Assassin Vest 
  Police Armored Jump Suit 
  Police & TRG Riot Armor 
  Special Ops Heavy Combat Armor 
  "Trencher" Body Armor 
  Black MarketlBandito Arms 
  & Generic Armor 
  Note: Mainly North American Armor. 
  Bandito, The 
  Branaghan Armor 
  Bushman 
  Crusader 
  Cyber-Knight Armor 
  Fury Beetle Armor 
  G-IO Soldier 
  Gladiator 
  Homemade M.D.C. Armor 
  Huntsman 
  Juicer Armor: Most local styles, some imports. 
  Kittani Centaur Armor 
  Kittani: Explorer Armor 
  LEWS-9 Light Environmental Wet Suit 
  MEWS-IO 
  Plastic-Man 
  Urban Warrior 
  Coalition States (North America) 
  CA-I Light Old Style "Dead Boy" Armor 
  CA-2 Heavy Old Style "Dead Boy" Armor 
  CA-3 Light "Dead Boy" Armor 
  CA-4 "Standard" Dead Boy Armor 
  CA-4 Mk2 "Shark" Naval Infantry Armor 
  CA-5 "Juicer" Armor 
  CA-6C Cyborg armor 
  CA-6EX Heavy Infantry Armor & Exoskeleton 
  CA-7 Special Forces Heavy "Dead Boy" Armor 
  CA-7 Mk2 "Skull" Naval Commando Armor 
  CNA-2 "Barracuda" Naval Commando Armor 
  CSNA-I "Lightning Strike" SCUBA Armor 
  DPM DO Dog Boy Armor 
  DPM Dl Dog Boy Armor 
  DPM D2 Dog Boy Armor 
  Body Armor 
  In a world of Mega-Damage weaponry, having a decent suit of 
  M.D.C. body armor is often the only thing standing between a quick 
  death and living to fight another day. Any adventurer worth his salt 
  who does not have some kind of natural or magical M.D.C. protection 
  can be found wearing some form of body armor. The list below details 
  the most common types of body armor in the world (covered in World 
  Books 1-23 at any rate). Designer, Kevin Siembieda, has added more 
  complete M.D.C. stats for each suit. 
  Body armor, by its very nature, holds only one person and often is 
  not powered. Most are, however, full environmental systems. Few 
  types have more than 100 to 1 50 M.D.C.; most are 60-120 M.D.C. 
  Note: Armor presented here are condensed to the simplest and most 
  important stats. EBA is short for "Environmental Body Armor" or "En­
  vironmental Battle Armor." 
  Free Quebec (North America) 
  JEBA-12 Juicer Armor 
  JEBA-TX-1 50 Heavy Juicer Armor 
  QEBA-IO Environmental Body Armor 
  Generic Body Armor 
  See Black Market 
  Japanese Armor (H-Brand & Ichto) 
  AT-Al l Kuru Street Armor 
  AT-AI4 "Trooper" Body Armor 
  AT-AI 5  Marine Heavy Combat Body Armor 
  HA-4 & HA-5 Hiker 
  HA-6 & HA-7 Frontiersman 
  1A-100 Infiltrator 
  1A-130 Sumo 
  Juicer Armor (from around the World) 
  CA-5 "Juicer" Armor 
  H-20 Juicer Environmental Armor 
  JEBA-12 Juicer Armor 
  JEBA-TX-1 50 Heavy Juicer Armor 
  Juicer "Classic" Assassin Armor 
  Man-Killer EBA (UTI) 
  Mega-Juicer Combat Armor (UTI) 
  Spiked Armor (UTI) 
  Super-Hide Armor (UTI) 
  Titan Plate Armor (UTI) 
  Vibro-Spike Armor (UTI) 
  Naruni Enterprises (Alien) 
  N-FI2A Light Force Field 
  N-20A & N-20B Medium Force Field 
  N-F40A Heavy Force Field 
  N-F50A Superheavy Force Field 
  NE-CW20 Camouflage Armor 
  New Navy (Sea; old USA) 
  Navy Body Armor 
  U.S. Marine Combat Armor 
  Northern Gun (North America) 
  Cavalry Barding (for Horses) 
  MI "Vaquero" Armor 
  NG "Buffalo" Riding Armor 
  NG "Maverick" Riding Armor 
  NG "Range Rider" Riding armor 
  1 91 
  Poland - Kingdom of Tarnow (Europe) 
  Tarnow Environmental Body Armor 
  Tarnow Non-Environmental Chain Mail 
  Tarnow Non-Environmental Plate Mail 
  Russian Body Armor (Europe & Asia) 
  Battleforge Body armor 
  Bear Body Armor 
  Cyborg Battle Armor (Light) 
  Cyborg Battle Armor (Medium) 
  Cyborg Battle Armor (Heavy) 
  Lynx Body Armor 
  Sovietski "Red Star" Medium Body Armor 
  Trapper Body Armor 
  South America 
  (Empire of the Sun & Silver River Republics) 
  Amaki Combat Armor 
  Armored Fatigues 
  Battle Infantry Armor 
  Blood Rider "Claw" Armor 
  Customizable Armor 
  Duelist Articulated Armor 
  Gaucho Body Armor 
  Gilded Body Armor (Empire of the sun) 
  Sichi Body Armor (Empire of the Sun) 
  Triax (Germany & Europe) 
  T-IO Cyclops 
  T -I I Enhanced Body Armor 
  T-12 Field Medic 
  T -13 Field Mechanic 
  T -40 "Plain Clothes" 
  T -41 Riot Suit 
  T -42 Commando Scout 
  T -43 Explorer 
  Tritonia (Sea) 
  Amphib Body Armor 
  SCUBA Body Armor 
  Tundra Rangers (North America) 
  Legion Tundra Body Armor 
  Thermal-Armor Body Suit 
  UTI (Juicer Armor; North America) 
  See Juicer Armor. 
  Quentin Milton (Order #31246997)
  
  Australian Body Armor 
  Armored Trench Coat 
  Manufacturer: Various (Australia, p. 208). 
  M.D.C.: Main Body: 25; helmet, if any, is separate (30-50 M.D. C.). 
  Mobility: No penalties. 
  Black Market Cost: 5,000 Aussie dollars or credits. 
  Light Anti-Assassin Vest 
  Manufacturer: Various (Australia, p. 208). 
  M.D.C.: Main Body: 15; helmet, if any, is separate (30-50 M.D.C.). 
  Mobility: No penalties. 
  Black Market Cost: 6,000 Aussie dollars or credits. 
  Police Armored Jump Suit 
  Manufacturer: Various (Australia, p. 208). 
  M.D.C.: Helmet: 28 or 50. Main Body: 35. Arms: 22 each. Legs: 28 
  each. 
  Mobility: -5% to climb, prowl, gymnastics, acrobatics, and other such 
  physical skills. 
  Black Market Cost: 25,000 Aussie dollars or credits. 
  Police & TRG Riot Armor 
  Manufacturer: Various (Australia, p. 208). 
  M.D.C.: Helmet: 50. Main Body: 55. Arms: 22 each. Legs: 32 each. 
  Mobility: -5% to climb, -10% to prowl, gymnastics, acrobatics, and 
  other such physical skills. 
  Special Equipment: Riot shield (40 M.D.C., strikes for 1D6 S.D.C.). 
  Black Market Cost: 28,000 plus 10,000 for the shield in Aussie dol­
  lars or credits. 
  Special Ops Heavy Combat Armor 
  Manufacturer: Various (Australia, p. 209). 
  M.D.C.: Helmet: 30 or 70. Main Body: 1 15. Arms: 60 each. Legs: 75 
  each. 
  Mobility: -10% to climb, -25% to prowl, gymnastics, acrobatics, and 
  other such physical skills. 
  Black Market Cost: 125,000 to 180,000 credits or Aussie dollars; gen-
  erally unavailable to the public. 
  "Trencher" Body Armor 
  Manufacturer: Various (Australia, p. 209). 
  M.D.C.: Helmet: 30 or 60. Main Body: 70. Arms: 40 each. Legs: 60 
  each. 
  Mobility: -5% to climb, -10% to prowl, gymnastics, acrobatics, and 
  other such physical skills. 
  Black Market Cost: 75,000 to 130,000 credits or Aussie dollars; gen­
  erally unavailable to the public. 
  Black Market, Bandito Arms 
  & Generic Armor 
  1 92 
  The Bandito 
  Manufacturer: Bandito Arms (New West, p. 177). 
  M.D.C.: Helmet: 30, if any. Main Body: 38. Arms: 18 each. Legs: 24 
  each. 
  Mobility: No penalties. 
  Note: This does not have an environmental system. 
  Black Market Cost: 10,000 credits. 
  Branaghan EBA Armor 
  Manufacturer: Bandito Arms and others (New West, p. 178). 
  M.D.C.: Helmet: 40. Main Body: 75 (+28 with overcoat). Arms: 28 
  each (+8 with overcoat). Legs: 38 each (+ 12 with overcoat). 
  Mobility: -10% to climb; -20% to prowl, gymnastics, acrobatics, and 
  other such physical skills. Add on an additional -5% when the over­
  coat is worn too. 
  Black Market Cost: 38,000 credits for the main armor, 12,000 credits 
  for the coat. 
  Bushman EBA 
  Manufacturer: Generic (Rifts Ultimate Edition, p. 268). 
  M.D.C.: Helmet: 50. Main Body: 60. Arms: 28 each. Legs: 35 each. 
  Mobility: -10% to climb, prowl, gymnastics, acrobatics, and other such 
  physical skills. 
  Black Market Cost: 32,000 credits. 
  Crusader EBA 
  Manufacturer: Generic (Rifts Ultimate Edition, p. 267). 
  M.D.C.: Helmet: 35. Main Body: 55. Arms: 20 each. Legs: 30 each. 
  Mobility: No penalty, full mobility. 
  Black Market Cost: 40,000 credits. 
  Quentin Milton (Order #31246997)
  
  Cyber-Knight Body Armor 
  Several styles are found on pages 108-1 12 of Siege on Tolkeen™ 
  Four: Cyber-KnightsTM. 
  Fury Beetle Armor (not EBA) 
  Manufacturer: Generic. Made from the chitin of the Fury Beetle. 
  M.D.C.: Helmet: 30. Main Body: 40-50 for partial armor; 75-80 for 
  full plate armor. 
  Mobility: -10% to climb, prowl, gymnastics, acrobatics, and other such 
  physical skills for partial armor. -30% for full armor. 
  Black 
  Market 
  Cost: 
  10,000-14,000 
  cr. 
  for partial 
  armor. 
  16,000-20,000 credits for full armor. 
  G-IO Soldier EBA 
  Manufacturer: Generic (Triax and the NGR, p. 39). 
  M.D.C.: Helmet: 40. Main Body: 60. Arms: 25 each. Legs: 40 each. 
  Mobility: -10% to prowl, gymnastics, acrobatics, and other such physi-
  cal skills. 
  Black Market Cost: 25,000 credits. 
  Gladiator EBA 
  Manufacturer: Generic (Rifts Ultimate Edition, p. 267). 
  M.D.C.: Helmet: 50. Main Body: 70. Arms: 28 each. Legs: 35 each. 
  Mobility: -5% to prowl, gymnastics, acrobatics, and other such physi-
  cal skills. 
  Black Market Cost: 50,000 credits. 
  Homemade M.D.C. Armor 
  Manufacturer: Generic. 
  M.D.C.: Helmet: 20. Main Body: 30-40 for light armor, 50-65 for me­
  dium, heavy is not possible. 
  Mobility: -10% to climb, prowl, gymnastics, acrobatics, and other such 
  physical skills. 
  Black Market Cost: 8,000 to 12,000 credits; +25,000 to make it EBA; 
  most are not. 
  Huntsman (not EBA) 
  Manufacturer: Generic (Rifts Ultimate Edition, p. 268). 
  M.D.C.: Main Body: 40; helmet, if any, is separate (30-50 M.D.C.). 
  Mobility: -15% to prowl, gymnastics, acrobatics, and other such physi-
  cal skills. 
  Black Market Cost: 20,000 credits. 
  Juicer (Light Assassin) Plate Armor (not EBA) 
  See Juicer Armor. 
  Kittani Centaur Armor 
  Manufacturer: The Kittani/Splugorth (Atlantis One, p. 138). 
  M.D.C.: Helmet: 50. Main Body: 130. Arms: 35 each. Legs (4): 50 
  each. 
  Mobility: -15% prowl penalty. 
  Black Market Cost: 75,000 credits, rare outside Atlantis. 
  Kittani Explorer Armor 
  Manufacturer: The KittaniiSplugorth (Atlantis One, p. 138). 
  M.D.C.: Helmet: 50. Main Body: 85. Arms: 28 each. Legs: 40 each. 
  Mobility: -15% prowl penalty. 
  Black Market Cost: 75,000 credits, rare outside Atlantis. 
  LEWS-9 Light Environmental Wet Suit 
  Manufacturer: Generic (Underseas, p. 137). 
  M.D.C.: HelmetlHead Gear: 20. Main Body: 25. 
  Mobility: No penalty. Full mobility. 
  Special Equipment: 3 hour air supply; underwater jet boots (3 
  mph/4.8 km). 
  Black Market Cost: 15,000 credits. 
  MEWS-IO EBA 
  Manufacturer: Generic (Underseas, p. 139). 
  M.D.C.: Helmet: 20. Main Body: 55. Arms: 25 each. Legs: 30 each. 
  1 93 
  Mobility: -5% to prowl, gymnastics, acrobatics, and other such physi­
  cal skills. 
  Special Equipment: 8 hour air supply; underwater jet boots (6 
  mph/9.6 km). 
  Black Market Cost: 50,000 credits. 
  Plastic-Man EBA 
  Manufacturer: Generic (Rifts Ultimate Edition, p. 268). 
  M.D.C.: Helmet: 35. Main Body: 35. Arms: 15 each. Legs: 20 each. 
  Mobility: -10% to prowl, gymnastics, acrobatics, and other such physi-
  cal skills. 
  Black Market Cost: 18,000 credits. 
  Urban Warrior EBA 
  Manufacturer: Generic (Rifts Ultimate Edition, p. 268). 
  M.D.C.: Helmet: 50. Main Body: 50. Arms: 20 each. Legs: 30 each. 
  Mobility: -10% to prowl, gymnastics, acrobatics, and other such physi-
  cal skills. 
  Black Market Cost: 35,000 credits. 
  Coalition States Military Armor 
  CA-l Light "Old Style" EBA Armor 
  - Now used by the PolicelISS 
  Manufacturer: Coalition States (Coalition War Campaign, p. 104 or 
  Rifts® p. 193). 
  M.D.C.: Helmet: 50. Main Body: 50 Arms: 35 each. Legs: 50 each. 
  Mobility: -5% to climb; -10% to prowl, gymnastics, acrobatics, and 
  other such physical skills. 
  Black Market Cost: Knock-offs and stolen or salvaged armor sell for 
  40,000 credits. 
  CA-2 Heavy "Old Style" EBA Armor 
  - Now used by the PolicelISS 
  Manufacturer: Coalition States (Coalition War Campaign, p. 104 or 
  Rifts® p. 193). 
  M.D.C.: Helmet: 50. Main Body: 80. Arms: 35 each. Legs: 50 each. 
  Mobility: -5% to climb; -10% to prowl, gymnastics, acrobatics, and 
  other such physical skills. 
  Black Market Cost: Knock-offs and stolen or salvaged armor sell for 
  50,000 credits. 
  CA-3 Light "Dead Boy" EBA Armor; New Style 
  Manufacturer: Coalition States (Coalition War Campaign, p. 100). 
  M.D.C.: Helmet: 70. Main Body: 80. Arms: 55 each. Legs: 70 each. 
  Mobility: -5% to climb; -10% to prowl, gymnastics, acrobatics, and 
  other such physical skills. 
  Black Market Cost: 40,000-45,000 credits; available thanks to the war 
  at Tolkeen. 
  CA-4 "Standard" Dead Boy 
  EBA Armor; New Style 
  Manufacturer: Coalition States (Coalition War Campaign, p. 100). 
  M.D.C.: Helmet: 70. Main Body: 100. Arms: 60 each. Legs: 80 each. 
  Mobility: -5% to climb; -20% to prowl, gymnastics, acrobatics, and 
  other such physical skills. 
  Black Market Cost: 50,000-55,000 credits; available thanks to the war 
  at Tolkeen. 
  CA-4 Mkl "Shark" Naval Infantry EBA Armor 
  Manufacturer: Coalition States (Coalition Navy, p. 41). 
  M.D.C.: Helmet: 70. Main Body: 100. Arms: 60 each. Legs: 80 each. 
  Mobility: -5% to climb, prowl, gymnastics, acrobatics, and other such 
  physical skills. 
  Quentin Milton (Order #31246997)
  
  Special Equipment: Vibro-Blade fins (1D6 M.D. or 2D6 M.D.), depth 
  gauge and gyro-system, modular backpack system. 
  Black Market Cost: Unavailable; exclusive to the Coalition. 
  CA-S Juicer "Dead Boy" EBA Armor 
  Manufacturer: Coalition States (Coalition War Campaign, p. 101). 
  M.D.C.: Helmet: 80. Main Body: 125. Arms: 70 each. Legs: 85 each. 
  Mobility: -5% to climb; -20% to prowl, gymnastics, acrobatics, and 
  other such physical skills. Increase the penalty to climb to -15% and 
  other physical skills to -30% if worn by anybody besides a Juicer 
  (or Crazy). See other types of Juicer armor under UTI. 
  Special Equipment: CAJ-5 Weapon Arm. 
  Plasma Blaster: Mega-Damage: 4D6 M.D. Rate of Fire: Equal to 
  number of attacks per melee round. Range: 800 feet (243.8 m). Pay­
  load: 10 shots on an E-Clip, 50 shots when connected to an energy 
  hip pack or backpack. 
  Light Laser Tool: Mega-Damage: Three settings: 4D6 S.D.C., 1D4 
  M.D., and ID6 M.D. Rate of Fire: Equal to number of attacks per 
  1 94 
  melee round. Range: 800 feet (243.8 m). Payload: 20 shots on an 
  E-Clip. 
  Vibro-Blades Tri-Claw: Mega-Damage: 3D6 M.D. Rate of Fire: 
  Equal to number of attacks per melee round. Range: Melee. Pay­
  load: Unlimited. 
  Black Market Cost: Unavailable; exclusive to the Coalition States. 
  CA-6C Cyborg Armor 
  Manufacturer: Coalition States (Coalition War Campaign, p. 102). 
  M.D.C.: Helmet: 100. Main Body: 200. Arms: 100 each. Legs: 120 
  each. 
  Mobility: -15% to climb; -30% to prowl, gymnastics, acrobatics, and 
  other such physical skills. 
  Special Equipment: HUD Multi-Screen, Computer & Video Link, Op­
  tical Enhancements, Laser Distancer, Laser Targeting (+ I to strike). 
  Black Market Cost: Unavailable; exclusive to the Coalition States. 
  Quentin Milton (Order #31246997)
  
  CA-6EX Heavy Infantry EBA Armor 
  & Exoskeleton 
  Manufacturer: Coalition States (Coalition War Campaign, p. 102). 
  M.D.C.: Helmet: 100. Main Body: 200. Arms: 100 each. Legs: 120 
  each. 
  Mobility: -30% to prowl; -30% to climb, gymnastics, acrobatics, and 
  other such physical skills. 
  Exoskeleton: +8 to P.S., +14 to Spd, +10 feet (3 m) to the length and 
  height of leaps, and reduce rate of fatigue by 50%. 
  Special Equipment: HUD Multi-Screen, Computer & Video Link, Op­
  tical Enhancements, Laser Distancer, Laser Targeting (+ 1 to strike). 
  Black Market Cost: Unavailable; exclusive to the Coalition States. 
  CA-7 Special Forces Heavy 
  "Dead Boy" EBA Armor 
  Manufacturer: Coalition States (Coalition War Campaign, p. 103). 
  M.D.C.: Helmet: 75. Main Body: 100. Arms: 60 each. Legs: 80 each. 
  Mobility: -5% to climb; -20% to prowl, gymnastics, acrobatics, and 
  other such physical skills. 
  Special Equipment: Vibro-Blades (2; ID6 M.D. each), Garrote Cord 
  (left arm), and jet pack. 
  Black Market Cost: Unavailable to the Black Market; exclusive to the 
  Coalition States. 
  CA-7 Mkl "Skull" Naval Commando EBA Armor 
  Manufacturer: Coalition States (Coalition Navy, p. 42). 
  M.D.C.: Helmet: 70. Main Body: 100. Arms: 50 each. Legs: 70 each. 
  Mobility: -5% to climb, -20% to prowl, gymnastics, acrobatics, and 
  other such physical skills. 
  Special Equipment: Vibro-Blades in forearms (lD6 M.D.), garrote 
  cords in left wrist, depth gauge and gyro-system, maneuvering jets, 
  modular backpack system, Special Ops breathing tank. 
  Black Market Cost: Unavailable; exclusive to the Coalition. 
  CNA-2 "Barracuda" 
  Naval Commando EBA Armor 
  Manufacturer: Coalition States (Coalition Navy, p. 44). 
  M.D.C.: Helmet: 55. Main Body: 55. Arms: 22 each. Legs: 40 each. 
  Mobility: No penalties. 
  Special Equipment: Depth gauge and gyroscope, modular backpack 
  system, combo-tank system, stealth equipment (experimental), elec­
  tromagnetic dampers (experimental), multi-optic band. 
  Black Market Cost: Unavailable; exclusive to the Coalition. 
  CSNA-l "Lightning Strike" SCUBA EBA Armor 
  Manufacturer: Coalition States (Coalition Navy, p. 42). 
  M.D.C.: Helmet: 60. Main Body: 60. Arms: 26 each. Legs: 40 each. 
  Mobility: -5% to climb, prowl, gymnastics, acrobatics, and other such 
  physical skills. 
  Special Equipment: Depth gauge, gyroscope, modular backpack, 
  combo-tank system. 
  Black Market Cost: Unavailable; exclusive to the Coalition. 
  DPM DO "Traditional" Dog Boy 
  Riot & Police Armor 
  Manufacturer: Coalition States (Coalition War Campaign, p. l04; 
  Lone Star, p. 52). 
  M.D.C.: Helmet: 20. Main Body: 50. Arms: 12 each. Legs: 20 each. 
  Mobility: No penalty, full mobility, but suit is NOT a full environmen­
  tal EBA. 
  Special Equipment: Both forearms sport retractable Vibro-Sabers 
  (2D6 M.D.). 
  Black Market Cost: 18,000 credits. 
  1 95 
  DPM Dl "Heavy" (full EBA) Dog Boy Armor 
  Manufacturer: Coalition States (Lone Star, p. 52). 
  M.D.C.: Helmet: 50. Main Body: 80. Arms: 35 each. Legs: 50 each. 
  Mobility: -10% to climb; -20% to prowl, gymnastics, acrobatics, and 
  other such physical skills. 
  Special Equipment: Both forearms sport retractable Vibro-Sabers 
  (2D6 M.D.). 
  Black Market Cost: 35,000-40,000 credits. 
  DPM D2 "Light" (full EBA) Dog Boy Armor 
  Manufacturer: Coalition States (Lone Star, p. 52). 
  M.D.C.: Helmet: 50. Main Body: 50. Arms: 35 each. Legs: 50 each. 
  Mobility: -5% to climb; -10% to prowl, gymnastics, acrobatics, and 
  other such physical skills. 
  Special Equipment: Both forearms sport retractable Vibro-Sabers 
  (2D6 M.D.). 
  Black Market Cost: 25,000-30,000 credits. 
  Free Quebec 
  JEBA-12 Juicer Armor 
  See Juicer Armor. 
  JEBA-TX-150 Heavy Juicer Armor 
  See Juicer Armor. 
  QEBA-IO Standard Military EBA 
  Manufacturer: Free Quebec (Free Quebec, p. 49). 
  M.D.C.: Helmet: 50. Main Body: 80. Arms: 35 each. Legs: 50 each. 
  Quentin Milton (Order #31246997)
  
  Mobility: -10% to climb, -20% to prowl, gymnastics, acrobatics, and 
  other such physical skills. 
  Special Equipment: Full environmental protection, built-in language 
  translator, video camera and long-range transmitter, forearm flash­
  light. 
  Black Market Cost: Unavailable as yet. Exclusive to Free Quebec. 
  Generic Body Armor 
  See Black Market Armor at the beginning of this section. 
  Japanese Armor 
  (ArmaTech Industries, H-Brand & Ichto) 
  AT-All Kuru Street EBA 
  Manufacturer: ArmaTech. Knocked off by H-Brand and Ichto Robot­
  ics (Japan, p. 182). 
  M.D.C.: Helmet: 50. Main Body: 65 (50 to 75 for knock-off's, depend­
  ing on styling). Arms: 12 each. Legs: 20 each. 
  Mobility: -5% to prowl, gymnastics, acrobatics, and other such physi­
  cal skills. 
  Black Market Cost: 30,000 credits (35,000 to 40,000 credits for 
  knock-off's). 
  AT-AI4 "Trooper" Body EBA Armor 
  Manufacturer: ArmaTech Industries (Japan, p. l 83). 
  M.D.C.: Helmet: 50. Main Body: 95. Arms: 25 each. Legs: 35 each. 
  Mobility: -10% to prowl, gymnastics, acrobatics, and other such physi-
  cal skills. 
  Special Equipment: Magnetic seal, sound filtration and muffler sys-
  tem, thermo-imaging, and laser targeting (+ 1 to strike). 
  Black Market Cost: 38,000 to 48,000 credits. 
  AT -AIS Marine Heavy Combat EBA Armor 
  Manufacturer: ArmaTech Industries (Japan, p. l83). 
  M.D.C.: Helmet: 60. Main Body: 120. Arms: 35 each. Legs: 70 each. 
  Mobility: -35% to prowl, gymnastics, acrobatics, and other such physi-
  cal skills. 
  Exoskeleton: +8 to P.S., +8 to Spd, +10 feet (3 m) leap, reduce rate of 
  fatigue by 50%. 
  Special Equipment: Magnetic seal, sound filtration and muffler sys-
  tem, thermo-imaging, laser targeting (+1 to strike). 
  Black Market Cost: 85,000+ credits. 
  HA-4 & HA-S Hiker 
  Manufacturer: H-Brand (Japan, p. 185). 
  M.D.C.: Helmet: 35. Main Body: 45. Arms: 18 each. Legs: 25 each. 
  Mobility: -10% to prowl, gymnastics, acrobatics, and other such physi-
  cal skills. 
  Special Equipment: None. The HA-5 is the same as the HA-4 except 
  it is styled to look like traditional bamboo or splint laminate armor. 
  Black Market Cost: 18,000 credits. 
  HA-6 & HA-7 Frontiersman 
  Manufacturer: H-Brand (Japan, p. 1 86). 
  M.D.C.: Helmet: 50. Main Body: 70. Arms: 25 each. Legs: 35 each. 
  Mobility: -10% to prowl, gymnastics, acrobatics, and other such physi-
  cal skills. 
  Special Equipment: None. The HA-7 is the same as the HA-6 except 
  it has been styled to resemble traditional samurai armor. 
  Black Market Cost: 27,000 credits (HA-6) or 30,000 credits (HA-7). 
  H-20 Juicer Environmental Armor 
  See Juicer Armor. 
  IA-IOO Infiltrator EBA 
  Manufacturer: Ichto Robotics (Japan, p. 184). 
  M.D.C.: Helmet: 18. Main Body: 60. Arms: 15 each. Legs: 24 each. 
  1 96 
  Mobility: -8% to prowl, gymnastics, acrobatics, and other such physi­
  cal skills. 
  Special Equipment: Electro-adhesive hand pads (+5% to climb), con­
  cealed wrist computer (+5% to computer hacking, cracking elec­
  tronic locks). 
  Black Market Cost: 45,000 credits. 
  IA-130 Sumo EBA 
  Manufacturer: Ichto Robotics (Japan, p. 1 85). 
  M.D.C.: Helmet: 60. Main Body: 145. Arms: 50 each. Legs: 80 each. 
  Mobility: -60% to prowl, gymnastics, acrobatics, and other such physi-
  cal skills. -20% to Spd. 
  Exoskeleton: +6 to P.S., + 1 to roll with impact. 
  Black Market Cost: 40,000 credits. 
  Juicer Armor (various) 
  CA-S Juicer "Dead Boy" Armor (CS EBA) 
  Manufacturer: Coalition States (Coalition War Campaign, p. 101). 
  M.D.C.: Helmet: 80. Main Body: 125. Arms: 70 each. Legs: 85 each. 
  Mobility: -5% to climb; -20% to prowl, gymnastics, acrobatics, and 
  other such physical skills. Increase the penalty to climb to -15% and 
  other physical skills to -30% if worn by anybody besides a Juicer 
  (or Crazy). See other types of Juicer armor under UTI. 
  Special Equipment: CAJ-5 Weapon Arm. 
  Plasma Blaster: Mega-Damage: 4D6 M.D. Rate of Fire: Equal to 
  number of attacks per melee round. Range: 800 feet (243.8 m). Pay­
  load: 10 shots on an E-Clip, 50 shots when connected to an energy 
  hip pack or backpack. 
  Light Laser Tool: Mega-Damage: Three settings: 4D6 S.D.C., ID4 
  M.D., and ID6 M.D. Rate of Fire: Equal to number of attacks per 
  melee round. Range: 800 feet (243.8 m) Payload: 20 shots on an 
  E-Clip. 
  Vibro-Blades Tri-Claw: Mega-Damage: 3D6 M.D. Rate of Fire: 
  Equal to number of attacks per melee round. Range: Melee. Pay­
  load: Unlimited. 
  Black Market Cost: Unavailable; exclusive to the Coalition States. 
  H-20 Juicer Environmental Battle Armor 
  Manufacturer: H-Brand (Japan, p. 1 86). 
  M.D.C.: Helmet: 50. Main Body: 75, Arms: 35 each. Legs: 40 each. 
  Mobility: -10% to prowl, gymnastics, acrobatics, and other such physi-
  cal skills. 
  Special Equipment: Sound filtration and muffler, thermo-imaging, la­
  ser targeting (+ 1 to strike). 
  Black Market Cost: 38,000 credits. 
  JEBA-12 Juicer EBA (Free Quebec) 
  Manufacturer: Free Quebec (Free Quebec, p. 50). 
  M.D.C.: Helmet: 50. Main Body: 55. Arms: 25 each. Legs: 38 each. 
  Mobility: -5% to climb, prowl, gymnastics, acrobatics, and other such 
  physical skills. 
  Black Market Cost: Unavailable as yet. Exclusive to Free Quebec 
  Army. 
  JEBA-TX-ISO Heavy Juicer EBA (Free Quebec) 
  Manufacturer: Free Quebec (Free Quebec, p. 50). 
  M.D.C.: Helmet: 70. Main Body: 90. Arms: 40 each. Legs: 55 each. 
  Mobility: -5% to climb, prowl, gymnastics, acrobatics, and other such 
  physical skills. 
  Black Market Cost: Unavailable as yet. Exclusive to Free Quebec 
  Army. 
  Juicer "Classic" Light Assassin 
  Plate Armor (not EBA) 
  Manufacturer: Generic (Rifts Ultimate Edition, p. 267). 
  M.D.C.: Helmet: 20. Main Body: 45. Arms: 1 5  each. Legs: 15-20 each. 
  Quentin Milton (Order #31246997)
  
  Mobility: -5% to prowl, gymnastics, acrobatics, and other such physi­
  cal skills. 
  Black Market Cost: 24,000-28,000 credits. Not an environmental suit. 
  Man-Killer Juicer EBA 
  Manufacturer: UTI and Northern Gun. 
  M.D.C.: Helmet: 50. Main Body: 1 10, Arms: 25 each. Legs: 40 each. 
  Mobility: -20% to prowl; -5% to gymnastics, acrobatics, and other 
  such physical skills. 
  Special Equipment: The Man-Killer has spikes which can be used to 
  harm M.D.C. materials and supernatural beings. A body slam with 
  spike armor inflicts 2D6+P.S. S.D.C. damage on unarmored targets. 
  If a user with a P.S. 25+ body slams an opponent with M.D.C. skin 
  or armor, the attack inflicts one point of Mega-Damage. A power 
  slam (counts as two attacks) does 4D6+P.S. damage bonus to 
  S.D.C. targets and ID6 M.D. to Mega-Damage structures and crea­
  tures. If used by a character with supernatural strength, the spikes 
  will add ID6 M.D. to hand to hand damage. 
  Black Market Cost: 60,000 credits. 
  Mega-Juicer Combat Armor & EBA 
  Manufacturer: UTI and Northern Gun (Juicer Uprising, p. 69). 
  M.D.C.: Helmet: 50. Main Body: 130. Arms: 40 each. Legs: 55 each. 
  Mobility: For wearers with a normal P.S. of 30+ or a supernatural P.S. 
  of 20+, the character is -10% to prowl and -5% to climb, swim, or to 
  the performance of acrobatics or gymnastics skills. Also, reduce 
  speed by 10%. Weaker characters (but no less than P.S. 24 normal 
  or P.S. 16 supernatural) are -25% to prowl, and -15% to climb, 
  swim, or perform acrobatics or gymnastics skills. Also, reduce 
  speed by 30%. Characters weaker than P.S. 24 normal or P.S. 16 su­
  pernatural can not move while wearing this armor. 
  Black Market Cost: 55,000 credits. 65,000 credits for full environ­
  mental (EBA) version. 
  Spiked Juicer EBA 
  Manufacturer: UTI and Northern Gun (Juicer Uprising, p. 69). 
  M.D.C.: Helmet: 45. Main Body: 45. Arms: 30 each. Legs: 35 each. 
  Mobility: -5% to prowl, gymnastics, acrobatics, and other such physi-
  cal skills. 
  Special Equipment: A body slam or tackle with spiked armor will in­
  flict 2D6 +P.S. damage on unarmored targets. If a Juicer with a P.S. 
  of 25+ body slams an opponent with M.D.C. armor or skin, the at­
  tack will inflict one point of Mega-Damage. A power slam (counts 
  as two attacks) does 5D6+P.S. damage bonus to S.D.C. targets and 
  ID6 M.D. to Mega-Damage structures and creatures. If used by a 
  character with Supernatural P.S., the spikes add ID6 M.D. to hand 
  to hand damage; treat a body slam as a punch, and a power slam as 
  a power punch and add ID6 M.D. 
  1 97 
  Black Market Cost: 30,000-40,000 credits. 
  Super-Hide Juicer Armor (not EBA) 
  Manufacturer: UTI and Northern Gun (Juicer Uprising, p. 71). 
  M.D.C.: Helmet: 30-50, if any. Main Body: Varies, from 70 to 140 
  M.D.C .. Arms: 25-35 each. Legs: 20-70 each depending on how 
  much is covered. 
  Mobility: A base prowl penalty of -15% with -1% per 5 M.D.C. over 
  100. In addition, the wearer is -10% to climb, swim, or performing 
  gymnastics or acrobatics. 
  Black Market Cost: 80,000 credits plus ID6xlO,000 credits. Not 
  EBA. 
  Titan Juicer Plate Armor EBA 
  Manufacturer: UTI (Juicer Uprising, p. 68). 
  M.D.C.: Helmet: 70. Main Body: 195. Arms: 80 each. Legs: 100 each. 
  Mobility: For wearers with a normal P.S. of 40+ or a supernatural P.S. 
  of 25+, the character is -15% to prowl and -5% to climb, swim, or to 
  the performance of acrobatics or gymnastics skills. Also, reduce 
  speed by 10%. Weaker characters (but no less than P.S. 25 normal 
  or P.S. 20 supernatural) are -30% to prowl, and -15% to climb, 
  Quentin Milton (Order #31246997)
  
  swim, or perform acrobatics or gymnastics skills. Also, reduce 
  speed by 40%. Characters weaker than P.S. 25 normal or P.S. 20 su­
  pernatural can not move while wearing this armor. 
  Black Market Cost: 85,000 credits. 1 10,000 credits for full environ­
  mental version. 
  Vibro-Spike Armor Juicer EBA 
  Manufacturer: UTI and Northern Gun (Juicer Uprising, p. 69). 
  M.D.C.: Helmet: 45. Main Body: 50. Arms: 30 each. Legs: 35 each. 
  Mobility: -8% to prowl, gymnastics, acrobatics, and other such physi-
  cal skills. 
  Special Equipment: Vibro-Spikes inflict 2D6 M.D. per hit and a 
  power slam (counts as two attacks) does 4D6 M.D. Characters with 
  supernatural strength add these damages to their basic hand to hand 
  damage. 
  Black Market Cost: 55,000 -70,000 credits. 
  Naruni Enterprises 
  Note: Force Field runs out in 2-12 hours on one E-CJip or when all 
  M.D.C. had been depleted. Protects entire body equally; but once total 
  Main Body M.D.C. is gone, so is the field, even if all the damage was 
  directed at one particular part of the body. All offer excellent mobility. 
  N-F12A Light Force Field 
  Manufacturer: Naruni Enterprises (Phase World, p. 121 and N-FIOA 
  equivalent in Rifts® Mercenaries, p. 125). 
  M.D.C.: Main Body: 45; protects entire body equally. 
  Black Market Cost: 25,000 credits. Rare and costs double on Earth. 
  N-20A & N-20B Medium Force Field 
  Manufacturer: Naruni Enterprises (Phase World, p. 121 or Rifts® 
  Mercenaries, p. 125). 
  M.D.C.: Main Body: 75; protects entire body equally. 
  Black Market Cost: 50,000 credits (N-20) or 60,000 credits for N-20B 
  installed into power armor or other equipment. Rare and costs dou­
  ble on Rifts Earth. 
  N-F40A Heavy Force Field 
  Manufacturer: Naruni Enterprises (Phase World, p. 122 or Rifts® 
  Mercenaries, p. 126). 
  M.D.C.: Main Body: 1 10; protects entire body equally. 
  Black Market Cost: 90,000 credits. Rare and costs double on Rifts 
  Earth. 
  N-FSOA Super-Heavy Force Field 
  Manufacturer: Naruni Enterprises (Phase World, p. 122 or Rifts® 
  Mercenaries, p. 126). 
  M.D.C.: Main Body: 160; protects entire body equally. 
  Black Market Cost: 170,000 credits. Rare and costs double on Rifts 
  Earth. 
  NE-CW20 Camouflage Variable Armor 
  Manufacturer: Naruni Enterprises (Rifts® Mercenaries, p. 124). 
  M.D.C.: Helmet: 40. Main Body: 80. Arms: 20 each. Legs: 30 each. 
  Mobility: -5% gymnastics, acrobatics, and other such physical skills. 
  No prowl penalty. 
  Special Abilities: Masks heat sensors, invisible to thermal optics and 
  changes color. 
  Black Market Cost: 75,000-100,000 credits. Rare since outlawed by 
  CS; costs double. 
  1 98 
  New Navy 
  Navy Body Armor 
  Manufacturer: New Navy (Underseas, p. 1 18). 
  M.D.C.: Helmet: 30. Main Body: 45. Arms: 15 each. Legs: 20 each. 
  Mobility: -5% to prowl, gymnastics, acrobatics, and other such physi-
  cal skills. 
  Special Equipment: SCUBA gear; 1000 foot (305 m) maximum 
  depth. 
  Black Market Cost: 40,000 credits. 
  u.S. Marine Combat Armor 
  Manufacturer: New Navy (Underseas, p. 1 18). 
  M.D.C.: Helmet: 50, Main Body: 85. Arms: 25 each. Legs: 35 each. 
  Special Equipment: SCUBA gear; 2000 foot (610 m) maximum 
  depth. 
  Mobility: -10% to prowl, gymnastics, acrobatics, and other such physi­
  cal skills. 
  Black Market Cost: 50,000 credits. 
  Quentin Milton (Order #31246997)
  
  Northern Gun 
  Cavalry Barding (Armor for Horses) 
  Manufacturer: Northern Gun (New West, p. 182). 
  M.D.C.: Head & Neck: 50. Main Body: 90. Front Legs: 18 each. 
  Hind Legs: 25 each. 
  Mobility: Reduce the animal's speed by 5%. 
  Black Market Cost: 20,000-25,000 credits. 
  MI "Vaqueros" Armor 
  Manufacturer: Northern GunlManistique Imperium (New West, p. 
  179). 
  M.D.C.: Helmet: 45. Main Body: 90. Arms: 32 each. Legs: 45 each. 
  Mobility: -20% to climb, prowl, gymnastics, acrobatics, and other such 
  physical skills. 
  Black Market Cost: 40,000 credits. 
  NG "Buffalo" Riding Armor 
  Manufacturer: Northern Gun (New West, p. 1 80). 
  M.D.C.: Helmet: 40. Main Body: 65. Arms: 30 each. Legs: 28 each. 
  Mobility: -5% to climb and -10% to prowl, gymnastics, acrobatics, and 
  other such physical skills. 
  Black Market Cost: 32,000 credits. 
  NG "Maverick" Riding Armor 
  Manufacturer: Northern Gun (New West, p. 179). 
  M.D.C.: Helmet: 10 (hat) or 35 (helmet). Main Body: 36. Arms: 12 
  each. Legs: 16 each. 
  --
  Mobility: No penalties. 
  Black Market Cost: 14,000 credits. 
  NG "Range Rider" Riding Armor 
  Manufacturer: Northern Gun (New West, p. 179). 
  M.D.C.: Helmet: 10 (hat) or 35 (helmet). Main Body: 30. Arms: 12 
  each. Legs: 15 each. 
  --
  Mobility: No penalties. 
  Black Market Cost: 15,000 credits. 
  Other NG Armor Types 
  Northern Gun also makes and sells ALL genericlBlack Market body 
  armor, such as the Bushman, Crusader, Gladiator, Plastic Man, Urban 
  Warrior, etc. and a Triax, Explorer knock-off. 
  Doesn't make any 
  Bandito styles. 
  Poland - Kingdom of Tarnow 
  Tarnow Environmental Body Armor 
  Manufacturer: Kingdom of Tamow (Mindwerks, p. 95). 
  M.D.C.: Mega-Damage Iron, Nickel & Aluminum Composite: Main 
  Body: 80, Helmet: 50, Arms: 15 each, and Legs: 30 each. 
  Royal Mega-Damage EVA Body Armor: Main Body: 90, Helmet: 50, 
  Arms: 30 each, and Legs: 50 each. 
  Mobility: -15% to climb, prowl, gymnastics, acrobatics, and other 
  such physical skills. Reduce Spd by 10%. This applies to both ar­
  mor types. 
  Black Market Cost: 35,000 to 50,000 credits (both types). 
  Tarnow Non-Environmental Chain Mail 
  Manufacturer: Kingdom of Tam ow (Mindwerks, p. 94). 
  M.D.C.: Aluminum & Zinc: Main Body: 25; Arms 5, and Legs 10. 
  Copper and/or Nickel: Main Body: 40; Arms 10, and Legs 18. 
  Imn: Main Body: Main Body: 55; Arms 15, and Legs 20. 
  Iron, Nickel & Aluminum Composite: Main Body: 50; Arms 12, 
  and Legs 18 
  Mobility: Aluminum & Zinc: No penalties. Copper and/or Nickel: -5% 
  to climb, prowl, gymnastics, acrobatics, and other such physical 
  skills. Iron: -15% to climb, prowl, gymnastics, acrobatics, and other 
  1 99 
  such physical skills. Iron, Nickel & Aluminum Composite: -10% to 
  climb, prowl, gymnastics, acrobatics, and other such physical skills. 
  Black Market Cost: Aluminum & Zinc: 8,000 to 10,000 credits. Cop­
  per and/or Nickel: 12,000 to 16,000 credits. Iron: 1 8,000 to 25,000 
  credits. Iron, Nickel & Aluminum Compoilie: 20,000 to 30,000 
  credits. 
  Tarnow Non-Environmental Plate Mail 
  Manufacturer: Kingdom of Tamow (Mindwerks, p. 94). 
  M.D.C.: Aluminum & Zinc: Main Body: 35, Helmet: 30, Arms: 10 
  each, and Legs: 20 each. 
  Copper and/or Nickel: Main Body: 65, Helmet: 30, Arms: 15 each, 
  and Legs: 35 each. 
  Imn: Main Body: 1 10, Helmet: 50, Arms: 28 each, and Legs: 40 
  each. 
  Iron Nickel & Aluminum Composite: Main Body: 80, Helmet: 50, 
  Arms: 24 each, and Legs: 35 each. 
  Iron and Nickel Plate and Chain: Main Body: 70, Helmet: 50, 
  Arms: 20 each, and Legs: 30 each. 
  Mobility: Aluminum & Zinc: -10% to climb, prowl, gymnastics, acro­
  batics, and other such physical skills. Copper and/or Nickel or any 
  Iron Composite Suit: -15% to climb, prowl, gymnastics, acrobatics, 
  and other such physical skills. Iron (entirely): -25% to climb, 
  prowl, gymnastics, acrobatics, and other such physical skills. 
  Black Market Cost: Aluminum & Zinc: 9,000 to 12,000 credits. Cop­
  per and/or Nickel: 18,000 to 25,000 credits. Iron: 18,000 to 25,000 
  credits. Iron, Nickel & Aluminum Compos tie: 25,000 to 35,000 
  credits. Iron and Nickel Plate and Chain: 25,000 to 35,000 credits. 
  Russian Body Armor 
  Battleforge Body Armor 
  Manufacturer: Warlords of Russia (Warlords of Russia, p. 174). 
  M.D.C.: Helmet: 60. Main Body: 90. Arms: 40 each. Legs: 50 each. 
  Mobility: -20% to climb, prowl, gymnastics, acrobatics, and other such 
  physical skills. 
  Black Market Cost: 27,000 to 30,000 credits. 
  Bear Body Armor 
  Manufacturer: Warlords of Russia (Warlords of Russia, p. 174). 
  M.D.C.: Helmet: 70. Main Body: 1 50. Arms: 1 10 each. Legs: 1 10 
  each. 
  Mobility: -30% to climb, prowl, gymnastics, acrobatics, and other such 
  physical skills. 
  Exoskeleton: Robot P.S. of 26; ID4 M.D. (restrained punch); ID6 
  M.D. (full punch); 2D6 M.D. power punch; counts as two attacks). 
  Black Market Cost: 75,000 credits. 
  Cyborg Battle Armor (Light) 
  Manufacturer: Warlords of Russia (Warlords of Russia, p. 175). 
  M.D.C.: Helmet: 50. Main Body: 140. Arms: 60 each. Legs: 70 each. 
  Mobility: -10% to climb, prowl, gymnastics, acrobatics, and other such 
  physical skills. 
  Black Market Cost: 45,000 credits. 
  Cyborg Battle Armor (Medium) 
  Manufacturer: Warlords of Russia (Warlords of Russia, p. 175). 
  M.D.C.: Helmet: 65. Main Body: 1 80. Arms: 70 each. Legs: 90 each. 
  Mobility: -10% to climb, prowl, gymnastics, acrobatics, and other such 
  physical skills. 
  Black Market Cost: 70,000 credits. 
  Cyborg Battle Armor (Heavy) 
  Manufacturer: Warlords of Russia (Warlords of Russia, p. 175). 
  M.D.C.: Helmet: 80. Main Body: 280. Arms: 80 each. Legs: 105 each. 
  Mobility: -20% to climb, prowl, gymnastics, acrobatics, and other such 
  physical skills. 
  Black Market Cost: 120,000 credits. 
  Quentin Milton (Order #31246997)
  
  Sovietski "Red Star" Medium Body Armor 
  Manufacturer: Sovietski; knocked off by indie manufacturers (War­
  lords of Russia, p. 173). 
  M.D.C.: Helmet: 50. Main Body: 75. Arms: 40 each. Legs: 60 each. 
  Mobility: -10% to climb, prowl, gymnastics, acrobatics, and other such 
  physical skills. 
  Black Market Cost: 28,000 to 32,000 credits. 
  200 
  Lynx Body Armor 
  Manufacturer: Warlords of Russia (Warlords of Russia, p. 175). 
  M.D.C.: Helmet: 40. Main Body: 60. Arms: 40 each. Legs: 55 each. 
  Mobility: -5% to climb, prowl, gymnastics, acrobatics, and other such 
  physical skiIIs. 
  Vibro-Blades: 2D6 M.D. (single blade); 4D6 M.D. (double blade); +1 
  to parry. 
  Black Market Cost: 26,000 credits. 
  Trapper Body Armor in Russia 
  Manufacturer: Various; Russian (Warlords of Russia, p. 173). 
  M.D.C.: Main Body: 45; helmet, if any, is separate (20-40 M.D.C.). 
  Arms: 10 each. Legs: 20 each. 
  Mobility: No penalties. 
  Special Equipment: Retractable Vibro-Blades: 2D4 M.D. 
  Black Market Cost: 12,000-15,000 credits (15,000-20,000 for Ameri­
  can equivalent). 
  South American Armor 
  Amaki Combat Armor 
  Manufacturer: Silver River Republics (South America Two, p. 168). 
  M.D.C.: Helmet: 40. Main Body: 90. Arms: 35 each. Legs: 60 each. 
  Mobility: -8% to prowl, gymnastics, acrobatics, and other such physi-
  cal skiIIs. 
  Black Market Cost: 50,000 credits. 
  Armored Fatigues 
  Manufacturer: Silver River Republics (South America Two, p. 167). 
  M.D.C.: Helmet: 40. Main Body: 65. Arms: 25 each. Legs: 32 each. 
  Mobility: -15% to prowl, gymnastics, acrobatics, and other such physi-
  cal skills. 
  Black Market Cost: 35,000 credits. 
  Battle Infantry Armor 
  Manufacturer: Silver River Republics (South America Two, p. 167). 
  M.D.C.: Helmet: 25. Main Body: 60. Arms: 15. Legs: 28. 
  Mobility: -15% to prowl, gymnastics, acrobatics, and other such physi-
  cal skiIIs. 
  Black Market Cost: 30,000 credits. 
  Blood Rider "Claw" Armor 
  Manufacturer: Blood Riders (South America Two, p. 168). 
  M.D.C.: Helmet: 20-40; if any. Main Body: 65. Arms: 20 each. Legs: 
  30 each. 
  Mobility: -8% to prowl, gymnastics, acrobatics, and other such physi-
  cal skills. 
  Black Market Cost: 35,000 credits. 
  Customizable Armor 
  Manufacturer: Silver River Republics (South America Two, p. 168). 
  M.D.C.: Helmet: 20-40; if any. Main Body: 75. Arms: 20-30 each. 
  Legs: 30-40 each. 
  Mobility: -15% to prowl, gymnastics, acrobatics, and other such physi-
  cal skiIIs. 
  Black Market Cost: 45,000 credits. 
  Duelist Articulated Armor 
  Manufacturer: Silver River Republics (South America Two, p. 167). 
  M.D.C.: Helmet: 40. Main Body: 75. Arms: 12 each. Legs: 1 5  each. 
  Mobility: No penalty. 
  Black Market Cost: 120,000 credits. Refitting a suit that belonged to 
  somebody else costs 20,000 credits. 
  Gaucho Body Armor 
  Manufacturer: Silver River Republics (South America Two, p. 166). 
  M.D.C.: Helmet: 40. Main Body: 45. Arms: 20 each. Legs: 35 each. 
  Mobility: -5% to prowl, gymnastics, acrobatics, and other such physi-
  cal skills. 
  Black Market Cost: 40,000 credits. 
  Quentin Milton (Order #31246997)
  
  Gilded Body Armor EBA; Empire of the Sun 
  Manufacturer: Empire of the Sun (South America Two, p. 58). 
  M.D.C.: Helmet: 50. Main Body: 70. Arms: 25 each. Legs: 42 each. 
  Mobility: -10% to prowl, gymnastics, acrobatics, and other such physi-
  cal skills. 
  Black Market Cost: 50,000 credits. 
  Sichi Body Armor; Empire of the Sun 
  Manufacturer: Empire of the Sun (South America Two, p. 58). 
  M.D.C.: Helmet: 35. Main Body: 45. Arms: 8 each. Legs: 30 each. 
  Mobility: -5% to prowl, gymnastics, acrobatics, and other such physi-
  cal skills. 
  Black Market Cost: 25,000 credits. 
  Triax 
  Note: Widely available in Germany and Europe. Some imported to 
  North & South America, and Africa as well as elsewhere. 
  T-I0 Cyclops EBA 
  Manufacturer: Triax (Triax and the NGR, p. 35). 
  M.D.C.: Helmet: 60. Main Body: 100. Arms: 55 each. Legs: 70 each 
  201 
  Mobility: -15% to prowl, gymnastics, acrobatics, and other such physi-
  cal skills. 
  Black Market Cost: 60,000 credits. 
  T -11 Enhanced EBA 
  Manufacturer: Triax (Triax and the NGR, p. 35). 
  M.D.C.: Helmet: 60. Main Body: 100. Arms: 65 each. Legs: 80 each. 
  Mobility: -5% to prowl, gymnastics, acrobatics, and other such physi-
  cal skills. 
  Exoskeleton: +6 P.S., +10 Spd, +10 feet (3 m) to leaping, +10% to 
  climb skill, reduce rate of fatigue by 50%. 
  Black Market Cost: 100,000 credits. 
  T -12 Field Medic EBA 
  Manufacturer: Triax (Tria x and the NGR, p. 35). 
  M.D.C.: Helmet: 60. Main Body: 70. Arms: 40 each. Legs: 60 each. 
  Mobility: -5% to prowl, gymnastics, acrobatics, and other such physi-
  cal skills. 
  Special Equipment: Medical Cyclops helmet, medical harness. 
  Black Market Cost: 65,000 credits. 
  T -13 Field Mechanic 
  Manufacturer: Triax (Triax and the NGR, p.36). 
  M.D.C.: Helmet: 60. Main Body: 80. Arms: 50 each. Legs: 60 each. 
  Mobility: -6% to prowl, gymnastics, acrobatics, and other such physi-
  cal skills. 
  Special Equipment: Laser torch, extendable robot arm. 
  Black Market Cost: 75,000 credits. 
  T -40 "Plain Clothes" 
  Manufacturer: Triax (Triax and the NGR, p. 37). 
  M.D.C.: Varies according to type; 10-20 M.D.C. 
  Mobility: Varies according to type. Most have no to -5% penalty. 
  Black Market Cost: Varies according to type. Most are 25,000-50,000 
  credits. 
  T -41 Riot Suit 
  Manufacturer: Triax (Triax and the NGR, p. 37). 
  M.D.C.: Helmet: 30. Main Body: 50. Arms: 20 each. Legs: 40 each. 
  Shield: 23. 
  Mobility: No penalty. 
  Special Equipment: Riot Shield (23 M.D.C.); clear on top. 
  Black Market Cost: 25,000 credits; costs 25% more in North Amer­
  ica. 
  T -42 Commando Scout 
  Manufacturer: Triax (Triax and the NGR, p. 38). 
  M.D.C.: Helmet: 60. Main Body: 70. Arms: 40 each. Legs: 50 each. 
  Mobility: No penalty. 
  Special Equipment: Enhanced optics package, miniature multi-pur­
  pose computer, laser distancer, laser targeting (+ I to strike). 
  Black Market Cost: 50,000 credits; costs 10-20% more in North 
  America. 
  T-43 Explorer (For Adventurers) 
  Manufacturer: Triax (Triax and the NGR, p. 38 and Sourcebook 
  One, p. 59). 
  M.D.C.: Helmet: 50. Main Body: 70. Arms: 40 each. Legs: 50 each. 
  Mobility: -20% to prowl, gymnastics, acrobatics, and other such physi­
  cal skills. 
  Special Equipment: Falcon 3000 Jet Pack. 
  Black Market Cost: Armor: 45,000 credits. Jet Pack: 30,000 credits 
  (gas); 46,000 credits (electric); 400,000 credits (nuclear). Widely 
  sold throughout the Americas and Europe. 
  Other Triax Armor Types 
  Triax also makes and sells ALL genericlBlack Market body armor, 
  such as the Bushman, Crusader, Gladiator, Plastic Man, Urban Warrior, 
  various Juicer Armor, Russian EBA, etc. 
  Does not make any CS, 
  Bandito Arms or Polish styles of armor. 
  Quentin Milton (Order #31246997)
  
  Tritonia 
  Amphib Body Armor 
  Manufacturer: Tritonia (Underseas, p. 101). 
  M.D.C.: Helmet: 70. Main Body: 1 00. Anns: 50 each. Legs: 60 each. 
  Mobility: -5% prowl penalty (Amphibs); -25% prowl penalty (hu-
  mans). 
  Black Market Cost: 75,000 credits. 
  SCUBA Body Armor 
  Manufacturer: Tritonia (Underseas, p. 100). 
  M.D.C.: Helmet: 40. Main Body: 70. Anns: 30 each. Legs: 40 each. 
  Mobility: -5% to prowl, gymnastics, acrobatics, and other such physi-
  cal skills. 
  Black Market Cost: 65,000 credits. 
  Tundra Rangers 
  Legion Tundra Body Armor 
  Manufacturer: Tundra Rangers (Canada, p. 1 87). 
  M.D.C.: Helmet: 50. Main Body: 60. Anns: 40 each. Legs: 60 each. 
  Mobility: -5% to climb, prowl, gymnastics, acrobatics, and other such 
  physical skills. 
  Special Equipment: Thermal insulation. 
  Black Market Cost: Unavailable for sale. Exclusive to the Tundm 
  Rangers. 
  Thermal-Armor Body Suit 
  Manufacturer: Tundra Rangers (Canada, p. 1 87). 
  M.D.C.: Helmet: 50. Main Body: 50. Anns: 25. Legs: 40. 
  Mobility: No penalties. 
  Black Market Cost: Unavailable for sale. Exclusive to the Tundra 
  Rangers. 
  UTI 
  See Juicer Annor. 
  Used & Reconditioned Armor 
  Patchwork creations provide effective Mega-Damage protection, 
  and can appear very striking, but are not usually full environmental 
  suits, so gases, fumes, radiation and disease will seep in and affect the 
  wearer. Furthermore, most patchwork suits have 1 5-20% less M.D.C. 
  than a professional, quality, full environmental suit. On the other hand, 
  patchwork armor typically costs 40% less than a comparable full envi­
  ronmental suit, so many will take their chances with the armor and a 
  gas mask or air filter. Those with environmental protection only sell for 
  20% less than normal, while creations that are artistic, frightening or 
  striking in some way (may have 10-20 additional M.D.C. too) will sell 
  for 20-50% more! 
  Used Armor: The cost of used armor can vary dramatically. Annor 
  that's "like new" will have all standard features, have full environmen­
  tal protection, full M.D.C., and sells for full price (sometimes sold as 
  new). Typically used armor will have 4D6% less M.D.C. than new, 
  with a proportional discount off the usual price; sometimes an addi­
  tional 5% discount if paid for in universal credits. 
  Used armor that has been patched and repaired will have 20-30% 
  less M.D.C. than new, but full environmental protection and sells for 
  30010 less than the price of new. 
  Used armor that is battered or has been patched, has 30% less 
  M.D.C. and no environmental system, but will sell for 50% less than 
  the price for new, perfect armor. 
  Note: Customization and patchwork armor are two reasons there are 
  so many variations of armor seen throughout the country. 
  Customized & Modified Armor: Most Black Market outlets and 
  many arms dealers provide low cost customizing of body armor. This 
  202 
  means the helmet can be changed or modified (200 credits), the armor 
  can be custom painted (600 cr.; one or two colors), insignias or special 
  designs can be painted or etched into the armor ( 1000-2000 cr.), and 
  body styling can be done (change the vambrace/forearms, shoulder 
  plates, knee and leg plates, chest plates, face plate, add spikes, horns or 
  blades, etc.; prices vary - small changes can cost 200-600 cr. while a 
  complete overhaul could cost 3000 to 6000 plus the paint job). 
  Additional M.D.C. armor padding or plating can be added to most 
  medium to heavy suits for the cost of 1000 credits per two points of 
  M.D.C. (up to 20 points maximum)! Add another -5% penalty to move­
  ment. 
  Note: 
  Northern 
  Gun, 
  Manistique 
  Imperium, 
  Golden 
  Age 
  Weaponsmiths and other arms dealers offer similar customizing ser­
  vices for body armor, power armor, vehicles and even cyborg armor 
  and external cyborg components. Adventurers who don't have the 
  money, but who have some artistic ability (or a friend with some) also 
  engage in cosmetic alterations and personalization of armor, mostly 
  painted insignias, designs and slogans to bolting on extra belts, spikes 
  and such, or combining pieces of one or more types of armor to make 
  patchwork suits of armor. 
  Standard features of fully 
  sealed, environmental body armor 
  The following are usually standard to all EBA whether it is from 
  the CS, Northern Gun, Triax, the Black Market or a little homespun 
  shop in the back alley of the 'Burbs. Used and reconditioned ERA may 
  not have all these features. Customer beware. 
  • Complete environmental battle armor suitable for use in all hostile 
  environments including space. 
  • Computer controlled life support system that monitors and displays 
  bio-data of the wearer as well as the capacity and failure of life sup­
  port systems and damage to the armor. The wearer will know ap­
  proximately how much M.D.C. is remaining and whether or not the 
  armor has been breached. 
  • Computer controlled, independent oxygen supply and purge system 
  that automatically engages in low oxygen or contaminated air envi­
  ronments. Five hour oxygen supply. 
  • Internal cooling and temperature control. 
  • Artificial air circulation systems, gas filtration, humidifier. 
  • Insulated, high-temperature resistant shielding for up to 300 degrees 
  centigrade. Normal fires do no damage. Nuclear, plasma, magic 
  fires and Mega-Damage fire and heat do full damage. 
  • Radiation shielded. 
  • Polarized and light-sensitive visor with a tint that automatically ad­
  justs to the level of available light. 
  • Built-in loudspeaker; 80 decibels. 
  • The helmet can be completely removed, and some allow for the re­
  moval of the protective face plate without having to take off the en­
  tire helmet. 
  Typical Options: 
  • Directional, short-range radio built into the helmet. Range is five 
  miles (8 kIn). Cost: 1000 credits. 
  • Loudspeaker: 300 credits. 
  • Built-in Language Translator: 1 2,000 credits. 
  • Passive night-sight goggles/visor: 1 500 credits. 
  • Multi-Optic Helmet in place of conventional one: 5000 credits. 
  • Additional M.D.C. armor padding or plating can be added to most 
  medium to heavy suits for the cost of 1 000 credits per two points of 
  M.D.C. (up to 20 points maximum), but add another -5% penalty to 
  movement from the bulk of the extra armor. 
  Quentin Milton (Order #31246997)
  
  Power Armor 
  Below i s  a synopsis o f  most major Power Annor suits currently en­
  countered in Rifts Earth. The stats below are just the barest bones for 
  each unit, intended to give the G.M. what he needs to put these suits of 
  armor into play. For each unit, this section provides its name, who 
  makes it, what kind of armor it is, how many people it fits (in most 
  cases, just one), main body M.D.C., physical strength, movement, pri­
  mary weapon, secondary weapon, other notable weapons, bonuses, and 
  Black Market cost. For the full description of any of these suits of 
  power armor, please consult the appropriate Rifts® sourcebook. Note: 
  In general, power armor utilizing Techno-Wizardry was exempted from 
  this list. 
  General Power Armor Notes 
  Power armor might be thought of as a sort of super-suit of environ­
  mental body armor. High-tech body armor is a protective plating or 
  padding much like the knights of old wore, only much lighter and flexi­
  ble. Power Armor is a suit of armor that protects its wearer completely 
  from the environment, but also augments the wearer/user, giving the pi­
  lot superhuman strength, extra attacks per melee and a battery of ad­
  vanced weaponry at his beck and call. Most power armor responds to 
  the operator's every movement like an outer skin. Most types of power 
  armor are robot exoskeletons designed for combat; a robot suit. It is a 
  form of mechanical augmentation that does not require the user to sub­
  mit to any permanent physical alterations. The human pilot steps into it 
  and activates the armor. The moment the armor is activated, the suit be­
  comes a self-contained environmental system and offers superhuman 
  strength, speed and other abilities to its pilot (the capability to fly being 
  one of the most common). 
  Power armor is always a one person unit that is usually human-size, 
  although most power armor adds one to three feet (0.3 to 0.9 m) to 
  one's height. Some older styles of power armor are larger and may 
  tower as high as twelve feet (3.6 m). Anything larger is considered to 
  be afull robot vehicle. 
  All Power Annor have the following features: 
  1. Nuclear Powered: Which means they have an effectively unlim­
  ited fuel capacity and power source. Average life: 1 5  to 20 years. 
  2. Radar: Can identify and track up to 24 targets simultaneously at 
  a range of 10 miles ( 1 6  km). 
  3. Combat Computer: Calculates, stores, and transmits data onto 
  the heads-up display (H.U.D.) of the pilot's helmet. It is tied to the tar­
  geting computer. 
  4. Targeting Computer: Assists in tracking and identification of 
  enemy targets. Ten mile range (16 km). 
  5. Laser Targeting System: Assists in the selection and focusing of 
  specific targets and adds a bonus of + 1 to strike when using long-range 
  weapons. Does not apply to hand to hand combat or SAMAS. 
  6. Radio Communication: Long-range, directional communication 
  system with an effective range of about 500 miles (800 km), as well as 
  a directional, short-range radio. Range is 5 miles (8 km). Plus a built-in 
  loudspeaker; 80 decibels. 
  7. Complete Environmental Battle Armor: Suitable for use in all 
  hostile environments, including under water ( 1 50 footJ46 m max. 
  depth) and space. The following features are included. 
  • Computer controlled life support system. 
  • Internal cooling and temperature control. 
  • Artificial air circulation systems, gas filtration, humidifier. 
  • Computer controlled, independent oxygen supply and purge system 
  that automatically engages in low oxygen or contaminated air envi­
  ronments. Eight hour oxygen supply. 
  • Insulated, high temperature resistant shielding for up to 400 degrees 
  centigrade. Normal fires do no damage. Nuclear, plasma, and magic 
  fires do full damage. 
  • Radiation shielding. 
  Power Armor by Manufacturer 
  Coalition States 
  Death Wing Air Assault Annor 
  PA-06-A SAMAS 
  P A -07 A Smiling Jack Light Assault SAMAS 
  PA-08A Special Forces "Striker" SAMAS 
  PA-09A Super SAMAS 
  PA- IOA Sea SAMAS 
  PA-20B Trident 
  PA-100 Mauler 
  PA-200 Terror Trooper 
  PA-300 Glitter Boy Killer 
  Free Quebec 
  QGB- l OO "Classic" Glitter Boy 
  QGB-2-20 Glitter Girl 
  QGB-3-30 Tarantula Glitter Boy 
  QGB-8-88 Silver Wolf Glitter Boy 
  QGC-7-70 Taurus Glitter Boy 
  QPA-98 Glitter Boy Side Kick 
  QPA- IOI Pale Death SAMAS 
  QPA- 102 Violator SAMAS 
  QPA-20 l Power Trooper 
  Japan 
  AnnaTech: ATPA-85 Power-Spy 
  ArmaTech: PA-IOA "Samurai Class" SAMAS 
  ArmaTech: USA-GI OAI "Point" Glitter Boy 
  ArmaTech: USA-Gl OA2 "Hawkeye" Glitter Boy 
  H-Brand Ninjabot 
  IPA-40 Dai-Katana Bugei 
  IPA-45 lkusa (Warrior) 
  IPA-50 Grenadier 
  IPA-60 Tazu-Tengu 
  IPA-62 Super-Tengu 
  IPA-70 Mizu Mi (Water Serpent) 
  Kittani 
  203 
  K-Universal Light Power Annor 
  Kittani Allosaurus "Firedrake" 
  Kittani Centipede 
  Kittani Equestrian 
  Kittani Flying Fox 
  Kittani Manling 
  Kittani Raptor 
  Kittani Serpent 
  Kittani War Fish 
  Miscellaneous Power Armor worldwide 
  Note: Includes Black Market, Bandito Anns, Chipwell Annaments, 
  Northern Gun & others 
  Africa: Phoenix Power Annor 
  Angrar Robotics: Angrar Mark II 
  Australia: "Rusty"/APAA Modular Power Armor 
  Australia: X50 Bushbasher 
  Bandito: Sidewinder SAMAS 
  Bandito: Wild Weasel SAMAS 
  Chipwell: CAl-50 Challenger 
  Chipwell: CAI- 100 Warmonger 
  Chipwell Assault Suit 
  Native American: Iron Bear Power Armor 
  Native American: U.S.A. SAMAS 
  Native American: War Chief Power Armor 
  Naut'Yll: APAL-I O  Naut'Yll Torpedo Power Armor 
  New Navy: APA-1 5  "Semper FI" Amphibious Assault PA 
  Northern Gun: The Defender (J.A.P.E. II) 
  Quentin Milton (Order #31246997)
  
  Northern Gun: NG-JKIA and NG-JKIB Juicer Killer 
  Northern Gun: NG-X9 Samson 
  Naruni Enterprises 
  Mecha-Knight Medium Powered Armor 
  P A E- l 000 Enforcer 
  South America 
  Arkhon: APA-I1I Ghost Wasp 
  Arkhon: APA-9 Death Cyclops 
  Arkhon: APA-I00 Counterstrike 
  Arkhon: LE-457S Storm wind Assault Exoskeleton 
  Cibola: Dragon Death Power Armor 
  Columbia: D-20 Light Combat Exoskeleton 
  Columbia: D-30 "Conquistador" 
  Empire of the Sun: AC-l Atahualpa Combat Suit 
  Empire of the Sun: NPA Mark I Nazca Power Armor 
  Empire of the Sun: SC-Mark III Solar Combat Armor 
  Manoa: Hoplite Power Armor 
  Silver River: AA-GB7 Glitter Boy Number 7 
  Silver River: PA- I 0ML Mecha Lizard 
  Silver River: TPA-7 Toro "Minotaur" 
  Titan Robotics 
  FT -005 Flying Titan 
  Triax 
  Aqua-Tech LEA-50 Deep Sea Power Armor 
  Aqua-Tech Orca-50 Deep Sea Power Armor 
  Aqua-Tech Orca-100 Deep Sea Power Armor 
  T-21 Terrain Hopper 
  T-C20 Terrain Hopper 
  T -3 1 Super Trooper Robot Destroyer 
  T-550 Glitter Boy 
  TXD-I 00 Ultra Deep Sea Power Armor 
  Tritonia 
  Man-O-War Dolphin & Orca Combat Armor 
  Merbot Power Armor 
  Sea-Snake Class Fast Scout Power Armor 
  Sea Tiger Killer Whale Combat Armor 
  Unicorn Scout Class "Killer Whale" Power Armor 
  Coalition States 
  Death Wing Air Assault Armor 
  Manufacturer: Coalition States (Lone Star, p.62). 
  Main Body M.D.C.: 290. 
  Physical Strength: Not augmented. 
  Speed: Running: Not possible. Flying: 600 mph (960 km); max altitude 
  of 16,000 feet (4.8 km). Flying Endurance: 1 8  hours before over­
  heating. 
  Bonuses (In Flight): +2 on initiative, + 1 to strike, +2 to dodge, + 1 at­
  tack per melee. 
  High-Powered Wing Laser Guns: Mega-Damage: 4D6 M.D. (single 
  blast), lD4xlO+8 M.D. (double blast), 2D4xl 0+12 M.D. (quadruple 
  blast). Rate of Fire: Equal to the number of attacks per melee round. 
  Range: 4,000 feet (l,220 m). Payload: Unlimited. 
  Short-Range Robot arm Lasers: Mega-Damage: 2D6 M.D. (single 
  blast), 4D6 M.D. (double blast). Rate of Fire: Equal to the number 
  of attacks per melee round, plus one. Range: 2,000 feet (61 0  m). 
  Payload: Unlimited. 
  Other Weapons: Top Mounted Weapon System (Rail Gun or 
  Mini-Missile Launcher) 
  Cost: 4.3 million credits; unavailable on the Black Market. 
  204 
  PA-06-A SAMAS 
  Manufacturer: Coalition States (Rifts RPG, p. 193; Coalition War 
  Campaign, p. 1 1 3). 
  Main Body M.D.C.: 250 
  Physical Strength: P.S. 30. 
  Speed: Running: 60 mph (96 km). Leaping: 1 5  feet (4.6 m) high; jet 
  assist to 1 00 feet (30.5 m) high and 200 feet (6 1 m) across. Flying: 
  Hover up to 200 feet (61 m) or fly at up to 300 mph (480 km). 
  Cruising speed is 1 50 mph (240 km) and max altitude is 500 feet 
  ( 1 52 m). Flying Range: Ten hours of constant flight time before 
  cool off period is required. 
  C-40R SAMAS Rail Gun: Mega-Damage: lD4 M.D. (single shot) or 
  ID4x1O M.D. (burst). Rate of Fire: Equal to number of hand to 
  hand attacks. Range: 4,000 feet (1 ,220 m). Payload: 2,000 round 
  drum (50 bursts). 
  CM-2 Rocket Launcher: Mega-Damage: ID4xl0 M.D. (armor pierc­
  ing) or lD6x1O M.D. (plasma). Rate of Fire: One or two. Range: 
  One mile ( 1 .6 km). Payload: Two. 
  Bonuses: +2 to strike and + 1 to dodge in ranged combat only. 
  Black Market Cost: 1 .6 million credits. 
  PA-07A Smiling Jack Light Assault SAMAS 
  Manufacturer: Coalition States (Coalition War Campaign, p. 1 14). 
  Main Body M.D.C.: 250 
  Physical Strength: P.S. 30. 
  Speed: Running: 60 mph (96 km). Leaping: 1 5  feet (4.6 m); jet assist 
  to 1 00 feet (30.5 m) up and 200 feet (61 m) across. Flying: Hover 
  up to 1,000 feet (305 m) or flight to 300 mph (480 km). Max alti­
  tude is 6,000 feet ( 1,828 m). Flying Endurance: Ten hours before 
  overheating. 
  Bonuses: + 1 to strike, + 1 to dodge. 
  C-40R SAMAS Rail Gun: Mega-Damage: lD4 M.D. (single shot); 
  ID4x1O M.D. (burst). Rate of Fire: Equal to the number of attacks 
  per melee round. Range: 4,000 feet ( 1,220 m). Payload: 3,000 
  rounds (75 bursts). 
  SJ-6 Mini-Missile Launchers: Mega-Damage: ID4x1O M.D. (armor 
  piercing) or lD6x1O M.D. (plasma). Rate of Fire: Single shot or 
  volleys of two, four or six. Range: One mile ( 1 .6 km). Payload: Six 
  total, three per wing. 
  Market Cost: 1 .8 million credits. 
  PA-OSA Special Forces "Striker" SAMAS 
  Manufacturer: Coalition States (Coalition War Campaign, p. 1 1 9). 
  Main Body M.D.C.: 325 
  Physical Strength: P.S. 36. 
  Speed: Running: 70 mph (1 12 km). Leaping: 20 feet (6. 1 m); jet assist 
  to 1 00 feet (30.5 m) high and 200 feet (61 m) across. Flying: 330 
  mph (528 km); max altitude is 6,000 feet (1 ,828 m). Flying Endur­
  ance: 10 hours of max speed or 24 hours of half speed before over­
  heating. 
  Bonuses: + 1 on initiative, + I to strike, + I to dodge. 
  C-40R SAMAS Rail Gun: Mega-Damage: lD4 M.D. (single shot); 
  ID4x1O M.D. (burst). Rate of Fire: Equal to the number of attacks 
  per melee round. Range: 4,000 feet (1 ,220 m). Payload: 3,000 
  rounds (75 bursts). 
  Striker-6 Mini-Missile Wing Launchers: Mega-Damage: ID4x1O 
  (armor piercing) or lD6x1O (plasma). Rate of Fire: Single shot or 
  volleys of two, four or six. Range: One mile ( 1 .6 km). Payload: Six 
  total. 
  Other Weapons: Striker-6 Mini-Missile Chest Launcher, Striker-8 
  Forearm Mini-Missile System. 
  Market Cost: 2.6 million credits. 
  PA-09A Super SAMAS 
  Manufacturer: Coalition States (Coalition War Campaign, p. 1 1 7). 
  Main Body M.D.C.: 425 
  Physical Strength: P.S. 38. 
  Quentin Milton (Order #31246997)
  
  Speed: Running: 40 mph (64 Jan). Leaping: Jet assist to 200 feet (6 10 
  m) high and 300 feet (91 m) across. Flying: 500 mph (800 Jan); max 
  altitude is 16,000 feet (4,876.8 m). Flying Endurance: Eight hours 
  before overheating. 
  Bonuses: +3 to pull punch, +2 on initiative. 
  SS-09 Dual Plasma & Laser Weapon System: Mega-Damage 
  (plasma): lD6x1O M.D. (single blast) or 2D6xl0 M.D. (synchro­
  nized blast). Mega-Damage (laser): 3D6 M.D. (single blast) or 6D6 
  M.D. (dual blast). Rate of Fire: Equal to the number of attacks per 
  melee round. Range: 1 ,600 feet (488 m) for plasma, 2,000 feet (6 10 
  m) for laser. Payload: Unlimited. 
  Forearm Grenade Launchers (2): Mega-Damage: 6D6 M.D. to a 12 
  foot (3.6 m) area. Rate of Fire: Single shot or volleys of two, four, 
  six or eight. Range: 1,000 feet (305 m). Payload: 80 total; four per 
  arm. 
  Other Weapons: Forearm Vibro-Blades. 
  Market Cost: 5.8 million credits. 
  PA-IOA Sea SAMAS 
  Manufacturer: Coalition States (Coalition Navy, p. 49). 
  Main Body M.D.C.: 295 
  Physical Strength: P.S. 36. 
  Speed: Running: 60 mph (96 Jan). Leaping: 1 5  feet (3.6 m); jet assist 
  to 1 00 feet (30.5 m) high and 200 feet (61 m) across. Flying: 1 50 
  mph (240 Jan); max altitude is 200 feet (61 m). Flying Endurance: 
  Two hours before overheating. Underwater: 55 mph (88 Jan; 47.3 
  knots); max depth: one mile ( 1 .6 Jan). 
  Bonuses: + 1 on initiative, + 1 to parry, +2 to dodge underwater. 
  CSN-60 Variable Beam Laser Cannon: Mega-Damage: 5D6 M.D. 
  Rate of Fire: Equal to the number of attacks per melee round. 
  Range: 2,000 feet (6 10 m) underwater, 4,000 feet ( 1,220 m) on land. 
  Payload: Unlimited. 
  RaillIon Gun: Mega-Damage: 6D6 M.D. (ion gun); 4D6 M.D. (rail 
  gun). Rate of Fire: Equal to the number of attacks per melee round. 
  Range (ion gun): 1,000 feet (305 m). Range (rail gun): 2,000 feet 
  (61 0  m) underwater and 3,000 feet (914 m) on land. Payload: Un­
  limited for ion blaster, 1,000 rounds (50 bursts) for rail gun. 
  Other 
  Weapons: 
  CM-4 
  Shoulder 
  Mini-Missile 
  Launchers, 
  Leg-Mounted Mini-Torpedo Launchers, Forearm Vibro-Blades. 
  Black Market Cost: 2.3 million credits. 
  PA-20B Trident 
  Manufacturer: Coalition States (Coalition Navy, p. 5 1 ). 
  Main Body M.D.C.: 1 90 
  Physical Strength: P.S. 30. 
  Speed: Running: 30 mph (48 Jan). Swimming: 20 mph (32 Jan). 
  Leaping: 1 5  feet (4.6 m); jet assist up to 40 feet (12.2 m) or 50 feet 
  ( 1 5.2 m) across. Underwater: 40 mph (64 Jan; 34.4 knots). Max 
  depth: 3,500 feet ( 1,066.8 m). 
  Bonuses: None. 
  Modular, Interchangeable Forearm Units: Various weapons, includ­
  ing Vibro-Blade, Mini-Missile Launcher, Triple-Barrel Spear Gun, 
  Single- and Double-Barreled Utility Laser, Plasma Torch, and Ro­
  bot Hand. 
  Black Market Cost: 1 .6 million credits. 
  PA-IOO Mauler 
  Manufacturer: Coalition States (Coalition War Campaign, p. 106). 
  Main Body M.D.C.: 280 
  Physical Strength: P.S. 36. 
  Speed: Running: 40 mph (64 Jan). Leaping: 1 5  feet (4.6 m) with run­
  ning start. 
  Bonuses: None. 
  Shoulder Plasma Ejectors: Mega-Damage: 4D6 M.D. (single shot); 
  8D6 M.D. (double shot). Rate of Fire: Each gun can be fired up to 
  twice per melee. Range: 1,200 feet (366 m). Payload: Unlimited. 
  205 
  Quentin Milton (Order #31246997)
  
  Concealed, Back-Mounted Mini-Missile Launcher: Mega-Damage: 
  ID4xlO M.D. (anuor piercing ) or ID6xlO M.D. (plasma). Rate of 
  Fire: Single shot or volleys of two or three. Range: One mile ( 1 .6 
  km). Payload: Eight. 
  Other Weapons: Foreanu Lasers, Retractable Foreanu Vibro-Sabers. 
  Market Cost: 3.4 million credits. 
  PA-200 Terror Trooper 
  Manufacturer: Coalition States (Coalition War Campaign, p. 108). 
  Main Body M.D.C.: 400 
  Physical Strength: P.S. 40. 
  Speed: Running: 60 mph (96 km). Leaping: 1 5  feet (4.6 m) with run­
  ning start. 
  Bonuses: None 
  Forearm Laser Blasters (2): Mega-Damage: 3D6 M.D. (single shot); 
  6D6 M.D. (double shot). Rate of Fire: Equal to the number of at­
  tacks per melee round. Range: 2,000 feet (610 m). Payload: Unlim­
  ited. 
  Mini-Missile Tubes (2): Mega-Damage: ID4xlO M.D. (anuor pierc­
  ing) or ID6xlO M.D. (plasma). Rate of Fire: Single shot or volleys 
  of two or four. Range: One mile ( 1 .6 km). Payload: 20 total; 10 per 
  launch tube. 
  Other Weapons: CTT-M20 Missile Rifle or CTT-P40 Particle Beam 
  Cannon. 
  Market Cost: 4. 1 million credits. 
  PA-300 Glitter Boy Killer 
  Manufacturer: Coalition States (Coalition War Campaign, p. 1 10). 
  Main Body M.D.C.: 440 
  Physical Strength: P.S. 40. 
  Speed: Running: 100 mph (160 km). Leaping: 20 (6. 1 m). 
  Bonuses: None. 
  Forearm Plasma Gun: Mega-Damage: 6D6 M.D. (single blast); 
  ID6xlO M.D. (double blast combined with Ion Gun). Rate of Fire: 
  Equal to the number of attacks per melee round. Range: I,600 feet 
  (488 m). Payload: Unlimited. 
  Forearm Ion Gun: Mega-Damage: 3D6 M.D. (single blast); ID6xlO 
  M.D. (double blast combined with Plasma Gun). Rate of Fire: Equal 
  to the number of attacks per melee round. Range: 1,200 feet (366 
  m). Payload: Unlimited. 
  Other Weapons: Foreanu Grenade Launcher, Forearm Vibro-Blades 
  (4), Extra Weapon Arms (2), Triple Barrel Laser Turret. 
  Market Cost: 12.6 million credits. 
  Free Quebec 
  QGB-IOO "Classic" Glitter Boy 
  Manufacturer: Free Quebec (Free Quebec, p.82). 
  Main Body M.D.C.: 770 
  Physical Strength: P.S. 40. 
  Speed: Running: 60 mph (96 km). Leaping: 12 feet (3.6 m), add 10 feet 
  (3 m) if running. 
  Bonuses: +2 to strike with Boom Gun. 
  RG-15 Rail Gun: Mega-Damage: 3D6xlO M.D. Rate of Fire: Equal to 
  the number of attacks per melee round. Range: 1 1 ,000 feet (about 2 
  miles/3.2 km). Payload: 100 rounds. 
  Rimouski Weapon Package: This add-on contains the RM-I OO Laser 
  Blaster, a concealed Laser Finger, and the RM-I OO Vibro-Sword. 
  Market Cost: 20 million credits; exclusive to the Free Quebec and 
  NGR Military. 1 5  million for a unit without the Boom Gun or 
  Rimouski Weapon Package. 
  QGB-2-20 Glitter Girl 
  Manufacturer: Free Quebec (Free Quebec, p. 87). 
  Main Body M.D.C.: 650 
  Physical Strength: P.S. 36. 
  206 
  Speed: Running: 90 mph (144 km). Leaping: 1 5  feet (4.6 m), add 12 
  feet (3.6 m) if running. Jet assist up to 1 8  feet (5.5 m), for up to 
  2D4xlO seconds. 
  Bonuses: +2 on initiative, +3 to strike with Double-Up Cannon, +1 to 
  dodge, +2 to pull punch. 
  QST-I04 "Double-up" Assault Cannon: Mega-Damage: 6D6+12 
  M.D. (plasma bolt); 2D6 M.D. (explosive round). Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 6,000 feet 
  ( 1,828 m) for explosive rounds, 2,400 feet (73 1.5 m) for plasma 
  bolts. Payload: 100 explosive rounds, 120 plasma blasts (two shots 
  recharge per minute). 
  Shoulder 
  Mounted 
  Mini-Missile 
  Canister 
  Launchers 
  (2): 
  Mega-Damage: 5D6 M.D. (frag), ID4x1O M.D. (anuor piercing) or 
  ID6xlO M.D. (plasma). Rate of Fire: Single shot or volleys of two. 
  Range: One mile ( 1 .6 km). Payload: Two total; one per launcher. 
  Other Weapons: Optional Missile Backpack Unit, optional RG-14 
  Rail Gun. 
  Market Cost: 24 million credits, exclusive to the Free Quebec Mili­
  tary. 18 million for a unit without any weapons. 
  QGB-3-30 Tarantula Glitter Boy 
  Manufacturer: Free Quebec (Free Quebec, p.95). 
  Main Body M.D.C.: 850 
  Physical Strength: P.S. 40. 
  Speed: Running: 50 mph (80 km). Leaping: 10 feet (3 m), doubled if 
  running. Jet assist to 60 feet ( 1 8.3 m) across and can hold unit aloft 
  up to 10 feet (3 m) for ID6xlO seconds. 
  Bonuses: 
  QST-333 "Shaker" Cannon: Mega-Damage: Laser: 4D6 M.D.; 
  Plasma Bolt: ID6xlO+6 M.D.; Rail Gun: ID6 M.D. (single round) 
  or ID6xlO (burst). Rate of Fire: Equal to the number of attacks per 
  melee round. Range: Laser: 2,000 feet (6 10 m); Plasma Bolts: 2,400 
  feet (73 1 .5 m); Rail Gun: 6,000 feet ( 1,828 m). Payload: Laser: Un­
  limited; Plasma: Unlimited; Rail Gun: 3,000 rounds ( 1 00 bursts). 
  Forearm Ion Blaster: Mega-Damage: 4D6 M.D. Rate of Fire: Equal 
  to the number of attacks per melee round. Range: 1,000 feet (305 
  m). Payload: Unlimited. 
  Quentin Milton (Order #31246997)
  
  Other Weapons: Vibro-Sword, Optional Type Two Head with Dual 
  Lasers, Optional Forearm Mini-Missile Launcher, Optional RG-1 5  
  Rail Gun. 
  Black Market Cost: 23 million credits. Exclusive to Quebec military. 
  Not yet available on Black Market, but when it is, it will go for 30 
  to 50 million credits. 
  QGB-8-88 Silver Wolf Glitter Boy 
  Manufacturer: Free Quebec (Free Quebec, p. 101). 
  Main Body M.D.C.: 450 
  Physical Strength: P.S. 32. 
  Speed: Running: 90 mph (144 km). Leaping: 1 5  feet (4.6 m), add 12 
  feet (3.6 m) if running. Jet assist to 120 feet (36.6 m). Jets can hold 
  unit aloft up to 1 8  feet (5.5 m) high for as long as 2D4x lO seconds. 
  Bonuses: +2 on initiative (+3 in hand to hand combat), +1 to strike (+2 
  with energy weapons), +2 to parry, +2 to dodge, W.P. Paired 
  Weapons. 
  QST-1888 
  Particle 
  Beam 
  Assault 
  Cannon: 
  Mega-Damage: 
  ID6xlO+6 M.D. Rate of Fire: Equal to the number of attacks per 
  melee round. Range: 2,000 feet (6 10 m). Payload: Unlimited. 
  Forearm Shield-Mounted Mini-Missile Launchers: Mega-Damage: 
  506 M.D. (frag), ID4xlO M.D. (armor piercing), or ID6xlO M.D. 
  (plasma). Rate of Fire: Single shot or volleys of two .. Range: One 
  mile ( 1 .6 km). Payload: Eight total; four per shield. 
  Other Weapons: Anti-Personnel Laser, Vibro-Swords. 
  Cost: 20 million credits; exclusive to the Quebec Military; 1 5.4 million 
  for a unit without any weapon systems. 
  QGC-7-70 Taurus Glitter Boy 
  Manufacturer: Free Quebec (Free Quebec, p.98). 
  Main Body M.D.C.: 800 
  Physical Strength: P.S. 40. 
  Speed: Running: 50 mph (80 km). Leaping: 8 feet (2.4 m). Add 1 0  feet 
  (3 m) for a running start. Jet assist up to 60 feet ( 1 8.3 m). 
  Bonuses: None. 
  High-Powered Mortars (2): Mega-Damage: ID6xlO M.D. (single 
  strike); 2D6xl O  M.D. (double strike). Rate of Fire: Single shot to a 
  volley of two. Range: 2.2 miles (3.5 km). Payload: 12 total; six per 
  gun. 
  High-Powered Laser Cannons: Mega-Damage: 
  ID4xlO (single 
  blast); 2D4xlO (double blast). Rate of Fire: Equal to the number of 
  attacks per melee round. Range: 4,000 feet ( 1,220 m). Payload: Un­
  limited. 
  Black Market Cost: 1 8  million credits without weapons. Exclusive to 
  Free Quebec and NGR Military. A fully loaded Taurus GB on the 
  Black Market would fetch 30-45 million credits. 
  QPA-98 Glitter Boy Side Kick 
  Manufacturer: Free Quebec (Free Quebec, p. 92). 
  Main Body M.D.C.: 280 
  Physical Strength: P.S. 26. 
  Speed: Running: 40 mph (64 km). Leaping: 12 feet (3.6 m); jet assist 
  to 60 feet ( 1 8.3 m) high and 300 feet (9 1 m) across. Flying: 120 
  mph (192 km); max altitude is 600 feet ( 1 83 m). Flying Endurance: 
  One hour before overheating. 
  Bonuses: + 1 to strike with ranged weapons, + 1 on initiative, + 1 to 
  parry, +2 to dodge, +6 to dodge while traveling by means of power 
  jumps. 
  QST-98 "Kicker" Grenade Launcher: Mega-Damage: 506 M.D. per 
  round to a six foot ( 1 .8 m) radius. Can also fire bursts of three shots, 
  doing 2D4xlO M.D. This burst attack counts as only one action, but 
  the strike roll gets no bonuses whatsoever. Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 1,800 feet (548.6 m). 
  Payload: 120. 
  Other Weapons: Hand weaponry often carried as a sidearm. 
  Black Market Cost: 8.5 million, largely due to the Glitter Boy, laser 
  resistant, chrome plating used to make this power armor. Exclusive 
  to the Quebec Military. Not available on the Black Market ... yet. 
  QPA-IOI Pale Death SAMAS 
  Manufacturer: Free Quebec (Free Quebec, p. l 07). 
  Main Body M.D.C.: 250 
  Physical Strength: P.S. 30. 
  Speed: Running: 60 mph (96 km). Leaping: 1 5  feet (4.6 m); jet assist 
  to 100 feet (30.5 m) high and 200 feet (61 m) across. Flying: Hover 
  up to 200 feet (61 m) or flight up to 300 mph (480 km). Max alti­
  tude is 6,000 feet ( 1,828 m). Flying Endurance: Ten hours before 
  overheating. 
  Bonuses: + 1 to strike, + 1 to dodge. 
  C-40R SAMAS Rail Gun: Mega-Damage: ID4 M.D. (single round); 
  ID4xlO (burst). Rate of Fire: Equal to the number of attacks per 
  melee round. Range: 4,000 feet ( 1 ,220 m). Payload: 2,000 rounds 
  (50 bursts). 
  CM-2 Rocket Launcher: Mega-Damage: 506 M.D. (frag), ID4xlO 
  M.D. (armor piercing), ID6xl0 M.D. (plasma). Rate of Fire: Single 
  shot or volleys of two. Range: One mile ( 1 .6 km). Payload: Two. 
  Market Cost: 1 .6 million credits. The Black Market sells captured and 
  undamaged units for 2.4 to 3 million credits, or for 1.5 to 2 million 
  credits without weapons. Rarely available. 
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  QPA-I02 Violator SAMAS 
  Manufacturer: Free Quebec (Free Quebec, p.1 09). 
  Main Body M.D.C.: 3 1 2  
  207 
  Physical Strength: P.S. 32. 
  Speed: Running: 70 mph ( 1 12 km). Leaping: 20 feet (6. 1 m); jet assist 
  to 1 00 feet (30.5 m) high and 200 feet (61 m) Flying: 360 mph (576 
  km); max altitude is 10,000 feet (3,048 km). Flying Endurance: 10 
  hours at max speed (24 hours at half speed) before overheating. 
  Bonuses: +2 on initiative, + 1  to strike, +1 to dodge. 
  QR-12A SAMAS Laser Rifle: Mega-Damage: 306 M.D. (single 
  shot); I D4xlO (triple burst). Rate of Fire: Equal to the number of at­
  tacks per melee round. Range: 2,800 feet (853 .4 m). Payload: Un­
  limited. 
  CM-2B Wing Mini-Missile Launchers (2): Mega-Damage: ID4xlO 
  M.D. (armor piercing) or ID6xlO M.D. (plasma). Rate of Fire: Sin­
  gle shot or volleys of 2, 4, 8 or 16. Range: One mile ( 1 .6 km). Pay­
  load: 16; eight per launcher. 
  Other Weapons: Wing Blades, Vibro-Blade Short Sword. 
  Market Cost: 2. 1 million credits. Exclusive to the Quebec Military. 
  Not available on the Black Market or to the CS. 
  QPA-201 Power Trooper 
  Manufacturer: Free Quebec (Free Quebec, p. 1 05). 
  Main Body M.D.C.: 295 
  Physical Strength: P.S. 40. 
  Quentin Milton (Order #31246997)
  
  Speed: Running: 40 mph (64 Ian). Leaping: 12 feet (3.6 m); jet assist 
  to 60 feet (1 8.3 m) high and 200 feet (61 m) across. Flying: 80 mph 
  (128 Ian); max altitude of 200 feet (61 m). Flying Endurance: One 
  hour before engine problems. 
  Bonuses: None. 
  QRL-201 High-Powered Laser Rifle: Mega-Damage: 3D6 M.D. (sin­
  gle shot); lD4xlO M.D. (burst). Rate of Fire: Equal to the number 
  of attacks per melee round. Range: 2,000 feet (6 10 m). Payload: 60 
  shots (E-Clip) or Unlimited (plugged into armor). 
  Shoulder Laser Cannon: Mega-Damage: 6D6 (single blast). Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 4,000 
  feet (1 ,220 m). Payload: Unlimited. 
  Other Weapons: Left Forearm Weapons Package, Shoulder Mini-Mis­
  sile System (2), Folding Mini-Missile Launcher. 
  Market Cost: 6 million credits. Exclusive to Quebec military. Not 
  available on the Black Market or to the CS. 
  Japan Power Armor 
  ArmaTech: ATPA-85 Power-Spy 
  Manufacturer: Armatech Industries (Japan, p. l43). 
  Main Body M.D.C.: 1 10 
  Physical Strength: P.S. 22. 
  Speed: Running: +20 to Speed attribute. Leaping: 20 feet (6. 1 m). 
  Flying: Jet Pack only. 
  Bonuses: +1 to dodge and roll with impact at level five. +2 to pull 
  punch. 
  AT-85 Ion Gun: Mega-Damage: 4D6 M.D. Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 800 feet (244 m). Pay­
  load: Unlimited. 
  Vibro-Blades (2): Mega-Damage: 2D6 M.D. Bonus: + I to strike and 
  +2 to parry. 
  Black Market Cost: 450,000 credits. 
  Armatech: PA-IOA "Samurai Class" SAMAS 
  Manufacturer: ArmaTech Industries (Japan, p. 1 34). 
  Main Body M.D.C.: 290 
  Physical Strength: P.S. 30. 
  Speed: Running: 60 mph (96 Ian). Leaping: 1 5  feet (4.6 m); jet assist 
  to 1 00 feet (30.5 m) high and 200 feet (61 m) across. Flying: 320 
  mph (5 12 Ian); max altitude is 6,000 feet (1 ,828 m). Flying Endur­
  ance: Ten hours at max speed before overheating. 
  Bonuses (Ranged Combat): +2 to strike and + l  to dodge. 
  AT-PIOOO SAMAS Particle Beam Rifle: Mega-Damage: lD6xlO 
  M.D (particle beam); 3D6 M.D. (laser). Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 2,000 feet (61 0  m) for 
  particle beam, 1,600 feet (488 m) for laser. Payload: Unlimited. 
  AT-Ml Rocket Launchers (2): Mega-Damage: ID4xlO (armor pierc­
  ing) or ID6xlO (plasma). Rate of Fire: Single shot or volleys of 
  two. Range: One mile ( 1 .6 Ian). Payload: Four; two per forearm. 
  Other Weapons: AT-N20 Neural Stick. 
  Cost: 1 .6 million credits. Rarely available on the Black Market, where 
  they sell for 3-4 million credits. 
  ArmaTech: USA-GIOAI "Point" Glitter Boy 
  Manufacturer: Armatech Industries (Japan, p. 1 37). 
  Main Body M.D.C.: 480 
  Physical Strength: P.S. 30. 
  Speed: Running: 90 mph (144 Ian). Leaping: 1 5  feet (4.6 m); jet assist 
  to 1 00 feet (30.5 m). 
  Bonuses: None. 
  Multi-Barrel Laser Rifle (M-BiLAR) AT-5000: Mega-Damage: 4D6 
  M.D. (double blast), lD4xlO+8 M.D. (quadruple blast), lD6xlO 
  M.D. (full strength blast). Rate of Fire: Equal to the number of at­
  tacks per melee round. Range: 6,000 feet (1 ,828 m). Payload: Un­
  limited. 
  208 
  AT-200 III Rail Gun: Mega-Damage: 3D6 M.D. (short burst); 6D6 
  M.D. (full burst). Rate of Fire: Equal to the number of attacks per 
  melee round. Range: 3,000 feet (9 14 m). Payload: 3,300 rounds 
  (1 1 0  full bursts). 
  Other Weapons: Smoke Dispensers, Optional AT- I 800 Rail Gun, Op­
  tional Underwater M-BiLAR AT-5500, Optional GMS-APM 
  Launcher. 
  Black Market Cost: Generally unavailable for purchase. Built ex­
  pressly for the military of the Republic of Japan. Very rarely does it 
  find its way into the hands of criminals, rival kingdoms, etc. 
  ArmaTech: USA-GIOA2 "Hawkeye" Glitter Boy 
  Manufacturer: Armatech Industries (Japan, p. 140). 
  Main Body M.D.C.: 770 
  Physical Strength: P.S. 30. 
  Speed: Running: 60 mph (96 Ian). 
  Bonuses: +3 on initiative, +l to roll with impact. 
  M-BiLAR AT-SOOO: Mega-Damage: 4D6 M.D. (double blast), 
  I D4xIO+8 (quad blast), lD6xlO M.D. (full strength blast). Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 6,000 
  feet ( 1,828 m). Payload: Unlimited. 
  GMS-24 Medium-range Missile Launcher: Mega-Damage: 2D6xlO 
  M.D. (high explosive), 3D6xlO M.D. (plasma), 4D6xlO M.D. (fu­
  sion). Rate of Fire: Single shot or volleys of two or four. Range: 2 1  
  miles (33.7 kg). Payload: 24 total. 
  Other Weapons: GMS-SAM Launcher, GMS-FAM Launcher, Op­
  tional 
  AT- I 800 Rail 
  Gun, 
  Optional Underwater M-BiLAR 
  AT-5500, Optional GMS-APM Launcher. 
  Black Market Cost: Generally unavailable for purchase. built ex­
  pressly for the military of the Republic of Japan. Very rarely does it 
  find its way into the hands of criminals, rival kingdoms, etc. 
  H-Brand Ninjabot 
  Manufacturer: H-Brand (Japan, p. 144). 
  Main Body M.D.C.: 1 90 
  Physical Strength: P.S. 25. 
  Speed: Running: 50 mph (80 Ian). Leaping: 10 feet (3 m). Flying: Jet 
  Pack only. 
  Bonuses: + I to parry, + I to pull punch. 
  H-85 Ion Gun: Mega-Damage: 4D6 M.D. Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 800 feet (244 m). Pay­
  load: Unlimited. 
  Mini-Missile Tube Launchers (6): Mega-Damage: lD4xl0 M.D. (ar­
  mor piercing) or lD6xlO M.D. (plasma). Rate of Fire: Equal to the 
  number of attacks per melee round. Range: One mile ( 1 .6 km). Pay­
  load: Six total. 
  Other Weapons: Vibro-Blade. 
  Black Market Cost: One million credits. 
  Ichto Robotics: IPA-40 Dai-Katana Bugei 
  Manufacturer: Ichto Robotics (Japan, p. 146). 
  Main Body M.D.C.: 250 
  Physical Strength: P.S. 30. 
  Speed: Running: 100 mph ( 1 60 Ian). Leaping: 1 5  feet (4.6 m); jet assist 
  to 80 feet (24.4 m) high and 100 feet (30.5 m) across. Flying: hover 
  up to 200 feet (6 1 m) or flight to 200 mph (320 Ian). Flying Endur­
  ance: Five hours at max speed before overheating. 
  Bonuses: + I on initiative, +2 to pull punch, + I to parry and dodge, + I 
  attack per melee at level three, no prowl penalties. 
  IR-60 Rail Gun: Mega-Damage: 2D6 M.D. (short burst); lD4xlO 
  M.D. (full burst). Rate of Fire: Equal to the number of attacks per 
  melee round. Range: 4,000 feet (1 ,220 m). Payload: 2,400 rounds 
  (60 full bursts). 
  Shoulder Mini-Missile Launchers (2): Mega-Damage: 5D6 M.D. 
  (frag), lD4xlO (armor piercing), lD6xlO (plasma). Rate of Fire: 
  Single shot, or volleys of two or three. Range: One mile ( 1 .6 Ian). 
  Payload: Six; three per launcher. 
  Quentin Milton (Order #31246997)
  
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  209 
  Other Weapons: VL-40 Head Laser, Retractable Vibro-Katanas (2), 
  Forearm Blades (2). 
  Black Market Cost: 2 million credits. 
  Ichto Robotics: IPA-45 Ikusa (Warrior) 
  Manufacturer: Ichto Industries (Japan, p. 148). 
  Main Body M.D.C.: 290 
  Physical Strength: P.S. 34. 
  Speed: Running: 50 mph (80 km). Leaping: IS feet (4.6 m). 
  Bonuses: None. 
  IR-70 Rail Gun: Mega-Damage: 3D6 M.D. (short burst), ID6x l O  
  M.D. (long burst). Rate of Fire: Equal to the number of attacks per 
  melee round. Range: 4,000 feet (1 ,220 m). Payload: 3,200 rounds 
  (80 bursts). 
  Mini-Missile Launchers (8): Mega-Damage: 5D6 M.D. (frag), 
  ID4x l O  M.D. (armor piercing), ID6x l 0  (heavy hitter). Rate of Fire: 
  Single shot or volleys of two or three. Range: One mile ( 1 .6 km). 
  Payload: Eight. 
  Other Weapons: Shoulder Laser, Vibro-Swords (2). 
  Market Cost: 6.2 million credits. 
  Ichto Robotics: IPA-50 Grenadier 
  Manufacturer: Ichto Industries (Japan, p. 1 50). 
  Main Body M.D.C.: 580 
  Physical Strength: P.S. 35. 
  Speed: Running: 50 mph (80 km). Leaping: 10 feet (3 m). 
  Bonuses: + ID6 M.D. to punches and kicks, triple damage from power 
  strikes (counts as two attacks), + 1 to roll with impact. 
  IR-50 Super-Launcher: Mega-Damage: Varies by type, up to 5D6 
  M.D. to a 12 foot (3.6 m) area. Rate of Fire: Single shot or volleys 
  of two, four or eight. Range: 160 feet (488 m). Payload: 200 rounds. 
  Shoulder Mini-Missile Launchers (2): Mega-Damage: ID4x l O  M.D. 
  (armor piercing) or ID6x l O  M.D. (plasma). Rate of Fire: Single 
  shot or volleys of two, three, four or six. Range: One mile (1.6 km). 
  Payload: 12 total; six per shoulder. 
  Other Weapons: Forearm Mini-Missile Launcher, Leg Mini-Missile 
  Launchers (4), Hand Lasers (2). 
  Market Cost: 16 million credits. 
  Ichto Robotics: IPA-60 Tazu-Tengu 
  Manufacturer: Ichto Industries (Japan, p. 1 53). 
  Main Body M.D.C.: 200 
  Physical Strength: P.S. 24. 
  Speed: Running: 40 mph (64 km). Leaping: 12 feet (3.6 m); 30 feet 
  (9. 1 m) with wings extended; jet assist to 100 feet (30.5 m) high and 
  I SO feet (45 m) across. Flying: 350 mph (560 km); max altitude is 
  1 0,000 feet (3,048 m). Flying Endurance: Ten hours max speed, 24 
  hours at half speed, before overheating. 
  Bonuses: None. 
  Market Cost: 825,000 credits. 
  Ichto Robotics: IPA-62 Super-Tengu 
  Manufacturer: Ichto Industries (Japan, p. 155). 
  Main Body M.D.C.: 260 
  Physical Strength: P.S. 28. 
  Speed: Running: 40 mph (64 km). Leaping: 8 feet (2.4 m); jet assist to 
  1 00 feet (30.5 m) high and I SO feet (45 m) across. Flying: 260 mph 
  (416 km); max altitude is 6,000 feet ( 1,828 m). Flying Endurance: 
  Ten hours at max speed (24 hours at half speed) before overheating. 
  Bonuses: None. 
  Mini-Missile Launcher: Mega-Damage: ID4x l O  M.D. (armor pierc­
  ing) or ID6x l 0  M.D. (plasma). Rate of Fire: Single shot, or volleys 
  of two, three or four. Range: One mile ( 1 .6 km). Payload: 12 total. 
  Market Cost: 1.2 million credits. 
  
  Ichto Robotics: IPA-70 Mizu Mi (Water Serpent) 
  Manufacturer: Ichto Industries (Japan, p.156). 
  Main Body M.D.C.: 330 
  Physical Strength: P.S. 38. 
  Speed: Running: 40 mph (64 km). Leaping: 10 feet (3 m) high and 1 5  
  feet (4.6 m )  across. Swimming: 25 mph (40 km). Underwater: 50 
  mph (80 km), 
  Bonuses: None. 
  AT -70 Blue-Green Laser: Mega-Damage: 2D6 M.D. Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 500 feet 
  ( 1 52 m) underwater or 1,000 feet (305 m) on the surface. Payload: 
  Unlimited. 
  Shoulder 
  Mounted 
  Mini-Torpedo 
  Launcher: 
  Mega-Damage: 
  ID6xl0 M.D. Rate of Fire: Single shot or volleys of two, three or 
  four. Range: One mile ( 1 .6 km). Payload: 10 total. 
  Other Weapons: AT -90F Plasma Cutter, RVB-70 Vibro-Cutter. 
  Market Cost: 3 . 1  million credits. 
  Kittani 
  K-Universal Light Power Armor 
  Manufacturer: Kittani (Atlantis, p. 1 38). 
  Main Body M.D.C.: 220 
  Physical Strength: P.S. 30. 
  Speed: Running: 40 mph (64 km) or leap running at 1 70 mph (272 
  km). Leaping: 50 feet (1 5.3 m) high or 300 feet long (91 m). 
  Bonuses: + 1 to long-range combat. +1 to parry and dodge, automati-
  cally +2 to dodge while moving. 
  Black Market Cost: 1 .6 million credits. 
  Kittani Allosaurus "Firedrake" 
  Manufacturer: Kittani (South America, p. 82). 
  Main Body M.D.C.: 475 
  Physical Strength: P.S. 48. 
  Speed: Running: 100 mph ( 1 60 km). Leaping: 1 5  feet (4.6 m). Jet 
  boost to 50 feet (1 5.2 m) high and 100 feet (30.5 m) long. 
  Bonuses (Hand to Hand): + 1 attack per melee at levels one, five and 
  ten. +2 on initiative, +2 to strike and parry, + 1 to dodge, + 1 to roll 
  with impact. 
  Medium-Range Missile Launcher: Mega-Damage: 2D6xl0 M.D. 
  Rate of Fire: Single shot or volleys of two or four. Range: 40 miles 
  (64 km). Payload: Four; two in each chest housing. 
  Tri-Barrel Super Rail Gun Arms (2): Mega-Damage: ID4xlO M.D. 
  (single burst), 2D4xl O  M.D. (double burst; counts as one attack). 
  Rate of Fire: Up to six bursts per melee; each burst counts as one at­
  tack. Range: 6,000 feet (1 ,828 m). Payload: 4,000 round drum (100 
  bursts). 
  Other Weapons: Concealed Mini-Missile Launchers, Mouth-Mounted 
  Plasma Projector. 
  Black Market Cost: 50 million credits. Sold only to allies like the 
  New Dragcona government, never on the open market. 
  Kittani Centipede 
  Manufacturer: Kittani (Splynn Dimensional Market, p. 164). 
  Main Body M.D.C.: 260 (head), 1 50 (each of the suit's ten body seg-
  ments). 
  Physical Strength: P.S. 46. 
  Speed: Running: 30 mph (48 km). 
  Bonuses: + 1 on initiative, +2 to strike and parry. 
  Energy Lance: Mega-Damage: 3D6 M.D. (normal range); 6D6 M.D. 
  (half range). Rate of Fire: Equal to the number of attacks per melee 
  round. Range: 6,000 feet ( 1 ,828 m) or 3,000 feet (9 1 5  m). Payload: 
  40 shots and recharges one blast every six minutes; 10 per hour. 
  Short-Range Missile Tubes (18): Mega-Damage: lD6xlO M.D. Rate 
  of Fire: Single shot or volleys of two, three, four, eight, or twelve. 
  Range: Varies with missile type; typically three to five miles (4.8 to 
  8 km). Payload: 54 total; three per missile tube. 
  21 0 
  Other Weapons: Shoulder Mini-Missile Launchers, Eye Lasers, Class 
  Two Rocket Shield. 
  Black Market Cost: Not available. If the Kittani ever decided to sell 
  the armor, it would cost between 25 and 50 million credits. 
  Kittani Equestrian 
  Manufacturer: Kittani (Atlantis, p. 141). 
  Main Body M.D.C.: 375 (pilot), 400 (horse). 
  Physical Strength: P.S. 60. 
  Speed: Running: 144 mph (230 km). Leaping: 40 feet (12.2 m) up or 
  across standing; 60 feet ( 18.3 m) up and 120 feet (36.6 m) across 
  running. 
  Bonuses: +2 to strike with all long-range weapons. 
  Tri-Barrel Super Rail Gun (right arm): Mega-Damage: ID6xlO 
  M.D. (burst). Rate of Fire: Up to six bursts per melee; each burst is 
  one attack. Range: 6,000 feet ( 1,828 m). Payload: 4,000 round drum 
  ( 1 00 bursts). Bonuses: +2 to strike. 
  KL Twin-Barrel Pulse Cannon (left arm): Mega-Damage: ID6xlO 
  M.D. per dual blast (two simultaneous energy pulses) or 5D6 M.D. 
  per single pulse. Rate of Fire: Equal to number of hand to hand at­
  tacks per melee. Range: 4,000 feet (1,220 m). Payload: Unlimited. 
  Bonuses: +2 to strike. 
  ---
  Other Weapons: Dual Shoulder Mini-Missile Launchers, Class Two 
  Rocket Shield, Energy Lance. 
  Black Market Cost: Never sold. The Coalition or Triax would pay 60 
  to 1 00 million credits for an unharmed, complete suit. Were the 
  Kittani to sell this suit, it would go for at least 30 or 50 million. 
  Kittani Flying Fox 
  Manufacturer: Kittani (Splynn Dimensional Market, p. 167). 
  Main Body M.D.C.: 350 
  Physical Strength: P.S. 40. 
  Speed: Running: 50 mph (80 km). Leaping: 1 5  feet (4.6 m); jet assist 
  to 200 feet (61 m) high or 300 feet (91 m) across. Flying: Hover up 
  to 300 feet (91 m) or flight up to 600 mph (960 km). Max altitude is 
  20,000 feet (6,096 m). Flying Endurance: 12 hours at top speed or 
  36 hours at half speed before overheating. 
  Bonuses: +3 on initiative, + 1 to strike and parry, +2 to dodge in flight. 
  Double-Bladed Plasma Axe: Mega-Damage: ID4xlO M.D. (energized 
  strike or short-range energy blast). Rate of Fire: Equal to the num­
  ber of attacks per melee round. Range: Close combat or 200 feet (6 1 
  m). Payload: Unlimited. 
  Class One Combat Shield and Mini-Missile Launcher: Mega-Dam­
  �: 3D4 M.D. (shield strike) or lD4xlO M.D. (mini-missile). Rate 
  of Fire: Equal to the number of attacks per melee round for shield 
  strikes. Mini-missiles fire single shot or in volleys of two, three, or 
  four. Range: Close combat (shield) or one mile ( 1 .6 km) (mini-mis­
  siles). Payload: 
  Four mini-missiles. Parrying: 
  Can intercept 
  incoming ranged attacks at only -4. 
  Other Weapons: Wing Mini-Missile Launchers (4), Wing Lasers (2), 
  Wing Vibro-Blades (2). 
  Black Market Cost: Not available. If the Kittani ever decided to sell 
  the armor, it would cost between 30 and 60 million credits. 
  Kittani Manling 
  Manufacturer: Kittani (Atlantis, p. 143). 
  Main Body M.D.C.: 375 
  Physical Strength: P.S. 46. 
  Speed: Running: 40 mph (64 km). Leaping: 20 feet (6. 1 m) up or 
  across. Flying: Only with jet pack. 
  Bonuses: + 1 on initiative, + 1 to parry and dodge, and + I to roll with 
  impact, all during hand to hand combat. 
  Black Market Cost: Never been sold. The Coalition or Triax would 
  pay 40 million credits for a complete, undamaged suit. Were the 
  Kittani to begin selling these, they would go for 10 to 50 million 
  credits each. 
  Quentin Milton (Order #31246997)
  
  Kittani Raptor 
  Manufacturer: KittanilLagarto (South America, p.79). 
  Main Body M.D.C.: 350 
  Physical Strength: P.S. 35. 
  Speed: Running: 1 50 mph (240 km). Leaping: 40 feet (12.2 m); 60 feet 
  ( 1 8.3 m) high and 1 20 feet (36.6 m) with a running start. 
  Bonuses (Hand to Hand): + 1 attack per melee at levels one, four and 
  nine, +3 on initiative, +3 to strike and parry, +4 to strike with a leap 
  kick, +3 to automatic dodge, +2 to roll with impact. 
  Laser Mounts (2): Mega-Damage: 6D6 M.D. for a single pulse, 
  1D6xlO for a combined laser burst (counts as two attacks). Rate of 
  Fire: Equal to attacks per melee round. Range: 4,000 feet ( 1,220 m). 
  Payload: Unlimited. 
  Shoulder Missile Launchers (2): Mega-Damage: 106x10 M.D. Rate 
  of Fire: Single shot or volleys of two, four, six, eight or twelve. 
  Range: One mile ( 1 .6 Ian). Payload: 1 2; six per launcher. 
  Other Weapons: Head Laser Beams. 
  Black Market Cost: 30 million credits; sold only to Splugorth allies 
  like New Dragcona, never on the open market. 
  Kittani Serpent 
  Manufacturer: Kittani (Atlantis, p. 139). 
  Main Body M.D.C.: 375 
  Physical Strength: P.S. 46. 
  Speed: Running: 40 mph (64 Ian). Lunging: 40 feet (12.2 m) long or 
  30 feet (9. 1 m) high. 
  Bonuses: +2 to strike in ranged combat. 
  Double-Bladed Plasma Axe: Mega-Damage: 1D4xlO M.D. per ener­
  gized strike, 1 04x10 M.D. from energy blast, 104 M.D. as blunt 
  weapon. Rate of Fire: Equal to number of hand to hand attacks. 
  Range: 200 feet (61 m) for energy blast; hand to hand otherwise. 
  Payload: Unlimited when tapped into power suit; one hour by 
  E-Clip. 
  Class One Shield and Mini-Missile Launcher: Mega-Damage: 
  1 04x10 (armor piercing) or 106x10 (plasma). Rate of Fire: Single 
  shot or volley of two, three or four. Range: One mile ( 1 .6 Ian). Pay­
  load: Four. Parrying: Can parry physical and energy blasts at only 
  -4. 
  Black Market Cost: Never sold. Coalition or Triax would pay 50 to 
  1 00 million credits for an unharmed, complete suit. Were the Kittani 
  to sell this suit, it would go for at least 20 or 30 million. 
  Kittani War Fish 
  Manufacturer: Kittani (Underseas, p. 179). 
  Main Body M.D.C.: 375 
  21 1 
  Physical Strength: P.S. 30. 
  Speed: Running: 40 mph (64 km). Swimming: 100 mph ( 1 60 mph; 86 
  knots) underwater or 140 mph (224 Ian; 120.4 knots) on the surface. 
  Bonuses: + I on initiative, +2 to strike (all systems), +4 to normal 
  dodge, +3 to automatic dodge, +2 to roll with impact. 
  Main Gun: Mega-Damage: 1D6xlO M.D. per blast. Rate of Fire: 
  Equal to number of attacks per melee round. Range: 1 ,000 feet (305 
  m) underwater, 3,000 feet (914 m) above the surface. Payload: Un­
  limited. 
  Mini-Torpedo Launchers: Mega-Damage: ID6xlO M.D. Rate of 
  Fire: Single shot or volleys of two, four or six. Range: One mile ( 1 .6 
  Ian). Payload: 12 total; six per launcher. 
  Other Weapons: Forward Lasers, Fin Blades. 
  Black Market Cost: Has never been sold in any marketplace. The Co­
  alition or Triax would pay 50 to 100 million credits for a complete, 
  unharmed suit. Should the Kittani sell the War Fish, it would go for 
  30 or 40 million credits per suit. 
  Miscellaneous 
  Power Armor 
  Africa: Phoenix Power Armor 
  Manufacturer: The Phoenix Empire (Africa, p. 136). 
  Main Body M.D. C.: 200 
  Physical Strength: P.S. 30. 
  Speed: Running: 40 mph (64 km) or leap running at 170 mph (272 
  Ian). Leaping: Jet pack boost to 50 feet (1 5.3 m) up or across. Run­
  ning start can leap to 300 feet (9 1 m). Flying: Can hover at up to 
  300 feet (91 m) or fly at up to 100 mph (160 Ian). Flying Range: 30 
  minutes before overheating. 
  Bonuses: + 1  to strike in ranged combat. + 1  to parry and dodge, +2 to 
  dodge when using mode of propulsion. 
  Black Market Cost: 1 .4 million credits. 
  Angrar Mark II 
  Manufacturer: Angrar Robotics (Mercenaries, p. 141). 
  Main Body M.D.C.: 700 
  Physical Strength: P.S. 40 (supernatural). 
  Speed: Running: 44 mph (70 Ian). Leaping: 15 feet (4.6 m), add 10 feet 
  (3 m) with a running start. 
  Bonuses: +2 to strike with rail gun. 
  Angrar Rail Gun: Mega-Damage: 1D6xlO M.D. Rate of Fire: Equal 
  to the number of attacks per melee round. Range: 4,000 feet ( 1,220 
  m). Payload: 4,000 rounds ( 1 00 bursts). 
  AR-90 Plasma Gun: Mega-Damage: 104xlO M.D. Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 4,000 feet 
  ( 1,220 m). Payload: Unlimited. 
  Black Market Cost: 8 million credits (intentionally priced down by 
  their maker). 
  Australia: "Rusty" / AP AA Modular Power Armor 
  Manufacturer: Australian Outback and Tech-Cities (Australia, 
  p.2 1O). 
  Main Body M.D.C.: 200 
  Physical Strength: P.S. 28. 
  Speed: Running: 55 mph (88 Ian). Leaping: 1 5  feet (4.6 m) high and 
  20 feet (6. 1 m) across. Flying (jet pack): 120 mph (192 Ian) to an al­
  titude of 2,000 feet (6 10 m). 
  Bonuses: + I to dodge, + 1 on initiative. 
  Weapons Systems: This unit can accommodate a wide variety of 
  weapon 
  systems, 
  including 
  forearm 
  weapons, 
  concealed 
  Vibro-Blades, and shoulder-mounted weapons. Each of these are in­
  stalled by the user, and at additional cost. 
  Black Market Cost: 1 .7 to 2 million credits; weapons systems cost ex­
  tra. 
  Quentin Milton (Order #31246997)
  
  Australia: X50 Bushbasher 
  Manufacturer: Australian Tech-Cities (Australia, p.2 12). 
  Main Body M.D.C.: 240 
  Physical Strength: P.S. 30. 
  Speed: Running: 35 mph (56 kIn). Leaping: 5 feet (1.5 m) high or 10 
  feet (3 m) across. 
  Bonuses: + I to strike, + I to dodge, + I on initiative, + I to roll with im­
  pact. 
  Sholder-Mounted Mini-Missile Launcher: Mega-Damage: ID4xlO 
  M.D. Rate of Fire: Single shot or volleys of two. Range: One mile 
  ( 1 .6 km). Payload: Five. 
  Concealed Forearm Lasers (2): Mega-Damage: 3D6 M.D. (single 
  blast); 6D6 M.D. (double blast). Rate of Fire: Equal to the number 
  of attacks per melee round. Range: 2,000 feet (610 m). Payload: Un­
  limited. 
  Other Weapons: Shoulder Mounted Gun (variable types), Belly Flame 
  Thrower, Concealed Vibro-Blades. 
  Black Market Cost: 2.8 million in the Tech-Cities; up to ten times that 
  in the Outback. 
  Bandito Arms: Sidewinder SAMAS 
  Manufacturer: Bandito Arms (New West, p. 181). 
  Main Body M.D.C.: 230 
  Physical Strength: P.S. 30. 
  Speed: Running: 100 mph (160 kIn). Leaping: 15 feet (4.6 m); jet assist 
  to 1 1 0 feet (33.5 m) high and 200 feet (6 1 m) across. Flying: Can 
  hover up to 300 feet (91 m) or flight up to 250 mph (400 km). Max 
  altitude is 6,000 feet (1 ,828 m). Flying Endurance: Ten hours before 
  overheating. 
  Bonuses: + I on initiative, + I to parry, +2 to dodge. 
  MML 12 Mini-Missile Launchers (2): Mega-Damage: lD4xlO M.D. 
  or lD6xl0 M.D. Rate of Fire: Single shot or volleys of 2 or four. 
  Range: One mile ( 1 .6 kIn). Payload: 24 total; 12 per launcher. 
  Arm-Mounted Short-Range Lasers (2): Mega-Damage: 2D6 M.D. 
  (single blast), 4D6 M.D. (double blast). Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 1,200 feet (366 m). Pay­
  load: Unlimited. 
  Black Market Cost: 3.6 million credits. 
  21 2 
  Bandito Arms: Wild Weasel SAMAS 
  Manufacturer: Bandito Arms (New West, p. 1 84). 
  Main Body M.D.C.: 320 
  Physical Strength: P.S. 30. 
  Speed: Running: 60 mph (96 kIn). Leaping: 1 5  feet (4.6 m); jet assist 
  to 1 10 feet (33.5 m) high and 200 feet (61 m) across. Flying: Hover 
  up to 1,000 feet (305 m) or flight to 220 mph (352 km) with a max 
  altitude of 6,000 feet ( 1,828 m). Flying Endurance: Ten hours be­
  fore overheating. 
  Bonuses: +3 on initiative, + I to strike and parry, +2 to dodge, + I to 
  roll with impact, + I to pull punch. 
  WWECM 6 Black Boxes: Advanced sensor jamming capabilities. 
  Arm-Mounted Short-Range Plasma Ejectors (2): Mega-Damage: 
  4D6 M.D. (single blast); 806 M.D. (double blast). Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 1,000 feet 
  (305 m). Payload: Unlimited. 
  Other Weapons: Chaff-Flare Decoy. 
  Market Cost: 4.8 million credits. 
  Chipwell: CAl-50 Challenger 
  Manufacturer: Chip well Armaments (Mercenaries, p. 144). 
  Main Body M.D.C.: 120 
  Physical Strength: P.S. 20. 
  Speed: Running: 40 mph (64 kIn). Leaping: 1 5  feet (4.6 m). Suit En-
  durance: 24 hours; less than 500 miles (800 kIn). 
  Bonuses: None. 
  Weapon Systems: None. 
  Black Market Cost: 90,000 credits. 
  Chipwell: CAI-IOO Warmonger 
  Manufacturer: Chipwell Armaments (Mercenaries, p. 145). 
  Main Body M.D.C.: 40 (4,000 S.D.C.). 
  Physical Strength: P.S. 20. 
  Speed: Running: 40 mph (64 kIn). Leaping: 15 feet (4.6 m). 
  Bonuses: None. 
  WI-23 Missile Launcher: Mega-Damage: ID4xlO M.D. Rate of Fire: 
  Equal to the number of attacks per melee round. Range: One mile 
  ( 1 .6 km), Payload: Six. 
  Black Market Cost: 80,000 credits (100,000 with missile launcher). 
  Chipwell Assault Suit 
  Manufacturer: Chipwell Armaments (Mercenaries, p. 145). 
  Main Body M.D.C.: 1 50 
  Physical Strength: P.S. 24. 
  Speed: Running: 40 mph (64 kIn). Leaping: 1 5  feet (4.6 m). 
  Bonuses: None. 
  Machine-gun: Mega-Damage: lD4 M.D. (single round); 506 M.D. 
  (burst). Rate of Fire: Equal to the number of attacks per melee 
  round. Range: 2,000 feet (61 0  m). Payload: 800 rounds (20 bursts). 
  Integral Laser: Mega-Damage: 3D6+2 M.D. (single shot); lD6xl0 
  M.D. (multiple burst). Rate of Fire: Equal to the number of attacks 
  per melee round. Range: 2,000 feet (61 0  m). Payload: Unlimited. 
  Black Market Cost: 250,000 credits. 
  Native American: Iron Bear Power Armor 
  Manufacturer: Native American (Spirit West, p.201 ). 
  Main Body M.D.C.: 400 
  Physical Strength: P.S. 50. 
  Speed: Running: 55 mph (88 km). Leaping: 10 feet (3 m); jet assist to 
  50 feet ( 1 5.2 m). 
  Bonuses: None. 
  Ion Cannons (2): Mega-Damage: 506 M.D. (single blast), lD6xlO 
  M.D. (double blast). Rate of Fire: Equal to the number of attacks 
  per melee round. Range: 1 ,200 feet (365.7 m). Payload: Unlimited. 
  Mini-Missile Launchers (2): Mega-Damage: lD4xlO M.D. Rate of 
  Fire: Single shot or in volleys of two, four, six or eight. Range: One 
  mile ( 1 .6 kIn). Payload: 36 total; 1 8  per launcher. 
  Other Weapons: Gas/Smoke Dispensers, Vibro-Claws. 
  Quentin Milton (Order #31246997)
  
  Black Market Cost: Not sold on any market. If one were to make it 
  out of the Native Americans' control and onto a market, it would 
  sell for 4+ million credits. 
  Native American: U.S.A. SAMAS 
  Manufacturer: Native American (Spirit West, p. 1 96). 
  Main Body MoDo Co: 250 
  Physical Strength: P.S. 30. 
  Speed: Running: 60 mph (96 km). Leaping: 1 5  feet (4.6 m); jet assist 
  to 1 00 feet (30.5 m) high and 200 feet (6 1 m) across. Flying: Hover 
  to 200 feet (61 m) or flight to 320 mph (5 12 km). Max altitude is 
  650 feet (198 m). Flying Endurance: 10 hours before overheating. 
  Bonuses: None. 
  USA-M31 Rail Gun: Mega-Damage: ID4+ 1 M.D. (single round), 
  ID6xlO M.D. (burst). Rate of Fire: Equal to the number of attacks 
  per melee round. Range: 4,000 feet ( 1,220 m). Payload: 2,000 
  rounds (50 bursts). 
  USA-M17 Mini-Missile Launcher: Mega-Damage: ID4xlO M.D. or 
  ID6 M.D. Rate of Fire: Single shot or in volleys of two, four or six. 
  Range: One mile ( 1 .6 km). Payload: Up to six. 
  Other Weapons: Rotary Mini-Missile Launcher. 
  Black Market Cost: 4+ million, not sold outside of Indian reserves. 
  Native American: War Chief Power Armor 
  Manufacturer: Native American (Spirit West, p. 1 99). 
  Main Body MoDoC.: 250 
  Physical Strength: P.S. 28. 
  Speed: Running: 75 mph (120 km). Leaping: 1 8  feet (5.4 m); jet boost 
  to 120 feet (36.6 m) high and 240 feet (73 m) across. Flying: Hover 
  to 200 feet (61 m) and flight to 380 mph (608 km). Max altitude is 
  1,000 feet (305 m). Flying Endurance: Ten hours before overheat­
  ing. 
  Bonuses: None. 
  NAE-ID Ion Gun System: Mega-Damage: 6D6 M.D. Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 3,500 feet 
  ( 1,067 m). Payload: Unlimited. The gun can fire 100 blasts per hour 
  before the gun needs to cool for 30 minutes. As many as 200 blasts 
  can be fired per hour, but each blast beyond 100 has a 1% cumula­
  tive chance of destroying the weapon. 
  Shoulder Mini-Missiles: Mega-Damage: ID4xlO M.D. or ID6x1O 
  M.D. Rate of Fire: Single shot or volleys of two. Range: One mile 
  ( 1 .6 km). Payload: Four; two per shoulder. 
  Black Market Cost: Not sold on any market. If one were to make it 
  out of the Native Americans' control and onto a market, it would 
  sell for 3+ million credits. 
  Naut'Yll: APAL-IO Naut'Yll 
  Torpedo Power Armor 
  Manufacturer: Naut'Yll (Underseas, p. 1 56). 
  Main Body MoDoC.: 1 80 (standard) or 300 (Korallyte). 
  Physical Strength: P.S. 30. 
  Speed: Running: 44 mph (70 km). Leaping: Jet boost to 100 feet (30.5 
  m) high and 120 (36.6 m) across. Underwater: 69 mph (I l l  km; 60 
  knots). 
  Bonuses: + 1 to strike with ranged weapons, + 1 to parry and dodge un­
  derwater, + 1 attack per melee underwater. 
  Weapons: None. 
  Black Market Cost: Never sold to outsiders but would go for one to 
  three million credits on the Black Market or at Atlantis. 
  New Navy: APA-15 "Semper Fi" 
  Amphibious Assault Power Armor 
  Manufacturer: New Navy (Underseas p. 1 18). 
  Main Body MoDoC.: 300 
  Physical Strength: P.S. 30. 
  Speed: Running: 60 mph (96 km). Leaping: 1 2  feet (3.6 m). 
  Swimming: 40 mph (64 km; 34 knots). 
  Bonuses: None. 
  21 3 
  Wrist Ion Gun: Mega-Damage: 4D6 M.D. per blast. Rate of Fire: 
  Equal to number of attacks per melee round. Range: 2,000 feet (610 
  m). Payload: Unlimited. 
  Mini-Missile Launchers: Mega-Damage: ID6x1O M.D. Rate of Fire: 
  Single shot or volleys of two, four or six. Range: One mile ( 1 .6 km). 
  Payload: Six total; three per launcher. 
  Other Weapons: M-90 Multi-Weapon Assault System (MWAS). 
  Black Market Cost: 2.5 million credits. Never sold or traded to outsid­
  ers (Tritonia is not considered an outsider). 
  Northern Gun: NG-X9 Samson 
  Manufacturer: Northern Gun (Rifts Ultimate Edition, p. 271). 
  Main Body MoDoC.: 240 
  Physical Strength: P.S. 30. 
  Quentin Milton (Order #31246997)
  
  Speed: Running: 1 50 mph (240 kIn). Leaping: 25 feet (7.6 m) high or 
  across; jet assist to 100 feet (30.5 m) high or 200 feet (6 1 m) across. 
  NG-202 Super Rail Gun: Mega-Damage: ID6 M.D. (single round) or 
  ID6x1O M.D. (burst). Rate of Fire: Equal to number of hand to 
  hand attacks. Range: 4,000 feet (1 ,220 m). Payload: 6,000 round 
  drum ( 1 00 bursts). 
  Forearm Rocket Launcher: Mega-Damage: ID4xlO M.D. (armor 
  piercing) or ID6xlO (plasma). Rate of Fire: One or Two. Range: 
  One mile ( 1 .6 kIn). Payload: Four, two per arm. 
  Black Market Cost: 850,000 credits. 
  Northern Gun: The Defender (J.A.P.E. II) 
  Manufacturer: Northern Gun (Juicer Uprising, p.79. 
  Main Body M.D.C.: 210. 
  Physical Strength: P.S. 30. 
  Speed: Running: 120 mph ( 1 92 kIn). Leaping: 30 feet (9. 1 m); jet assist 
  to 120 feet (36.5 m) high and 200 feet (6 1 m) across. Flying: Can 
  hover in place for up to 2D4x1O seconds before overheating. 
  Bonuses: + I to dodge and roll with punch at levels 2, 6 and 1 2. 
  Neural Disruptor: Mega-Damage: SPECIAL! Rate of Fire: Up to four 
  attacks per melee. Range: 1 .200 feet (365 m). Payload: Unlimited. 
  Shoulder Mounted Grenade Launchers (2): Mega-Damage: Varies 
  with grenade type. Rate of Fire: Single shot or volleys of two, four 
  or six. Range: 1,200 feet (365). Payload: 24 total; 12 per launcher. 
  Other Weapons: Forearm Mounted Variable Frequency Laser, Cap­
  ture Assault System. 
  Black Market Cost: 1 . 1  million credits. 
  NG-JKIA and NG-JKIB Juicer Killer 
  Manufacturer: Northern Gun (Juicer Uprising, p.77). 
  Main Body M.D.C.: 1 70 (NG-JKIA); 210 (NG-JKlB). 
  Physical Strength: P.S. 30. 
  Speed: Running: 90 mph (144 kIn). Leaping: 25 feet (7.6 m) high and 
  30 feet (9. 1 m) across. Jet assist to 1 00 feet (30.5 m) in any direc­
  tion. Flying: 100 mph (160 kIn); max altitude is 300 feet (91 m) 
  Flying Endurance: Five minutes at a time. 
  Bonuses: +1 on initiative, +2 to strike, +1 to parry at levels 1, 3, 6, 10 
  and 13. No dodge or body flip/throw possible due to the armor's 
  bulk. +2 to roll with impact. +2 to pull punch. + I attack per melee at 
  levels 1, 5 and 1 0. 
  Laser Guns (2): Mega-Damage: 3D6 M.D. (single blast); 6D6 M.D. 
  (double blast). Rate of Fire: Equal to the number of attacks per me­
  lee round. A double blast counts as two attacks. Range: 4,000 feet 
  ( 1,220 m). Payload: Unlimited. 
  Particle Beam Guns (2): Mega-Damage: 5D6 M.D. (single blast); 
  ID6x1O M.D. (double blast). Rate of Fire: Equal to the number of 
  attacks per melee round. A double blast counts as two melee at­
  tacks. Range: 1,600 feet (488 m). Payload: Unlimited. 
  Other Weapons: Grenade Launchers (4), Forearm Mini-Rail Guns (2), 
  Response Computer System (Suit's guns automatically fire at in­
  coming targets up to eight times per melee!). 
  Market Cost: 3.6 million credits. 
  Naruni Enterprises 
  Mecha-Knight Medium Powered Armor 
  Manufacturer: Naruni Enterprises (Mercenaries, p. 1 34). 
  Main Body M.D. C.: 400 
  Physical Strength: P.S. 40. 
  Speed: Running: 44 mph (70 kIn). Leaping: 1 5  feet (4.6 m); jet assist 
  to 100 feet (30.5 m) high and 200 feet (61 m) across. Flying: Hover 
  up to 500 feet ( 1 52 m) or flight to 300 mph (480 kIn). 
  Bonuses: None. 
  Particle Beam Rifle: Mega-Damage: 2D4xl O  M.D. Rate of Fire: Stan­
  dard. Range: 4,000 feet ( 1,220 m). Payload: Unlimited. 
  Energy Sword: Mega-Damage: I D6x1O M.D. Rate of Fire: Equal to 
  21 4 
  the number of attacks per melee round. Range: Close combat. Pay­
  load: Unlimited. 
  Other Weapons: Laser (Right Shoulder). 
  Black Market Cost: 25 million credits. 
  PA E-IOOO Enforcer 
  Manufacturer: Naruni Enterprises (Phase World Sourcebook, p. 67). 
  Main Body M.D.C.: 300 
  Physical Strength: P.S. 30. 
  Speed: Running: 50 mph (80 kIn). Leaping: 1 5  feet (4.6 m); add 10 
  feet (3 m) from a running start. 
  Bonuses: None. 
  Foam Dispensers (2): Mega-Damage: M.D.C. Immobilization! Tar­
  gets struck require a P.S. of 40 or higher to break free. Rate of Fire: 
  Two blasts per melee round. Range: 200 feet (61 m). Payload: 80 
  spray blasts, 40 per gun. 
  Secondary Weapon: Mega-Damage: Weapon Limbs: ID6xlO M.D. 
  Rate of Fire: Equal to the number of attacks per melee round. 
  Range: 2000 feet (6 10 m). Payload: Unlimited. 
  Other Weapons: Grenade Launchers (2), Mini-Missile Launchers (2), 
  Sensor System. 
  Market Cost: 5 million credits (4 million without special optics pack­
  age). Price tends to range ID4xlO% higher on the Black Market. 
  South America 
  Arkhon: APA-II1 Ghost Wasp 
  Manufacturer: Arkhon (South America 2, p. 86). 
  Main Body M.D.C.: 350 
  Physical Strength: P.S. 35. 
  Speed: Running: 50 mph (80 km). Flying: 600 mph (960 kIn). No alti­
  tude limit. Flying Endurance: 10 hours before overheating. 
  Bonuses: + I attack per melee at levels one, six and twelve. + I to dodge 
  at levels three, seven and eleven. + I to roll with punch, fall or im­
  pact. 
  Flechette 
  Gun: 
  Mega-Damage: 
  lD6x1O 
  M.D. 
  (single 
  shot); 
  2D6x I 0+ I 0 (burst). Rate of Fire: Equal to the number of attacks per 
  melee round. Range: 4,000 feet ( 1,220 m). Payload: 400 rounds (40 
  bursts). 
  Tri-Beam Stinger: Mega-Damage: 6D6 M.D. (single shot); 2D4x1O 
  M.D. (three-round burst. Double damage to most materials except 
  force/energy fields and Arkhon composite armor. Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 3,000 feet 
  (914 m). Payload: Unlimited. 
  Other Weapons: Side-Mounted Launchers, Long-Range Missiles, 
  Stealth System. 
  Black Market Cost: Not for sale. Available only at the Arkhon Free­
  hold. Captured suits can be sold secondhand for 7- 1 0  million cred­
  its. 
  Arkhon: APA-9 Death Cyclops 
  Manufacturer: Arkhon (South America 2, p.88). 
  Main Body M.D.C.: 450 
  Physical Strength: P.S. 45. 
  Speed: Running: 80 mph (128 kIn). 
  Bonuses: + I attack per melee at levels one, six and twelve. + I to dodge 
  at levels one, four, eight and twelve. +2 to roll with impact. +1 to 
  pull punch. 
  Assault Rifle: Mega-Damage (flechette): ID4xlO M.D. (single shot); 
  ID6xlO M.D. (burst). Mega-Damage (tri-beam): 5D6 M.D. (single 
  shot); ID4xl 0+ 10 M.D. (burst). Both flechette and tri-beam inflict 
  double damage to everything except against energy/force fields and 
  Arkhon composite armor. Rate of Fire: Equal to the number of at­
  tacks per melee round. Range: 4,000 feet ( 1,220 m) for flechette, 
  3,000 feet (914 m) for tri-beam. Payload: 1 00 rounds ( 1 0  bursts) for 
  flechette, Unlimited for tri-beam. 
  Quentin Milton (Order #31246997)
  
  Torso Tri-Beams (4): Mega-Damage: 204+2 M.D. (single beam); 
  404+4 M.D. (double beam); ID4xlO M.D. (quad beam). Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 500 
  feet ( 1 52 m). Payload: Unlimited. 
  Other Weapons: Mini-Missile Module, Optional Anti-Aircraft Mod­
  ule, Optional Anti-Aircraft Module 2, Optional Mortar Module. 
  Black Market Cost: Not for sale. Stolen or captured suits will sell for 
  I I  million, if unharmed. Only 5 million if damaged. 
  Megaversal Legion: APA-IOO Counterstrike 
  Manufacturer: Megaversal Legion (South America 2, p. 1 1 6). 
  Main Body M.D.C.: 550 
  Physical Strength: P.S. 40. 
  Speed: Running: 100 mph (160 km). Flying: 600 mph (960 km). Max 
  altitude is 40,000 feet (12, 1 92 m). Flying Endurance: Unlimited. 
  Bonuses: + I attack per melee at levels one, six and twelve. + I to dodge 
  at levels one, four and eight. +2 to roll with impact. +2 to pull 
  punch. 
  I-Beam Gatling Gun: Mega-Damage: 2D6xlO M.D. Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 3,000 feet 
  (914 m). Payload: 2,000 rounds (100 bursts). 
  Plasma Blaster: Mega-Damage: ID6xl0 M.D. Rate of Fire: Equal to 
  the number of attacks per melee round. Range: 2,000 feet (6 10 m). 
  Payload: Unlimited. 
  Other Weapons: Mini-Missile Launchers (2), Torso Lasers (2), Gre­
  nade Launchers (2), Double Wrist Blades. 
  Black Market Cost: Not for sale. Period. 
  Arkhon: LE-457S Stormwind Assault Exoskeleton 
  Manufacturer: Arkhon (South America 2, p. 84). 
  Main Body M.D.C.: 1 50 
  Physical Strength: P.S. 22. 
  Speed: Running: 50 mph (80 km). Flying: 200 mph (320 km). No alti­
  tude limit. Flying Endurance: Unlimited. 
  2 1 5  
  Bonuses: None. 
  Tri-Beam Wrist Pistol: Mega-Damage: 406 M.D.; double damage to 
  most materials except force/energy fields and Arkhon composite ar­
  mor. Rate of Fire: Equal to the number of attacks per melee round. 
  Range: 1,200 feet (365 m). Payload: Unlimited. 
  Black Market Cost: Not for sale. Captured suits typically sell for 1 -2 
  million credits, depending on the state of the unit. If they knew of 
  the suit's antigravity system, the CS, Triax, Splugorth and Naruni 
  would pay 5 million for a suit. 
  Cibola: Dragon Death Power Armor 
  Manufacturer: Cibola, the Gilded City (South America, p. 141). 
  Main Body M.D.C.: 350 
  Force Field M.C.C.: 1 00 
  Physical Strength: Not applicable. 
  Speed: Running: 1 00 mph ( 1 60 km). Leaping: 20 feet (6. 1 m) high and 
  30 feet (9 m) long. Flying: Can hover up to 200 feet (61 m) or fly at 
  up to 300 mph (480 km). Flying Endurance: Ten hours before over­
  heating. 
  Bonuses: None. 
  Mini-Missile Launchers (2): Mega-Damage: ID4xlO (armor piercing) 
  or ID6xl0 (plasma). Rate of Fire: Single shot or volleys of two, 
  four, or six. Range: One mile ( l .6 km) Payload: 12 total; six per 
  launcher. 
  Plasma Cannon: Mega-Damage: ID6xlO M.D. per blast or 3D4xlO 
  per long burst (counts as two attacks). Rate of Fire: Equal to melee 
  attacks per round. Range: 4,000 feet (1,220 m). Payload: Unlimited. 
  Other Weapons: None. 
  Black Market Cost: Six to twelve million credits. Sold in trans-dimen­
  sional markets everywhere. A favorite among giant races. 
  Columbia: D-20 Light Combat Exoskeleton 
  Manufacturer: Republic of Colombia (South America, p.25). 
  Main Body M.D.C.: 1 50 
  Physical Strength: P.S. 24. 
  Speed: Running: 50 mph (80 km). Leaping: 1 0  feet (3 m) high and 
  long; double with a running start. Suit Endurance: 600 miles (960) if 
  running straight before the battery wears out (12 hours). 
  Bonuses: None. 
  RAR-C15 Rocket Auto-Cannon Rifle. Mega-Damage: 306+5 M.D. 
  (single round); ID4xlO M.D. (eight round burst); 2D4xlO M.D. (20 
  round burst). Rate of Fire: Standard. Range: 2,000 feet (6 10 m). 
  Payload: 200 round belt (ten long bursts or 25 short bursts). A 48 
  round magazine can be substituted if so desired (that's six short 
  bursts, or two long bursts and one short). 
  Black Market Cost: 150,000 credits. 
  Columbia: D-30 "Conquistador" 
  Manufacturer: Republic of Colombia (South America, p.27). 
  Main Body M.D.C.: 230 
  Physical Strength: P.S. 30. 
  Speed: Running: 60 mph (96 km). Leaping: 1 2  feet (3.6 m) high and 
  long; double from a running start. Suit Endurance: 10 hour charge; 
  600 miles (960 km) maximum walking distance before the batteries 
  die. 
  Bonuses: None. 
  Auto-Loading Bazooka: Mega-Damage: ID6xl 0+20 M.D. (anti-ar­
  mor) to a 3 foot (0.9 m) radius; 606 M.D. (fragmentary) to a 20 foot 
  (6. 1 m) radius. Rate of Fire: Twice per melee. Range: 1,200 feet 
  (366 m). Payload: 1 2  shots. 
  Arm-Mounted Mini-Missile Launchers (2): Mega-Damage: ID4xlO 
  M.D. (armor piercing) or ID6xlO M.D. (plasma). Rate of Fire: One 
  or two. Range: One mile ( 1 .6 km). Payload: four total; two per arm. 
  Other Weapons: Shoulder-Mounted Rocket Gun. 
  Black Market Cost: 240,000 credits. 
  Quentin Milton (Order #31246997)
  
  Empire of the Sun: AC-l Atahualpa Combat Suit 
  Manufacturer: Empire of the Sun (South America 2, p. 63). 
  Main Body M.D.C.: 200 
  Physical Strength: P.S. 30. 
  Speed: Running: SO mph (80 km). 
  Bonuses: None. 
  IIIapa Giant Rifle: Mega-Damage: 4D6 M.D. (single shot); ID4xlO 
  M.D. (3-round burst); 2D4xlO M.D. (l O-round burst). Rate of Fire: 
  Each shot or burst counts as one attack. Range: 2,400 feet (73 1 .4 
  m). Payload: 600 rounds (60 full bursts; 200 short bursts). 
  Mini-Missile Launchers (2): Mega-Damage: ID4xlO M.D. (armor 
  piercing) or ID6xlO M.D. (plasma) Rate of Fire: Single shot or vol­
  leys of three or six. Range: One mile ( 1 .6 kIn). Payload: 1 8; 9 per 
  launcher. 
  Other Weapons: Chest Guns. 
  Market Cost: I.S million credits. 
  Empire of the Sun: NPA Mark I 
  Nazca Power Armor 
  Manufacturer: Empire of the Sun (South America 2, p.59). 
  Main Body M.D.C.: 600 (200 when not energized). 
  Physical Strength: P.S. 3S (supernatural). 
  Speed: Running: 60 mph (96 km). Leaping: 30 feet (9. 1 m). 
  Bonuses: None. 
  Rocket Riflel15mm Machine-gun: Mega-Damage: ID6xlO M.D. 
  (rocket); 2D4xl O  M.D. (MG burst). Rate of Fire: Equal to the num­
  ber of attacks per melee round. Range: 2,000 feet (6l O  m) for both 
  weapons. Payload: Six rockets, 300 MG rounds (30 bursts). 
  Short-Range Missile Launcher: Mega-Damage: ID6xlO M.D. or 
  2D4x lO M.D. Rate of Fire: Single shot or volleys of two or four. 
  Range: One to three miles ( 1 .6 to 4.8 km). Payload: Eight missiles. 
  Other Weapons: Energy Blasters. 
  Black Market Cost: Not for sale! Only troops loyal to the Empire of 
  the Sun will be issued these rare and valuable suits. Stolen or cap­
  tured units will sell for 10 million credits; their mystic energy will 
  last for only ID4 years. 
  Empire of the Sun: SC-Mark III 
  Solar Combat Armor 
  Manufacturer: Empire of the Sun (South America 2, p. 64). 
  Main Body M.D.C.: 320 
  Physical Strength: P.S. 3S. 
  Speed: Running: 60 mph (96 km). Flying: 400 mph (640 km). Max al­
  titude is 20,000 feet (6,096 m). Flying Endurance: 24 hours before 
  overheating. 
  Bonuses: None. 
  Plasma Projectors (6): Mega-Damage: ID4xl0+1O M.D. (single 
  blast); 2D4xl O+20 M.D. (double blast). Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 2,000 feet (6l O  m). Pay­
  load: Unlimited. 
  Arm Mounted Rail Gun: Mega-Damage: ID6xl0 M.D. per burst. 
  Rate of Fire: Equal to the number of attacks per melee round. 
  Range: 4,000 feet ( 1,220 m). Payload: 2000 rounds (2S bursts/dou­
  ble blasts). Takes five minutes to reload. 
  Other Weapons: Eye Lasers, PlasmaIFlame Field System. 
  Market Cost: 20 million credits. 
  Manoa: Hoplite Power Armor 
  Manufacturer: Manoa (South America, p.92). 
  Main Body M.D.C.: 300 
  21 6 
  Force Field M.D.C.: 1 00 
  Physical Strength: P.S. 26 (supernatural). 
  Speed: Running: 60 mph (96 kIn). Leaping: 20 feet (6. 1 m) across and 
  1 2  feet (3.6 m) high. 
  Bonuses: None. 
  Energy Spear: Mega-Damage: SD6 M.D. (long-range energy blast), 
  6D6 M.D. (energized spear strike), 3D6 M.D. (non-energized spear 
  strike). Rate of Fire: Equal to number of attacks per melee. Range: 
  1 ,000 feet (30S m) for energy blast, 300 feet (91 m) thrown. Pay­
  load: Unlimited when armor is activated. 
  Shield: Mega-Damage: 2D6+6 M.D. (bash), 2D6 M.D. (shockwave) 
  Rate of Fire: Equal to number of melee attacks per round. Range: 
  300 feet (91 m) for shockwave. Payload: Unlimited while armor is 
  charged. 
  Other Weapons: Various Optional Abilities. 
  Black Market Cost: 60 million credits. 
  Silver River: AA-GB7 Glitter Boy Number 7 
  Manufacturer: Silver River Republics (South America 2, p. 1 73). 
  Main Body M.D.C.: 700 
  Physical Strength: P.S. 30. 
  Speed: Running: 70 mph ( 1 12 km). Leaping: 10 feet (3 m) high or IS 
  feet (4.6 m) across. 
  Bonuses: + 1 on initiative, + 1 to strike, parry and dodge, +1 to roll im­
  pact. 
  Variable Frequency Laser Cannon: Mega-Damage: 2D4xlO M.D. 
  Rate of Fire: Equal to the number of attacks per melee round. 
  Range: 8,000 feet (2,438 m). Payload: Unlimited. 
  Gatling Rail Gun: Mega-Damage: 3D6xlO M.D. Rate of Fire: Equal 
  to the number of attacks per melee round. Range: 4,000 feet (1 ,220 
  m). Payload: 8,000 rounds (40 bursts). 
  Other Weapons: Hip Lasers (2). 
  Market Cost: 30 million credits for a new, undamaged unit. Price 
  drops by 1 0  million if unit is damaged or a weapon is missing. 
  Silver River: PA-IOML Mecha Lizard 
  Manufacturer: Silver River Republics (South America 2, p. 1 70). 
  Main Body M.D.C.: 320 
  Physical Strength: P.S. 30. 
  Speed: Running: 80 mph (128 km). Leaping: 20 feet (6. 1 m); double if 
  running. 
  Bonuses: + 1 attack per melee at levels one, seven and fourteen. + 1 to 
  dodge at levels one, four, eight and twelve. +2 to roll with impact. 
  +3 to pull punch. 
  Quentin Milton (Order #31246997)
  
  Multi-Weapon: Mega-Damage: I D6x1O M.D. (laser); 4D6 M.D. to 20 
  foot (6. 1 m) area (grenade launcher); 6D6 M.D. to a six foot ( 1 .8 m) 
  area (armor piercing). Rate of Fire: Equal to the number of attacks 
  per melee round. Range: Laser is 2,000 feet (61 0  m); grenade 
  launcher is 3,000 feet (914 m). Payload: 30 GL rounds; unlimited 
  for laser. 
  Sonic Pulse Cannon: Mega-Damage: 4D6 M.D. to a 30 foot (9. 1 m) 
  area; ID4xl0 M.D. (single target). Rate of Fire: Equal to the num­
  ber of attacks per melee round. Range: 500 feet ( 1 52 m). Payload: 
  Unlimited. 
  Other Weapons: Mini-Missile Launchers (2), Wrist Ion Blasters (2). 
  Market Cost: 10 million credits. 
  Silver River: TPA-7 Toro "Minotaur" 
  Manufacturer: Silver River Republics (South America 2, p. 1 7 1). 
  Main Body M.D.C.: 450 
  Physical Strength: P.S. 45. 
  Speed: Running: 70 mph ( 1 12 km). Leaping: 1 5  feet (4.6 m); doubled 
  if running. 
  Bonuses: + 1 attack per melee at levels one and seven. +1 to parry. + 1 
  to dodge at levels one, six and twelve. + 1 to roll with impact. +3 to 
  pull punch. 
  Ion Blasters (2): Mega-Damage: ID4x1O M.D. (single blast); 2D4x1O 
  M.D. (double blast). Rate of Fire: Equal to the number of attacks 
  per melee round. Range: 1 ,000 feet (305 m). Payload: Unlimited. 
  Energy Axe: Mega-Damage: ID4x1O M.D. (energized); ID4 M.D. 
  (blunt). Rate of Fire: Equal to the number of attacks per melee 
  round. Range: Close combat. Payload: Unlimited. 
  Other Weapons: Mini-Missile Launchers (2), Medium-Range Missiles 
  (2), Laser Horns. 
  Market Cost: 8 million credits. 
  Titan Robotics 
  FT -005 Flying Titan 
  Manufacturer: Titan Robotics (Rifts Ultimate Edition, p. 272). 
  Main Body M.D. C.: 1 80 
  Physical Strength: P.S. 24. 
  Speed: Running: 50 mph (80 km). Leaping: 1 5  feet (4.6 m) up or 
  across; jet boost to 1 00 feet (30.5 m) high or 200 feet (61 m) across. 
  Flying: Hover up to 200 feet (6 1 m) or fly at up to 400 mph (640 
  km). Cruising speed is 200 mph (320 km). Max altitude is 4,000 
  feet (1,220 m). Flying Range: Ten hours of continuous flight before 
  requiring cooling off. 
  Wing Lasers (2): Mega-Damage: 2D6 M.D. per blast. Rate of Fire: 
  Equal to number of hand to hand attacks. Range: 4,000 feet ( 1,220 
  m). Payload: Unlimited. 
  Wing Rockets: Mega-Damage: Depends on missile type (mini-missile 
  or short-range missile). Rate of Fire: Single shot or a volley of two, 
  three or four. Range: One mile ( 1 .6 km). Payload: 12 mini-missiles 
  or 6 short-range missiles. 
  Black Market Cost: One million credits. 
  Triax 
  Aqua-Tech LEA-50 Deep Sea Power Armor 
  Manufacturer: Triax. Also produced by Iron Heart Armaments, 
  Northern Gun, Atlantis and the Black Market. (Underseas, p. 139). 
  Main Body M.D.C.: 200 
  Physical Strength: P.S. 28. 
  Speed: Running: 40 mph (64 km). Leaping: 12 feet (3.6 m). Flying: 
  With jet pack, 100 mph ( 1 60 km). Swimming (without jet pack): 5 
  mph (8 km; 4.3 knots). Swimming Get pack): 40 mph (64 km; 34 
  knots) on the surface and 50 mph (80 kn; 43 knots) underwater. 
  Bonuses: None. 
  Quad-Wrist Laser: Mega-Damage: ID6 M.D. (single blast), up to 4D6 
  21 7 
  M.D. (four simultaneous blasts). May be substituted for a 
  Vibro-Blade (2D6 M.D.). Rate of Fire: Equal to number of attacks 
  per melee round. Range: 1 ,200 feet (366 m). Payload: Unlimited. 
  Mini-Missiles: Mega-Damage: ID6xlO. Rate of Fire: Single shot or 
  volleys of two, four or six. Range: One mile ( 1 .6 km). Payload: Six. 
  Black Market Cost: 2.5 million credits. 
  Aqua-Tech Orca-50 Deep Sea Power Armor 
  Manufacturer: Triax. Also produced by Atlantis, and the Black Mar-
  ket (Underseas, p. l40). 
  Main Body M.D.C.: 280 
  Physical Strength: P.S. 35. 
  Speed: Running: 40 mph (64 km). Leaping: 15 feet (4.6 m). Flying: 
  With jet pack, 80 mph (128.7 km). Swimming (minus jet pack): 8 
  mph ( 1 2.8 km; 6.8 knots). Swimming (with jet pack): 30 mph (48 
  km; 25.8 knots) on surface and 40 mph (64 km; 34.4 knots) under­
  water. 
  Bonuses: None. 
  Laser Finger: Mega-Damage: ID6 M.D. per blast. Rate of Fire: Equal 
  to number of attacks per melee round. Range: 300 feet (91 m). Pay­
  load: Unlimited. 
  Shoulder Weapon System: Mega-Damage (Ion Blaster): 3D6 M.D. 
  (single blast) 
  or 6D6 M.D. (double 
  blast). 
  Mega-Damage 
  (Vibro-Swords): Each does 2D6 M.D.; add ID6 M.D. for every 20 
  mph (32 km) of speed if raking/cutting while swimming or flying. 
  Rate of Fire: Equal to number of attacks per melee round. Range: 
  1 ,200 feet (366) for ion blasters. Payload: Unlimited. 
  Black Market Cost: 4 million credits. 
  Aqua-Tech Orca-tOO Deep Sea Power Armor 
  Manufacturer: Triax. Also produced by Atlantis, and the Black Mar­
  ket (Underseas, p. 141). 
  Main Body M.D.C.: 480 
  Physical Strength: P.S. 45. 
  Quentin Milton (Order #31246997)
  
  Speed: Running: 40 mph (64 km). Leaping: 1 0  feet (3 m). Swimming 
  (minus jet pack): 8 mph (12.8 km; 6.8 knots). Swimming (with jet 
  pack): 30 mph (48 km; 25.8 knots) on surface and 40 mph (64 km; 
  34,4 knots) underwater. 
  Bonuses: None. 
  Right Shoulder Weapon Cluster: Mega-Damage (particle beam): 
  ID6x1O M.D. (single blast), 2D6x1O (double blast), 3D6xlO M.D. 
  (triple blast). Mega-Damage (laser): 3D6 M.D. per blast. Rate of 
  Fire: Equal to number of attacks per melee round. Range: Particle 
  beams: 600 feet ( 1 83 m) underwater, 1,200 (366 m) above surface. 
  Laser: 3,000 feet (914 m). Payload: Unlimited. 
  Left Shoulder Weapon Cluster: Mega-Damage (mini-missiles: 
  ID6x1O M.D. Mega-Damage (twin lasers): 3D6 M.D. (single blast), 
  6D6 M.D. (double blast). Rate of Fire (mini-missiles): Single shot 
  or volleys of two or three. Rate of Fire (twin lasers): Equal to num­
  ber of attacks per melee. Range (mini-missiles): One mile ( 1 .6 km). 
  Range (twin lasers): 3,000 feet (914 m). Payload: Six mini-missiles. 
  Unlimited laser payload. 
  Other Weapons: Blue-Green Head Laser. 
  Black Market Cost: 12 million credits. 
  T -21 Terrain Hopper 
  Manufacturer: Triax (Triax & NGR, p. 39). 
  Main Body M.D.C.: 1 70 
  Physical Strength: P.S. 20. 
  Speed: Running: 40 mph (64 km). Leaping: 1 5  feet (4.6 m) up or 
  across. Jet assisted leap (stationary) up to 200 feet (6 1 m) up or 
  across. Jet assisted leap (moving) up to 300 feet (9 1.5 m) long and 
  up to 50 feet (1 5.3 m) high. Limited Flight: Hover up to 200 feet (61 
  m), or fly up to 100 mph (160 km). Cruising speed is 60 mph (96 
  km). Flying Endurance: Two hours. 
  Bonuses: + I to strike (long-range), + I to parry and dodge (HTH), auto­
  matically +2 to dodge if power jumping. 
  Black Market Cost: 500,000 credits. 
  T -C20 Terrain Hopper 
  Manufacturer: Triax (Triax & NGR, p.41). 
  Main Body M.D. C.: 200 
  Physical Strength: P.S. 23. 
  Speed: Running: 40 mph (64 km). Leaping: 1 5  feet (4.6 m) up or 
  across. Jet assisted leap (stationary) up to 200 feet (61 m) up or 
  across. Jet assisted leap (moving) up to 300 feet (91.5 m) long and 
  up to 50 feet (1 5.3 m) high. Limited Flight: Hover up to 200 feet (61 
  m), or fly up to 100 mph (160 km). Cruising speed is 60 mph (96 
  km). Flying Endurance: Two hours. 
  Bonuses: +1 to strike (long-range), +1 to parry and dodge (HTH), auto­
  matically +2 to dodge if power jumping. 
  Forearm Lasers (2): Mega-Damage: ID6 M.D. or 3D6 M.D. per sin­
  gle blast. Rate of Fire: Equal to number of melee attacks. Range: 
  2,000 feet (610 m). Payload: Unlimited. 
  Back-Mounted Mini-Missile Launcher: Mega-Damage: 
  ID4x1O 
  M.D. (armor piercing) or ID6xlO M.D. (plasma). Rate of Fire: Sin­
  gle shot or volleys of two. Range: One mile ( 1 .6 km). Payload: Six. 
  Black Market Cost: 750,000 credits. 
  T-31 Super Trooper Robot Destroyer 
  Manufacturer: Triax (Triax & NGR, p,42). 
  Main Body M.D.C.: 250 
  Physical Strength: P.S. 30. 
  Speed: Running: 40 mph (64 km). Leaping: 12 feet (3.6 m) up or 
  across; jet assist up to 60 feet ( 1 8.3 m) high or 100 feet (30.5 m) 
  across. 
  Bonuses: +2 to strike on all weapon systems except MAE-3. 
  F4-Dual Fusion Shoulder Launchers (2): Mega-Damage: 2D6xlO 
  M.D.; blast area is 10 feet (3 m). Rate of Fire: One or two. Range: 
  300 feet (91.5 m). Payload: Four; two per launcher. 
  MAE-3 Hand Charges (Maysies): Mega-Damage (small disks): 
  ID6x1O M.D. with a blast area of 5 feet ( 1 .5 m). Mega-Damage 
  (large disk): 2D4x1 O  M.D. with a blast area of 10 feet (3 m). Rate 
  of Fire: One per melee action. Range: Can throw up to ID4xlO+30 
  yards/meters. Payload: Three; two small and one large. 
  Other Weapons: Leg Mini-Missile Launchers, RVB-3 1 Vibro-Blade, 
  LGL-3 1 Grapnel & Launcher, PL-3 1 Palm Laser Torch (2). 
  Black Market Cost: 1.8 million credits. 
  T -550 Glitter Boy 
  Manufacturer: Triax (Triax & NGR, p,45). 
  Main Body M.D.C.: 650 
  Physical Strength: P.S. 30. 
  Speed: Running: 60 mph (96 km). Leaping: 10 feet (3 m) standing; 15 
  feet (4.6 m) running. 
  Bonuses: +2 to strike with Boom Gun, + 1 on initiative, +2 to roll with 
  impact, -I to dodge (-3 when pylons are engaged). 
  TX-550 Boom Gun: Mega-Damage: 3D6xlO M.D. Rate of Fire: Equal 
  to number of melee attacks per round. Range: 1 1 ,000 feet (3.2 km). 
  Payload: 1 00 rounds. 
  TX-550 Anti-Personnel Laser: Mega-Damage: 3D6 M.D. per blast. 
  Rate of Fire: Equal to number of attacks per melee. Range: 1 ,000 
  feet (305 m). Payload: Unlimited. 
  Other Weapons: TX-550 Mini-Missile Launchers (4), Vibro-Sword 
  (right arm). 
  Black Market Cost: 60+ million credits; none have yet surfaced on the 
  Black Market, however. No availability. 
  TXD-I00 Ultra Deep Sea Power Armor 
  Manufacturer: Triax (Underseas, p. 1 95). 
  Main Body M.D.C.: 400 
  Physical Strength: P.S. 34. 
  Speed: Running: 20 mph (32 km). Leaping: With thrusters, 60 feet 
  ( 1 8.3 m). Flying: 40 mph (64 km); max altitude 1,000 feet (305 m). 
  Underwater: 60 mph (96 km; 5 1 .6 knots). 
  Bonuses: None. 
  Mini-Torpedoes: Mega-Damage: ID6xl0 M.D. Rate of Fire: Single 
  21 8 
  Quentin Milton (Order #31246997)
  
  shot or volleys of two or five. Range: One mile ( 1 .6 kIn). Payload: 
  Ten total; five per wing. 
  TXT-tO Ultra Mini-Torpedo Drum Launcher: Mega-Damage: 3D6 
  M.D. to a 30 foot radius (9. 1 m) underwater and half that radius on 
  land. Rate of Fire: Single shot or volleys of two, four or eight. 
  Range: 1 ,000 feet (305 m). Payload: 56 (!). 
  Other Weapons: Forearm Lasers, Head Lasers, TXD-Ol Sonic Beam 
  Gun. 
  Black Market Cost: Unavailable, but would cost 4 million credits 
  were it otherwise. 
  Tritonia 
  Man-O-War Dolphin & Orca Combat Armor 
  Manufacturer: Tritonia (Underseas, p.82). 
  Main Body M.D.C.: 225 (Dolphin size); 330 (Orca size). 
  Physical Strength: Not applicable. 
  Speed: Water Surface: 40 mph (64 kIn; 34.4 knots). Underwater: 45 
  mph (72 kIn; 38.7 knots). 
  Bonuses: + 1 to dodge, +3 to strike with ranged weapons. 
  Forward Blue-Green Laser Turret: Mega-Damage: ID6 M.D. (sin­
  gle shot); 2D6 M.D. to 7D6 M.D. (simultaneous volley). Rate of 
  Fire: Each shot or volley counts as one attack. Range: 1 ,200 feet 
  (366 m). Payload: Unlimited. 
  Rail Guns (2): Mega-Damage: ID4 M.D. (single round); ID4x1O 
  (burst). Rate of Fire: Each shotlburst counts as one attack. Range: 
  1 ,200 feet (366 m) underwater, 3,000 feet (914) above water. Pay­
  load: 4,800 rounds, 120 bursts (60 per gun). 
  Other Weapons: Blade Fins. 
  Black Market Cost: 1 .5 million credits (nuclear), one million credits 
  (solar), add one million credits for Orca size. 
  Merbot Power Armor 
  Manufacturer: Tritonia (Underseas, p. l0l). 
  Main Body M.D.C.: 300 
  21 9 
  Physical Strength: P.S. 40. 
  Speed: Running: 40 mph (64 kIn). Swimming: 50 mph (80 kIn). 
  Bonuses: None. 
  Wrist Laser: Mega-Damage: 4D6 M.D. per blast. Rate of Fire: Equal 
  to number of attacks per melee. Range: 2,000 feet (61 0  m). Payload: 
  Unlimited. 
  Torpedo Launcher: Mega-Damage: ID6x1O M.D. Rate of Fire: Sin­
  gle shot or volleys of two or four. Range: One mile ( 1 .6 kIn). Pay­
  load: Four total; two per launcher. 
  Other Weapons: M-90 "Beach Stormer" Multi-Weapon Assault Sys­
  tem. 
  Black Market Cost: 3 million credits. 
  Sea-Snake Class Fast Scout Power Armor 
  Manufacturer: Tritonia (Underseas, p.8 1 ). 
  Main Body M.D.C.: 145 
  Speed: Water Surface: 60 mph (96 kIn; 5 1 .6 knots) Underwater: 70 
  mph ( 1 12 kIn, 60.2 knots). 
  Bonuses: +2 to dodge. 
  Forward Blue-Gren Laser Turret: Mega-Damage: 2D6 M.D. per 
  blast. Rate of Fire: Equal to number of attacks per melee. Range: 
  2,000 feet (61 0  m). Payload: Unlimited. 
  Mini-Torpedoes: Mega-Damage: ID6x1O M.D. Rate of Fire: Single 
  shot or in volleys of two, three and four. Range: One mile ( 1 .6 kIn). 
  Payload: 12. 
  Black Market Cost: 900,000 credits (nuclear) or 560,000 credits (so-
  lar). 
  Sea Tiger Killer Whale Combat Armor 
  Manufacturer: Tritonia (Underseas, p. 83). 
  Main Body M.D.C.: 430 
  Physical Strength: Not applicable. 
  Speed: Water Surface: 35 mph (56 kIn; 30 knots). Underwater: 40 mph 
  (64 kIn; 34.4 knots). 
  Bonuses: + 1 to dodge, +3 to strike with ranged weapons. 
  Forward Blue-Green Pulse Laser: Mega-Damage: 2D6 M.D. (single 
  shot), 4D6 M.D. (double blast), 6D6 M.D. (triple blast). Rate of 
  Fire: Each shot or multiple burst counts as one attack. Range: 2,500 
  feet (762 m). Payload: Unlimited. 
  Rail Guns (2): Mega-Damage: ID4 M.D. (single shot), ID4xlO M.D. 
  (burst). Rate of Fire: Each shot or burst counts as one attack. Range: 
  1,200 feet (366 m) underwater; 3,000 feet (914 m) above water. 
  Payload: 9,600 rounds (240 short bursts; 120 per gun). 
  Other Weapons: Ram Fin, Mini-Torpedo Tubes. 
  Black Market Cost: 2.6 million credits (nuclear); 1 .7 million credits 
  (solar). 
  Unicorn Scout Class "Killer Whale" 
  Power Armor 
  Manufacturer: Tritonia (Underseas, p. 84). 
  Main Body M.D.C.: 450 
  Physical Strength: Not applicable, 
  Speed: Water Surface: 32 mph (5 1 kIn, 27.5 knots). Underwater: 38 
  mph (60.8 kIn; 32.6 knots). 
  Bonuses: + 1 to dodge, +2 to strike with ranged weapons. 
  Forward Blue-Green Pulse Laser: Mega-Damage: 2D6 M.D. (single 
  shot), 4D6 M.D. (double pulse). The laser can also be fired simulta­
  neously with the ion gun, inflicting 7D6 M.D. (double pulse is not 
  possible when both guns are fired). Rate of Fire: Each shot or multi­
  ple burst counts as one attack. Range: 2,500 feet (762 m). Payload: 
  Unlimited. 
  Forward Ion Blaster: Mega-Damage: 5D6 M.D. per blast or 7D6 
  M.D. when fired simultaneously with the Pulse Laser. Rate of Fire: 
  Each shot or multiple shot counts as a single attack. Range: 1 ,200 
  feet (366 m) underwater or 2,000 feet (61 0  m) above water. Pay­
  load: Unlimited. 
  Other Weapons: Unicorn Lance. 
  Quentin Milton (Order #31246997)
  
  Black Market Cost: 2.4 million credits (nuclear), 1 .5 million credits 
  (solar). 
  Robot Vehicles 
  -
  • 
  Only notable robot vehicles are presented in this section. Again, due 
  to space restraints, only a summary of the basic and most essential stats 
  are presented. Skelebots and other "true" robots are not presented, nor 
  are A.R.C.H.I.E. 3 creations. Also, robot vehicles that employ magic in 
  any way, such as the Manoan Lictor Assault Robot, are not included. 
  Sorry. 
  Robot Vehicle Basics 
  All robot vehicles, regardless of make or manufacturer, have the fol­
  lowing features: 
  1. Nuclear Powered: Which means they have an effectively unlim­
  ited fuel capacity and power source. Average life: 1 5  to 20 years. 
  2. Radar: Can identifY and track up to 48 targets simultaneously at 
  a range of 30 miles (48 km). 
  3. Combat Computer: Calculates, stores, and transmits data onto 
  the heads-up display (H.U.D.) of the pilot's helmet. It is tied to the tar­
  geting computer. 
  4. Targeting Computer: Assists in tracking and identification of 
  enemy targets. 30 mile range (48 km). 
  5. Laser Targeting System: Assists in the selection and focusing of 
  specific targets and adds a bonus of + 1 to strike when using long-range 
  weapons. Does not apply to hand to hand combat or SAMAS. 
  6. Radio Communication: Long-range, directional communication 
  system with an effective range of about 500 miles (800 km), as well as 
  220 
  a directional, short-range radio. Range is 5 miles (8 km). Plus a built-in 
  loudspeaker; 80 decibels. 
  7. External Audio Pickup: A sound amplification listening system 
  that can pick up a whisper 300 feet (91.5 m) away. 
  8. Spotlights: Most will have at least one or two spotlights. Typical 
  range is 600 feet ( 1 82 m). 
  9. Ejector Seat: In case of an emergency, the pilot and crew can be 
  instantly ejected (about 1000 feetl305 m) and parachute to safety. 
  10. Self-Destruct: A last resort measure to prevent one's robot from 
  being captured by the enemy. The explosive damage is fairly self con­
  tained, destroying most of the internal systems with 2D6xlO M.D. 
  However, it is very likely (0 1-89% chance) that the nuclear power sys­
  tem will spew forth deadly levels of radiation after the blast! 
  1 1. Voice Actuated Locking System: The robot's access hatch is 
  sealed by an automatic locking system. A six digit spoken code pro­
  grammed to a specific voice(s) pattern (six voice memory) is standard 
  operating procedure. A manual key-pad is provided in case of system 
  failure/override. 
  12. Complete Environmental Pilot and Crew Compartment: The 
  compartment can usually seat 2 to 6 people and is reinforced to protect 
  the people from Mega-Damage. It is air tight, pressurized and suitable 
  for use in all hostile environments, including underwater (500 footl1 52 
  m max. depth) and space. The following features are included. 
  • Computer controlled life support system. 
  • Internal cooling and temperature control. 
  • Air purification and circulation systems, gas filtration, humidi­
  fier/dehumidifier 
  automatically 
  engages 
  when needed. 
  Can 
  Quentin Milton (Order #31246997)
  
  recirculate breathable air for up to four weeks before getting too 
  stale to breathe. 
  • Computer controlled, independent oxygen supply and purge system 
  that automatically engages in low oxygen or contaminated air envi­
  ronments. Twelve hour oxygen supply. 
  • Insulated, high temperature resistant shielding for up to 400 degrees 
  centigrade. Normal fires do no damage. Nuclear, plasma, and magic 
  fires do full damage. 
  • Radiation shielding. 
  • Polarized and light sensitive/adjusting tinted visor. 
  Robots from around the world 
  Coalition States 
  CR-003 Spider-Skull Walker 
  CR-004 Scout Spider-Skull Walker 
  CR-OOS Scorpion-Skull Walker 
  CSN-006 Sea-Spider Walker 
  IAR-2 Abolisher 
  IAR-3 Skull Smasher 
  IAR-4 Hellraiser 
  IAR-S Hellfrre 
  UAR-1 Enforcer 
  Japan 
  AT-lOS3 Ka-Kuma "Big Bear" 
  AT-1063 Hi-Tora "Fire Tiger" 
  IR-201 S  Kani "Crab Walker" 
  IR-2020 Wrecker 
  IR-2040 Destroyer 
  IR-20S0 Apocalypse 
  IR-2060 Banshee 
  IR-2070 Gemini 
  IR-4000 Tatsu "Dragon" 
  Miscellaneous (World Wide) 
  Free Quebec: QR-1 Enforcer Prime 
  Free Quebec: QR-2 Abolisher Prime 
  Free Quebec: QR-3 Guardian 
  Gargoyle Empire: G-40 Gurgoyle Super Bot 
  Kittani ATY-RY War Crab 
  Kittani Tyrannosaurus 
  Mindwerks: M-1600 Bear 
  Native American: THAR-06 Thunderbird 
  Native American: UWS-HAR-02 Uktena 
  Native American: WH-GAR-06 Wolf 
  Naut'Yll: DD-2 Deathbringer 
  Northern Gun: NG-Y7 Hunter Mobile Gun 
  Northern Gun: NG-MS6 Multi-Bot 
  Northern Gun: NG-YIO Super Robot Vehicle 
  Poland: TC-R3 Missileer 
  Poland: TC-RS Gargoyle Stopper 
  Naruni Enterprises 
  DK-AR500 Death-Knight 
  N-SR20 Nomad 
  O-AR600 Ovoid 
  South America 
  Arkhon: AB-1 7  Great Cyclops 
  Columbia: G9A Jaguar 
  Columbia: G-1 8B Aguirre 
  GATY-5 Galapagos 
  SHAB-I 0  Mastodon 
  Titan Robotics (North America) 
  EX-S Behemoth Explorer Robot 
  TR-OOI Titan Combat Robot 
  TR-002 Titan Exploration and Light Combat Robot 
  TR-003 Titan Reconnaissance Robot 
  Triax 
  X-l OA Predator 
  X-60 Flanker Urban Defender 
  X-SOO Forager 
  X-S3S Hunter 
  X-S4S Super Hunter 
  X-622 Bug 
  X-82 1 Landcrab 
  X-l OOO Ulti-Max 
  X-2000 Dyna-Max 
  X-2S00 Black Knight 
  X-2700 Dragonwing 
  X-SOOO Devastator 
  Coalition States 
  221 
  CR-003 Spider-Skull Walker 
  Manufacturer: Coalition States (Rifts Ultimate Edition, p. 250). 
  Crew: Two: pilot and co-pilot; can seat six additional passengers. 
  Main Body M.D. C.: SOO 
  Physical Strength: P.S. SO. 
  Speed: Running: 80 mph (128 km). 
  Bonuses: + 1 on ranged weapons. 
  C-l00R Spider Rail Guns (2): Mega-Damage: 2D4 M.D. (single 
  shot); 2D4xlO M.D. (burst); 4D4x1O M.D. (dual burst). Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 6,000 
  feet ( 1 ,828 m). Payload: 20,000 rounds (2S0 bursts) per gun. 
  CR-4T Laser Turrets (2): Mega-Damage: 6D6 M.D. Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 4,000 feet 
  ( 1,220 m). Payload: Unlimited. 
  Other Weapons: Smoke Dispenser. 
  Black Market Cost: 36 million credits. Only three have been known to 
  make it onto the Black Market in the last 25 years. The distinctive­
  ness of the craft makes it easy for Coalition troops to spot - and de­
  stroy - it. 
  CR-004 Scout Spider-Skull Walker 
  Manufacturer: Coalition States (Coalition War Campaign, p. 146). 
  Crew: Two: pilot and gunner; can hold two additional passengers. 
  Main Body M.D.C.: 280 
  Physical Strength: P.S. 40. 
  Speed: Running: 100 mph ( 1 60 km). Leaping: 10 feet (3 m) high or 20 
  feet (6. 1 m) across. 
  Quentin Milton (Order #31246997)
  
  Bonuses: +l on initiative, + 1  on dodge, prowl/hide at 44%+2% per 
  level of the pilot. 
  C-I04 Tri-Barrel Rail Guns (2): Mega-Damage: ID4x1O (single 
  burst); 2D4x1 O  (double burst). Rate of Fire: Equal to the number of 
  attacks per melee round. Range: 6,000 feet ( 1 ,828 m). Payload: 
  10,000 rounds ( 1 66 bursts) per gun. 
  CR-2T Laser Turret: Mega-Damage: 5D6 M.D. Rate of Fire: Equal 
  to the number of attacks per melee round. Range: 2,000 feet (6 10 
  m). Payload: Unlimited. 
  Other Weapons: Mini-Missile Launchers (2), Smoke Dispenser. 
  Black Market Cost: 22 million credits; currently unavailable on the 
  Black Market, despite intense illegal efforts to make them so. 
  CR-005 Scorpion-Skull Walker 
  Manufacturer: Coalition States (Coalition War Campaign, p. 148). 
  Crew: Two: pilot and gunner. 
  Main Body M.D.C.: 200 
  Physical Strength: P.S. 45. 
  Speed: Running: 50 mph (80 km). 
  Bonuses: + 1 on initiative; prowl/hide at 480/0+2% per level ofthe pilot. 
  Tail Rail Guns (3): Mega-Damage: ID4x1O M.D. (single burst); 
  2D4x1 O  M.D. (double burst); 3D4x1O M.D. (triple burst). Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 4,000 
  feet ( 1 ,220 m). Payload: 8,000 rounds (200 bursts) per gun. 
  Tail Lasers (2): Mega-Damage: 3D6 M.D. (single blast); 6D6 M.D. 
  (double blast). Rate of Fire: Equal to the number of attacks per me­
  lee round. Range: 2,000 feet (61 0  m). Payload: Unlimited. 
  Other Weapons: Tail Multiple Missile Launcher, Tail Mini-Missile 
  Launcher, Skull Double-Barreled Lasers, Smoke Dispenser. 
  Black Market Cost: No cost; currently unavailable to the Black Mar­
  ket. Exclusive to the Coalition States. 
  CSN-006 Sea-Spider Walker 
  Manufacturer: Coalition States (Coalition Navy, p. 53). 
  Crew: Three: pilot, co-pilot and gunner. 
  Main Body M.D. C.: 670 
  Physical Strength: P.S. 50. 
  Speed: Running: 80 mph (128 km) on dry land. 30 mph (48 km; 25.8 
  knots) underwater. Underwater Propulsion System: 25 mph (40 km; 
  2 1 .5 knots). 
  Bonuses: None. 
  C-llOR Rail Guns (2): Mega-Damage: ID4x1O M.D. (burst; one 
  gun); 2D4x1 O  M.D. (burst; both guns). Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 6,000 feet (1,828 m). 
  Payload: 8,000 rounds (200 bursts) per weapon. 
  CT-36 Mini-Torpedo Launchers (ll): Mega-Damage: ID6x1O M.D. 
  underwater; ID4x1O M.D. on the surface. Rate of Fire: Single shot 
  or volleys of two, four, six, eight, ten or twelve. Range: One mile 
  ( 1 .6 km). Payload: 48; 4 per launcher. 
  Other Weapons: CR-4T DP Laser Turrets (2), Mine Laying Unit. 
  Black Market Cost: 38 million credits, but these have not yet been 
  seen on the Black Market so far. That, Black Marketeers insist, is 
  only a matter of time. 
  IAR-2 Abolisher 
  Manufacturer: Coalition States (Coalition War Campaign, p. 136). 
  Crew: Six: pilot, co-pilot, communications officer, gunners (3). 
  Main Body M.D.C.: 590 
  Physical Strength: P.S. 60. 
  222 
  Speed: Running: 70 mph (1 12 km). Leaping: 20 feet (6. 1 m) high or 
  across; 01-70% chance of falling over upon landing because this 
  thing's so damn top heavy. 
  Bonuses: +4 to parry, +1 to strike (ranged). 
  C-144 Auto-Cannons (6): Mega-Damage: 2D4x1O M.D. (single 
  blast); 4D4xl0 M.D. (double blast). Rate of Fire: 2, 4, 6, or 12 times 
  per melee. Range: 6,000 feet (1,828 m). Payload: 240 rounds. 
  CR-3T Dual Laser Turret: Mega-Damage: 4D6 M.D. Rate of Fire: 2 
  per melee. Range: 2,000 feet (6 10 m). Payload: Unlimited. 
  Other Weapons: Top Gunner's Hatch can accommodate a light weap­
  ons mount, like a man-portable rail-gun. 
  Black Market Cost: 80 million credits. Rarely available. 
  IAR-3 Skull Smasher 
  Manufacturer: Coalition States (Coalition War Campaign, p. 137). 
  Crew: Five: pilot, co-pilot, communications officer, gunners (2). Can 
  accommodate two additional passengers. 
  Main Body M.D.C.: 990 
  Physical Strength: P.S. 60. 
  Speed: Running: 90 mph (144 km). Leaping: 30 feet (9. 1 m) high or 
  across with a short running start. 
  Bonuses: +2 to roll with impact, +2 on initiative, +2 to strike in Hand 
  to Hand combat, +4 to parry, +2 to dodge, +3 to pull punch. 
  Heavy Laser Cannon: Mega-Damage: ID6x1O M.D. Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 6,000 feet 
  ( 1,828 m). Payload: Unlimited. 
  Double-Barreled Particle Beam Cannon: Mega-Damage: ID4x1O 
  M.D. (single blast); 2D4x1O M.D. (double blast). Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 1,400 feet 
  (426.7 m). Payload: Unlimited. 
  Other Weapons: Medium-Range Missile Launchers (2), Mini-Missile 
  Launchers (3), Double-Barreled, Forearm Ball-Laser Turrets. 
  Black Market Cost: 74 million credits, however, these 'bots are exclu­
  sive to the Coalition and have not yet appeared on the Black Mar­
  ket. 
  Quentin Milton (Order #31246997)
  
  IAR-4 Hellraiser 
  Manufacturer: Coalition States (Coalition War Campaign, p. 140). 
  Crew: Two: pilot and gunner. 
  Main Body M.D.C.: 200 
  Physical Strength: P.S. 50. 
  Speed: Running: 90 mph (144 Ian). Leaping: 20 feet (6. 1 m) high or 
  across. 
  Bonuses: +3 to roll with impact, +2 on initiative, +2 to strike in Hand 
  to Hand combat, +2 to parry, +2 to dodge, +4 to pull punch. 
  H-4 Quatro Gun: Mega-Damage: 206 M.D. (Short-Range Laser); 
  406 M.D. (Long-Range Laser); ID4xl0 M.D. (Particle Beam); ID6 
  M.D.l2D6 M.D. (TorchIFlame Thrower). Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 1,000 feetl305 m 
  (Short-Range Laser); 3,000 feetl914 m (Long-Range Laser); 1 ,400 
  feetl426.7 m (Particle Beam); 1 00 feetl30.5 m (Torch). Payload: 
  Unlimited. 
  H-40 Plasma Ejector: Mega-Damage: ID4x1O M.D. Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 2,000 feet 
  (61 0  m). Payload: Unlimited. 
  Other Weapons: H-L24 Double-Barreled Laser Turret, HV-60 
  Vibro-Claw. 
  Black Market Cost: 47 million credits; currently unavailable on the 
  Black Market; exclusive to the Coalition. 
  IAR-5 Hellfire 
  Manufacturer: Coalition States (Coalition War Campaign, p. 143). 
  Crew: Two: pilot and gunner. 
  Main Body M.D.C.: 480 
  Physical Strength: P.S. 45. 
  Speed: Running: 1 20 mph (192 Ian). Leaping: 30 feet (9. 1 m) high or 
  across; jet assist to 60 feet ( 1 8.3 m) high or across. 
  Bonuses: +3 to roll with impact, +3 on initiative, +2 to strike in Hand 
  to Hand combat, +2 to dodge (+4 when running or leaping). 
  HF-36 Hellfire Rail Guns (2): Mega-Damage: I D4x1O M.D. (single 
  burst); 2D4x1O M.D. (double burst). Rate of Fire: Equal to the num­
  ber of attacks per melee round. Range: 4,000 feet ( 1,220 m). Pay­
  load: 10,000 rounds (250 bursts) per gun. 
  HF-36 Double-Barreled Plasma Ejector: Mega-Damage: 506 M.D. 
  (single blast); ID6x1O M.D. (double blast). Rate of Fire: Equal to 
  the number of attacks per melee round. Range: 1,600 feet (488 m). 
  Payload: Unlimited. 
  Other Weapons: Mini-Missile Launchers (2), HF- 12 Laser Turrets (2). 
  Black Market Cost: 25 million credits; currently unavailable on the 
  Black Market; 'bot is exclusive to the Coalition. 
  223 
  UAR-l Enforcer 
  Manufacturer: Coalition States (Rifts Ultimate Edition, p. 249). 
  Crew: One or two. 
  Main Body M.D.C.: 350 
  Physical Strength: P.S. 40. 
  Speed: Running: 60 mph (96 km). Leaping: 1 5  feet (4.6 m) high or 
  across. Add 10 feet (3 m) for a running start. 
  Bonuses: + 1 to strike on ranged weapons. 
  C-50R Enforcer Rail Gun: Mega-Damage: ID6 M.D. (single round); 
  ID6x1O M.D. (burst). Rate of Fire: Equal to the number of attacks 
  per melee round. Range: 4,000 feet ( 1 ,220 m). Payload: 20,000 
  rounds (250 bursts). 
  CR-6 Medium-Range Rocket Launcher: Mega-Damage: 2D6x1O 
  M.D. Rate of Fire: Single shot or volleys of two, three or four. 
  Range: 80 miles ( 1 28 km). Payload: 6. 
  Other Weapons: CR-1O Short-Range Rocket Launchers (2), CR-20 
  Mini-Missile Turret, CR-2T Laser Turrets (2), Smoke Dispenser. 
  Black Market Cost: 28 million credits. 
  Skelebots 
  Manufacturer: Coalition States (Coalition War Campaign, p. 122). 
  Note: These are not robot vehicles but are famous enough to men­
  tion where the full range of Skelebots and their descriptions can be 
  found. 
  Japan Robots 
  ArmaTech: AT -1053 Ka-Kuma "Big Bear" 
  Manufacturer: ArmaTech Industries (Japan, p. 1 59). 
  Crew: Four: pilot, co-pilotlcommunications officer, gunners (2). 
  Main Body M.D. C.: 590 
  Physical Strength: P.S. 50. 
  Speed: Running: 40 mph (64 Ian). 
  Bonuses: None. 
  AT-1053 Rail Cannons (2): Mega-Damage: 2D6x1 O  M.D. with a blast 
  radius of 80 feetl24.4 m (Frag); 3D4x1O M.D. to a blast radius of 30 
  feetl9. 1  m (High Explosive); 4D6x1O M.D. to a blast radius of 1 00 
  feetl30.5 m (Nuke). Rate of Fire: Four total per melee round; two 
  shots per gun per melee round. Range: 7 miles (1 1 .2 km). Payload: 
  1 00 rounds (50 per gun) in any combination. 
  AT-2400 Rail Gun: Mega-Damage: 2D4x1O M.D. (burst). Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 6,000 
  feet (1 ,828 m). Payload: 9,000 rounds ( 1 50 bursts). 
  Other Weapons: Shoulder Mini-Missile Launchers (2), Forearm 
  Short-Range Missile Launcher (I), Belly Laser Turret, Flame­
  throwers (2), Light Particle Beam Head Lasers (2). 
  Black Market Cost: 38 million credits. 
  ArmaTech: AT-I063 Hi-Tora "Fire Tiger" 
  Manufacturer: ArmaTech Industries (Japan, p. 161). 
  Crew: Three: pilot, co-pilotlcommunications officer, gunner. Room for 
  one additional passenger. 
  Main Body M.D.C.: 500 
  Physical Strength: P.S. 40. 
  Speed: Running: 60 mph (96 Ian). Leaping: 30 feet (9. 1 m) high or 
  across. 
  Bonuses: +4 to parry, +3 to dodge, +2 to strike in Hand to Hand com­
  bat. 
  Light Particle Beam Head Blasters: Mega-Damage: ID4x1O M.D. 
  (single blast); 2D4x1O M.D. (double blast). Rate of Fire: Equal to 
  the number of attacks per melee round. Range: 1,200 feet (365 m). 
  Payload: Unlimited. 
  Mouth Flamethrower: Mega-Damage: 306 M.D. plus 01 -90% chance 
  of igniting combustibles. Rate of Fire: Equal to the number of at­
  tacks per melee round. Range: 200 feet (61 m). Payload: 50 blasts. 
  Other Weapons: Flamethrowers (4), Laser Fingers (2), Chest Spray. 
  Black Market Cost: 32 million credits. 
  Quentin Milton (Order #31246997)
  
  Ichto: IR-2015 Kani "Crab Walker" 
  Manufacturer: Ichto Robotics (Japan, p. 1 64). 
  Crew: One; can hold an additional four passengers. 
  Main Body M.D.C.: 200 
  Physical Strength: P.S. 28. 
  Speed: Running: 40 mph (64 km). Underwater (thrusters): 35 mph (56 
  km; 30 knots). 
  Bonuses: +2 to dodge (+4 underwater), +2 to roll with impact, +1 at­
  tack per melee at levels six and twelve. 
  Short-Range TorpedolMissile Launcher: Mega-Damage: 2D4xlO 
  M.D. (HE) or 1D6xlO M.D. (Plasma). Rate of Fire: Single shot or 
  volleys of two, three or four. Range: 5 miles (8 km). Payload: 8. 
  Belly Laser Turret: Mega-Damage: 206 M.D. (single blast); 406 
  M.D. (double blast). Rate of Fire: Equal to the number of attacks 
  per melee round. Range: 1,800 feet (549 m). Payload: Unlimited. 
  Other Weapons: Forward Mini-TorpedolMissile Launch Tubes (2), 
  Forearm Laser Torch, Plasma Torch/Cutter. 
  Black Market Cost: 4 million credits; H-Brand sells a knock-off for 
  only 3.2 million credits, but it only comes with a tape deck, not a 
  CD player. 
  Ichto: IR-2020 Wrecker 
  Manufacturer: Ichto Robotics (Japan, p. 1 65). 
  Crew: Two: pilot and co-pilot. Can hold one additional passenger. 
  Main Body M.D.C.: 480 
  Physical Strength: P.S. 48 (24 for small arms). 
  Speed: Running: 40 mph (64 km). Leaping: 10 feet (3 m) high and 20 
  feet (6. 1 m) across. 
  Bonuses: + 1 attack per melee at levels four, eight and twelve. 
  Forearm Buzz-Saws (2): Mega-Damage: 506 M.D. Rate of Fire: 
  Equal to the number of attacks per melee round. Range: Melee. Pay­
  load: Unlimited. 
  Plasma Cutter: Mega-Damage: Four settings: 
  ID6x1O S.D.C., 
  3D6x1O S.D.C., 306 M.D., and 1D4xlO M.D. Rate of Fire: Equal to 
  the number of attacks per melee round. Range: 20 feet (6. 1 m). Pay­
  load: Unlimited. 
  Other Weapons: Laser Torch, Fusion Block Compartment, Optional 
  Laser Turrets ( l or 2), Optional Shoulder Mini-Missile Launchers 
  (2), Optional Back Missile Launcher. 
  Black Market Cost: 1 1  million; H-Brand knock-off sells for 10 mil­
  lion, or an upgraded version with better weapons and armor for 14 
  million. 
  Ichto: IR-2040 Destroyer 
  Manufacturer: Ichto Robotics (Japan, p. 168). 
  Crew: One pilot. 
  Main Body M.D.C.: 420 
  Physical Strength: P.S. 38 ( 1 9  for small arms). 
  Speed: Running: 60 mph (96 km). Leaping: 10 feet (3 m) high or 
  across; 25 feet (7.6 m) high or across with a short running start. 
  Bonuses: + 1 additional attack per melee at levels five, ten and fifteen. 
  + 1 on initiative, + 1 to strike, +2 to parry, +3 to dodge, +3 to roll 
  with impact. 
  Shoulder Mini-Missile Launchers (2): Mega-Damage: Varies with 
  missile type. Rate of Fire: One at a time, or in volleys of 2, 3, or 4. 
  Range: Usually about a mile. Payload: 16 total; 8 in each launcher. 
  IR-60 Rail Gun: Mega-Damage: 1D4xl0 full burst; 206 short burst. 
  Rate of Fire: Equal to the number of hand to hand attacks per melee 
  round. Range: 4,000 feet (1 ,220 m). Payload: 2400 rounds per stan­
  dard drum (60 full bursts or 240 short bursts. Small drum: 1200 
  rounds (30 full or 120 short bursts). Clip with 200 rounds (5 full 
  bursts). 
  Other Weapons: Forearm Lasers (2), Laser Torch, Grenade Storage 
  Compartment. 
  Black Market Cost: 12 million credits. 
  224 
  Ichto: IR-2050 Apocalypse 
  Manufacturer: Ichto Robotics (Japan, p. 1 70). 
  Crew: Four: pilot, co-pilot/communications officer, gunners (2). 
  Main Body M.D.C.: 625 
  Physical Strength: P.S. 50. 
  Speed: Running: 40 mph (64 km). 
  Bonuses: None. 
  High-Powered Laser Cannons (2): Mega-Damage: ID4xl0 M.D. 
  (single blast); 2D4x1 O  M.D. (double blast). Rate of Fire: Equal to 
  the number of attacks per melee round. Range: 6,000 feet ( 1,828 m). 
  Payload: Unlimited. 
  Belly Rail Gun: Mega-Damage: 2D4x1O M.D. (burst). Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 6,000 feet 
  ( 1,828 m). Payload: 12,000 rounds (200 bursts). 
  Other Weapons: Medium-Range Missile Launchers (2), Chest 
  Mini-Missile Launchers (4), Forearm Lasers (2), Plasma Belly Gun, 
  Leg Mini-Missile Launchers (4), Main Weapon Arms, Unmanned 
  Drone Aircraft. 
  Black Market Cost: 68 million credits; replacement drone aircraft cost 
  one million credits. Neither are very available on the open market. 
  Ichto: IR-2060 Banshee 
  Manufacturer: Ichto Robotics (Japan, p. 1 73). 
  Crew: Two: pilot and co-pilot/gunner. 
  Main Body M.D.C.: 400 
  Physical Strength: P.S. 40. 
  Speed: Running: 60 mph (96 km). Leaping: 1 5  feet (4.6 m) high or 
  across; 100 feet (30.5 m) high or across. Flight: 260 mph (41 6  km); 
  max altitude is 6,000 feet ( 1,828 m). Can fly 1 0  hours at max speed 
  before overheating. 
  Bonuses: +2 on initiative, + 1 to strike, + 1 to parry, +2 to dodge (+4 
  when flying), +3 to pull punch, +2 to roll with fall or impact, + 1  at­
  tack per melee at levels five and ten. 
  Sonic Cannon: Mega-Damage: 1D6xlO M.D. plus 306 M.D. to a 1 0  
  Quentin Milton (Order #31246997)
  
  foot (3 m) diameter around the blast area. Double effect underwater. 
  Rate of Fire: Equal to the number of attacks per melee round. 
  Range: 2,000 feet (61 0  m); double underwater. Payload: Unlimited. 
  Wing Mini-Missile Launchers (2): Mega-Damage: 5D6 M.D. (Frag) 
  or lD6xlO M.D. (plasma). Rate of Fire: Single shot or in volleys of 
  two, four or five. Range: One mile ( 1 .6 km). Payload: 20; 10 mis­
  siles per launcher, usually 5 of each type. 
  Other Weapons: Light Wrist Lasers (2), Forearm Vibro-Swords (2). 
  Black Market Cost: 28 million credits. Fair to good availability. 
  Ichto: IR-2070 Gemini 
  Manufacturer: Ichto Robotics (Japan, p. 1 76). 
  Crew: Two: pilot and co-pilot/gunner; room for one additional passen-
  ger. 
  Main Body M.D.C.: 500 
  Physical Strength: P.S. 45. 
  Speed: Running: 50 mph (80 km). Leaping: 10 feet (3 m) high or 15 
  feet (4.6 m) across. 
  Bonuses: +2 on initiative (when invisible), + 1 to strike, + 1 to parry, + 1 
  to dodge (+4 when invisible), +2 to roll with impact, +2 attacks per 
  melee, + 1 additional attack per melee at levels five and ten. 
  Shoulder Mini-Missile Launchers (2): Mega-Damage: ID4xlO M.D. 
  (armor piercing) or ID6xlO M.D. (plasma). Rate of Fire: Single 
  shot or volleys of two, three or four. Range: 3,000 feet (9 14 m). 
  Payload: 24; 12 per launcher. 
  Other Weapons: Forearm Vibro-Sword, Optional IR-120 Rail Gun. 
  Black Market Cost: Not available on the market. Should a Gemini 
  prototype make its way out of Ichto hands, it could go for 50 million 
  credits or more. 
  Ichto: IR-4000 Tatsu "Dragon" 
  Manufacturer: Ichto Robotics (Japan, p. 1 78). 
  Crew: Four: pilot, co-pilot/communications/radar operator, gunners 
  (2). 
  Main Body M.D.C.: 1 ,000 
  225 
  Physical Strength: P.S. 50. 
  Speed: Running: 40 mph (64 km). 
  Bonuses: +1 to strike with tiny hands, +2 to strike with head/bite, +2 to 
  strike with tail/weapons, +2 to parry with horns, +4 to parry with 
  tail, +3 to dodge for the head, + 1 to dodge for entire body, +2 to roll 
  with impact. 
  Mouth Plasma Cannon: Mega-Damage: ID4xlO M.D. Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 1,600 feet 
  (487 m). Payload: Unlimited. 
  Mouth Plasma Thrower: Mega-Damage: 3D6 M.D. plus 01 -90% 
  chance of igniting combustibles. Rate of Fire: Equal to the number 
  of attacks per melee round. Range: 200 feet (61 m). Payload: 50 
  shots. 
  Other Weapons: Snout Mini-Missile Launchers (2), Biting Head and 
  Horns, Palm Lasers (2), Shoulder Missile Launcher, Tail Laser, Pre­
  hensile Tail. 
  Black Market Cost: Not available on the open market. Production cost 
  is 750 million credits per unit. 
  Miscellaneous Robots 
  (Worldwide) 
  Free Quebec: QR-l Enforcer Prime 
  Manufacturer: Free Quebec (Free Quebec, p. 63). 
  Crew: One or two. 
  Main Body M.D.C.: 350 
  Physical Strength: P.S. 40. 
  Speed: Running: 60 mph (96 km). Leaping: 1 5  feet (4.6 m) high or 
  across. Add 1 0  feet (3 m) for a running start. 
  Bonuses: + 1 to strike on ranged weapons. 
  C-50R Enforcer Rail Gun: Mega-Damage: ID6 M.D. (single round); 
  ID6xl0 M.D. (burst). Rate of Fire: Equal to the number of attacks 
  per melee round. Range: 4,000 feet ( 1 ,220 m). Payload: 20,000 
  rounds (250 bursts). 
  CR-6 Medium-Range Rocket Launcher: Mega-Damage: 2D6x lO 
  M.D. Rate of Fire: Single shot or volleys of two, three or four. 
  Range: 80 miles ( 128 km). Payload: 6. 
  Other Weapons: CR-IO Short-Range Rocket Launchers (2), CR-20 
  Mini-Missile Turret, CR-2T Laser Turrets (2), Smoke Dispenser. 
  Black Market Cost: 28 million credits. 
  Free Quebec: QR-2 Abolisher Prime 
  Manufacturer: Free Quebec (Free Quebec, p. 65). 
  Crew: Six: pilot, co-pilot, communications officer, gunners (3). 
  Main Body M.D. C.: 590 
  Physical Strength: P.S. 60. 
  Speed: Running: 70 mph ( 1 12 km). Leaping: 20 feet (6. 1 m) high or 
  across; 01-70% chance of falling over upon landing because this 
  thing's so damn top heavy. 
  Bonuses: +4 to parry, + 1 to strike (ranged). 
  C-144 Auto-Cannons (6): Mega-Damage: 2D4xl O  M.D. (single 
  blast); 4D4xl O  M.D. (double blast). Rate of Fire: 2, 4, 6, or 12 times 
  per melee. Range: 6,000 feet ( 1 ,828 m). Payload: 240 rounds. 
  CR-3T Dual Laser Turret: Mega-Damage: 4D6 M.D. Rate of Fire: 2 
  per melee. Range: 2,000 feet (61 0  m). Payload: Unlimited. 
  Other Weapons: Top Gunner's Hatch can accommodate a light weap­
  ons mount, like a man-portable rail-gun. 
  Black Market Cost: 80 million credits. Rarely available. 
  Free Quebec: QR-3 Guardian 
  Manufacturer: Free Quebec ( Free Quebec, p. 66). 
  Crew: Two: pilot and gunner. 
  Main Body M.D.C.: 560 
  Physical Strength: P.S. 50. 
  Speed: Running: 1 00 mph ( 1 60 km). Leaping: 20 feet (6. 1 m) high or 
  across. 
  Quentin Milton (Order #31246997)
  
  Bonuses: Elite Robot Combat: Guardian provides the following bo­
  nuses: +3 to roll with impact, + I on initiative, + 1 to strike in Hand 
  to Hand combat, +2 to parry, +2 to dodge, +4 to pull punch. 
  GP-03 Particle Beam Cannon: Mega-Damage: ID6xlO+ 1 0  M.D. 
  Rate of Fire: Equal to the number of attacks per melee round. 
  Range: 2,000 feet (610 m). Payload: 60 shots. Weapon recharges at 
  a rate of one shot every three minutes. 
  Forearm Laser Turret: Mega-Damage: 4D6 M.D. Rate of Fire: Equal 
  to the number of attacks per melee round. Range: 2,000 feet (610 
  m). Payload: Unlimited. 
  Other Weapons: Retractable Vibro-Blade, Folding Missile Launchers 
  (2), Mini-Missile Shoulder Launchers, Leg Mini-Missile Launchers 
  (2). 
  Black Market Cost: Not sold on the open market. Production cost is 
  3 1  million credits. 
  Gargoyle Empire: G-40 Gurgoyle Super Bot 
  Manufacturer: Undetermined (Mindwerks, p. 79). 
  Crew: Three: pilot, gunner and supervisor. 
  Main Body M.D.C.: 2,550 
  Physical Strength: P.S. 60. 
  Speed: Running: 35 mph (56 km). 
  Bonuses: A total of 10 attacks per melee round. +3 to strike from 
  punches, +4 to parry, +2 to roll with impact, +2 to pull punch. 
  Ion Finger Blasters (8): Mega-Damage: 2D6 M.D. (single finger); 
  4D6 M.D. (two fingers); 6D6 M.D. (three fingers); ID4x l0+8 M.D. 
  (four fingers) or 2D4xlO+8 (from full blast from both hands at 
  once). Rate of Fire: Equal to the number of attacks per melee round. 
  Range: 2,000 feet (61 0  m). Payload: Unlimited. 
  . 
  Microwave Beam Weapons: Mega-Damage: SPECIAL! BasIcally, 
  these things cook people alive. Rate of Fire: Equal to the number of 
  attacks per melee round. Range: 200 feet (6 1 m). Payload: Unlim­
  ited. 
  226 
  Other Weapons: Concealed Mini-Missile Launchers (2), Retractable 
  Ball and Chain (2). 
  Black Market Cost: Unavailable. Exclusive to the Gargoyle Empire. 
  Kittani ATV -RV War Crab 
  Manufacturer: Kittani (Underseas, p. 181). 
  Crew: Two: pilot and gunner. 
  Main Body M.D.C.: 600 
  Physical Strength: P.S. 50. 
  . 
  Speed: Running: 20 mph (32 km). Underwater: 20 mph (32 km) usmg 
  jet thrusters or walking. 
  Bonuses: None. 
  Quad-Plasma Cannon Turret: Mega-Damage: ID6xlO M.D. (single 
  blast); 2D6xlO M.D. (double blast); 3D6xlO M.D. (triple blast); 
  4D6xlO M.D. (quadruple blast). Rate of Fire: Equal to the number 
  of attacks per melee round. Range: 1,000 feet (305 m) underwater, 
  3,000 feet (914 m) in air. Payload: Unlimited. 
  Forward Rail Guns (2): Mega-Damage: ID4xlO M.D. (burst). Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 2,000 
  feet (61 0  m) underwater, 4,000 feet ( 1,220 m) in air. Payload: 1,000 
  short bursts per gun. 
  Other Weapons: Right Weapon Turret, Rear Laser Mini-Turrets (2), 
  Leg Spikes, Crab-Man Heat Beam, Crab-Man Shoulder Spikes, 
  Crab-Man Claws. 
  Black Market Cost: Has never been sold in any marketplace. The Co­
  alition or Triax would pay 50 to 100 million credits for a complete, 
  undamaged suit. If the Kittani should sell the armor, they could eas­
  ily get 30 to 40 million credits per unit. 
  Kittani Tyrannosaurus 
  Manufacturer: Kittani (South America, p. 83). 
  Crew: Two: pilot and gunner. Can hold another two passengers. 
  Main Body M.D.C.: 600 
  Physical Strength: P.S. 60. 
  Speed: Running: 80 mph (128 km). 
  Bonuses: + I attack at levels one and seven. +2 to strike and parry, + I 
  to dodge. 
  Twin-Barrel Pulse Canons (2): Mega-Damage: 5D6 M.D. (single 
  blast); ID6xlO M.D. (dual blast), 2D6xl0 M.D. (quad blast). Rate 
  of Fire: Equal to the number of attacks per melee round; maximum 
  six shots per round. Range: 6,000 feet (1,828 m). Payload: Unlim­
  ited. 
  Belly Rail Gun: Mega-Damage: ID6xlO M.D. (burst). Rate of Fire: 
  Equal to the number of attacks per melee round, up to six bursts per 
  round. Range: 4,000 feet (1 ,220 m). Payload: 4,000 rounds (100 
  bursts). 
  Other Weapons: Shoulder Medium-Range Missile Launchers (2), 
  Concealed Mini-Missile Launchers (2), Head Laser Cannon (2). 
  Black Market Cost: 1 00 million credits. Sold only to Splugorth allies; 
  never on the open market. 
  Mindwerks: M-1600 Bear 
  Manufacturer: Mindwerks (Mindwerks, p. 3 1 ). 
  Crew: One; can hold one more passenger. 
  Main Body M.D.C.: 580 
  Physical Strength: P.S. 50. 
  Speed: Running: 60 mph (96 km). Leaping: 25 feet (7.6 m) high and 
  50 feet ( 1 5  m) across from a running start. 
  Bonuses: + I attack per melee at levels one, three, six and ten. + I on 
  initiative, +3 to strike, +3 to parry, +2 to dodge, +2 to roll with im­
  pact, +2 to pull punch. 
  Multi-Weapon Arm: Mega-Damage: 3D6 M.D. (laser); ID4xlO M.D. 
  (ion beam); ID6xl0 M.D. (particle beam), 2D4xl 0+20 M.D. (ion 
  and particle beam dual blast). Rate of Fire: Equal to the number of 
  attacks per melee round. Range: 3,000 feet (914 m). Payload: Un­
  limited. 
  Quentin Milton (Order #31246997)
  
  Laser Knuckle Blasters: Mega-Damage: 3D6 M.D. (single blast); 
  6D6 M.D. (dual blast); ID6xlO M.D. (triple blast). Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 3,000 feet 
  (914 m). Payload: Unlimited. 
  Other Weapons: Canister Grenade Launch Tubes (2), Top-Mounted 
  Mini-Missile Launchers (2), Tri-Barrel Head Blaster (2), Forearm 
  Vibro-Sword. 
  Black Market Cost: Not sold. Exclusive to Mindwerks. 
  Native American: THAR-06 Thunderbird 
  Manufacturer: Native American (Spirit West, p. 1 92). 
  Crew: Two: pilot and gunner. 
  Main Body M.D.C.: 350 
  Physical Strength: P.S. 48. 
  Speed: Running: 60 mph (96 km). Leaping: 20 feet (6. 1 m) high and 
  30 feet (9 m) across; jet assist to 50 feet (1 5.2 m) high and 1 00 feet 
  (30.5 m) across. Flight: 600 mph (960 km). Max altitude is 30,000 
  feet (9, 144 m). 
  Bonuses: +2 attacks per melee at level one; + 1 additional attack at lev­
  els six and twelve. + 1 on initiative, +2 to strike, +2 to parry, +2 to 
  dodge (+4 in flight), +3 to roll with impact, +3 to pull punch. 
  Multi-Barrel Rail Gun: Mega-Damage: 2D4 M.D. (single shot); 
  ID4xlO M.D. (burst). Rate of Fire: Equal to the number of attacks 
  per melee round. Range: 2,000 feet (61 0  m). Payload: 4,000 rounds 
  ( 1 00 bursts). 
  Particle Beam Cannon: Mega-Damage: ID6x1O M.D. Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 2,000 feet 
  (610 m). Payload: Unlimited. 
  Other Weapons: Mini-Missile Launchers (12), Medium-Range Mis­
  sile Launchers (2). 
  Black Market Cost: Not sold in any market outside the preserves. If 
  one were to make it to the black market, it would sell for up to 20 
  million credits and another 20 million credits for its experimental 
  targeting system. 
  Native American: UWS-HAR-02 Uktena 
  Manufacturer: Native American (Spirit West, p. 1 89). 
  Crew: Three: pilot, co-pilot and gunner. 
  Main Body M.D.C.: 635 
  Physical Strength: P.S. 50. 
  Speed: Running: 75 mph (120 km). Underwater: 30 mph (48 km; 25.8 
  knots) Water Surface: 40 mph (64 km; 34.4 knots). Rearing: Can 
  not leap, but it can rear back on its hind legs and reach out to 45 feet 
  (13.8 m). 
  227 
  Bonuses: +1 attack per melee round at levels five and ten. +2 to strike, 
  +3 to parry, +2 to roll with impact, +2 to dodge underwater. 
  Laser Particle Beam Cannons (2): Mega-Damage: ID6xlO M.D. 
  (single blast); 2D6xl O  M.D. (double blast). Rate of Fire: Equal to 
  the number of attacks per melee round. Range: 3,000 feet (9 14 m). 
  Payload: 40 shots per gun. 
  Plasma Cannon: Mega-Damage: 2D6xl0 M.D. Rate of Fire: Equal to 
  the number of attacks per melee round. Range: 1,200 feet (365 m). 
  Payload: Unlimited. 
  Other 
  Weapons: 
  Laser 
  Turret, 
  Mini-Missile 
  Launchers 
  (2), 
  Long-Range Missile Launchers (2), Rapid-Fire Pulse Laser. 
  Black Market Cost: Not sold in any market outside the preserves. If 
  one were to make it to the black market, it would sell for up to 100 
  million credits. 
  Native American: WH-GAR-06 Wolf 
  Manufacturer: Native American (Spirit West, p. 1 94). 
  Crew: Three: pilot, gunner and communications officer. 
  Main Body M.D.C.: 480 
  Physical Strength: P.S. 50. 
  Speed: Running: 1 60 mph (256 km). Leaping: 40 feet ( 12.2 m) high 
  and 60 feet ( 1 8.3 m) across but can reach 60 feet ( 1 8.3 m) high and 
  1 20 feet (36.6 m) across with a running start of 1 00 feet (30.5 m) or 
  more. 
  Bonuses: +2 attacks per melee round at level one, and +I attack at lev­
  els four, eleven and fifteen. 
  Dual Particle Beam (2): Mega-Damage: ID6xlO M.D. (single blast); 
  2D6xlO M.D. (dual blast). Rate of Fire: Equal to the number of at­
  tacks per melee round. Range: 2,000 feet (610 m). Payload: Unlim­
  ited. 
  Dual Laser Cannons (2): Mega-Damage: 2D6+2 M.D. (single blast); 
  ID4xlO (triple pulse blast); 2D4xl0 M.D. (triple pulse blast from 
  both guns). Rate of Fire: Equal to the number of attacks per melee 
  round. Range: 4,000 feet ( 1,220 m). Payload: Each gun can fire 100 
  times per hour before requiring recharging. 
  Other Weapons: Shoulder Mini-Missile Launchers. 
  Black Market Cost: Not sold in any market outside the preserves. If 
  one were to make it to the black market, it would sell for up to 25 
  million credits. 
  Naut'Yll: DD-2 Deathbringer 
  Manufacturer: Naut'Yll (Underseas, p. 158). 
  Crew: Two: pilot and gunner; can hold another two passengers. 
  Main Body M.D.C.: 500 
  Physical Strength: P.S. 55. 
  Speed: Running: 50 mph (80 km) on dry land, 24 mph (38 km) under­
  water. Underwater: Thrusters give speed of 35 mph (56 km; 30 
  knots). 
  Bonuses: None. 
  Particle Wave Canon Turret: Mega-Damage: ID6xl0+6 M.D. (sin­
  gle blast); 2D6xl O+ 12 M.D. (double blast); 3D6xlO+20 M.D. (tri­
  ple blast). Rate of Fire: Equal to the number of attacks per melee 
  round. Range: 5,000 feet ( 1,524 m). Payload: Unlimited. 
  Concealed Laser Gun: Mega-Damage: 6D6 M.D. Rate of Fire: Equal 
  to the number of attacks per melee round. Range: 6,000 feet ( 1,828 
  m). Payload: Unlimited. 
  Other Weapons: Heavy TorpedolMissile Launchers (2), Medium Tor­
  pedolMissile Launchers (2), Mini-TorpedolMissile Launcher. 
  Black Market Cost: Not sold to outsiders. Would fetch 25 to 40 mil-
  lion credits from the Black Market, Atlantis or pirates. 
  Northern Gun: NG-V7 Hunter Mobile Gun 
  Manufacturer: Northern Gun (Sourcebook One Revised, p. 52). 
  Crew: Three: pilot, co-pilot and gunner; can accommodate another 
  four passengers. 
  Main Body M.D.C.: 410 
  Physical Strength: P.S. 40. 
  Speed: Running: 70 mph ( 1 1 2  km). Leaping: 20 feet (6. 1 m) high and 
  Quentin Milton (Order #31246997)
  
  20 feet (6. 1 m) lengthwise. 01-62% chance of toppling upon land­
  ing, due to poor balance. 
  Bonuses: None. 
  NG-H155 Howitzer Rail Gun: Mega-Damage: ID6x1O M.D. (single 
  blast) or 2D6x1O (double blast). Rate of Fire: Equal to the number 
  of attacks per melee round. Range: 6,000 feet ( 1,828 m). Payload: 
  80,000 rounds (2,000 single bursts) per drum. 
  Forearm Rocket Launchers (2): Mega-Damage: ID6xl0 M.D. 
  (plasma). Rate of Fire: Equal to the number of attacks per melee 
  round. Range: 2,000 feet (6 10 m). Payload: Unlimited. 
  Other Weapons: NG-330 Heavy Laser. 
  Black Market Cost: 40 million credits. 
  Northern Gun: NG-MS6 Multi-Bot 
  Manufacturer: Northern Gun (Sourcebook One Revised, p. 53). 
  Crew: Two: pilot and co-pilot/gunner. Can hold an additional six pas-
  sengers. 
  Main Body M.D.C.: 290 
  Physical Strength: P.S. 40. 
  Speed: Running: 60 mph 96 km). Leaping: 10 feet (3 m) high or 
  across;20 feet high or 30 across (9m) with a running start Flight: 
  The robot has a detachable hover craft perched on it that can reach 
  speeds of up to 240 mph (384 km) and has a max altitude of 10,000 
  feet (3,050 m). 
  Bonuses: None. 
  Scissor Medium Missile Launchers: Mega-Damage: 2D4x1O M.D. 
  Rate of Fire: Single shot or volleys of two or three. Range: 40 miles 
  (64 km). Payload: 1 0; five per shoulder. 
  Heavy Ion Cannon: Mega-Damage: 5D6 M.D. Rate of Fire: Equal to 
  the number of attacks per melee round. Range: 4,000 feet ( 1,220 m). 
  Payload: Unlimited. 
  Other Weapons: Concealed Shoulder Mini-Missile Launchers (2), 
  NG-101 Light Rail Gun. 
  Black Market Cost: 22 million credits. 
  Northern Gun: NG-VIO Super Robot Vehicle 
  Manufacturer: Northern Gun (Sourcebook One Revised, p. 61). 
  Crew: One; can hold one additional passenger. 
  Main Body M.D.C.: 350 
  Physical Strength: P.S. 40. 
  Speed: Running: 60 mph (96 km). Leaping: 10 feet (3 m) high or 
  across; 20 feet (6. 1 m) high or 30 feet (9. 1 m) across with a running 
  start. 
  Bonuses: None. 
  Laser-Claw Hand: Mega-Damage: Four settings: ID6 M.D., 2D6 
  M.D., 4D6 M.D., 6D6 M.D. Rate of Fire: Equal to the number of at­
  tacks per melee round. Range: 2,000 feet (61 0  m). Payload: Unlim­
  ited. 
  Other Weapons: Optional NG-202 or TX-500 Rail Gun. 
  Black Market Cost: 1 5  million credits. 
  Poland (Kingdom of Tarnow): TC-R3 Missileer 
  Manufacturer: Kingdom of Tamow (Mindwerks, p. 98). 
  Crew: Two: pilot and gunner. Can hold one extra passenger. 
  Main Body M.D.C.: 330 
  Physical Strength: P.S. 47. 
  Speed: Running: 45 mph (72 km). Leaping: 10 feet (3 m) high or 
  across from a running start. 
  Bonuses: +2 on initiative, +2 to strike, +2 to parry, +2 to dodge, +3 to 
  roll with impact, +4 to pull punch. 
  Forearm Grenade Launchers: Mega-Damage: Varies with grenade 
  type. Rate of Fire: Single shot or volleys of two or four. Range: 35 
  feet ( 1 0.7 m) to 250 feet (76 m) maximum Payload: 80 total; 40 in 
  each arm. 
  Chest Laser: Mega-Damage: 3D6 M.D. Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 2,000 feet (610 m). Pay­
  load: Unlimited. 
  Other Weapons: Mini-Missile Launchers (2), Smoke Dispensers (2). 
  228 
  Black Market Cost: 12 million credits. An unarmed version is avail­
  able for 6 to 8 million credits. 
  Poland: TC-RS Gargoyle Stopper 
  Manufacturer: Kingdom of Tamow (Mindwerks, p. 99). 
  Crew: One: can hold one extra passenger. 
  Main Body M.D.C.: 280 
  Physical Strength: P.S. 40. 
  Speed: Running: 60 mph (96 km). Leaping: 1 5  feet (4.6 m) high or 20 
  feet (6. 1 m) across from a running start. 
  Bonuses: +1 attack per melee at levels one, two, six, 10 and 14. +4 on 
  initiative, +4 to strike, +3 to parry, +2 to dodge, +2 to roll with im­
  pact, +2 to pull punch. 
  Giant-Sized Energy Rifle: Mega-Damage: 3D6 M.D. (single blast); 
  6D6 M.D. (double blast). Rate of Fire: Equal to the number of at­
  tacks per melee round. Range: 8,000 feet (2,438 m). Payload: 40 
  shots. 
  Forearm Rail Gun: Mega-Damage: ID4 M.D. (single shot); 6D6 
  M.D. (burst). Rate of Fire: Equal to the number of attacks per melee 
  round. Range: 4,000 feet ( 1 ,220 m). Payload: 3,000 rounds (100 
  bursts). 
  Other Weapons: Medium-Range Missile Launcher, Mini-Missile 
  Launcher, Hand Weapons, Concealed Shoulder Grenade Launchers 
  (2). 
  Black Market Cost: 20 million credits. 
  Naruni Enterprises 
  DK-ARSOO Death-Knight 
  Manufacturer: Naruni Enterprises (Mercenaries, p. 136). 
  Crew: Three: pilot, co-pilot, gunner. 
  Main Body M.D.C.: 600 
  Physical Strength: P.S. 60. 
  Speed: Running: 70 mph ( 1 12 km). Leaping: 20 feet (6. 1 m) high or 
  across. 
  Bonuses: None. 
  Particle Beam Cannon: Mega-Damage: ID6xl0+1O M.D. Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 6,000 
  feet (1 ,828 m). Payload: Unlimited. 
  Energy Axe: Mega-Damage: 2D6x1O M.D. (energized strike); 2D6 
  M.D. (blunt weapon). Rate of Fire: Equal to the number of attacks 
  per melee round. Range: Melee. Payload: Unlimited. 
  Other Weapons: Missile Launchers (4), Laser Gun, Belly Rail Gun. 
  Black Market Cost: 90 million credits. 
  N-SR20 Nomad 
  Manufacturer: Naruni Enterprises (Mercenaries, p. 1 39). 
  Crew: One. Can hold two additional passengers. 
  Main Body M.D.C.: 470 
  Physical Strength: P.S. 40. 
  Speed: Running: 1 50 mph (240 km). Leaping: 1 5  feet (4.6 m) high or 
  across. 
  Bonuses: None. 
  Rail Gun Turret: Mega-Damage: ID6x1O M.D. (burst). Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 4,000 feet 
  ( 1,220 m). Payload: 1,200 rounds (30 bursts). 
  Mini-Missile Launcher: Mega-Damage: ID6x1O M.D. Rate of Fire: 
  Single shot or volleys of two, three or four missiles. Range: One 
  mile ( 1 .6 km). Payload: 1 6. 
  Other Weapons: Laser Gun, Camouflage System. 
  Black Market Cost: 20 million credits. 
  O-AR600 Ovoid 
  Manufacturer: Naruni Enterprises (Phase World Sourcebook, p. 73). 
  Crew: Two: pilot/gunner and gunner. Can hold another two passen-
  gers. 
  Main Body M.D.C.: 650 
  Quentin Milton (Order #31246997)
  
  Force Field M.D.C.: 320 
  Physical Strength: P.S. 50. 
  Speed: Running: 70 mph (1 12 Ian). Flight: Mach One. 
  Bonuses: None. 
  Plasma Cartridge Machineguns (2): Mega-Damage: 2D6xlO M.D. 
  (burst). Rate of Fire: Equal to the number of attacks per melee 
  round. Range: 2,000 feet (610 m) in an atmosphere; one mile ( 1 .6 
  Ian) in space. Payload: 2,000 rounds (200 bursts) per gun. 
  Rail Guns (2): Mega-Damage: 2D6xlO M.D. (burst). Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 6,000 feet 
  (1,828 m). Payload: 8,000 rounds ( 1 00 bursts) per gun. 
  Other Weapons: Short-Range Missile Launcher, Long-Range Missile 
  Launcher, Laser Guns (2). 
  Black Market Cost: 95 million credits. 
  South America 
  Arkhon: AD-17 Great Cyclops 
  Manufacturer: Arkhon (South America 2, p. 91). 
  Crew: One; can hold another three passengers. 
  Main Body M.D.C.: 750; energy weapons do half damage but kinetic 
  weapons do double damage. 
  Physical Strength: P.S. 55. 
  Speed: Running: 100 mph ( 1 60 Ian). Flight: 400 mph (640 Ian). Can 
  fly six hours at max speed before overheating. 
  Bonuses: + 1 attack per melee at levels one, five and ten. + 1 to dodge 
  at levels one and eight. +2 to roll with punch, fall or impact. 
  Hand Tri-Beam Cannons (2): Mega-Damage: 2D4xlO M.D. (single 
  blast); 4D4xlO M.D. (double blast); double damage to anything ex­
  cept force fields or Arkhon composite armor. Rate of Fire: Equal to 
  the number of attacks per melee round. Range: 4,000 feet (1 ,220 m). 
  Payload: Unlimited. 
  Tri-Beam Guns (2): Mega-Damage: 3D6 M.D. (single blast); 6D6 
  M.D. (double blast); double damage to anything except force fields 
  or Arkhon composite armor. Rate of Fire: Equal to the number of 
  attacks per melee round. Range: 2,000 feet (6 10 m). Payload: Un­
  limited. 
  Other Weapons: Torso Missile Launchers (5), Flechette Machine-gun, 
  Mini-Missile Launchers (2), Smoke Dispensers (2). 
  Black Market Cost: Not for sale. No reconditioned or stolen units 
  have ever made it to market. 
  Colombia: G9A Jaguar 
  Manufacturer: Republic of Colombia (South America, p. 29). 
  Crew: One; can hold another three passengers. 
  Main Body M.D.C.: 320 
  Physical Strength: P.S. 40. 
  Speed: Running: 90 mph (144 Ian). Leaping: 20 feet (6. 1 m) high or 
  across; add 1 0  feet (3 m) if running. 
  Bonuses: + 1 additional attack per melee at levels one, three, seven and 
  twelve. + 1 on initiative, + 1 to strike, +2 to parry, dodge, pull punch, 
  and roll with impact. 
  20mm Autocannon: Mega-Damage: 2D4xl O  M.D. (burst). Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 4,000 
  feet ( 1,220 m). Payload: 4,000 rounds (100 bursts) in the gun; an­
  other 12,000 rounds (300 bursts) stored in the robot's body. 
  Laser Eye Beams (2): Mega-Damage: 6D6 M.D. (dual blast). Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 4,000 
  feet ( 1 ,220 m). Payload: Unlimited. 
  Other Weapons: Mini-Missile Launchers (2). 
  Black Market Cost: 25 million credits. 
  Colombia: G-18D Aguirre 
  Manufacturer: Republic of Colombia (South America, p. 3 1 ). 
  Crew: One; can hold four passengers. 
  Main Body M.D.C.: 380 
  Physical Strength: P.S. 44. 
  229 
  Speed: Running: 60 mph (96 Ian). Leaping: 1 5  feet (4.6 m) high or 
  across. Add 1 0  feet (3 m) when running. 
  Bonuses: + 1 additional attack per melee at levels one, four, eight and 
  twelve. + 1  to strike (+3 with sword), +3 to parry (+5 with sword; +1 
  to parry energy blasts), +2 to dodge, +2 to pull punch, +3 to roll 
  with impact. 
  Giant Vibro-Sword: Mega-Damage: ID6xlO M.D. (energized); 3D4 
  M.D. (unenergized). Rate of Fire: Equal to the number of attacks 
  per melee round. Range: Melee. Payload: Unlimited. 
  Rocket Autocannon: Mega-Damage: ID6xlO M.D. (burst). Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 4,000 
  feet (1 ,220 m). Payload: 4,000 rounds (400 bursts). 
  Other Weapons: Medium-Range Missile Launchers (2), Laser Can­
  nons (2). 
  Black Market Cost: 30 million credits. 
  GATV-5 Galapagos 
  Manufacturer: Silver River Republics (Cordoba & Santiago) (South 
  America 2, p. 1 77). 
  Crew: 14: commander, pilot, navigator/co-pilot, communications/sen-
  sor officer, engineers (2), gunners (8). 
  Main Body M.D.C.: 1 ,800 
  Physical Strength: P.S. 60. 
  Speed: Running: 50 mph (80 Ian). Flying: 200 mph (320 Ian) or 300 
  mph (480 Ian) with head and legs retracted. 
  Bonuses: + I attack per melee at levels one, three, six, and eleven. +2 to 
  strike. NO DODGE. 
  Laser Cannons (2): Mega-Damage: 2D4xlO M.D. (single blast); 
  4D4xlO M.D. (dual blast). Rate of Fire: Equal to the number of at­
  tacks per melee round. Range: 6,000 feet ( 1,828 m). Payload: Un­
  limited. 
  Quad Rail Gun: Mega-Damage: 2D4xl O  M.D. (burst). Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 3,000 feet 
  (914 m). Payload: 24,000 rounds (200 bursts). 
  Other Weapons: Medium-Range Missile Launchers (2), Ion Gun Tur­
  rets (3), MissilelLaser Batteries (4). 
  Black Market Cost: Not for sale. Production cost, per unit, is 550 mil­
  lion credits (subject to credit approval, no money down, 1 .9% 
  APR). 
  SHAD-IO Mastodon 
  Manufacturer: Silver River Republics (Cordoba) (South America 2, 
  p. 1 76). 
  Crew: Five: pilot, co-pilot/gunner, gunners (3). 
  Main Body M.D.C.: 950 
  Physical Strength: P.S. 55. 
  Speed: Running: 70 mph (1 12 km). 
  Bonuses: + I attack per melee at levels one, two, six, and eleven. +2 to 
  parry, +2 to pull punch, +2 to strike and parry with trunk, -2 to 
  dodge (it's slow!). 
  Boom Gun Turret: Mega-Damage: 3D6xlO M.D. Rate of Fire: Equal 
  to the number of attacks per melee round. Range: Two miles (3.2 
  Ian). Payload: 15,000 rounds (75 blasts). 
  Morningstar Trunk: Mega-Damage: 
  ID6xlO M.D. (energized); 
  4D6+6 M.D. (unenergized). Rate of Fire: Equal to the number of at­
  tacks per melee round. Range: Melee. Payload: Unlimited. 
  Other Weapons: Long-Range Missile Launchers (2), Death Mirrors 
  (2), Particle Beam Belly Gun, MLRS Multiple Mini-Missile 
  Launchers (2). 
  Black Market Cost: 200 million credits. 
  Quentin Milton (Order #31246997)
  
  Titan Robotics 
  EX-5 Behemoth Explorer Robot 
  Manufacturer: A pre-Rifts design, but recent evidence shows that the 
  mysterious firm Titan Robotics has resumed production of these ve­
  hicles and is working on a line of variants, including those more 
  suitable for combat (Rifts® Sourcebook One Revised, p. 55). 
  Crew: Three: pilot, co-pilot and communications officer. Can accom­
  modate an additional 30 to 80 passengers, depending on the equip­
  ment load of the vehicle. 
  Main Body MoDo Co: 500 
  Physical Strength: P.S. 40. 
  Speed: Running: 40 mph (64 km). 
  Bonuses: None. 
  Mini-Missile Forearm Launchers (2): Mega-Damage: 5D6 M.D. 
  (frag) or lD6x1O M.D. (plasma). Rate of Fire: Single shot or volleys 
  of two, three or four. Range: One mile ( 1 .6 km). Payload: 48; 24 per 
  arm . 
  230 
  Other Weapons: None, but the enormous size of this vehicle makes it 
  possible to mount up to six other weapons systems on the hull. This 
  vehicle also comes with an advanced sensor package, including a 
  thermo-imager, infrared and ultraviolet optics, infrared searchlights, 
  and enhanced radar. 
  Black Market Cost: 1 00 million credits for a new robot; 30 million for 
  a rebuilt one. 
  TR-OOI Titan Combat Robot 
  Manufacturer: Titan Robotics (Rifts® Ultimate Edition, p. 273). 
  Crew: One; can hold an additional two passengers. 
  Main Body MoDoC.: 370 
  Physical Strength: P.S. 36. 
  Speed: Running: 60 mph (96 km). Leaping: I S  feet (4.6 m) high or 
  across; add 1 0  feet (3 m) with a running start. 
  Bonuses: None. 
  T-OOI Rapid-Fire Rail Gun: Mega-Damage: lD4 M.D. (single round) 
  or ID4x1O M.D. (burst). Rate of Fire: Equal to the number of at­
  tacks per melee round. Range: 4,000 feet ( 1,220 m). Payload: 
  20,000 rounds (250 bursts). 
  T-OOI Medium-Range Rocket Launcher: Mega-Damage: Varies with 
  missile type. Rate of Fire: Single shot or volleys of two, three or 
  four. Range: 80 miles ( 128 km). Payload: 10; 5 per arm . 
  Other Weapons: T-OOI Mini-Missile Leg Launchers (2), T-OOI Laser 
  Turrets. 
  Black Market Cost: 24 million credits. 
  TR-002 Titan Exploration 
  and Light Combat Robot 
  Manufacturer: Titan Robotics (Sourcebook One Revised, p. 109). 
  Crew: One; can accommodate four additional passengers. 
  Main Body MoDoCo: 300 
  Physical Strength: P.S. 32. 
  Speed: Running: 90 mph (144 km). Leaping: 1 5  feet (4.6 m) high or 
  across. Add 10 feet (3 m) with a running start. 
  T-002 Short-Range Rocket Launcher: Mega-Damage: ID4xlO (ar­
  mor piercing) or lD6xl0 M.D. (plasma). Rate of Fire: Single shot 
  or volleys of two, three or four. Range: One mile ( 1 .6 km). Payload: 
  1 0; 5 per launcher. 
  T-002 Laser Ball Turret: Mega-Damage: 3D6 M.D. (single blast) or 
  6D6 M.D. (dual blast). Rate of Fire: Equal to the number of attacks 
  per melee round. Range: 2,000 feet (61 0  m). Payload: Unlimited. 
  Other Weapons: Retractable Vibro-Claws. 
  Black Market Cost: 14 million credits. 
  TR-003 Titan Reconnaissance Robot 
  Manufacturer: Titan Robotics (Sourcebook One Revised, p. I l l). 
  Crew: One; can accommodate one additional passenger. 
  Main Body MoDoC.: 270 
  Physical Strength: P.S. 28. 
  Speed: Running: I SO mph (240 km). Leaping: 1 5  feet (4.6 m) high or 
  across. Add 10 feet (3 m) with a running start. 
  Bonuses: None. 
  T -003 Mini-Laser: Mega-Damage: 3D6 M.D. Rate of Fire: Equal to 
  the number of attacks per melee round. Range: 2,000 feet (610 m). 
  Payload: Unlimited. 
  Other Weapons: None. 
  Black Market Cost: 10 million credits. 
  Quentin Milton (Order #31246997)
  
  Triax 
  DV-12 Dyna Bot 
  Manufacturer: Triax (Sourcebook One Revised, p. 46 & Triax & the 
  NGR, p. 82). 
  Note: This is not a robot vehicle, but a man-sized robot. 
  X-lOA Predator 
  Manufacturer: Triax (Triax and the NGR, p. 49). 
  Crew: One. 
  Main Body M.D.C.: 380 
  Physical Strength: P.S. 40. 
  Speed: Running: 50 mph (80 kIn). Leaping: I S  feet (4.6 m) high or 
  across; jet assist to 100 feet (30.5 m) high or across. Flight: 290 
  mph (464 kIn); max altitude is 500 feet ( 1 52 m). Can fly for 24 
  hours at max speed before overheating. 
  Bonuses: None. 
  X-I0-453A Pulse Cannon: Mega-Damage: 2D4 M.D. (single shot); 
  ID4xlO M.D. (four-shot volley). Rate of Fire: Equal to the number 
  of attacks per melee round. Range: 4,000 feet ( 1,220 m). Payload: 
  Unlimited. 
  Dual Shoulder Mini-Missile Launcher: Mega-Damage: I D4xlO 
  M.D. (armor piercing) or ID6xlO M.D. (plasma). Rate of Fire: One 
  or two. Range: One mile ( 1 .6 km). Payload: Two. 
  Other Weapons: Hand Weapons. 
  Black Market Cost: It used to be that the slightly weaker and slower 
  X-I O  Predator sold in the Americas for 1 .9 million credits. Since the 
  X-I OAs have begun appearing on the Black Market in substantial 
  numbers, many X-l Os have been retrofitted to X-l OA specs and 
  sold at a higher price tag. The going rate now for any X-IO or 
  X-l OA on the Black Market is 2.4 million credits per unit. 
  X-60 Flanker Urban Defender 
  Manufacturer: Triax (Triax and the NGR, p. 5 1 ). 
  Crew: One. 
  Main Body M.D.C.: 380 
  Physical Strength: P.S. 30. 
  Speed: Running: 50 mph (80 km). Leaping: 10 feet (3 m) high or I S  
  feet (4.6 m )  across. 
  Bonuses: +1 to strike, +1 to dodge, +2 to parry. Climb skill at 
  700/0160%. 
  Weapons: Extendable Hydraulic Hands/Arms, Riot Baton Launchers 
  (2), Flip-Top Shoulder Canister Launchers (2), Dual Leg Mini-Mis­
  sile Launchers (2), Energy Rifle or Rail Gun. 
  Black Market Cost: 500,000 credits, very poor availability. 
  X-500 Forager 
  Manufacturer: Triax (Rifts® Sourcebook One Revised, p. 49). 
  Crew: Two: pilot and co-pilot. 
  Main Body M.D.C.: 450 
  Physical Strength: P.S. 40. 
  Maximum Speed: Ground: 60 mph (96 km). Flight: 10 feet (3 m) high 
  or across, 20 feet (6. 1 m) high or 30 feet (9. 1 m) across with a run­
  ning start. 
  Bonuses: None. 
  Dual Shoulder Medium Missile Launchers: Mega-Damage: 2D4xl0 
  M.D. (multi-warhead) or 2D6xl0 M.D. (plasma). Rate of Fire: Sin­
  gle shot or volleys of two or four. Range: 40+ miles (64+ km). Pay­
  load: 16 missiles; 8 per launcher. 
  Ion Belly Gun Turret: Mega-Damage: 4D6 M.D. (single blast) or 
  ID4xlO M.D. (double blast). Rate of Fire: Equal to the number of 
  attacks per melee round. Range: 4,000 feet (1,220 m). Payload: Un­
  limited. 
  Other Weapons: None. 
  Black Market Cost: 22 million credits. 13 million for unarmed labor 
  and exploration models. 
  231 
  X-535 Hunter 
  Manufacturer: Triax (Triax and the NGR, p. 55). 
  Crew: One. 
  Main Body M.D.C.: 300 
  Physical Strength: P.S. 40. 
  Speed: Running: 140 mph (224 km). Leaping: 30 feet (9. 1 m) high or 
  across; 40 feet (12 m) or 60 feet ( 1 8.3 m) across from a running 
  start. 
  Bonuses: +2 to strike, +4 to parry, +3 to dodge, +4 to roll with impact, 
  +4 to pull punch, + I 0% to climb, + I attack per melee round at lev­
  els one, two, four, seven, ten and fourteen. 
  TX-250 Maxi-Rail Gun (l or 2): Mega-Damage: ID4 M.D. (single 
  round); 3D6 M.D. (short burst); 6D6 M.D. (full burst). Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 6,000 feet 
  ( 1 ,828 m). Payload: Each clip holds 300 rounds (10 full bursts). 
  Head Guns (2): Mega-Damage: 3D6 M.D. (short burst) or 6D6 M.D. 
  (long burst). Rate of Fire: Equal to the number of attacks per melee 
  round. Range: 2,000 feet (61 0  m). Payload: 2,000 rounds (66 full 
  bursts or 133 short bursts). 
  Other Weapons: Forearm Mini-Missile Launchers (2), TX-843 Inter­
  changeable Particle Beam Cannon, TX-862FC Interchangeable Re­
  coilless Anti-Aircraft Flak Gun, TX-884I Interchangeable Ion 
  Cannon & Missile Launcher, TX-87 IMM Interchangeable Rotary 
  Missile Drum Launchers (2). 
  Black Market Cost: 12 million credits; add 8 million credits for each 
  of the heavy, long-range weapon systems. 
  X-545 Super Hunter 
  Manufacturer: Triax (Triax and the NGR, p. 60). 
  Crew: One. 
  Main Body M.D.C.: 500 
  Physical Strength: P.S. 50. 
  Speed: Running: 70 mph ( 1 12 km). Leaping: 20 feet (6. 1 m) high or 
  across; 30 feet (9. 1 m) to 40 feet (12.2 m) across with a running 
  start. 
  Bonuses: +2 to strike, +3 to parry, +2 to dodge, +2 to roll with impact, 
  +2 to pull punch, + 1 attack per melee round at levels one, three, six, 
  and ten. 
  TX-250 Maxi-Rail Gun (l or 2): Mega-Damage: ID4 M.D. (single 
  round); 3D6 M.D. (short burst); 6D6 M.D. (full burst). Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 6,000 feet 
  ( 1,828 m). Payload: Each clip holds 300 rounds (10 full bursts). 
  Head Guns (2): Mega-Damage: 3D6 M.D. (short burst) or 6D6 M.D. 
  (long burst). Rate of Fire: Equal to the number of attacks per melee 
  round. Range: 2,000 feet (61 0  m). Payload: 2,000 rounds (66 full 
  bursts or 1 33 short bursts). 
  Quentin Milton (Order #31246997)
  
  Other Weapons: Ion Cannons (2), Shoulder Mini-Missile Launchers 
  (2), Forearm Mini-Missile Launchers (2), Forearm Vibro-Sword, 
  Lower Leg Mini-Missile Launchers (2), Flamethrowers (2). 
  Black Market Cost: 16 million credits. 
  X-622 Bug 
  Manufacturer: Triax (Triax and the NGR, p. 63). 
  Crew: Two: pilot and co-pilot. 
  Main Body M.D.C.: 400 
  Physical Strength: P.S. 40. 
  Speed: Running: 60 mph (96 Ian). Underwater: 30 mph (48 Ian). 
  Bonuses: +1 to strike, +2 to parry, +2 to dodge, +2 to roll with impact, 
  +2 to pull punch, +1 attack per melee round at levels one, three, 
  seven and eleven. 
  TX-150 "Man Killer" Rail Gun: Mega-Damage: ID6xlO M.D. (Ura­
  nium rounds). Rate of Fire: Equal to the number of attacks per me­
  lee round. Range: 4,000 feet ( 1 ,220 m). Payload: 3,000 rounds (100 
  bursts). 
  Rear Laser Turret: Mega-Damage: 2D6 M.D. (single blast) or 6D6 
  M.D. (triple blast), Rate of Fire: Equal to the number of attacks per 
  melee round. Range: 4,000 feet (1 ,220 m). Payload: Unlimited. 
  Other Weapons: Flip-Top Mini-Missile Launcher. 
  Black Market Cost: 9 million credits. 
  X-821 Landcrab 
  Manufacturer: Triax (Triax and the NGR, p. 66). 
  Crew: Two: pilot and co-pilot/gunner. Can hold an additional 12 pas-
  sengers. 
  Main Body M.D.C.: 650 
  Physical Strength: P.S. 60. 
  Speed: Running: 60 mph (96 Ian). Underwater: 30 mph (48 Ian). 
  Bonuses: +1 to strike, +3 to parry, +2 to dodge, +1 to roll with impact, 
  + 1 to pull punch, + 1 attack per melee round at levels one, three, 
  seven and eleven. 
  Particle Beam Cannons (2): Mega-Damage: 2D4xlO M.D. Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 2,000 
  feet (6 10 m). Payload: Unlimited. 
  Rail Guns (2): Mega-Damage: lD4xlO M.D. (burst). Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 4,000 feet 
  (1,220 m). Payload: 2,000 rounds (100 bursts) per gun. 
  Other Weapons: Rear Laser Turrets (2), Concealed Mini-Missile 
  Launcher. 
  Black Market Cost: 14 million credits. 
  X-I000 Viti-Max 
  Manufacturer: Triax (Triax and the NGR, p. 68). 
  Crew: One. 
  Main Body M.D.C.: 400 
  Force Field M.D.C.: 100 
  Physical Strength: P.S. 40. 
  Speed: Running: 44 mph (70 Ian). 
  Bonuses: +2 to strike (ranged combat), + 1 to dodge. 
  VX-180 Maxi-Rail Gun: Mega-Damage: lD6xl0 M.D. (burst). Rate 
  of Fire: Equal to the number of attacks per melee round. Range: 
  6,000 feet ( 1,828 m). Payload: 4,000 rounds (100 bursts). 
  232 
  VX-160 Mini-Missile Launchers (2): Mega-Damage: lD4xlO (armor 
  piercing) or lD6xlO plasma). Rate of Fire: Single shot or volleys of 
  two, four or six. Range: One mile ( 1 .6 Ian). Payload: 30; 1 5  per 
  launcher. 
  Other Weapons: VS- 180 Laser. 
  Black Market Cost: 22 million credits average, but can sell for twice 
  as much for a new, undamaged suit with all weapons. Poor avail­
  ability. 
  X-2000 Dyna-Max 
  Manufacturer: Triax (Triax and the NGR, p. 70). 
  Crew: Two: pilot and co-pilot/gunner. 
  Main Body M.D.C.: 550 
  Physical Strength: P.S. 50. 
  Speed: Running: 70 mph (1 12 Ian) Leaping: 20 feet (6. 1 m) high and 
  across; 30 feet (9 m) high and 1 5  feet (4.6 m) across from a running 
  start. 
  Bonuses: +2 to strike, +4 to parry, +3 to dodge, +4 to roll with impact, 
  +4 to pull punch, +2 attacks per melee round at level one, + 1 attack 
  per melee at levels four, six, nine and twelve. 
  Slammer Missile Launchers (2): Mega-Damage: 2D4xlO M.D. plus 
  stun effect. Rate of Fire: Single shot or in volleys of two. Range: 
  6,000 feet ( 1,828 m). Payload: 8; 4 per launcher. 
  Forearm Lasers (2): Mega-Damage: 4D6 M.D. (single blast) or 
  ID4xlO+6 M.D. (per double blast). Rate of Fire: Equal to the num­
  ber of attacks per melee round. Range: 6,000 feet (1828 m) Payload: 
  Unlimited. 
  Other Weapons: Slammer Shoulder Missile Tubes (4), Forearm 
  Vibro-Swords (2), Rail Gun Appendages (2), Lower Leg Mini-Mis­
  sile Launchers (2), Flamethrowers (2), optional TX-250 Rail Gun. 
  Black Market Cost: 40 million credits. 
  Quentin Milton (Order #31246997)
  
  X-2S00 Black Knight 
  Manufacturer: Triax (Triax and the NGR, p. 73). 
  Crew: Two: pilot and co-pilot/gunner. Can hold four additional passen-
  gers. 
  Main Body M.D.C.: 750 
  Physical Strength: P.S. 50. 
  Speed: Running: 70 mph ( 1 12 kIn). Leaping: 20 feet (6. 1 m) high or 
  across; 30 feet (9. 1 m) high or 40 feet (12.2 m) across with a run­
  ning start. 
  Bonuses: +2 to strike, +4 to parry, +3 to dodge, +2 to roll with impact, 
  +2 to pull punch, +2 attacks per melee round, + 1 attack per round at 
  levels three, six, ten and fourteen. 
  Ion Cannon: Mega-Damage: ID6xlO M.D. Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 4,000 feet ( 1,220 m). 
  Payload: Unlimited. 
  Electro-Mace: Mega-Damage: 4D6 M.D. (blunt); 4D6+1O M.D. (ener­
  gized), ID4x1O M.D. (electrical blasts). Rate of Fire: Equal to the 
  number of attacks per melee round; three electro-blasts per round, 
  max. Range: Melee or 1,000 feet (305 m) for electro-blasts. Pay­
  load: Unlimited. 
  Other Weapons: Forearm Lasers (2), Forearm Vibro-Swords 
  Lower Leg Mini-Missile Launchers (4), Grenade Tubes (8). 
  Black Market Cost: 45 million credits. 
  X-2700 Dragonwing 
  Manufacturer: Triax (Triax and the NGR, p. 75). 
  Crew: Two: pilot and co-pilot/gunner. Can hold an additional two pas-
  sengers. 
  Main Body M.D.C.: 525 
  Physical Strength: P.S. 50. 
  Speed: Running: 40 mph (64 kIn). Leaping: 1 0  feet (3 m). Jet assist to 
  1 00 feet (30.5 m) high or across. Flight: 300 mph (480 km); max al­
  titude is 45,000 feet (13,71 6  m). 
  Bonuses: +2 to strike, +4 to parry, +3 to dodge (+5 in flight), +2 to roll 
  with impact, +2 to pull punch, +2 attacks per melee round at level 
  one, + 1 attack per melee at levels three, six, ten and fourteen. 
  Weapon Arms (2): Mega-Damage: ID4x1O M.D. (single laser blast); 
  2D4x1 O  M.D. (double laser blast); ID4xlO (single ion blast); 
  2D4xlO M.D. (double ion blast); 4D4xl O  M.D. (all weapons -
  quad blast). Rate of Fire: Equal to the number of attacks per melee 
  233 
  round. Quad blasts count as two attacks. Range: 2,000 feet (610 m). 
  Payload: Unlimited. 
  Forward Rapid-Fire Machine-guns (2): Mega-Damage: 2D4 M.D. 
  (single burst); 4D4 M.D. (double burst). Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 4,000 feet ( 1,220 m). 
  Payload: 3,000 rounds ( 1 50 bursts) per gun. 
  Other Weapons: Concealed Chest Missiles, Tail Swivel Laser Mounts 
  (2), Optional Electro-Mace, Optional Slammer Concussion Bombs. 
  Black Market Cost: 45 million credits. 
  X-SOOO Devastator 
  Manufacturer: Triax (Triax and the NGR, p. 79). 
  Crew: Two: pilot and co-pilot/gunner. 
  Main Body M.D.C.: 1 ,500 
  Physical Strength: P.S. 60. 
  Speed: Running: 40 mph (64 kIn). 
  Bonuses: + 1 to strike, + 1 to parry, NO dodge, NO roll with impact, NO 
  pull punch. 
  TX-SOOO Super Laser Cannon: Mega-Damage: ID6xlO M.D. (power 
  blast); 4D M.D. (low-power blasts). Rate of Fire: Equal to the num­
  ber of attacks per melee round. Range: 8,000 feet (2,438 m). Pay­
  load: 50 blasts. 
  TX-SOOI Super Ion Cannon: Mega-Damage: 2D4x lO M.D. Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 4,000 
  feet ( 1 ,220 m). Payload: Unlimited. 
  Black Market Cost: 1 50 million credits. 
  Quentin Milton (Order #31246997)
  
  Vehicles 
  234 
  
  The only way we could squeeze in all (okay, most of) the vehicles 
  from the first 23 Rifts® World Books, Rifts® Mercenaries and the 
  first four Source books was for Bill to create a stripped down stat block 
  with only the most essential information and minus a description. Then 
  I arranged them in an order I thought was easiest to use, by type and 
  sometimes by country or organization. This should serve as a solid, 
  easy to use G.M reference, but for complete descriptions, details, 
  weights and weapons (only the main and secondary gun is listed), one 
  will have to go to the original sourcebook where it appeared. This com­
  pilation includes the most notable or exemplary types of vehicles. Does 
  not include TW vehicles or spacecraft. Robots and power armor are 
  found in a different section. 
  Vehicles by Type or National Powers 
  Aircraft 
  Africa: Robot Spy Wing 
  Arkhon: AF-89 Spikefish 
  Australian: NT-V 40 Viper Helicopter 
  Australian: One- and Two-Man Fliers 
  Free Quebec: GBG-96 Sky-Hawk Aircraft 
  Free Quebec: RHV -60 Reloader 
  Iron Heart: AC-29 Air Castle Bomber 
  Iron Heart: GF- IA Grey Falcon Jet Fighter 
  Iron Heart: IE- 1 5AH Iron Eagle Helicopter 
  Juicer: IFS-I Icarus Flight System 
  Kittani: K-ATV Hover Jet 
  Kittani: K-PF 20 Patrol Flyer 
  Mega-Legion: NAH-50 Neo-Apache Helicopter 
  New Navy: lE- 15AH Striker Helicopter 
  New Navy: S-14 Sea Hawk Jet Fighter 
  NG Sky King Aircraft 
  South America: CH- IOOO Zancudo Helicopter 
  South America: Cibolan Flying Platform 
  Boats & Water Vessels 
  Australian: Slicer Patrol Boat 
  Iron Heart: IH-MC IA Sea King 
  Iron Heart: IH-PB I2 Triton Patrol Boat 
  Iron Heart: IH-TB I2 Black Eel Patrol Boat 
  Kittani: KSM-l OO Splugorth Slaver Mothership 
  Kittani: KY-HSS Slave Raider 
  New Navy: EPC Mark I Trident Submarine 
  New Navy: MEAS Mark I Manta Ray 
  New Navy: MIFV-99 Iwo Jima-Class Troop Transport 
  New Navy: USS Stingray & USS Seadragon Submarines 
  New Navy: USS Ticonderoga Super-Submarine 
  PolandITarnow: TC-B20 Torpedo Boat 
  PolandITarnow: TC-B30 Lightning Patrol Boat 
  PolandITamow: TC-B40 Sea Dart Submarine 
  PolandITarnow: TC-B I00 Walesa Cargo Ship 
  South America: CHB-5 Corsair Hydrobike 
  South America: PTB-20AB Pirahna 
  South America: GB-30C "Black Galleon" Gunboat 
  Tritonia: T-06 Torpedo Sled 
  Tritonia: T -10 Sea Fin Sea Sled 
  Tritonia: T -23CS Bottom Feeder Mini-Submarine 
  UB-20 Basic Underwater Sled 
  UB-300 Mini-Sub 
  Coalition States Vehicles 
  CS Aircraft 
  AFC-023 Sky Cycle (original) 
  AFC-033 Wind Jammer Sky Cycle 
  AFC-050 Death's Head Transport APC 
  AFC-060 Sky Lifter 
  AFC- 1O 1 Command Car 
  AFC- 103 Scarab Officer's Car 
  235 
  AFC-105 Skull Patrol Car 
  AFC- I l l  Scout 
  AFC- 1 1 5 Warbird 
  AFC-1 5 1  Death Bringer 
  CH-IO Black Lightning Helicopter 
  CH-ION Sea Storm Helicopter 
  CH-12 Demon Locust Helicopter 
  CH-12N Sea Wasp Helicopter 
  CSN- 1 1 5  Sea Striker Jet Fighter 
  CSN- 1 1 7  Shrike Jet Fighter 
  CSN- 1 1 8  Dagger Bomber Aircraft 
  Eagle Unmanned Aircraft 
  GA W -F 14 Super Tomcat Jet Fighter 
  Missile MC IA Sea King 
  NA- 1 5  Nightwing Jet Fighter 
  SF-7 Talon Jet Fighter 
  CS Boats 
  AWC-012 Wave Demon 
  CPB-OO 1 Mark I Barracuda Patrol Boat 
  CPB-004 Mark IV Hurricane Patrol Boat 
  Death's Head Underwater Sea Sled 
  CS Jet Ski 
  CSS James Bay Class Destroyers 
  CSS Orca-Class Submarine 
  CSS Revenge Class Destroyers 
  CSS Shark-Class Submarine 
  CVN- I Chi-Town Carrier Class 
  CSN Wasp-Class Amphibious Warship 
  CT -008 Supply-Class Merchant Marine Transport 
  Joseph Prosek-Class Aircraft Carrier 
  SSN-IO Stingray Submarine 
  Coalition APCs & Tanks 
  CS Mark V APC 
  CS Mark VII Slayer 
  CS Mark IX EPC 
  CTX-20 Grinning Skull Tank 
  CTX-50 Line Backer 
  CTX-52 Sky Sweeper 
  CTX-54 Fire Storm Mobile Fortress 
  MLRS Mark lX 
  Heavy Commercial Ground Vehicles 
  Australia: MT -6000 Crawler 
  Australia: NT- 1200 Devil 4x4 
  Bandito Arms: R-IOO Tarantula (a.k.a. NG Spider) 
  Big Boss AT.V. 
  Kittani: Creax Armored Rover 
  Kittani: Insecton Land Rover 
  Kittani: K-ATV Hover Land & Water Skimmer 
  Kittani: K-GTRV Hover Land Skimmer 
  Kittani: K-GTV Hover Land Skimmer 
  Legion 2/20 Snowmobile 
  Mountaineer AT.V. 
  Robot Horses 
  Typical Robot Horse (Mustang, no frills) 
  Hovercycles & Rocket Bikes 
  Africa: Phoenix Sand Skimmer (military) 
  AT.V. Speedster Hovercycle 
  Bronco Scooter 
  Free Quebec: QV -229 Bobcat Hovercycle 
  Kittani: Hover Pods: War Pod (HV-MPC-2 1 6) 
  Kittani Hover Speed Pod HV-MPC-l 13 (one-man version) 
  Legion 50/50 Arctic Hovercycle 
  Quentin Milton (Order #31246997)
  
  Legion SOL Flying Arsenal Hovercycle 
  Manistique: MI-lOlO Desert Fox Hovercycle 
  Manistique: MI-3000 Firefly Hovercycle 
  NG-220 Rocket Hovercycle 
  NG-230 Prowler Hovercycle 
  NG-300 Speedster Hovercycle 
  NG-400 Stinger Hovercycle 
  NG-480 Turbo Hovercycle 
  TriaxiGermany: WR-2020 Shark Hovercycle 
  Wellington: AHB-2000 Assault Hover (Rocket) Bike 
  Jet Packs 
  Falcon 300 Jet Pack 
  Legion-90 Sky Pack 
  Triax T -100 Eagle Military Jet Pack 
  Wilk's Jet Pack 
  Military Vehicles 
  Tanks, APCs & Other Armored War Machines 
  Africa: Phoenix Sand Crawler 
  Arkhon: A-73 "Evil Eye" Military APC 
  Arkhon: T -10 "Porcupine" Tank 
  Free Quebec: QV- I I 9  Cougar Jeep 
  Iron Heart: IH- lB Iron Hammer Tank 
  Iron Heart: IH- I2B Iron Fist Tank 
  Iron Heart: IH-IS Iron Bolt Tank 
  Iron Heart: IH APC-I 0 Iron Maiden APC 
  Kittani: Dragon Dreadnaught 
  Legion Armored Snow Lion APC 
  Megaversal Legion: M6-IFV Neo-Bradley APC 
  Megaversal Legion: MBT-l OA I  Neo-Abrams 
  Naruni: J-2 Juggernaut Tank 
  Naruni: N-I20B Carnivore Mark I Tank 
  New Navy: AMBT-I 2X Merovingian Tank 
  NG BAWW- I20 Cavalry War Wagon 
  PolandlTarnow: T -322 Stinger Tank 
  South America: Columbian Tanks 
  LIT -1 00A, LIT -1 00B, L TT -lOOV Lancero 
  South America: HIT- I I Hussar APC 
  South America: PT-34 Puma Tank 
  Wellington: Rolling Thunder Combat Truck 
  Motorcycles 
  Highway-Man Motorcycle 
  Juicer: Tarantula Combat Jump Bike 
  Kittani: KM-700 Uni-Motorcycle 
  Wastelander Motorcycle 
  Wellington: Road Boss Combat Chopper 
  Russian Vehicles 
  Landflier Hovercycle 
  Novyet Arctic Hoverbike 
  Novyet Big Bear ATV Truck 
  Novyet Explorer-Sku Truck 
  Novyet Landcrawler-Sku Half-Track 
  Novyet Snow-Jetsled Snowmobile 
  SU-S2 Groundthunder Tank 
  SUH-86 Hailstorm Tank 
  SUH-88 Maelstrom Tank 
  Tek-12 YYI l O Bushbike 
  Tek-20 YY21 0  'Borgbike 
  Thundersword Multi-Combat Platform Apc 
  Warrior AH Assault Hoversled 
  War Chariot 
  Warthrone 
  War Wagon/Mechanized Ram 
  Wingrider Flying Wing 
  ZSU 13/14 Thunderbolt Truck 
  ZSU 1 7/18 Bulldog APC 
  Triax & The NGR 
  XM-SO Ambulence Pod 
  XM-60 Field Mechanic Pod 
  XM-70 Covert Operations Pod 
  XM-140 Support Weapon Platform 
  XM-170 Infantry Repair Barge 
  XM- 180 Dragonfly Drop Ship 
  XM-2S0 Medical Hover Station 
  XM-270 Mosquito Air APC 
  XM-27S Lightning Jet Fighter 
  XM-280 Jet Fighter & Bomber 
  XM-288 Supersonic Transport (Aircraft) 
  XM-300 Terror Mini-Tank 
  XM-330 Phantom Tank 
  XM-3S0 Leopard III APC 
  X-MISB-Ol Mobile Infantry Strike Base 
  TriaxINGR Adventuring Vehicles 
  MZ-l O  Wilderness Cruiser 
  WR-I0I0 Land Rover 
  WR-2020 Shark Hovercycle 
  WR-SOSO Super Cargo Hauler 
  WR-SOS4 Mini-Cargo Hauler 
  236 
  Aircraft 
  Africa: Robot Spy Wing 
  Manufacturer: Phoenix Empire (Africa, p. 140). 
  Class: Robot Hover Unit. 
  Crew: None; drone. 
  Main Body M.D.C.: 40 
  Maximum Speed: Flight: 140 mph (224 km); max altitude is 1,000 
  feet (30S m). 
  Maximum Range: Unlimited. 
  Primary Weapon: Camera. 
  Black Market Cost: 40,000 credits (conventional engine); SOO,OOO 
  credits (nuclear engine). 
  Arkhon: AF -89 SpikeflSh 
  Manufacturer: Arkhon (South America Two, p.96). 
  Class: Attack Fighter (air/Space Capable). 
  Crew: One. 
  Main Body M.D.C.: 300 
  Maximum Speed: Flight: Mach 2 in atmosphere, Mach 8 in space. 
  Maximum Range: Unlimited in space, 12 hours before overheating in 
  atmosphere. 
  Quentin Milton (Order #31246997)
  
  Bonuses: None. 
  Double Tri-Beam Cannons (2): Mega-Damage: 2D4xlO M.D., double 
  damage to everything except force/energy fields and Arkhon com­
  posite annor. Rate of Fire: Equal to the number of attacks per melee 
  round. Range: 4,000 feet ( 1 ,220 m). Payload: Unlimited. 
  Missile Pylons: Mega-Damage: Varies with missile type. Rate of Fire: 
  Single shot or volleys of 2, 4 or 8. Range: Varies with missile type. 
  Payload: Eight medium-range missile or four long-range missiles. 
  Black Market Cost: Not for sale. None have ever been captured for re­
  distribution. 
  Australian: NT -V 40 Viper Helicopter 
  Manufacturer: Australian Tech-Cities (Australia, p. 2 1 8). 
  Class: Helicopter. 
  Crew: Four: pilot, co-pilot/communications, two door gunners. Up to 
  six passengers. 
  Main Body M.D.C.: 2 1 0  
  Maximum Speed: Flight: 480 mph (768 km); max altitude is 5,000 
  feet ( 1,524 m). 
  Maximum Range: 500 miles (800 km); unlimited if nuclear. 
  Bonuses: + 1  to strike with ranged weapons, + 1  to dodge, +2 on initia­
  tive. 
  Nose Gun: Mega-Damage: ID4xlO M.D. (burst). Rate of Fire: Equal 
  to the number of attacks per melee round. Range: 4,000 feet ( 1 ,220 
  m). Payload: 4,000 rounds (200 bursts). 
  Mini-Missile Launchers (2): Mega-Damage: ID4xlO M.D. (annor 
  piercing). Rate of Fire: Single shot or volleys of 2 or 4. Range: One 
  mile ( 1 .6 km). Payload: 48; 24 per launcher. 
  Other Weapons: Medium-Range Missile Launchers (2), Door Gunner 
  Turrets (2). 
  Black Market Cost: 3.9 million (nuclear); 1 .8 million (combustion). 
  Australian: One- and Two-Man Fliers 
  Manufacturer: Australian Tech-Cities (Australia, p. 222). 
  Class: Aerial Fighter. 
  Crew: One or two, typically a pilot and gunner. 
  Main Body M.D.C.: 200 to 300. 
  Maximum Speed: Flight: 480 mph (768 km); max altitude is 5,000 
  feet (1 ,524 m). 
  Maximum Range: 500 miles (800 km); unlimited if nuclear. 
  Bonuses: + 1 to strike with ranged weapons, +2 to dodge, + 1 on initia­
  tive. 
  Nose Gun: Mega-Damage: 306+2 M.D. (single blast); ID4xlO M.D. 
  (dual blast). Rate of Fire: Equal to the number of attacks per melee 
  round. Range: 3,000 feet (914 m). Payload: Unlimited. 
  Secondary Guns (2): Mega-Damage: 206 M.D. (single blast); 406 
  M.D. (double blast). Rate of Fire: Equal to the number of attacks 
  per melee round, plus one. Range: 3,000 feet (914 m). Payload: Un­
  limited. 
  Other Weapons: Two Medium-Range Missiles or Four Mini-Missiles 
  per wing, up to two additional light weapons or one additional 
  heavy weapon. 
  Black Market Cost: 2.8 to 6.2 million. These craft vary widely in their 
  performance, annament and styling. 
  237 
  Free Quebec: GBG-96 Sky Hawk Aircraft 
  Manufacturer: Free Quebec (Free Quebec, p. 57). 
  Class: Armored Transport (Glitter Boys). 
  Crew: Four: pilot, co-pilot, communications officer, door gunner. Up 
  to five additional crew. 
  Main Body M.D.C.: 998 
  Maximum Speed: Flight: 440 mph (704 km); max altitude is 6,000 
  feet ( 1 ,829 m). 
  Maximum Range: Unlimited; can fly for 120 hours straight before 
  overheating. 
  Bonuses: None. 
  QL-22 Double-Barreled Laser: Mega-Damage: 306 M.D. (single 
  blast); 606 M.D. (double blast). Rate of Fire: Equal to the number 
  of attacks per melee round. Range: 2,000 feet (6 10 m). Payload: Un­
  limited. 
  Concealed Mini-Missile Launchers (2): Mega-Damage: ID4xlO 
  M.D. (annor piercing) or ID6x1O M.D. (plasma). Rate of Fire: Sin­
  gle shot or volleys of two, three, four or five. Range: one mile ( 1 .6 
  km). Payload: 48; 24 per launcher. 
  Other Weapons: Optional use of 1-6 Glitter Boy Gunners (on running 
  boards - how's that for a drive-by?). 
  Cargo: Can carry 10 Glitter Boys, 12 SAMAS, or 20 human-sized 
  troops or any combination thereof. 
  Black Market Cost: 2.9 million credits. 
  Free Quebec: RHV -60 Reloader 
  Manufacturer: Free Quebec (Free Quebec, p. 60). 
  Class: Military Hover Transport. 
  Crew: Four-Man Glitter Boy Reload Team. 
  Main Body M.D.C.: 328 
  Maximum Speed: Flight: 1 80 mph (288 km); max altitude is 600 feet 
  ( 1 83 m). 
  Maximum Range: Unlimited. Can be used constantly without fear of 
  overheating. 
  Bonuses: None. 
  Weapons: None. 
  Black Market Cost: 2.5 million. The extreme endurance of the engine 
  actually makes these innocuous vehicles favorites among adventur­
  ers and deep recon teams, who never need fear their engines 
  conking out. 
  Iron Heart: AC-29 Air Castle Bomber 
  Manufacturer: Iron Heart Armaments (Mercenaries, p. 1 14). 
  Class: Heavy Bomber. 
  Crew: Fourteen: Pilot, co-pilot, communications engineers (2), gunners 
  (6), flight engineers (4). Can hold five additional passengers. 
  Main Body M.D.C.: 800 
  Maximum Speed: Flight: 800 mph ( 1 ,280 km); max altitude is 50,000 
  feet (1 5,240 m). 
  Maximum Range: Unlimited. Can fly at top speed for 10 hours before 
  overheating. 
  Bonuses: None. 
  Vulcan Laser Turrets (3): Mega-Damage: 2D4x1O M.D. Rate of Fire: 
  Each turret can fire up to six times per melee round. Range: 6,000 
  feet (1 ,828 m). Payload: Unlimited. 
  Auto-Cannon Turrets (3): Mega-Damage: 2D6x100 M.D. (burst). 
  Rate of Fire: Equal to the number of attacks per melee round. 
  Range: 4,000 feet (1,220 m). Payload: 4,000 rounds (200 bursts) per 
  gun. 
  Other Weapons: Bomb Bay (200 heavy bombs), Long-Range Missile 
  Launchers (12). 
  Black Market Cost: 100 million credits (nuclear); 80 million credits 
  (gasoline; very rare). 
  Iron Heart: GF-IA Grey Falcon Jet Fighter 
  Manufacturer: Iron Heart Armaments (Mercenaries, p. 1 13). 
  Class: Supersonic Interceptor. 
  Crew: One. 
  Quentin Milton (Order #31246997)
  
  Main Body M.D.C.: 170 
  Maximum Speed: Flight: Mach 2; max altitude is 40,000 feet (12, 1 92 
  m). 
  Maximum Range: Unlimited; 10 hours of straight use before over­
  heating. 
  Bonuses: None. 
  Wing-Mounted Long-Range Missile Launchers (2): Mega-Dam­
  �:Varies with missile type. Rate of Fire: Single shot or volleys of 
  two. Range: 500 to 1 ,000 miles (800 to 1,600 kIn). Payload: 8; 4 per 
  launcher. 
  Side-Mounted Medium-Range Missile Launchers (4): Mega-Dam­
  �: Varies with missile type. Rate of Fire: Single shot or volleys of 
  two or four. Range: 40 to 80 miles (64 to 128 kIn). Payload: 1 6; 4 
  per launcher. 
  Other Weapons: Forward Mounted Rail Gun, Belly Mounted 
  Mini-Missile Launcher. 
  Black Market Cost: 20 million credits. 
  Iron Heart: IE-15AH Iron Eagle Helicopter 
  Manufacturer: Iron Heart Armaments (Mercenaries, p. 1 16). 
  Class: Helicopter. 
  Crew: Four: Pilot, co-pilot/gunner, communications technician and 
  secondary gunner. 
  Main Body M.D.C.: 300 
  Maximum Speed: Flight: 300 mph (480 kIn); max altitude is 3,000 
  feet (914 m). 
  Maximum Range: 400 mph (640 kIn); unlimited if nuclear. 
  Bonuses: None. 
  Mini-Missile Launchers (2): Mega-Damage: ID4x1O M.D. (armor 
  piercing) or ID6xlO M.D. (plasma). Rate of Fire: Single shot or 
  volleys of two, three, five, ten or twenty-four. Range: One mile ( 1 .6 
  km). Payload: 48; 24 per launcher. 
  Medium-Range Missile Launchers (2): Mega-Damage: 2D6x1 O  M.D. 
  Rate of Fire: Equal to the number of attacks per melee round. 
  Range: 50 miles (80 kIn). Payload: 8; four per launcher. 
  Other Weapons: 30mm Auto-Cannon. 
  Black Market Cost: 1 .5 million credits (gasoline); 24 million credits 
  (nuclear). 
  Juicer: IFS-l Icarus Flight System 
  Manufacturer: UTI (Juicer Uprising, p. 86). 
  Class: Jet PacklWing - requires a special Piloting skill. 
  Crew: One. 
  Main Body M.D.C.: 1 20 
  Maximum Speed: Flight: Mach 11670 mph ( 1,072 kIn); max altitude is 
  20,000 feet (6,096 m). 
  Maxim um Range: Six hours at max speed; 10 hours at half speed. 
  Bonuses: None. 
  High-Powered Laser Guns (2): Mega-Damage: 5D6 M.D. (single 
  blast); ID6x1O M.D. (double blast). Rate of Fire: Equal to the num­
  ber of attacks per melee round. Range: 4,000 feet ( 1,220 m). Pay­
  load: Unlimited. 
  Mini-Missile Launchers (2): Mega-Damage: ID4XlO M.D. (armor 
  piercing) or ID6xlO M.D. (plasma). Rate of Fire: Single shot or 
  volleys of 2, 4, 6, or 1 2. Range: One mile ( 1 .6 kIn). Payload: 1 2; six 
  per launcher. 
  Black Market Cost: 3.2 million credits. 
  Kittani: K-ATV Hover Jet 
  Manufacturer: Kittani (Atlantis, p. 1 55). 
  Class: Strategic Robot Vehicle Jet. 
  Crew: Pilot, co-pilot, four passengers. 
  Main Body M.D.C.: 225 
  Maximum Speed: Ground: 60 mph (96 kIn). Flight: 650 mph ( 1,040 
  kIn); ceiling is 25,000 feet (7,620 m). 
  Maximum Range: Unlimited. 
  Bonuses: + I attack per melee, + 1 on initiative, + 1 to strike and parry, 
  +3 to dodge. 
  Light Lasers (2): Mega-Damage: 2D6 M.D. (single blast); 4D6 M.D. 
  (double blast). Rate of Fire: Equal to the number of attacks per me­
  lee round. Range: 2,000 feet (61 0  m). Payload: Unlimited. 
  Mini-Missiles (8): Mega-Damage: ID4x1O (armor piercing); ID6xlO 
  M.D. (plasma). Rate of Fire: Single shot or in volleys of two, three 
  or four. Range: One mile ( 1 .6 kIn). Payload: Eight, four per wing. 
  Black Market Cost: 2.4 million credits. 
  Kittani: K-PF 20 Patrol Flyer 
  Manufacturer: Kittani (Splynn Dimensional Market, p. 1 87). 
  Class: Recon and Patrol Aircraft. 
  Crew: One. 
  Main Body M.D.C.: 220 
  Maximum Speed: Flight: Mach 211 ,440 mph (2,340 km); max altitude 
  is 30,000 feet (9, 1 44 m). 
  Maximum Range: Unlimited. 
  238 
  Bonuses: +2 to dodge at cruising speed, +4 to dodge when flying 
  above cruising speed, + 1 to strike with energy weapons, +3 to strike 
  with missiles. 
  Wing Guns (2): Mega-Damage: 2D6 M.D. (single blast), 4D6 M.D. 
  (twin blast). Rate of Fire: Equal to the number of attacks per melee 
  round. Range: 2,000 feet (610 m). Payload: Unlimited. 
  Underbelly Laser Arm: Mega-Damage: 3D6 M.D. Rate of Fire: Equal 
  to the number of attacks per melee round. Range: 2,000 feet (6 10 
  m). Payload: Unlimited. 
  Other Weapons: Modular Missile Launcher. 
  Black Market Cost: 8 million credits. 
  Mega-Legion: NAH-50 Neo-Apache Helicopter 
  Manufacturer: Megaversal Legion (South America 2, p. 120). 
  Class: Attack Helicopter. 
  Crew: Four: pilot, co-pilot/gunner, sensor operator, secondary gunner. 
  Main Body M.D.C.: 400 
  Maximum Speed: Flight: Mach 3/2,010 mph (3,2 16 km). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Gatling Plasma Gun: Mega-Damage: 3D4xlO M.D. (burst). Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 4,000 
  feet (1 ,220 m). Payload: Unlimited. 
  Long-Range Missile Launchers (2): Mega-Damage: Varies with 
  missle type. Rate of Fire: Single shot or volleys of two or three. 
  Range: Varies with missile type. Payload: Six; three per launcher. 
  Other Weapons: Medium-Range Missile Launcher (2), Mini-Missile 
  Launchers (2), I-Beam Machine-guns (2), Force Field. 
  Black Market Cost: 250+ million credits, were one ever captured and 
  put on sale. So far, none have. 
  Quentin Milton (Order #31246997)
  
  New Navy: IE-15AH Striker Helicopter 
  Manufacturer: New Navy (Underseas, p. 124). 
  Class: Helicopter Gunship. 
  Crew: Four: pilot, co-pilot/gunner, communications technician and 
  secondary gunner. 
  Main Body MoDoC.: 275 
  Maximum Speed: Flight: 200 mph (320 km); max altitude is 20,000 
  feet (6,096 m). 
  Maximum Range: Unlimited; can fly at max speed for 1 0  hours 
  straight before overheating. 
  Bonuses: None. 
  Belly Gun: Mega-Damage: 3D6 M.D. (single blast); 6D6 M.D. (dou­
  ble blast). Rate of Fire: Equal to the number of attacks per melee 
  round. Range: 3,000 feet (914 m). Payload: Unlimited. 
  Forward Mounted Lasers (2): Mega-Damage: 4D6 M.D (single 
  blast), ID4xl0+8 M.D. (double blast). Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 3,000 feet (914 m). Pay­
  load: Unlimited. 
  Other Weapons: Medium-Range Missile Launchers (4), Mini-Missile 
  Launchers (2), Depth Charges. 
  Black Market Cost: 30 million credits. 
  New Navy: S-14 Sea Hawk Jet Fighter 
  Manufacturer: New Navy (Underseas, p. 122). 
  Class: VTOL Stealth Fighter. 
  Crew: One with up to two passengers. 
  Main Body MoDoCo: 210 
  Maximum Speed: Flight: Mach 3.2; max altitude is 63,000 feet 
  ( 19,202 m). 
  Maximum Range: Unlimited; can fly at max speed for 18 hours before 
  overheating. 
  Bonuses: + 1 on initiative, + 1 to strike with nose guns, +3 to dodge, 
  +5% to pilot skill. 
  Forward Mounted (Nose) Lasers: Mega-Damage: 5D6 M.D. (single 
  blast); ID6x1O M.D. (double blast). Rate of Fire: Equal to the num­
  ber of attacks per melee round. Range: 4,000 feet ( 1,220 m). Pay­
  load: Unlimited. 
  Concealed Bomb Bay: Mega-Damage: Bomb: 2D4x1 O  M.D. to a 100 
  foot (30.5 m) radius. Depth Charge: 2D4x1O M.D. to a 1 00 foot 
  (30.5 m) radius and 406 M.D. to an additional 30 foot (9. 1 m) ra­
  dius beyond that underwater. Rate of Fire: Single shot or in clusters 
  of two or four. Each cluster dropped counts as one melee attack. 
  Range: One mile ( 1 .6 km) maximum drop. Payload: 48. 
  Other Weapons: Wing-Mounted Long-Range Missiles (6), Mini-Mis­
  sile Launchers (2), Retractable Belly Gun. 
  Black Market Cost: Unavailable to the Black Market; exclusive to the 
  New Navy. 
  NG Sky King Aircraft 
  Manufacturer: Northern Gun (Original Rifts® RPG, p. 228). 
  Class: All-Purpose Air Combat Vehicle. 
  Crew: One pilot. 
  Main Body MoDoCo: 130 
  Maximum Speed: Hover up to 1 ,000 feet (305 m) or flight up to 570 
  mph (912 km). Max altitude is: 1 0,000 feet (3,048 m). 
  Maximum Range: 20 hours constant flight. 
  Bonuses: +2 to dodge in flight, +5 to dodge when flying over 350 mph 
  (560 km). 
  Modified NG-IOI Rail Guns (2): Mega-Damage: 606 M.D. (single 
  gun); 2D4x1O M.D. (both guns at once). Rate of Fire: Equal to the 
  number of attacks per melee round. Range: One mile ( 1 .6 km). Pay­
  load: 600 rounds (20 bursts) each. 
  Mini-Missile Launchers (2): Mega-Damage: ID4x1O M.D. (armor 
  piercing) or ID6x1O M.D. (plasma). Rate of Fire: Single shot or 
  volleys of two. Range: One mile ( 1 .6 km). Payload: 12; 6 per 
  launcher. 
  Other Weapons: Forward Mounted Heavy Laser. 
  Black Market Cost: 1 .5 million credits. 
  239 
  South America: CH-I000 Zancudo Helicopter 
  Manufacturer: Republic of Colombia (South America, p.33). 
  Class: Transport and Attack Helicopter. 
  Crew: Pilot and co-pilot/gunner. 
  Main Body MoDoCo: 250 
  Maximum Speed: Flight: 200 mph (320 km); full VTOL capabilities. 
  Maximum Range: 450 miles (720 km). 
  20mm Rocket Auto-Cannon: Mega-Damage: ID6xl0 M.D. (burst). 
  Rate of Fire: Equal to the number of attacks per melee round. 
  Range: 4,000 feet ( 1,220 m). Payload: 4,000 rounds (200 bursts). 
  Mini-Missile Launchers (4): Mega-Damage: ID4xl0 M.D. (armor 
  piercing) or ID6x1O M.D. (plasma). Rate of Fire: Single shot or 
  volleys of two, four, eight, twelve, sixteen, twenty or twenty-four 
  missiles. Range: One mile ( 1 .6 km). Payload: 48; 12 per launcher. 
  Black Market Cost: 400,000 credits. 
  South America: Cibolan Flying Platform 
  Manufacturer: Cibola (South America, p. 141). 
  Class: Airborne Weapons Platform. 
  Crew: Pilot and three passengers. 
  Main Body MoDoCo: 250 
  Maximum Speed: Flight: 200 mph (320 km); max altitude is 500 feet 
  ( 1 52 m). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Plasma Cannon: Mega-Damage: 606 M.D. Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 2,000 feet (61 0  m). Pay­
  load: Unlimited. 
  Mini-Missile Launcher: Mega-Damage: ID6x1O M.D. (plasma). Rate 
  of Fire: Single shot or volleys of two, four or eight. Range: One 
  mile ( 1 .6 km). Payload: Eight. 
  Black Market Cost: 600,000 credits, 400,000 without weaponry. 
  Boats & Water Vessels 
  Australian: Slicer Patrol Boat 
  Manufacturer: Australian Tech-Cities (Australia, p. 2 1 7). 
  Class: Patrol Boat. 
  Crew: 9- 13: captain/pilot, helmsman/co-pilot, navigator/communica­
  tions officer, two gunners, 2-4 sailorsiMarines, 2-4 Power armor 
  troops. 
  Main Body MoDoCo: 500 
  Maximum Speed: Water Surface: 40 mph (64 km; 34 knots). 
  Maximum Range: 600 miles (960 km); unlimited if nuclear. 
  Bonuses: None. 
  Main Weapon Turrets (2): Mega-Damage: ID4x1O M.D. (rail gun); 
  606 M.D. (laser). Rate of Fire: Equal to the number of attacks per 
  melee round. Range: 4,000 feet (1 ,220 m) for rail gun; 3,000 (9 14 
  m) for laser. Payload: Unlimited (lasers); 6,000 rounds/400 bursts 
  (rail guns). 
  Mini-Torpedo Launcher Rack: Mega-Damage: ID6xl0 M.D. (high 
  explosive). Rate of Fire: Single shot or volleys of two or four. 
  Range: One mile ( 1 .6 km). Payload: 12. 
  Quentin Milton (Order #31246997)
  
  Other Weapons: Pop-Up Missile Launchers (2), Communications 
  Sensor Suite. 
  Black Market Cost: 1 .6 million (nuclear), 550,000 if non-nuclear. 
  Iron Heart: IH-MCIA Sea King 
  Manufacturer: Iron Heart Armaments (Mercenaries, p. 120). 
  Class: Missile Cruiser. 
  Crew: 40-50: captain, first officer, chief officers (4), medical officers 
  (2), communications technicians (3), sensor operators (3), naviga­
  tion technicians (2), engineers/mechanics (4), nurses (4), cooks (5), 
  seamen ( 1 5). 
  Main Body M.D.C.: 2,600 
  Maximum Speed: Water: 40 mph (64 km). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Missile Launchers (4): Mega-Damage: Varies with missile type. Both 
  medium- and long-range missiles are used. Rate of Fire: Single shot 
  or volleys of two, four or sixteen. Range: Varies; 50 to 500 miles 
  (80 to 800 km). Payload: 160 per launcher; another 560 missiles are 
  held in the ship's hold. 
  Torpedo Tubes (6): Mega-Damage: 4D6x1O M.D. Rate of Fire: Up to 
  six per melee round. Range: 20 miles (32 km). Payload: 600; 1 00 
  per tube. 
  Other Weapons: Long Range Rail Gun Turrets (2), Eight-inch Naval 
  Guns (2), Depth Charge Launchers (2), Iron Trident (Iron Eagle) 
  Helicopters (4). 
  Black Market Cost: About 600 million credits. 
  Iron Heart: IH-PB12 Triton Patrol Boat 
  Manufacturer: Iron Heart Armaments (Mercenaries, p. 1 1 8). 
  Class: Patrol Boat. 
  Crew: 1 7: captain, second officer, navigators (2), communications 
  techs (3), gunners (3), engineers (2), doctor, seamen (4). Can also 
  accommodate up to twelve power armor marines or light power suit 
  units. 
  Main Body M.D.C.: 650 
  Maximum Speed: Water: 50 mph (80 km). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Mini-Missile Launcher: Mega-Damage: lD4x1 O  M.D. (armor pierc­
  ing) or ID6x1O M.D. (plasma). Rate of Fire: Single shot or volleys 
  of two, four or sixteen. Range: One mile ( 1 .6 km). Payload: 1 60; an­
  other 320 are stored in the ship's hold. 
  Torpedo Tubes (2): Mega-Damage: 3D4x1O M.D. Rate of Fire: Twice 
  per melee round. Range: 1 0  miles ( 1 6  km). Payload: 100; 50 per 
  tube. 
  Other Weapons: Rail Gun Turrets (2), Depth Charge Launchers (2). 
  Black Market Cost: 200 million credits. 
  Iron Heart: IH-TB12 Black Eel Patrol Boat 
  Manufacturer: Iron Heart Armaments (Mercenaries, p. 1 1 7). 
  Class: Torpedo Boat. 
  Crew: Four: pilot, navigator/sensors operator, gunner and mechanic. 
  Main Body M.D.C.: 1 25 
  Maximum Speed: Water: 70 mph ( 1 12 km) 
  Maximum Range: 800 miles ( 1 ,280 km). 
  Bonuses: None. 
  14mm Machine-gun: Mega-Damage: ID4xl0 M.D. (burst). Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 2,000 
  feet (610 m). Payload: 2,000 rounds (50 bursts). 
  Heavy Torpedo Tube: Mega-Damage: Varies with missile type. Rate 
  of Fire: Once per melee round. Range: 20 miles (32 km). Payload: 
  6. 
  Other Weapons: Depth Charge Launcher. 
  Black Market Cost: 1 00,000 credits not including torpedoes and depth 
  charge payloads. 
  Kittani: KSM-IOO Splugorth Slaver Mothership 
  (sea vessel) 
  Manufacturer: Kittani (South America, p. 1 54). 
  Class: Dreadnought Combat Ship. 
  Crew: 1 00 officers, 1 ,200 crew. Also carries defense force consisting 
  of 960 Kittani warriors, 240 Overlords in Overlord Power Armor, 
  240 Blind Warrior Women, 60 Splugorth Slavers, 60 Power Lords 
  in Power Armor, a Special Operations squad of 6 Conservators, 4-6 
  Murex or Volute Metzla, and 2-8 High Lords to lead it all. Those 
  High Lords typically command their own ship, which entails an­
  other 700 troops each. 
  Main Body M.D.C.: 28,000 
  Maximum Speed: Water Surface: 40 mph (64 km). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Main Missile Batteries (6): Mega-Damage: Can use any type of 
  long-range missile. Rate of Fire: Single shot or in volleys of 4, 8 or 
  1 2  missiles. All together, the Batteries can fire a total of n LRMs 
  per melee round. Range: 500 to 1 ,800 miles (800 to 880 km). Pay­
  load: 120 missiles per battery (nO missiles total). 
  Mini-Missile Launchers (12): Mega-Damage: I D4xl0 M.D. (armor 
  piercing) or lD6x1O M.D. (plasma). Rate of Fire: Volleys of 2, 4, 6 
  or 8. Range: One mile ( 1 .6 km). Payload: 80 per launcher; 960 total. 
  Other Weapons: Laser Turrets (8), Medium Torpedo Launch Tubes 
  (6), Depth Charges (4), Armed Forces. 
  Black Market Cost: You wish! This would cost at least 100 billion 
  credits, even if somebody were crazy enough to sell one. 
  Kittani: KY-HSS Slaver Raider (land & sea) 
  Manufacturer: Kittani (South America, p. 1 53). 
  Class: HydrofoillHovercraft Assault Ship. 
  Crew: 22; captain, two pilots, navigator, two communications officers, 
  two sensor officers, three petty officers, four weapons officers, 
  seven sailors. Typically carries a complement of 64 armored troops 
  plus 12 Splugorth Slavers on flying barges and 60 Blind Altara 
  Warrior Women. 
  Main Body M.D.C.: 2,500 
  240 
  Maximum Speed: Hydrofoil: 100 mph (160 km). Hovercraft System 
  (over water): 400 mph (640 km). Hovercraft (on land): 40 mph (64 
  km). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Pulse Cannon Turret: Mega-Damage: ID4x1O M.D. (single pulse); 
  2D4x1O M.D. (double pulse); 3D4x1O M.D. (triple pulse). Rate of 
  Fire: Six blasts per melee, per turret. Range: 6,000 feet (1 ,829 m). 
  Payload: Unlimited. 
  Long-Range Missile Launchers (2): Mega-Damage: Varies with mis­
  sile type. Rate of Fire: Single shot or in volleys of two, four, six, 
  eight, twelve or fourteen. Range: 500 to 1,800 miles (800 to 2,880 
  km). Payload: 128; 64 per launcher. 
  Other Weapons: Depth Charges. 
  Black Market Cost: 500 million credits fully armed and loaded, but 
  almost impossible to find on any marketplace. 
  New Navy: EPC Mark I Trident Submarine 
  Manufacturer: New Navy (Underseas, p. 1 27). 
  Class: Submersible Carrier. 
  Crew: 24: captain, executive officer, chief petty officers (6), technical 
  officers (8), enlisted sailors (8). Can carry up to 60 additional 
  troops, usually 20 Manta Ray pilots and 40 Marines. 
  Main Body M.D.C.: 1 ,500 
  Maximum Speed: Water Surface: 69.6 mph ( 1 1 1 .3 km; 60 knots). Un­
  derwater: 46 mph (73.6 km; 40 knots). 
  Maximum Range: Unlimited; can stay submerged for 24 months be­
  fore resurfacing. 
  Bonuses: None. 
  Quentin Milton (Order #31246997)
  
  Ion Pulse Cannons (2): Mega-Damage: 4D6x1 O  M.D. The cannons 
  can not fire simultaneously. Rate of Fire: Twice per melee round. 
  Range: Two miles (3.2 km). Payload: Unlimited. 
  Laser Cannons (2): Mega-Damage: 2D4x1 O  M.D. Rate of Fire: Four 
  shots per melee round. Range: Two miles (3.2 km). Payload: Un­
  limited. 
  Other Weapons: Torpedo Tubes (6), Long-Range Missile Launchers 
  (4), Cruise Missile Launchers (4), Depth Charge Launchers (2). 
  Black Market Cost: Not for sale. Even if it were, it would cost at least 
  several hundred million credits. 
  New Navy: MEAS Mark I Manta Ray 
  Manufacturer: New Navy (Underseas, p. 126). 
  Class: Air-Sub. 
  Crew: One. 
  Main Body M.D.C.: 250. 
  Maximum Speed: Flight: Mach 1 .5; max altitude is 30,000 feet (9, 144 
  m). Water Surface: 300 mph (480 km). Underwater: 58 mph (92.5 
  km; 50 knots). 
  Maximum Range: Unlimited. Can fly at max speed for 10 hours be­
  fore overheating. 
  Bonuses: +2 to strike with either weapon system, + 1 on initiative, +2 
  to dodge. 
  Ion Pulse Guns (2): Mega-Damage: lD6x1O M.D. (single burst); 
  2D6x l0 M.D. (double burst). Rate of Fire: Equal to the number of 
  attacks per melee round. Range: 4,000 feet (1,220 m). Payload: Un­
  limited. 
  Missile Pods: Mega-Damage: Varies with missile type. Rate of Fire: 
  Single shot or in volleys of two or the entire payload. Range: Varies 
  with missile type. Payload: Up to 16 short-range missiles, 8 me­
  dium-range missiles, 6 long-range missiles, one cruise missile, or 
  any combination thereof. 
  Other Equipment: Stealth System. 
  Black Market Cost: 90 million credits, were any actually for sale, 
  which they are not. The New Navy guards them closely and scuttles 
  those likely to fall into outsider hands. 
  New Navy: MIFV-99 
  Iwo Jima-Class Troop Transport 
  Manufacturer: New Navy (Underseas, p. 1 2 1 ). 
  Class: Amphibious Personnel Carrier. 
  Crew: Three: pilot, gunner, commander/gunner. 
  Main Body M.D.C.: 225 
  Maximum Speed: Hovering: 100 mph (160 km); max altitude is 20 
  feet (6. 1 m). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Ion Pulse Cannon: Mega-Damage: 3D4x1O M.D. Rate of Fire: Four 
  times per melee round. Range: 6,000 feet ( 1,828 m). Payload: Un­
  limited. 
  Heavy Missile Launchers (2): Mega-Damage: Varies with missile 
  type. Rate of Fire: Single shot or volleys of two, four or eight. 
  Range: Varies with missile type. Payload: Eight; four per launcher. 
  Other Weapons: Light Missile Launcher, Light Pulse Gun. 
  Black Market Cost: 40 million credits. 
  New Navy: USS Stingray 
  & USS Seadragon Submarines 
  Manufacturer: New Navy (Underseas, p. 1 32). 
  Class: Attack Submarines; vehicular components of the USS 
  Ticonderoga. 
  Crew: 100: crewmen (60); marines (40). 
  Main Body M.D.C.: 3,200 
  Maximum Speed: Water Surface: 29 mph (47 km; 25 knots). Under­
  water: 52 mph (84 km; 45 knots). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  241 
  Ion Pulse Cannon: Mega-Damage: 2D4x1O M.D. Rate of Fire: Two 
  attacks per melee round. Range: One mile ( 1 .6 km). Payload: Un­
  limited. 
  Heavy TorpedolMissile Launch Tubes (2): Mega-Damage: 4D6x1O 
  M.D. Rate of Fire: Single shot or volleys of two or four. Range: 20 
  miles (32 km) underwater. Payload: 40. Internal magazine routes 
  torpedoes to both tubes. 
  Other Weapons: Mini-Torpedo Launch Tubes (6), MRS-AML 
  Multi-Rocket Surface-to-Air Missile Launcher, Blue-Green Lasers 
  (6), Double-Barreled Deck Laser. 
  Black Market Cost: Not for sale. 
  Note: Both of these craft can actually connect to and become part of 
  the USS Ticonderoga. 
  New Navy USS Ticonderoga Super-Submarine 
  Manufacturer: New Navy (Underseas, p. 1 28). 
  Class: Submersible Carrier. 
  Crew: 3,200. Can accommodate another 2,000 people comfortably, on 
  top of the Troop Complement, below. 
  Troop Capacity: 7,320, consisting of: 
  One Armored battalion: 360 amphibious tanks, 1 60 Semper Fi APA- 1 5  
  power armor units, 40 Manta air-subs and 640 troops, crew and sup­
  port personnel. 
  Two Mechanized Infantry Battalions: 1 60 Merovingian tanks, 200 Iwo 
  Jima troop transports, and 1,920 troops. 
  Two Marine Infantry Brigades: 3,840 troops, including six companies 
  of Semper Fi APA-15s (960 power armor, 1 60 per company), one 
  Glitter Boy platoon (40 GBs), 20 Manta Rays, 40 transport vehicles 
  and 50 small patrol boats. 
  Four Air Wings: 60 Manta Rays, 60 Sea Hawks, 1 0  S- 16S Stealth jets, 
  30 Strikers, 1 0  large transport helicopters (hold 40 troops each). 640 
  troops, pilots and support personnel. The Ticonderoga can also ac­
  commodate older fighter jets, like the F -14. 
  Medical Company: 280 troops; 80 doctors plus medical support person­
  nel. 
  Main Body M.D.C.: 20,000. 
  Maximum Speed: Water Surface: 58 mph (92.5 km; 50 knots). Under-
  water: 34.5 mph (55 km; 30 knots). 
  --
  Maximum Range: Unlimited. 
  Bonuses: All ship's weapons systems are +1 to strike and +1 on initia­
  tive. 
  Ion Pulse Cannons (2): Mega-Damage: lD4x100 M.D. (single blast); 
  2D4x1 00 M.D. (double blast). Rate of Fire: Two shots per cannon, 
  per melee round. Range: 4 miles (6.4 km). Payload: Unlimited. 
  Laser CIWS Turrets (6): Mega-Damage: ID4x1O M.D. Rate of Fire: 
  Each turret has six attacks per melee round. Range: 4,000 feet 
  (1 ,220 m). Payload: Unlimited. 
  Other Weapons: Cruise Missile Turrets (8), Counter-Missile Batteries 
  (4), Depth Charge Launchers (4), Stealth System. 
  Black Market Cost: You are kidding, right? 
  Polandlfarnow: TC-B20 Torpedo Boat 
  Manufacturer: Kingdom of Tarnow (Mindwerks, p. 1 04). 
  Class: Speed Boat. 
  Crew: Two: pilot/navigator and communications/sensor officer. 
  Main Body M.D. C.: 200 
  Maximum Speed: Water Surface: 1 50 mph (240 km). 
  Maximum Range: 800 miles (1 ,280 km); unlimited if nuclear. 
  Bonuses: None. 
  Laser Gun: Mega-Damage: 3D6 M.D. Rate of Fire: Equal to the num­
  ber of attacks per melee round. Range: 4,000 feet ( 1,220 m). Pay­
  load: Unlimited. 
  Depth Charge Launchers (8): Mega-Damage: 2D4x1O M.D. Rate of 
  Fire: Single shot or volleys of two. A volley can be fired up to three 
  times per round. Range: 2,000 foot (610 m) depth. Payload: 8; one 
  per launcher. 
  Other Weapons: None. 
  Quentin Milton (Order #31246997)
  
  Black Market Cost: 500,000 credits (electric) or 5 million (nuclear). 
  Cost does not cover depth charge launchers. 
  Polandffamow: TC-B30 Lightning Patrol Boat 
  Manufacturer: Kingdom of Tarnow (Mindwerks, p. 1 05). 
  Class: Patrol Boat. 
  Crew: 7: Captain, navigator, communications technician, gunners (3), 
  power armor sailor. Can hold up to six additional crew or passen­
  gers. 
  Main Body M.D.C.: 370 
  Maximum Speed: Water Surface: 90 mph (144 Ian). 
  Maximum Range: 700 miles (1, 120 Ian); unlimited if nuclear. 
  Bonuses: None. 
  Mini-Missile Launchers (4): Mega-Damage: ID4xlO M.D. (armor 
  piercing) or ID6xlO M.D. (plasma). Rate of Fire: Single shot or 
  volleys of two or four. Launchers must be reloaded from the cargo 
  hold (five minutes). Range: One mile ( 1 .6 Ian). Payload: 32; 8 per 
  launcher. Ship holds another 32 in storage. 
  Torpedo Tubes (2): Mega-Damage: 3D4xlO M.D. Rate of Fire: Single 
  shot or volleys of two. Each launcher may fire only twice per melee. 
  Range: 1 0  miles (16 Ian). Payload: 12; 6 per launcher. 
  Other Weapons: Depth Charge Launchers (2), Heavy Long-Range La­
  ser Turrets (3). 
  Black Market Cost: 10 to 20 million credits. 
  Polandffarnow: TC-B40 Sea Dart Submarine 
  Manufacturer: Kingdom of Tarnow (Mindwerks, p. 1 03). 
  Class: Mini-Submarine. 
  Crew: Two; pilot/navigator and communications officer. Can hold 
  three passengers. 
  Main Body M.D.C.: 225 
  Maximum Speed: Underwater: 70 mph (1 12 Ian). Water Surface: 100 
  mph (160 Ian). 
  Maximum Range: 800 miles ( 1 ,280 Ian); unlimited if nuclear. 
  Bonuses: +3 on initiative, +4 to dodge, + I 0% to pilot skill. 
  Exterior Torpedo Launch Tubes (3): Mega-Damage: 2D4xl O  M.D. 
  Rate of Fire: Single shot or volleys of two or three. �: 5 miles 
  (8 Ian). Payload: 3; one per launcher. 
  Other Weapons: Mechanical Claw Arms (P.S. 28). 
  Black Market Cost: 1.5 million (electrical); 4 million (nuclear). 
  Polandrrarnow: TC-BIOO Wales a Cargo Ship 
  Manufacturer: Kingdom of Tarnow (Mindwerks, p. 1 07). 
  Class: Cargo Ship. 
  Crew: 25-50: captain, first officer, chief officers (2), medical officers 
  (2), communications technicians (3), engineers/mechanics (6), 
  cooks (3), various seamen. Can carry 160 men or power armor 
  troops. 
  Main Body M.D.C.: 2,600 
  Maximum Speed: Water Surface: 40 mph (64 Ian). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Medium-Range Missile Launchers (2): Mega-Damage: Varies with 
  missile type. Rate of Fire: Single shot or volleys of two. Range: 50 
  miles (80 Ian). Payload: 20; 10 per launcher. 
  Depth Charge Launchers (2): Mega-Damage: 2D4xl O  M.D. Rate of 
  Fire: Single shot or volleys of two. A volley can be fired up to three 
  times per round. Range: 2,000 foot (610 m) depth. Payload: 40; 20 
  per launcher. 
  Other Weapons: Can accommodate up to six additional weapons tur­
  rets. Northern pirates are sometimes known to capture one of these 
  and convert it into a makeshift warship. Their slow speed makes 
  them awkward, but a good staging platform for power armor raids 
  on faster vessels. 
  Black Market Cost: 70 to 80 million credits. 
  South America: CHB-5 Corsair Hydrobike 
  Manufacturer: GenericlBlack Market (South America One, p. 1 56). 
  Class: Personal Amphibious Assault Vehicle. 
  Crew: Pilot and one passenger. 
  Main Body M.D.C.: 1 26 
  Maximum Speed: Water Surface: 60 mph (96 Ian). 
  Maximum Range: 800 miles ( 1 ,280 Ian.) 
  Bonuses: None. 
  Mini-Missile Launchers (2): Mega-Damage: ID4xlO M.D. (armor 
  piercing) or ID6xlO M.D. (plasma). Rate of Fire: Single shot or 
  volleys of two or four. Range: One mile ( 1 .6 km). Payload: Eight; 
  four per launcher. 
  LC-20 Laser Gun: Mega-Damage: 3D6 M.D. Rate of Fire: Equal to 
  the number of attacks per melee round. Range: 900 feet (274 m). 
  Payload: 20 shots per E-Clip. 
  Black Market Cost: 20,000 to 30,000 credits. 
  South America: PTB-20AB Pirahna 
  Manufacturer: GenericlBlack Market (South America One, p. 1 57). 
  Class: Submersible Attack Boat. 
  Crew: Pilot, co-pilot/gunner, communications/sensor officer, engineer, 
  up to 20 passengers. 
  Main Body M.D.C.: 600 
  Maximum Speed: Underwater: 40 mph (64 km). Water Surface: 80 
  mph ( 1 28 km). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Rail Gun Turret: Mega-Damage: ID6xlO M.D. (burst). Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 4,000 feet 
  ( 1,220 m). Payload: 8,000 rounds (100 bursts). 
  Missilefforpedo Launchers (2): Mega-Damage: Any medium-range 
  missile. Rate of Fire: Single shot or volleys of two, four or eight. 
  Range: Varies. Payload: 32; 1 6  per launcher. 
  Black Market Cost: 300 million credits. 
  South America: GB-30C 
  "Black Galleon" Gunboat 
  242 
  Manufacturer: Republic of Colombia (South America, p. 1 58). 
  Class: Patrol Boat. 
  Crew: Six: Pilot, captain, two gunners, communications/sensor officer, 
  and engineer. Up to 20 passengers. 
  Main Body M.D.C.: 900 
  Maximum Speed: Water Surface: 50 mph (80 Ian). 
  Maximum Range: 500 miles (800 Ian). 
  Bonuses: None. 
  Rocket Auto-Cannons (2): Mega-Damage: 2D4xl O  M.D. (burst). Rate 
  of Fire: Equal to the number of attacks per melee round. Range: 
  6,000 feet (1,829 m). Payload: 4,000 rounds (200 bursts). 
  Missile Turret: Mega-Damage: Any medium-range missile. Rate of 
  Fire: Single shot or volleys of 2, 4, 8 or 12. Range: Varies. Payload: 
  36 per launcher; craft carries another 360 (10 reloads) on board. 
  Other Weapons: Light Torpedo Launch Tubes (2), Forward Pulse La­
  ser Cannon, Depth Charge Launchers (2). 
  Black Market Cost: 400,000 credits. 
  Tritonia: T -06 Torpedo Sled 
  Manufacturer: Tritonia (Underseas, p. 105). 
  Class: Underwater Sled. 
  Crew: One. 
  Main Body M.D.C.: 145 
  Maximum Speed: Water Surface: 34 mph (54 Ian; 40 knots). Under-
  water: 50 mph (80 Ian; 43 knots). 
  Maximum Range: Unlimited. 
  Bonuses: +5% to pilot skill, +5 to dodge underwater. 
  Black Market Cost: 500,000 credits. 
  Quentin Milton (Order #31246997)
  
  Tritonia: T-IO Sea Fin Sea Sled 
  Manufacturer: Tritonia (Underseas, p. 103). 
  Class: Underwater Sled. 
  Crew: One. 
  Main Body M.D.C.: 1 80 
  Maximum Speed: Underwater: 65 mph ( 1 04 km; 56 knots). 
  Maximum Range: Unlimited. 
  Bonuses: +5% to pilot skill, +3 to dodge. 
  Mini-Torpedo Tubes (3): Mega-Damage: ID6x1O M.D. Rate of Fire: 
  Coalition States Vehicles 
  Note: The CS, Russia and Triax vehicles are the only vehicle 
  groups that are kept together in one self-contained section. Most of 
  these vehicles are exclusive to the CS Military. 
  Single shot or volleys of two or three. Range: One mile ( 1 .6 km). -------,.,----------------------.. ,------- ------
  Payload: Six; two per launch tube. 
  Forward Laser Turret: Mega-Damage: 3D6 M.D. Rate of Fire: Equal 
  to the number of attacks per melee round. Range: 4,000 feet ( 1,220 
  m). Payload: Unlimited. 
  Other Weapons: Lower Forward Harpoon Gun, Rear Laser Turret, 
  Forward Sensor/Camera Turrets. 
  Black Market Cost: One million credits. 
  Tritonia: T -23CS Bottom Feeder Mini-Submarine 
  Manufacturer: Tritonia (Underseas, p. 102). 
  Class: Mini-Submarine. 
  Crew: Four, plus can hold six passengers. 
  Main Body M.D.C.: 600 
  Maximum Speed: Water Surface: 58 mph (92.5 km, 50 knots). Under-
  water: 34 mph (54 km; 29 knots). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Torpedo Tubes (2): Mega-Damage: 3D4x1O M.D. (HE) or 2D6xlO 
  M.D. (plasma). Rate of Fire: Single shot or volleys of two. Range: 
  1 0  miles ( 1 6  km). Payload: 12; one per launcher and 10 in cargo. 
  Laser Pods (2): Mega-Damage: ID6xlO M.D. (single blast). Pods can­
  not attack simultaneously. Rate of Fire: Equal to the number of at­
  tacks per melee round. Range: 4,000 feet ( 1 ,220 m). Payload: 
  Unlimited. 
  Other Weapons: Ion Guns, Mini-Torpedo Tubes (2). 
  Black Market Cost: 5 million credits. 
  UB-20 Basic Underwater Sled 
  Manufacturer: Generic (Underseas, p. 144). 
  Class: Underwater Sled. 
  Crew: One. 
  Main Body M.D. C.: 145 
  Maximum Speed: Water Surface: 20 mph (32 km; 17.2 knots). Under-
  water: 1 5  mph (24 km; 1 3  knots) 
  Maximum Range: 800 miles ( 1 ,280 km). Unlimited if nuclear. 
  Bonuses: +5% to pilot skill. +2 to dodge. 
  Weapons: None. 
  Black Market Cost: 38,000 credits (gasoline); one million credits (nu-
  clear). 
  UB-300 Mini-Sub 
  Manufacturer: Generic (Underseas, p. 143). 
  Class: Mini-Submarine. 
  Crew: One pilot and three passengers. 
  Main Body M.D. C.: 525 
  Maximum Speed: Water Surface: 25 mph (40 km; 2 1 .5 knots). Under-
  water: 50 mph (80 km; 43 knots). 
  --
  Maximum Range: Unlimited; can stay submerged for weeks. 
  Bonuses: None. 
  Laser Turret: Mega-Damage: 4D6 M.D. Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 4,000 feet ( 1,220 m). 
  Payload: Unlimited. 
  Medium-Range Torpedoes (2): Mega-Damage: 3D4xlO M.D. (high 
  explosive) or 2D6x1 O  (plasma). Rate of Fire: Single shot or volleys 
  of two. Range: 1 0  miles ( 1 6  km). Payload: Two. 
  Other Weapons: Mini-Torpedoes (6). 
  Black Market Cost: 6 million credits. 
  243 
  CS Aircraft 
  AFC-023 Sky Cycle (original) 
  - now used by Police & ISS 
  Manufacturer: Coalition States (Rifts® Ultimate Edition, p. 253). 
  Class: Hovercycle; borderline rocket bike. 
  Crew: One. 
  Main Body M.D.C.: 1 50 
  Maximum Speed: Ground: 40 mph (64 km). Flight: 520 mph (832 
  km); max altitude is 5,000 feet ( 1,524 m). 
  Maximum Range: Unlimited. 
  Bonuses: +3 to dodge in flight (+5 when flying over 250 mph/400 km). 
  Trained CS pilots get +5% to pilot skill. 
  CR-21 Mini-Missile Launchers (2): Mega-Damage: 5D6 M.D. (frag) 
  or ID6x1O M.D. (plasma). Rate of Fire: Single shot or volleys of 
  two, three, four or five. Range: One mile ( 1 .6 km). Payload: 20; 10 
  per launcher. 
  CR-4T Laser Turret: Mega-Damage: 6D6 M.D. Rate of Fire: Equal 
  to the number of attacks per melee round. Range: 4,000 feet ( 1 ,220 
  m). Payload: Unlimited. 
  Other Weapons: Smoke Dispenser. 
  Black Market Cost: One million credits. 
  AFC-033 Wind Jammer Sky Cycle 
  Manufacturer: Coalition States (Coalition War Campaign, p. 1 7 1). 
  Class: Hovercycle; borderline rocket bike. 
  Crew: One. 
  Main Body M.D.C.: 220 
  Maximum Speed: Ground: 200 mph (320 km)! Flight: 620 mph (992 
  km); max altitude is 6,000 feet ( 1,828 m). 
  Maximum Range: Unlimited; can fly 24 hours straight before over­
  heating. 
  Bonuses: + I on initiative, +1 attack per melee round, +2 to dodge 
  when flying at or below 250 mph (400 km); +4 to dodge when fly­
  ing faster than 250 mph (400 km). 
  CR-33 Mini-Missile Launcher: Mega-Damage: 5D6 M.D. (frag) or 
  ID6xlO M.D. (plasma). Rate of Fire: Single shot or volleys of two, 
  three, or four. Range: One mile ( 1 .6 km). Payload: 24. 
  C-33 Weapon Appendage Rail Guns (2): Mega-Damage: ID6xlO 
  M.D. (one gun); 2D6xlO M.D. (two guns). Rate of Fire: Equal to 
  Quentin Milton (Order #31246997)
  
  CS Wind Jammer 
  Sky Cycle 
  the number of attacks per melee round. Range: 4,000 feet ( 1,220 m). 
  Payload: 4,000 rounds (100 bursts) per gun. 
  Other Weapons: Concealed Laser, Smoke Dispenser. 
  Black Market Cost: 1 .8 million credits. No knock-offs have been in­
  troduced yet. 
  AFC-050 Death's Head Transport APC 
  Manufacturer: Coalition States (Rifts® Ultimate Edition, p. 252). 
  Class: Armored Personnel Carrier. 
  Crew: Nine: pilot, co-pilot, gunners (2), communications engineers (2), 
  technical officers (3). 
  Main Body M.D.C.: 1 ,300 
  Maximum Speed: Flight: Mach 11670 mph ( 1,072 km); max altitude is 
  40,000 feet (12, 1 92 m). 
  Maximum Range: Unlimited; 24 hours at max speed before engines 
  must cool off. 
  Bonuses: None. 
  C-200DH Rail Gun: Mega-Damage: 2D4xl0 M.D. (burst). Rate of 
  Fire: Equal to the number of attacks per melee round. Range: Two 
  miles (3.2 km). Payload: 40,000 rounds (400 bursts). 
  CR-51 Medium-Range Missile Launchers (2): Mega-Damage: 
  2D4x1O M.D. (multi-warhead) or 2D6xl O  M.D (plasma). Rate of 
  Fire: Single shot or volleys of two or four. Range: 80 miles (128 m). 
  Payload: 10; 5 per launcher. 
  Other Weapons: CR-6T Laser Turrets (6), Smoke Dispenser. 
  Black Market Cost: Unavailable on the Black Market. 
  AFC-060 Sky Lifter 
  Manufacturer: Coalition States (Coalition War Campaign, p. 162). 
  Class: Armored Personnel Carrier. 
  Crew: 20: pilot, co-pilot, gunners (2), communication engineers (2), 
  crewmen (14). Six crew use Mauler power armor units for loading. 
  Main Body M.D.C.: 2,300 
  Maximum Speed: Flight: 400 mph (640 km); max altitude is 6,000 
  feet (1 ,828 m). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  CPC-200 Double-Barreled Cannon Turret: Mega-Damage: ID6x1O 
  M.D. (single shot) or 2D6x1O M.D. (double shot). Rate of Fire: 
  Equal to the number of attacks per melee round, plus one. Range: 
  8,000 feet (2,438.4 m). Payload: 300 rounds. 
  Concealed Mini-Missile Launchers (4): Mega-Damage: 506 M.D. 
  (frag) or ID6x1O M.D. (plasma). Rate of Fire: Single shot or volleys 
  of two, four or eight. Range: One mile ( 1 .6 km). Payload: 400! Each 
  launcher has 100 missiles. 
  Black Market Cost: 200 million credits; currently unavailable on the 
  Black Market. 
  244 
  AFC-IOI Command Car 
  Manufacturer: Coalition States (Coalition War Campaign, p. 164). 
  Class: Hover Car. 
  Crew: Two: pilot and tail gunner. Can hold four passengers comfort­
  ably. 
  Main Body M.D. C.: 1 80 
  Maximum Speed: Flight: 200 mph (320 km); max altitude is 500 feet 
  ( 1 52 m). 
  Maximum Range: Unlimited; can be flown at max speed for 96 hours 
  straight without overheating. 
  Bonuses: None. 
  C-30R Light Rail Gun: Mega-Damage: 606 M.D. (burst). Rate of 
  Fire: Equal to the number of attacks per melee round. Range: Two 
  miles (3.2 km). Payload: 2,400 rounds (80 bursts). 
  Black Market Cost: 650,000 credits. Reportedly, Northern Gun and 
  some others sell knock-off versions for 850,000 credits. 
  AFC-I03 Scarab Officer's Car 
  Manufacturer: Coalition States (Coalition War Campaign, p. 1 65). 
  Class: Hover Car. 
  Crew: Two: pilot and gunner. Can hold four passengers comfortably. 
  Main Body M.D.C.: 240 
  Maximum Speed: Flight: 220 mph (352 km); max altitude is 1 ,500 
  feet (457.2 m). 
  Maximum Range: Unlimited. Can fly for 48 hours straight at a time. 
  Bonuses: None. 
  C-40BT Laser Turrets (4): Mega-Damage: 406 M.D. (single blast); 
  806 M.D. (double blast). Rate of Fire: Equal to the number of at­
  tacks per melee round. Range: 2,000 feet (610 m). Payload: Unlim­
  ited. 
  CR-10 Concealed Mini-Missile Launcher: Mega-Damage: 506 M.D. 
  (frag) or ID6xlO M.D. (plasma). Rate of Fire: Single shot or volleys 
  of two, three, four or five. Range: One mile ( 1 .6 km). Payload: 20; 
  10 per launcher. 
  Black Market Cost: 1 .6 million. Knock-offs sell for 2. 1 million. 
  AFC-I05 Skull Patrol Car 
  Manufacturer: Coalition States (Coalition War Campaign, p. 166). 
  Class: Hover Car. 
  Crew: Two: pilot and gunner. Can hold two passengers. 
  Main Body M.D.C.: 200 
  Maximum Speed: Flight: 1 50 mph (240 km). 
  Maximum Range: Unlimited. Can fly for 96 hours straight before en­
  gine overheats. 
  Bonuses: None. 
  C-40PT Plasma Turret: Mega-Damage: 606 M.D. Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 2,000 feet 
  (61 0  m). Payload: Unlimited. 
  CR-02 Concealed Mini-Missile Launchers (2): Mega-Damage: 506 
  M.D. (frag) or ID6x1O M.D. (plasma). Rate of Fire: Single shot or 
  volleys of two. Range: One mile ( 1 .6 km). Payload: 16; 8 per 
  launcher. 
  Black Market Cost: 1 .4 million credits. Knock-offs sell for 1 .8 million 
  credits. 
  Quentin Milton (Order #31246997)
  
  AFC-ll1 Scout 
  Manufacturer: Coalition States (Coalition War Campaign, p. 167). 
  Class: Rocket Cycle. 
  Crew: One. 
  Main Body M.D.C.: 1 50 
  Maximum Speed: Flight: 440 mph (704 kIn); max altitude is 2,500 
  feet (762 m). 
  Maximum Range: Unlimited; can fly for 12 hours before overheating. 
  Bonuses: Elite RPA SAMAS pilots and RPA "Fly Boys" get +2 on ini­
  tiative and +2 attacks per melee when piloting one of these vehicles. 
  C-RF4 Rapid-Fire Pulse Lasers (4): Mega-Damage: 206 M.D. (sin­
  gle blast); 406 M.D. (double blast); 606 M.D. (triple blast); 806 
  M.D. (quad blast). Rate of Fire: Equal to the number of attacks per 
  melee round. Range: 1,800 feet (548.6 m). Payload: Unlimited. 
  Modified 
  CR-IO 
  Concealed 
  Mini-Missile 
  Launchers 
  (2): 
  Mega-Damage: 506 M.D. (frag) or ID6x1O M.D. (plasma). Rate of 
  Fire: Single shot or volleys of two, three, four or five. Range: One 
  mile ( 1 .6 kIn). Payload: 12; 6 per launcher. 
  Black Market Cost: 850,000 credits; knock-offs sell for 500,000 cred­
  its, but they fly at half the speed. 
  AFC-115 Warbird 
  Manufacturer: Coalition States (Coalition War Campaign, p. 169). 
  Class: Rocket Cycle. 
  Crew: One. 
  Main Body M.D.C.: 220 
  Maximum Speed: Flight: 400 mph (640 kIn); max altitude is 6,000 
  feet ( 1,828 m). 
  Maximum Range: Unlimited; can fly 24 hours straight before over­
  heating. 
  Bonuses: Elite RPA SAMAS pilots and RPA "Fly Boys" get +1 on ini­
  tiative and + 1 attack per melee when piloting one of these vehicles. 
  C-42 Rail Gun Cluster: Mega-Damage: ID6x1O M.D. (single gun); 
  2D6x1O M.D. (double gun); 3D6x1O M.D. (triple gun). Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 4,000 feet 
  (1,220 m). Payload: 4,000 rounds (100 bursts) per gun. 
  Forward Lasers (2): Mega-Damage: 206 M.D. (single blast); 406 
  M.D. (double blast). Rate of Fire: Equal to the number of attacks 
  per melee round. Range: 2,000 feet (610 m). Payload: Unlimited. 
  Other Weapons: Forward Particle Beam, Concealed Mini-Missile 
  Launchers (2), Fusion Mini-Bombs (4). 
  Black Market Cost: 1.3 million credits. Knock-offs sell for 900,000 
  but only have half the speed. 
  AFC-151 Death Bringer 
  Manufacturer: Coalition States (Coalition War Campaign, p. 160). 
  Class: Armored Personnel Carrier. 
  Crew: Eight: pilot, co-pilot, communications officer, intelligence offi­
  cer, gunners (4). 
  APC Troop Payload: 60-80 foot soldiers OR 40 foot soldiers and 20 
  light power armor units OR 60 light power armor units OR any 
  other such combination. 
  Main Body M.D.C.: 900 
  Maximum Speed: Hovering: 200 mph (320 kIn). Flight: 400 mph (640 
  kIn); max altitude is 6,000 feet ( 1,828 m). 
  245 
  Maximum Range: Unlimited. 
  Bonuses: +1 to dodge when flying at or below 300 mph (480 km); +2 
  to dodge when flying faster than 300 mph (480 kIn). Trained CS pi­
  lots get an additional + 1 0% to pilot skill. 
  CPC-IOO Cannon Turret: Mega-Damage: ID6x1O M.D. Rate of Fire: 
  Equal to the number of attacks per melee round, plus one. Range: 
  8,000 feet (2,438.4 m). Payload: 1 00 rounds. 
  Laser Turrets (6): Mega-Damage: 306 M.D. (single blast). Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 4,000 
  feet (1,220 m). Payload: Unlimited. 
  Black Market Cost: 80-1 00 million credits; currently unavailable on 
  the Black Market. 
  CH-I0 Black Lightning Helicopter 
  Manufacturer: Coalition States (Coalition War Campaign, p. 1 72). 
  Class: Helicopter. 
  Crew: Four: pilot, co-pilot/gunner, communications officer/gunner, 
  secondary gunner. 
  Main Body M.D.C.: 200 
  Maximum Speed: Flight: 300 mph (480 kIn); max altitude is 20,000 
  feet (6,096 m). Ground strike can not be fired higher than 3,000 feet 
  (914 m). 
  Maximum Range: 500 miles (800 kIn). 
  Bonuses: None. 
  Weapon Appendage Rail Guns (2): Mega-Damage: ID6xl0 M.D. 
  (single gun); 2D6x1O M.D. (two guns). Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 4,000 feet (1,220 m). 
  Payload: 2,000 rounds (50 bursts) per gun. 
  Tube Mini-Missile Launchers (8): Mega-Damage: 506 M.D. (frag) 
  or ID6x1O M.D. (plasma). Rate of Fire: Single shot or volleys of 
  two, three, five, ten or twenty-four. Range: One mile ( 1 .6 kIn). Pay­
  load: 48; 6 per launcher. 
  Other Weapons: Nose-Mounted Laser, Nose Rail Gun. 
  Black Market Cost: 750,000 credits. Ishpeming and Golden Age Ar­
  maments offer knock offs for one million credits. 
  CH-I0N Sea Storm Helicopter 
  Manufacturer: Coalition States (Coalition Navy, p. 93). 
  Class: Helicopter. 
  Crew: Four: pilot, co-pilot/gunner, communications officer/gunner, 
  backup gunner. 
  Main Body M.D.C.: 200 
  Maximum Speed: Flight: 300 mph (480 kIn); max altitude is 20,000 
  feet (6,096). 
  Maximum Range: 500 miles (800 kIn). 
  Bonuses: None. 
  C-33 Weapon Appendage Rail Guns (2): Mega-Damage: ID6x1O 
  M.D. (one gun); 2D6x1O M.D. (two guns). Rate of Fire: Equal to 
  the number of attacks per melee round. Range: 4,000 feet ( 1 ,220 m). 
  Payload: 2,000 rounds (50 bursts) per gun. 
  Tube Mini-Torpedo Launehers (8): Mega-Damage: Varies with mis­
  sile type. Rate of Fire: Single shot or volleys of two, three, five, ten 
  or twenty-four. Range: One mile ( 1 .6 km). Payload: 48; 3 per 
  launcher. 
  Other Weapons: Nose Mounted Laser, Nose Rail Gun, and Depth 
  Charges. 
  Black Market Cost: 750,000 credits. 
  CH-12 Demon Locust Helicopter 
  Manufacturer: Coalition States (Coalition War Campaign, p. 1 74). 
  Class: Helicopter. 
  Crew: Four: pilot, co-pilot/gunner, communications officer/gunner, 
  secondary gunner. 
  Main Body M.D.C.: 250 
  Maximum Speed: Flight: 250 mph (400 km); max altitude is 20,000 
  feet (6,096 m). 
  Maximum Range: 700 miles (1, 120 kIn). 
  Bonuses: None. 
  Quentin Milton (Order #31246997)
  
  Wing Rail Guns (2): Mega-Damage: ID4x1O M.D. (single gun); 
  2D4x1 O  M.D. (double gun). Rate of Fire: Equal to the number of at­
  tacks per melee round. Range: 4,000 feet ( 1,220 m). Payload: 6,000 
  rounds ( 1 50 bursts) per gun. 
  Tube Mini-Missile Launchers (6): Mega-Damage: 5D6 M.D. (frag) 
  or ID6x1O M.D. (plasma). Rate of Fire: Single shot or volleys of 
  two, three, four or five. Range: One mile ( 1 .6 km). Payload: 60; 10 
  per launcher. 
  Other Weapons: Forward Mounted Laser Cannon, Nose Rail Gun, 
  Medium-Range Missile Launchers (4). 
  Black Market Cost: 925,000 credits. Knock-offs sell for 1 .3 million 
  credits. 
  CH-12N Sea Wasp Helicopter 
  Manufacturer: Coalition States (Coalition Navy, p. 95). 
  Class: Helicopter. 
  Crew: Four: pilot, co-pilot/gunner, communications tech, secondary 
  gunner. 
  Main Body M.D.C.: 250 
  Maximum Speed: Flight: 250 mph (400 km); max altitude is 20,000 
  feet (6,096 m). 
  Maximum Range: 700 miles ( 1 , 120 km). 
  Bonuses: None. 
  Forward Mounted Laser Cannon: Mega-Damage: ID4x1O M.D. 
  Rate of Fire: Equal to the number of attacks per melee round. 
  Range: 4,000 feet ( 1 ,220 m). Payload: Unlimited. 
  Wing Rail Guns (2): Mega-Damage: ID4x1O M.D. Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 4,000 feet 
  (1,220 m). Payload: 6,000 rounds ( 1 50 bursts) per gun. 
  Other Weapons: Nose Rail Gun, Canister Torpedo or Mini-Missile 
  Launchers (6), Medium-Range Torpedo Launchers (4). 
  Black Market Cost: 925,000 credits. 
  CSN-115 Sea Striker Jet Fighter 
  Manufacturer: Coalition States (Coalition Navy, p. 86). 
  Class: Naval Supersonic Interceptor. 
  Crew: Two: pilot and co-pilot/gunner. 
  Main Body M.D.C.: 465 
  Maximum Speed: Flight: Mach 2.8; max altitude is 60,000 feet 
  ( 1 8,288 m). 
  Maximum Range: Unlimited; can fly at max speed for 10 straight 
  hours before overheating. 
  Bonuses: + 1 on initiative, + 1 to dodge. 
  Double-Barreled Laser Turret: Mega-Damage: 2D4x1O M.D. Rate 
  of Fire: Equal to the number of attacks per melee round. Range: 
  6,000 feet ( 1,828 m). Payload: Unlimited. 
  Mini-Missile Launchers (2): Mega-Damage: ID4x1O M.D. (armor 
  piercing) or ID6x1O M.D. (plasma). Rate of Fire: Single shot or 
  volleys of two, four or six. Range: One mile ( 1 .6 km). Payload: 72; 
  36 per launcher. 
  Other Weapons: 
  Mini-Torpedo Launchers (2), 
  Pylon-Mounted 
  Long-Range Missiles (6), Depth Charges (2). 
  Black Market Cost: 50 million credits; currently unavailable on the 
  Black Market. 
  CSN-117 Shrike Jet Fighter 
  Manufacturer: Coalition States (Coalition Navy, p. 87). 
  Class: Naval Supersonic Interceptor. 
  Crew: One. 
  Main Body M.D.C.: 390 
  Maximum Speed: Flight: Mach 3 .5; max altitude is 60,000 feet 
  ( 18,288 m). 
  Maximum Range: Unlimited; can fly at max speed for 10 straight 
  hours before overheating. 
  Bonuses: + 1 on initiative, +3 to dodge, + 1 0% to pilot skill. 
  High Intensity Laser Turret: Mega-Damage: 2D4x1O M.D. Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 6,000 
  feet ( 1,828 m). Payload: Unlimited. 
  246 
  Pylon-Mounted Long-Range Missiles (6): 6D6xlO. 
  M.D. Rate of Fire: Single shot or volleys of two, four or six. Range: 
  1 ,800 miles (2,880 km). Payload: Six missiles. 
  Other Weapons: AIM-180 ASRAAMM Wing-Mounted Missile 
  Launchers (2). 
  Black Market Cost: 50 million credits; currently unavailable on the 
  Black Market. 
  CSN-118 Dagger Bomber Aircraft 
  Manufacturer: Coalition States (Coalition Navy, p. 89). 
  Class: Stealth Bomber. 
  Crew: Two: pilot and co-pilot/gunner. 
  Main Body M.D.C.: 360 
  Maximum Speed: Flight: Mach 1 .5; max altitude is 60,000 feet 
  (1 8,288 m). 
  Maximum Range: Unlimited. Can fly at max speed for 12 hours be­
  fore overheating. 
  Bonuses: +3 to strike. 
  High Intensity Laser Cannon: Mega-Damage: 2D4x1O M.D. Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 6,000 
  feet (1 ,828 m). Payload: Unlimited. 
  Internal Bomb Module: Mega-Damage: 2D4x1O M.D. (multi-war­
  head) or 2D6xl0 M.D. (plasma). Rate of Fire: Single shot or volleys 
  of two, four, six or eight. Range: Two miles 93.2 km) above the 
  ground. Payload: 48 
  Other Weapons: Retractable Medium-Range Missile Launchers (2), 
  External Wing hard points (4) 
  Black Market Cost: At least 80 million credits; currently unavailable 
  on the Black Market. 
  Eagle Unmanned Aircraft (EUA) 
  Manufacturer: Coalition States (Coalition Navy, p. 91). 
  Class: Unmanned Robot Aircraft. 
  Crew: None. 
  Main Body M.D.C.: 95 
  Maximum Speed: Flight: 500 miles (800 km); max altitude is 1 5,000 
  feet (4,572 m). 
  Maximum Range: 600 miles (960 km). 
  Bonuses: None. 
  Equipment: High-resolution cameras. 
  Black Market Cost: One million credits. 
  GAW-F14 Tomcat Jet Fighter 
  Manufacturer: GAW/Coalition States (Coalition Navy, p. 92). 
  Class; Naval Supersonic Interceptor. 
  Crew: Two: pilot and weapon systems operator. 
  Main Body M.D.C.: 1 8  
  Maximum Speed: Flight: Mach 2.3; max altitude is 56,000 feet 
  ( 17,068 m). 
  Maximum Range: 800 miles ( 1 ,280 km). 
  Bonuses: +2 on initiative, 
  M61 20mm Gatling Cannon: Mega-Damage: ID6xl0 M.D. (burst). 
  Rate of Fire: Equal to the number of attacks per melee round. 
  Range: 4,000 feet ( 1,220 m). Payload: 600 rounds (20 bursts). 
  AIM-52 Phoenix Air-to-Air Missiles (6): Mega-Damage: 3D6x1O 
  M.D. Rate of Fire: Single shot or volleys of up to six. Range: 125 
  miles (200 km). Payload: Six missiles. 
  Other Weapons: Wing-Mounted Long-Range Missiles (2). 
  Black Market Cost: 4 million credits each or a squadron of 12 for 42 
  million credits. 
  NA-15 Nightwing Jet Fighter 
  Manufacturer: Coalition States (Mercenaries, p. 1 50). 
  Class: Supersonic Interceptor. 
  Crew: Two: pilot and co-pilot/gunner. 
  Main Body M.D.C.: 450 
  Maximum Speed: Flight: Mach 2.05; max altitude is 30,000 feet 
  (9, 144 m). 
  Quentin Milton (Order #31246997)
  
  Maximum Range: Unlimited. Can fly for 10 hours straight at max 
  speed before overheating. 
  Bonuses: None. 
  High Intensity Laser Turret: Mega-Damage: 2D4x1O M.D. Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 6,000 
  feet ( 1 828 m). Payload: Unlimited. 
  Wing-Mounted Medium-Range Missile Launchers (4): Mega-Dam­
  �: Varies by missile type. Rate of Fire: Single shot or volleys of 
  two or four. Range: 40 miles (64 km). Payload: 24; 6 per launcher. 
  Other Weapons: Pylon-Mounted Long-Range Missiles (6). 
  Black Market Cost: At least 50 million credits, but this is academic 
  since the Nightwing has never been available on the Black Market 
  and, like so many other Coalition vehicles, is unlikely to be in the 
  foreseeable future. 
  SF -7 Talon Jet Fighter 
  Manufacturer: Coalition States (Coalition War Campaign, p. 176). 
  Class: VTOL Stealth Fighter. 
  Crew: One; seats for two additional crew members, typically a bom­
  bardier and communications officer. 
  Main Body M.D.C.: 350 
  Maximum Speed: Flight: Mach 1 .5/1,005 mph (1,608 km), max alti­
  tude is 60,000 feet ( 18,288 m). 
  Maximum Range: Unlimited; 18 hours of constant flight before over­
  heating. 
  Bonuses: + 1 when flying at or under Mach One; +4 to dodge when fly­
  ing above Mach One. 
  Belly-Mounted Long-Range Missile Launcher: Mega-Damage: 
  Varies with missile type. Rate of Fire: Single shot or volleys of two. 
  Range: Varies with missile type. Payload: 6. 
  Mini-Missile Launchers (2): Mega-Damage: 5D6 M.D. (frag) or 
  ID6xlO M.D. (plasma). Rate of Fire: Volleys of 4, 8, 12, and 24. 
  Range: One mile (1 .6 km). Payload: 1 50; 75 per launcher. 
  Other Weapons: Top Mini-Missile Launchers (4), Concealed Forward 
  Mounted Lasers (2). 
  Black Market Cost: Top secret; rumored to be 70-100 million credits. 
  This an experimental aircraft developed for use against Tolkeen and 
  the Xiticix. Only one wing of 30 aircraft currently operate out of 
  Chi-Town. 
  247 
  CS Boats 
  AWC-012 Wave Demon 
  Manufacturer: Coalition States (Coalition Navy, p. 58). 
  Class: Patrol Hydrofoil. 
  Crew: Two: pilot and gunner. 
  Main Body M.D.C.: 1 50 
  Maximum Speed: Water Surface: 1 30 mph (208 km; 1 12 knots). 
  Maximum Range: Unlimited. 
  Bonuses: +3 to dodge when moving faster than 60 mph (96 
  km). Trained CS pilots get +5% to pilot skill. 
  CR-4T Laser Turret: Mega-Damage: 6D6 M.D. Rate of Fire: Equal 
  to the number of attacks per melee round. Range: 4,000 feet ( 1,220 
  m). Payload: Unlimited. 
  CR-25 Mini-Missile Launchers (2): Mega-Damage: I D4xlO M.D. 
  (armor piercing); ID6xlO M.D. (plasma). Rate of Fire: Single shot 
  or volleys of two, four, six or twelve. Range: One mile ( 1.6 km). 
  Payload: 24; 12 per launcher) 
  Other Weapons: Medium Torpedo Launchers (2), C-40R2 Rail Gun 
  Turret. 
  Black Market Cost: 1 .8 million credits. 
  CPB-OOI Mark I Barracuda Patrol Boat 
  Manufacturer: Coalition States (Coalition Navy, p. 60). 
  Class: Modular Patrol Boat. 
  Crew: 12: pilot/commander, co-pilot/sensors operator, gunners (4), en-
  listed sailors (6). Plus can carry 8-10 soldiers. 
  Main Body M.D.C.: 300 
  Maximum Speed: Water Surface: 55 mph (88 km; 47.3 knots). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Torpedo Tubes (2): Mega-Damage: 2D4x1O M.D. Rate of Fire: Single 
  shot or volley of two. Range: 5 miles (8 km). Payload: 40. 
  Light Weapons Turret (3): Being a modular craft, the Barracuda can 
  accommodate various weapons in these mounts, such as the CR-4T 
  Laser, C-40R2 Rail Guns, or the C-50R Enforcer Rail Gun. 
  Other Weapons: Modular Heavy Weapons Turret. 
  Black Market Cost: 40 million credits, but currently unavailable on 
  the Black Market. 
  CPB-004 Mark IV Hurricane Patrol Boat 
  Manufacturer: Coalition States (Coalition Navy, p. 62). 
  Class: Submersible Patrol Boat. 
  Crew: Six: captain, co-pilot/ftrst mate, radar/sonar operator, communi­
  cations technician, gunners (2). 
  Main Body M.D.C.: 290 
  Maximum Speed: Water Surface: 70 mph ( 1 12 km). Underwater: 23 
  mph (36.8 km; 20 knots). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Short-Range Missile Launchers (2): Mega-Damage: ID4xlO M.D. 
  (armor piercing) or ID6xlO M.D. (plasma). Rate of Fire: Single 
  shot or volleys of two, three or four. Range: 5 miles (8 km). Pay­
  load: 20; 10 per launcher. 
  Quentin Milton (Order #31246997)
  
  Torpedo Tube: Mega-Damage: 3D4xl0 M.D. Rate of Fire: Single 
  shot only. Range: 5 miles (8 kIn). Payload: 6. 
  Other Weapons: Particle Beam Cannon, C-40R2 Rail Gun. 
  Black Market Cost: 80 million credits; currently unavailable on the 
  Black Market. 
  Death's Head Underwater Sea Sled 
  Manufacturer: Coalition States (Coalition Navy, p. 56). 
  Class: Underwater Sled. 
  Crew: One. 
  Main Body M.D.C.: 140 
  Maximum Speed: Water Surface: 20 mph (32 kIn; 17.2 knots). Under-
  water: 1 5  mph (24 kIn; 1 3  knots). 
  Maximum Range: 800 miles ( 1,280 kIn). Unlimited if nuclear. 
  Bonuses: +5% to pilot skill. 
  Mini-Torpedoes (2): Mega-Damage: ID4x1O M.D. Rate of Fire: Sin­
  gle shot or volley of two. Range: One mile ( 1.6 km). Payload: Two. 
  Black Market Cost: 36,000 credits (gasoline); one million credits (nu­
  clear). 
  CS Jet Ski 
  Manufacturer: Coalition States (Coalition Navy, p. 57). 
  Class: Surface Sea Sled. 
  Crew: One. 
  Main Body M.D.C.: 120 
  Maximum Speed: Water Surface: 1 10 mph ( 1 76 kIn; 94.6 knots). 
  Maximum Range: 500 miles (800 kIn); unlimited if nuclear. 
  Bonuses: None. 
  Mini-Torpedoes (2): Mega-Damage: ID4x1O M.D. Rate of Fire: Sin­
  gle shot or volley of two. Range: One mile (1 .6 kIn). Payload: Two. 
  Black Market Cost: 45,000 credits (gasoline); one million credits (nu­
  clear). 
  CSS James Bay Class Destroyers 
  Manufacturer: Coalition States, via Iron Heart Armaments (Coalition 
  Navy, p. 65). 
  Class: Guided Missile Destroyer. 
  Crew: 120: officers (8), chief petty officers ( 13), enlisted crew (99). 
  Can also carry 20 Naval Infantry RPAs in Super SAMAS and 10 
  Sea SAMAS. 
  Main Body M.D.C.: 1 ,450 
  Maximum Speed: Water Surface: 42 mph (67 kIn; 36 knots). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Heavy Torpedo Tubes (2): Mega-Damage: 4D6x1O M.D. Rate of 
  Fire: Single shot or volleys of two. Can fire four volleys per melee 
  round. Range: 20 miles (32 kIn). Payload: 80 torpedoes. 
  Medium Missile Launchers (2): Mega-Damage: 3D4x1O M.D. to an 
  area of 30 feet (9. 1 m). Rate of Fire: Up to three shots per melee 
  round. Range: 10 miles (16 kIn). Payload: 50. 
  Other Weapons: Five-Inch Cannon Turret, Rail Gun Turret, Depth 
  248 
  Charge Launchers (2), Landing Pad (2 CSN helicopters, either Sea 
  Wasps or Sea Storms). 
  Black Market Cost: Unavailable on the Black Market. 
  CSS Orca-Class Submarine 
  Manufacturer: Coalition States (Coalition Navy, p. 76). 
  Class: Attack Submarine. 
  Crew: 98: officers (10), enlisted sailors (88). Can carry up to 40 regu­
  lar troops or 20 light power armor troops. 
  Main Body M.D.C.: 850 
  Maximum Speed: Water Surface: 35 mph (56 km; 30 knots). Under-
  water: 40.6 mph (65 kIn; 35 knots). 
  --
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Heavy Torpedo Tubes (4): Mega-Damage: 5D6x1O M.D. Rate of 
  Fire: Single shot or volleys of two, three or four. Range: 20 miles 
  (32 kIn). Payload: 40. 
  VLS Missile Launchers (24): Mega-Damage: 4D6x1O M.D. Rate of 
  Fire: Single shot or volleys of two, three, four, six, twelve or 
  twenty-four. Range: 1,000 miles ( 1,600 km). Payload: 72, plus 10 
  nuclear weapons. 
  Other Weapons: Concealed Ion Cannons (2), On-Board Commando 
  Forces. 
  Black Market Cost: Unavailable on the Black Market. 
  CSS Revenge Class Destroyers 
  Manufacturer: Coalition States (Coalition Navy, p. 66). 
  Class: Guided Missile Destroyer. 
  Crew: 342: officers (27), chief petty officers (24), enlisted sailors 
  (291). 
  Main Body M.D.C.: 520 
  Maximum Speed: Water Surface: 35 mph (56 kIn; 30 knots). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Medium Torpedo Tubes (6): Mega-Damage: 3D4x1O M.D. Rate of 
  Fire: Single shot or volleys of two, three, four or six. Can fire one 
  volley per melee round. Range: 1 0  miles (16 km). Payload: 60; 10 
  per tube. 
  Vertical Launch System (VLS) Missile Launchers (96): Mega-Dam­
  �: Can fire any long-range missile, but often use plasma; 3D6xl0 
  M.D. Rate of Fire: Single shot or volleys of two, four, six or eight. 
  Range: 40 miles (64 kIn). Payload: 96. 
  Other Weapons: Five-Inch Cannon Turret, CIWS C90R Gatling Rail 
  Guns (2), Helicopters (2 Sea Storms or Sea Wasps). 
  Black Market Cost: Unavailable to the Black Market. 
  CSS Shark-Class Submarine 
  Manufacturer: Coalition States (Coalition Navy, p. 74). 
  Class: Attack Submarine. 
  Crew: 132: officers (12), enlisted crew (120). Can accommodate an­
  other 12 passengers. 
  Main Body M.D.C.: 320 
  Maximum Speed: Water Surface: 35 mph (56 kIn; 30 knots). Under-
  water: 40.6 mph (65 kIn; 35 knots). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Torpedo Tubes (4): Mega-Damage: 4D6x1O M.D. Rate of Fire: Single 
  shot or volleys of two, three or four. Range: 20 miles (32 kIn). Pay­
  load: 32. 
  VLS Tomahawk Missile Launchers (12): Mega-Damage: 4D6x1O 
  M.D. Rate of Fire: Single shot or volleys of two, three, four, or six. 
  Range: 1,000 miles (1,600 km). Payload: 12. 
  Black Market Cost: Unavailable on the Black Market. 
  Quentin Milton (Order #31246997)
  
  CVN-t Chi-Town Carrier Class 
  Manufacturer: Coalition States (Coalition Navy, p. 83). 
  Class: Aircraft Carrier. 
  Crew: 2,880: boat officers (160), boat enlisted crew (1,800), air group 
  officers (120), air group enlisted crew (800). 
  Troop Capacity: 1,200 total, divided into one Armor Troop, a Rein­
  forced Mechanized Infantry Company, one Infantry Battalion, one 
  SP Artillery Platoon, two Howitzer Batteries, an Artillery Support 
  Company, one Special Operations Company, and a Headquarters & 
  Intelligence Group. 
  Aircraft Capacity: 62: 12 Shrike Interceptors, 12 Sea Strikers, 8 
  Daggers, 20 Sky Cycles, 4 Sea Storms, 4 Demon Locusts, 2 Sky 
  Lifter APCs. 
  Additional Vehicles: 20 surface sea sleds, 40 underwater sea sleds, 20 
  Wave Demons, 20 Barracuda Stealth SCUBA armor, 20 Lightning 
  Strike armor, 40 Trident power armor, 40 Sea SAMAS. 
  Main Body M.D.C.: 13,000 
  Maximum Speed: Water Surface: 40.6 mph (65 km; 35 knots). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Heavy Torpedo Tubes (8): Mega-Damage: 4D6xlO M.D. Rate of 
  Fire: Up to eight torpedoes per melee round. Range: 20 miles (32 
  km). Payload: 100. 
  C-406 Tri-Cannon Turret: Mega-Damage: ID4xlOO M.D. to a 10 
  foot (3 m) blast radius or lD6xlOO to a 50 foot (15.2 m) blast ra­
  dius. Rate of Fire: Two rounds per cannon per minute (4 melee 
  rounds). Range: 35 miles (56 km). Payload: 200 shells. 
  Other Weapons: CR-400 Long-Range Missile Turret, Secondary 
  CR-160 MLRS Missile Launchers (2), CIWS C90R Gatling Rail 
  Guns (6), C-50R Enforcer Rail Guns (4). 
  Black Market Cost: The CS construction price per craft is around 2.7 
  billion credits. Totally unavailable on the Black Market. You'd have 
  a better chance buying out the land beneath Chi-Town. 
  CSN Wasp-Class Amphibious Warship 
  Manufacturer: Coalition States (Coalition Navy, p. 68). 
  Class: Amphibious Warship. 
  Crew: 1 ,080: officers (98), chief petty officers (61 ), enlisted personnel 
  (92 1). 
  Troop Capacity: 1 ,950 embarked troops consisting of a Headquarters 
  Group, a ReconlSpecial Ops Company, a Combat Engineer or "Sap­
  per" Platoon, a Medical Group, two Armor Troop Companies, one 
  Mechanized Air Infantry Battalion, one SP Artillery Platoon, two 
  Howitzer Batteries, an Artillery Support Company, and one En­
  larged Infantry Battalion. 
  Main Body M.D.C.: 8,000 
  Maximum Speed: Water Surface: 27.6 mph (44 km; 24 knots). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Medium Missile Launchers (2): Mega-Damage: 3D6xlO M.D. Rate 
  of Fire: Single shot or volleys of two, four or eight. Range: 40 miles 
  (64 km). Payload: 1 6; 8 per launcher. 
  CIWS C90R Gatling Rail Guns (3): Mega-Damage: 3D4xlO M.D. 
  (burst). Rate of Fire: Up to six attacks per melee round (two per 
  gun). Range: 6,000 feet (1828 m). Payload: 12,000 rounds (200 
  bursts) per gun. 
  Other Weapons: C-50R Enforcer Rail Guns (8). 
  Black Market Cost: You wish! 
  CT -008 Supply-Class Merchant Marine Transport 
  Manufacturer: Coalition States (Coalition Navy, p. 70). 
  Class: Merchant Marine Transport. 
  Crew: 32: commander, mechanic, enlisted sailors (30). Also can carry 
  up to 640 troops. 
  Main Body M.D.C.: 420 
  Maximum Speed: Water Surface: 30 mph (48 km). 
  Maximum Range: Unlimited. 
  249 
  Bonuses: None. 
  CR-4T Laser Turrets (4): Mega-Damage: 6D6 M.D. Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 4,000 feet 
  ( 1,220 m). Payload: Unlimited. 
  Other Weapons: Aircraft (one VTOL fighter or helicopter, plus a 
  half-dozen SAMAS suits), Robot Loaders (2). 
  Black Market Cost: 35 million credits. 
  Missile MCtA Sea King 
  Manufacturer: Coalition States, via Iron Heart Armaments (Merce­
  naries, p. 120) 
  Note: Though manufactured by Iron heart, the CS has purchased a 
  number of these and refitted them to CS specifications. 
  Class: Missile Cruiser 
  Crew: 40-50: captain, first officer, chief officers (4), medical officers 
  (2), communications technicians (3), sensor operators (3), naviga­
  tion technicians (2), engineers/mechanics (4), nurses (4), cooks (5), 
  seamen ( 1 5). 
  Main Body M.D.C.: 2,600 
  Maximum Speed: Water: 40 mph (64 km). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Missile Launchers (4): Mega-Damage: Varies with missile type. Both 
  medium and long range missiles are used. Rate of Fire: Single shot 
  or volleys of two, four or sixteen. Range: Varies; 50 to 500 miles 
  (80 to 800 km).Payload: 160 per launcher; another 560 missiles are 
  held in the ship's hold. 
  Torpedo Tubes (6): Mega-Damage: 4D6xlO M.D. Rate of Fire: Up to 
  six per melee round. Range: 20 miles (32 km). Payload: 600; 100 
  per tube. 
  Other Weapons: Long Range Rail Gun Turrets (2), Eight-inch Naval 
  Guns (2), Depth Charge Launchers (2), Shrike VTOL interceptors 
  or Dagger Bombers (4), Mk-108 Firefly missiles (4), Tomahawk 
  nuclear missiles (6), Eagle Unmanned Aircraft. 
  Black Market Cost: About 600 million credits. 
  Joseph Prosek-Class Aircraft Carrier 
  Manufacturer: Coalition States (Coalition Navy, p. 81). 
  Class: Aircraft Carrier. 
  Crew: 4,600: boat officers (200), boat enlisted crew (2,800), air group 
  officers (200), air group enlisted crew (1,400). 
  Troop Capacity: 1 ,500 total. 400 troops are RPA specialists who oper­
  ate 1 80 SAMAS, 140 Sea SAMAS, 20 Special Forces SAMAS, 24 
  old-style SAMAS, and 1 0  Hellraisers. There are also 1 60 Sea Dogs, 
  10 Nautical Commando troops, and 36 Naval Infantry RL T Com­
  mandos. 
  Aircraft Capacity: 94: 12 Super-Tomcats, 12 Skrike Interceptors, 24 
  Sea Strikers, 12 NB-lO Dagger Bombers, 24 Sky Cycles, 6 Sea 
  Storms, and 4 Death Bringer APCs. 
  Other Vehicles: 60 surface sea sleds, 40 underwater sea sleds, 20 Bar­
  racuda Stealth SCUBA Armor, 40 Lightning Strike Armor, 40 Tri­
  dent Power Armor, 60 Sea SAMAS, two Sea Spiders. 
  Main Body M.D.C.: 12,000 
  Maximum Speed: Water Surface: 34.5 mph (55 km; 30 knots). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  CR-l60 MLRS Missile Launchers (3): Mega-Damage: 3D6xlO M.D. 
  Rate of Fire: Single shot or volleys oftwo, four or eight. Can fire up 
  to three volleys per melee round. Range: 500 miles (800 km). Pay­
  load: 720; 240 missiles each. The ship has an additional 720 LRMs 
  in storage. 
  CIWS C90R Gatling Rail Guns (4): Mega-Damage: 3D4xl0 M.D. 
  (burst). Rate of Fire: Six attacks per melee round. Range: 6,000 feet 
  (1,828 m). Payload: 60,000 rounds (500 bursts) per gun. 
  Black Market Cost: The CS purchased this old ship from Golden Age 
  Weaponsmiths for 2 billion credits and spent far more than that 
  retrofitting it. 
  Quentin Milton (Order #31246997)
  
  SSN-IO Stingray Submarine 
  Manufacturer: Coalition States (Coalition Navy, p. 79). 
  Class: Mini-Submarine. 
  Crew: Three: pilot/captain, co-pilot/gunner, communications officer. 
  Can also carry a squad of 1 0  troops or five light power armor 
  troops. 
  Main Body M.D.C.: 400 
  Maximum Speed: Water Surface: 35 mph (56 km; 30 knots). Under-
  water: 65 mph (54.4 km; 35 knots). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Torpedo Tubes (2): Mega-Damage: 3D6x1O M.D. Rate of Fire: Single 
  shot or volleys of two or four. Range: 10 miles (16 km). Payload: 
  14. 
  Mini-Torpedo Launcher: Mega-Damage: ID4x1O M.D. Rate of Fire: 
  Single shot or volleys of two or four. Range: One mile ( 1 .6 km). 
  Payload: 40. 
  Other Weapons: Laser Cannons (4), Belly Gun. 
  Black Market Cost: Unavailable on the Black Market. 
  Coalition APCs & Tanks 
  CS Mark V APC 
  Manufacturer: Coalition States (Rifts® Ultimate Edition, p. 25 1). 
  Class: Armored Personnel Carrier. 
  Crew: Five: pilot, co-pilot, communications officer, gunners (2). Can 
  also carry up to 20 standard troops, four SAMAS power armor 
  units, and two hovercycles. 
  Main Body M.D.C.: 350 
  Maximum Speed: Ground: 90 mph (144 km). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  C-40R Rail Gun: Mega-Damage: ID6 M.D. (single shot); ID6x1O 
  M.D. (burst). Rate of Fire: Equal to the number of attacks per melee 
  round. Range: 4,000 feet ( 1,220 m). Payload: 20,000 rounds (250 
  bursts). 
  CR-4T Laser Turrets (2): Mega-Damage: 6D6 M.D. Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 4,000 feet 
  ( 1,220 m). Payload: Unlimited. 
  Other Weapons: C-2T Dual Laser Turrets (4), CR-1O Forward 
  Mini-Missile Launchers (2), Forward Auto-Cannons (2), Hatch La­
  ser Guns (3), Smoke Dispensers (2). 
  Black Market Cost: 21 million credits. 
  CS Mark VII Slayer 
  Manufacturer: Coalition States (Coalition War Campaign, p. 150). 
  Class: Armored Personnel Carrier. 
  Crew: Eight: pilot, co-pilot, communications officer, intelligence offi­
  cer, gunners (4). APC troop payload includes various mixes, includ­
  ing: 5-60 foot soldiers OR 20 foot soldiers and 1 0  power armor 
  units OR 40 SAMAS or other light power armor units OR 20 
  SAMAS and 1 0  Super SAMAS OR 20 foot soldiers on Scout 
  Rocket Cycles and 1 0  light power armor units or 6 heavy power ar­
  mor units OR 1 0-15 light robot vehicles. 
  Main Body M.D.C.: 500 
  Maximum Speed: Ground: 80 mph ( 128 km). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  C-T60 Laser Cannon: Mega-Damage: ID6xl0 M.D. Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 6,000 feet 
  ( 1,828 m). Payload: Unlimited. 
  C-PT36 Plasma Turret: Mega-Damage: 6D6 M.D. Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 2,000 feet 
  (61 0  m). Payload: Unlimited. 
  Other Weapons: C-MVI2 Vertical Mini-Missile Launchers (2), C-M6 
  Dual Mini-Missile Launchers (2), C-4T Dual Laser Turrets (4), 
  Smoke Dispensers (2). 
  Black Market Cost: 28 million credits; unavailable on the Black Mar­
  ket. 
  CS Mark IX EPC 
  Manufacturer: Coalition States (Coalition War Campaign, p. 152). 
  Class: Armored ("Exploratory") Personnel Carrier. 
  Crew: Three: pilot, co-pilot, gunner. 
  Main Body M.D. C.: 220 
  Maximum Speed: Ground: 1 10 mph ( 1 76 km). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  CR-2T Laser Turrets (2): Mega-Damage: 4D6 M.D. Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 4,000 feet 
  ( 1,220 m). Payload: Unlimited. 
  CR-IO Forward Mini-Missile Launcher: Mega-Damage: 5D6 M.D. 
  (frag) or ID6x1O M.D. (plasma). Rate of Fire: Single shot or volleys 
  of two, three, five, or ten. Range: One mile (1 .6 km). Payload: 20. 
  Other Weapons: None. 
  Black Market Cost: Six million credits. 
  CTX-20 Grinning Skull Tank 
  Manufacturer: Coalition States (Mercenaries, p. 146). 
  Class: Main Battle Tank. 
  Crew: Six: pilot, co-pilot, communications officer, gunners (3). 
  Main Body M.D.C.: 500 
  Maximum Speed: Ground: 90 mph (144 km). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  C-l44 Cannons: Mega-Damage: 2D4x1O (single blast); 4D4xlO, (dou­
  ble blast). Rate of Fire: Can fire four single blasts or two double 
  blasts per melee round. Range: 6,000 feet ( 1,828 m). Payload: 60 
  shells. 
  CR-4T Laser Turret: Mega-Damage: 6D6 M.D. Rate of Fire: Equal 
  to the number of attacks per melee round. Range: 4,000 feet ( 1,220 
  m). Payload: Unlimited. 
  Other Weapons: CR-IOS Side-Mounted Missile Launchers (2). 
  Black Market Cost: Unavailable on the Black Market. 
  CTX-50 Line Backer 
  250 
  Manufacturer: Coalition States (Coalition War Campaign, p. 1 53). 
  Class: Heavy Tank. 
  Crew: Eight: pilot, co-pilot, communications officer, intelligence offi-
  cer, gunners (4). 
  Main Body M.D.C.: 790 
  Maximum Speed: Ground: 1 50 mph (240 km). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  C-T60 Laser Cannons (2): Mega-Damage: I D6x1O M.D. The can­
  nons can not fire in tandem, although each can fire at the same tar­
  get for a coordinated attack. This requires two separate rolls to 
  strike. Rate of Fire: Equal to the number of attacks per melee round. 
  Range: 6,000 feet ( 1,828 m). Payload: Unlimited. 
  C-20R Rail Guns (2): Mega-Damage: ID6x1O M.D. (burst). These 
  guns can not be fired in tandem, but they may both fire on the same 
  target at the same time, requiring two strike rolls. Rate of Fire: 
  Quentin Milton (Order #31246997)
  
  Equal to the number of attacks per melee round. Range: 4,000 feet 
  (1,220 m). Payload: 6,000 rounds (150 bursts) per gun. 
  Other Weapons: C-20L Laser Turret, CR-8 Medium-Range Missile 
  Launchers (2), Concealed Mini-Missile Launchers (2), Smoke Dis­
  pensers (2). 
  Black Market Cost: 32 million credits; unavailable on the Black Mar­
  ket. 
  CTX-52 Sky Sweeper 
  Manufacturer: Coalition States (Coalition War Campaign, p. 156). 
  Class: Anti-Aircraft Tank. 
  Crew: Five: pilot, co-pilot/gunner, gunners (2), communications offi-
  cer. 
  Main Body MoDoC.: 400 
  Maximum Speed: Ground: 90 mph (144 km). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  C-T60 Laser Cannons (2): Mega-Damage: ID6xl0 M.D. The can­
  nons can not fire in tandem, although each can fire at the same tar­
  get for a coordinated attack. This requires two separate rolls to 
  strike. Rate of Fire: Equal to the number of attacks per melee round. 
  Range: 6,000 feet (1,828 m). Payload: Unlimited. 
  C-44 Rail Gun Turrets (2): Mega-Damage: 2D6xl0 M.D. (burst). The 
  guns can not fire in tandem, although each can fire at the same tar­
  get for a coordinated attack. This requires two separate rolls to 
  strike. Rate of Fire: Equal to the number of attacks per melee round. 
  Range: 4,000 feet ( 1,220 m). Payload: 12,000 rounds (150 bursts) 
  per gun. 
  Other Weapons: C-20L Double-Barreled Laser Turret, CR-8 Me­
  dium-Range Missile Launchers (2), Concealed Mini-Missile Launch 
  Tubes (4), Smoke Dispensers (2). 
  Black Market Cost: 25 million credits; currently unavailable on the 
  Black Market. 
  CTX-54 Fire Storm Mobile Fortress 
  Manufacturer: Coalition States (Coalition War Campaign, p. 1 58). 
  Class: Super Tank. 
  Crew: 148. Command Center: 1 14: division commanders (4), combat 
  officers (30), communications officers (20), crewmen (60). Death's 
  Head Transports (2): 34 total; 17 per transport: pilot, co-pilots (2), 
  communications engineers (2), technical officers (2), crewmen (10). 
  Troop Payload: Common troop mixes include: Six Skull Smashers 
  OR six Spider-Skull Walkers OR ten Glitter Boy Killers OR 40 
  Scout Spider-Skull Walkers OR 40 Hellraisers OR 40 Hellfires or 
  CS Cyborg Strike Troopers OR 40 Terror Trooper Commandos or 
  CS Juicers OR 40 troops with Scout Rocket Cycles or Warbird 
  Rocket Cycles OR 80 Special Forces Troops OR 160 SAMAS 
  troops (any kind) OR 1 60 infantry soldiers. 
  251 
  Main Body MoDoCo: 5,000 (main body command center); 2,000 (main 
  body command deck); 1 ,000 (each transport section). 
  Maximum Speed: Flight: 1 80 mph (288 km). Max altitude is 1,000 
  feet (305 m). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  C-2000 Super Rail Cannons (2): Mega-Damage: ID4x100 (single 
  blast) or 2D6xl 00 (double blast). Double blasts can not be directed 
  at targets less than 60 feet ( 1 8.3 m) in size. Rate of Fire: Eight blasts 
  per melee round; four blasts per cannon. Range: Two miles (3.2 
  km). Payload: 2,000 blasts; 1,000 per cannon. 
  C-300DH Rail Gun Turrets (2): Mega-Damage: 3D4x100 M.D. Rate 
  of Fire: Equal to the number of attacks per melee round. Range: 
  Two miles (3.2 km). Payload: 100,000 rounds (100 bursts) per gun. 
  Other Weapons: C-60T Deck Laser Turret, Long-Range Missile Bat­
  tery, Medium-Range Missile Battery, C-2T Dual Laser Turrets (24). 
  Black Market Cost: Estimated to be over one billion credits. The 
  Black Market might as well forget about trying to sell one of these 
  puppies. 
  MLRS Mark IX 
  Manufacturer: Coalition States (Mercenaries, p. 148). 
  Class: Mobile Missile Platform. 
  Crew: Six: pilot, commander/gunner, sensors operator, communica-
  tions operator, gunners (2). 
  Main Body MoDoCo: 350 
  Maximum Speed: Ground: 90 mph (144 km). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  MLRS: Mega-Damage: Varies with missile type. Rate of Fire: Single 
  shot or volleys of two, three, four, six, or eight. Can fire up to three 
  volleys per melee. Range: 500 miles (800 km). Payload: 1 60 mis­
  siles (20 full volleys). Supply trucks that carry 1 60 missiles can 
  transfer them to the Mark IX in 1 0  minutes. 
  C-2T Dual Laser Turrets (4): Mega-Damage: 4D6 M.D. Rate of Fire: 
  Up to six times per melee. Range: 4,000 feet (1,220 m). Payload: 
  Unlimited. 
  Other Weapons: CR-lO Mini-Missile Launchers (2), Forward 
  Auto-Cannons (2). 
  Black Market Cost: Unavailable on the Black Market. 
  Heavy Commercial 
  Ground Vehicles 
  Note: See Hovercycles & Rocket Bikes in their own section. 
  Australia: MT -6000 Crawler 
  Manufacturer: Australian Tech-Cities (Australia, p. 2 1 5). 
  Class: All-Terrain Vehicle. 
  Crew: Four: driver, communications engineer/navigator, gunner, sol­
  dier escort. 
  Main Body MoDoCo: 440 
  Maximum Speed: Ground: 1 00 mph (160 km); 80 mph (128 km) 
  off-road. 
  Maximum Range: 500 miles (800 km); unlimited if nuclear. 
  Bonuses: None. 
  Pop-Up Missile Launcher: Mega-Damage: 6D6xlO M.D. (plasma). 
  Rate of Fire: Single shots or volleys of 2, 4 or 8. Range: One mile 
  ( 1 .6 km). Payload: 24. 
  Main Gun (Particle Beam): Mega-Damage: ID6xlO M.D. Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 2,000 
  feet (610 m). Payload: Unlimited. 
  Other Weapons: The Crawler can accommodate up to two additional 
  weapons. 
  Black Market Cost: 940,000 Australian dollars or credits. 
  Quentin Milton (Order #31246997)
  
  Australia: NT -1200 Devil 4x4 
  Manufacturer: Australian Tech-Cities (Australia, p. 2 14). 
  Class: All-Terrain Vehicle. 
  Crew: Three: driver, gunner, communications officer. Up to seven pas­
  sengers. 
  Main Body M.D.C.: 225 
  Maximum Speed: Ground: 140 mph (224 kIn); 1 10 mph ( 1 76 kIn) 
  off-road. 
  Maximum Range: 300 miles (480 kIn); unlimited if nuclear. 
  Bonuses: None. 
  Pop-Up Grenade Launcher: Mega-Damage: 506 M.D. Rate of Fire: 
  Single shot or volleys of two or four. Range: 500 feet (15.2 m). Pay­
  load: 42 grenades. 
  Rail Gun: Mega-Damage: 406 M.D. (burst). Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 3,000 feet (914 m). Pay­
  load: 1,440 rounds (120 bursts). 
  Other Weapons: The Devil can accommodate up to two additional 
  weapons. 
  Black Market Cost: 1 80,000 Australian dollars or credits for civilian 
  (unarmed) models; 490,000 for military (armed) versions. 
  Bandito Arms: R-I00 Tarantula 
  (a.k.a. NG Spider) 
  Manufacturer: Bandito Arms. Also produced by Northern Gun (New 
  West, p. 194). 
  Class: All-Terrain Vehicle - Walker/crawler type vehicle. 
  Crew: Two: pilot and co-pilot/gunner. Can hold up to three passengers. 
  Main Body M.D.C.: 200 (main body); 300 (abdomen). 
  Maximum Speed: Ground: 100 mph (160 kIn). Leaping: 30 feet (9 m) 
  across and 10 feet (3 m) high. 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Mandible Rail Guns (2): Mega-Damage: lD4xlO M.D. (single burst); 
  2D4xlO M.D. (double burst). Rate of Fire: Equal to the number of 
  attacks per melee round. Range: 4,000 feet ( 1,220 m). Payload: 
  2,400 rounds (60 bursts) per gun. 
  Bandito 188 Dual Ion Cannon: Mega-Damage: 406 M.D. (single 
  shot); 806 M.D. (double shot). Rate of Fire: Equal to the number of 
  attacks per melee round. Range: 1,000 feet (305 m). Payload: Un­
  limited. 
  Other Weapons: MML24 Mini-Missile System (2). 
  Black Market Cost: 18 million credits; 14 million without weapons. 
  Big Boss A. T. V. 
  Manufacturer: GenericlBlack Market (Rifts® Ultimate Ed., p. 266). 
  Class: All-Terrain Dune Buggy. 
  Crew: One pilot, three passengers. 
  Main Body M.D.C.: 65 
  Maximum Speed: 1 50 mph (240 kIn). 
  252 
  Maximum Range: 300 miles (480 kIn). 
  Weapons: Virtually any light vehicular weapon can be mounted, from 
  rail guns, to mini-missile launchers, to light energy weapons. Only 
  one weapons hard point. 
  Black Market Cost: 24,000 credits (gasoline engine); 28,000 credits 
  ( electric engine). 
  Kittani: Creax Armored Rover 
  Manufacturer: Kittani (Atlantis, p. 147). 
  Class: Strategic Robot Vehicle Land Rover. 
  Crew: Three; pilot, communications operator and assistant/field scien-
  tist. 
  Main Body M.D.C.: 500 
  Maximum Speed: 40 mph (64 km). 
  Maximum Range: Unlimited. 
  Bonuses: + 1 to strike with all ranged weapons. 
  Double-Barreled Light Laser: Mega-Damage: 206 M.D. (single 
  blast); 406 M.D. (double blast). Rate of Fire: Equal to the number 
  of attacks per melee round. Range: 2,000 feet (610 m). Payload: Un­
  limited. 
  Fixed Forward Auto-Gun Pods: Mega-Damage: 306 M.D. (single 
  burst); 606 M.D. (double burst). Rate of Fire: Equal to the number 
  of attacks per melee round. Range: 2,000 feet (610 m). Payload: 100 
  bursts. 
  Other Weapons: Detachable Robot Claw. 
  Black Market Cost: 20 million credits. 
  Kittani: Insecton Land Rover 
  Manufacturer: Kittani (Atlantis, p. 145). 
  Class: Strategic Robot Vehicle Land Rover. 
  Crew: Three; pilot, co-pilot, communications operator/gunner. 
  Main Body M.D.C.: 600 (upper main body/shell); 500 (lower main 
  body/underbody). 
  Maximum Speed: 100 mph (160 km). 
  Maximum Range: Unlimited. 
  Bonuses: + I to strike with all ranged weapons. 
  Particle Beam Turrets (2): Mega-Damage: lD4xlO M.D. (single 
  blast); 2D4xlO M.D. (double blast). Rate of Fire: Up to six blasts 
  per melee, per gun. Range: 2,000 feet (610 m). Payload: Unlimited. 
  Mini-Missile Pod: Mega-Damage: lD4xlO M.D. (armor piercing); 
  ID6xlO M.D. (plasma). Rate of Fire: Single shot or volleys of two, 
  three or four. Range: One mile ( 1 .6 kIn). Payload: 32. 
  Other Weapons: Single-Barreled Light Lasers (2), Tri-Barrel Light 
  Lasers (2), Twin-Barrel Pulse Cannon. 
  Black Market Cost: 120 million credits. 
  Kittani: K-ATV Hover Land & Water Skimmer 
  Manufacturer: Kittani (Atlantis, p. 157). 
  Class: Hover Vehicle. 
  Crew: Pilot and three passengers. 
  Main Body M.D.C.: 120 
  Maximum Speed: Flight: 260 mph (416 kIn); max altitude is 400 feet 
  (122 m). 
  Maximum Range: Unlimited. 
  Black Market Cost: 1 .4 million credits. 
  Kittani: K-GTRV Hover Land Skimmer 
  Manufacturer: Kittani (Atlantis, p. 156). 
  Class: Robot Hover Car. 
  Crew: Pilot and one passenger. 
  Main Body M.D.C.: 200 
  Maximum Speed: Ground: 40 mph (64 kIn). Flight: 570 mph (912 
  kIn). 
  Maximum Range: Unlimited. 
  Bonuses: + 1 attack per melee, +2 to dodge. 
  Light Lasers: Mega-Damage: 206 M.D. Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 2,000 feet (610 m). Pay­
  load: Unlimited. 
  Black Market Cost: 2. 1 million credits. 
  Quentin Milton (Order #31246997)
  
  Kittani: K-GTV Hover Land Skimmer 
  Manufacturer: Kittani (Atlantis, p. 157). 
  Class: Hover Car. 
  Crew: Pilot and three passengers. 
  Main Body M.D.C.: 1 00 
  Maximum Speed: Flight: 300 mph (480 kIn); max altitude is 500 feet 
  (152 m). 
  Maximum Range: Unlimited. 
  Black Market Cost: 1 . 1 million credits. 
  Kittani: KY-HSS Slaver Raider (land & sea) 
  See stats in the Boat Section. Mainly a water craft. 
  Legion 2/20 Snowmobile 
  Manufacturer: Tundra Rangers, Northern Gun (Canada, p. 1 88). 
  Class: Snowmobile. 
  Crew: One, plus one passenger. 
  Main Body M.D.C.: 85 
  Maximum Speed: Ground: 100 mph (160 kIn). Leaping: 15 feet (4.6 
  m). 
  Maximum Range: 250 miles (400 kIn); unlimited if nuclear. 
  Bonuses: None. 
  Black Market Cost: 45,000 to 60,000 credits (combustion; one million 
  credits if nuclear. 
  Mountaineer A.T.V. 
  Manufacturer: GenericlBlack Market (Rifts® Ultimate Ed., p. 266). 
  Class: Armored All-Terrain Vehicle. 
  Crew: One pilot, three passengers plus cargo area. 
  Main Body M.D.C.: 140 
  Maximum Speed: 120 mph (192 km). 
  Maximum Range: 600 miles (960 kIn). 
  Weapons: Virtually any light vehicular weapon can be mounted, from 
  rail guns, to mini-missile launchers, to light energy weapons. Only 
  one weapons hard point. 
  Black Market Cost: 64,000 credits (gasoline engine); 70,000 credits 
  (electric engine); 500,000 credits (nuclear engine). 
  Robot Horses 
  See Rifts® World Book 14: New West™, pages 195-199. 
  Typical Robot Horse (Mustang, no frills) 
  Manufacturer: Bandito Arms/Black Market (New West™, p. 197). 
  Class: Robot. 
  Crew: One pilot, one passenger plus light cargo. 
  Main Body M.D.C.: 250 
  Maximum Speed: 1 00 mph (160 kIn). 
  Maximum Range: Effectively unlimited; 15 year life. 
  Weapons: None, other than kicks and head butts. 
  Black Market Cost: 5.2 million credits (nuclear engine). 
  Hovercycles & 
  Rocket Bikes 
  Africa: Phoenix Sand Skimmer (military) 
  Manufacturer: Phoenix Empire (Africa, p. 1 38). 
  Class: Hover Jet Vehicle/Rocket (borderline aircraft). 
  Crew: Pilot and two passengers. 
  Main Body M.D.C.: 250 
  Maximum Speed: Flight: 660 mph ( 1,056 kIn); max altitude is 1 ,000 
  feet (305 m). 
  Maximum Range: Unlimited. 
  Bonuses: +5% on piloting skill, + I attack per melee, +3 on initiative, 
  +3 to strike, +6 to dodge. 
  Pulse Cannon: Mega-Damage: 2D6 M.D. (single shot); ID4xlO M.D. 
  (multiple pulse). Rate of Fire: Equal to the number of attacks per 
  melee round. Range: 4,000 feet ( 1,220 m). Payload: Unlimited. 
  253 
  Concealed Mini-Missile Launcher: Mega-Damage: ID4xlO M.D. 
  (armor piercing) or ID6xlO M.D. (plasma). Rate of Fire: Single 
  shot or a volley of two. Range: One mile (1 .6 km). Payload: Two. 
  Black Market Cost: 6.5 million credits. 
  Bronco Scooter 
  Manufacturer: Bandito Arms (New West, p. 201). 
  Class: Hovercycle that resembles a horse in its appearance. 
  Crew: One. 
  Main Body M.D.C.: 1 10 
  Maximum Speed: Flight: 190 mph (304 km); max altitude is 60 feet 
  (18.3 m). 
  Maximum Range: 800 miles ( 1,280 kIn). 
  Bonuses: + I to dodge. 
  Weapons: Any standard hovercycle weapon can be added on at extra 
  cost. The Bronco Scooter can handle up to two weapon systems. 
  Black Market Cost: 146,000 credits (combustion engine); 1 62,000 
  (electric ). 
  CS AFC-033 Wind Jammer Sky Cycle 
  See Coalition States. 
  CS AFC-l11 Scout Rocket Bike 
  See Coalition States. 
  CS AFC-115 Warbird Rocket Bike 
  See Coalition States. 
  Free Quebec: QV -229 Bobcat Hovercycle 
  Manufacturer: Free Quebec (Free Quebec, p. 55). 
  Class: Hovercycle. 
  Crew: One. 
  Main Body M.D.C.: 1 80 
  Maximum Speed: Flight: 440 mph (704 kIn); max altitude is 2,500 
  feet (762 m). 
  Maximum Range: Unlimited range, but can fly only twelve hours 
  straight before overheating. 
  Bonuses: Elite RPA SAMAS pilots and RPA Fly Boys get a bonus of 
  +2 on initiative and +2 attacks per melee when piloting a Bobcat. 
  QL-22 Double-Barreled Laser Turret: Mega-Damage: 3D6 M.D. 
  (single blast); 6D6 M.D. (double blast). Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 2,000 feet (61 0  m). Pay­
  load: Unlimited. 
  Light Rail Gun: Mega-Damage: ID4xlO M.D. (burst). Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 4,000 feet 
  ( 1,220 m). Payload: 4,000 rounds (100 bursts). 
  Other Weapons: QR-IO Concealed Mini-Missile Launchers (2). 
  Black Market Cost: 850,000 credits for a knock-off with lower speed, 
  M.D.C. and weapons; a real Bobcat would go for at least one mil­
  lion credits. 
  Kittani: Hover Pods: War Pod (HV-MPC-216) 
  And Kittani Hover Speed Pod HV-MPC-113 
  (one-man version) 
  Manufacturer: Kittani (Splynn Dimensional Market, p. 1 85) 
  Class: Hover Pod. 
  Crew: One or Two: pilot and gunner. 
  Main Body M.D.C.: 1 00 
  Maximum Speed: Hovering: Mach 2/l,400 mph (2,240 kIn); max alti­
  tude is 200 feet (61 m). Limited Flight: 300 mph (480 kIn); max al­
  titude is 6,000 feet (1,828 m). 
  Maximum Range: Unlimited range and flight endurance. 
  Bonuses: +2 to automatic dodge at cruising speed or slower, +5 to 
  dodge when flying above cruising speed. 
  Under-Gun Laser: Mega-Damage: 3D6 M.D. (single blast); 6D6 
  M.D. (double blast). Rate of Fire: Equal to the number of attacks 
  Quentin Milton (Order #31246997)
  
  per melee round. Range: 2,000 feet (610 m). Payload: 100 twin 
  blasts per hour. 
  Top Mounted Particle Beams: Mega-Damage: ID4xlO+4 M.D. (sin­
  gle blast); 2D4xlO+8 M.D. (double blast). Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 2,000 feet (610 m). Pay­
  load: 60 twin blasts per hour; regenerates. 
  Other Weapons: Optional Mini-Missile Launcher (one-man variant 
  only). 
  Black Market Cost: 4.2 million credits. 
  Legion 50/50 Arctic Hovercycle 
  Manufacturer: Tundra Rangers (Canada, p. 1 88). 
  Class: Hovercycle (Arctic). 
  Crew: One. 
  Main Body M.D.C.: 120 
  Maximum Speed: Flight: 1 00 mph (160 km); max altitude is 50 feet 
  (15.2 m). 
  Maximum Range: 300 miles (480 km); unlimited if nuclear. 
  Bonuses: None. 
  Forward Laser: Mega-Damage: 4D6 M.D. Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 1 ,600 feet (487 m). Pay­
  load: Unlimited. 
  Black Market Cost: 90,000 to 120,000 credits (combustion); 1 . 1 mil-
  lion credits (nuclear). 
  Legion SOL Flying Arsenal Hovercycle 
  Manufacturer: Tundra Rangers (Canada, p. 189) 
  Class: Hovercycle Weapons Platform 
  Crew: One plus 2-3 passengers; up to 8-10 passengers can climb on 
  when the platform is fully armed, but they will be in for a rough 
  ride. 
  Main Body M.D.C.: 160 
  Maximum Speed: Flight: 50 mph (80 km); max altitude is 50 feet 
  (15.2 m). 
  Maximum Range: 300 miles (480 m); unlimited if nuclear. 
  Massive Medium-Range Missile: Mega-Damage: 4D6x1O M.D. Rate 
  of Fire: One shot only. Range: 40 miles (64 km). Payload: One. 
  Short-Range Missiles (2): Mega-Damage: 2D4XlO M.D. Rate of Fire: 
  Single shot. Range: 3 to 5 miles (4.8 to 8 km). Payload: Two. 
  Other Weapons: Forward Laser, Nose-Mounted Rail Gun, Mini-Mis­
  siles, Main Laser Cannon, Silver Spears (2). 
  Black Market Cost: Undetermined. None have yet made it to the 
  Black Market. They are, in essence, a disposable vehicle. Or a 
  highly mobile weapon, whichever way one chooses to see it. 
  Manistique: MI-IOIO Desert Fox Hovercycle 
  Manufacturer: Manistique Imperium (Lone Star, p. 56). 
  Class: Hovercycle. 
  Crew: Pilot and one passenger. 
  Main Body M.D.C.: 65 
  Maximum Speed: Flight: 170 mph (272 km); max altitude is 80 feet 
  (24.4 m). 
  Maximum Range: 700 miles (1,120 km). 
  Bonuses: + I 0% to piloting skill. 
  Weapons: Weapons do not come standard with this bike, but there is 
  room enough to mount a single light weapon (light rail gun, laser 
  cannon, mini-missile launcher, etc.). 
  Black Market Cost: 90,000 credits (combustion engine); 105,000 
  credits (electric engine). 
  Manistique: MI-3000 Firefly Hovercycle 
  Manufacturer: Manistique Imperium (Lone Star, p. 55). 
  Class: Hovercycle. 
  Crew: Pilot and one passenger. 
  Main Body M.D.C.: 72 
  Maximum Speed: Flight: 190 mph (304 km); max altitude is 60 feet 
  (18.3 m). 
  Maximum Range: 800 miles ( 1,280 km). 
  254 
  Bonuses: None. 
  Double-Barreled Heavy Laser: Mega-Damage: 2D6 M.D. (single 
  shot); 4D6 M.D. (double shot). Rate of Fire: Equal to the number of 
  attacks per melee round. Range: 2,000 feet (610 m). Payload: 40 
  single shots or 20 double shots. 
  Mini-Missile Launchers (2): Mega-Damage: ID4x1O M.D. (armor 
  piercing) or ID6xlO M.D. (plasma). Rate of Fire: Single shot or 
  volleys of two. Range: One mile (1 .6 km). Payload: 4; two per 
  launcher. 
  Other Weapons: Laser, Heavy Laser. 
  Black Market Cost: 148,000 credits (combustion engine); 164,000 
  (electric engine). 
  NG-220 Rocket Hovercycle 
  Manufacturer: Northern Gun (Lone Star, p. 57). 
  Class: Hovercycle. 
  Crew: Pilot and one passenger. 
  Main Body M.D.C.: 84 
  Maximum Speed: Flight: 340 mph (544 km); max altitude is 1,000 
  feet (305 m). 
  Maximum Range: 600 miles (960 km) with combustion or electric en­
  gine; unlimited with nuclear engine. 
  Bonuses: -15% to pilot skill and -30% to pilot skill when making spe­
  cial moves. What can we say? This thing handles like a brick. 
  Concealed Ion Guns: Mega-Damage: 3D6 M.D. (single fire); 6D6 
  M.D. (double fire). Rate of Fire: Equal to the number of attacks per 
  melee round. Range: 500 feet (152 m). Payload: 60 shots each. 
  Other Weapons: Other optional weapons packages include Light La­
  ser, Heavy Laser, Machine-gun, Dual Mini-Missile Launchers, and 
  a Mini-Missile Pod. A total of three laser weapons (or two ma­
  chine-guns) and four dual mini-missile launchers or two mini-mis­
  sile pods can be installed. If the lasers or machine-guns are 
  removed, another two dual launchers and two mini-missile pods can 
  be installed. 
  Black Market Cost: 120,000 credits (combustion engine); 135,000 
  credits (electric engine); 675,000 credits (nuclear engine). 
  NG-230 Prowler Hovercycle 
  Manufacturer: Northern Gun (Lone Star, p. 58). 
  Class: Hovercycle. 
  Crew: One. 
  Main Body M.D.C.: 80 
  Maximum Speed: Flight: 190 mph (304 km); max altitude is 700 feet 
  (213 m). 
  Maximum Range: 900 miles ( 1,440 km). 
  Bonuses: +5% to pilot skill. 
  Heavy Laser: Mega-Damage: 2D6 M.D. Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 2,000 feet (610 m). Pay­
  load: 40 single shots. 
  Other Weapons: Additional weapons packages include Light Laser, 
  Quentin Milton (Order #31246997)
  
  Heavy Laser, Dual Mini-Missile Launchers. 
  Black Market Cost: 1 82,000 credits (combustion engine); 195,000 
  credits (electric); 875,000 (nuclear). 
  NG-300 Speedster Hovercycle 
  Manufacturer: Northern Gun (Lone Star, p. 54). 
  Class: Hovercycle. 
  Crew: Pilot and one passenger. 
  Main Body M.D.C.: 75 
  Maximum Speed: Flight: 220 mph (352 km); max altitude is 120 feet 
  (36.5 m). 
  Maximum Range: 800 miles ( 1,280 km). 
  Bonuses: None. 
  Weapons: Weapons do not come standard with this bike, but there is 
  room enough to mount a single light weapon (light rail gun, laser 
  cannon, mini-missile launcher, etc.) 
  Black Market Cost: 98,000 credits (combustion engine); 1 10,000 
  credits (electric engine); 450,000 credits (nuclear engine). 
  NG-400 Stinger Hovercycle 
  Manufacturer: Northern Gun (Lone Star, p. 59). 
  Class: Hovercycle. 
  Crew: One. 
  Main Body M.D.C.: 90 
  Maximum Speed: Flight: 250 mph (400 km); max altitude is 200 feet 
  (61 m). 
  Maximum Range: 800 miles (1,280 km); unlimited if nuclear. 
  Bonuses: -5% to pilot skill. 
  Weapons: This cycle supports a variety of weapons packages, includ­
  ing Light Laser, Heavy Laser, Double-Barreled Heavy Laser, Ma­
  chine-gun, Dual Machine-gun & Heavy Laser, Dual Mini-Missile 
  Launchers, and Mini-Missile Pod. 
  Black Market Cost: 1 80,000 credits (combustion); 200,000 credits 
  (electric); 795,000 credits (nuclear). 
  NG-480 Turbo Hovercycle 
  Manufacturer: Northern Gun. 
  Class: Hovercycle. 
  Crew: Pilot and one passenger. 
  Main Body M.D.C.: 92 
  Maximum Speed: Flight: 220 mph (352 km); max altitude is 400 feet 
  (122 m). 
  Maximum Range: 800 miles ( 1,280 km); unlimited if nuclear. 
  Bonuses: + 1 to dodge, +5% to pilot skill, -10% to pilot skill when pull­
  ing special moves like jumps and crazy turns. 
  Double-Barreled Heavy Ball Laser: Mega-Damage: 2D6 M.D. (sin­
  gle shot); 4D6 M.D. double shot. Rate of Fire: Equal to the number 
  255 
  of attacks per melee round. Range: 2,000 feet (610 m). Payload: 120 
  single shots; 60 double shots. 
  Other Weapons: Other optional weapons packages include Light La­
  ser, Heavy Laser, Double-Barreled Heavy Laser, Machine-gun, 
  Dual Mini-Missile Launchers, Mini-Missile Pod. Up to two addi­
  tional weapons can be installed. 
  Black Market Cost: 225,000 credits (combustion engine); 240,000 
  credits (electric); 850,000 credits (nuclear). 
  Russian Hovercycles 
  See Landflier Hovercycle, Novyet Arctic Hoverbike, and War­
  rior AH Assault Hoversled under the heading of Russian Vehicles. 
  TriaxlGermany: WR-2020 Shark Hovercycle 
  Manufacturer: Generic NGR (Triax & NGR, p. 1 39). 
  Class: Hovercycle. 
  Crew: One pilot, one passenger. 
  Main Body M.D.C.: 80 
  Maximum Speed: Hovering: 280 mph (448 km). 
  Maximum Range: 500 miles (800 km); unlimited if nuclear. 
  Bonuses: None. 
  Weapons: The WR-2020 can accommodate up to one light weapons 
  mount (light laser, rail gun, mini-missile launcher, etc.). 
  Black Market Cost: 65,000 credits (gas or electric); 2.065 million (nu­
  clear). 
  Wellington: AHB-2000 Assault 
  Hover (Rocket) Bike 
  Manufacturer: Wellington Industries (Juicer Uprising, p. 85). 
  Class: Rocket Bike. 
  Crew: One. 
  Main Body M.D.C.: 190 
  Maximum Speed: Flight: 300 mph (480 km); max altitude is 5,000 
  feet ( 1,524 m). 
  Maximum Range: 12 hours at max speed, twice that at half speed. 
  Bonuses: None. 
  Particle Beam Guns (2): Mega-Damage: 5D6 M.D. (single blast); 
  ID6xlO M.D. (double blast). Rate of Fire: Equal to the number of 
  attacks per melee round. Range: 1,600 feet (488 m). Payload: Un­
  limited. 
  Laser Pods (2): Mega-Damage: 5D6 M.D. (one pod); ID6xlO M.D. 
  (both pods). Rate of Fire: Equal to the number of attacks per melee 
  round. Range: 6,000 feet ( 1,828 m). Payload: Unlimited. 
  Other Weapons: Mini-Missile Launchers (2). 
  Black Market Cost: 900,000 credits. 
  Quentin Milton (Order #31246997)
  
  Jet Packs 
  Legion-90 Sky Pack 
  Manufacturer: Tundra Rangers (Canada, p. 1 88). 
  Class: Jet Pack. 
  Crew: One. 
  Main Body M.D.C.: 22 
  Maximum Speed: Flight: 90 mph (144 km); max altitude is 1 ,000 feet 
  (305 m). 
  Maximum Range: 700 miles (1, 120 km); unlimited if nuclear but can 
  not fly for more than six hours straight without overheating. 
  Bonuses: None. 
  Black Market Cost: 30,000 credits (combustion); 50,000 (electrical); 
  400,000 (nuclear). 
  Wilk's Jet Pack 
  Manufacturer: Wilk's Laser Industries (Rifts® Ultimate Ed., p. 267). 
  Class: Personal Jet Pack. 
  Crew: One. 
  Main Body M.D.C.: 20 
  Maximum Speed: 120 mph (192 km). 
  Maximum Range: 800 miles ( 1,280 km). 
  Black Market Cost: 38,000 credits (gasoline engine); 50,000 credits 
  (electric engine); 250,000 credits (nuclear engine). 
  Falcon 300 Jet Pack 
  A popular mainstream jet pack used by mercenaries and adventur­
  ers. 
  Manufacturer: Northern Gun, Manistique, Triax, and the Black Mar-
  ket (Rifts® Sourcebook One Revised, p. 5 1). 
  Class: Personal Jet Pack. 
  Crew: One. 
  Main Body M.D.C.: 1 8  
  Maximum Speed: 120 mph (192 km). 
  Maximum Range: 700 miles (1, 120 km). 
  Black Market Cost: 30,000 credits (gasoline engine); 46,000 credits 
  (electric engine); 400,000 credits (nuclear engine). 
  Triax T-IOO Eagle Military Jet Pack 
  Manufacturer: Triax (Triax and the NGR. p. 34). 
  Class: Personal Jet Pack. 
  Crew: One. 
  Main Body M.D.C.: 30 
  Maximum Speed: 200 mph (320 km) 
  Maximum Range: 1000 miles (1,600 km). 
  Black Market Cost: 500,000-600,000 credits (nuclear engine only). 
  Northern Gun has recently begun selling a knock-off in North 
  America. 
  Military Vehicles 
  Tanks, APCs & Other Armored War Machines 
  Africa: Phoenix Sand Crawler 
  Manufacturer: Phoenix Empire (Africa, p. 1 39). 
  Class: Hover Vehicle. 
  Crew: Pilot and two passengers. 
  Main Body M.D.C.: 280 
  Maximum Speed: Flight: 180 mph (288 km); max altitude is 10 feet (3 
  m). 
  Maximum Range: Unlimited. 
  Bonuses: + 1 on initiative, + 1 to strike, +3 to dodge, prowl 50%. 
  Double-Barreled Pulse Cannon: Mega-Damage: ID4x1O M.D. (sin-
  gle barrel); 2D4x1O M.D. (double barrel). Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 4,000 feet ( 1,220 m). 
  Payload: Unlimited. 
  Dual Light Lasers and Ion Blaster: Mega-Damage: 2D6 M.D. (single 
  laser blast); 4D6 M.D. (double laser blast); 6D6 M.D. (ion blast). 
  256 
  Rate of Fire: Equal to the number of attacks per melee round. 
  Range: 2,000 feet (61 0  m) for lasers, 1 ,000 feet (305 m) for ion. 
  Payload: Unlimited. 
  Black Market Cost: Two million credits. 
  Arkhon: A-73 "Evil Eye" Military APC 
  Manufacturer: Arkhon (South America Two, p. 95). 
  Class: Armored Personnel Carrier. 
  Crew: Three: pilot and two gunners. Can carry up to 12 troops. 
  Main Body M.D.C.: 400. 
  Maximum Speed: Ground: 200 mph (320 km). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  "Evil Eye" Particle Beam Irradiator: Mega-Damage: 4D6 M.D. to a 
  30 foot (9. 1 m) area, plus another 3D6 M.D. radiation damage. Rate 
  of Fire: Equal to the number of attacks per melee round, but each 
  shot counts as two attacks. Range: 200 feet (61 m). Payload: Unlim­
  ited. 
  Pintel-Mounted Tri-Beam: Mega-Damage: ID4xlO+1O M.D., double 
  damage to everything except energy/force fields and Arkhon com­
  posite armor. Rate of Fire: Equal to the number of attacks per melee 
  round. Range: 3,000 feet (914 m). Payload: Unlimited. 
  Other Weapons: Mini-Missile Launchers (2). 
  Black Market Cost: Not for sale; unavailable thus far through illicit 
  channels. 
  Arkhon: T -10 "Porcupine" Tank 
  Manufacturer: Arkhon (South America 2, p. 93). 
  Class: Main Battle Tank. 
  Crew: Six: commander, driver, four gunners. 
  Main Body M.D.C.: 600 
  Maximum Speed: Ground: 200 mph (320 km). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Double Cannons (2): Mega-Damage: 2D4x1O M.D. (Tri-Beam Can­
  non); 3D4x1O M.D. (Conventional Cannon). Rate of Fire: Each 
  over-and-under gun can fire twice per melee. Range: 4,000 feet 
  (1,220 m) for Tri-Beam Cannon; 10,000 feet (3,048 m) for Conven­
  tional Cannon. Payload: Unlimited for Tri-Beam, 30 shots per Con­
  ventional Cannon (60 total). 
  Flechette Gun Cupola: Mega-Damage: ID4xl0+1O M.D. (burst). 
  Rate of Fire: Equal to the number of attacks per melee round. 
  Range: 3,000 feet (914 m). Payload: 600 rounds (200 bursts). 
  Other Weapons: Tri-Beam Mini-Turrets (2), Flechette Gun Mini-Tur­
  rets (2), Mini-Missile Turret. 
  Black Market Cost: 10-20 million credits; almost never available, and 
  when it is, it will be seriously stripped or damaged. 
  Quentin Milton (Order #31246997)
  
  Free Quebec: QV-119 Cougar Jeep 
  Manufacturer: Free Quebec (Free Quebec, p. 53). 
  Class: Hover Jeep. 
  Crew: Two: pilot and co-pilot/gunner. 
  Main Body M.D.C.: 228 
  Maximum Speed: Flight: 220 mph (352 km); max altitude is 800 feet 
  (244 m). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Nose Laser Turret: Mega-Damage: 2D6 M.D. (single pulse); 6D6 
  M.D. (triple pulse). Rate of Fire: Equal to the number of attacks per 
  melee round. Range: 2,000 feet (610 m). Payload: Unlimited. 
  Forward Lasers (2): Mega-Damage: 2D6 M.D. (single blast); 4D6 
  M.D. (dual blast). Rate of Fire: Equal to the number of attacks per 
  melee round. Range: 2,000 feet (610 m). Payload: Unlimited. 
  Other Weapons: Mini-Missile Launchers (2), Modular Weapon 
  Mount, Various Special Features. 
  Black Market Cost: 1 .5 million credits. Knock-off versions are avail­
  able for as low as 1 . 1 million credits. 
  Iron Heart: IH-IB Iron Hammer Tank 
  Manufacturer: Iron Heart Armaments (Mercenaries, p. 107). 
  Class: Main Battle Tank. 
  Crew: Four: driver, commander, gunners (2). 
  Main Body M.D.C.: 650 
  Maximum Speed: Ground: 60 mph (96 km). 
  Maximum Range: 600 miles (960 km); unlimited if nuclear. 
  Bonuses: None. 
  200mm IH-B Auto-Cannon: Mega-Damage: 3D6xlO M.D. Rate of 
  Fire: Twice per melee round. Range: 6,000 feet (1,828 m). Payload: 
  80 rounds. 
  IH-IOO Rail Gun: Mega-Damage: ID6xlO M.D. (burst). Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 4,000 feet 
  (1,220 m). Payload: 12,000 rounds (200 bursts). 
  Other Weapons: IH-105 Rail Gun, IH-44L Vulcan Laser, Me­
  dium-Range Missile Launchers (2). 
  Black Market Cost: 4 million credits (gasoline); 6 million credits 
  (electric); 35 million credits (nuclear). 
  Iron Heart: IH-12B Iron Fist Tank 
  Manufacturer: Iron Heart Armaments (Mercenaries, p. 109). 
  Class: Medium Tank. 
  Crew: Three: driver, gunner, commander. 
  Main Body M.D.C.: 450 
  Maximum Speed: Ground: 65 mph (104 km). 
  Maximum Range: 600 miles (960 km); unlimited if nuclear. 
  Bonuses: +2 to strike. 
  120mm IH-8 Auto-Cannon: Mega-Damage: 2D6xlO M.D. to an area 
  of 10 feet (3 m). Rate of Fire: Three attacks per melee round. 
  Range: 6,000 feet ( 1,828 m). Payload: 80 rounds. 
  IH-IOO Rail Gun: Mega-Damage: ID6xl0 M.D. (burst). Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 4,000 feet 
  257 
  ( 1,220 m). Payload: 12,000 rounds (200 bursts). 
  Other Weapons: IH-105 Rail Gun, IH-34L Laser Turret, Smoke/Gas 
  Dispensers (2). 
  Black Market Cost: 2.5 million credits (gasoline); 3 million credits 
  (electric); 23 million credits (nuclear). 
  Iron Heart: IH-15 Iron Bolt Tank 
  Manufacturer: Iron Heart Armaments (Mercenaries, p. 1 10). 
  Class: Missile Tank. 
  Crew: Three: driver, gunner, commander. 
  Main Body M.D.C.: 450 
  Maximum Speed: Ground: 55 mph (88 km). 
  Maximum Range: 400 miles (640 km); unlimited if nuclear. 
  Bonuses: +2 to strike. 
  ML-12 Long-Range Missile Systems: Mega-Damage: Varies with 
  missile type. Rate of Fire: Single shot or volleys of 2, 4, or 6. 
  Range: 500 to 1,000 miles (800 to 1,600 km), depending on missile 
  type. Payload: 12. 
  MLRS-120 Multiple Launcher System: Mega-Damage: ID4x1O 
  M.D. (armor piercing) or ID6x1O M.D. (plasma). Rate of Fire: Sin­
  gle shot or volleys of 2, 4, 6 or 10. Range: One mile ( 1 .6 km). Pay­
  load: 120 (!). 
  Other Weapons: IH-34L Laser Turret. 
  Black Market Cost: 4 million credits (gasoline); 5 million credits 
  (electric); 23 million (nuclear). Missiles cost extra. 
  Iron Heart: IH APC-IO Iron Maiden APe 
  Manufacturer: Iron Heart Armaments (Mercenaries, p. I l l). 
  Class: Armored Personnel Carrier. 
  Crew: Two: pilot and gunner. Can carry up to 10 human-sized troops. 
  Main Body M.D. C.: 320 
  Maximum Speed: Ground: 70 mph (1 12 km). 
  Maximum Range: 400 miles (640 km); unlimited if nuclear. 
  Bonuses: +2 to strike. 
  IH-IORJ Ramjet Auto, Cannon: Mega-Damage: 2D6xlO M.D. Rate 
  of Fire: Equal to the number of attacks per melee round. Range: 
  3,000 feet (914 m). Payload: 2,000 rounds (100 bursts). 
  MLRS-24 Multiple Mini-Missile Launchers (2): Mega-Damage: 
  ID4x1O M.D. (armor piercing) or ID6x1O M.D. (plasma). Rate of 
  Fire: Single shot or volleys of 2, 4, or 6. Range: One mile (1 .6 km). 
  Payload: 48; 24 per launcher. 
  Other Weapons: IH-34L Laser Turret, Smoke/Gas Dispensers (2). 
  Black Market Cost: One million credits (gasoline); 1 .3 million (elec-
  tric); 14 million (nuclear). 
  Kittani: Dragon Dreadnaught 
  Manufacturer: Kittani (Atlantis, p. 149). 
  Class: Strategic Infantry Assault Robot Fighter. 
  Crew: Seven; pilot, co-pilot, communications officer, four gunners. 
  Main Body M.D.C.: 2,100 
  Maximum Speed: Ground: 50 mph (80 km). Flight: Mach 5/3,700 
  mph (5,920 km). 
  Maximum Range: Unlimited. 
  Bonuses: +1 attack per melee, +2 to strike on all kicks, +4 to strike 
  with ranged weapons, + 1 to parry, +2 to dodge. 
  The Four Dragon Heads: Mega-Damage: ID4xl0 M.D. (bite); 
  ID4xlO M.D. (single plasma blast); 2D4xlO M.D. (double plasma 
  blast). Rate of Fire: Each head can fire only two plasma blasts per 
  melee. Biting equal to number of attacks per melee round. Range: 
  Close combat (bite); 4,000 feet ( 1,220 m) (plasma). Payload: Un­
  limited. 
  KLT Twin Barrel Pulse Cannons (4): Mega-Damage: 5D6 M.D. 
  (single blast); ID6x1O M.D. (double blast); 4D6xl0 (quad blast). 
  Rate of Fire: Six shots per melee round between the four cannons. 
  Range: 6,000 feet ( 1,828 m). Payload: Unlimited. 
  Other Weapons: Particle Beam Guns (8), Tail Laser, Medium-Range 
  Missiles (8), Long-Range Missiles (16). 
  Quentin Milton (Order #31246997)
  
  Black Market Cost: 200 billion credits, fully armed and loaded, but, 
  since this considered a top secret weapon of Atlantis, one of these 
  will never make it to an open marketplace. 
  Legion Armored Snow Lion APC 
  Manufacturer: Tundra Rangers, Generic (Canada, p. 190). 
  Class: Armored Personnel Carrier. 
  Crew: Two to Four: pilot, co-pilot, gunners. Can hold up to 20 passen-
  gers. 
  Main Body M.D.C.: 300 
  Maximum Speed: Ground: 60 mph (96 krn). 
  Maximum Range: 700 miles (1, 120 krn); unlimited if nuclear. 
  Bonuses: None. 
  Side Laser Turrets (2): Mega-Damage: 5D6 M.D. Rate of Fire: Equal 
  to the number of attacks per melee round. Range: 2,000 feet (610 
  m). Payload: Unlimited. 
  Top-Mounted Grenade Launchers (2): Mega-Damage: 4D6 M.D. 
  Rate of Fire: Equal to the number of attacks per melee round. 
  Range: 1,600 feet (487 m). Payload: 120; 60 per launcher. 
  Other Weapons: Short-Range Missile Launcher. 
  Black Market Cost: 600,000 credits (combustion/electric); one million 
  (nuclear). All weapons cost extra. 
  Megaversal Legion: M6-IFV Neo-Bradley APC 
  Manufacturer: Megaversal Legion (South America 2, p. 1 19). 
  Class: Armored Personnel Carrier. 
  Crew: Two: pilot and gunner. Can carry up to 10 troops. 
  Main Body M.D.C.: 450 (plus 200 M.D. force field). 
  Maximum Speed: Ground: 300 mph (480 krn). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Plasma Cannon: Mega-Damage: 2D4x1O M.D. Rate of Fire: Equal to 
  the number of attacks per melee round. Range: 4,000 feet (1,220 m). 
  Payload: Unlimited. 
  Coaxial Grenade Launcher: Mega-Damage: 3D6 M.D. to a 30 foot 
  (9. 1 m) area (single grenade); 3D6+6 M.D. to 60 foot ( 1 8.3 m) area 
  (short burst); 4D6+6 M.D. to 100 foot (30.5 m) area (long burst). 
  Rate of Fire: Equal to the number of attacks per melee round. 
  Range: 4,000 feet (1,220 m). Payload: 120 rounds. 
  Other Weapons: Medium-Range Missile Launchers (2), Force Field. 
  Black Market Cost: 100+ million credits, were one ever captured and 
  put on sale. So far, none have. 
  Megaversal Legion: MBT-IOAI Neo-Abrams 
  Manufacturer: Megaversal Legion (South America 2, p. 1 1 7). 
  Class: Main Battle Tank. 
  Crew: Four: Commander, driver, two gunners. 
  Main Body M.D.C.: 850 (plus 450 M.D. force field). 
  Maximum Speed: Ground: 300 mph (480 krn). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  120mm I-Beam Cannon: Mega-Damage: 3D6x1O M.D. to 100 foot 
  (30.5 m) area. Rate of Fire: Equal to the number of attacks per me­
  lee round, or three times per melee, whichever is less. Range: Two 
  miles (3.2 krn). Payload: 60 rounds. 
  Coaxial Grenade Launcher: Mega-Damage: 3D6 M.D. to 30 foot (9. 1 
  m) area (single grenade); 3D6+6 M.D. to 60 foot (18.3 m) area 
  (short burst); 4D6+6 M.D. to 100 foot (30.5 m) area (long burst). 
  Rate of Fire: Equal to the number of attacks per melee round. 
  Range: 4,000 feet (1,220 m). Payload: 120 rounds. 
  Other Weapons: Plasma Machine-gun (Cupola), Plasma Machine-gun 
  (Bow-Mounted), Mini-Missile Launchers (2), Medium-Range Mis­
  sile Launchers (2), Force Field. 
  Black Market Cost: 200+ million credits, were one ever captured and 
  put on sale. So far, none have. 
  258 
  Naruni: J-2 Juggernaut Tank 
  Manufacturer: Naruni Enterprises (Mercenaries, p. 1 32). 
  Class: Heavy Tank. 
  Crew: Four: pilot, gunners (2), commander. Can hold one passenger. 
  Main Body M.D.C.: 900 (plus 600 M.D.C. force field). 
  Maximum Speed: Ground: 200 mph (320 krn). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Naruni Particle Beam Cannon: Mega-Damage: 5D6xlO M.D. Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 2 
  miles (3.2 krn). Payload: Unlimited. 
  Coaxial Rail Gun: Mega-Damage: 2D4xl0 M.D. (burst). Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 6,000 feet 
  ( 1,828 m). Payload: 20,000 rounds (250 bursts). 
  Other Weapons: Mini-Missile Launchers in Turret (8), Laser Battery 
  on Cupola, Side-Mounted Medium-Range Missile Launchers (8), 
  Bow Mounted Rail Gun. 
  Black Market Cost: 60 million credits; 80 million credits with force 
  field. 
  Naruni: N-120B Carnivore Mark I Tank 
  Manufacturer: Naruni Enterprises (Mercenaries, p. 1 30). 
  Class: Light Tank. 
  Crew: Two: driver and gunner. 
  Main Body M.D.C.: 400 
  Maximum Speed: Ground: 1 80 mh (288 krn). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Particle Beam Cannon: Mega-Damage: lD6xl0 M.D. (single shot); 
  3D6x1O M.D. (triple shot). Rate of Fire: Equal to the number of at­
  tacks per melee round. Range: 4,000 feet ( 1,220 m). Payload: 30 
  shots. 
  Mini-Missile Launcher: Mega-Damage: lD4x1O M.D. (armor pierc­
  ing) or ID6xlO M.D. (plasma). Rate of Fire: Single shot or volleys 
  oftwo, four or eight. Range: One mile (1 .6 km). Payload: 24. 
  Black Market Cost: 40 million credits. 
  New Navy: AMBT -12X Merovingian Tank 
  Manufacturer: New Navy (Underseas, p. 120). 
  Class: Amphibious Tank. 
  Crew: Three: pilot, commander/gunner and secondary gunner. 
  Main Body M.D.C.: 550 
  Maximum Speed: Ground: 70 mph ( 1 12 krn). Water Surface: 50 mph 
  (80 krn). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Laser Cannon: Mega-Damage: 2D6xlO+1O M.D. Rate of Fire: Twice 
  per melee round. Range: 6,000 feet ( 1,828 m). Payload: Unlimited. 
  200 mm Hypervelocity Cannon: Mega-Damage: 2D6x1O M.D. with a 
  blast radius of 50 feet (15.2 m) or 3D6xlO M.D. with a blast radius 
  of 12 feet (3.6 m). Rate of Fire: Twice per melee round. Range: 
  6,000 feet (1,828 m). PayloaQ: 60 rounds. 
  Other Weapons: Heavy Missile Launcher, Mini-Missile Launchers 
  (2), Laser Machine-gun, Bow-Mounted Laser Gun. 
  Black Market Cost: 40 million credits. 
  NG BAWW-120 Cavalry War Wagon 
  Manufacturer: Northern Gun. Also produced by the Black Market. 
  (New West, p. 202). 
  Class: Military Transport. 
  Crew: Two: pilot and gunner. Can hold up to four passengers, five un­
  comfortably. 
  Main Body M.D.C.: 290 
  Maximum Speed: Flight: 200 mph (320 km); altitude 2,000 feet (610 
  m). 
  Maximum Range: Unlimited; can fly 48 hours straight before over­
  heating. 
  Bonuses: None. 
  Quentin Milton (Order #31246997)
  
  C-40BT Laser Turrets (2): Mega-Damage: 4D6 M.D. (single blast); 
  8D6 M.D. (double blast). Rate of Fire: Equal to the number of at­
  tacks per melee round. Range: 2,000 feet (610 m). Payload: Unlim­
  ited. 
  CR-IO Concealed Mini-Missile Launchers (2): Mega-Damage: 
  ID4x1O M.D. (armor piercing) or ID6x1O M.D. (plasma). Rate of 
  Fire: Single shot or volleys of two, three, four or five. Range: One 
  mile ( 1.6 km). Payload: 20; 10 in each launcher. 
  Other Weapons: Light Rail Gun. 
  Black Market Cost: 2.3 million credits. 
  Poland/Tarnow: T -322 Stinger Tank 
  Manufacturer: Kingdom of Tarnow (Mindwerks, p. 102). 
  Class: Light Tank. 
  Crew: Three: commander, driver, gunner. 
  Main Body M.D.C.: 3 1 0  
  Maximum Speed: Ground: 1 10 mph (176 km). 
  Maximum Range: 600 miles (960 km); unlimited if nuclear. 
  Bonuses: +2 to strike. 
  Main Laser Turret: Mega-Damage: 606 M.D. Rate of Fire: Equal to 
  the number of attacks per melee round, up to six times per melee. 
  Range: 4,000 feet (1,220 m). Payload: 1,000 blasts; unlimited if nu­
  clear. 
  Min�-M�ssile Launchers (2): Mega-Damage: ID4xl0 M.D. (armor 
  plercmg) or ID6x1O M.D. (plasma). Rate of Fire: Single shot or 
  volleys of two, three or six. Range: One mile (1 .6 km). Payload: 12; 
  6 per launcher. 
  Other Weapons: Forward Rail Gun, Smoke Grenade Launchers (6). 
  Black Market Cost: 2 million credits (combustion); 2.5 million (elec-
  tric); 12 million (nuclear). 
  South America: Columbian Tanks 
  LTT-IOOA, LTT-IOOB and LTT-IOOV Lancero 
  Manufacturer: Republic of Colombia (South America, p. 3 1 ). 
  Class: Light Tank/APC. 
  Crew: Pilot, co-pilot, communications engineer, gunner. 
  Main Body M.D.C.: 300 
  Maximum Speed: Ground: 80 mph (128 km). 
  Maximum Range: 600 miles (960 km). 
  Main Gun: Mega-Damage: 2D4x1O M.D. (high explosive) or 2D6x1O 
  M.D. (armor piercing) or anti-vampire weapons. Rate of Fire: Once 
  per melee round. Range: 6,000 feet (1,828 m). Payload: 50 rounds. 
  Coaxial Machine-gun: Mega-Damage: 4D6 M.D. (short burst); 
  ID4x1O M.D. (long burst). Rate of Fire: Equal to the number of at­
  tacks per melee round. Range: 2,000 feet (610 m). Payload: 8,000 
  rounds (200 long bursts or 400 short bursts). 
  Other Weapons: Rocket Machine-gun, Side Mini-Missile Launchers 
  (2). 
  Black Market Cost: 2. 1 million credits. 
  South America: HTT -11 Hussar APC 
  Manufacturer: Silver River Republics (South America 2, p. 1 82). 
  259 
  Class: Armored Personnel Carrier. 
  Crew: Two; pilot and gunner. Can carry eight troops in body armor or 
  6 in power armor. 
  Main Body M.D.C.: 280 
  Maximum Speed: Ground: 100 mph (160 km). 
  Maximum Range: 550 miles (880 km) with combustion or electrical 
  engine. Unlimited if nuclear. 
  Bonuses: None. 
  Rail Gun: Mega-Damage: ID6xlO+1O M.D. (burst). Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 2,000 feet 
  (61 0  m). Payload: 8,000 rounds (200 bursts). 
  Mini-Missile Launchers (2): Mega-Damage: ID4x1O M.D. (armor 
  piercing) or ID6x1O M.D. (plasma). Rate of Fire: Single shot or 
  volleys of two, four, six, eight or sixteen. Range: One mile ( 1.6 km). 
  Payload: 16; eight per launcher. 
  Black Market Cost: One million (combustion or electrical engine); 10 
  million credits (nuclear). 
  South America: PT -34 Puma Tank 
  Manufacturer: Silver River Republics (South America 2, p. 1 80). 
  Class: Medium Tank. 
  Crew: Four: commander, driver, sensor operator, gunner. 
  Main Body M.D.C.: 550 
  Maximum Speed: Ground: 1 00 mph (160 km). 
  Maximum Range: 500 miles (800 km) with a combustion or electrical 
  engine. Unlimited if nuclear. 
  Bonuses: None. 
  120 mm Main Gun: Mega-Damage: 2D4x1O M.D. Rate of Fire: Twice 
  per melee round. Range: 4,000 feet (1,220 m). Payload: 90 rounds. 
  Medium-Range Missile Launcher: Mega-Damage: Varies with mis­
  sile type. Rate of Fire: Single shot or volleys of two or four. Range: 
  40 to 80 miles (64 to 128 km). Payload: 24; 4 in launcher, five re­
  loads stored in tank. 
  Other Weapons: SLAS, Rail Gun Cupola, Rail Gun Mini-Turrets (2), 
  Mini-Missile Launchers (2). 
  Black Market Cost: 1 .5 million credits (combustion or electrical); 10 
  million credits (nuclear). 
  Wellington: Rolling Thunder Combat Truck 
  Manufacturer: Wellington Industries. Also produced by Northern Gun 
  (Juicer Uprising, p. 84). 
  Class: All Purpose Vehicle. 
  Crew: One. Up to three passengers. 
  Main Body M.D.C.: 1 55 
  Maximum Speed: Ground: 1 66 mph (265 km). 
  Maximum Range: 525 miles (840 km). 
  Bonuses: +10% to piloting skill for augmented humans (Juicers, Cra­
  zies, etc.). 
  NG-202 Rail Gun: Mega-Damage: 104 M.D. (single round); ID4x1O 
  M.D. (burst). Rate of Fire: Equal to the number of attacks per melee 
  round. Range: 4,000 feet (1,220 m). Payload: 400 rounds (10 
  bursts). 
  Twin Particle Beams: Mega-Damage: 506 M.D. (single blast); 
  ID6x1O M.D. (double blast). Rate of Fire: Equal to the number of 
  attacks per melee round. Range: 1 ,200 feet (365 m). Payload: 50 
  single shots or 25 double shots. 
  Other Weapons: Mobile Mine Deployment System. 
  Black Market Cost: 275,000 credits. 
  Motorcycles 
  Highway-Man Motorcycle 
  Manufacturer: GenericlBlack Market (Rifts® Ultimate Ed., p. 266). 
  Class: Motorcycle. 
  Crew: One rider. 
  Main Body M.D.C.: 75 
  Maximum Speed: 1 80 mph (288 km). 
  Maximum Range: 400 miles (640 km). 
  Quentin Milton (Order #31246997)
  
  Weapons: Virtually any light vehicular weapon can be mounted, from 
  rail guns, to mini-missile launchers, to light energy weapons. Only 
  one weapons hard point. 
  Black Market Cost: 24,000 credits (gasoline engine); 29,000 credits 
  (electric engine). 
  Juicer: Tarantula Combat Jump Bike 
  Manufacturer: UTI (Juicer Uprising, p. 81). 
  Class: Motorcycle - requires a special Piloting skill. 
  Crew: One. 
  Main Body M.D.C.: 100 
  Maximum Speed: Ground: 200 mph (320 km). Jump Jet: Nine feet 
  (2.7 m) distance for every one mph ( 1 .6 km) being traveled. 
  Maximum Range: 500 miles (800 km); 12 hours constant operation 
  off electrical battery. 
  Bonuses: + 1 5% to piloting skill if pilot is an augmented human (Juicer, 
  Crazy, etc.). 
  Pulse Lasers: Mega-Damage: ID4x1O M.D. Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 1,600 feet (488 m). Pay­
  load: 30 bursts. 
  Black Market Cost: 80,000 credits. 
  Kittani: KM-700 Uni-Motorcycle 
  Manufacturer: Kittani (Atlantis, p. 1 58). 
  Class: Motorcycle. 
  Crew: Pilot and one passenger. 
  Main Body M.D.C.: 100 
  Maximum Speed: Ground: 220 mph (352 km). 
  Maximum Range: Unlimited. 
  Laser Cannon: Mega-Damage: 3D6 M.D. Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 1 ,600 feet (488 m). Pay­
  load: Unlimited. 
  Black Market Cost: One million credits. 
  Russian Motorcycles 
  See Russian Vehicles. 
  Wastelander Motorcycle 
  Manufacturer: Generic (Rifts® Ultimate Edition, p. 266). 
  Class: Motorcycle. 
  Crew: One rider. 
  Main Body M.D.C.: 45 
  Maximum Speed: 120 mph (192 km). 
  260 
  Maximum Range: 400 miles (640 km). 
  Weapons: Virtually any light vehicular weapon can be mounted, from 
  rail guns, to mini-missile launchers, to light energy weapons. Only 
  one weapons hard point. 
  Black Market Cost: 1 8,000 credits (gasoline engine); 21,000 credits 
  (electric engine). 
  Wellington: Road Boss Combat Chopper 
  Manufacturer: Wellington Industries (Juicer Uprising, p.82). 
  Class: Motorcycle. 
  Crew: One. 
  Main Body M.D.C.: 200 
  Maximum Speed: Ground: 1 85 mph (296 km). 
  Maximum Range: 725 miles ( 1 ,1 60 km). 
  Bonuses: + 1 0% to piloting skill if pilot is an augmented human (Juicer, 
  Crazy, etc.). 
  "Catapult" Assault Cannon: Mega-Damage: ID6x1O M.D. to a 3 
  foot (0.9 m) area. Rate of Fire: Once per melee round. Range: 4,000 
  feet (1,220 m). Payload: 20 shells. 
  Mini-Missile Launchers (2): Mega-Damage: ID4xl0 M.D. (armor 
  piercing) or ID6x1O M.D. (plasma). Rate of Fire: Single shot or 
  volleys of two, three or four. Range: One mile ( 1 .6 km). Payload: 
  1 6; eight per launcher. 
  Other Weapons: Variable Lasers (3). 
  Black Market Cost: 200,000 credits, 90,000 credits without weapon 
  systems. 
  New German Republic 
  See Triax listing. 
  New Navy 
  See Boats; there is also a tank, a fighter jet and a helicopter. 
  Russian Vehicles 
  Landflier Hovercycle 
  Manufacturer: Warlords of Russia (Warlords of Russia, p. 1 53). 
  Class: Hovercycle. 
  Crew: One driver, one passenger. 
  Main Body M.D.C.: 120 
  Maximum Speed: Ground: 120 mph (192 km). Flight: 200 mph (320 
  km). 
  Maximum Range: 300 miles (480 km); unlimited if nuclear. 
  Bonuses: None. 
  Dual Forward Laser: Mega-Damage: 2D6 M.D. (single blast); 4D6 
  M.D. (double blast). Rate of Fire: Equal to the number of attacks 
  per melee round. Range: 1,200 feet (366 m). Payload: 100 shots or 
  unlimited if nuclear. 
  Black Market Cost: 85,000 credits (combustion); 1.2 million credits 
  (nuclear). 
  Novyet Arctic Hoverbike 
  Manufacturer: Novyet Manufacturers (Warlords of Russia, p. 144). 
  Class: Hovercycle. 
  Crew: One. 
  Main Body M.D.C.: 135 
  Maximum Speed: Flight: 100 mph (160 km); max altitude is 150 feet 
  (76.2 m). 
  Maximum Range: 300 miles (480 km); unlimited if nuclear. 
  Bonuses: None. 
  Weapons: None. 
  Black Market Cost: 90,000 to 120,000 credits (combustion); 1 . 1  mil-
  lion credits (nuclear) 
  Novyet Big Bear ATV Truck 
  Manufacturer: Novyet Manufacturers (Warlords of Russia, p. 148). 
  Class: All-Terrain Vehicle. 
  Quentin Milton (Order #31246997)
  
  Crew: One driver. Can hold up to 9 additional passengers. 
  Main Body M.D.C.: 135 
  Maximum Speed: Ground: 95 mph ( 1 52 km). 
  Maximum Range: 500 miles (800 km); unlimited if nuclear. 
  Bonuses: None. 
  Weapons: As many as three light weapons (lasers, rail guns, mini-mis­
  sile launchers, etc.) can be installed at additional cost. 
  Black Market Cost: 136,000 credits (combustion); 1 .036 million (nu-
  clear). 
  Novyet Explorer-Sku Truck 
  Manufacturer: Novyet Manufacturers (Warlords of Russia, p. 147). 
  Class: Tracked Truck. 
  Crew: 2-4: pilot and up to three loaders. Can hold 6-14 passengers, de-
  pending on configuration of cabin. 
  Main Body M.D. C.: 230 
  Maximum Speed: Ground: 70 mph ( 1 12 km). 
  Maximum Range: 700 miles (1, 120 km); unlimited if nuclear. 
  Bonuses: None. 
  Weapons: None. 
  Black Market Cost: 560,000 credits (combustion); 1 .56 million credits 
  (nuclear). +20,000 credits for eight-man living quarters. +100,000 
  credits for laboratory and research cabin. 
  Novyet Landcrawler-Sku Half-Track 
  Manufacturer: Novyet Manufacturers (Warlords of Russia, p. 146). 
  Class: Halftrack. 
  Crew: Driver and up to three passengers. 
  Main Body M.D.C.: 1 30 
  Maximum Speed: Ground: 72 mph ( 1 1 5  km). 
  Maximum Range: 250 miles (400 km); unlimited if nuclear. 
  Bonuses: None. 
  Weapons: None. 
  Black Market Cost: 1 85,000 credits (conventional); one million (nu­
  clear). 
  Novyet Snow-Jetsled Snowmobile 
  Manufacturer: Novyet Manufacturers (Warlords of Russia, p. 145). 
  Class: Snowmobile. 
  Crew: One. 
  Main Body M.D.C.: 1 00 
  Maximum Speed: Ground: 1 50 mph (240 km). 
  Maximum Range: 250 mph (400 km); unlimited if nuclear. 
  Bonuses: None. 
  Weapons: None. 
  Black Market Cost: 60,000 credits (combustion); one million credits 
  (nuclear; very rare). 
  261 
  SU-52 Groundthunder Tank 
  Manufacturer: Sovietski (Mystic Russia, p. 1 64). 
  Class: Heavy Tank. 
  Crew: Five: pilot, co-pilot/gunner, gunners (2), communications offi-
  cer. 
  Main Body M.D.C.: 375 
  Maximum Speed: Ground: 90 mph (144 km). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  SGT-50 High-Powered Cannon: Mega-Damage: ID4x1O M.D. Rate 
  of Fire: Four blasts per melee round. Range: 6,000 feet (1,828 m). 
  Payload: 60 rounds. 
  Hatch Rail Gun: Mega-Damage: ID4x1O M.D. (burst). Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 4,000 feet 
  ( 1,220 m). Payload: 8,000 rounds (200 bursts). 
  Other Weapons: Low Profile Laser Turret, Mini-Missile Launcher, 
  Smoke Dispensers ( 12). 
  Black Market Cost: 1 8  million credits. Exclusive to the Sovietski; un­
  available on the Black Market. 
  SUH-86 Hailstorm Tank 
  Manufacturer: Sovietski (Mystic Russia, p. 1 66). 
  Class: Heavy Tank. 
  Crew: Six: pilot, co-pilot/gunner, gunners (2), communications officer, 
  field scientist or intelligence officer. 
  Main Body M.D.C.: 410 
  Maximum Speed: Ground: 1 60 mph (256 km). Flight: 1 60 mph (256 
  km); max altitude is 2,000 feet (610 m). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  SRG-500 High-Powered Rail Cannon: Mega-Damage: ID6x1O M.D. 
  (short burst); 2D6x1O M.D. (long burst). Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 8,000 feet (2,438 m). 
  Payload: 24,000 rounds (600 short bursts or 300 full bursts). 
  Ball-Laser Turret: Mega-Damage: 4D6 M.D. Rate of Fire: Equal to 
  the number of attacks per melee round. Range: 2,000 feet (610 m). 
  Payload: Unlimited. 
  Other Weapons: Medium-Range Missile Launchers (2), Pop-Up 
  Mini-Missile Launchers (2). 
  Black Market Cost: 26 million credits. Exclusive to the Sovietski; un­
  available on the Black Market. 
  SUH-88 Maelstrom Tank 
  Manufacturer: Sovietski (Mystic Russia, p. 169). 
  Class: Medium Tank. 
  Crew: Six: pilot, co-pilot/gunner, gunners (2), communications officer, 
  field scientist or intelligence officer. 
  Main Body M.D.C.: 540 
  Maximum Speed: Ground: 120 mph (192 km). Flight: 100 mph (160 
  km); max altitude is 1,500 feet (457 m). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  SPC-IOO 
  High 
  Powered 
  Plasma 
  Cannon: 
  Mega-Damage: 
  2D4xlO+20 M.D. Rate of Fire: Equal to the number of attacks per 
  melee round. After 50 consecutive shots, the cannon requires one 
  minute (four melees) to cool down. Range: 4,000 feet ( 1,220 m). 
  Payload: Unlimited. 
  Ball-Ion Turret: Mega-Damage: 6D6 M.D. Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 1,400 feet (426.7 m). 
  Payload: Unlimited. 
  Other Weapons: Hatch Rail Gun, Pop-Up Mini-Missile Launcher, 
  Concealed Mini-Missile Launch Tubes (16), Medium-Range Mis­
  sile Launcher, Smoke Dispensers (2). 
  Black Market Cost: 32 million credits. Exclusive to the Sovietski; un­
  available on the Black Market. 
  Quentin Milton (Order #31246997)
  
  Tek-12 YVno Bushbike 
  Manufacturer: Warlords of Russia (Warlords of Russia, p. 1 50). 
  Class: Motorcycle. 
  Crew: One plus one passenger. 
  Main Body M.D.C.: 135 
  Maximum Speed: Ground: 1 37 mph (21 9  km). 
  Maximum Range: 560 miles (896 km); unlimited if nuclear. 
  Bonuses: None. 
  Front-Mounted Laser: Mega-Damage: 206 M.D. Rate of Fire: Equal 
  to the number of attacks per melee round. Range: 1,600 feet (487 
  m). Payload: Unlimited. 
  Mini-Missile Launchers (2): Mega-Damage: ID4x1O M.D. (armor 
  piercing) or ID6x1O M.D. (plasma). Rate of Fire: Single shot or 
  volleys of two, or four. Range: One mile ( 1 .6 km). Payload: 4; 2 per 
  launcher. 
  Other Weapons: Optional Mini-Missile Blunderbuss Launcher. 
  Black Market Cost: 32,000 credits (combustion; no weapons); 65,000 
  credits (combustion, with weapons); add 900,000 if nuclear, add 
  1 ,500 credits for sidecar. 
  Maximum Speed: Ground: 80 mph (128 km). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  S-SOSO Rail Cannon: Mega-Damage: ID6x1O M.D. (burst). Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 5,000 
  feet ( 1,524 m). Payload: 12,000 rounds ( 1,200 bursts!) 
  LSU-tO Laser Turret: Mega-Damage: 406 M.D. Rate of Fire: Equal 
  to the number of attacks per melee round. Range: 2,000 feet (610 
  m). Payload: Unlimited. 
  Other Weapons: Pop-Up Mini-Missile Launcher, SU-L60 High 
  Powered Tri-Laser Cannon, Medium-Range Missile Launchers (2). 
  Black Market Cost: 23 million credits. Exclusive to the Sovietski; un­
  available on the Black Market. 
  Warrior AD Assault Hoversled 
  Manufacturer: Warlords of Russia (Warlords of Russia, p. 1 54). 
  Class: Hovercycle. 
  Crew: Two: pilot/gunner, gunner/navigator. 
  Main Body M.D.C.: 212 (light); 275 (heavy, for 'Borgs). 
  Maximum Speed: Flight: 306 mph (490 km); max altitude is 300 feet 
  (91 m). 
  Maximum Range: 325 miles (520 km) for conventional, 210 miles 
  (336 km) for electric, unlimited if nuclear. 
  ��"'I"":� Bonuses: None. 
  Tek-20 YV210 'Borgbike 
  Manufacturer: Warlords of Russia (Warlords of Russia, p. 1 5 1). 
  Class: Motorcycle. 
  Crew: One; holds one passenger. 
  Main Body M.D.C.: 216 
  Maximum Speed: Ground: 204 mph (326 km). 
  Maximum Range: 250 mph (400 km); unlimited if nuclear. 
  Bonuses: None. 
  AR-44 Rail Gun: Mega-Damage: ID6x10+1O M.D. (bursts). Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 5,000 
  feet ( 1,524 m). Payload: 2,400 rounds (60 bursts). 
  Short-Range Laser: Mega-Damage: 306 M.D. Rate of Fire: Equal to 
  the number of attacks per melee round. Range: 1 ,200 feet (365 m) 
  Payload: 120 shots; unlimited if nuclear. 
  Other Weapons: Mini-Missile Blunderbuss Launcher, Vibro-Lance. 
  Black Market Cost: 1 85,000 credits (combustion); 1.5 million (nu-
  clear). 
  Thundersword Multi-Combat Platform APC 
  Manufacturer: Sovietski (Mystic Russia, p. 162). 
  Class: Armored Personnel Carrier. 
  Crew: Ten: pilot, co-pilot, communications officers (2), forward gun­
  ners (2), medical officer, field commander, rear gunners (2). Can ac­
  commodate four more personnel in the forward cabin. The front 
  section of the APC holds 1 8-24 human-sized troops. The rear sec­
  tion of the APC holds 40 human-sized troops OR 30 heavy cyborgs 
  OR 20 cyborg shock troopers. 
  Main Body M.D.C.: 600 (main body; front section); 600 (main body; 
  rear section); 3 1 0  (flexible mid-section). 
  262 
  Guraskov G-110 Laser Pulse Cannons (2): Mega-Damage: 506 
  M.D. (single blast) or ID6x1O M.D. (double blast). Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 3,000 feet 
  (914 m). Payload: 20 or 50 shots; unlimited if nuclear. 
  AR-60 Rail Gun: Mega-Damage: ID4xl0+1O M.D. (burst). Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 4,000 
  feet (1,220 m). Payload: 1,200 rounds (120 bursts). 
  Other Weapons: Mini-Missile Launchers (3), Raker Blades (2). 
  Black Market Cost: 900,000 credits (combustion), 1 . 1  million credits 
  (electric/solar), 2.2 million (nuclear). Add 600,000 credits for the 
  heavy ('Borg) version of any of the three engine types. 
  War Chariot 
  Manufacturer: Warlords of Russia (Warlords of Russia, p. 1 56). 
  Class: Armored Fighting Vehicle. 
  Crew: One pilot plus 4-5 additional warriors. 
  Main Body M.D.C.: 550. 
  Maximum Speed: Ground: 1 10 mph (176 km). 
  Maximum Range: 200 miles (320 km); unlimited if nuclear. 
  Bonuses: None. 
  AR-2tO Rail Guns (2): Mega-Damage: 2D4xlO M.D. (burst). Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 4,000 
  feet ( 1,220 m). Payload: 3,000 rounds (100 bursts). 
  Quentin Milton (Order #31246997)
  
  Giant Wheels: Mega-Damage: ID4xl0 M.D. for those who get run 
  over. 
  Other Weapons: Flamethrower, Short-Range Lasers (2), Buzz Saws 
  (2). 
  Black Market Cost: 250,000 cost (combustion); 5 million (nuclear). 
  Warthrone 
  Manufacturer: Warlords of Russia (Warlords of Russia, p. 1 59). 
  Class: Hover Platform. 
  Crew: Three: pilot, gunners (2). Can accommodate up to 1 3  passengers 
  (a Russian Warlord and his entourage, typically). 
  Main Body M.D.C.: 900 
  Maximum Speed: Flight: 68 mph (109 kIn); max altitude is 100 feet 
  (30.5 m). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Concealed Forward Lasers (4): Mega-Damage: 3D6 M.D. (single 
  blast); 6D6 M.D. (double blast); ID4xl 0+ 10 M.D. (triple blast); 
  I D6xl0+1O M.D. (quad blast). Rate of Fire: Each laser can fire 
  once per melee round. Range: 1 ,200 feet (366 m). Payload: Unlim­
  ited. 
  Concealed Underbelly Lasers (10): Mega-Damage: 2D6 M.D. (single 
  blast); 4D6 M.D. (double blast). Rate of Fire: Equal to the number 
  of attacks per melee round. Range: 500 feet ( 1 52 m). Payload: Un­
  limited. 
  Other Weapons: Multi-Weapon Arms (2), Mini-Missile Launchers 
  (2), Medium-Range Missile Launcher. 
  Black Market Cost: 10 million credits to build. They are not sold on 
  the Black Market because these are the exclusive property of the 
  Warlords of Russia, any of whom would gladly slay anyone who 
  dares to ride upon a vehicle reserved just for them! 
  War WagonlMechanized Ram 
  Manufacturer: Warlords of Russia (Warlords of Russia, p. 157). 
  Class: Armored Personnel Carrier. 
  Crew: 6: pilot/commander, co-pilot, navigator, communications offi­
  cer, weapons officer, heavy cyborg soldier. Can hold up to one full 
  platoon of 40 human troops plus 10 light cyborgs and 10 heavy cy­
  borgs. Or, it can hold 40 human troops and 25 light cyborgs. Or, 50 
  light cyborgs. Or, 36 heavy cyborgs. 
  Main Body M.D.C.: 400 (forward section); 800 (troop section). 
  Maximum Speed: Ground: 70 mph ( 1 12 kIn). 
  Maximum Range: 200 miles (320 kIn); unlimited if nuclear. 
  Bonuses: None. 
  Ion Turret Banks (20): Mega-Damage: 3D6 M.D. (single strike); 6D6 
  M.D. (double strike). Rate of Fire: Equal to the number of attacks 
  per melee round. Range: 1,200 feet (366 m). Payload: 100 per tur­
  ret; unlimited if nuclear. 
  Rail Gun Turrets (2): Mega-Damage: ID4xlO M.D. (burst). Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 4,000 
  feet ( 1,220 m). Payload: 2,000 rounds (200 bursts). 
  Other Weapons: GU-50 Laser Cannon Turrets (2), Mini-Missile Tur­
  rets (2), Medium-Range Missile Launcher, Hydraulic Ram System. 
  Black Market Cost: 500,000 credits (combustion); 5 million credits 
  (nuclear). 
  Wingrider Flying Wing 
  Manufacturer: Warlords of Russia (Warlords of Russia, p. 162). 
  Class: Hover Vehicle. 
  Crew: One. 
  Main Body M.D.C.: 1 80 
  Maximum Speed: Flight: 300 mph (480 kIn); max altitude is 6,000 
  feet ( 1,828 m). 
  Maximum Range: 500 miles (800 kIn); unlimited if nuclear. 
  Bonuses: + I on initiative, + I to parry, +2 to dodge. 
  Chulki Hooks (2): SPECIAL! These are used as grapnels for the Wing 
  to hook onto things and make incredibly tight turns. They are not 
  meant as a weapon. Chulki Hook, however, can be used for vari-
  263 
  ous combat moves (ID6 M.D. or 2D6 M.D. per 50 mph/80 kIn). 
  Strafing Lasers (2): Mega-Damage: 2D6 M.D. (single shot); 4D6 
  M.D. (double shot). Rate of Fire: Equal to the number of attacks per 
  melee round. Range: 1,200 feet (366 m). Payload: 100 shots; unlim­
  ited if nuclear. 
  Other Weapons: Mini-Missile Launcher. Wingrider pilots often use 
  their power armor weapons, bionic weapons, or personal weapons 
  as well. 
  Black Market Cost: 500,000 to 700,000 credits (nuclear). (50,000 to 
  70,000 credits if combustion, but this a real rarity.) 
  ZSU 13/14 Thunderbolt Truck 
  Manufacturer: Sovietski (Mystic Russia, p. 1 58). 
  Class: Assault Truck. 
  Crew: Two: driver and gunner. 
  Main Body M.D.C.: 1 75 (forward cab); 1 80 (truck bed). 
  Maximum Speed: Ground: 70 mph ( 1 12 kIn). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Artillery Unit: Mega-Damage: 2D4xlO M.D. (single blast); 4D4xlO 
  M.D. (double blast). Rate of Fire: Equal to the number of attacks 
  per melee round. Range: 8,300 feet (2,530 m). Payload: 20 cannon 
  shells. 
  S-500 Cyclone Pulse Laser Rifle: Mega-Damage: ID6xlO M.D. Rate 
  of Fire: Equal to the number of attacks per melee round. Range: 
  3,000 feet (914 m). Payload: 60 from E-Pack or four shots from 
  standard E-Clip. 
  Other Weapons: Mini-Missile Launcher. 
  Black Market Cost: 3.5 million credits for the Warlords of Russia; 5 
  to 7 million to anybody else. 600,000 credits if stripped of weapons 
  and non-nuclear (rare). 
  ZSU 17118 Bulldog APe 
  Manufacturer: Sovietski (Mystic Russia, p. 160). 
  Class: All-Terrain Vehicle. 
  Crew: Four: driver/pilot, co-pilot/communications officer, gunners (2). 
  Main Body M.D.C.: 340 
  Maximum Speed: Ground: 80 mph (128 kIn). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Forward Mini-Laser Turrets (2): Mega-Damage: 4D6 M.D. (single 
  blast); 8D6 M.D. (double blast). Rate of Fire: Equal to the number 
  of attacks per melee round. Range: 2,000 feet (610 m). Payload: Un­
  limited. 
  Rail Gun Turret: Mega-Damage: ID4xl0 M.D. (burst). Rate of Fire: 
  Equal to the number of attacks per melee round. Range: 4,000 feet 
  (1,200 m). Payload: 9,600 round (600 bursts). 
  Other Weapons: Mini-Missile Launcher, Sensor Cluster System. 
  Black Market Cost: 2.2 million credits. 
  Triax & 
  The NGR Vehicles 
  XM-50 Ambulance Pod 
  Manufacturer: Triax (Triax & NGR, p. 1 17). 
  Class: Hover Pod. 
  Crew: One. 
  Main Body M.D.C.: 140. 
  Maximum Speed: Flight: 60 mph (96 kIn); max altitude is 500 feet 
  (152 m). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Mini-Defense Turret: Mega-Damage: 2D6 M.D. Rate of Fire: Set to 
  automatic defense, firing five times a round. Range: 1,200 feet (366 
  m). Payload: Unlimited. 
  Quentin Milton (Order #31246997)
  
  Other Equipment: Searchlight Turret, Extendable Stretcher, Re­
  chargeable Force Field, Storage Bays (5), Distress Homing Beacon. 
  Black Market Cost: 500,000 credits. 
  XM-60 Field Mechanic Pod 
  Manufacturer: Triax (Tria x & NGR, p. 1 19). 
  Class: Hover Pod. 
  Crew: One. 
  Main Body M.D.C.: 1 60 
  Maximum Speed: Flight: 60 mph (96 km). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Pulse Laser Turret: Mega-Damage: 2D6 M.D. (single blast); 6D6 
  M.D. (triple blast). Rate of Fire: Equal to the number of attacks per 
  melee round. Range: 2,000 feet (610 m). Payload: Unlimited. 
  Rear Laser Turret: Mega-Damage: 2D6 M.D. Rate of Fire: Set to au­
  tomatic defense, firing five times a round. Range: 1,200 feet (366 
  m). Payload: Unlimited. 
  Black Market Cost: 500,000 credits. 
  XM-70 Covert Operations Pod 
  Manufacturer: Triax (Triax & NGR, p. 120). 
  Class: Hover Pod. 
  Crew: One. 
  Main Body M.D.C.: 1 65 
  Maximum Speed: Flight: 1 00 mph (160 km). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Pulse Laser Turret: Mega-Damage: 2D6 M.D. (single blast); 6D6 
  M.D. (triple blast). Rate of Fire: Equal to the number of attacks per 
  melee round. Range: 2,000 feet (610 m). Payload: Unlimited. 
  Rear Laser Turret: Mega-Damage: 2D6 M.D. Rate of Fire: Set to au­
  tomatic defense, firing five times a round. Range: 1,200 feet (366 
  m). Payload: Unlimited. 
  Other Weapons: Mini-Missile Launcher. 
  Black Market Cost: 800,000 credits. 
  XM-140 Support Weapon Platform 
  Manufacturer: Triax (Triax & NGR, p. 120). 
  Class: Armored Weapons Platform. 
  Crew: Four: pilot, co-pilot, gunners (2). 
  Main Body M.D.C.: 250 
  Maximum Speed: Flight: 50 mph (80 km); max altitude is 1,000 feet 
  (305 m). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  264 
  Long-Range Missile Launcher: Mega-Damage: Varies with missile 
  type. Rate of Fire: one shot. Range: Varies; typically 500 to 800 
  miles (800 to 1,280 km). Payload: One. 
  Concealed Mini-Missile Launcher: Mega-Damage: ID4x1O M.D. 
  (armor piercing) or lD6x1O M.D. (plasma). Rate of Fire: Single 
  shot or volleys of two or three. Range: One mile (1 .6 km). Payload: 
  12. 
  Other Weapons: Twin Pulse Laser Turrets (2), Light Rail Guns (2), 
  Rechargeable Force Field Generators (4), Storage Bays (4). 
  Black Market Cost: One million credits, plus missile cost. 
  XM-170 Infantry Repair Barge 
  Manufacturer: Triax (Triax & NGR, p. 122). 
  Class: Hover Platform. 
  Crew: 25: pilot, co-pilot, communications officers (2), gunner, 10 field 
  mechanics, 10 field mechanic assistants. The repair barge can trans­
  port as many as 120 foot soldiers or 32 Jagers or 10 Black Knights 
  on its deck. 
  Main Body M.D.C.: 600 (nose/pilot & crew section); 1,000 (flatbed 
  barge section); 600 (forward repair station). 
  Maximum Speed: Flight: 45 mph (72 km). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Twin Forward Laser Turrets (2): Mega-Damage: 5D6 M.D. (single 
  shot); ID6x1O M.D. (double shot). Rate of Fire: Equal to the num­
  ber of attacks per melee round. Range: 2,000 feet (610 m). Payload: 
  Unlimited. 
  Lower Forward Laser Turret: Mega-Damage: 5D6 M.D. Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 4,000 
  feet ( 1,220 m). Payload: Unlimited. 
  Other Weapons & Equipment: Twin Rear Weapon Turrets (2), Con­
  cealed Mini-Missile Launcher, XM-I71 C Heavy Crane, Concealed 
  Towing Cables (3), X-60 Flanker Power Armor Suits (2), T-l l  En­
  hanced Body Armor Suits (10), XM-60 Mechanic Pods (6). 
  Black Market Cost: Unavailable to the Black Market. 
  XM-180 Dragonfly Drop Ship 
  Manufacturer: Triax (Triax & NGR, p. 124). 
  Class: Power Armor and Robot Drop Ship. 
  Crew: Four: pilot, co-pilot, communications officer, gunner. 
  Main Body M.D.C.: 250 
  Maximum Speed: Flight: Mach 1 .5; altitude 50,000 feet ( 15,240 m). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Medium-Range Missile Launcher (2): Mega-Damage: Varies with 
  missile type. Rate of Fire: One. Range: Varies with missile style; 
  typically 40 to 80 miles (64 to 128 km). Payload: One. 
  Wing Mini-Missiles (16): Mega-Damage: lD4x1O M.D. (armor pierc­
  ing) or lD6x1O M.D. (plasma). Rate of Fire: Single shot or volleys 
  of two, three or four. Range: One mile ( 1 .6 km). Payload: 1 6; eight 
  per wing. 
  Other Weapons: Nose Gun, Double-Barreled Laser Turret, Anti-Mis-
  sile Chaff Dispenser. 
  Black Market Cost: One million credits (plus missile costs). 
  XM-2S0 Medical Hover Station 
  Manufacturer: Triax (Triax & NGR, p. 125). 
  Class: Hover Station. 
  Crew: Five: pilot, co-pilot, communications officer, gunners (2). Also 
  holds 28 medical personnel: surgeons (8), Cyber-Docs (2), nurses 
  (8), orderlies/assistants (4), chemistsllab techs (2), field medics (4). 
  48 wounded can be accommodated comfortably, but another 24 
  could be squeezed in, in an emergency. 
  Main Body M.D.C.: 700 (nose); 1 ,000 (rear halt). 
  Maximum Speed: Flight: 140 mph (224 km); max altitude is 2,000 
  feet (610 m). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Quentin Milton (Order #31246997)
  
  Long-Range Pulse Laser Cannons (3): Mega-Damage: 2D6 M.D. 
  (single blast); 6D6 M.D. (triple blast). Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 4,000 feet (1,220 m). 
  Payload: Unlimited. 
  Single Barrel Laser Turrets (2): Mega-Damage: 3D6 M.D. (single 
  blast); 6D6 M.D. (double blast). Rate of Fire: Equal to the number 
  of attacks per melee round. Range: 2,000 feet (610 m). Payload: Un­
  limited. 
  Black Market Cost: 1 5  to 20 million credits. 
  XM-270 Mosquito Air APe 
  Manufacturer: Triax (Triax & NGR, p. 127). 
  Class: VTOL Armored Personnel Carrier. 
  Crew: Five: pilot, co-pilot, communications officer, gunners (2). Can 
  carry an additional 24 to 36 human-sized troops. 
  Main Body M.D.C.: 900 
  Maximum Speed: Flight: Mach 2.5; max altitude is 20,000 feet (6,096 
  m). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  High-Powered Ion Cannons (2): Mega-Damage: l D4x1O M.D. (sin­
  gle shot); 2D4x1O M.D. (double shot). Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 3,000 feet (914 m). Pay­
  load: Unlimited. 
  Rail Gun Turrets (2): Mega-Damage: lD4x1O M.D. (single burst); 
  2D4x1O M.D. (synchronized double burst). Rate of Fire: Equal to 
  the number of attacks per melee round. Range: 4,000 feet (1,220 m). 
  Payload: 9,000 rounds (300 bursts). 
  Other Weapons: Nose Laser, Mini-Missile Side Launchers (10), 
  Anti-Missile Chaff Dispenser. 
  Black Market Cost: 42 million credits. 
  XM-275 Lightning Jet Fighter 
  Manufacturer: Triax (Triax & NGR, p. 128). 
  Class: VTOL Jet Fighter. 
  Crew: Four: pilot, co-pilot, communications officer, gunner. 
  Main Body M.D.C.: 350 
  Maximum Speed: Flight: Mach 2; max altitude is 50,000 feet ( 15,240 
  m). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Nose Laser: Mega-Damage: 5D6 M.D. Rate of Fire: Equal to the num­
  ber of attacks per melee round. Range: 4,000 feet (1,220 m). Pay­
  load: Unlimited. 
  TX-275 Arc Charge Blaster: Mega-Damage: 6D6 M.D., plus plays 
  havoc with electrical systems. Rate of Fire: Up to four blasts per 
  melee. Range: 2,000 feet (610 m). Payload: Unlimited. 
  Other Weapons: Anti-Missile Chaff Dispenser. 
  Black Market Cost: 40 million credits. 
  XM-280 Jet Fighter & Bomber 
  Manufacturer: Triax (Triax & NGR, p. 1 30). 
  Class: FighterlBomber. 
  Crew: Two: pilot and co-pilotlbombardier. 
  Main Body M.D.C.: 300 
  265 
  Maximum Speed: Flight: Mach 3; max altitude is 60,000 feet (18,288 
  m). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Nose Lasers (2): Mega-Damage: 4D6 M.D. (single blast); lD4x l 0+6 
  M.D. (double blast). Rate of Fire: Equal to the number of attacks 
  per melee round. Range: 2,000 feet (610 m). Payload: Unlimited. 
  Bomb Payload (16): Mega-Damage: 3D4x1O M.D. (high explosive); 
  3D6x1O M.D. (plasma); 4D6x1O M.D. (nuclear). Rate of Fire: Sin­
  gle drop of a volley of four, eight or 16. Range: Can drop from as 
  low as 1 ,000 feet (305 m) or as high as 20,000 feet (6,096 m). Pay­
  load: 16. 
  Other Weapons: Wing Mini-Missiles (8), anti-Missile Chaff Dis­
  penser. 
  Black Market Cost: Unavailable on the Black Market. 
  XM-288 Supersonic Transport (Aircraft) 
  Manufacturer: Triax (Triax & NGR, p. 1 3 1 ). 
  Class: Supersonic Transport. 
  Crew: Ten: pilot, co-pilot, communications officer, gunners (3), cargo 
  maintenance laborers (4). 
  Main Body M.D.C.: 200 
  Maximum Speed: Flight: Mach 4.5; max altitude is 100,000 feet 
  (30,480 m; sub-orbital). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Medium-Range Missile Launchers (2): Mega-Damage: 2D6xlO M.D. 
  (plasma). Rate of Fire: Single shot or volleys of two. Range: 80 
  miles (128 km). Payload: 12. 
  Pulse Laser Turrets (3): Mega-Damage: 2D6 M.D. (single blast); 6D6 
  M.D. (triple blast); l D6xl0+6 M.D. (two bottom turrets firing si­
  multaneously) Rate of Fire: Equal to the number of attacks per me­
  lee round. Range: 2,000 feet (610 m). Payload: Unlimited. 
  Other Weapons: Anti-Missile Chaff Dispenser. 
  Black Market Cost: Absolutely unavailable! Even the NGR only has 
  six of these aircraft! Still, it would be cool for an adventuring party 
  to be able to jet-set around the planet in one of these babies, would­
  n't it? 
  Triax Combat Ground Vehicles 
  XM-300 Terror Mini-Tank 
  Manufacturer: Triax (Triax & NGR, p. 133). 
  Class: Light Tank. 
  Crew: Two: pilot and gunner. 
  Main Body M.D.C.: 300 
  Maximum Speed: Ground: 95 mph ( 1 52 km). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Ion Cannon: Mega-Damage: lD4x1O M.D. Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 3,000 feet (914 m). Pay­
  load: Unlimited. 
  Laser Gun: Mega-Damage: 4D6 M.D. Rate of Fire: Equal to the num­
  ber of attacks per melee round. Range: 2,000 feet (610 m). Payload: 
  Unlimited. 
  Other Weapons: Forward Rail Gun Turrets (2), Dual Mini-Missile 
  Launcher, Flamethrowers (2). 
  Black Market Cost: 40 million credits. 
  XM-330 Phantom Tank 
  Manufacturer: Triax (Triax & NGR, p. 134). 
  Class: Heavy Tank. 
  Crew: Three: pilot, gunner, communications officer. 
  Main Body M.D.C.: 700 
  Maximum Speed: Ground: 80 mph (128 km). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Quentin Milton (Order #31246997)
  
  Main Gun (Particle Beam): Mega-Damage: 2D4xlO M.D. Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 3,000 
  feet (914 m). Payload: Unlimited. 
  Main Gun (Laser Cannon): Mega-Damage: lD4xlO M.D. Rate of 
  Fire: Equal to the number of attacks per melee round. Range: 4,000 
  feet (1,220 m). Payload: Unlimited. 
  Other Weapons: Ion Cannon, Forward Rail Gun Turrets (2), Low Pro­
  file Laser Turret, Mini-Missile Launchers (2), Smoke Grenade 
  Launchers (3). 
  Black Market Cost: 40 million credits. 
  XM-350 Leopard III APC 
  Manufacturer: Triax (Triax & NGR, p. 1 36). 
  Class: Armored Personnel Carrier. 
  Crew: Ten: pilot, co-pilot, communications officer, intelligence offi­
  cer, gunners (6). APC section can hold any mix of troops, but the 
  most commonly used mix is: 20 to 28 foot soldiers; 4 X-lOA Preda­
  tors or X-535 or X-545 Jagers; 4 DV-12 Dyna-Bots, Super 
  Troopers, or Glitter Boys; 2 DV-40 Combat Drones or X-2000 
  Dyna-Max; 2 Field Mechanics or Commandos, 2 Field Medics, 1 
  XM-50 Medical Pod, 1 XM-300 Mini-Tank. 
  Main Body M.D.C.: 900 
  Maximum Speed: Ground: 80 mph (128 km). 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Double-Barreled Ion Cannon: Mega-Damage: ID4x1O M.D. (single 
  blast); 2D4xlO M.D. (double blast). Rate of Fire: Equal to the num­
  ber of attacks per melee round. Range: 3,000 feet (914 m). Payload: 
  Unlimited. 
  Medium-Range Missile Launchers (2): Mega-Damage: 2D4xlO M.D. 
  (high explosive) or 2D6x1O M.D. (plasma). Rate of Fire: Single 
  shot or in volleys of two, three or four. Range: 80 miles (128 km). 
  Payload: 16; eight per launcher. 
  Other Weapons: Pulse Laser Turrets (4), Manned Laser Guns (2), 
  Side Rail Gun Turrets (2), Smoke Grenade Launchers (8). 
  Black Market Cost: 80 million credits. 
  X-MISB-Ol Mobile Infantry Strike Base 
  Note: Has five Components of three different types, A, B. and C. 
  Component A : Command Center and Main Cannon(l). 
  Manufacturer: Triax (Mindwerks, p.81). 
  Class: Main Battle Tank and Armored Personnel Carrier 
  Crew: 1 00: commander, second in command, pilots (2), co-pilots (2), 
  communications officers (10), field mechanics (10), gunners (12), 
  reserve gunners (6), power armor commandos (12), robot soldiers 
  (6), intelligence officers (6), soldiers (12), medical personnel (20). 
  Can carry up to an additional 40 troops. 
  Main Body M.D.C.: 2,1 00 
  Maximum Speed: Ground: 12 mph (19 km) on its own, 35 mph (56 
  km) when joined with other MISB components. 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Main Super PBA Cannon: Mega-Damage: 3D6x100 M.D. Rate of 
  Fire: Once per melee round. Range: 1 0,000 feet (3,048 m). Payload: 
  After ten shots, each subsequent shot has a 01-50% chance of sys­
  tem failure, which means it cannot fire again for a full melee round. 
  266 
  Secondary Super Laser Cannon: Mega-Damage: ID6xlO M.D. (sin­
  gle blast); 2D6xlO M.D.; 9 double blast). Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 8,000 feet (2,438 m). 
  Payload: Unlimited. 
  Other Weapons: Secondary Super Ion Cannon, Long-Range Missile 
  Launcher Bay, Forward Double-Barreled Laser Turrets (2), Ion 
  Belly Guns (2), Mini-Double-Barreled Laser Turrets (3), Rear 
  Multi-Turret. 
  Black Market Cost: Not available. 
  Note: This vehicle can synch up with the other X-MISB-Ol compo­
  nents to create a monstrous compound fighting vehicle. 
  Component B : Forward Troop Carriers (2; identical) 
  Manufacturer: Triax (Mindwerks, p. 84). 
  Class: Main Battle Tank and Armored Personnel Carrier. 
  Crew: 1 1 :  pilot, co-pilot, communications officers (3), gunners (4), re­
  serve gunners (2). 
  Main Body M.D.C.: 1 ,200 
  Maximum Speed: Ground: 45 mph (72 km) on its own, 35 mph (56 
  km) when joined with other MISB components. 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Double-Barreled Laser Turret: Mega-Damage: lD4x1O M.D. (single 
  strike); 2D4xlO M.D. (double strike). Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 4,000 feet ( 1,220 m). 
  Payload: Unlimited. 
  Ion Turrets (2): Mega-Damage: 4D6 M.D. (single shot); lD4xl0+8 
  M.D. (double shot). Rate of Fire: Equal to the number of attacks per 
  melee round. Range: 3,000 feet (914 m). Payload: Unlimited. 
  Other Weapons: Mini-Missile Launchers (3). 
  Black Market Cost: Unavailable. 
  Note: This vehicle can synch up with the other X-MISB-Ol compo­
  nents to create a monstrous compound fighting vehicle. 
  Component C : Artillery Troop Carriers (2; identical) 
  Manufacturer: Triax (Mindwerks, p. 86). 
  Class: Main Battle Tank and Armored Personnel Carrier. 
  Crew: 12: pilot, co-pilot, communications officers (3), gunners (4), re­
  serve gunners (3). Can carry two companies of soldiers in body ar­
  mor or 12 Dyna-Bots or one company (40 troops) in small power 
  armor. 
  Main Body M.D.C.: 1,400 
  Maximum Speed: Ground: 37 mph (59 km) on its own, 35 mph (56 
  km) when joined with other MISB components. 
  Maximum Range: Unlimited. 
  Bonuses: None. 
  Double-Barreled Laser Turret: Mega-Damage: ID4x1O M.D. (single 
  blast); 2D4x1O M.D. (double blast). Rate of Fire: Equal to the num­
  ber of attacks per melee round. Range: 4,000 feet (1,220 m). Pay­
  load: Unlimited. 
  Mini-Missile Launcher: Mega-Damage: lD4xlO M.D. (armor pierc­
  ing) or lD6xl0 M.D. (plasma). Rate of Fire: Single shot or volleys 
  of two. Range: One mile (1 .6 km). Payload: 24; 12 per launch tube. 
  Other Weapons: Ion Turrets (2), Multi-Missile Launcher & Laser Sys­
  tem, Mini-Missile Launcher, Heavy Armored Laser Cannon. 
  Black Market Cost: Unavailable. 
  Note: This vehicle can synch up with the other X-MISB-Ol compo­
  nents to create a monstrous compound fighting vehicle. 
  TriaxINGR Adventuring Vehicles 
  MZ-IO Wilderness Cruiser 
  Manufacturer: Triax (Tria x & NGR, p. 138). 
  Class: Hover Vehicle/Armored Car. 
  Crew: One pilot, up to six passengers. 
  Main Body M.D.C.: 3 1 0  
  Maximum Speed: Hovering: 1 60 mph (256 km). 
  Maximum Range: 500 miles (800 km); unlimited if nuclear. 
  Bonuses: None. 
  Quentin Milton (Order #31246997)
  
  Ion Cannon: Mega-Damage: 6D6 M.D. Rate of Fire: Equal to the 
  number of attacks per melee round. Range: 2,000 feet (610 m). Pay­
  load: Unlimited. 
  Other Weapons: The front of the vehicle can accommodate one addi­
  tional weapon system, as can the ion cannon turret. 
  Black Market Cost: 3.5 million credits (gas or electric); 8.5 million 
  credits (nuclear). 
  WR-IOIO Land Rover 
  Manufacturer: Generic NGR (Tria x & NGR, p. 1 38). 
  Class: Automobile. 
  Crew: One pilot, up to four passengers. 
  Main Body M.D. C.: lOO 
  Maximum Speed: Ground: 1 80 mph (288 km). 
  Maximum Range: 300 miles (480 km); unlimited if nuclear. 
  Bonuses: None. 
  Weapons: The WR-lOlO can accommodate up to one light weapons 
  mount (light laser, rail gun, mini-missile launcher, etc.). 
  Black Market Cost: 28,000 credits. 
  WR-2020 Shark 
  Manufacturer: Generic NGR (Triax & NGR, p. 139). 
  Class: Hovercycle. 
  Crew: One pilot, one passenger. 
  Main Body M.D.C.: 80 
  Maximum Speed: Hovering: 280 mph (448 km). 
  Maximum Range: 500 miles (800 km); unlimited if nuclear. 
  Bonuses: None. 
  Weapons: The WR-2020 can accommodate up to one light weapons 
  mount (light laser, rail gun, mini-missile launcher, etc.). 
  Black Market Cost: 65,000 credits (gas or electric); 2.065 million (nu­
  clear). 
  267 
  WR-SOS4 Mini-Cargo Hauler 
  Manufacturer: Generic NGR (Triax & NGR, p. 140). 
  Class: Armored Personnel Carrier. 
  Crew: Three: pilot, co-pilot, gunner. 
  Main Body M.D.C.: 200 
  Maximum Speed: Ground: 1 50 mph (240 km). 
  Maximum Range: 200 miles (320 km); unlimited if nuclear. 
  Bonuses: None. 
  Forward Laser Turret: Mega-Damage: 3D6 M.D. Rate of Fire: Equal 
  to the number of attacks per melee round. Range: 2,000 feet (610 
  m). Payload: Unlimited. 
  Other Weapons: The WR-5054 can accommodate up to two addi­
  tional weapon systems (lasers and energy weapons, rail guns, 
  mini-missile launchers, etc.). 
  Black Market Cost: 45 million credits (gas or electric); 49 million 
  credits (nuclear). 
  WR-SOSO Super Cargo Hauler 
  Manufacturer: Generic NGR (Triax & NGR, p. 1 39). 
  Class: Armored Personnel Carrier. 
  Crew: Three: pilot, co-pilot, gunner. 
  Main Body M.D.C.: 400 
  Maximum Speed: Ground: 1 20 mph (192 km). 
  Maximum Range: 200 miles (320 km); unlimited if nuclear. 
  Bonuses: None. 
  Forward Laser Turret: Mega-Damage: 3D6 M.D. Rate of Fire: Equal 
  to the number of attacks per melee round. Range: 2,000 feet (610 
  m). Payload: Unlimited. 
  Other Weapons: The WR-5050 can accommodate up to four addi­
  tional weapon systems (lasers and energy weapons, rail guns, 
  mini-missile launchers, etc.). 
  Black Market Cost: 45 million credits (gas or electric); 57 million 
  credits (nuclear). 
  Quentin Milton (Order #31246997)
  
  Bionic Notes 
  To many people of Rifts Earth, obtaining cybernetic implants, if not 
  military issue bionics, is a routine, everyday occurrence. In high-tech 
  cities like Chi-Town, who have extensive cybernetic and bionic capa­
  bilities, most people reserve cybernetics for medical and personal use. 
  If one needs to replace a lost or severely damaged limb, or internal or-
  gan, bionics is the likely way to go. In the Coalition States, extensive 
  partial reconstruction (50% or more of the body) and total bionic con­
  version are exclusive to military purposes, with a few exceptions for 
  those in positions of power. Thus, it is illegal for a CS citizen to get bi­
  onics for any reason other than medical or minor augmentation, and 
  none of these are military grade. While the Black Market and other 
  communities outside the CS may offer all manner of cybernetic and 
  bionic augmentation and combat systems, they are illegal in the CS. 
  Cybernetics used in medicine often look reasonably (sometimes 
  completely) natural and normal, while military grade bionics are often 
  devoid of any cosmetics to make them look "real" or "human." Instead, 
  most bionics are cold, hard machines, often bigger and bulkier than the 
  human body. As one would expect, the average cyborg is designed for 
  combat and/or heavy labor. As such, they usually have a great deal 
  more physical power, speed, weapons and gadgetry than the average 
  citizen could ever imagine. 
  Partial and full conversion bionics among the common population 
  are found in surprising numbers in the communities and wilderness out­
  side the Coalition States and throughout much of the world. In Russia, 
  cyborgs are heroes and the military elite. In the Americas there are the 
  infamous "Headhunters," mercenary warriors who are usually partial 
  cyborgs and those known as '''Borgs,'' full conversion cyborgs who are 
  more machine than flesh and blood. 
  The Cyborg Character 
  The rules for creating a 'Borg or Headhunter O.C.C. are found in 
  the Rifts® RPG. Meanwhile, Rifts® World Book 5: Triax & the 
  NGR presents a number of full conversion cyborgs including the fa­
  mous "Red 'Borg," and World Book 20: Rifts® Canada presents five 
  Headhunter o. c.c.s as well as the Cyber-Horsemen oflxion. 
  The psychological impact. Whenever a character wants bionic aug­
  mentation or total conversion, he or she must find a place to get the ma­
  chine parts and competent surgical installation. This is major surgery 
  and the character will never be the same. Once turned into even a par­
  tial cyborg, the character can never return to being completely human. 
  It is a grim fact that has a psychological impact on every Headhunter 
  and 'Borg ever created. Some handle it well, others do not. Surpris­
  ingly, those who love combat, crave raw physical power and look for­
  ward to a "life" in the military (whether as a soldier or a mercenary or 
  adventurer) usually do very well. The majority of such individuals en­
  joy their mechanized bodies and have few if any regrets. Headhunters 
  and other partial cyborgs usually maintain enough of their humanity to 
  not be bothered by being an "M&M" (Man and Machine). Addi­
  tionally, those who save some money can have mechanical appendages 
  converted to more human-looking (and feeling) components if they so 
  desire. Thus, they can fit into human society and can lead normal lives 
  whenever they so chose. 
  268 
  Full conversion 'Borgs have it harder. Few retain much, if any, of 
  their original flesh and blood bodies other than their brain and their 
  most basic components. Those designed for combat or heavy labor are 
  usually oversized, hulking brutes who look more like a robot than a hu­
  manoid. Many deliberately want a frightening visage to intimidate their 
  enemies and want to look mechanical and powerful. Not only does this 
  mean big guns and heavy exterior body armor, but may also include 
  spikes, blades, horns, and the wearing of monstrous face masks. 
  Availability and markups are left up to the Game Master. If the 
  character is smart, he will go to a reputable Cyber-Doc and cybernetics 
  facility like those available at Whykin, Ishpeming (Northern Gun), 
  Manistique and Lazlo (among others; Tolkeen used to offer quality 
  Bionic, Juicer and Crazy conversions before it fell to the CS). Most le­
  gitimate clinics and out in the open Black Market cyber-facilities are 
  good to excellent, while underground, back-street, criminal operations 
  - Body Chop-Shops - vary in quality from good to fair to outright abys­
  mal butcher shops with a horrifying "failure rate" (i.e. death count). 
  Buyer beware! 
  Quentin Milton (Order #31246997)
  
  One simple service that can knock a few percentage points off the 
  cost is for a character with existing bionics to trade in old bionic parts 
  for new components. This can usually get the individual a 10-15% dis­
  count for minor cybernetic augmentation and implants, and a 20-50% 
  discount (depending on the items available for trade) for bionics. The 
  Cyber-Doc may also offer a discount (normally 2-4%) if the character 
  provides a detailed report to the doctor on how their existing systems 
  work in the field, and any glitches, comments and constructive criti­
  cism he may have to offer. In fact, many doctors require such a detailed 
  set of reports or interviews for their data base. Information gained this 
  way is not only valuable to future research, but it can be sold to other 
  researchers for significant money, especially if the cyborg character 
  that provides it is a regular customer with reliable information. Many of 
  the street clinics use this tactic to defer their costs in obtaining bionic 
  269 
  supplies and to ensure they get access to any new systems that become 
  available; however, those lower costs are rarely passed on to the cus­
  tomers. 
  In addition to the materials cost, bionic surgery is expensive. 
  Characters from the Bionics Power Category have their surgery costs 
  waived or absorbed during character creation, but getting additional or 
  upgraded bionics once the campaign is underway will require surgery. 
  Bionic surgery costs 10% of the total cost of the bionic parts being in­
  stalled. Thus, a bionic arm costing 700,000 credits costs an additional 
  70,000 for the surgery. Two arms (1 .4 million credits) and increased 
  P.S. + 10 for both arms (40,000 credits) would cost 144,000 credits in 
  surgical expenses. Again, the additional cost for surgery only applies to 
  upgrades and add-ons that come after the initial creation of the charac­
  ter. 
  Quentin Milton (Order #31246997)
  
  Surgical Recovery. Of course, all this hacking off of things and re­
  placing them with foreign objects damages the body. Sure it is con­
  trolled damage, but it is damage nonetheless. Once the character has his 
  new implants or bionics, he must heal up from the surgery and adjust to 
  his new mechanical augmentation. Each 25,000 credits (round down) 
  of bionic implants will do one Hit Point (not S.D.C.) of damage to the 
  character which must be healed entirely before the newly implanted 
  systems can come on-line. The Cyber-Doc can gauge on a successful 
  diagnosis roll exactly how many implants or cybernetic reconstructions 
  a patient can endure at one time. Multiple surgeries may be needed to 
  finish the job (Le. a 5 million credit partial conversion would require 
  200 Hit Points worth of surgeries. A tough character with 50 Hit Points 
  would have to undergo four or five surgeries before the process was 
  complete). If the doctor fails his surgery roll, both the damage from the 
  surgery and the required time to heal are doubled. If the damage caused 
  by the surgery is greater than the patient's Hit Points, then he will fall 
  into a coma and possibly "die on the table." Roll to save vs coma and 
  death as usual. 
  Thanks to advanced medical technology, bionics patients typically 
  recover their lost Hit Points at twice the normal rate after a successful 
  cybernetic operation. However, the patient will still require time to de­
  bug his new mechanical systems, finalize all cybernetic-organic inte­
  gration, and undergo monitoring for possible rejection of the new parts. 
  The standard rule of thumb is that for every Hit Point lost during cyber­
  netic implantation, the patient will require an additional hour of 
  full-time medical attention/therapy after his Hit Points are fully recov­
  ered. Thus, a 500 Hit Point series of surgeries will require nearly three 
  weeks (20.8 days) of additional medical care and/or therapy after re­
  covery. During this time, it is fair to assume the character performs at a 
  diminished capacity (-ID4xlO%; reduce the number of attacks, combat 
  bonuses, and speed accordingly). Certain super powers or the use of 
  magical or psionic healing can reduce this extra recovery time to a frac­
  tion (one third the time noted above). Cost: Hospital time for recovery 
  is about 500 credits per day. 
  "Back-Street doctors" and "underworld Body Chop-Shops" are 
  those with less than adequate facilities and/or skills. All of them have 
  lower than average scruples which happens to translate into lower than 
  average costs; provided one is willing to risk his life. A clinic hidden in 
  a back alley is not a "back-street clinic" as regards to these rules if it is 
  staffed by good doctors, even though it may be referred to as such. The 
  term is used to refer to bottom-barrel doctors and clinics that cater to 
  the poor or desperate, or are the only facilities to be found where bion­
  ics are illegal. Such places will also deal with Cyber-Snatchers and pur­
  chase "used" bionics and cyber-implants with no questions asked. 
  Back-Street doctors usually cost half as much as reputable ones 
  when it comes to surgery and recovery costs, but bionic components 
  are the same. A third do not even have recovery facilities and the pa­
  tient must be taken away immediately after surgery to recover on his 
  own, elsewhere! In addition to their other low rates, those who traffic 
  in "recycled" (cyber-snatched and other types of used) bionics may of­
  fer parts for 25% less than standard. The down side to street clinics and 
  Cybernetic Body Chop-Shops, especially underworld clinics, and the 
  reason they are sometimes called "butcher shops," is sloppy work. If a 
  character uses a street clinic or other shady surgeon, the G.M. should 
  require the Cyber-Doc to make a Cybernetics M.D. skill roll. A failed 
  roll (most street Cyber-Docs are not particularly experienced) means 
  the character must roll on the Back-Street Bionics Side Effects Table 
  below to see what problems he will have with his poorly implanted bi­
  onics. Also, if the doctor uses secondhand parts or releases the patient 
  early (before completely healed from surgery), make an extra roll (or 
  one roll for each shortcut) on the chart and combine the results with the 
  first roll. 
  270 
  Back-Street Bionics Side Effects Table 
  01-10%,: Scarring reduces P.B. or P.P. by 2 points. 
  1 1-20%: Scarring reduces P.B. and P.P. by 1 point each. 
  21-40%: Double recovery and adjustment time (see below). 
  41-50%: Double adjustment time penalties (see below). 
  51-60%: Bionic components don't work properly. Reduce damage 
  and range of weapons by ID4xI0%, and/or P.S. of limbs by 20%, Spd 
  of bionic legs by ID4xlO%. 
  61-700/'0: 10% chance bionic implant fails when used. 
  71-80%: 20% chance bionic implant fails when used. 
  81-900/'0: Doesn't know his own strengths or limits. Is likely to 
  break delicate items when handling them, can't pull a punch (does full 
  damage), overshoots the target when leaping or running, and is off 
  when using bionic weapons (-1 to strike). Needs adjustments. 
  91-95%: Double the damage done by implant surgery (2 H.P. per 
  25,000 credits). 
  96-00%: Massive damage from implant surgery (lD4 H.P. per 
  25,000 credits). 
  As you can see, seeking the best care and the most skilled surgeon is 
  quite desirable for a character when dealing with something as expen­
  sive and life threatening as bionic augmentation. Corporate programs 
  that build reliable operations (not their experimental programs to de­
  velop new bionic systems) are considered top quality with the best doc­
  tors and equipment. Military and government programs will also 
  usually have top quality components and care. 
  Adjusting to New Implants 
  Another consideration is that new bionics replace but do not com­
  pletely compensate for the sensations of flesh and blood. Bionic 
  O.C.C.s are fully intimate with this phenomenon and prepared for it. 
  Consequently, they adjust almost immediately to new implants (2D6 
  days), but time others will go through an adjustment period of at least 
  one month (4D6 weeks), during which they will perform at less than 
  Quentin Milton (Order #31246997)
  
  peak levels due to distractions and the need to make constant adjust­
  ments or compensations for the bionics and lack of physical sensation. 
  G.M.s should assign penalties based on the new bionics (-5% to skills 
  for one bionic eye, -10% for two, -2% to skills and -1 to strike for im­
  planted weapons in the arm or hand, - 1 5% to skill performance for a 
  new hand, etc.). Multiple systems have cumulative penalties. Full con­
  version bionic characters spend a year training to adjust to their new 
  bodies, and most spend six months or more undergoing multiple sur­
  geries to gradually acclimate them to their rapidly replaced flesh. This 
  adjustment and training time is half for characters created as a Bionic 
  O.C.C., as they are experts at handling their own cybernetic systems. 
  In addition, there is a certain mental and emotional strain to con­
  sider. Most citizens of Rifts Earth are so accustomed to the very con­
  cept of bionics that most societies accept cyborgs with little or no social 
  stigma. Thus, cyborgs are generally accepted in most human and D-Bee 
  societies in the Americas and most of Europe. In Russia, 'Borgs are 
  embraced and celebrated as heroes and elite fighting troops. There, 
  only partially reconstructed cyborgs will be treated as lesser (and even 
  cowardly) cyborgs for not becoming full conversion 'Borgs. 
  Still, most cyborgs feel at least a bit removed from their fellow hu­
  manoids, and some come to feel they are freakish. This can lead to a 
  wide range of feelings from isolation and anti-social behavior to feel­
  ings of superiority. 
  Characters who are NOT a Bionic O.C.C. like the 'Borg or Head­
  hunter, and who receive bionic replacements of any kind, whether by 
  choice or happenstance, must roll to save vs insanity after surgery. A 
  failure to save means rolling on the following Bionic Insanity Table. 
  Roll once. If the character fails to save, roll again for every three levels 
  of experience as the individual continues to struggle with his inhuman 
  body. This mental damage comes from the patient's inability to cope 
  with the radical changes his body has undergone. 
  Note: This rule does not usually apply to characters created from a 
  Bionic O.C.C. They are usually profiled, prepared with counseling and 
  emotionally stable before and after surgery. HOWEVER, if the player 
  wants to roll on the table, let him, it will only add to the character's 
  personality and quirks. 
  G.M.s, feel free to use this table when making villains. A great mo­
  tivation for an evil cyborg's behavior is madness brought on by the 
  very process that gave him his powers. 
  Bionic Insanity Table 
  01-15%: Feels he has lost his humanity, has become a monster, and 
  hates the world for it! Number one on his hate list are those he holds re­
  sponsible for his getting bionics. Number two are anybody who installs 
  bionics. Number three, the world at large. This character is in emo­
  tional pain, making him hot-tempered, aggressive, and cruel. The worst 
  may become murderous psychopaths. 
  16-30%: Feels he has lost his humanity and has become a monster! 
  Sees himself as ugly, an outcast and inadequate regardless of how at­
  tractive or invisible the bionics may actually be or if others see him in a 
  positive or heroic light. Skill performance is permanently -10% and 
  combat bonuses are reduced by one point. Tends to be a loner and as­
  sumes people are saying the worst about him. 
  31-45%: Feels he has lost his humanity and is more machine than 
  human. Feels disconnected with other humanoids and creatures of flesh 
  and blood. Makes him something of a sociopath: lacks a feeling of kin­
  ship, compassion and mercy toward flesh and blood people. Tends to 
  be cold, uncaring, and inhumane. May also be condescending and cruel. 
  46-65%: Life is precious syndrome. Sees himself as less valuable 
  than ordinary people without bionics, and is fanatical about protecting 
  others, especially women and children. The cyborg will sometimes take 
  dangerous action (to himself) to protect others. If a villain, the outlook 
  is reversed, where he sees anybody who is not a cyborg or robot to be 
  inferior, pawns to be used, abused and enslaved by their superiors 
  (namely him). 
  271 
  66-70%: Obsessed with death. Doesn't want to die, but is fasci­
  nated by death and the many ways to die, as well as theological aspects 
  of death and the afterlife. Death has no horror for this character and he 
  sometimes takes foolish and reckless chances, assuming he can get me­
  chanically "fixed" later if necessary. 
  71-75%: Paranoia: Dislikes, distrusts and/or fears advanced ma­
  chines including other cyborgs, robots, androids and computers (not 
  crazy about being on submarines, spaceships or space stations either). 
  Avoids them and is always suspicious of them. Targets opponents who 
  are cyborgs, robots, and those who pilot power armor and robot vehi­
  cles. Does not trust Cyber-Doctors or agencies who promote the use of 
  bionics or robotics for any purpose. 
  76-80%: Obsession: Machines. This character either sees machines 
  as good (and is obsessed with advanced technology and gizmos, desir­
  ing to get more and better bionics whenever possible especially if only 
  a partial cyborg or City Rat), or hates them. The latter means the char­
  acter hates his own machine body (but won't change it) and promotes 
  the values and wonders of being flesh and blood, getting back to nature, 
  physical fitness and not relying on machines to ad nauseam. Dislikes 
  technophiles, City Rats and hardware people. 
  81-85%: Machine-God Syndrome. The cyborg sees himself as a 
  tribute to modem technology and as being superior to "mere mortals." 
  Consequently, he or she has a dramatically inflated sense of self-impor­
  tance. Most are arrogant and crave the limelight and fame. When they 
  don't get what they consider to be their fair share of accolades, recogni­
  tion and reward, they will verbally chide and lash out at the "ingrates," 
  as well as get drunk and generally become a grumbling, childish pain in 
  the neck. The slighted cyborg may also start brawls, badmouth those 
  who stole his limelight and/or instigate trouble or issue challenges. 
  These characters also tend to see themselves as "above the law," doing 
  as they please and getting angry if called on the carpet for it ("Do you 
  know who I am? How dare you tell me what to do," and so on). 
  86-90%: Roll once on the Obsession Table in the Rifts® RPG. 
  91-95%: Roll once on the Neurosis Table in the Rifts® RPG. 
  96-00%: Roll once on the Affective Disorder Table in the Rifts® 
  RPG. 
  Bionics Index for Rifts® 
  A compilation of bionics was done, but space limitations prevent us 
  from presenting it here. It can be found in the 1 1 2 page Rifts® 
  Bionics Sourcebook, along with new bionics and more. In the mean­
  while, here is a handy index where one can find various bionics and cy­
  bernetics in the Rifts® Megaverse®. It was put together by Julius 
  Rosenstein. 
  Books with an emphasis on cyborgs include: Rifts® RPG, Coali­
  tion War Campaign, Triax & the NGR, Rifts® Japan and War­
  lords of Russia. Brain implants for M.O.M. (Crazy) Conversion are 
  found in the Rifts® RPG and Sourcebook 3: Mindwerks. 
  Note: An asterisk indicates items/systems that are available as both 
  a cybernetic implant or minor surgical augmentation (i.e. replace the 
  hand; the type of things available to City Rats, Headhunters, and other 
  partial reconstructed 'Borgs), as well as being available as a full-blown 
  bionic augmentation (i.e. a feature of a heavy bionic or combat system). 
  Bionics & Cybernetics 
  Bionic Arms & Strength - Rifts® Ultimate Ed., p. 46. 
  Bionic Arm & Hand Weapons - Rifts® RPG, p. 239. 
  Bionic Legs & Speed - Rifts® Ultimate Ed., p. 46. 
  Bionic Leg Weapon - Rifts® RPG, p. 24 1 . 
  Black Market Bionics - Rifts® Ultimate Ed., p. 48. 
  Combat Cyborg O.C.C. - Rifts® Ultimate Ed., p. 45. 
  Cyber-Horsemen R.C.C. - Rifts® Canada, p. 103. 
  Cyber-Samurai O.C.C. - Rifts® Japan, p. 80. 
  Quentin Milton (Order #31246997)
  
  CyberSlinger O.C.C. - New West, p. 1 89. 
  Cybernetic (common; general) - Rifts® RPG, p. 229. 
  Decommissioned Cyborgs: CS - Coalition War Campaign, p. 70. 
  Decommissioned Cyborgs: Japan - Rifts® Japan, p. 98. 
  Headhunter O.C.C. (original Techno-Warrior) - Rifts Ultimate, p. 74. 
  Headhunter O.C.C.s (expanded & defined) - Rifts® Canada, p. 107. 
  Japanese Cybernetics of Note - Rifts® Japan, p. 109. 
  Japanese Ninja Crazy O.C.C. - Rifts® Japan, p. 86. 
  Japanese Ninja Borg O.C.C. - Rifts® Japan, p. 88. 
  Japanese Cyborg O.C.C.s of the Republic - Rifts® Japan, p. 97. 
  Mining 'Borg O.C.C. - New West, p. 1 1 3. 
  Modified Men (M&M) - Rifts® RPG, p. 229. 
  Russian Light Machines - Warlords of Russia, p. 1 07. 
  Russian Heavy Machines (full conversion) - Warlords of Russia, p. 
  I l l . 
  Russian Cyborgs Shocktroopers (many) - Warlords of Russia, p. 1 14. 
  Triax VX Cyborgs - World Book 5: Triax & NGR, p. 99. 
  Triax Cybernetics of Note - World Book 5: Triax & NGR, p. 1 53. 
  Partial Bionic Reconstruction 
  Cyber Horsemen of Ixion - Rifts® Canada, p. 1 06. 
  Cyber-Samurai - Rifts® Japan, p. 80. 
  Headhunter O.C.C. (original Techno-Warrior) - Rifts Ultimate, p. 74. 
  Headhunter O.C.C.s (expanded & defined) - Rifts® Canada, p. 107. 
  Japanese: Light Partial Bionics - Rifts® Japan, p. 96. 
  Russian Light Machine - Warlords of Russia, p. 1 08. 
  Typical Bionics for 'Borg Soldier or Mercenary - Rifts Ultimate, p. 46. 
  Typical Bionics for Siave-'Borg - Rifts® RPG, p. 237. 
  Full Bionic Conversion 
  Typical 'Borg Soldier or Mercenary - Rifts Ultimate Ed., p. 45. 
  Typical Siave-'Borg - Rifts Ultimate Edition, p. 45. 
  Coalition 'Borg - Coalition War Campaign, p. 49. 
  CyberSlinger Mark I: "The Kid" - New West, p. 1 90. 
  CyberSlinger Mark II: "Super Slinger" - New West, p. 191 . 
  CyberSlinger Mark III: "Gringo" - New West, p. 1 92. 
  272 
  Japanese: Light Full Bionics - Rifts® Japan, p. 96. 
  Japanese: Heavy Full Bionics - Rifts® Japan, p. 96. 
  Mining 'BorgIProspector - New West, p. 1 1 3. 
  Ninja 'Borg - Rifts® Japan, p. 88. 
  Russian Heavy Machine - Warlords of Russia, p. I l l . 
  Russian Light Machine - Warlords of Russia, p. 108. 
  Triax VX Series Cyborgs - Triax, p. 99. 
  Triax Gurgoyle (infiltration) Cyborg - Triax, p. 97. 
  Prosthetic Weapon Limbs 
  Bio-Systems - Rifts ® RPG, p. 232. 
  Bionic Organs - see Bio-Systems in the Rifts® RPG; p. 232. 
  Hand - Rifts® RPG, p. 239. 
  Hand and Arm - Rifts® RPG, p. 239. 
  Foot and Leg - Rifts® RPG, p. 239. 
  Partial Reconstruction - Rifts® Ultimate Ed., p. 75. 
  Full Body Conversion - Rifts® Ultimate Ed., p. 45. 
  Robot Strength - Warlords of Russia, p. 101 and this book. 
  Treads for Legs - Warlords of Russia, p. 104. 
  Bionic Hand Weapons & Tools 
  Note: Items with an asterisk are available in both cybernetic and 
  bionic versions. 
  Energy-Clip Hand or Arm Port - Rifts® Ultimate Edition, p. 53. 
  Extendible Hydraulic Hands/Arm - Triax, p. 1 54. 
  Extra Appendage/Arms - New West, p. 1 89. 
  '" Finger Camera - Rifts® RPG, p. 239. 
  '" Fingerjack - Rifts® RPG, p. 239. 
  '" Laser Utility Finger - Rifts® Ultimate Edition, p. 53. 
  '" Laser Finger Blaster - Rifts® Ultimate Edition, p. 53. 
  * High Explosive Finger Joints - Rifts® Ultimate Edition, p. 53. 
  Hydraulic Hammer Hand - Warlords of Russia, p. 104. 
  Hydraulic Ram Hand - Warlords of Russia, p. 1 04. 
  Mining Tools - New West, p. 187. 
  Modular Housings - New West, p. 1 87. 
  Palm Energy Generators - Rifts® Japan, p. 1 12. 
  I .  Laser Blaster - Rifts® Japan, p. 1 12. 
  2. Ion Blaster - Rifts® Japan, p. 1 12. 
  3. Particle Beam - Rifts® Japan, p. 1 12. 
  4. Plasma Ejector - Rifts® Japan, p. 1 12. 
  S. Stun Blaster - Rifts® Japan, p. 1 12. 
  PL-3 1 Palm Laser Torch - Triax, p. 1 54. 
  W-41 Palm Laser Torch - Warlords of Russia, p. 1 06. 
  Retractable Finger Blades - Rifts® Ultimate Edition, p. 53. 
  Retractable Knuckle Blades - Rifts® Ultimate Edition, p. 53. 
  Knuckle Spikes - Rifts® Ultimate Edition, p. 53 . 
  Tool Hand - Warlords of Russia, p. 1 04. 
  Bionic "Arm" Weapons & Tools 
  Note: Items with an asterisk are available in both cybernetic and 
  bionic versions. 
  Additional Hand And Arm - Rifts® Ultimate Edition, p. 5 1 .  
  Additional Non-Human Appendage - Rifts® RPG, p. 239. 
  Additional Tail Appendage - Rifts® RPG, p. 240. 
  Climb Cord - Rifts® RPG, p. 240. 
  Chemical Spray - Rifts® RPG, p. 240. 
  1 . Blinding chemical agent 
  2. Tear gas 
  3. Burning acid vapors 
  4. Tranquilizer/sleep spray 
  5. C02 Foam 
  Chemical Spray: Acid - New West, p. 187 
  * Computer & Calculator Built Into the Arm - Rifts® RPG, p. 240. 
  Concealed Arm Laser Rod - Rifts® RPG, p. 240. 
  Concealed Vibro-B1ade - Triax, p. 1 54. 
  Electro-Cannon Forearm Blaster - Warlords of Russia, p. 104. 
  Exploding Finger Joints - Rifts® Ultimate Edition, p. 53. 
  Quentin Milton (Order #31246997)
  
  Extendible Hydraulic Hands/Arm - Triax, p. 1 54. 
  Extra Appendage/Arms - New West, p. 189. 
  Forearm Blaster - Rifts® Ultimate Edition, p. 5 1 .  
  1 .  Laser blaster 
  2. Ion blaster 
  3. Plasma Ejector 
  4. Particle Beam 
  5. Mini-machine-gun 
  Forearm Weapon Guards - Warlords of Russia, p. 104 . 
  ... Garrote Wrist Wire - Rifts® Ultimate Edition, p. 52. 
  Grapnel & Launcher - Triax, p. 1 54. 
  Japanese: Weapons, Rifts® Japan, p. 1 12. 
  1. Ion Blaster 
  2. Laser Blaster 
  3. Particle Beam 
  4. Plasma Ejector 
  5. Stun Blaster 
  LGL-3 1 Grapnel & Launcher - Triax, p. 154. 
  Laser Cannon Arm - Warlords of Russia, p. 105. 
  Mekanikal Barrage Weapon Arm - Warlords of Russia, p. 105. 
  Mekanikal Cutter WeaponlUtility Arm - Warlords of Russia, p. 105. 
  Mekanikal Rail Gun Weapon Arm - Warlords of Russia, p. 105. 
  Mekanikal Vibro-Blade Multi-Weapon Arm - Warlords of Russia, p. 
  105. 
  Modular Forearm Attachments (various) - New West, p. 187-1 88. 
  1. Air Blaster 
  2. Flashlight 
  3. Housings 
  4. Jackhammer 
  5. Laser Hand 
  6. Mining Drill: Heavy 
  7. Mining Drill: Precision 
  8. Multi-Tool 
  9. Plasma Torch 
  10. Shovel Hand 
  1 1 .  Sonic 
  12. Vibro-Monster Claw Hand 
  13. Vibro-Pick 
  273 
  Palm Laser Torch - Triax, p. 1 54. 
  Retractable Blades (large) - Rifts® Ultimate Edition, p. 53. 
  Retractable Vibro-Blades - Rifts® Ultimate Edition, p. 53. 
  Sonic Pulsar Unit (Flea & Insect Repellant) - Triax, 152 
  Techno-Wizard Bionics - Rifts® Canada, p. 126. 
  Tool Mechanic's Arm - Warlords of Russia, p. 104. 
  Tool Arms (Mining) - New West, p. 187. 
  Triax Weapons - Triax, p. 154. 
  Vibro-Blades - Rifts® RPG, p. 241 .  
  Vibro-Blades: Concealed - Triax, p .  154 . 
  ... Wrist Needle & Drug Dispenser - Rifts® Ultimate Edition, p. 53. 
  1 .  Antibiotics 
  2. Paralysis 
  3. Poison 
  4. Tranquilizer/sleep 
  5. Truth Serum 
  Bionic Leg Weapons & Accessories 
  Booster Maneuvering Jets - New West, p. 188. 
  Concealed Weapon Rod - Rifts® Ultimate Edition, p. 53. 
  Hydraulic Leg Boosters - Warlords of Russia, p. 103. 
  Quick Draw Holsters - New West, p. 189. 
  Secret Compartments- Rifts® Ultimate Edition, p. 49. 
  Stabilizing Anchors - New West, p. 1 89. 
  Western Wilderness Survival Kit - New West, p. 189. 
  Bionic Ear & Head Implants 
  Note: Items with an asterisk are available in both cybernetic and 
  bionic versions. 
  ... Amplified Hearing - Rifts® Ultimate Edition, p. 49. 
  ... Audio Filter & Enhancement - Warlords of Russia, p. 102. 
  ... Computer Hacker Encoder - Rifts® Japan, p. 109. 
  ... Cosmetic Implants - Rifts® Japan, p. 109. 
  ... Cyber-Disguises - Rifts® RPG, p. 236. 
  ... Cyber-Drone - Rifts® Japan, p. 1 10. 
  Quentin Milton (Order #31246997)
  
  • Cyberware Networking - Rifts® Japan, p. 1 10. 
  • Data Chip (brain) - Rifts® Japan, p. 1 12. 
  • Internal Comp-Calculator - Warlords, p. 103. 
  '" Low-Frequency Audio Rig - Warlords, p. 102. 
  • Psionic Electro-Magnetic Dampeners - Triax, p. 154. 
  '" Radio Chip - Rifts® Japan, p. 1 10. 
  • Radio & Scrambler - Rifts® Japan, p. 1 10. 
  '" Security Clearance Chip - Rifts® Japan, p. 1 12 
  • Signal Booster - Rifts® Japan, p. 1 10. 
  '" Sound Filtration System - Rifts® Ultimate Edition, p. 5 1 .  
  • Synthetic Voice Enhancer - Warlords of Russia, p. 102. 
  • Ultra-Ear - Rifts® Ultimate Edition, p. 5 1 .  
  • Universal Headjack & ear implant - Rifts® Ultimate Edition, p .  5 1 .  
  Also see Rifls® Sourcebook Three: Mindwerks for M.O.M. and 
  brain implants. 
  Bionic Eyes 
  Note: Items with an asterisk are available in both cybernetic and 
  bionic versions. 
  HUD Visor - Rifts® Japan, p. 1 12. 
  • Infrared Eye (old fashion) - Rifts® Ultimate Edition, p. 50. 
  • Laser Beam Eye - Triax, p. 154. 
  • Laser Beam Eye - Rifts® Japan, p. I l l . 
  • Laser Beam Eye - Warlords of Russia, p. 106. 
  • Light Filters - Warlords of Russia, p. 101. 
  • Macro-Eye - Triax, p. 153 & Warlords of Russia, p. 101. 
  • Macro-Eye Laser - Triax, p. 153. 
  • Macro-Eye Laser - Warlords of Russia, p. 101. 
  • Mechanical Eye with Polarized Filters - Rifts® RPG, p. 23 1. 
  • Multi-Optic Eye - Rifts® Ultimate Edition, p .  50. 
  • Multi-System Eye Socket - Warlords of Russia, p. 101. 
  • Optic Nerve video implant - Rifts® Ultimate Edition, p. 50. 
  • Panorama Cluster Lens - Warlords of Russia, p. 101. 
  • Passive Nightvision Eye - Warlords of Russia, p. 102. 
  '" Third Eye - Triax, p. 153 & Warlords of Russia, p. 102. 
  • Spectra-Eye - Warlords of Russia, p. 102. 
  • Super-Telescopic Eye - Warlords of Russia, p. 102. 
  • Video Camera Eye - Rifts® RPG, p. 232. 
  • Wide-Angle Vision - Warlords of Russia, p. 102. 
  Bionic Head & Throat Features 
  Note: Items with an asterisk are available in both cybernetic and 
  bionic versions. 
  Bionic Lung with Gas Filter & Oxygen Storage Cell - Rifts® Ult. Ed., 
  p. 48. 
  Built-In Loudspeaker - Rifts® Ultimate Edition, p. 48. 
  • Built-In Radio Receiver & Transmitter Headjack - Rifts® Ult. Ed., 
  p. 48. 
  • Built-In Speech Translator - Rifts® Ultimate Edition, p. 49. 
  Combat Computer - New West, p. 189. 
  • Gills - Rifts® Underseas, p. 191. 
  Molecular Analyzer - Rifts® Ultimate Edition, p. 49. 
  • Modulating Voice Synthesizer - Rifts® Ultimate Edition, p. 49. 
  Rebreather Lung - Rifts® Japan, p. 1 12 
  Bionic Sensors 
  Note: Items with an asterisk are available in both cybernetic and 
  bionic versions. 
  • Bio-Comp Self-Monitoring System - Rifts Japan, p. 109, Triax, p. 
  1 53, & Warlords of Russia, p. 103. 
  • Clock Calendar - Rifts® Ultimate Edition, p. 49. 
  Combat Computer (bionic only) - New West, p. 189. 
  • Depth Gauge - Rifts® Japan, p. 1 12. 
  '" Gromeko Friend or Foe Identification Computer - Warlords of Rus-
  274 
  sia, p. 102. 
  • Gyro-Compass - Rifts® Ultimate Edition, p. 49. 
  '" Internal Comp-Calculator - Triax, p. 153 & Rifts® Japan, p. 1 10. 
  '" H.U.D. Visor - Rifts® Japan, p. 1 12. 
  • Medical Sensor Hand - Triax, p. 153 & Warlords of Russia, p. 102. 
  • Metal Detector - Rifts® Japan, p. 1 10. 
  • Sensor Hand - Rifts® Ultimate Edition, p. 5 1 .  
  • Schematic Sensor Hand - Warlords of Russia, p .  104 
  Cyborg Body Armor 
  Coalition Army Body Armor - Coalition War Campaign, p. 102. 
  Customized Face or Armored Plate - New West, p. 189. 
  Customized Paint Job - New West, p. 189. 
  Extra Armor Plating - New West, p. 189. 
  LL-SB Light Labor Slave-Borg Armor - Rifts® Ult. Ed., p. 46. 
  LE-B 1 Light Espionage Armor - Rifts® Ultimate Edition, p. 46. 
  LI-B2 Light Infantry Armor - Rifts® Ultimate Edition, p. 46. 
  HI-B3 Heavy Infantry Armor - Rifts® Ultimate Edition, p. 46. 
  Japanese: Light Undercover Armor - Rifts® Japan, p. 97. 
  Japanese: Light Infiltration Armor - Rifts®Japan, p. 97. 
  Japanese: Light Infantry Armor - Rifts® Japan, p. 97. 
  Japanese: Heavy Infantry Armor - Rifts® Japan, p. 97. 
  Snaps, Hook, Tabs, and Buckles - Rifts® Japan, p. I l l . 
  Triax - Note: See specific Cyborgs or use Rifts® RPG armor. 
  Chassis/Body Options 
  Aerial Jet Thrusters - Rifts® Japan, p. 1 12. 
  Boosters & Maneuvering Jets - New West, p. 188. 
  • Cosmetic Implants - Rifts® Japan, p. 109. 
  Cyborg Jet Pack - Warlords Russia, p. 103. 
  Cyberjet Nodes - Warlords of Russia, p. 103. 
  '" Depth Gauge & Alarm - Rifts® Underseas, p. 191 & Rifts® Japan, 
  p. l l0. 
  Environmental Upgrade - Rifts® Japan, p. 1 12. 
  Head Collar & Hood - Warlords of Russia, p. 103. 
  Helmet and/or Face Plate - Warlords of Russia, p. 103. 
  Quentin Milton (Order #31246997)
  
  Interchangeable Parts - Warlords of Russia, p. 101 . 
  Internal IV Feed - Rifts® Japan, p. 1 12. 
  Mining Drills & Tools (Various) - New West, p. 1 87. 
  Modular Housing - New West, p. 187 
  Rebreather Lung - Rifts® Japan, p. 1 12. 
  Shoulder Weapon MountS/Clamps - Warlords of Russia, p. 104. 
  Underwater Propulsion - Rifts® Japan, p. 1 12. 
  Also see Sensors and Weapons. 
  Cyborg Weapon Systems & Accessories 
  Black Market - Rifts® Ultimate Edition, p. 48. 
  Chest Blaster - Rifts® Japan, p. I l l . 
  Common Cybernetics & Sensors - Rifts® RPG, p. 230. 
  Computer Virus Carrier - Rifts® Japan, p. 109. 
  Cyber Shield - Warlords of Russia, p. 1 04. 
  Drills & Mining Tools - New West, p. 1 87. 
  Internal Ammo Drum- Rifts® Japan, p. I l l . 
  Internal Energy Supply - Rifts® Japan, p. I l l . 
  Power Booster - Rifts® Japan, p. I l l . 
  Security Clearance Chip - Rifts® Japan, p. 1 10. 
  Triax Weapons & Accessories - Triax & the NGR, p. 98. 
  Weapons: Japan - Rifts® Japan, p. 1 12. 
  Weapons: North America - Rifts® RPG, p. 239. 
  Weapons: Black Market - Rifts® RPG, p. 235. 
  Weapons: TriaxiGermany - Triax, p. 1 54. 
  Magic Bionics 
  Anti-Magic tactics using cybernetics, Coalition Wars™ One, p. 3 1 . 
  Anti-MonsterlMystic Cyborg R.C.C. - South America One, p. 34. 
  Bio-Borg (Splugortb) - Splynn Dimensional Market, p. 1 54. 
  Techno-Wizard Bionics - Rifts® Canada, p. 126. 
  Psionic Enhancements 
  Electro-Magnetic Dampeners - Triax, p. 1 54. 
  Electro-Magnetic Dampeners - Warlords of Russia, p. 106. 
  Eruptor Implant - Psyscape, p. 1 53. 
  M.O.M. Conversion: See the Crazy O.C.C. - Rifts® RPG, p. 56. 
  M.O.M. Implants - Mindwerks, p. 19. 
  M.O.M. Implants: Psynetics - Mindwerks, p. 2 1 . 
  Physical Reactor Implant - Psyscape, p. 1 53. 
  Psi-Blocker Implant - Psyscape, p. 1 52. 
  Psionic Actuator Implant - Psyscape, p. 1 52. 
  Psionic Booster Implant - Psyscape, p. 1 52. 
  Psionic Inhibitor Implant - Psyscape, p. 1 52. 
  Sensitive Implant - Psyscape, p. 1 53. 
  Torture Implants 
  Various - Coalition Wars One, p. 133. 
  TriaxINGR Weapons (exclusive to NGR 'Borgs) 
  VX-635 Close Contact Spray - Triax, p. l l2. 
  Laser or Particle Beam Eyes - Triax, p. 98. 
  VX-20 Grenade Launcher - Triax, p. 1 14. 
  VX-300 Multiple Grenade Launcher System - Triax, p. 100. 
  VX-320 Multiple Grenade Launcher System - Triax, p. 102. 
  Head Mounted Mini-Lasers - Triax, p. I l l . 
  Launchable Shoulder Spikes - Triax, p. I l l . 
  VX-635 Multi-Weapon Gun-Arm - Triax, p. I l l . 
  1 . Rail Gun 
  2. Vibro-Bayonet 
  3. Mini-Laser Turret 
  VX -340 Mini-Missile Tube Launchers - Triax, p. 104. 
  VX-500 Mini-Missile Tube Launchers - Triax, p. 108. 
  VX-635 Pneumatic Air Gun - Triax, p. I l l . 
  1 . Dart - Sleep 
  2. Dart - Poison 
  3. Surveillance: Mini-Microphone 
  275 
  4. Surveillance: Homing device 
  Pneumatic Blade Shooter - Triax, p. 1 12. 
  VX-300 Rail Gun-Arm - Triax, p. 100. 
  VX-635 Ring Lasers - Triax, p. 1 12 
  Underwater Bionics 
  -01 
  c 
  -0 
  E 
  � 
  L. 
  Deep-Sea Environmental Body Armor - Rifts® Underseas, p. 1 9 1 . 
  Depth Gauge & Alarm - Rifts® Underseas, p_ 1 9 1  & Rifts® Japan, 
  p. l lO. 
  Gills - Rifts® Underseas, p. 191 . 
  Sonar - Rifts® Underseas, p. 1 9 1 . 
  Sonic Echo-Location - Rifts® Underseas, p. 191 . 
  Rebreather Lung - Rifts® Japan, p. 1 12. 
  Underwater Propulsion - Rifts® Japan, p. 1 12. 
  Quentin Milton (Order #31246997)
  
  Character Compendium 
  Alphabetical Character Index 
  There are literally hundreds of different O.C.C.s, R.C.C.s, and 
  P.C.C.s distributed throughout the many Rifts® supplements currently 
  available. As Game Masters and writers ourselves, even we at Palla­
  dium sometimes find it frustrating when we wanted to look up the stats 
  for a particular O.C.C. or R.C.C. and can not remember which book it 
  appeared in. Inevitably, it takes five, ten, even twenty minutes and flip­
  ping through a half dozen to a dozen books before we find our elusive 
  quarry. And we wrote and published the dam thing! There is just so 
  much Rifts® material (over 7,000 pages) that even we sometimes lose 
  track of a particular character, weapon, monster, magic or bit of his tori­
  cal fact. 
  While we could not possibly reprint the description and stats for all 
  the character classes that exist in any one book, Bill Coffin has com­
  piled this excellent and comprehensive index for Game Masters every­
  where. What follows is a list of all of the O.C.C.s, R.C.C.s and P.C.C.s 
  that appear in every Rifts® book to date, including the four Dimension 
  Books. Bill hesitates to say this is 100% comprehensive, since it is pos­
  sible the odd R.C.C. might have slipped past him here or there. But this 
  section does cover the vast majority of character options open to 
  Rifts® players, including many that typically require G.M. approval 
  before playing. 
  After each entry is the boldface "book title" of whatever sourcebook 
  that character class appears in, as well as the page on which the full 
  write-up may be found. 
  276 
  A final note. Many of the O.C.C.s and R.C.C.s presented below are 
  indigenous to a particular region of the Rifts® Megaverse. Moreover, 
  many of the Rifts® World Books include sections detailing exactly 
  what other O.C.C.s and R.C.C.s are common to the region besides 
  those described in that book. Which means there are strong reasons for 
  why certain characters from certain parts of the world are not likely to 
  ever meet, much less adventure together. Logic dictates that many char­
  acter types remain confined to their comer of the game setting, true. 
  But imagination dictates that anything is possible, especially in the 
  no-holds-barred world of Rifts®. The enterprising Game Master can 
  always find some reason to let characters of disparate types come to­
  gether if that is what he (and his or her players) really want. Good fun 
  dictates that if a group of players comes together with the flat-out crazi­
  est assembly of characters ever seen, so long as everybody is enjoying 
  themselves and the Game Master doesn't mind, then there is no harm 
  done. With that in mind, however, the players should always remember 
  that the G.M.'s word is law. If he or she says that certain character 
  types can NOT get together in an adventuring party, then he probably 
  has a good reason for it. Accept it, and pick one of the other hundreds 
  of characters that are available. Whining, arguing, and being a pain in 
  the neck are not viable means of getting the G.M. to see things your 
  way. So ifhe says no, please respect it. Have fun. 
  There are five basic categories of character classes in Rifts®: Men 
  at Arms, Scholars and Adventurers, Practitioners of Magic, Racial 
  Character Classes and Psychic Character Classes. 
  Quentin Milton (Order #31246997)
  
  Men at Arms are all some kind of warrior. Some of these are part 
  of large, organized militaries (such as the Coalition and NGR Men at 
  Arms O.C.C.s) while others are merely generic fighters that are not, by 
  nature, part of a formal organization (such as the Juicer and Headhunter 
  O.C.C.s). 
  Scholars and Adventurers are those who are not primarily war­
  riors, do not primarily practice magic, are not, by nature, psychic, and 
  are not restricted to a particular race. As a result, this category is a sort 
  of "loose change" bin for all of the O.C.C.s that do not fit elsewhere. 
  Practitioners of Magic, as their name suggests, are those whose 
  primary vocation is the mastery and casting of some type of magic. 
  Some O.C.C.s seemed more warrior than magic user, and as such, were 
  shifted over to the Men at Arms category. 
  Racial Character Classes are basically a secondary kind of charac­
  ter class. The Rifts® world is heavily populated by inhuman creatures, 
  many of which are available as Racial Character Classes. Some R.C.C.s 
  allow the character to go on and select an O.C.C. as well, while other 
  R.C.C.s do not. When selecting an R.C.C., be sure to read its descrip­
  tion carefully to see if other O.C.C. selections are permitted. In cases 
  where the possibility of additional O.C.C. selection is unclear, the G.M. 
  has the final say. 
  Psychic Character Classes are really another form of Racial Char­
  acter Class, though one that, by nature, does not permit the selection of 
  an O.C.C. as well. Psychic Characters are R.C.C.s or P.C.C.s because 
  generally speaking, psionic powers are determined by race - some 
  races have psionic potential while others do not. The majority of Psy­
  chic Character Classes are restricted to humans, with Dog Boys coming 
  in a close second. 
  277 
  p
  e
   .. 
  e
  �
  · 
  .
  1
   
  Men at Arms O.C.C.s 
  A 
  Arkhon Spectral Hunter O.C.C. (South America 2, p.73) 
  Australian Aerojock O.C.C. (Australia, p. 121) 
  Australian Infantry Grunt O.C.C. (Australia, p. 122) 
  Australian Navy Sailor O.C.C. (Australia, p. l25) 
  Australian Special Operations Soldier O.C.C. (Australia, p. 124) 
  B 
  Bandit (Highwayman) O.C.C. (New West, p.85) 
  Bandit (Peasant Thug) O.C.C. (New West, p.83) 
  Berserker (Pantheons of the Megaverse, p. 168) 
  Bishamon Fighting Monk O.C.C. (Japan, p.55) 
  Blood Rider (South America 2, p. l33) 
  Borg O.C.C. (Rifts® Ultimate Edition, p.45) 
  Bounty Hunter O.C.C. (New West, p.87; Mercenaries, p. 19) 
  C 
  CAF Fleet Officer O.C.C. (Phase World, p.58) 
  CAF Trooper O.C.C. (Phase World, p.56) 
  City Police (Australia) O.C.C. (Australia, p. l l  0) 
  Coalition Commando O.C.C. (Coalition War Campaign, p.71) 
  Coalition Cyborg Strike Trooper O.C.C. (Coalition War Campaign, 
  p.69) 
  Coalition Elite RPA O.C.C. (Rifts® Ultimate Edition, p.233) 
  Coalition EOD Specialist O.C.C. (Coalition War Campaign, p.73) 
  Coalition Grunt O.C.C. (Rifts® Ultimate Edition, p.23 1 )  
  Coalition ISS Intel Specter O.C.C. (Coalition War Campaign, p. 184) 
  Quentin Milton (Order #31246997)
  
  c 
  Coalition ISS Peacekeeper O.C.C. (Coalition War Campaign, p. I SO) 
  Coalition ISS Specter O.C.C. (Coalition War Campaign, p. l S2) 
  Coalition Juicer O.C.C. (Juicer Uprising, pA2; Coalition War Cam-
  paign, p.76) 
  Coalition Military Specialist O.C.C. (Rifts® Ultimate Edition, p.235) 
  Coalition Nautical Commando Specialist O.C.C. (Coalition Navy, 
  p.37) 
  Coalition Nautical Specialist O.C.C. (Coalition War Campaign, p.79) 
  Coalition Naval Infantryman O.C.C. (Coalition Navy, p.34) 
  Coalition Navy Sailor O.C.C. (Coalition Navy, p.32) 
  Coalition NTSET Protector O.C.C. (Coalition War Campaign, p. I SS) 
  Coalition NTSET Psi-Hound O.C.C. (Coalition War Campaign, 
  p. l S7) 
  Coalition Ranger O.C.C. (Coalition War Campaign, p.SO) 
  Coalition RCSG Scientist O.C.c. (Coalition War Campaign, p.S2) 
  Coalition RPA "Fly Boy" Ace O.C.C. (Coalition War Campaign, 
  p. S4) 
  Coalition Special Forces O.C.C. (Coalition War Campaign, p.S6) 
  Coalition Technical Officer O.C.C (Rifts® Ultimate Edition, p.236) 
  Control Agent - Manhunter O.C.C. (Skraypers, p. 106) 
  Cosmo-Knight O.C.C. (Phase World®, p.99) 
  Cossack O.C.C. (Warlords of Russia, p.73) 
  Crazy O.C.C. (Rifts® Ultimate Edition, p.53) 
  Cyberai O.C.C. (Phase World® Sourcebook, p. 16) 
  Cyber-Knight O.C.C. (Rifts® Ultimate Ed., p. 6 1; Coalition Wars 4: 
  Cyber-Knights, po l S) 
  Cyber-Samurai OoCoC (Japan, poSO) 
  Cyborg Shocktrooper OoCoCo (Warlords of Russia, p. 1 14) 
  D 
  Delphi Juicer OoCoCo (Juicer Uprising, p.39) 
  Destroyer 'Borg OoC.Co (South America 2, po 107) 
  Dragon Juicer OoCoCo (Juicer Uprising, pA7) 
  E 
  Elite Freedom Fighter (Skraypers) OoCoCo (Skraypers, p. l09) 
  Euro-Juicer OoCoCo (Triax & the NGR, po 1 75) 
  F 
  Fallam Battlemaster OoC.Co (South America 2, po 77) 
  Fallen Cosmo-Knight OoCoCo (Phase World®, po 102) 
  Freedom Fighter (Phase World) OoCoC. (Phase World®, p.S3) 
  Freedom Fighter (Skraypers) OoCoCo (Skraypers, po lOS) 
  Freelance Spy OoCoCo (Mercenaries, po22) 
  Free Quebec Cyborg Soldier OoCoCo (Free Quebec, po 1 14) 
  Free Quebec "Descended" Glitter Boy Pilot OoCoCo (Free Quebec, 
  p.36) 
  Free Quebec Glitter Girl pilot OoCoCo (Free Quebec, p.3S) 
  Free Quebec Intel Agent OoCoCo (Free Quebec, p.32) 
  Free Quebec Reload Team OoCoCo (Free Quebec, pAO) 
  Free Quebec Side Kick RPA OoCoCo (Free Quebec, p.39) 
  G 
  Galactic Tracer OoCoCo (Phase World®, p.39) 
  Glitter Boy OoCoCo (Rifts® Ultimate Edition, p.67) 
  Gun Brother OoCoCo (Phase World® Sourcebook, po25) 
  Gunfighter OoCoCo (New West, p.90) 
  Gunslinger O.CoCo (New West, po92) 
  Gypsy Enforcer OoCoCo (Mystic Russia, po 155) 
  278 
  H 
  Headhunter OoC.Co (Rifts® Ultimate Edition, po 74) 
  Headhunter Anti-Robot Specialist OoC.Co (Canada, po 1 16) 
  Headhunter Assassin OoCoCo (Canada, po l 13) 
  Headhunter Techno-Hound O.CoCo (Canada, po 120) 
  Headhunter Techno-Warrior OoCoCo (Canada, po l IO) 
  Heavy Machine OoCoCo (Warlords of Russia, po l l l  & 2 1 5) 
  Hyperion Juicer O.CoCo (Juicer Uprising, p.30) 
  I 
  Imperial Legionnaire OoCoCo (Phase World®, poS2) 
  Imperial Security Agent O.CoCo (Phase World, poS2) 
  Inca Warrior OoCoCo (South America 2, po23) 
  Invincible Guardsman OoCoC. (Phase World Sourcebook, po32) 
  J 
  Juicer OoCoc. (Rifts® Ultimate Edition, p.78) 
  Juicer Assassin OoCoCo (Juicer Uprising, po56) 
  Juicer Gladiator OoCoCo (Juicer Uprising, p.55) 
  Juicer Scout OoCoCo (Juicer Uprising, po57) 
  Juicer Techno-Zombie OoCoCo (Juicer Uprising, po 1 50) 
  Justice Ranger OoCoCo (New West, po96) 
  K 
  Knight OoCoCo (England, po l 00) 
  Knight ofthe Hospital OoCoCo (Wormwood, po73) 
  Knight ofthe Temple OoCoCo (Wormwood, po70) 
  L 
  Larhold Human Renegade OoCoCo (South America 2, po lS6) 
  Light Machine OoCoCo (Warlords of Russia, po 107 & 214) 
  Quentin Milton (Order #31246997)
  
  M 
  Master Assassin o.c.c. (Mercenaries, p.23) 
  Mega-Juicer O.C.C. (Juicer Uprising, p.36) 
  Megaversal Trooper (Human) O.C.C. (South America 2, p. I04) 
  Megaversal Trooper (Ojahee) O.C.C. (South America 2, p. I 06) 
  Mindwerks Full Conversion Borg O.C.C. (Mindwerks, p.3S) 
  Momano Headhunter O.C.C. (Canada, p. 122) 
  Mystic Ninja O.C.C. (Japan, p.S I )  
  Mystic Warrior O.C.C. (Spirit West, p.39) 
  N 
  Naut'Yll Devastator O.C.C. (Underseas, p. I SO) 
  Naut'Yll Soldier O.C.C. (Underseas, p. l49) 
  New Navy Marine O.C.C. (Underseas, p. 1 12) 
  New Navy Seaman O.C.C. (Underseas, p. l l l) 
  Nexus Knight o.c.c. (England, p. 98) 
  NGR Communications Officer o.c.c. (Triax & the NGR, p. I S8) 
  NGR Cyborg Soldier o.c.c. (Triax & the NGR, p. 161) 
  NGR Field Mechanic O.C.C. (Triax & the NGR, p. 162) 
  NGR Infantry Soldier O.C.C. (Triax & the NGR, p. I S6) 
  NGR Intelligence Commando O.C.C. (Triax & the NGR, p. l 72) 
  NGR Intelligence Officer O.C.C. (Triax & the NGR, p. 171) 
  NGR MediclMedicai Officer O.C.C. (Triax & the NGR, p. I S9) 
  NGR Police Officer O.C.C. (Triax & the NGR, p. 1 73) 
  NGR Power Armor Commando O.C.C. (Tria x & the NGR, p. l64) 
  NGR Robot Combat Pilot O.C.C. (Triax & the NGR, p. 1 6S) 
  NGR Robot Soldier O.C.C. (Triax & the NGR, p. l 66) 
  Ninja Borg O.C.C. (Japan, p.88) 
  Ninja Crazy O.C.C. (Japan, p.86) 
  Ninja Juicer O.C.C. (Japan, p.84) 
  Noro Mystic Warrior O.C.C. (Phase World®, p.64) 
  Null Psyborg O.C.C. (Mindwerks, p.37) 
  o 
  Ojahee Cyborg O.C.C. (South America 2, p. 1 09) 
  p 
  Phaeton Juicer O.C.C. (Juicer Uprising, p.3S) 
  Pirate O.C.C (South America, p.47; Coalition Navy, p. I 13) 
  Pirate Slaver O.C.C. (Coalition Navy, p. I IS) 
  Plains 'Borg O.C.C. (South America 2, p. 129) 
  Privateer O.C.C. (Coalition Navy, p. 1 17) 
  Promethean Phase Adept O.C.C. (Phase World®, p.27) 
  Q 
  Nothing. Nada. Zip. Zero. 
  R 
  Reaver Assassin O.C.C. (Warlords of Russia, p.82) 
  Reaver BanditIRaider O.C.C. (Warlords of Russia, p.8S) 
  Reaver Grunt/Warrior O.C.C. (Warlords of Russia, p.78) 
  Reaver Mechanized Cavalry O.C.C. (Warlords of Russia, p.79) 
  Reaver Military Scout O.C.C. (Warlords of Russia, p.84) 
  Republic of Japan Cyborg Soldier O.C.C. (Japan, p.97) 
  Republic of Japan Glitter Force Trooper O.C.C. (Japan, p.93) 
  Republic of Japan Infantryman O.C.C. (Japan, p.92) 
  Republic of Japan Police Officer O.C.C. (Japan, p.94) 
  Republic of Japan Robot Pilot O.C.C. (Japan, p.92) 
  Republic of Japan SAMAS Samurai Pilot O.C.C. (Japan, p.91) 
  River Pirate O.C.C. (Coalition Navy, p. 1 16) 
  Ronin O.C.C. (Japan, p.49) 
  Royal Knight O.C.C. (England, p. 103) 
  Rune Warrior O.C.C. (South America 2, p.28) 
  279 
  S 
  Saddle Tramp O.C.C. (New West, p. lOl) 
  SherifflLawman O.C.C. (New West, p. 102) 
  Sheriff's Deputy O.C.C. (New West, p. lOS) 
  Smoke Soldier O.C.C. (Warlords of Russia, p.89) 
  Sohei Warrior Monk O.C.C. (Japan, p.58) 
  Soldati O.C.C. (Warlords of Russia, p.87) 
  Soviet Police Officer O.C.C. (Warlords of Russia, p.21 1) 
  Soviet Soldier O.C.C. (Warlords of Russia, p.212) 
  Space Pirate O.C.C. (Phase World®, p.40) 
  Special Forces O.C.C. (Mercenaries, p.26) 
  Spirit Warrior O.C.C. (Spirit West, p.44) 
  Splugorth Bio-Wizard Juicer O.C.C. (Juicer Uprising, p.S4) 
  Sunaj Assassin O.C.C. (Atlantis, p.64) 
  Super-Spy O.C.C. (Mercenaries, p.27) 
  Symbiotic Warrior O.C.C. (Wormwood, p.64) 
  T 
  Tech-Ninja O.C.C. (Japan, p.82) 
  Titan Juicer O.C.C. (Juicer Uprising, p.32) 
  Totem Warrior O.C.C. (Spirit West, p.42) 
  Traditional Samurai Warrior O.C.C. (Japan, p.43) 
  TRG Officer O.C.C. (Australia, p. 1 12) 
  Tribal Warrior O.C.C. (Spirit West, p.37) 
  Tritonian "Sea Wolf' O.C.C. (Underseas, p.96) 
  Tundra Ranger O.C.C. (Canada, p.84) 
  Tundra Ranger Scout O.C.C. (Canada, p.8S) 
  Tundra Ranger Cavalry O.C.C. (Canada, p.86) 
  U 
  Ultra-Crazy (a.k.a. TW Crazy) O.C.C. (South America 2, p. I 3 I )  
  V 
  Nothing to see here. Move along. 
  W 
  War-Knight O.C.C. (Warlords of Russia, p.91) 
  Warlock Marine O.C.C. (Phase World® Sourcebook, p.37) 
  Wingrider RPA Pilot O.C.C. (Warlords of Russia, p.9S) 
  Wired Gunslinger O.C.C. (New West, p. I07) 
  Wolfen Quatoria O.C.C. (Phase World®, p.66) 
  X, Y and Z 
  This space for rent. 
  Quentin Milton (Order #31246997)
  
  Scholars & Adventurers 
  A 
  Administrator O.C.C. (Australia, p. IOS) 
  Atlantean Nomad O.C.C. (Atlantis, p. 17) 
  B 
  Body Fixer O.C.C. (Rifts® Ultimate Edition, p.S6) 
  Bogatyr O.C.C. (Warlords of Russia, p.SS) 
  Bushman O.C.C. (Australia, p.S6) 
  Bushranger O.C.C. (Australia, p.59) 
  C 
  CAF Scientist O.C.C. (Phase World, p.60) 
  Catholic Priest O.C.C. (Warlord of Russia™, p. 20S) 
  City Rat O.C.C. (Rifts® Ultimate Edition, p.SS) 
  City Trader O.C.C. (Australia, p.67) 
  Colonist O.C.C. (Phase World®, p.42) 
  Cowboy O.C.C. (New West, p. l IO) 
  Cyber-Doc O.C.C. (Rifts® Ultimate Edition, p.S9) 
  Cyber-Specter O.C.C. (Australia, p. I07) 
  Cyberoid O.C.C. (Japan, p.78) 
  D 
  Demon Queller O.C.C. (Japan, p.6S) 
  E 
  Ectohunter O.C.C. (Warlords of Russia, p.61) 
  Ecto-Traveler O.C.C. (Mindwerks, p.39) 
  Explorer O.C.C. (Warlords of Russia, p.64) 
  F 
  Forger O.C.C. (Mercenaries, p.21) 
  Freelancer O.C.C. (Wormwood, p.68) 
  G 
  Gambler O.C.C. (Juicer Uprising, p.S8) 
  Gaucho O.C.C. (South America 2, p. 128) 
  Guide O.C.C. (Australia, p.61) 
  Gypsy Layer of Laws O.C.C. (Mystic Russia, p. I S2) 
  Gypsy Thief O.C.C. (Tria x & the NGR, p. l SO; Mystic Russia, p. 143) 
  H 
  Huntsman-Trapper O.C.C. (Warlords of Russia, p.66) 
  I 
  Can you here an echo in here, or is it just me? 
  J 
  Jackaroo O.C.C. (Australia, p.63) 
  K and L 
  Hello? Anybody here? 
  280 
  M 
  Merchant Marine O.C.C. (Coalition Navy, p.30) 
  Merchant Trader O.C.C. (Australia, p.6S) 
  Mining 'BorglProspector O.C.C. (New West, p. I l3) 
  N 
  Nothing. 
  o 
  Operator O.C.C. (Rifts® Ultimate Edition, p.91) 
  Outbacker Runabout O.C.C. (Australia, p.70) 
  p 
  Pecos Raider O.C.C. (Lone Star, p. l 53) 
  Preacher O.C.C. (New West, p. I I S) 
  Professional Gambler O.C.C. (New West, p. 1 17) 
  Professional Thief O.C.C. (Mercenaries, p.2S) 
  Psynetic Crazy O.C.C. (Mindwerks, p.40) 
  Q 
  Q is for Quahog, of which are none here. 
  R 
  Raider O.C.C. (Australia, p.72) 
  Roadganger O.C.C. (Australia, p.74) 
  Road Sentinel O.C.C. (Australia, p.77 
  Rogue Scholar O.C.C. (Rifts® Ultimate Edition, p.93) 
  Rogue Scientist O.C.c. (Rifts® Ultimate Edition, p.95) 
  Runner O.C.C. (Phase World®, p.4l) 
  S 
  Safecracker O.C.C. (Mercenaries, p.24) 
  Sailor O.C.C. (South America, p.46) 
  Saloon Bum O.C.C. (New West, p. 120) 
  Saloon GirllBarmaid O.C.C. (New West, p.123) 
  Salvage Expert O.C.c. (Underseas, p. l33) 
  Smuggler O.C.C. (Mercenaries, p.2S) 
  Spacer O.C.C. (Phase World®, p.3S) 
  Sportsman O.C.C. (Australia, p. l I S) 
  T 
  Technologist O.C.C. (Australia, p. 1 19) 
  Trapper-Woodsman O.C.C. (Canada, p.SS) 
  Traveling Story Teller O.C.C. (Warlords of Russia, p.69) 
  Tritonian Scientist O.C.C. (Underseas, p.97) 
  Turbo-Jockey O.C.C. (Phase World® Sourcebook, p.41) 
  TVIA Inspector O.C.c. (Phase World®, p.S9) 
  U 
  Better luck yonder "V," perhaps? 
  V 
  Vagabond O.C.C. (Rifts® Ultimate Edition, p.97) 
  Villager O.C.C. (Warlords of Russia, p.71) 
  Quentin Milton (Order #31246997)
  
  W 
  Wannabe Juicer O.C.C. (Juicer Uprising, p.59) 
  Warlord Cyber-Doc O.C.C. (Warlords of Russia, p.94) 
  Wilderness Scout O.C.C. (Rifts® Ultimate Edition, p.98) 
  Worldy Sasquatch O.C.C. (Canada, p. 166) 
  X, Y and Z 
  As often is these case, this noble trinity of end letters has nothing to 
  show for them aside from a bit of flowery prose describing why this 
  noble trinity of end letters has nothing to show for them. 
  Practitioners of Magic 
  A 
  African Medicine Man O.C.C. (Africa, p. 79) 
  African Priest O.C.C. (Africa, p. 85) 
  African Rain Maker O.C.C. (Africa, p. 83) 
  African Witch O.C.C. (NPC) (Africa, p.72) 
  Angakoq (Inuit Shaman) O.C.C. (Canada, p. l 8 l )  
  Animal Shaman O.C.C. (Spirit West, p.55) 
  Anti-Monster O.C.C. (South America, p.34) 
  Apok O.C.C. (Wormwood, p.55) 
  Atlantean Monster Hunter O.C.c. (South America, p.99) 
  B 
  Battle Magus O.C.C. (Federation of Magic, p.7 l )  
  Biomancer O.C.C. (South America, p.6l) 
  Blood Druid O.C.C. (England, p. 145) 
  Born Mystic O.C.C. (Mystic Russia, p. 107) 
  281 
  C 
  Conjurer O.C.C. (Federation of Magic, p.82) 
  Controller O.C.C. (Federation of Magic, p.74) 
  Corrupt O.C.C. (Federation of Magic, p.86) 
  D 
  Diabolist O.C.C. (Rifts® Dark Conversions, p. 1 85) 
  Dryad O.C.c. (England, p.40) 
  E 
  Elemental Shaman O.C.C. (Spirit West, p.65) 
  F 
  Fetish Shaman O.C.C. (Spirit West, p.67) 
  Filidh O.C.C. (England, p.39) 
  Fire Sorcerer O.C.C. (Mystic Russia, p. l 09) 
  G 
  Gifted One (Gypsy) O.C.C. (Mystic Russia, p. l 5 l )  
  Grey Seer O.C.C. (Federation of Magic, p.89) 
  Gypsy Beguiler O.C.C. (Mystic Russia, p. 1 53) 
  Gypsy Fortune Teller O.C.C. (Mystic Russia, p. 148) 
  Gypsy Seer O.C.C. (Triax & the NGR, p. 1 82; Mystic Russia, p. 146) 
  Gypsy Wizard Thief O.C.C. (Triax & the NGR, p. 1 8 1 ;  Mystic Rus-
  sia, p. 145) 
  H 
  Harvester O.C.C. (Psyscape, p. 1 7) 
  Healing Shaman O.C.C. (Spirit West, p.60) 
  Herbalist O.C.C. (England, p.22) 
  Hidden Witch O.C.C. (Mystic Russia, p.79) 
  High Magus O.C.C. (Federation of Magic, p.79) 
  High Priest of Light O.C.c. (Wormwood, p.54) 
  I 
  Inca Sun Priest O.C.C. (South America 2, p.24) 
  J 
  L 
  Larhold Shaman O.C.C. (South America 2, p. 188) 
  Ley Line Walker O.C.C. (Rifts® Ultimate Edition, p. 1 13) 
  Lord Magus O.C.C. (Federation of Magic, p.77) 
  M 
  Mask Shaman O.C.C. (Spirit West, p.56) 
  Maxi-Man O.C.C. (Atlantis, p.95) 
  Millennium Druid O.C.C. (England, p.44) 
  Monk O.C.C. (Wormwood, p.59) 
  Mystic O.C.C. (Rifts® Ultimate Edition, p. 1 1 8) 
  Mystic Knight O.C.C. (Federation of Magic, p.9l) 
  Mystic Kuznya O.C.C. (Mystic Russia, p. 1 1 8) 
  N 
  Naut'Yll Koral Shaper O.C.C. (Underseas, p. 1 50) 
  Nazca Line Maker O.C.C. (South America 2, p.26) 
  Quentin Milton (Order #31246997)
  
  Quentin Milton (Order #31246997)
  
  Necromancer OoCoCo (Africa, po99; Mystic Russia, po 84; Dark Con­
  versions, po 1 87) 
  Night Witch OoCoCo (Mystic Russia, po73) 
  Ninja Techno-Wizard O.C.C. (Japan, p.89) 
  o 
  Ocean Wizard O.C.C. (Underseas, p.60) 
  Old Believer O.C.C. (Mystic Russia, p. 127) 
  p 
  Paradox Shaman O.C.C. (Spirit West, p.62) 
  Phase Mystic O.C.C. (Phase World®, p.29) 
  Plant Shaman O.C.C. (Spirit West, p.50) 
  Priest of Light O.C.C. (Wormwood, p.52) 
  Promethean Time Master O.C.C. (Phase World®, p.28) 
  Q 
  Nothing here folks. Try again next week. 
  R 
  Rifts Priest O.C.C. (Pantheons of the Megaverse, p. 12) 
  Russian Ley Line Walker O.C.C. (Mystic Russia, p. 126) 
  S 
  Scathach O.C.C. (England, p.41) 
  Sea Druid O.C.C. (Underseas, p.61) 
  Sea Inquisitor O.C.C. (Underseas, p.49) 
  Sham-ManlFalse Sorcerer O.C.C. (Australia, p.79) 
  Shifter O.C.C. (Rifts® Ultimate Ed., p. 120; Dark Conversions, po 1 77) 
  Slayer O.C.C. (Mystic Russia, p. 136) 
  Star Child O.C.C. (England, p.53) 
  Songjuicer O.C.C. (Australia, p.81) 
  Splugorth Witch O.C.C. (Atlantis, p. 68) 
  Stone Master O.C.C. (Atlantis, p.99) 
  Summoner O.C.C. (Rifts® Dark Conversions, p. 1 85) 
  T 
  Tattooed Archer O.C.C. (Splynn Dimensional Market, p. 108) 
  Tattooed Man O.C.C. (Atlantis, p.93) 
  Techno-Wizard O.C.C. (Rifts® Ultimate Edition, po 126) 
  Temporal Warrior O.C.C. (England, p.69) 
  Temporal Wizard O.C.C. (England, p.66) 
  T-Monster Man O.C.C. (Atlantis, p.95) 
  Totem Warrior O.C.C. (South America, p. 146) 
  Tribal Shaman O.C.C. (South America, p. 145) 
  U 
  Undead Slayer O.C.C. (Atlantis, p.97) 
  v 
  Vanguard Mage O.C.C. (Coalition Wars 3; Sorcerer's Revenge, 
  p.60) 
  Voodoo Priest O.C.C. (South America, p.5 1) 
  W 
  Warlock O.C.C. (Rifts® Conversion Book One, Revised, po66) 
  Warlock 
  Marine 
  Magic 
  Specialist 
  O.C.C. 
  (Phase 
  World® 
  Sourcebook, p.39) 
  283 
  Whale Singer O.C.C. (Underseas, p.56) 
  Witch O.C.C. (Rifts® Dark Conversions, po 174) 
  Wormspeaker O.C.C. (Wormwood, p.63) 
  X 
  No O.C.C.s available for this letter. 
  y 
  Yamabushi Mountain Priest O.C.C. (Japan, p.60) 
  z 
  In accordance to Megaversal ordinance ZUB-OI9, the contents of 
  this section have been omitted for security reasons. 
  Quentin Milton (Order #31246997)
  
  Quentin Milton (Order #31246997)
  
  Racial Character Classes 
  Note: Includes D-Bees, Aliens and other strange, intelligent beings. 
  A 
  Aarden Tek R.C.C. (Canada, p. l30) 
  Aberrant Mechanoid R.C.C. (The Mechanoids®, p.33) 
  Achilles Neo-Human R.C.C. (South America 2, p. 149) 
  Adarok Adventurer RC.C. (Atlantis, p.69) 
  Agogwe R.C.C. (Africa , p. 1 17) 
  Air Fish R.C.C. (Wormwood, p. 1 19) 
  Algor (Frost Giant) R.C.C. (Rifts® Conversion Book One, p.87) 
  Altara Warrior Woman R.C.C. (Atlantis, p.50) 
  Amaki Stone-Man R.C.C. (South America 2, p. 1 54) 
  Amazon RC.C. (South America, p.97) 
  Amorph R.C.C. (Psyscape, p. 1 17) 
  Amphib RC.C. (Underseas, p.98) 
  Ancient (Incan Undead) RC.C. (South America 2, pA8) 
  Arkhon R.C.C. (South America 2, p.71) 
  Armored Slayer R.C.C. (Canada, p. 140) 
  Asama-Tatsu Dragon RC.C. (Japan, p.2 14) 
  Asgardian Berserker R.C.C. (Pantheons of the Megaverse®, p. 168) 
  Asgardian DwarfR.C.C. (Pantheons of the Megaverse®, p. 166) 
  Asgardian High Elf RC.C. (Pantheons ofthe Megaverse®, p. 1 67) 
  Aunyain RC.C. (South America, p. 1 52) 
  Auto-G RC.C. (Coalition Wars 3; Sorcerer's Revenge, p.8) 
  Azverkan RC.C. (Mindwerks, pA4) 
  B 
  Bearman of the North RC.C. (Rifts® Conversion Book One, p.74) 
  Beast Guard R.C.C. (Wormwood, p. 120) 
  "Beast" Intruder R.C.C. (Phaseworld Sourcebook, p. 47) 
  Bhlaze R.C.C. (Skraypers, p.55) 
  Bio-Freak RC.C. (Skraypers, p.80) 
  Blood Lizard RC.C. (South America 2, p. l37) 
  Bogie R.C.C. (Rifts® Conversion Book One, p.1 16) 
  Brodkil R.C.C. (Triax, p.220; Lone Star, p. l64; Coalition Wars 1: 
  Sedition, p. l41) 
  Brownie R.C.C. (Rifts® Conversion Book One, p. 1 17) 
  Bruutasaur R.C.C. (Vampire Kingdoms, p. 147) 
  Bug Bear R.C.C. (Rifts® Conversion Book One, p. l35) 
  C 
  Cactus Person RC.C. (New West, p. 127) 
  Catyr R.C.C. (Phase World®, p.68) 
  Centaur R.C.C. (Rifts® Conversion Book One, p. 1 36; Canada, 
  p. l02) 
  Cernun Mystic RC.C. (England, p.58) 
  Changeling RC.C. (Rifts® Conversion Book One, p.82) 
  Chiang-Ku R.C.C. (England, pA6) 
  Children of Amon RC.C. (Africa, p.65) 
  CihuacoatlNernulian R.C.C. (Vampire Kingdoms, p. 1 7 1 )  
  Coalition Mini-Monkey Spy R.C.C. (Lone Star, p.82) 
  Coalition Monkey Boy Soldier R.C.C. (Lone Star, p.83) 
  Coalition Monkey Boy Tech RC.C. (Lone Star, p.85) 
  Coalition Mutant Rat RC.C. (Lone Star, p.87) 
  Coalition Mutant Bat RC.C. (Lone Star, p.88) 
  Condoroid RC.C. (South America 2, p. 146) 
  Coyle R.C.C. (Rifts® Conversion Book One, p.79) 
  Crocodillian RC.C. (Africa, p. 67) 
  C'ro Demon Mage RC.C. (Mindwerks, p.56) 
  Cyber-Horseman of Ixion RC.C. (Rifts® Conversion Book One, 
  p. l38; Canada, p. 103) 
  Cyclops RC.C. (Rifts® Conversion Book One, p.88) 
  Cyden RC.C. (Skraypers, p.37) 
  285 
  D 
  Dabuggh R.C.C. (England, p.55) 
  Daitya R.C.C. (Pantheons of the Megaverse®, p. 142) 
  Dakini R.C.C. (Pantheons of the Megaverse®, p. 142) 
  Darkhound R.C.C. (Psyscape, p.94) 
  Demigod RC.C. (Pantheons of the Megaverse®, p. 1 7) 
  Demon-Dragonmage R.C.C. (Psyscape, p. 120) 
  Demon Goblin R.C.C. (Wormwood, p. 122) 
  Demon Hound Rider RC.C. (Wormwood, p. 125) 
  Devil Shark R.C.C. (Underseas, p.45) 
  D'norr Devilman R.C.C. (Coalition Wars 3; Sorcerer's Revenge, 
  p. l2) 
  Dolphin R.C.C. (Underseas, p.77) 
  Dolphin Pneuma-Biform RC.C. (Underseas, p.5 1 )  
  Dominator R.C.C. (Phase World®, p.96) 
  Domovoi RC.C. (Mystic Russia, p.57) 
  Draconid R.C.C. (Phase World®, p.35) 
  Dmgon-Ape RC.C. (Psyscape, p.98) 
  Dmgon Hatchling RC.C. (Rifts® Ultimate Edition, p. 1 56) 
  Dmgon Ray R.C.C. (Underseas, p. 21) 
  Dmgon Wolf R.C.C. (Rifts® Conversion Book One, p. 145) 
  Dreadlor RC.C. (Skraypers, p.23) 
  Dreadmaster RC.C. (Skraypers, p.26) 
  Duelist R.C.C. (South America 2, p. 155) 
  DwarfR.C.C. (Rifts® Conversion Book One, p.84) 
  Dysasha Demon RC.C. (Mercenaries, p.78) 
  E 
  Eandroth RC.C. (Rifts® Conversion Book One, p. 146) 
  Earth Child RC.C. (England, p. 5 1 )  
  ElfRC.C. (Rifts® Conversion Book One, p.86) 
  Emirin RC.C. (Rifts® Conversion Book One, p. 149) 
  Entrancer R.C.C. (Wormwood, p. 126) 
  Equinoid (a.k.a. Psi-Taur) R.C.C. (South America 2, p. l44) 
  Erta RC.C. (Atlantis, p.71) 
  Ewaipanomas RC.C. (South America, p. l02) 
  F 
  Faerie Bot R.C.C. (Canada, p. 149) 
  Faerie: Common R.C.C. (Rifts® Conversion Book One, p. 1 1 8) 
  Faerie: Green Wood R.C.C. (Rifts® Conversion Book One, p. 1 19) 
  Faerie: Night-ElfR.C.C. (Rifts® Conversion Book One, p. 1 19) 
  Faerie: Silver Bell RC.C. (Rifts® Conversion Book One, p. 120) 
  Falconoid RC.C. (South America 2, p. 148) 
  Fallam RC.C. (South America 2, p.76) 
  Felinoid RC.C. (South America, p. l 07) 
  Fennodi RC.C. (New West, p. 129) 
  First Stage Promethean R.C.C. (Phase World®, p.24) 
  Flame Panther RC.C. (South America, p. l l l ) 
  Flooper R.C.C. (Vampire Kingdoms, p. l32) 
  Flying Tiger R.C.C. (South America, p. 109) 
  Fomorian R.C.C. (England, p. 125) 
  G 
  Gargoyle RC.C. (Rifts® Dark Conversions, p.84; Triax & the 
  NGR, p. 198) 
  Gargoyle Lord R.C.C. (Rifts® Dark Conversions, p.86; Triax & 
  the NGR, p. 1 99) 
  Gargoyle Mage RC.C. (Rifts® Dark Conversions, p . 8 7 ;  T riax 
  & the NGR, p.200) 
  Quentin Milton (Order #31246997)
  
  Gargoylite R.C.C. (Rifts® Dark Conversions, p . 8 8 ;  Triax & the 
  NGR, p.201 )  
  Gurgoyle R.C.C. (Rifts® D ark C onversions, p . 8 4 ;  Triax & the 
  NGR, p. 198) 
  Gatherer R.C.C. (South America, p. 134) 
  Gigante R.C.C. (Rifts® Conversion Book One, p.91) 
  Gizmoteer R.C.C. (South America 2, p. 157) 
  Glinerach R.C.C. (Skraypers, p.30) 
  Goblin R.C.C. (Rifts® Conversion Book One, p.98) 
  Godling RC.C. (Pantheons of the Megaverse®, p. 16 
  Grackle Tooth R.C.C. (Canada, p. 133) 
  Greot Hunter RC.C. (Canada, p. l 35) 
  Grimbor Ape-Man R.C.C. (Rifts® Conversion Book One, p. 1 5 1 ;  
  South America, p. 138) 
  Gromek RC.C. (Rifts® Conversion Book One, p. 1 53) 
  H 
  Hawrk-duhk R.C.C. (Atlantis, p.74) 
  Hawrk-la R.C.C. (Atlantis, p.75) 
  Hawrk-ohl RC.C. (Atlantis, p.76) 
  Holy Terror R.C.C. (Wormwood, p.66) 
  Homed Whale R.C.C. (Coalition Navy, p. 106) 
  Horune Pirate R.C.C. (Underseas, p. 164) 
  Human of Seer on R.C.C. (Skraypers, p.74) 
  Humpback Whale RC.C. (Underseas, p.90) 
  Hunter Cat R.C.C. (South America, p. I 13) 
  Hytril R.C.C. (Rifts® Conversion Book One, p. 1 57) 
  I 
  In'Valian "Robo-Jockey" RC.C. (Phase World® Sourcebook, p. 12) 
  J 
  Jotan R.C.C. (Rifts® Conversion Book One, p.90) 
  Jungle ElfRC.C. (South America, p.57) 
  Jungle Person R.C.C. (Africa, p. 1 14) 
  K 
  Kankoran R.C.C. (Rifts® Conversion Book One, p.80) 
  Keeper of the Desert R.C.C. (New West, p. 130) 
  Ki-Lin RC.C. (Rifts® Conversion Book One, p. 1 59) 
  Killer Whale R.C.C. (Underseas, p.85) 
  Killer Whale Pneuma-Biform R.C.C. (Underseas, p.53) 
  Kinnie Ger RC.C. (Original Rifts® Conversion Book, p. 141) 
  Kittani Espionage Agent R.C.C. (Atlantis, p.53) 
  Kittani Field Mechanic/Scientist RC.C. (Atlantis, p.53) 
  Kittani Warrior R.C.C. (Atlantis, p.52) 
  Klied R.C.C. (Skraypers, p.50) 
  Kreeghor R.C.C. (Phase World®, p.73) 
  Kree-Lok Nomad R.C.C. (Underseas, p. 152) 
  Kremin Cyborg RC.C. (Coalition War Campaign, p.2IO) 
  Krpt RC.C. (Vam pire Kingdoms, p. 1 50) 
  Kryygorth Hunter RC.C. (Splynn Dimensional Market, p.73) 
  Kryygorth Pegasus R.C.C. (Splynn Dimensional Market, p.77) 
  Kryygorth's Lesson R.C.C. (Splynn Dimensional Market, p.75) 
  Kumo-Mi Dragon R.C.C. (Japan, p.2 12) 
  Kwarla R.C.C. (Australia, p. 132) 
  Kwarla Mystic RC.C. (Australia, p. 135) 
  L 
  Lanotaur Hunter RC.C. (Psyscape, p. 123) 
  Larhold Barbarian RC.C. (South America 2, p. l 85) 
  Larmac R.C.C. (Coalition Wars 3; Sorcerer's Revenge, p. 13) 
  286 
  Lashreg RC.C. (Skraypers, p.43) 
  Leprechaun R.C.C. (Rifts® Conversion Book One, p. 1 22) 
  Leshii RC.C. (Mystic Russia, p.59) 
  Lizard Mage R.C.C. (Rifts® Conversion Book One, p. 161) 
  Lizard Man R.C.C. (Rifts® Conversion Book One, p. 1 60; South 
  America, p.79) 
  Lost One RC.C. (Mercenaries, p.49) 
  Loup Garou R.C.C. (Canada, p. l 56) 
  Lycanmorph R.C.C. (Mindwerks, p.45) 
  Lyn-Srial RC.C. (New West, p. 133) 
  Lyn-Srial Cloudweaver RC.C. (New West, p. 135) 
  Lyn-Srial Sky-Knight RC.C. (New West, p. 134) 
  Lyvorrkian R.C.C. (Vampire Kingdoms, p. l45) 
  M 
  Machine Person. RC.C. (Phase World®, p.77) 
  Mantaz Sectle RC.C. (England, p.57) 
  Man-WolfR.C.C. (Mystic Russia, p.69) 
  Mastadonoid R.C.C. (Canada, p.1 37) 
  Master Blood Rider R.C.C. (South America 2, p. 135) 
  Men-Rail "Tech Master" RC.C. (South America 2, p. l l l) 
  Mii-Tar R.C.C. (Vampire Kingdoms, p. l 12) 
  "Mind Creature" Intruder R.C.C. (Phaseworld Sourcebook, p. 49) 
  Minotaur R.C.C. (Rifts® Conversion Book One, p.92) 
  Molokoi RC.C. (Australia, p. 137) 
  Monro RC.C. (Phase World® Sourcebook, p.34) 
  Monster Brodkil RC.C. (Mindwerks, p. 71) 
  Morphworm R.C.C. (Wormwood, p. 129) 
  Mountain Giant RC.C. (New West, p. 136) 
  Murvoma Meztla R.C.C. (Atlantis, p.58) 
  Mutant Capybara RC.C. (South America 2, p. 142) 
  Mutant Cat RC.C. (Vampire Kingdoms, p.61) 
  N 
  Naga R.C.C. (Pantheons ofthe Megaverse®, p. 141) 
  Naruni Repo-Bot R.C.C. (Phase World®, p.46) 
  Naut'YIl R.C.C. (Underseas, p. 148) 
  Nazeer RC.C. (Skraypers, p.33) 
  Newcomer Android RC.C. (Juicer Uprising, p. 1 52) 
  Nikari R.C.C. (Skraypers, p.52) 
  Nimro R.C.C. (Rifts® Conversion Book One, p.93) 
  N'mbyr Gorilla Man R.C.C. (Coalition War Campaign, p.202) 
  Noli Bushman R.C.C. (Canada, p. 137) 
  Noro RC.C. (Phase World®, p.61) 
  Norse Giant R.C.C. (Pantheons of the Megaverse®, p. 163) 
  Nuhr Dwarves (Sourcebook 4, p. 122) 
  Nurilian Plant-Person R.C.C. (Splynn Dimensional Market, p.82) 
  Nymph R.C.C. (Rifts® Conversion Book One, p. 122) 
  o 
  Octoman R.C.C. (Splynn Dimensional Market, p.80) 
  Ogeeyln R.C.C. (England, p. 142) 
  Ogeeyin Guardian RC.C. (England, p. 143) 
  Ogre R.C.C. (Rifts® Conversion Book One, p. 1 02) 
  Oni R.C.C. (Phase World® Sourcebook, p. 15) 
  Oni Master R.C.C. (Japan, p.203) 
  Oni Mystic R.C.C. (Japan, p.204) 
  Oni Ninja RC.C. (Phase World® Sourcebook, p. 19) 
  Oni of the One Hundred R.C.C. (Japan, p.202) 
  Oracle Cat R.C.C. (South America, p. 1 1 5) 
  Orc RC.C. (Rifts® Conversion Book One, p. 1 01) 
  Outback Mutie RC.C. (Australia, p. 1 3 I )  
  Quentin Milton (Order #31246997)
  
  p 
  Phantom R.C.C. (Phase World®, p.36) 
  Phoenixi R.C.C. (Africa, p.60) 
  Phoenix Juicer R.C.c. (Juicer Uprising, p. 1 5 l )  
  Phreaker Military Grunt R.C.C. (Australia, p. 1 3 l )  
  Pincer Warrior R.C.C. (South America, p. l36) 
  Pixie: Common R.C.C. (Rifts® Conversion Book One, p. 1 23) 
  Pixie: Frost R.C.C. (Rifts® Conversion Book One, p. 123) 
  Pleasurer R.C.C. (Phase World®, p.88) 
  Polevoi R.C.C. (Mystic Russia, p.6l) 
  Plumed Serpent (Spirit West, p. 1 18) 
  Pogtal R.C.C. (Vampire Kingdoms, p. 150; South America, p. l35) 
  Power Leech R.C.C. (Psyscape, p. 126) 
  Psi-Goblin R.C.C. (Psyscape, p. 128) 
  Psi-Pony R.C.C. (New West, p. 1 56) 
  Psiren R.C.C. (Underseas, p.46) 
  Pucara Red Giant R.C.C. (South America 2, p.54) 
  Puck R.C.C. (Rifts® Conversion Book One, p. 1 24) 
  Pygmy Hunter R.C.C. (Africa, p. 1 14) 
  Pygmy Shaman R.C.C. (Africa, p. 1 1 5) 
  Pythonian R.C.C. (Splynn Dimensional Market, p.85) 
  Q 
  Quick-Flex Rogue R.C.C. (Coalition War Campaign, p.205) 
  R 
  Rahu-Man R.C.C. (Rifts® Conversion Book One, p.94) 
  Ramen (Knight ofRa) R.C.C. (Africa, p.6l) 
  Ram-Rat R.C.C. (Wormwood, p. l 3 l )  
  RathoslRumbler R.C.C. (Wormwood, p. l32) 
  Ratling R.C.C. (Rifts® Conversion Book One, p. 171) 
  Rithe R.C.C. (Skraypers, p.59) 
  Robot R.C.C. (Rifts® Sourcebook Revised, p. 12) 
  Royal Kreeghor R.C.C. (Phase World®, p.74) 
  Rulian Translator R.C.C. (Splynn Dimensional Market, p.87) 
  Rurlel Eel Person R.C.c. (Underseas, p.37) 
  Rusalka R.C.C. (Mystic Russia, p.63) 
  S 
  Scorpion Person R.C.C. (Pantheons of the Megaverse®, p.57) 
  Sea Titan R.C.C. (Underseas, p. l l3) 
  Secondary Vampire R.C.C. (Vampire Kingdoms, p. 14) 
  Seeker R.C.C. (Mindwerks, p.49) 
  Seerman R.C.C. (Skraypers, p.76) 
  Sekhmet R.C.C. (South America, p. 1 16) 
  Seleniak R.C.C. (Skraypers, p.4l) 
  Seljuk R.C.C. (Phase World®, p.69) 
  Serpentoid R.C.C. (South America 2, p. 14l) 
  Servant of the Deep R.C.C. (Underseas, p.47) 
  Servant of Kali R.C.C. (Pantheons of the Megaverse®, p. 142) 
  Shade R.C.C. (Wormwood, p. l33) 
  Shadow Person R.C.C. (Australia, p. 148) 
  Shaper R.C.c. (Vampire Kingdoms, p. l 33) 
  Shaydor Intel R.C.C. (Atlantis, p.79) 
  Shaydor Spherian R.C.C. (Atlantis, p.77) 
  Shertar R.C.C. (Skraypers, p.20) 
  Shikome Kido-Mi Dragon R.C.C. (Japan, p.2 l l) 
  Silhouette R.C.C. (Phase World®, p.80) 
  Shrilt R.C.C. (Skraypers, p.46) 
  Simvan Monster Rider R.C.c. (Mindwerks, p.54; Lone Star, p. 1 62) 
  Sky Rider R.C.C. (Wormwood, p. l35) 
  Soul Worm R.C.C. (South America, p. 128) 
  Space Wolfen R.C.C. (Phase World®, p.65) 
  Sperm Whale R.C.C. (Underseas, p.88) 
  287 
  Sphinx R.C.c. (Rifts® Conversion Book One, p. 1 78) 
  Spirit Sasquatch R.C.C. (Canada, p. 1 60) 
  Spirit WolfR.C.C. (Mystic Russia, p.68) 
  Splugorth R.C.C. (Atlantis, p.4l) 
  Splugorth Conservator R.C.C. (Atlantis, p.45) 
  Splugorth High Lord R.C.C. (Atlantis, p.43) 
  Splugorth Overlord (Kidian) R.C.C. (Atlantis, p.47) 
  Splugorth Powerlord (Augmented Kidian) R.C.C. (Atlantis, p.48) 
  Splugorth Slaver R.C.C. (Atlantis, p.48) 
  Spriggan R.C.C. (Rifts® Conversion Book One, p. 1 25) 
  Sprite: Tree R.C.C. (Rifts®Conversion Book One, p. 1 25) 
  Sprite: Water R.C.C. (Rifts®Conversion Book One, p. 1 26) 
  Sprite: Wind Puff R.C.C. (Rifts®Conversion Book One, p. 126) 
  Srrynn Cannibal R.C.C. (Mindwerks, p.52) 
  Staphra Mystic R.C.C. (Splynn Dimensional Market, p.95) 
  Staphra Warlord R.C.C. (Splynn Dimensional Market, p.93) 
  Staphra Warrior R.C.C. (Splynn Dimensional Market, p.92) 
  Storm Rider R.C.C. (Underseas, p.3 l )  
  Sura-Kappa (Japan, p.206) 
  Swamp-Sludger R.C.C. (Coalition Navy, p. 109) 
  Syvan R.C.C. (Rifts® Conversion Book One, p. 1 79) 
  T 
  Talus R.C.C. (Skraypers, p.78) 
  Tandori R.C.C. (Skraypers, p.62) 
  Tarbull R.C.C. (Skraypers, p. 17) 
  Tarlok Warrior R.C.C. (Skraypers, p. 12) 
  Tauton (Minion of Set) R.C.C. (Africa, p.63) 
  Teklok Cyborg R.C.C. (Skraypers, p.2l) 
  Temporal Raider R.C.C. (England, p.7l) 
  Tengu R.C.C. (Japan, p.66) 
  Termite Engineers R.C.C. (Phase World, p. 93) 
  Tirrvol Sword Fist R.C.C. (Coalition War Campaign, p.203) 
  Titan R.C.C. (Rifts® Conversion Book One, p.97) 
  Ti-Xibalban R.C.C. (Vampire Kingdoms, p. l 62) 
  Toad Stool R.C.C. (Rifts® Conversion Book One, p. 1 26) 
  Tokanii R.C.C. (Lone Star, p. 154) 
  Tree People R.C.C. (Africa, p. 1 1 8) 
  Trimadore Mechanic R.C.C. (Coalition War Campaign, p.208) 
  Troll R.C.C. (Rifts® Conversion Book One, p. 1 07) 
  True Atlantean R.C.C. (Atlantis, p. 15) 
  True Bio-Borg R.C.C. (Splynn Dimensional Market, p. 157) 
  True Inca R.C.C. (South America 2, p.20) 
  True Naruni R.C.C. (Phase World®, p.48) 
  True Sasquatch R.C.C. (Canada, p. 1 62) 
  T'Zee R.C.c. (Phase World® Sourcebook, p.24) 
  U 
  Ugakwa Explorer R.C.C. (Mindwerks, p.50) 
  Uteni Alien R.C.C. (Mercenaries, p.74) 
  V 
  Vacuum Wasps R.C.C. (Phase World, p. 92) 
  Valkyrie R.C.C. (Pantheons of the Megaverse®, p. 167) 
  Vall ax R.C.C. (Juicer Uprising, p. 1 53) 
  Vanguard Brawler Thug R.C.C. (Coalition War Campaign, p.207) 
  Vodianoi R.C.C. (Mystic Russia, p.64) 
  W 
  Warrior of Valhalla R.C.C. (Pantheons of the Megaverse®, p. 170) 
  Wendigo R.C.c. (Spirit West, p. 127) 
  Were-Dragon R.C.C. (Splynn Dimensional Market, p.97) 
  Werejaguar (Vampire Kingdoms, p. I 72; South America, p. 1 17; Dark 
  Conversions, p. l 01) 
  Quentin Milton (Order #31246997)
  
  Werepanther (South America, p. 1 l7; Dark Conversions, p. 1 03) 
  Wild Vampire R.C.C. (Vampire Kingdoms, p. 1 5) 
  Whale Pneuma-Biform R.C.C. (Underseas, p.55) 
  Wolfen R.C.C. (Rifts® Conversion Book One, p.76) 
  X 
  Xibalban R.C.C. (Vampire Kingdoms, p. 161) 
  Xiticix Digger R.C.C. (Xiticix Invasion, p.45) 
  Xiticix Elder Queen R.C.C. (Xiticix Invasion, p.64) 
  Xiticix Hunter R.C.C. (Xiticix Invasion, p.52) 
  Xiticix Killer RC.C. (Lone Star, p.91; Xiticix Invasion, p.88) 
  Xiticix Leaper RC.C. (Xiticix Invasion, p.55) 
  Xiticix Nanny R.C.C. (Xiticix Invasion, p.59) 
  Xiticix Super-Warrior RC.C. (Xiticix Invasion, p.70) 
  Xiticix Warrior R.C.C. (Xiticix Invasion, p.66) 
  Xiticix Worker R.C.C. (Xiticix Invasion, p.74) 
  Xiticix Young Queen RC.C. (Xiticix Invasion, p.61) 
  y 
  Yeno R.C.C. (Canada, p. 139) 
  Yhabbayar R.C.C. (Psyscape, p. 1 30) 
  Z 
  Zaayr Crystal Dragon R.C.C. (Psyscape, p. 1 35) 
  Zembahk RC.C. (Atlantis, p.83) 
  Zenith Moon Warper R.C.C. (Psyscape, p. 138) 
  Psychic 
  Character Classes 
  A 
  Arkhon ESP Specialist O.C.C. (South America 2, p.75) 
  B 
  Burster RC.C. (Rifts® Ultimate Edition, p. 1 39; Psyscape, p.48) 
  C 
  Coalition Battle Cat RC.C. (Lone Star, p.76) 
  Coalition and "Civilized" Mercenary Psi-Stalker R.C.C. (Xiticix Inva­
  sion, p. l lO) 
  Coalition Dog Pack (Dog Boy) RC.C. (Rifts® Ult. Ed., p. 142; Lone 
  Star, p.32) 
  Coalition K-9 "Sniffer" RC.C. (Lone Star, p.4l) 
  Coalition Kill Cat R.C.C. (Lone Star, p.79) 
  Coalition Kill Hound RC.C. (Lone Star, p.44) 
  Coalition PRPlPsi-Net Agent O.C.C. (Coalition War Campaign, 
  p. 193) 
  Coalition Psycho-Stalker O.C.C. (Juicer Uprising, p.45) 
  Coalition Sea Dog R.C.C. (Lone Star, p.40; Coalition Navy, p.39) 
  Coalition Ursa-Warrior R.C.C. (Lone Star, p.72) 
  D & E  
  Removed for your protection. Trust us on this. 
  F 
  "Feral" Dog Boy R.C.C. (Lone Star, p.38) 
  288 
  G 
  Gifted Gypsy O.C.C. (Triax, p. 184 & Mystic Russia, p. 1 5 1) 
  Grey Seers (Mystic O.C.c., Fed. Of Magic, p. 88) 
  Gypsies, Russian (Mystic Russia, p. 139) 
  H, I, J, K &  L 
  For there to be this many letters in a row with nothing to show for 
  them is evidence of a dire conspiracy at work. surely another game 
  company is to blame. Ferkelberger Industries, perhaps. 
  M 
  Mind Bleeder RC.C. ( Africa, p. 93; Psyscape, p.52) 
  Mind Melter R.C.C. (Rifts® Ultimate Edition, p. 1 50; Psyscape, p.55) 
  N 
  Nega-Psychic R.C.C. (Psyscape, p.57) 
  Noro Psychic O.C.C. (Phase World®, p.63) 
  o 
  Damn those Ferkelbergers! 
  p 
  Psi-Bloodhound RC.C. (Mindwerks, p.42) 
  Psi-Druid RC.C. (Psyscape, p.59) 
  Psi-Ghost R.C.C. (Psyscape, p.63) 
  Psi-Nullifer R.C.C. (Psyscape, p.66) 
  Psi-Slayer R.C.C. (Psyscape, p.69) 
  Psi-Slinger R.C.C. (New West, p.98) 
  Psi-Stalker R.C.C. (Rifts® Ultimate Edition, p. 1 52; Lone Star, p. 1 56; 
  Xiticix Invasion, p. l 08) 
  Psi-Tech R.C.C. (Psyscape, p.74) 
  Psi-X Alien R.C.C. (Lone Star, p.98) 
  Psi-Warrior RC.C. (Psyscape, p.76) 
  Pucara Mind Mage O.C.C. (South America 2, p.55) 
  Q, R, S, T, U & V 
  Enough is enough. Those Ferkelbergers have gone too far! 
  W 
  Wild Psi-Stalker RC.C. (Xiticix Invasion, p. l l l) 
  X & y  
  Oh, I give up. 
  Z 
  Zapper RC.C. (Psyscape, p.81) 
  Quentin Milton (Order #31246997)
  
  Monster Index 
  With the Coming of the Rifts, an enormous host of monsters, de­
  mons and other hostile creatures have swarmed onto the Earth and 
  made life miserable for what is left of humanity and the D-Bees who 
  have settled in alongside of them. Most monsters stick to a particular 
  region, but just as random Rifts can bring together two places from far 
  across the Megaverse, so can they bring together two places from 
  across the planet. As a result, if the G.M. wishes to export or import 
  monsters from another part of the world to where his player characters 
  are currently adventuring, there really isn't any reason why he can't go 
  ahead and do it. After all, Rifts Earth is a place of wild unpredictability, 
  and seeing unknown monsters (who unbeknownst to the heroes are 
  from halfway around the globe) is all part of daily life. 
  Should the players themselves protest ("Hey! That thing's from 
  Mystic Russia, ain't it?" ) simply remind them that while they might 
  know that, their characters most likely do not. It might seem like a 
  cheap out, but it is a valid one. Besides, if all the heroes do is stand 
  around and argue about how they shouldn't be fighting a certain kind of 
  monster when they ought to be rolling for initiative, they are gonna find 
  themselves in a world of hurt before you can say, "Fury Beetle." So 
  what are you waiting for? Clear leather and blast that thing! 
  Note: This list does not contain unique monstrous creatures (Le., 
  there being only one of them), animals (there are just too many of 
  them, besides the Monsters and Animals sourcebook for Palladium 
  Fantasy does a better job of cataloguing them than this one could), or 
  creatures that can be used as an optional player characterlR.C.C. 
  289 
  Quentin Milton (Order #31246997)
  
  A 
  Adarok (Atlantis, p. 70) 
  Alu (Demon) (Rifts® Dark Conversions, p. 12) 
  Aqua-Hydra (Coalition Navy, p. 98) 
  Aquatic (Demon) (Rifts® Dark Conversions, p. 13) 
  Arboreal Wailer (Phase World®, p. l09) 
  Archie Three & Robot Minions (Rifts® Sourcebook One, p. 74) 
  Archfiend (Deevil) (Rifts® Dark Conversions, p.35) 
  Ariel (Spirit of Light) (Rifts® Conversion Book One, p.204) 
  Armored Devil Fish (England, p. 60) 
  Armored Slayer (Canada, p. 140) 
  B 
  Baal-rog (Demon) (Rifts® Dark Conversions, p. 17) 
  Banshee (Rifts® Dark Conversions, p.68) 
  Beast Dragon (Rifts® Conversion Book One, p. 1 33) 
  Beast Tank (Coalition Wars 6: Final Siege, p. 72) 
  Belangial (Skraypers, p. 48) 
  Black Faerie (Coalition Warsl: Sedition, p. 140; Rifts® Sourcebook 
  One, p. I l3) 
  Black-Winged Monster-Man (Spirit West, p. 106) 
  Blood Hawk (Psyscape, p. 90) 
  Blow.Worm (W
  .
  orm of Taut) (Rifts® Conversion Book One, p. 1 85) 
  Boogie-Man (Rifts® Conversion Book One, p.l34) 
  Boschala (Rifts® Dark Conversions, p.71) 
  Brodkil (Rifts® Sourcebook 1 Revised, p.l41 ; Coalition Wars 1 ,  p. 141} 
  Bunyip Demon (Australia p. 1 73) 
  C 
  Cadborosaurus (Canada, p. 147) 
  Chatterling (Coalition Wars 6: Final Siege, p. 73) 
  Cheruu (Spirit of Light) (Original Rifts® Conversion Book, p.203) 
  Chimera (Rifts® Conversion Book One, p. 141) 
  Chyknz Worm (Skraypers, p. 36) 
  Corrupt, The (Federation of Magic, p. 86) 
  Craaphery Demon Snake (Coalition Wars 6: Final Siege, p. 78) 
  Crab Warrior (Coalition Navy, p. lOO) 
  Crawlies (Hill Beetles) (England, p. 60) 
  D 
  Daemon�x: Basal (Coalition Wars 2: Coalition Overkill, p. 96) 
  Daemorux: Feculence (Coalition Wars 2: Coalition Overkill, p. 90) 
  Daemon�x: Immolator (Coalition Wars 2: Coalition Overkill, p. 93) 
  Daemon�x: Hangdog (Coalition Wars 2: Coalition Overkill, p. 95) 
  Daemorux: Manslayer (Coalition Wars 2: Coalition Overkill, p. 91) 
  Dark Behemoth (Psyscape, p. 92) 
  Darkhound (Psyscape, p. 94) 
  Dar'ota (Incubus & Succubus) (Rifts® Dark Conversions, p.73) 
  Deevils 
  see Deevil 
  see Devilkin 
  see Fenry 
  see Fiend 
  see Gorgon 
  Deevil (Rifts® Dark Conversions, p.29) 
  Demons 
  see Gargoyle 
  see Lasae 
  see Mare 
  see Nightmare 
  see Shedim 
  see Gallu 
  see Jinn 
  see Magot 
  290 
  see Night Owl 
  see Raksasha 
  Desert Sleeper (New West, p. l38) 
  Desert Worm (Australia p. 162) 
  Demon Bear (Canada, p. 170) 
  Demon Locust (Demon) (Rifts® Dark Conversions, p. 1 8) 
  Demonrunner (Splynn Dimensional Market, p. 71) 
  Devil Digger (Rifts® Conversion Book One, p. 142) 
  Devil Dingo (Australia p. 176) 
  Devil Sloth (Coalition War Campaign, p.21 1) 
  Devil Unicorn (New West, p. l40) 
  Devilkin (Deevil) (Rifts® Dark Conversions, p.30) 
  Dimensional Ghoul (Rifts® Dark Conversions, p.74) 
  Dragon-Ape (Psyscape, p. 98) 
  Dragon Cat (Psyscape, p. 99) 
  Dragon Ray (Underseas, p.20) 
  Dragonfish (Coalition Navy, p. 102) 
  Dragondactyl (Rifts® Conversion Book One, p. 143) 
  Dragonsaurus (Atlantis, p. 71) 
  Drakin (Rifts® Conversion Book One, p. 142) 
  Duckbilled Honker (New West, p. l41) 
  Dybbuk (Demon Ghoul) (Rifts® Dark Conversions, p.75) 
  E 
  Elemental: Air (Minor) (Rifts® Dark Conversions, p. l l  0) 
  Elemental: Air (Major) (Rifts® Dark Conversions, p. l 09) 
  Elemental: Earth (Minor) (Rifts® Dark Conversions, p. I 13) 
  Elemental: Earth (Major) (Rifts® Dark Conversions, p. l l l) 
  Elemental: Fire (Minor) (Rifts® Dark Conversions, p. 1 16) 
  Elemental: Fire (Major) (Rifts® Dark Conversions, p. 1 1 5) 
  Elemental: Water (Minor) (Rifts® Dark Conversions, p. 1 1 8) 
  Elemental: Water (Major) (Rifts® Dark Conversions, p. 1 17) 
  Entity: Poltergeist (Rifts® Dark Conversions, p.76) 
  Entity: Haunting (Rifts® Dark Conversions, p.79) 
  Entity: Possessing (Rifts® Dark Conversions, p.82) 
  Entity: Siphon (Rifts® Dark Conversions, p.77) 
  Entity: Tectonic (Rifts® Dark Conversions, p.80) 
  Erta (Atlantis, p. 71) 
  Eurotorpid (Mindwerks, p.58) 
  Eye Killer (Rifts® Conversion Book One, p. 1 50) 
  Quentin Milton (Order #31246997)
  
  F 
  Faerie Folk (Rifts® Conversion Book One, p. l l  0) 
  Feathered Death (Rifts® Conversion Book One, p. 1 5 l )  
  Fenry (Deevil) (Rifts® Dark Conversions, p.3 l) 
  Fiend (Deevil) (Rifts® Dark Conversions, p.32) 
  Fire Wonn (Wonn of Taut) (Rifts® Conversion Book One, p. 1 86) 
  Flash Beetle (England, p. 63) 
  Fury Beetle (Canada, p. 152) 
  G 
  Gallu (Demon) (Rifts® Dark Conversions, p. 19) 
  Gargoyle (Demon) (Rifts® Dark Conversions, p.84; Triax & the NGR, 
  p. 197; Final Siege, p.66) 
  Garkain (Vampire) (Australia, p.66; Dark Conversions, p.83) 
  Giant Canyon Wonn (New West, p. l43) 
  Giant Clamp-Mouth Dragonfly (England, p. 61) 
  Giant Cockroach (Australia p. 1 63) 
  Giant 'Dwombat (Australia p. 165) 
  Giant Kang (Australia p. 167) 
  Giant Leech (Coalition Navy, p. 103) 
  Giant Octopus (Underseas, p.23) 
  Giant Squid (Underseas, p.24; Canada, p. l 54» 
  Giant Waterstrider (Coalition Navy, p. l l l )  
  Goblin Spider (Japan, p.207) 
  Goqua (Master of Deception) (Rifts® Dark Conversions, p.89) 
  Gorgon (Deevil) (Rifts® Dark Conversions, p.33) 
  Grave Ghoul (Rifts® Dark Conversions, p.90) 
  Great Dream Snake (New West, p. 144) 
  Great Plains Buffalo (New West, p. 145) 
  Greater Cyclops (Pantheons of the Megaverse@, p. 92) 
  Gremlin (Techno-Terror) (Rifts® Dark Conversions, p.9l) 
  Grigleaper (New West, p. 146) 
  Gruunor (Rifts® Conversion Book One, p. 1 54) 
  Gryphon (Rifts® Conversion Book One, p. 1 55) 
  Gwylack (New West, p. l47) 
  H 
  Hannya Demon (Japan, p.2IO) 
  Harpy «Rifts® Conversion Book One, p. 1 56) 
  Hell Horse (Mystic Russia, p.22) 
  Hell Hound (Rifts® Dark Conversions, p.92) 
  Homed Demon-Fish (Coalition Navy, p. 1 04) 
  Homed Whale (Coalition Navy, p. I 05) 
  Hundred-Handed (Pantheons of the Megaverse®, p. 93) 
  I 
  II 'ya Demon (Mystic Russia, p.24) 
  J 
  Japanese Imp (Japan, p.209) 
  Jinn (Demon) (Rifts® Dark Conversions, p.20) 
  K 
  Kaluga Hag (Mystic Russia, p.26) 
  Kelpie (Rifts Conversion Book One, p. 1 58) 
  Khitaka Abductor (Mystic Russia, pA2) 
  Killer Ape (Phase World, p. 1 12) 
  Killer Beetles (Phase World, p. 91) 
  Kladovik Guardian (Mystic Russia, p.2S) 
  Koshchei (Deathless One) (Mystic Russia, pA6) 
  Kreeghor Bloodhound (Phase World, p. l IO) 
  291 
  Kreelong Carapace (Atlantis, p. 60) 
  Kreewarr Carapace (Atlantis, p. 61) 
  Kryygorth Shellback Splynn Dimensional Market, p. 79) 
  L 
  Land Ray (Psyscape, p. l 0 I) 
  Lasae (Demon) (Rifts® Dark Conversions, p. 15) 
  Leatherwing (New West, p. l4S) 
  Lesser Ugly (Phase World®, p. l l l) 
  Loogaroo (Rifts® Conversion Book One, p. 163) 
  Loriea Wraith (Underseas, p.24) 
  Loup Garou (Canada, p. l 55) 
  M 
  Maelstrom-Maker (Coalition Navy, p. I07) 
  Magot (Demon) (Rifts® Dark Conversions, p.2l) 
  Malignous (Rifts® Dark Conversions, p.93) 
  Mammoth Brontodon (New West, p. l49) 
  Manticore (Rifts® Conversion Book One, p. l64) 
  Man-Eagle (Spirit West, p. IOS) 
  Man-Monster: Animal (Spirit West, p. l l l) 
  Man-Monster: Plant (Spirit West, p. I 13) 
  Man-Monster: Spirit (Spirit West, p. 1 1 5) 
  Mare (Demon) (Rifts® Dark Conversions, p. 15) 
  Maxpary (Rifts® Conversion Book One, p. 164) 
  Mechanoids (Rifts® Sourcebook Two: The Mechanoids®) 
  Mega-Foot Mastica (Mindwerks, p.59) 
  Melech (Rifts® Conversion Book One, p. 167) 
  Metztla 
  see Murex Metztla 
  see Volute Metztla 
  see Murvolva Metztla 
  see Murvoma Metztla 
  Midnight Demon (Mystic Russia, p.30) 
  Mindolar (Mind Slug) (Rifts® Dark Conversions, p.94) 
  Mopaditis (Undead Spirit) (Australia p. 1 78) 
  Morozko Frost Demon (Mystic Russia, pAS) 
  Moss-Back Scuttler (New West, p. l 5 l )  
  Murex Metztla (Atlantis, p. 54) 
  Murvolva Metztla (Atlantis, p. 57) 
  Murvoma Metztla (Atlantis, p. 5S) 
  N 
  Nalet (Mystic Russia, p.32) 
  Necrophim (Psyscape, p. I 04) 
  Neuron Beast (Rifts® Sourcebook One, Revised, p . 1 43 ;  Coalition 
  Wars 1: Sedition, p. 143) 
  Nightfeeder (Mystic Russia, pA4) 
  Nightmare (Demon) (Rifts® Dark Conversions, p. 15) 
  Night Owl (Demon) (Rifts® Dark Conversions, p.22) 
  Nipper (Wonn of Taut) (Rifts® Conversion Book One, p. 1 87) 
  o 
  Oborus-Slitherer (New West, p. 152) 
  Ogopogo (Canada, p. 157) 
  Ostrosaurus (Original Rifts® Sourcebook, p. 1 12; New West, p. 1 53) 
  Owl-Thing (Rifts® Conversion Book One, p. 169) 
  p 
  Panthera-Tereon (New West, p. 1 55) 
  Pegasus (Rifts® Conversion Book One, p. 169) 
  Quentin Milton (Order #31246997)
  
  Peryton (Demon Deer) (Rifts® Conversion Book One, p. 1 70) 
  Petal Thing (England, p. 64) 
  Phantasm (New West, p. 157) 
  Picasso Magic Fish (Underseas, p.27) 
  Plumed Serpent (Spirit West, p. l lS) 
  Psymbiote (Psyscape, p. 105) 
  Q 
  A couple hundred monsters in Rifts and not one of them begins 
  with "Q." Can you believe it? 
  R 
  Raksasha (Demon) (Rifts® Dark Conversions, p.23) 
  Razorback (Australia p. 1 69) 
  Rhino-Buffalo (Rifts® Sourcebook 1, Revised, p. 1 53; New West, p. 15S) 
  Russian Firebird (Mystic Russia, p.66) 
  S 
  Sand Fiend (Australia p. 171) 
  Scarecrow (Rifts® Conversion Book One, p.173) 
  Scorpion Devil (Rifts® Conversion Book One, p. 175) 
  Sea Maw (Underseas, p.2S) 
  Seraph (Spirit of Light) (Original Rifts® Conversion Book, p.203) 
  Serpent Beast (Worm of Taut) (Rifts® Conversion Book One, p. I S7) 
  Serpent Hound (Mystic Russia, p.40) 
  Shade ling (Psyscape, p. lOS) 
  Shadow Dragon (Coalition Wars 5: Sorcerer's Revenge, p. 109) 
  Shedim (Demon) (Rifts® Dark Conversions, p. 1 6) 
  Silonar (Rifts® Conversion Book One, p. 1 76; New West, p. (160) 
  Simvan Monster Rider R.C.C. (Mindwerks, p.54; Lone Star, p. 162) 
  Soul Snake (Psyscape, p. 104) 
  Soulless Xombie (Psyscape, p. 22) 
  Sowki (Rifts® Dark Conversions, p.96) 
  Spectre (Rifts® Conversion Book One, p.I77) 
  Spider Demon (Rifts® Dark Conversions, p.97) 
  Spiny Ravager (Coalition War Campaign, p.2l2) 
  Spirit Wolf (Mystic Russia, p.6S) 
  Spirits of Light 
  see Ariel 
  see Cheruu 
  see Seraph 
  see Tharsis 
  Splugorth (Atlantis, p.39) 
  Splugorth Minions (Atlantis, p.43) 
  Stidjron (Underseas, p. 35) 
  Stone Ball Bug (England, p. 65) 
  Stone-Claw (Mindwekrs, p.60) 
  Stone Giants (Spirit West, p. 120) 
  Storm Rider (ley Line Beast) (Underseas, p. 3 1) 
  Stone Demon (Mystic Russia, p.34) 
  Sun Demon, Lipoca (Psyscape, p. l 09) 
  T 
  Teepowka (Spirit West, p. 122) 
  Tharsis (Spirit of Light) (Original Rifts® Conversion Book, p.204) 
  Thornhead Demon (Rifts® Sourcebook One, Revised, p. 1 54; Coalition 
  Wars 1: Sedition, p. 146) 
  Therno Bat-Thing (Coalition Wars 6: Final Siege, p. 75) 
  Tiger Claw Raptor (New West, p. 162) 
  Tomb Worm (Worm of Taut) (Rifts® Conversion Book One, p. I S9) 
  Tree Spider (New West, p. 1 63) 
  Tri-Fang (Worm of Taut) (Rifts® Conversion Book One, p. l SS) 
  292 
  Tri-Tops (New West, p. 164) 
  Tri-Wolf (Mindwerks, p. 69) 
  Two-Faced Star-People (Spirit West, p. 123) 
  Tyrannosaurus Rex (New West, p. (166) 
  U 
  Ukt Water Serpent (Spirit West, p. 125) 
  Unclean (Mystic Russia, p. I S) 
  Unicorn (Rifts® Conversion Book One, p. l SO) 
  V 
  Vampire Flat Worm (Coalition War Campaign, p.2 12) 
  Volute Metztla (Atlantis, p. 56) 
  Vyarnect (Psyscape, p. 1 13) 
  W 
  Wandjinas (Australia, p. I S3) 
  Water Demon (Mystic Russia, p.36) 
  Water Serpent (Coalition Navy, p. l lO) 
  Wendigo (Spirit West, p. 126) 
  Whirlwind Air Demon (Mystic Russia, p.50) 
  Whisker Coyote (New West, p. 167) 
  White Slayer (Mindwerks, p.61) 
  Wind-Water Sail Ray (Coalition Wars 6: Final Siege, p. 76) 
  Windigo Demon (Canada, p. 177) 
  Wing Tip (Rifts® Conversion Book One, p. I S4) 
  Witchling (Rifts® Sourcebook One, Revised, p. 1 57; Coalition Wars 1 :  
  Sedition, p. 1 46) 
  Wolf-Serpent (Mystic Russia, p.53) 
  Wood Demon (Mystic Russia, p.3S) 
  Worker Ants (Phase World, p. 94) 
  Worm Wraith (New West, p. 16S) 
  Worms of Taut 
  x 
  see Blow Worm 
  see Fire Worm 
  see Nipper 
  see Serpent Beast 
  see Tri-Fang 
  see Tomb Worm 
  Nope, no monsters starting with "X," either, unless you count 
  Xiticix; see page 2SS of this book. 
  y 
  Yara Mayha Sho (Vampire) (Australia p. l S2) 
  Yazhing Multipede (Atlantis, p. Sl) 
  Yema (Rifts® Conversion Book One, p. 1 90) 
  Yll Tree Climber (Atlantis, p. SO) 
  Yowie (Australia p. l S6) 
  Z 
  Za (Rifts® Conversion Book One, p. 1 90) 
  Zavor (Rifts® Conversion Book One, p. 1 9 1 )  
  Zomba (Silicon Snake) (Underseas, p. 33) 
  Note: See R.C.C. Listings for D-Bees and other monstrous charac­
  ters, some available to players, provided the G.M. allows it. 
  Quentin Milton (Order #31246997)
  
  Experience 
  Tables 
  Coalition 
  Battle Cat CS Soldier 
  1 0,000 - 1 ,900 
  2 1 ,901 - 3,600 
  3 3,601 - 7,200 
  4 7,201 - 14,400 
  5 14,401 - 24,500 
  6 24,501 - 35,000 
  7 35,001 - 45,000 
  8 45,001 - 65,000 
  9 65,001 - 85,000 
  10 85,001 - 1 15,000 
  1 1  1 1 5,001 - 145,000 
  12 145,001 - 1 85,000 
  13 1 85,001 - 250,000 
  14 250,001 - 3 1 0,000 
  1 5 3 1 0,001 - 375,000 
  CS "Fly Boy" RPA 
  1 0,000 - 2, 100 
  2 2,101 - 4,200 
  3 4,201 - 8,400 
  4 8,401 - 1 7,200 
  5 1 7,201 - 25,400 
  6 25,401 - 35,800 
  7 35,801 - 5 1,000 
  8 5 1,001 - 71 ,200 
  9 71,201 - 96,400 
  10 96,401 - 1 3 1 ,600 
  1 1  1 3 1 ,601 - 181,800 
  12 181,801 - 232,000 
  13 232,001 - 282,200 
  14 282,201 - 342,400 
  1 5 342,401 - 402,600 
  CS Ranger/Scout 
  I 0,000 - 2, 100 
  2 2,101 - 4,200 
  3 4,201 - 8,400 
  4 8,401 - 1 7,200 
  5 17,201 - 25,400 
  6 25,401 - 35,800 
  7 35,801 - 5 1,000 
  8 5 1,001 - 71 ,200 
  9 71,201 - 96,400 
  10 96,401 - 1 3 1,600 
  1 1  1 3 1 ,601 - 181,800 
  12 181,801 - 232,000 
  13 232,001 - 282,200 
  14 282,201 - 342,400 
  1 5 342,401 - 402,600 
  Coalition Juicer 
  1 0,000 - 2,200 
  2 2,201 - 4,400 
  3 4,401 - 8,900 
  4 8,901 - 1 7,000 
  5 1 7,001 - 25,000 
  6 25,001 - 35,000 
  7 35,001 - 5 1,000 
  8 5 1,001 - 75,000 
  9 75,001 - 100,000 
  10 100,001 - 1 50,000 
  1 1  1 50,001 - 200,000 
  12 200,001 - 250,000 
  1 3  250,001 - 325,000 
  14 325,001 - 400,000 
  1 5 400,001 - 500,000 
  CS GruntlInfantrymen 
  1 0,000 - 1 ,950 
  2 1,95 1  - 3,900 
  3 3,901 - 8,800 
  4 8,801 - 1 7,600 
  5 1 7,60 I - 35,600 
  6 35,601 - 50,600 
  7 50,601 - 70,600 
  8 70,601 - 95,600 
  9 95,601 - 125,600 
  10 125,601 - 175,600 
  I I  175,601 - 225,600 
  12 225,601 - 275,600 
  13 275,601 - 325,600 
  14 325,601 - 375,600 
  1 5 375,601 - 425,600 
  CS EOD Specialist 
  I 0,000 - 2,000 
  2 2,001 - 4,000 
  3 4,001 - 8,200 
  4 8,201 - 1 6,400 
  5 1 6,401 - 24,500 
  6 24,501 - 34,600 
  7 34,601 - 49,700 
  8 49,701 - 69,800 
  9 69,801 - 94,900 
  10 94,901 - 129,000 
  1 1  129,001 - 179, 1 00 
  12 179, 101 - 229,200 
  13 229,201 - 279,300 
  14 279,301 - 329,400 
  1 5 329,401 - 389,500 
  CS Nautical Specialist 
  CS Naval Infantryman 
  1 0,000 - 2,050 
  1 0,000 - 2,050 
  2 2,05 1 - 4, 100 
  2 2,05 1 - 4, 100 
  3 4,101 - 8,400 
  3 4,101 - 8,250 
  4 8,401 - 1 6,800 
  4 8,25 1 - 1 6,500 
  5 16,801 - 25,560 
  5 1 8,501 - 24,600 
  6 24,561 - 35,800 
  6 24,601 - 34,700 
  7 35,801 - 50,400 
  7 34,701 - 49,800 
  8 50,401 - 70,800 
  8 49,801 - 69,900 
  9 70,801 - 95,400 
  9 69,901 - 95,000 
  10 95,401 - 130,800 
  10 95,001 - 1 30,000 
  1 1  130,801 - 1 80,400 
  1 1  130,001 - 1 80,200 
  12 180,401 - 230,800 
  12 1 80,201 - 230,000 
  13 230,801 - 280,400 
  13 230,001 - 280,400 
  14 280,401 - 33 1,800 
  14 280,401 - 340,500 
  1 5 33 1,401 - 392,800 
  1 5 340,501 - 400,600 
  Dog Pack 
  CS Navy Sailor 
  1 0,000 - 1,950 
  CS Sea Dog 
  2 1 ,95 1 - 3,900 
  1 0,000 - 1 ,950 
  3 3,901 - 8,800 
  2 1 ,95 1 - 3,900 
  4 8,801 - 1 7,600 
  3 3,90 I - 8,800 
  5 1 7,60 I - 25,600 
  4 8,801 - 1 7,600 
  6 25,601 - 35,600 
  5 17,601 - 25,600 
  7 35,601 - 50,600 
  6 25,601 - 35,600 
  8 50,601 - 70,600 
  7 35,601 - 50,600 
  9 70,601 - 95,600 
  8 50,601 - 70,600 
  10 95,601 - 125,600 
  9 70,601 - 95,600 
  I I  125,601 - 175,600 
  10 95,601 - 125,600 
  12 175,601 - 225,600 
  1 1  125,601 - 1 75,600 
  13 225,601 - 275,600 
  12 175,601 - 225,600 
  14 275,601 - 325,600 
  13 225,601 - 275,600 
  1 5  325,601 - 375,600 
  14 275,601 - 325,600 
  15 325,601 - 375,000 
  CS Juicer 
  CS Commando 
  CS Navy Commando 
  CS Strike Cyborg 
  I 0,000 - 2, 150 
  1 0,000 - 2, 1 50 
  2 2, 1 5 1  - 4,300 
  2 2, 1 5 1  - 4,300 
  3 4,301 - 8,600 
  3 4,301 - 8,600 
  4 8,601 - 1 7,200 
  4 8,60 I - 1 7,200 
  5 1 7,20 I - 25,500 
  5 1 7,201 - 25,500 
  6 25,501 - 36,000 
  6 25,501 - 36,000 
  7 36,001 - 52,000 
  7 36,001 - 52,000 
  8 52,001 - 73,000 
  8 52,001 - 73,000 
  9 73,001 - 98,000 
  9 73,001 - 98,000 
  10 98,001 - 1 34,000 
  10 98,001 - 1 34,000 
  1 1  134,001 - 1 84,000 
  1 1  134,001 - 1 84,000 
  12 184,001 - 240,000 
  12 1 84,001 - 240,000 
  13 240,001 - 295,000 
  13 240,001 - 295,000 
  14 295,001 - 385,000 
  14 295,001 - 385,000 
  1 5 385,001 - 450,000 
  15 385,001 - 450,000 
  293 
  Quentin Milton (Order #31246997)
  
  CS RCSG Scientist 
  Dog Boy: K - 9 Sniffer 
  ISS Peacekeeper 
  Monkey Mini Spy 
  1 0,000 - 2, 140 
  1 0,000 - 2,100 
  1 0,000 - 1 ,925 
  Most Intelligent 
  2 2,141 - 4,280 
  2 2,101 - 4,200 
  2 1,926 - 3,850 
  Mutant Animals 
  3 4,28 1 - 8,560 
  3 4,201 - 8,400 
  3 3,85 1 - 7,450 
  1 0,000 - 1,800 
  4 8,561 - 1 7,520 
  4 8,401 - 16,800 
  4 7,45 1 - 14,900 
  2 1,801 - 2,600 
  5 1 7,521 - 25,520 
  5 16,801 - 25,000 
  5 14,901 - 21,000 
  3 2,601 - 5,200 
  6 25,521 - 35,520 
  6 25,001 - 35,000 
  6 2 1,001 - 3 1,000 
  4 5,201 - 1 5,000 
  7 35,521 - 50,520 
  7 35,001 - 50,000 
  7 3 1,001 - 41,600 
  5 1 5,001 - 25,000 
  8 50,521 - 71,000 
  8 50,001 - 70,000 
  8 41,601 - 53,000 
  6 25,001 - 35,000 
  9 71,001 - 96, 100 
  9 70,001 - 95,000 
  9 53,001 - 73,000 
  7 35,001 - 45,000 
  10 96, 101 - 1 3 1 ,200 
  10 95,001 - 130,000 
  10 73,001 - 1 03,500 
  8 45,001 - 75,000 
  1 1  1 3 1 ,201 - 181,300 
  1 1  130,001 - 1 80,000 
  1 1  103,501 - 139,000 
  9 75,001 - 95,000 
  12 181,301 - 23 1,400 
  12 180,001 - 234,000 
  12 139,001 - 1 89,000 
  10 95,001 - 1 50,000 
  13 23 1,401 - 281,500 
  13 234,001 - 285,000 
  13 189,001 - 239,000 
  1 1  150,001 - 200,000 
  14 281,501 - 341,600 
  14 285,001 - 345,000 
  14 239,001 - 289,000 
  12 200,001 - 250,000 
  1 5 341,601 - 400,700 
  1 5 345,001 - 410,000 
  15 289,001 - 339,000 
  13 250,001 - 300,000 
  14 300,001 - 350,000 
  RP A Elite SAMAS Pilot 
  Dog Boy: Kill Hound 
  15 350,001 - 450,000 
  1 0,000 - 1 ,925 
  1 0,000 - 2, 150 
  ISS Specter 
  2 1,926 - 3,850 
  2 2, 1 5 1  - 4,300 
  1 0,000 - 2, 120 
  Mutant Bat 
  3 3,85 1 - 7,450 
  3 4,301 - 9,600 
  2 2,121 - 4,240 
  I 0,000 - 1,900 
  4 7,45 1 - 14,900 
  4 9,601 - 1 8,200 
  3 4,241 - 8,480 
  2 1,901 - 3,600 
  5 14,901 - 2 1,000 
  5 1 8,201 - 28,400 
  4 8,481 - 1 6,960 
  3 3,601 - 7,200 
  6 21,001 - 3 1,000 
  6 28,401 - 38,600 
  5 16,961 - 24,960 
  4 7,201 - 14,400 
  7 3 1,001 - 41,600 
  7 38,601 - 54,800 
  6 24,961 - 34,960 
  5 14,401 - 24,500 
  8 41,601 - 53,000 
  8 54,801 - 75,200 
  7 34,961 - 49,960 
  6 24,501 - 35,000 
  9 53,001 - 73,000 
  9 75,201 - 100,400 
  8 49,961 - 69,960 
  7 35,001 - 45,000 
  10 73,001 - 103,500 
  10 100,401 - 132,600 
  9 69,961 - 94,960 
  8 45,001 - 65,000 
  1 1  103,501 - 139,000 
  1 1  132,601 - 185,800 
  10 94,961 - 129,960 
  9 65,001 - 85,000 
  12 139,001 - 189,000 
  12 185,801 - 240,200 
  1 1  129,961 - 179,960 
  10 85,001 - 1 15,000 
  13 1 89,001 - 239,000 
  13 240,201 - 295,400 
  12 179,961 - 229,960 
  1 1  1 1 5,001 - 145,000 
  14 239,001 - 289,000 
  14 295,401 - 365,600 
  13 229,961 - 279,960 
  12 145,001 - 1 85,000 
  1 5  289,001 - 339,000 
  1 5 365,601 - 425,800 
  14 279,961 - 329,960 
  13 185,001 - 250,000 
  15 329,961 - 389,960 
  14 250,001 - 3 1 0,000 
  CS Military Specialist 
  Dog Boy (CS Soldier) 
  15 3 1 0,001 - 375,000 
  1 0,000 - 2, 120 
  Sea Dog (CS Navy) 
  Monkey Boy Tech 
  2 2, 1 2 1  - 4,240 
  I 0,000 - 1,950 
  1 0,000 - 1,925 
  NTSET Protector/Hunter 
  3 4,241 - 8,480 
  2 1 ,95 1 - 3,900 
  2 1,926 - 3,850 
  ISS Intel Specter 
  4 8,481 - 16,960 
  3 3,901 - 8,800 
  3 3,85 1 - 7,450 
  1 0,000 - 2, 140 
  5 16,961 - 24,960 
  4 8,801 - 1 7,600 
  4 7,45 1 - 15,000 
  2 2,141 - 4,280 
  6 24,961 - 34,960 
  5 1 7,601 - 25,600 
  5 1 5,001 - 21,500 
  3 4,28 1 - 8,560 
  7 34,961 - 49,960 
  6 25,601 - 35,600 
  6 21,501 - 3 1 ,500 
  4 8,561 - 1 7,520 
  8 49,961 - 69,960 
  7 35,601 - 50,600 
  7 3 1,501 - 41,500 
  5 1 7,521 - 25,520 
  9 69,961 - 94,960 
  8 50,601 - 70,600 
  8 41,501 - 54,000 
  6 25,521 - 35,520 
  10 94,961 - 129,960 
  9 70,601 - 95,600 
  9 54,001 - 75,000 
  7 35,521 - 50,520 
  I I  129,961 - 1 79,960 
  10 95,60 1 - 125,600 
  10 75,001 - 105,000 
  8 50,521 - 71,000 
  12 1 79,961 - 229,960 
  1 1  125,601 - 1 75,600 
  1 1  105,001 - 140,000 
  9 71,001 - 96, 100 
  13 229,961 - 279,960 
  12 1 75,601 - 225,600 
  12 140,001 - 190,000 
  10 96, 101 - 1 3 1,200 
  14 279,961 - 329,960 
  13 225,601 - 275,600 
  13 190,001 - 240,000 
  1 1  13 1,201 - 181,300 
  1 5 329,961 - 389,960 
  14 275,601 - 325,600 
  14 240,001 - 300,000 
  12 18 1,301 - 23 1,400 
  1 5 325,601 - 375,000 
  15 300,001 - 350,000 
  13 23 1,401 - 28 1,500 
  CS Technical Officer 
  14 281,501 - 341,600 
  1 0,000 - 2,120 
  Feline: Kill Cat 
  Monkey Boy Soldier 
  15 341,601 - 400,700 
  2 2,121 - 4,240 
  1 0,000 - 2, 1 50 
  I 0,000 - 1,900 
  3 4,241 - 8,480 
  2 2, 1 5 1 - 4,300 
  2 1,901 - 3,600 
  NTSET Psi-Hound 
  4 8,481 - 1 6,960 
  3 4,301 - 9,600 
  3 3,601 - 7,200 
  1 0,000 - 2,050 
  5 1 6,961 - 24,960 
  4 9,601 - 1 8,200 
  4 7,201 - 14,400 
  2 2,05 1 - 4, 100 
  5 1 8,201 - 28,400 
  5 14,401 - 24,500 
  3 4,101 - 8,400 
  6 24,961 - 34,960 
  6 28,401 - 38,600 
  6 24,501 - 35,000 
  4 8,401 - 16,800 
  7 34,961 - 49,960 
  7 38,601 - 54,800 
  7 35,001 - 45,000 
  5 16,801 - 25,560 
  8 49,961 - 69,960 
  8 54,801 - 75,200 
  8 45,001 - 65,000 
  6 24,561 - 35,800 
  9 69,961 - 94,960 
  9 75,201 - 100,400 
  9 65,001 - 85,000 
  7 35,801 - 50,400 
  10 94,961 - 129,960 
  10 100,401 - 132,600 
  10 85,001 - 1 15,000 
  8 50,401 - 70,800 
  1 1 129,961 - 1 79,960 
  1 1  132,601 - 185,800 
  1 1  1 1 5,001 - 145,000 
  9 70,801 - 95,400 
  12 179,961 - 229,960 
  12 185,801 - 240,200 
  12 145,001 - 185,000 
  10 95,401 - 130,800 
  13 229,961 - 279,960 
  13 240,20 I - 295,400 
  13 185,001 - 250,000 
  1 1  130,801 - 180,400 
  14 279,961 - 329,960 
  14 295,401 - 365,600 
  14 250,001 - 3 10,000 
  12 180,401 - 230,800 
  15 329,961 - 389,961 
  1 5 365,601 - 425,800 
  15 3 1 0,001 - 375,000 
  13 230,801 - 280,400 
  14 280,401 - 33 1,800 
  15 33 1,401 - 392,800 
  294 
  Quentin Milton (Order #31246997)
  
  Psi - Net Agent 
  Dragon Juicer 
  Juicer Scout 
  Psycho-Stalker 
  Special Forces 
  I 0,000 - 3,000 
  1 0,000 - 2, 1 80 
  1 0,000 - 2,200 
  1 0,000 - 2,200 
  2 3,001 - 5,000 
  2 2, 1 8 1  - 4,380 
  2 2,201 - 4,400 
  2 2,201 - 4,400 
  3 5,001 - 1 0,000 
  3 4,381 - 8,500 
  3 4,401 - 8,900 
  3 4,401 - 8,800 
  4 1 0,001 - 20,000 
  4 8,501 - 1 8,200 
  4 8,901 - 1 7,000 
  4 8,801 - 1 7,600 
  5 20,001 - 30,000 
  5 1 8,201 - 26,400 
  5 1 7,001 - 25,000 
  5 1 7,601 - 27,800 
  6 30,001 - 50,000 
  6 26,401 - 36,800 
  6 25,001 - 35,000 
  6 27,801 - 37,900 
  7 50,001 - 80,000 
  7 36,801 - 52,000 
  7 35,001 - 5 1,000 
  7 37,901 - 55, 100 
  8 80,001 - 120,000 
  8 52,001 - 72,200 
  8 5 1,001 - 75,000 
  8 55, 101 - 75,200 
  9 120,001 - 1 70,000 
  9 72,201 - 97,400 
  9 75,001 - 100,000 
  9 75,201 - 100,300 
  10 1 70,001 - 250,000 
  10 97,401 - 132,600 
  10 100,001 - 1 50,000 
  10 100,301 - 145,500 
  1 1  250,001 - 325,000 
  1 1  132,601 - 1 83,800 
  1 1  1 50,001 - 200,000 
  1 1  145,501 - 190,600 
  12 325,001 - 400,000 
  12 1 83,801 - 234,000 
  12 200,001 - 250,000 
  12 190,601 - 245,700 
  13 400,001 - 525,000 
  13 234,001 - 284,200 
  13 250,001 - 325,000 
  1 3 245,701 - 295,800 
  14 525,001 - 650,000 
  14 284,201 - 344,400 
  14 325,001 - 400,000 
  14 295,801 - 345,900 
  1 5 650,001 - 900,000 
  1 5  344,401 - 404,600 
  15 400,001 - 500,000 
  1 5 345,901 - 415,100 
  Euro - Juicer 
  Titan Juicer, Hyperion Juicer 
  Songjuicer 
  Ursa-Warrior (Bear) 
  1 0,000 - 2,140 
  Delphi Juicer, Phaeton Juicer 
  1 0,000 - 2,000 
  1 0,000 - 1 ,900 
  2 2,141 - 4,280 
  1 0,000 - 2,250 
  2 2,001 - 4,000 
  2 1,901 - 3,800 
  3 4,281 - 8,560 
  2 2,25 1 - 4,500 
  3 4,001 - 8,200 
  3 3,801 - 7,300 
  4 8,561 - 1 7,520 
  3 4,501 - 9,000 
  4 8,201 - 1 6,400 
  4 7,301 - 1 4,300 
  5 1 7,521 - 25,520 
  4 9,001 - 1 8,000 
  5 1 6,401 - 24,500 
  5 14,301 - 30,000 
  6 25,52 1 - 35,520 
  5 1 8,001 - 26,500 
  6 24,501 - 34,600 
  6 30,001 - 45,000 
  7 35,521 - 50,520 
  6 25,501 - 36,000 
  7 34,601 - 45,700 
  7 45,001 - 65,000 
  8 50,521 - 71,000 
  7 36,001 - 52,000 
  8 45,701 - 55,800 
  8 65,001 - 90,000 
  9 71,001 - 96,000 
  8 52,001 - 75,000 
  9 55,801 - 63,700 
  9 90,001 - 1 10,000 
  10 96,001 - 1 3 1 ,200 
  9 75,001 - 100,000 
  10 63,70 1 - 69,600 
  10 1 10,001 - 130,000 
  1 1  1 3 1 ,201 - 181,300 
  10 100,001 - 140,000 
  1 1  69,601 - 74,500 
  1 1  130,001 - 1 80,000 
  12 181,301 - 23 1,400 
  1 1  140,001 - 200,000 
  12 74,501 - 78,400 
  12 1 80,001 - 230,000 
  13 23 1,401 - 28 1,500 
  12 200,001 - 260,000 
  13 78,40 1 - 8 1,300 
  1 3  230,001 - 280,000 
  14 28 1,501 - 341,600 
  13 260,001 - 320,000 
  14 8 1 ,301 - 82,200 
  14 280,001 - 340,000 
  1 5 341,601 - 401,700 
  14 320,001 - 400,000 
  1 5 82,201 - 83, 1 00 
  1 5  340,001 - 390,000 
  15 400,001 - 500,000 
  Juicer 
  Men of Magic 
  Juicer 
  1 0,000 - 2,140 
  Juicer Wannabe 
  2 2, 141 - 4,280 
  1 0,000 - 1 ,875 
  3 4,281 - 8,560 
  2 1 ,876 - 3,750 
  African Medicine Man 
  "Standard" Juicer 
  4 8,561 - 1 7,520 
  3 3,75 1 - 7,250 
  1 0,000 - 2, 1 10 
  Gladiator Juicer 
  5 1 7,521 - 25,520 
  4 7,25 1 - 14, 1 00 
  2 2, 1 1 1  - 4,220 
  1 0,000 - 2, 140 
  6 25,52 1 - 35,520 
  5 14,101 - 21,200 
  3 4,221 - 8,440 
  2 2,141 - 4,280 
  7 35,52 1 - 50,520 
  6 21 ,201 - 3 1,200 
  4 8,441 - 1 6,880 
  3 4,28 1 - 8,400 
  8 50,521 - 71,000 
  7 3 1,201 - 41,200 
  5 16,88 1 - 24,880 
  4 8,401 - 1 7,200 
  9 71,001 - 96, 100 
  8 41,201 - 5 1,200 
  6 24,881 - 34,880 
  5 1 7,201 - 25,400 
  10 96, 101 - 1 3 1 ,200 
  9 5 1,201 - 71,200 
  7 34,881 - 48,440 
  6 25,401 - 35,800 
  1 1  13 1,201 - 181,300 
  10 71,201 - 101,500 
  8 48,441 - 68,440 
  7 35,801 - 5 1,000 
  12 18 1,301 - 23 1,400 
  1 1  101,501 - 136,500 
  9 68,441 - 92,480 
  8 5 1,001 - 71,200 
  13 23 1,401 - 281,500 
  12 136,501 - 186,500 
  10 92,481 - 128,480 
  9 71,201 - 96,400 
  14 28 1,501 - 341,600 
  13 1 86,001 - 236,500 
  1 1  128,481 - 178,480 
  10 96,401 - 1 3 1 ,600 
  1 5 341,601 - 401,700 
  14 236,501 - 286,500 
  12 178,481 - 228,880 
  1 1  13 1,601 - 181,800 
  1 5 286,001 - 326,500 
  13 228,881 - 278,880 
  12 181,801 - 232,000 
  Juicer Assassin 
  14 278,881 - 324,480 
  13 232,001 - 282,200 
  1 0,000 - 2,200 
  Mega - Juicer 
  15 324,481 - 388,880 
  14 282,201 - 342,400 
  2 2,201 - 4,400 
  Maxi - Killer 
  1 5 342,401 - 402,600 
  3 4,401 - 8,900 
  1 0,000 - 2,600 
  African Priest 
  4 8,901 - 1 7,000 
  2 2,601 - 5,000 
  1 0,000 - 2,000 
  5 17,001 - 25,000 
  3 5,001 - 1 0,000 
  2 2,001 - 4,000 
  6 25,001 - 35,000 
  4 1 0,001 - 20,000 
  3 4,001 - 8,200 
  7 35,001 - 5 1,000 
  5 20,001 - 30,000 
  4 8,201 - 1 6,400 
  8 5 1,001 - 75,000 
  6 30,001 - 49,000 
  5 16,401 - 24,500 
  9 75,001 - 100,000 
  7 49,001 - 62,000 
  6 24,501 - 34,600 
  10 100,001 - 150,000 
  8 62,001 - 80,000 
  7 34,601 - 49,700 
  1 1  1 50,001 - 200,000 
  9 80,001 - 1 10,000 
  8 49,701 - 69,800 
  12 200,001 - 250,000 
  10 1 10,001 - 1 50,000 
  9 69,801 - 94,900 
  1 3  250,001 - 325,000 
  1 1  1 50,001 - 200,000 
  10 94,901 - 129,000 
  14 325,001 - 400,000 
  12 200,001 - 250,000 
  1 1 129,001 - 179, 1 00 
  1 5 400,001 - 500,000 
  13 250,001 - 3 1 0,000 
  12 179,101 - 229,200 
  14 3 1 0,001 - 370,000 
  13 229,201 - 279,300 
  15 370,001 - 520,000 
  14 279,301 - 329,400 
  15 329,401 - 389,500 
  295 
  Quentin Milton (Order #31246997)
  
  African Rain Maker 
  Battle Magus 
  Conjurer 
  Fetish Shaman 
  1 0,000 - 2, 160 
  1 0,000 - 2, 120 
  Controller Magus 
  Mask Shaman 
  2 2,161 - 4,320 
  2 2,121 - 4,240 
  1 0,000 - 2,200 
  1 0,000 - 2,300 
  3 4,321 - 8,640 
  3 4,241 - 8,480 
  2 2,201 - 4,400 
  2 2,301 - 4,600 
  4 8,641 - 1 7,280 
  4 8,481 - 16,960 
  3 4,401 - 8,800 
  3 4,601 - 9,200 
  5 1 7,281 - 25,280 
  5 16,961 - 24,960 
  4 8,80 1 - 1 7,600 
  4 9,201 - 1 8,400 
  6 25,28 1 - 35,560 
  6 24,961 - 34,960 
  5 1 7,601 - 27,800 
  5 1 8,401 - 26,500 
  7 35,561 - 50,840 
  7 34,961 - 49,960 
  6 27,801 - 37,900 
  6 26,501 - 36,600 
  8 50,841 - 72,280 
  8 49,961 - 69,960 
  7 37,901 - 55, 100 
  7 36,601 - 5 1,700 
  9 72,28 1 - 97,560 
  9 69,961 - 94,960 
  8 55, 101 - 75,200 
  8 5 1,701 - 71,800 
  10 97,561 - 132,840 
  10 94,961 - 129,960 
  9 75,201 - 100,300 
  9 71,801 - 96,900 
  1 1  132,841 - 190,280 
  1 1  129,961 - 179,960 
  10 100,301 - 145,500 
  10 96,901 - 137,000 
  12 190,281 - 240,560 
  12 179,961 - 229,960 
  1 1  145,501 - 190,600 
  1 1  137,001 - 1 88,100 
  13 240,561 - 297,880 
  13 229,961 - 279,960 
  12 190,601 - 245,700 
  12 188,101 - 229,200 
  14 297,881 - 360,280 
  14 279,961 - 329,960 
  13 245,701 - 295,800 
  13 229,201 - 279,300 
  1 5 360,281 - 420,560 
  1 5 329,961 - 389,960 
  14 295,801 - 345,900 
  14 279,301 - 340,400 
  1 5 345,901 - 415, 1 00 
  1 5 340,401 - 400,000 
  African Witch 
  Biomancer 
  1 0,000 - 1,950 
  1 0,000 - 2,350 
  Corrupt 
  Fire Sorcerer 
  2 1,95 1 - 3,900 
  2 2,35 1 - 4,700 
  High Magus 
  Gypsy Seer 
  3 3,901 - 7,800 
  3 4,701 - 9,300 
  1 0,000 - 2,400 
  1 0,000 - 2,200 
  4 7,801 - 15,600 
  4 9,301 - 1 8,600 
  2 2,401 - 4,800 
  2 2,201 - 4,400 
  5 1 5,601 - 30,200 
  5 1 8,601 - 27,000 
  3 4,801 - 9,600 
  3 4,401 - 9,000 
  6 30,201 - 45,400 
  6 27,001 - 37,000 
  4 9,601 - 19,200 
  4 9,001 - 19,000 
  7 45,401 - 60,600 
  7 37,001 - 52,000 
  5 19,201 - 30,000 
  5 19,001 - 28,000 
  8 60,601 - 85,800 
  8 52,001 - 72,000 
  6 30,001 - 50,000 
  6 28,001 - 40,000 
  9 85,801 - 1 10,200 
  9 72,001 - 97,000 
  7 50,001 - 80,000 
  7 40,001 - 60,000 
  10 1 10,201 - 150,400 
  10 97,001 - 138,000 
  8 80,001 - 120,000 
  8 60,001 - 80,000 
  1 1  150,401 - 210,600 
  1 1  138,001 - 190,000 
  9 120,001 - 1 70,000 
  9 80,001 - 100,000 
  12 210,601 - 265,800 
  12 190,001 - 230,000 
  10 1 70,001 - 230,000 
  10100,001 - 1 50,000 
  13 265,801 - 325,200 
  13 230,001 - 280,000 
  1 1  230,001 - 300,000 
  1 1  150,001 - 200,000 
  14 325,201 - 375,400 
  14 280,001 - 350,000 
  12 300,001 - 380,000 
  12 200,001 - 275,000 
  1 5 375,401 - 450,600 
  1 5 350,001 - 400,000 
  13 380,001 - 470,000 
  13 275,001 - 350,000 
  14 470,001 - 600,000 
  14 350,001 - 425,000 
  Animal Shaman 
  Bishamon Fighting Monk 
  15 600,001 - 800,000 
  15 425,001 - 525,000 
  Plant Shaman 
  Sohei Warrior Monk 
  Mystic Warrior 
  1 0,000 - 2,200 
  Ectohunter 
  Grey Seer 
  1 0,000 - 2,240 
  2 2,20 I - 4,400 
  1 0,000 - 2,000 
  1 0,000 - 2, 100 
  2 2,241 - 4,480 
  3 4,401 - 8,800 
  2 2,001 - 4,000 
  2 2,101 - 4,200 
  3 4,481 - 8,960 
  4 8,801 - 1 7,600 
  3 4,001 - 8,200 
  3 4,201 - 8,400 
  4 8,961 - 17,920 
  5 1 7,601 - 24,000 
  4 8,201 - 16,400 
  4 8,401 - 1 7,200 
  5 1 7,92 1 - 25,920 
  6 24,001 - 35,000 
  5 1 6,401 - 24,500 
  5 1 7,201 - 25,400 
  6 25,92 1 - 35,920 
  7 35,001 - 50,500 
  6 24,501 - 34,600 
  6 25,401 - 35,800 
  7 35,92 1 - 50,920 
  8 50,501 - 72,500 
  7 34,601 - 49,700 
  7 35,801 - 5 1,000 
  8 50,92 1 - 70,920 
  9 72,501 - 98,500 
  8 49,701 - 69,800 
  8 5 1,001 - 71 ,200 
  9 70,92 1 - 91,920 
  10 98,501 - 140,500 
  9 69,801 - 94,900 
  9 71,201 - 96,400 
  10 95,92 1 - 135,920 
  1 1  140,501 - 200,500 
  10 94,901 - 129,000 
  10 96,401 - 1 3 1,600 
  1 1  135,921 - 185,920 
  12 200,501 - 250,500 
  1 1 129,001 - 179, 1 00 
  1 1  131,601 - 181,800 
  12 185,921 - 225,920 
  13 250,501 - 325,500 
  12 1 79,101 - 229,200 
  12 181,801 - 232,000 
  13 225,921 - 275,920 
  14 325,501 - 400,500 
  13 229,201 - 279,300 
  13 232,001 - 282,200 
  14 275,921 - 335,920 
  15 400,501 - 450,500 
  14 279,301 - 329,400 
  14 282,201 - 342,400 
  15 335,92 1 - 395,920 
  15 329,401 - 389,500 
  1 5 342,401 - 402,600 
  Born Mystic 
  Atlantean Monster Hunter 
  The Gifted Ones 
  Elemental Shaman 
  Gypsy Beguiler 
  1 0,000 - 2,500 
  Gypsy Fortune Teller 
  1 0,000 - 2, 140 
  1 0,000 - 2,700 
  2 2,501 - 5,500 
  1 0,000 - 2,050 
  2 2,141 - 4,280 
  2 2,701 - 5,400 
  3 5,501 - 10,500 
  2 2,05 1 - 4, 100 
  3 4,281 - 8,560 
  3 5,401 - 1 0,800 
  4 10,501 - 2 1,500 
  3 4,101 - 8,250 
  4 8,561 - 1 7,520 
  4 10,801 - 21,600 
  5 21,501 - 32,000 
  4 8,25 1 - 16,500 
  5 1 7,521 - 25,520 
  5 21,601 - 3 1,600 
  6 32,00 1 - 47,000 
  5 1 6,501 - 24,600 
  6 25,521 - 35,520 
  6 3 1,601 - 42,800 
  7 47,001 - 65,000 
  6 24,601 - 34,700 
  7 35,521 - 50,520 
  7 42,801 - 62,000 
  8 65,001 - 87,000 
  7 34,701 - 49,800 
  8 50,521 - 71 ,000 
  8 62,001 - 90,000 
  9 87,001 - 1 15,000 
  8 49,801 - 69,900 
  9 7 1,001 - 96, 100 
  9 90,001 - 120,000 
  10 1 1 5,001 - 170,000 
  9 69,901 - 95,000 
  10 96,101 - 1 3 1 ,200 
  10 120,001 - 1 70,000 
  1 1  1 70,001 - 220,000 
  10 95,001 - 130,000 
  1 1  131,201 - 181,300 
  1 1 1 70,001 - 220,000 
  12 220,001 - 300,000 
  1 1  130,001 - 180,200 
  12 181,301 - 23 1,400 
  12 220,001 - 290,000 
  13 300,001 - 400,000 
  12 180,201 - 230,000 
  13 23 1 ,401 - 281.500 
  13 290,001 - 400,000 
  14 400,001 - 500,000 
  13 230,001 - 280,400 
  14 28 1,501 - 341,600 
  14 400,001 - 500,000 
  1 5 500,001 - 600,000 
  14 280,401 - 340,500 
  15 341,601 -401,700 
  1 5 500,001 - 700,000 
  1 5 340,501 - 400,600 
  296 
  Quentin Milton (Order #31246997)
  
  Gypsy/Hidden Witch 
  Inuit Shaman/Angakoq 
  Larhold Shaman 
  Mystic Knight 
  1 0,000 - 1 ,975 
  1 0,000 - 2, 140 
  Sun Priest 
  Lord Magus 
  2 1,976 - 3,950 
  2 2,141 - 4,280 
  1 0,000 - 2,050 
  1 0,000 - 2,300 
  3 3,95 1 - 7,900 
  3 4,281 - 8,560 
  2 2,05 1 - 4, 100 
  2 2,301 - 4,600 
  4 7,901 - 1 5,800 
  4 8,561 - 1 7,520 
  3 4,101 - 8,250 
  3 4,601 - 9,200 
  5 1 5,801 - 3 1,600 
  5 1 7,521 - 25,520 
  4 8,25 1 - 1 6,500 
  4 9,201 - 1 8,400 
  6 3 1,601 - 46,400 
  6 25,521 - 35,520 
  5 1 6,501 - 24,600 
  5 1 8,401 - 26,500 
  7 46,401 - 61,800 
  7 35,521 - 50,520 
  6 24,601 - 34,700 
  6 26,501 - 36,600 
  8 61,801 - 87,000 
  8 50,521 - 71,000 
  7 34,701 - 49,800 
  7 36,601 - 5 1,700 
  9 87,001 - 1 12,200 
  9 71,001 - 96, 100 
  8 49,801 - 69,900 
  8 5 1,701 - 74,800 
  10 1 12,201 - 1 52,400 
  10 96, 101 - 1 3 1 ,200 
  9 69,901 - 95,000 
  9 74,801 - 100,900 
  1 1 1 52,401 - 212,600 
  1 1  1 3 1 ,201 - 181,300 
  1 0  95,001 - 130, 1 00 
  1 0  100,901 - 140,000 
  12 212,601 - 267,800 
  12 1 81,301 - 23 1,400 
  1 1  130,101 - 1 80,200 
  1 1  140,001 - 193, 100 
  13 267,801 - 330,200 
  13 23 1,401 - 281,500 
  12 1 80,201 - 230,300 
  12 193, 101 - 235,200 
  14 330,201 - 400,400 
  14 281,501 - 341,600 
  13 230,301 - 280,400 
  13 235,201 - 290,400 
  1 5 400,401 - 470,600 
  1 5 34 1,601 - 401,700 
  14 280,401 - 340,500 
  14 290,401 - 350,600 
  15 340,50 I - 400,600 
  1 5 350,601 - 425,800 
  Gypsy Wizard Thief 
  Japanese Imp 
  1 0,000 - 2,700 
  Ninja Techno-Wizard 
  Ley Line Walker 
  Mystic Ninja 
  2 2,701 - 5,400 
  1 0,000 - 2,300 
  Mind Melter 
  1 0,000 - 2,400 
  3 5,401 - 1 0,800 
  2 2,301 - 4,600 
  1 0,000 - 2,240 
  2 2,401 - 4,600 
  4 10,801 - 21,600 
  3 4,601 - 9,200 
  2 2,241 - 4,480 
  3 4,601 - 9,200 
  5 2 1,601 - 3 1,600 
  4 9,201 - 1 8,400 
  3 4,48 1 - 8,960 
  4 9,201 - 18,400 
  6 3 1 ,601 - 42,800 
  5 1 8,401 - 26,500 
  4 8,961 - 1 7,420 
  5 1 8,401 - 28,300 
  7 42,801 - 62,000 
  6 26,501 - 36,600 
  5 1 7,921 - 25,920 
  6 28,301 - 48,000 
  8 62,001 - 90,000 
  7 36,601 - 5 1,700 
  6 25,921 - 35,920 
  7 48,001 - 78,000 
  9 90,001 - 120,000 
  8 5 1,701 - 74,800 
  7 35,92 1 - 50,920 
  8 78,001 - 1 10,000 
  1 0  120,001 - 1 70,000 
  9 74,801 - 100,900 
  8 50,921 - 70,920 
  9 1 10,001 - 1 50,000 
  1 1  170,001 - 220,000 
  10 100,901 - 140,000 
  9 70,921 - 95,920 
  10 1 50,001 - 200,000 
  12 220,001 - 290,000 
  1 1  140,001 - 193, 1 00 
  10 95,92 1 - 1 35,920 
  1 1  200,001 - 250,000 
  13 290,001 - 400,000 
  12 193, 101 - 235,200 
  1 1  135,921 - 1 85,920 
  12 250,001 - 3 1 0,000 
  14 400,001 - 500,000 
  13 235,201 - 290,400 
  12 1 85,921 - 225,920 
  13 3 1 0,001 - 380,000 
  1 5  500,001 - 700,000 
  14 290,401 - 350,600 
  13 225,921 - 275,920 
  14 380,001 - 470,000 
  1 5 350,601 - 425,800 
  14 275,921 - 335,920 
  15 470,001 - 600,000 
  Healing Shaman 
  1 5 335,921 - 395,920 
  1 0,000 - 2,050 
  Kreeghor Witch 
  Nazcan Line Maker 
  2 2,05 1 - 4, 100 
  1 0,000 - 2,300 
  Millenium Druid 
  1 0,000 - 2,240 
  3 4, 101 - 8,250 
  2 2,301 - 4,600 
  1 0,000 - 1 ,900 
  2 2,241 - 4,480 
  4 8,25 1 - 1 6,500 
  3 4,601 - 9,200 
  2 1,901 - 3,700 
  3 4,481 - 8,960 
  5 16,501 - 24,600 
  4 9,201 - 1 8,400 
  3 3,701 - 7,400 
  4 8,961 - 1 7,920 
  6 24,601 - 34,700 
  5 1 8,401 - 26,500 
  4 7,401 - 14,800 
  5 1 7,921 - 25,920 
  7 34,701 - 49,800 
  6 26,501 - 36,600 
  5 14,801 - 22, 100 
  6 25,921 - 35,920 
  8 49,801 - 69,900 
  7 36,601 - 5 1 ,700 
  6 22, 101 - 3 1,200 
  7 35,921 - 50,920 
  9 69,901 - 95,000 
  8 5 1,701 - 71,800 
  7 3 1,201 - 41,300 
  8 50,921 - 70,920 
  1 0 95,001 - 1 30, 100 
  9 71,801 - 96,900 
  8 41,301 - 54,400 
  9 70,921 - 95,920 
  1 1 130,101 - 1 80,200 
  10 96,901 - 137,000 
  9 54,401 - 75,500 
  10 95,92 1 - 135,920 
  12 1 80,201 - 230,300 
  1 1  137,001 - 188, 1 00 
  10 75,501 - 105,600 
  1 1  135,921 - 1 85,920 
  13 230,301 - 280,400 
  12 1 88,001 - 229,200 
  1 1  1 05,601 - 140,700 
  12 1 85,921 - 225,920 
  14 280,401 - 340,500 
  13 229,201 - 279,300 
  12 140,701 - 190,800 
  13 225,921 - 275,920 
  1 5 340,501 - 400,600 
  14 279,301 - 340,400 
  13 190,801 - 240,900 
  14 275,921 - 335,920 
  1 5 340,401 - 400,000 
  14 240,901 - 292,000 
  1 5 335,921 - 395,920 
  Herbalist 
  1 5  292,001 - 335,000 
  Woodland Druids 
  Kwarla MysticlElder 
  Necromancer 
  Blood Druids 
  Sham-Manl 
  Mystic 
  I 0,000 - 2,200 
  1 0,000 - 2,200 
  False Sorcerer 
  I 0,000 - 2,050 
  2 2,201 - 4,400 
  2 2,201 - 4,400 
  1 0,000 - 2,240 
  2 2,05 1 - 4, 100 
  3 4,401 - 8,800 
  3 4,40 I - 8,800 
  2 2,241 - 4,480 
  3 4, 101 - 8,250 
  4 8,80 I - 1 7,600 
  4 8,801 - 1 7,600 
  3 4,48 1 - 8,960 
  4 8,25 1 - 1 6,500 
  5 1 7,601 - 27,700 
  5 17,601 - 24,000 
  4 8,961 - 1 7,920 
  5 16,501 - 24,600 
  6 27,701 - 37,800 
  6 24,001 - 35,000 
  5 1 7,921 - 25,920 
  6 24,601 - 34,700 
  7 37,801 - 53,900 
  7 35,001 - 50,500 
  6 25,921 - 35,920 
  7 34,701 - 49,800 
  8 53,901 - 75, 100 
  8 50,501 - 72,500 
  7 35,921 - 50,920 
  8 49,801 - 69,900 
  9 75, 101 - 100,200 
  9 72,501 - 98,500 
  8 50,921 - 70,920 
  9 69,901 - 95,000 
  10 100,20 I - 140,300 
  10 98,501 - 140,500 
  9 70,921 - 95,920 
  10 95,001 - 1 30, 100 
  1 1  140,301 - 200,400 
  1 1  140,501 - 200,500 
  10 95,921 - 135,920 
  1 1  130,101 - 1 80,200 
  12 200,401 - 250,500 
  12 200,501 - 250,500 
  1 1  135,921 - 185,920 
  12 180,201 - 230,300 
  13 250,501 - 300,600 
  13 250,501 - 300,500 
  12 1 85,921 - 225,920 
  13 230,301 - 280,400 
  14 300,601 - 350,700 
  14 300,501 - 400,500 
  1 3  225,921 - 275,920 
  14 280,401 - 340,500 
  1 5 350,701 - 425,800 
  1 5 400,501 - 500,000 
  1 4 275,921 - 335,920 
  15 340,501 - 400,600 
  1 5 335,92 1 - 395,920 
  297 
  Quentin Milton (Order #31246997)
  
  Phoenixi 
  Oni Mystic 
  Priests of Light 
  Sea Druid 
  1 0,000 - 2,200 
  1 0,000 - 2,600 
  1 0,000 - 2,200 
  1 0,000 - 2, 100 
  2 2,201 - 4,400 
  2 2,601 - 5,000 
  2 2,201 - 4,400 
  2 2, 101 - 4,200 
  3 4,401 - 8,800 
  3 5,001 - 10,000 
  3 4,401 - 8,800 
  3 4,201 - 8,400 
  4 8,801 - 1 7,600 
  4 10,001 - 20,000 
  4 8,801 - 1 7,600 
  4 8,401 - 16,800 
  5 1 7,601 - 27,700 
  5 20,001 - 30,000 
  5 1 7,601 - 27,800 
  5 16,801 - 25,000 
  6 27,701 - 37,800 
  6 30,001 - 50,000 
  6 27,801 - 37,900 
  6 25,001 - 35,000 
  7 37,801 - 53,900 
  7 50,001 - 80,000 
  7 37,901 - 55, 100 
  7 35,001 - 50,000 
  8 53,901 - 75, 100 
  8 80,001 - 120,000 
  8 55, 101 - 75,200 
  8 50,001 - 70,000 
  9 75, 101 - 100,200 
  9 120,001 - 1 70,000 
  9 75,201 - 100,300 
  9 70,001 - 95,000 
  10 100,201 - 140,300 
  10 170,001 - 230,000 
  10 100,301 - 145,500 
  10 95,001 - 130,000 
  1 1  140,301 - 200,400 
  1 1  230,001 - 300,000 
  1 1  145,501 - 190,600 
  1 1  130,001 - 180,000 
  12 200,401 - 250,500 
  12 300.001 - 380,000 
  12 190,601 - 245,700 
  12 180,001 - 234,000 
  1 3  250,501 - 300,600 
  13 380,001 - 470,000 
  13 245,701 - 295,800 
  13 234,001 - 285,000 
  14 300,601 - 350,700 
  14 470,001 - 600,000 
  14 295,801 - 345,900 
  14 285,001 - 345,000 
  1 5 350,701 - 425,800 
  15 600,000 - 800,000 
  15 345,901 - 415,100 
  15 345,001 - 410,000 
  Night Witch 
  Paradox Shaman 
  Pygmy Shaman 
  Sea Wolf 
  Mystic Kuznya 
  1 0,000 - 2,500 
  1 0,000 - 2,050 
  Sea Inquisitioner 
  1 0,000 - 2,080 
  2 2,501 - 5,000 
  2 2,05 1 - 4, 100 
  I 0,000 - 2, 100 
  2 2,081 - 4, 160 
  3 5,001 - 10,000 
  3 4, 101 - 8,250 
  2 2, 101 - 4,200 
  3 4, 161 - 8,800 
  4 10,001 - 20,000 
  4 8,25 1 - 16,500 
  3 4,20 I - 8,400 
  4 8,801 - 1 8,000 
  5 20,001 - 28,500 
  5 16,501 - 24,600 
  4 8,401 - 16,800 
  5 1 8,001 - 33,000 
  6 28,501 - 38,500 
  6 24,601 - 34,700 
  5 16,801 - 25,000 
  6 33,001 - 48,000 
  7 38,501 - 52,000 
  7 34,701 - 49,800 
  6 25,001 - 35,000 
  7 48,001 - 65,000 
  8 52,001 - 72,000 
  8 49,801 - 69,900 
  7 35,001 - 50,000 
  8 65,001 - 90,000 
  9 72,001 - 105,000 
  9 69,901 - 95,000 
  8 50,001 - 70,000 
  9 90,001 - 120,000 
  10 105,001 - 140,000 
  10 95,001 - 130, 100 
  9 70,001 - 95,000 
  10 120,001 - 150,000 
  1 1  140,001 - 190,000 
  1 1  130,101 - 180,200 
  10 95,001 - 130,000 
  1 1  1 50,001 - 200,000 
  12 190,001 - 235,000 
  12 180,201 - 230,300 
  1 1  130,001 - 180,000 
  12 200,001 - 250,000 
  1 3  235,001 - 290,000 
  13 230,301 - 280,400 
  12 180,001 - 234,000 
  13 250,001 - 300,000 
  14 290,001 - 350,000 
  14 280,401 - 340,500 
  13 234,001 - 285,000 
  14 300,001 - 400,000 
  1 5 350,001 - 520,000 
  15 340,501 - 400,600 
  14 285,001 - 345,000 
  1 5 400,001 - 500,000 
  15 345,001 - 410,000 
  Phase Adept 
  Rune Warrior 
  Ocean Mage 
  Time Master 
  1 0,000 - 2,300 
  Shifter 
  Naut'YII Koral Shaper 
  Wolfen Quatoria 
  2 2,301 - 4,500 
  1 0,000 - 2, 120 
  1 0,000 - 2,420 
  1 0,000 - 2,650 
  3 4,501 - 10,000 
  2 2,121 - 4,240 
  2 2,42 1 - 4,840 
  2 2,65 1 - 5,300 
  4 10,001 - 20,000 
  3 4,241 - 8,480 
  3 4,841 - 9,620 
  3 5,301 - 1 1,000 
  5 20,001 - 30,000 
  4 8,48 1 - 16,960 
  4 9,62 1 - 1 9,200 
  4 1 1,001 - 21 ,000 
  6 30,001 - 42,000 
  5 16,961 - 24,960 
  5 19,201 - 27,400 
  5 2 1,001 - 32,000 
  7 42,001 - 65,000 
  6 24,961 - 34,960 
  6 27,401 - 38,500 
  6 32,001 - 42,000 
  8 65,001 - 85,000 
  7 34,961 - 49,960 
  7 38,501 - 53,000 
  7 42,001 - 62,000 
  9 85,001 - 1 10,000 
  8 49,961 - 69,960 
  8 53,001 - 75,600 
  8 62,001 - 90,000 
  10 1 10,001 - 160,000 
  9 69,961 - 94,960 
  9 75,601 - 100,700 
  9 90,001 - 120,000 
  1 1  160,001 - 210,000 
  10 94,961 - 129,960 
  10 100,701 - 140,800 
  10 120,001 - 170,000 
  12 210,001 - 285,000 
  1 1  129,961 - 1 79,960 
  1 1  140,801 - 200,900 
  1 1  170,001 - 220,000 
  13 285,001 - 370,000 
  12 179,961 - 229,960 
  12 200,901 - 250,400 
  12 220,001 - 290,000 
  14 370,001 - 450,000 
  13 229,961 - 279,960 
  13 250,401 - 300,500 
  13 290,001 - 400,000 
  1 5 450,001 - 575,000 
  14 279,961 - 329,960 
  14 300,501 - 380,600 
  14 400,001 - 500,000 
  1 5 329,961 - 389,961 
  1 5 380,601 - 480,700 
  1 5 500,001 - 700,000 
  Russian Sorcerer 
  a.k.a. Ley Line Walker 
  Spirit Warrior 
  Old Believer 
  Phase Mystic 
  1 0,000 - 2,240 
  1 0,000 - 2, 100 
  1 0,000 - 2,050 
  1 0,000 - 2,300 
  2 2,241 - 4,480 
  2 2, 101 - 4,200 
  2 2,05 1 - 4, 100 
  2 2,301 - 4,600 
  3 4,48 1 - 8,960 
  3 4,20 I - 8,400 
  3 4, 10 1  - 8,250 
  3 4,601 - 9,200 
  4 8,961 - 1 7,920 
  4 8,401 - 1 7,200 
  4 8,25 1 - 16,500 
  4 9,201 - 1 8,400 
  5 1 7,92 1 - 25,920 
  5 1 7,201 - 25,400 
  5 16,501 - 24,600 
  5 1 8,401 - 26,500 
  6 25,921 - 35,920 
  6 25,401 - 35,800 
  6 24,601 - 34,700 
  6 26,501 - 36,600 
  7 35,921 - 50,920 
  7 35,801 - 5 1,000 
  7 34,701 - 49,800 
  7 36,601 - 5 1,700 
  8 50,921 - 70,920 
  8 5 1,001 - 71,200 
  8 49,801 - 69,900 
  8 5 1,701 - 71,800 
  9 70,921 - 95,920 
  9 7 1,201 - 96,400 
  9 69,901 - 95,000 
  9 71,801 - 96,900 
  10 95,92 1 - 135,920 
  10 96,401 - 1 3 1 ,600 
  10 95,00 I - 130, 100 
  10 96,901 - 137,000 
  I I  135,921 - 185,920 
  1 1  13 1,601 - 181,800 
  1 1  130,101 - 180,200 
  I I  137,001 - 188, 1 00 
  12 185,921 - 225,920 
  12 181,801 - 232,000 
  12 180,201 - 230,300 
  12 188,101 - 229,200 
  13 225,92 1 - 275,920 
  13 232,001 - 282,200 
  13 230,301 - 280,400 
  13 229,201 - 279,300 
  14 275,921 - 335,920 
  14 282,201 - 342,400 
  14 280,401 - 340,500 
  14 279,301 - 340,400 
  15 335,921 - 395,920 
  15 342,401 - 402,600 
  1 5 340,501 - 400,600 
  15 340,401 - 400,000 
  298 
  Quentin Milton (Order #31246997)
  
  Stone Master 
  Temporal Warrior 
  Voodoo Priest 
  Yamabushi 
  1 0,000 - 2,400 
  I 0,000 - 2,200 
  1 0,000 - 2, 100 
  Demon Queller 
  2 2,401 - 4,800 
  2 2,201 - 4,400 
  2 2, 101 - 4, 1 50 
  1 0,000 - 2,500 
  3 4,801 - 9,600 
  3 4,401 - 8,800 
  3 4, 1 5 1  - 8,300 
  2 2,501 - 5,000 
  4 9,601 - 19,200 
  4 8,801 - 1 7,600 
  4 8,301 - 16,600 
  3 5,001 - 1 0,000 
  5 19,201 - 28,400 
  5 1 7,601 - 27,800 
  5 16,601 - 25,000 
  4 1 0,001 - 20,000 
  6 28,401 - 38,600 
  6 27,801 - 37,900 
  6 25,001 - 35,000 
  5 20,001 - 30,000 
  7 38,601 - 52,200 
  7 37,901 - 55, 100 
  7 35,001 - 50,000 
  6 30,001 - 50,000 
  8 52,201 - 72,400 
  8 55, 101 - 75,200 
  8 50,001 - 70,000 
  7 50,001 - 80,000 
  9 72,401 - 98,600 
  9 75,201 - 100,300 
  9 70,001 - 95,000 
  8 80,001 - 120,000 
  10 98,601 - 140,200 
  10 1 00,301 - 145,500 
  10 95,001 - 1 30,000 
  9 120,001 - 1 60,000 
  1 1  140,201 - 200,400 
  1 1  145,501 - 190,600 
  1 1  130,001 - 1 80,000 
  10 160,001 - 190,000 
  12 200,401 - 260,600 
  12 190,601 - 245,700 
  12 180,001 - 23 1,000 
  1 1  190,001 - 240,000 
  13 260,601 - 3 1 0,200 
  13 245,701 - 295,800 
  13 23 1,001 - 280,000 
  12 240,001 - 300,000 
  14 3 1 0,201 - 410,400 
  14 295,801 - 345,900 
  14 280,001 - 341,000 
  13 300,001 - 370,000 
  1 5 410,401 - 5 10,000 
  1 5 345,901 - 415,100 
  1 5 341,001 - 401,000 
  14 370,001 - 440,000 
  1 5 440,001 - 5 10,000 
  Sunaj Assassin 
  Temporal Wizard 
  Warlock & Witch 
  1 0,000 - 2,600 
  1 0,000 - 2,500 
  1 0,000 - 2,1 75 
  Techno-Wizard 
  2 2,601 - 5,200 
  2 2,501 - 5,000 
  2 2, 176 - 4,300 
  3 5,201 - 1 0,500 
  3 5,001 - 10,000 
  3 4,301 - 8,400 
  1 
  0,000-2,300 
  4 1 0,501 - 2 1,200 
  4 1 0,001 - 20,000 
  4 8,401 - 1 7,500 
  2 
  2,30 1-4,600 
  5 21,201 - 32,300 
  5 20,001 - 28,500 
  5 1 7,501 - 24,600 
  3 
  4,60 1-9,200 
  6 32,301 - 47,400 
  6 28,501 - 38,500 
  6 24,601 - 36,700 
  4 
  9,20 1-18,400 
  7 47,401 - 62,500 
  7 38,501 - 52,000 
  7 36,701 - 44,800 
  5 
  18,401-26,500 
  8 62,501 - 88,000 
  8 52,001 - 72,000 
  8 44,801 - 57,900 
  6 
  26,501-36,600 
  1 1  
  1 37,00 1-188, 100 
  9 88,001 - 1 12,000 
  9 72,001 - 105,000 
  9 57,901 - 94,000 
  10 1 12,001 - 163,000 
  1 0  105,001 - 140,000 
  10 94,001 - 130,000 
  7 
  36,601-5 1 ,700 
  12 
  1 88,00 1-229,200 
  1 1  163,001 - 222,000 
  1 1  140,001 - 190,000 
  1 1  130,001 - 190,000 
  8 
  51 ,70 1-7 1 ,800 
  13 229,20 1-279,300 
  12 222,001 - 295,000 
  12 190,001 - 235,000 
  12 190,001 - 240,000 
  9 
  7 1 ,80 1-96,900 
  14 279,301-340,400 
  13 295,001 - 395,000 
  13 235,001 - 290,000 
  13 240,001 - 280,000 
  10 96,90 1-137,000 
  1 5  340,401-400,000 
  14 395,001 - 495,000 
  14 290,001 - 350,000 
  14 280,001 - 330,000 
  1 5 495,001 - 595,000 
  1 5  350,001 - 520,000 
  15 330,001 - 400,000 
  Men of Arms 
  T - Monster Men 
  Tribal Shaman 
  Warlock Marine 
  1 0,000 - 2,500 
  Totem Warrior 
  Magic Specialist 
  Aero-Jock 
  2 2,501 - 5,500 
  1 0,000 - 2,050 
  I 0,000 - 2,200 
  1 0,000 - 2,000 
  3 5,501 - 1 0,500 
  2 2,05 1 - 4, 100 
  2 2,201 - 4,400 
  2 2,001 - 4,000 
  4 1 0,501 - 21,500 
  3 4, 101 - 8,250 
  3 4,401 - 8,900 
  3 4,001 - 8,200 
  5 21,501 - 3 1,500 
  4 8,25 1 - 1 6,500 
  4 8,901 - 1 8,000 
  4 8,201 - 16,400 
  6 3 1,501 - 46,500 
  5 1 6,501 - 24,600 
  5 1 8,001 - 26,000 
  5 1 6,401 - 24,500 
  7 46,501 - 64,000 
  6 24,601 - 34,700 
  6 26,001 - 36,000 
  6 24,501 - 34,600 
  8 64,001 - 85,000 
  7 34,701 - 49,800 
  7 36,001 - 52,000 
  7 34,601 - 49,700 
  9 85,001 - 1 10,000 
  8 49,801 - 69,900 
  8 52,001 - 76,000 
  8 49,701 - 69,800 
  10 1 10,001 - 160,000 
  9 69,901 - 95,000 
  9 76,001 - 100,000 
  9 69,801 - 94,900 
  1 1  1 60,001 - 210,000 
  10 95,001 - 130,100 
  10 100,001 - 150,000 
  10 94,901 - 129,000 
  12 210,001 - 285,000 
  I I  130,101 - 1 80,200 
  1 1  1 50,001 - 200,000 
  I I  129,001 - 179, 1 00 
  1 3  285,001 - 360,000 
  12 1 80,201 - 230,300 
  12 200,001 - 275,000 
  12 179,101 - 229,200 
  14 360,001 - 440,000 
  1 3  230,301 - 280,400 
  13 275,001 - 350,000 
  13 229,201 - 279,300 
  1 5 440,001 - 550,000 
  14 280,401 - 340,500 
  14 350,001 - 425,000 
  14 279,301 - 329,400 
  1 5 340,501 - 400,600 
  15 425,001 - 525,000 
  15 329,401 - 389,500 
  Tattooed Men 
  1 0,000 - 2,500 
  Undead Slayers 
  Wormspeaker 
  Anti - Robot Headhunter 
  2 2,501 - 5,000 
  1 0,000 - 2,500 
  1 0,000 - 2, 150 
  Tundra Ranger Cavalry 
  3 5,001 - 1 0,000 
  2 2,50 1  - 5,500 
  2 2, 1 5 1 - 4,300 
  1 0,000 - 2,150 
  4 1 0,001 - 20,000 
  3 5,501 - 10,500 
  3 4,301 - 8,600 
  2 2, 1 5 1  - 4,300 
  5 20,001 - 30,000 
  4 10,501 - 21,500 
  4 8,60 1  - 1 8,600 
  3 4,301 - 8,600 
  6 30,001 - 45,000 
  5 21,501 - 32,000 
  5 1 8,601 - 26,600 
  4 8,601 - 1 8,600 
  7 45,001 - 60,000 
  6 32,001 - 47,000 
  6 26,601 - 36,600 
  5 1 8,601 - 26,600 
  8 60,001 - 80,000 
  7 47,001 - 65,000 
  7 36,601 - 54,600 
  6 26,601 - 36,600 
  9 80,001 - 100,000 
  8 65,001 - 87,000 
  8 54,601 - 75,600 
  7 36,601 - 54,600 
  10 100,001 - 1 50,000 
  9 87,001 - 1 1 5,000 
  9 75,601 - 99,600 
  8 54,601 - 75,600 
  1 1  1 50,001 - 200,000 
  1 0  1 15,001 - 170,000 
  10 99,601 - 135,600 
  9 75,601 - 99,600 
  12 200,001 - 275,000 
  1 1  170,001 - 220,000 
  1 1  135,601 - 1 85,600 
  10 99,601 - 135,600 
  1 3  275,001 - 350,000 
  12 220,001 - 300,000 
  12 1 85,601 - 240,600 
  I I  135,601 - 185,600 
  14 350,001 - 425,000 
  13 300,001 - 400,000 
  13 240,601 - 290,600 
  12 185,601 - 240,600 
  1 5 425,001 - 525,000 
  14 400,001 - 500,000 
  14 290,601 - 343,600 
  13 240,601 - 290,600 
  1 5 500,001 - 600,000 
  1 5 343,601 - 423,600 
  14 290,601 - 343,600 
  15 343,601 - 423,600 
  299 
  Quentin Milton (Order #31246997)
  
  Bandit O.C.C. 
  Combat Soldier 
  Crazy 
  CyberSlinger Cyborgs 
  1 0,000 - 1,860 
  PolicelEnforcement 
  1 0,000 - 2, 140 
  1 0,000 - 2, 100 
  2 1,86 1  - 3,600 
  1 0,000 - 1,970 
  2 2, 141 - 4,280 
  2 2, 10 1  - 4,200 
  3 3,601 - 7,000 
  2 1 ,97 1  - 3,940 
  3 4,28 1 - 8,560 
  3 4,201 - 8,400 
  4 7,001 - 14.400 
  3 3,941 - 7,880 
  4 8,561 - 1 7,520 
  4 8,401 - 1 7,200 
  5 14,401 - 23,400 
  4 7,881 - 14,880 
  5 1 7,521 - 25,520 
  5 17,201 - 25,400 
  6 23,401 - 34,400 
  5 14,881 - 21,880 
  6 25,521 - 35,520 
  6 25,401 - 35,800 
  7 14,401 - 44,400 
  6 21 ,881 - 3 1,880 
  7 35,521 - 50,520 
  7 35,801 - 5 1,000 
  8 44,401 - 60,400 
  7 3 1,881 - 41,220 
  8 50,521 - 7 1,000 
  8 5 1,001 - 7 1,200 
  9 60,401 - 80,400 
  8 41,221 - 54,440 
  9 71,001 - 96, 100 
  9 7 1,201 - 96,400 
  10 80,401 - 1 10,400 
  9 54,441 - 74,660 
  10 96, 101 - 13 1,200 
  10 96,401 - 1 3 1 ,600 
  1 1  1 10,401 - 145,400 
  10 74,661 - 1 04,880 
  1 1  1 3 1 ,201 - 181,300 
  1 1  1 3 1 ,601 - 181,800 
  12 145,401 - 195,400 
  1 1  104,881 - 139,220 
  12 18 1,301 - 23 1,400 
  12 18 1,801 - 232,000 
  13 195,401 - 245,400 
  12 139,221 - 1 89,440 
  13 23 1,401 - 281,500 
  13 232,001 - 282,200 
  14 245,401 - 290,400 
  13 1 89,441 - 239,660 
  14 281,501 - 341,600 
  14 282,201 - 342,400 
  1 5 290,401 - 340,400 
  14 239,661 - 290,880 
  15 341,601 - 401,700 
  15 342,401 - 402,600 
  1 5 290,881 - 335,000 
  Borg 
  Cyber-Sam urai 
  Cyborg Shocktroopers 
  Head Hunter 
  Comm. Officer, Medical 
  1 0,000 - 2, 100 
  1 0,000 - 2,500 
  Glitter Boy 
  Officer, Field Mechanic 
  2 2,101 - 4,200 
  2 2,601 - 5,000 
  1 0,000 - 2, 100 
  1 0,000 - 1,925 
  3 4,201 - 8,400 
  3 5,00 1 - 1 0,000 
  2 2, 1 0 1  - 4,200 
  2 1 ,926 - 3,850 
  4 8,401 - 17,200 
  4 1 0,001 - 20,000 
  3 4,201 - 8,400 
  3 3,85 1 - 7,450 
  5 1 7,201 - 25,400 
  5 20,001 - 30,000 
  4 8,401 - 1 7,200 
  4 7,45 1 - 1 5,000 
  6 25,401 - 35,800 
  6 30,001 - 40,000 
  5 1 7,201 - 25,400 
  5 1 5,001 - 21,500 
  7 35,801 - 5 1,000 
  7 40,001 - 55,000 
  6 25,401 - 35,800 
  6 2 1,501 - 3 1,500 
  8 5 1,001 - 71,200 
  8 55,001 - 80,000 
  7 35,801 - 5 1,000 
  7 3 1,501 - 41,500 
  9 7 1,201 - 96,400 
  9 80,001 - 105,000 
  8 5 1,001 - 71 ,200 
  8 41,501 - 54,000 
  10 96,401 - 1 3 1 ,600 
  10 105,001 - 1 50,000 
  9 71,201 - 96,400 
  9 54,001 - 75,000 
  1 1  1 3 1 ,601 - 1 8 1,800 
  1 1  1 50,001 - 200,000 
  10 96,401 - 1 3 1 ,600 
  10 75,001 - 1 05,000 
  12 181,801 - 232,000 
  12 200,001 - 250,000 
  1 1  1 3 1 ,601 - 181,800 
  1 1  105,001 - 140,000 
  13 232,001 - 282,200 
  13 250,001 - 3 10,000 
  12 181,801 - 232,000 
  12 140,001 - 190,000 
  14 282,201 - 342,400 
  14 3 1 0,001 - 380,000 
  13 232,001 - 282,200 
  13 190,001 - 240,000 
  15 342,401 - 402,600 
  1 5 380,001 - 450,000 
  14 282,201 - 342,400 
  14 240,001 - 300,000 
  1 5  342,401 - 402,600 
  1 5 300,001 - 350,000 
  Cyber-Knight 
  Cyborg Soldier 
  Crazy 
  1 0,000 - 2, 150 
  Bounty Hunter O.C.C. 
  Cosmo-Knight 
  1 0,000 - 2, 140 
  2 2, 1 5 1  - 4,300 
  Mountain Giant R.C.C. 
  1 0,000 - 3,000 
  2 2, 14 1  - 4,280 
  3 4,301 - 8,600 
  1 0,000 - 2, 120 
  2 3,00 1  - 5,400 
  3 4,281 - 8,560 
  4 8,60 1  - 1 8,600 
  2 2, I I I  - 4,240 
  3 5,401 - 1 0,800 
  4 8,561 - 1 7,520 
  5 1 8,601 - 26,600 
  3 4,291 - 8,480 
  4 1 0,801 - 2 1,600 
  5 1 7,521 - 25,520 
  6 26,601 - 36,600 
  4 8,441 - 1 6,880 
  5 2 1,601 - 3 1,600 
  6 25,521 - 35,520 
  7 36,601 - 54,600 
  5 16,881 - 24,880 
  6 3 1 ,601 - 50,000 
  7 35,521 - 50,520 
  8 54,601 - 75,600 
  6 24,881 - 34,880 
  7 50,001 - 80,000 
  8 50,521 - 71,000 
  9 75,601 - 99,600 
  7 34,881 - 49,880 
  8 80,001 - 120,000 
  9 71,001 - 96, 1 00 
  10 99,601 - 1 35,600 
  8 49,881 - 69,880 
  9 120,001 - 1 70,000 
  10 96, 101 - 1 3 1 ,200 
  1 1  135,601 - 185,600 
  9 69,881 - 94,880 
  10 170,001 - 230,000 
  1 1  13 1,201 - 181,300 
  12 185,601 - 240,600 
  1 0 94,881 - 129,880 
  1 1  230,001 - 300,000 
  12 181,301 - 23 1,400 
  13 240,601 - 290,600 
  1 1  129,881 - 179,880 
  12 300,001 - 380,000 
  13 23 1,401 - 281,500 
  14 290,601 - 343,600 
  12 179,881 - 229,880 
  13 380,001 - 470,000 
  14 281,501 - 341,600 
  15 343,601 - 423,600 
  13 229,881 - 279,880 
  14 470,001 - 600,000 
  1 5 341,601 - 401,700 
  14 279,881 - 329,880 
  1 5 600,001 - 800,000 
  Descended Glitter Boy Pilot 
  1 5 329,881 - 389,880 
  Cyberai 
  1 0,000 - 2, 1 50 
  Cossack, Wingrider 
  1 0,000 - 2,650 
  2 2, 1 5 1  - 4,300 
  CAF Trooper 
  Heavy Machine 
  2 2,65 1 - 5,300 
  3 4,301 - 8,400 
  1 0,000 - 2, 150 
  1 0,000 - 2, 1 50 
  3 5,301 - 1 1,000 
  4 8,401 - 17,500 
  2 2, 1 5 1  - 4,250 
  2 2, 1 5 1  - 4,300 
  4 1 1,001 - 21,000 
  5 1 7,501 - 25,600 
  3 4,25 1 - 8,850 
  3 4,301 - 8,600 
  5 21,001 - 32,000 
  6 25,601 - 35,700 
  4 8,85 1 - 1 7,000 
  4 8,601 - 1 8,600 
  6 32,001 - 42,000 
  7 35,701 - 52,800 
  5 1 7,001 - 25,000 
  5 1 8,601 - 26,600 
  7 42,001 - 62,000 
  8 52,801 - 72,900 
  6 25,001 - 35,000 
  6 26,601 - 36,600 
  8 62,001 - 90,000 
  9 72,901 - 98,500 
  7 35,001 - 50,000 
  7 36,601 - 54,600 
  9 90,001 - 120,000 
  10 98,501 - 132,500 
  8 50,001 - 70,000 
  8 54,601 - 75,600 
  10 120,001 - 170,000 
  1 1  132,501 - 1 83,500 
  9 70,001 - 95,000 
  9 75,601 - 99,600 
  1 1  170,00 1 - 220,000 
  12 1 83,501 - 235,000 
  1 0  95,00 1 - 130,000 
  1 0  99,601 - 1 35,600 
  12 220,001 - 290,000 
  13 235,001 - 285,000 
  1 1  130,001 - 180,000 
  1 1  135,601 - 1 85,600 
  13 290,001 - 400,000 
  14 285,001 - 345,000 
  12 1 80,001 - 230,000 
  12 185,601 - 240,600 
  14 400,001 - 500,000 
  1 5 345,001 - 410,000 
  13 230,001 - 280,000 
  13 240,601 - 290,600 
  1 5 500,001 - 700,000 
  14 280,001 - 330,000 
  14 290,601 - 343,600 
  1 5 330,001 - 400,000 
  1 5 343,601 - 423,600 
  300 
  Quentin Milton (Order #31246997)
  
  Destroyer 'Borg 
  Ojahee 'Borg 
  13 250,501 - 300,000 
  13 240,001 - 290,000 
  Inca Warrior 
  Ultra - Crazy 
  14 300,001 - 400,000 
  14 290,001 - 360,000 
  1 0,000 - 2, 150 
  Arkhon Spectral Hunter 
  1 5 400,001 - 500,000 
  15 360,001 - 420,000 
  2 2, 1 5 1  - 4,300 
  1 0,000 - 2,650 
  3 4,301 - 8,600 
  2 2,65 1 - 5,300 
  Glitter Force Trooper 
  Gunslinger 
  4 8,601 - 1 7,200 
  3 5,301 - 1 1,000 
  1 0,000 - 2,200 
  Wired-Gunslinger 
  5 1 7,201 - 25,500 
  4 1 1,001 - 2 1,000 
  2 2,201 - 4,400 
  1 0,000 - 2, 160 
  6 25,501 - 36,000 
  5 21,001 - 32,000 
  3 4,401 - 8,800 
  2 2,161 - 4,320 
  7 36,001 - 52,000 
  6 32,001 - 42,000 
  4 8,801 - 1 7,600 
  3 4,321 - 8,640 
  8 52,001 - 73,000 
  7 42,001 - 62,000 
  5 17,601 - 27,800 
  4 8,64 1 - 1 8,000 
  9 73,001 - 98,000 
  8 62,001 - 90,000 
  6 27,801 - 37,900 
  5 1 8,001 - 27,000 
  10 98,001 - 1 34,000 
  9 90,001 - 120,000 
  7 37,901 - 55, 100 
  6 27,001 - 38,500 
  1 1  134,001 - 1 84,000 
  10 120,001 - 1 70,000 
  8 55, 101 - 75,200 
  7 38,501 - 54,700 
  12 1 84,001 - 240,000 
  1 1  170,001 - 220,000 
  9 75,201 - 100,300 
  8 54,701 - 77,000 
  1 3  240,001 - 295,000 
  12 220,001 - 290,000 
  10 100,301 - 145,500 
  9 77,001 - 100,300 
  14 295,001 - 365,000 
  13 290,001 - 400,000 
  1 1  145,501 - 190,600 
  10 100,301 - 140,500 
  1 5 365,001 - 425,000 
  1 4 400,001 - 500,000 
  12 190,601 - 245,700 
  1 1  140,501 - 21 0,000 
  1 5 500,001 - 700,000 
  13 245,701 - 295,800 
  12 210,001 - 250,700 
  Dragon Borg 
  14 295,801 - 345,900 
  13 250,701 - 325,000 
  Japanese Borg 
  Freedom Fighter 
  1 5 345,901 - 415, 1 00 
  14 325,001 - 395,500 
  1 0,000 - 2, 175 
  1m perial Security 
  15 395,501 - 455,700 
  2 2, 1 76 - 4,300 
  Galactic Tracer 
  Glitter Girl Pilot 
  3 4,301 - 8,400 
  1 0,000 - 2, 100 
  1 0,000 - 2, 150 
  Gypsy Enforcer 
  4 8,401 - 1 7,500 
  2 2,101 - 4,200 
  2 2, 1 5 1  - 4,500 
  1 0,000 - 1 ,900 
  5 1 7,501 - 24,600 
  3 4,201 - 8,400 
  3 4,501 - 8,800 
  2 1 ,901 - 3,800 
  6 24,601 - 36,700 
  4 8,401 - 1 7,200 
  4 8,801 - 1 8,000 
  3 3,801 - 7,300 
  7 36,701 - 44,800 
  5 1 7,201 - 25,400 
  5 1 8,001 - 26,000 
  4 7,301 - 14,300 
  8 44,801 - 57,900 
  6 25,401 - 35,800 
  6 26,001 - 36,300 
  5 14,301 - 2 1,000 
  9 57,901 - 94,000 
  7 35,801 - 5 1,000 
  7 36,301 - 53,500 
  6 2 1,001 - 30,000 
  10 94,001 - 130,000 
  8 5 1,001 - 71 ,200 
  8 53,501 - 74,500 
  7 30,001 - 40,000 
  1 1  130,001 - 190,000 
  9 71,201 - 96,400 
  9 74,501 - 100,000 
  8 40,001 - 53,000 
  12 190,001 - 240,000 
  10 96,401 - 1 3 1,600 
  10 100,001 - 135,000 
  9 53,001 - 73,000 
  1 3  240,001 - 280,000 
  1 1  1 3 1 ,601 - 181,800 
  1 1  135,001 - 1 85,500 
  10 73,001 - 103,000 
  14 280,001 - 330,000 
  12 181,801 - 232,000 
  12 185,501 - 237,500 
  1 1  103,001 - 138,000 
  1 5 330,001 - 400,000 
  1 3  232,001 - 282,200 
  13 237,501 - 297,500 
  12 138,001 - 1 88,000 
  14 282,201 - 342,400 
  14 297,501 - 357,500 
  13 188,001 - 238,000 
  Ojahee 
  1 5 342,401 - 402,600 
  1 5 357,501 - 41 7,000 
  14 238,001 - 288,000 
  1 0,000 - 2,200 
  15 288,001 - 330,000 
  2 2,201 - 4,400 
  Freelancer 
  Gun Brother, 
  3 4,401 - 8,900 
  Symbiotic Warrior 
  Invincible Guard 
  Headhunter Assassin 
  4 8,901 - 1 8,000 
  1 0,000 - 1,900 
  1 0,000 - 2,300 
  1 0,000 - 2,200 
  5 1 8,001 - 26,000 
  2 1,901 - 3,700 
  2 2,301 - 4,500 
  2 2,201 - 4,400 
  6 26,001 - 36,000 
  3 3,701 - 7,400 
  3 4,501 - 10,000 
  3 4,401 - 8,800 
  7 36,001 - 52,000 
  4 7,401 - 14,800 
  4 10,001 - 20,000 
  4 8,801 - 1 7,600 
  8 52,001 - 76,000 
  5 14,801 - 22,100 
  5 20,001 - 30,000 
  5 1 7,601 - 27,800 
  9 76,001 - 100,000 
  6 22, 101 - 3 1,200 
  6 30,001 - 42,000 
  6 27,801 - 37,900 
  10 100,001 - 150,000 
  7 3 1,201 - 41,300 
  7 42,001 - 65,000 
  7 37,901 - 55, 100 
  1 1  1 50,001 - 200,000 
  8 41,301 - 54,400 
  8 65,001 - 85,000 
  8 55, 101 - 75,200 
  12 200,001 - 275,000 
  9 54,401 - 75,500 
  9 85,001 - 1 10,000 
  9 75,201 - 100,300 
  13 275,001 - 350,000 
  10 75,501 - 105,600 
  10 1 10,001 - 160,000 
  10 100,301 - 145,500 
  14 350,001 - 425,000 
  1 1 105,601 - 140,700 
  1 1  160,001 - 2 10,000 
  1 1  145,501 - 190,600 
  1 5 425,001 - 525,000 
  12 140,701 - 190,800 
  12 210,001 - 285,000 
  12 190,601 - 245,700 
  13 190,801 - 240,900 
  13 285,001 - 370,000 
  13 245,701 - 295,800 
  Fallam Battlemaster 
  14 240,901 - 292,000 
  14 370,001 - 450,000 
  14 295,801 - 345,900 
  1 0,000 - 2,300 
  1 5 292,001 - 335,000 
  1 5  450,001 - 575,000 
  1 5 345,901 - 415,100 
  2 2,301 - 4,500 
  3 4,501 - 10,000 
  Full Conversion Bio - Borgs 
  Gunfighter 
  4 1 0,001 - 20,000 
  1 0,000 - 2,200 
  1 0,000 - 2, 100 
  5 20,001 - 30,000 
  2 2,201 - 4,400 
  2 2,101 - 4,200 
  6 30,001 - 42,000 
  3 4,401 - 8,800 
  3 4,201 - 8,400 
  7 42,001 - 65,000 
  4 8,801 - 1 7,600 
  4 8,401 - 16,800 
  8 65,001 - 85,000 
  5 1 7,601 - 25,000 
  5 16,801 - 26,000 
  9 85,001 - 1 10,000 
  6 25,001 - 35,000 
  6 26,001 - 36,400 
  10 1 10,001 - 160,000 
  7 35,001 - 50,500 
  7 36,401 - 53,000 
  1 1  160,001 - 210,000 
  8 50,501 - 75,500 
  8 53,001 - 74,000 
  12 210,001 - 285,000 
  9 75,501 - 100,500 
  9 74,001 - 98,000 
  1 3  285,001 - 370,000 
  10 100,501 - 150,500 
  10 98,001 - 138,000 
  14 370,001 - 450,000 
  1 1  1 50,501 - 200,500 
  1 1  138,001 - 190,000 
  1 5  450,001 - 575,000 
  12 200,501 - 250,500 
  12 190,001 - 240,000 
  301 
  Quentin Milton (Order #31246997)
  
  Headhunter Techno-Warrior 
  Intelligence Commando 
  Larhold Human Renegade 
  Momano Headhunter 
  1 0,000 - 2, 100 
  1 0,000 - 2, 150 
  Plains 'Borg 
  1 0,000 - 2, 150 
  2 2, 101 - 4,200 
  2 2, 1 5 1  - 4,300 
  Megaversal Trooper 
  2 2, 1 5 1  - 4,300 
  3 4,201 - 8,400 
  3 4,301 - 8,600 
  1 0,000 - 2, 1 00 
  3 4,301 - 8,600 
  4 8,401 - 1 7,200 
  4 8,601 - 1 7,200 
  2 2,101 - 4,200 
  4 8,60 I - 17,200 
  5 1 7,201 - 25,400 
  5 1 7,201 - 25,500 
  3 4,201 - 8,400 
  5 1 7,201 - 25,500 
  6 25,401 - 35,800 
  6 25,501 - 36,000 
  4 8,401 - 1 7,200 
  6 25,501 - 36,000 
  7 35,801 - 5 1,000 
  7 36,001 - 52,000 
  5 1 7,201 - 25,400 
  7 36,001 - 52,000 
  8 5 1,001 - 71,200 
  8 52,001 - 73,000 
  6 25,401 - 35,800 
  8 52,001 - 73,000 
  9 71,201 - 96,400 
  9 73,001 - 98,000 
  7 35,801 - 5 1,000 
  9 73,001 - 98,000 
  1 0 96,401 - 131,600 
  10 98,001 - 1 34,000 
  8 5 1,001 - 7 1,200 
  10 98,001 - 134,000 
  1 1  1 3 1 ,601 - 181,800 
  1 1  134,001 - 184,000 
  9 71,201 - 96,400 
  1 1  134,001 - 1 84,000 
  1 2  181,801 - 232,000 
  12 1 84,001 - 240,000 
  10 96,401 - 1 3 1,600 
  12 184,001 - 240,000 
  13 232,001 - 282,200 
  13 240,001 - 295,000 
  1 1  131,601 - 181,800 
  13 240,001 - 295,000 
  14 282,201 - 342,400 
  14 295,001 - 365,000 
  12 18 1,801 - 232,000 
  14 295,001 - 385,000 
  1 5 342,401 - 402,600 
  1 5 365,001 - 425,000 
  13 232,001 - 282,200 
  15 385,001 - 450,000 
  14 282,201 - 342,400 
  Highwayman O.C.C. 
  Intelligence Officer 
  1 5 342,401 - 402,400 
  Naut'YII Soldier 
  Justice Ranger, lst Cavalry 
  1 0,000 - 2, 100 
  1 0,000 - 1 ,900 
  1 0,000 - 2,000 
  2 2, 101 - 4,200 
  Light Machine Cyborg 
  2 1 ,901 - 3,800 
  2 2,001 - 4,000 
  3 4,201 - 8,400 
  1 0,000 - 2, 100 
  3 3,801 - 7,300 
  3 4,001 - 8,200 
  4 8,401 - 16,800 
  2 2, 101 - 4,200 
  4 7,301 - 14,300 
  4 8,201 - 6,400 
  5 16,801 - 25,000 
  3 4,201 - 8,400 
  5 14,301 - 21,000 
  5 6,401 - 24,500 
  6 25,001 - 35,000 
  4 8,401 - 16,800 
  6 2 1,001 - 30,000 
  6 24,501 - 34,600 
  7 35,001 - 50,000 
  5 16,801 - 25,000 
  7 30,001 - 40,000 
  7 34,601 - 49,700 
  8 50,001 - 70,000 
  6 25,001 - 35,000 
  8 40,001 - 53,000 
  8 49,701 - 69,800 
  9 70,001 - 95,000 
  7 35,001 - 50,000 
  9 53,001 - 73,000 
  9 69,801 - 94,900 
  10 95,001 - 130,000 
  8 50,001 - 70,000 
  10 73,001 - 103,000 
  10 94,901 - 129,000 
  1 1  130,001 - 1 80,000 
  9 70,001 - 95,000 
  1 1  103,001 - 138,000 
  1 1  129,001 - 179, 1 00 
  12 180,001 - 234,000 
  10 95,001 - 130,000 
  12 138,001 - 188,000 
  12 179, 101 - 229,200 
  13 234,001 - 285,000 
  1 1  130,001 - 180,000 
  13 188,001 - 238,000 
  1 3  229,201 - 279,300 
  14 285,001 - 345,000 
  12 180,001 - 234,000 
  14 238,001 - 288,000 
  14 279,301 - 329,400 
  1 5 345,001 - 410,000 
  13 234,001 - 285,000 
  15 288,001 - 330,000 
  1 5 329,401 - 389,500 
  14 285,001 - 345,000 
  Knights (general) 
  15 345,001 - 41 0,000 
  Navy Marine 
  Hospitaller Knights 
  1 0,000 - 2, 100 
  1 0,000 - 1,970 
  1 0,000 - 2, 150 
  2 2, 101 - 4,200 
  Mechanized Cavalry 
  2 1,97 1  - 3,940 
  2 2, 1 5 1  - 4,300 
  3 4,201 - 8,400 
  1 0,000 - 2,050 
  3 3,941 - 7,880 
  3 4,301 - 8,600 
  4 8,401 - 16,800 
  2 2,05 1 - 4, 100 
  4 7,88 1 - 14,880 
  4 8,601 - 1 7,200 
  5 16,801 - 25,000 
  3 4,101 - 8,250 
  5 14,881 - 21,880 
  5 1 7,201 - 25,500 
  6 25,001 - 35,000 
  4 8,25 1 - 1 6,500 
  6 2 1,881 - 3 1,880 
  6 25,501 - 36,000 
  7 35,001 - 50,000 
  5 18,501 - 24,600 
  7 3 1,881 - 41,220 
  7 36,001 - 52,000 
  8 50,001 - 70,000 
  6 24,601 - 34,700 
  8 41,221 - 54,440 
  8 52,001 - 73,000 
  9 70,001 - 95,000 
  7 34,701 - 49,800 
  9 54,441 - 74,660 
  9 73,001 - 98,000 
  10 95,001 - 130,000 
  8 49,801 - 69,900 
  10 74,661 - 1 04,880 
  10 98,001 - 134,000 
  1 1  130,001 - 1 80,000 
  9 69,901 - 95,000 
  1 1  104,881 - 139,220 
  1 1  134,001 - 184,000 
  12 180,001 - 234,000 
  10 95,001 - 130,000 
  12 139,221 - 189,440 
  12 184,001 - 240,000 
  13 234,001 - 285,000 
  1 1  1 30,001 - 180,200 
  13 1 89,441 - 239,660 
  13 240,001 - 295,000 
  14 285,001 - 345,000 
  12 180,201 - 230,000 
  14 239,661 - 290,880 
  14 295,001 - 365,000 
  1 5 345,001 - 410,000 
  13 230,001 - 280,400 
  1 5 290,881 - 335,000 
  1 5 365,001 - 425,000 
  14 280,401 - 340,500 
  Knights of Camelot 
  15 340,501 - 400,600 
  Ninja Borg 
  Infantry Grunt 
  Royal Knights 
  Ninja Crazy 
  City Police 
  Human Nexus Knights 
  Mindwerks Cyborg 
  1 0,000 - 2, 140 
  1 0,000 - 1,925 
  1 0,000 - 2, 150 
  Standard Crazy 
  2 2, 141 - 4,280 
  2 1,926 - 3,850 
  2 2, 1 5 1  - 4,300 
  1 0,000 - 2, 140 
  3 4,28 1 - 8,560 
  3 3,85 1 - 7,450 
  3 4,301 - 8,600 
  2 2, 141 - 4,280 
  4 8,561 - 1 7,520 
  4 7,45 1 - 1 5,000 
  4 8,601 - 1 7,200 
  3 4,28 1 - 8,560 
  5 1 7,521 - 25,520 
  5 15,001 - 21,500 
  5 1 7,201 - 25,500 
  4 8,561 - 1 7,520 
  6 25,521 - 35,520 
  6 2 1,501 - 3 1,500 
  6 25,501 - 36,000 
  5 1 7,521 - 25,520 
  7 35,521 - 50,520 
  7 3 1,501 - 41 ,500 
  7 36,001 - 52,000 
  6 25,521 - 35,520 
  8 50,52 1 - 71,000 
  8 41,501 - 54,000 
  8 52,001 - 73,000 
  7 35,521 - 50,520 
  9 71 ,001 - 96, 100 
  9 54,001 - 75,000 
  9 73,001 - 98,000 
  8 50,521 - 71,000 
  10 96, 101 - 1 3 1,200 
  10 75,001 - 105,000 
  1 0  98,001 - 134,000 
  9 71,001 - 96,000 
  1 1  131,201 - 181,300 
  1 1  105,001 - 140,000 
  1 1  134,001 - 184,000 
  10 96,001 - 1 3 1,200 
  12 181,301 - 23 1,400 
  12 140,001 - 190,000 
  12 184,001 - 240,000 
  1 1  131,201 - 1 8 1,300 
  13 23 1,401 - 281,500 
  13 190,001 - 240,000 
  13 240,001 - 295,000 
  12 18 1,301 - 23 1,400 
  14 281,501 - 341,600 
  14 240,001 - 300,000 
  14 295,001 - 365,000 
  13 23 1,401 - 28 1,500 
  15 341,601 - 400,700 
  1 5  300,001 - 350,000 
  1 5 365,001 - 425,000 
  14 28 1,501 - 34 1,600 
  15 341,601 - 401,700 
  302 
  Quentin Milton (Order #31246997)
  
  Noro Mystic Warrior 
  Pirate, South America 
  Psi-Slinger 
  Republic Infantrymen 
  1 0,000 - 2,200 
  1 0,000 - 1 ,900 
  1 0,000 - 2, 150 
  1 0,000 - 1,950 
  2 2,201 - 4,400 
  2 1,901 - 3,800 
  2 2, 1 5 1  - 4,300 
  2 1,95 1 - 3,900 
  3 4,401 - 8,900 
  3 3,801 - 7,300 
  3 4,301 - 9,600 
  3 3,901 - 3,800 
  4 8,901 - 1 8,000 
  4 7,301 - 14,300 
  4 9,601 - 1 8,200 
  4 8,801 - 1 7,600 
  5 1 8,001 - 26,000 
  5 14,301 - 2 1,000 
  5 1 8,201 - 28,400 
  5 1 7,601 - 35,600 
  6 26,001 - 36,000 
  6 2 1,001 - 3 1,000 
  6 28,401 - 38,600 
  6 35,601 - 50,600 
  7 36,001 - 52,000 
  7 3 1,001 - 41 ,000 
  7 38,601 - 54,800 
  7 50,601 - 70,600 
  8 52,001 - 76,000 
  8 41,001 - 53,000 
  8 54,801 - 75,200 
  8 70,600 - 95,600 
  9 76,001 - 100,000 
  9 53,001 - 73,000 
  9 75,201 - 100,400 
  9 95,601 - 125,600 
  10 100,001 - 150,000 
  10 73,001 - 1 03,000 
  10 100,401 - 132,600 
  10 125,601 - 175,600 
  1 1  150,001 - 200,000 
  1 1  103,001 - 138,000 
  1 1  132,601 - 185,800 
  1 1  1 75,601 - 225,600 
  12 200,001 - 275,000 
  12 138,001 - 188,000 
  12 185,801 - 240,200 
  12 225,601 - 275,600 
  13 275,001 - 350,000 
  13 188,001 - 238,000 
  13 240,201 - 295,400 
  13 275,601 - 325,600 
  14 350,001 - 425,000 
  14 238,001 - 288,000 
  14 295,401 - 365,600 
  14 325,601 - 375,600 
  1 5 425,001 - 525,000 
  1 5 288,001 - 328,000 
  15 365,601 - 425,800 
  15 375,601 - 425,600 
  Null Psyborg 
  Pirate Slaver 
  Psynetic Crazy 
  River Pirate 
  1 0,000 - 2, 100 
  1 0,000 - 2, 120 
  1 0,000 - 2,250 
  Privateer 
  2 2,101 - 4,200 
  2 2, 1 1 1  - 4,240 
  2 2,25 1 - 4,400 
  1 0,000 - 2,000 
  3 4,201 - 8,400 
  3 4,22 1 - 8,480 
  3 4,401 - 8,800 
  2 2,001 - 4,000 
  4 8,401 - 16,800 
  4 8,441 - 16,880 
  4 8,801 - 1 7,600 
  3 4,001 - 8,200 
  5 16,801 - 25,000 
  5 16,880 - 24,880 
  5 1 7,601 - 24,000 
  4 8,201 - 16,400 
  6 25,001 - 35,000 
  6 24,881 - 34,880 
  6 25,001 - 35,000 
  5 16,401 - 24,500 
  7 35,001 - 50,000 
  7 34,881 - 49,880 
  7 35,001 - 50,500 
  6 24,501 - 34,600 
  8 50,001 - 70,000 
  8 49,881 - 69,880 
  8 50,501 - 72,500 
  7 34,601 - 49,700 
  9 70,001 - 95,000 
  9 69,881 - 94,880 
  9 72,501 - 98,500 
  8 49,701 - 69,800 
  10 95,001 - 130,000 
  10 94,881 - 129,880 
  10 98,501 - 140,500 
  9 69,801 - 94,900 
  1 1  130,001 - 180,000 
  1 1  129,881 - 179,880 
  1 1  140,501 - 200,500 
  10 94,901 - 129,000 
  12 180,001 - 234,000 
  12 179,881 - 229,880 
  12 200,501 - 250,500 
  1 1  129,001 - 179, 100 
  13 234,001 - 285,000 
  13 229,881 - 279,880 
  13 250,501 - 300,500 
  12 179,101 - 229,200 
  14 285,001 - 345,000 
  14 279,881 - 329,880 
  14 300,501 - 400,500 
  13 229,201 - 279,300 
  1 5 345,001 - 410,000 
  1 5 329,881 - 389,880 
  15 400,401 - 500,000 
  14 279,301 - 329,400 
  15 329,401 - 389,500 
  Pecos Raider 
  Police TRG 
  Reaver Bandit 
  a.k.a. Bandit 
  1 0,000 - 2, 140 
  1 0,000 - 1,875 
  Road Sentinel 
  1 0,000 - 1,860 
  2 2, 141 - 4,280 
  2 1,876 - 3,750 
  Special Ops Soldier 
  2 1,861 - 3,600 
  3 4,281 - 8,560 
  3 3,75 1 - 7,250 
  1 0,000 - 2, 150 
  3 3,601 - 7,000 
  4 8,561 - 1 7,520 
  4 7,25 1 - 14, 1 00 
  2 2, 1 5 1  - 4,300 
  4 7,001 - 14,400 
  5 1 7,521 - 25,520 
  5 14,101 - 21,200 
  3 4,301 - 8,600 
  5 14,401 - 23,400 
  6 25,521 - 35,520 
  6 2 1,201 - 3 1,200 
  4 8,601 - 18,600 
  6 23,401 - 34,400 
  7 35,521 - 50,520 
  7 3 1,201 - 41,200 
  5 1 8,601 - 26,600 
  7 34,401 - 44,400 
  8 50,521 - 71 ,000 
  8 41,201 - 5 1,200 
  6 26,601 - 36,600 
  8 44,401 - 60,400 
  9 71,001 - 96, 100 
  9 5 1,201 - 71,200 
  7 36,601 - 54,600 
  9 60,401 - 80,400 
  10 96, 101 - 131,200 
  10 71,201 - 101,500 
  8 54,601 - 75,600 
  10 80,401 - 1 10,400 
  1 1  131,201 - 181,300 
  1 1  101,501 - 136,500 
  9 75,601 - 99,600 
  1 1  1 10,401 - 145,400 
  12 181,301 - 23 1,400 
  12 136,501 - 186,500 
  10 99,601 - 135,600 
  12 145,401 - 195,400 
  13 23 1,401 - 281,500 
  13 186,501 - 236,500 
  1 1  135,601 - 185,600 
  13 195,401 - 245,400 
  14 281,501 - 341,600 
  14 236,501 - 286,500 
  12 185,601 - 240,600 
  14 245,401 - 290,400 
  1 5 341,601 - 400,700 
  15 286,501 - 326,500 
  13 240,601 - 290,600 
  1 5 290,401 - 340,400 
  14 290,601 - 343,600 
  Power Armor Commando 
  Reaver Military Scout 
  1 5 343,601 - 423,600 
  Pirate 
  1 0,000 - 2,200 
  Reaver Soldier 
  1 0,000 - 1,900 
  2 2,201 - 4,400 
  1 0,000 - 1,925 
  Roadganger 
  2 1,901 - 3,800 
  3 4,401 - 8,800 
  2 1,926 - 3,850 
  1 0,000 - 1,970 
  3 3,801 - 7,300 
  4 8,801 - 17,600 
  3 3,85 1 - 7,450 
  2 1,971 - 3,940 
  4 7,301 - 14,300 
  5 1 7,601 - 27,800 
  4 7,45 1 - 1 5,000 
  3 3,941 - 7,880 
  5 14,301 - 22,800 
  6 27,801 - 37,900 
  5 1 5,001 - 21,500 
  4 7,881 - 14,880 
  6 22,801 - 34,300 
  7 37,901 - 55, 100 
  6 2 1,501 - 3 1,500 
  5 14,881 - 21,880 
  7 34,301 - 45,800 
  8 55, 101 - 75,200 
  7 30,501 - 41,500 
  6 2 1,881 - 3 1,880 
  8 45,801 - 70,300 
  9 75,201 - 100,300 
  8 41,501 - 54,000 
  7 3 1,881 - 41,220 
  9 70,301 - 92,800 
  10 100,301 - 145,500 
  9 54,001 - 75,000 
  8 41,221 - 54,440 
  10 92,801 - 122,300 
  1 1  145,501 - 190,600 
  10 75,00 1 - 105,000 
  9 54,441 - 74,660 
  1 1  122,301 - 148,000 
  12 190,601 - 245,700 
  1 1  105,001 - 140,000 
  10 74,661 - 104,880 
  12 148,001 - 185,800 
  13 245,701 - 295,800 
  12 140,001 - 190,000 
  1 1  104,881 - 139,220 
  13 185,801 - 245,300 
  14 295,801 - 345,900 
  13 190,001 - 240,000 
  12 139,221 - 189,440 
  14 245,301 - 290,800 
  1 5 345,901 - 415, 1 00 
  14 240,001 - 300,000 
  13 189,441 - 239,660 
  1 5 290,801 - 340,000 
  15 300,001 - 350,000 
  14 239,661 - 290,880 
  15 290,881 - 335,000 
  303 
  Quentin Milton (Order #31246997)
  
  Robot Combat Pilot 
  Saddle Tramp 
  Sherriff/Lawman 
  Space Pirate 
  1 0,000 - 2,250 
  1 0,000 - 1 ,825 
  1 0,000 - 2,025 
  1 0,000 - 1 ,960 
  2 2,25 1 - 4,400 
  2 1 ,826 - 3,450 
  2 2,026 - 4,050 
  2 1 ,961 - 3,950 
  3 4,401 - 8,800 
  3 3,45 1 - 6,900 
  3 4,05 1 - 8, 100 
  3 3,95 1 - 8,900 
  4 8,801 - 1 7,600 
  4 6,901 - 1 3,800 
  4 8,101 - 1 6,300 
  4 8,901 - 17,700 
  5 1 7,601 - 24,000 
  5 1 3,801 - 19,200 
  5 1 6,301 - 25,500 
  5 1 7,701 - 26,700 
  6 24,001 - 35,000 
  6 19,201 - 29,200 
  6 25,501 - 35,700 
  6 26,701 - 35,700 
  7 35,001 - 50,500 
  7 29,201 - 39,200 
  7 35,701 - 50,000 
  7 35,701 - 50,700 
  8 50,501 - 72,500 
  8 39,201 - 49,200 
  8 50,001 - 70,200 
  8 50,701 - 70,700 
  9 72,501 - 98,500 
  9 49,201 - 70,300 
  9 70,201 - 95,000 
  9 70,701 - 95,700 
  1 0 98,501 - 140,500 
  10 70,301 - 99,500 
  10 95,001 - 1 30,000 
  10 95,701 - 125,700 
  1 1  140,50 1  - 200,500 
  1 1  99,501 - 1 30,500 
  1 1  130,001 - 1 80,200 
  1 1  125,701 - 1 75,700 
  12 200,501 - 250,500 
  12 130,501 - 1 80,500 
  12 180,201 - 230,000 
  12 175,701 - 225,700 
  13 250,501 - 300,500 
  1 3  1 80,501 - 230,500 
  13 230,001 - 280,400 
  13 225,701 - 275,700 
  14 300,501 - 400,500 
  14 230,501 - 280,500 
  14 280,401 - 340,500 
  14 275,701 - 325,700 
  1 5 400,501 - 500,000 
  1 5 280,501 - 320,500 
  1 5  340,501 - 400,600 
  1 5 325,701 - 375,701 
  Robot Pilot 
  Sailor 
  Side Kick RP A 
  Special Forces Soldier 
  Police Officer 
  1 0,000 - 1 ,880 
  Reloader 
  Master Assassin 
  1 0,000 - 2, 120 
  2 1 ,88 1 - 3,780 
  1 0,000 - 1,950 
  Bounty Hunter 
  2 2,121 - 4,240 
  3 3,78 1 - 7,260 
  2 1 ,95 1  - 3,900 
  1 0,000 - 2, 120 
  3 4,241 - 8,480 
  4 7,261 - 14,200 
  3 3,901 - 7,450 
  2 2, 1 2 1  - 4,240 
  4 8,48 1 - 1 6,960 
  5 14,201 - 21,000 
  4 7,45 1 - 14,600 
  3 4,241 - 8,480 
  5 1 6,961 - 24,960 
  6 2 1,001 - 3 1,000 
  5 14,601 - 21 ,800 
  4 8,48 1 - 1 6,880 
  6 24,961 - 34,960 
  7 3 1,00 1  - 41,000 
  6 2 1,801 - 30,200 
  5 1 6,881 - 24,880 
  7 34,961 - 49,960 
  8 41,001 - 52,000 
  7 30,201 - 40,200 
  6 24,881 - 34,880 
  8 49,961 - 69,960 
  9 52,001 - 72,000 
  8 40,201 - 53,200 
  7 34,881 - 49,880 
  9 69,961 - 94,960 
  10 72,001 - 1 02,000 
  9 53,201 - 73,200 
  8 49,881 - 69,880 
  1 0 94,961 - 129,960 
  1 1  102,001 - 137,000 
  10 73,201 - 1 03,200 
  9 69,881 - 94,880 
  1 1  129,961 - 179,960 
  12 137,001 - 187,000 
  1 1  103,201 - 138,200 
  10 94,881 - 129,880 
  12 1 79,961 - 229,960 
  13 1 87,001 - 237,000 
  12 138,201 - 190,000 
  1 1  129,881 - 1 79,880 
  13 229,961 - 279,960 
  14 237,001 - 287,000 
  13 190,001 - 242,000 
  12 1 79,881 - 229,880 
  14 279,961 - 329,960 
  1 5 287,001 - 327,000 
  14 242,001 - 292,000 
  13 229,881 - 279,880 
  1 5 329,961 - 389,960 
  15 292,001 - 352,000 
  14 279,881 - 329,880 
  SAMAS Samurai Pilot 
  15 329,881 - 389,880 
  Robot Soldier 
  1 0,000 - 1,925 
  Smoke Soldier 
  1 0,000 - 2,500 
  2 1 ,926 - 3,850 
  Reaver Assassin 
  Tandori Assassin R.C.C. 
  2 2,501 - 5,000 
  3 3,85 1 - 7,450 
  1 0,000 - 2,200 
  1 0,000 - 2,600 
  3 5,001 - 1 0,000 
  4 7,45 1 - 14,900 
  2 2,201 - 4,400 
  2 2,601 - 5,200 
  4 1 0,001 - 20,000 
  5 14,901 - 21 ,000 
  3 4,401 - 8,800 
  3 5,201 - 10,500 
  5 20,001 - 30,000 
  6 2 1,001 - 3 1,000 
  4 8,801 - 1 7,600 
  4 10,501 - 21 ,200 
  6 30,001 - 50,000 
  7 3 1,001 - 41,600 
  5 1 7,601 - 27,800 
  5 21 ,201 - 32,300 
  7 50,001 - 80,000 
  8 41,601 - 53,000 
  6 27,801 - 37,900 
  6 32,301 - 47,400 
  8 80,001 - 120,000 
  9 53,001 - 73,000 
  7 37,901 - 55, 100 
  7 47,401 - 62,500 
  9 120,001 - 1 60,000 
  10 73,001 - 1 03,500 
  8 55, 101 - 75,200 
  8 62,501 - 88,000 
  10 160,001 - 190,000 
  1 1  103,501 - 139,000 
  9 75,201 - 100,300 
  9 88,001 - 1 12,000 
  1 1  190,001 - 240,000 
  12 139,001 - 189,000 
  10 100,301 - 145,500 
  10 1 12,001 - 163,000 
  12 240,001 - 300,000 
  13 1 89,001 - 239,000 
  1 1  145,501 - 190,600 
  1 1  163,001 - 222,000 
  13 300,001 - 370,000 
  14 239,001 - 289,000 
  12 190,601 - 245,700 
  12 222,001 - 295,000 
  14 370,001 - 440,000 
  1 5 289,001 - 339,000 
  13 245,701 - 295,800 
  13 295,001 - 395,000 
  1 5 440,001 - 5 10,000 
  14 295,801 - 345,900 
  14 395,001 - 495,000 
  Sheriff's Deputy 
  1 5 345,901 - 415,100 
  1 5 495,001 - 595,000 
  Russian War - Knight 
  1 0,000 - 1,900 
  BogatyrlHero - Knight 
  2 1 ,901 - 3,800 
  Sovietski Police 
  Templar Knights 
  1 0,000 - 2, 140 
  3 3,801 - 7,300 
  SoldatilSoldier 
  1 0,000 - 2, 100 
  2 2,141 - 4,280 
  4 7,301 - 14,300 
  1 0,000 - 1 ,970 
  2 2,101 - 4,200 
  3 4,281 - 8,560 
  5 14,301 - 22,800 
  2 1 ,971 - 3,940 
  3 4,201 - 8,400 
  4 8,561 - 1 7,520 
  6 22,801 - 34,300 
  3 3,941 - 7,880 
  4 8,401 - 1 6,800 
  5 1 7,521 - 25,520 
  7 34,301 - 45,800 
  4 7,88 1 - 14,880 
  5 1 6,801 - 25,000 
  6 25,521 - 35,520 
  8 45,801 - 70,300 
  5 14,881 - 21 ,880 
  6 25,001 - 35,000 
  7 35,521 - 52,520 
  9 70,301 - 92,800 
  6 2 1,881 - 3 1,880 
  7 35,001 - 50,000 
  8 52,521 - 74,000 
  10 92,801 - 122,300 
  7 3 1,881 - 41,220 
  8 50,001 - 70,000 
  9 74,001 - 100,000 
  1 1  122,301 - 148,000 
  8 41,221 - 54,440 
  9 70,001 - 95,000 
  1 0  100,001 - 1 35,200 
  12 148,001 - ] 85,800 
  9 54,441 - 74,660 
  10 95,001 - 130,000 
  1 1  135,201 - 190,300 
  13 1 85,801 - 245,300 
  10 74,661 - 104,880 
  I I  130,001 - 1 80,000 
  12 190,301 - 240,400 
  14 245,301 - 290,800 
  1 1  104,881 - 139,220 
  12 180,001 - 234,000 
  1 3  240,401 - 290,500 
  1 5 290,801 - 340,000 
  12 139,22 1 - 189,440 
  13 234,001 - 285,000 
  14 290,501 - 350,600 
  13 189,441 - 239,660 
  14 285,001 - 345,000 
  1 5 350,601 - 420,700 
  14 239,661 - 290,880 
  15 345,001 - 410,000 
  15 290,881 - 335,000 
  304 
  Quentin Milton (Order #31246997)
  
  The Slayer 
  Tundra Ranger Scout 
  Edo - Traveler 
  Mind MeIter 
  1 0,000 - 2, 100 
  I 0,000 - 1 ,925 
  I 0,000 - 2,500 
  1 0,000 - 2,240 
  2 2, 10 1  - 4,200 
  2 1,926 - 3,850 
  2 2,501 - 5,000 
  2 2,241 - 4,480 
  3 4,201 - 8,400 
  3 3,85 1 - 7,450 
  3 5,001 - 10,000 
  3 4,48 1 - 8,960 
  4 8,401 - 1 6,800 
  4 7,45 1 - 1 5,000 
  4 1 0,001 - 20,000 
  4 8,961 - 1 7,920 
  5 1 6,801 - 25,000 
  5 1 5,001 - 21,500 
  5 20,001 - 30,000 
  5 17,921 - 25,920 
  6 25,001 - 35,000 
  6 2 1,501 - 3 1,500 
  6 30,001 - 50,000 
  6 25,921 - 35,920 
  7 35,001 - 50,000 
  7 3 1,501 - 41,500 
  7 50,001 - 80,000 
  7 35,921 - 50,920 
  8 50,001 - 70,000 
  8 41,501 - 54,000 
  8 80,001 - 120,000 
  8 50,921 - 70,920 
  9 70,001 - 95,000 
  9 54,001 - 75,000 
  9 120,001 - 1 60,000 
  9 70,921 - 95,920 
  10 95,00 1 - 1 30,000 
  10 75,001 - 1 05,000 
  10 160,001 - 190,000 
  10 95,921 - 1 35,920 
  1 1  130,001 - 1 80,000 
  1 1  105,001 - 140,000 
  1 1  190,001 - 240,000 
  1 1  135,921 - 1 85,920 
  12 1 80,001 - 234,000 
  12 140,001 - 190,000 
  12 240,001 - 300,000 
  12 1 85,921 - 225,920 
  13 234,001 - 285,000 
  13 190,001 - 240,000 
  13 300,001 - 370,000 
  13 225,921 - 275,920 
  14 285,001 - 345,000 
  14 240,001 - 300,000 
  14 370,001 - 440,000 
  14 275,921 - 335,920 
  1 5 345,001 - 410,000 
  1 5 300,001 - 350,000 
  1 5 440,001 - 5 1 0,000 
  1 5 335,921 - 395,920 
  Tribal Warrior 
  TVIA Agent, CAF Fleet Officer 
  ESP Specialist 
  Psi - Druid 
  1 0,000 - 1,900 
  Imperial Legionnaire 
  1 0,000 - 2, 100 
  Psi - Ghost 
  2 1 ,901 - 3,800 
  1 0,000 - 2, 100 
  2 2,101 - 4,200 
  1 0,000 - 2,060 
  3 3,801 - 7,300 
  2 2,101 - 4,200 
  3 4,201 - 8,400 
  2 2,061 - 4, 160 
  4 7,301 - 1 4,300 
  3 4,201 - 8,400 
  4 8,401 - 1 7,200 
  3 4,161 - 8,520 
  5 14,301 - 21,000 
  4 8,401 - 1 7,200 
  5 1 7,201 - 25,400 
  4 8,521 - 16,900 
  6 21,001 - 30,000 
  5 1 7,201 - 25,400 
  6 25,401 - 35,800 
  5 1 6,901 - 25,600 
  7 30,001 - 40,000 
  6 25,401 - 35,800 
  7 35,801 - 5 1,000 
  6 25,601 - 35,900 
  8 40,001 - 53,000 
  7 35,801 - 5 1,000 
  8 5 1,001 - 71,200 
  7 35,901 - 50,500 
  9 53,001 - 73,000 
  8 5 1,001 - 71,200 
  9 71,201 - 96,400 
  8 50,501 - 70,900 
  10 73,001 - 1 03,000 
  9 71,201 - 96,400 
  10 96,401 - 1 3 1,600 
  9 70,901 - 95,500 
  1 1  103,001 - 138,000 
  1 0 96,40 1 - 13 1,600 
  1 1  13 1,601 - 1 8 1,800 
  10 95,501 - 1 30,900 
  12 138,001 - 1 88,000 
  1 1  1 3 1 ,601 - 181,800 
  12 181,801 - 232,000 
  1 1  130,901 - 190,500 
  13 1 88,001 - 238,000 
  12 1 81,801 - 232,000 
  13 232,001 - 282,200 
  12 190,501 - 240,900 
  14 238,001 - 288,000 
  13 232,001 - 282,200 
  14 282,201 - 342,400 
  13 240,901 - 290,500 
  1 5 288,001 - 328,000 
  14 282,201 - 342,400 
  15 342,401 - 402,400 
  14 290,501 - 350,900 
  1 5 342,401 - 402,600 
  1 5 350,901 - 400,500 
  True Samurai 
  Gypsy - The Gifted 
  1 0,000 - 2, 1 50 
  Warlock Marine 
  1 0,000 - 2,050 
  Psi - Nullifier 
  2 2, 1 5 1  - 4,300 
  1 0,000 - 2, 100 
  2 2,05 1 - 4, 100 
  Psi - Warrior 
  3 4,301 - 8,600 
  2 2,101 - 4,200 
  3 4,101 - 8,250 
  1 0,000 - 2, 120 
  4 8,601 - 1 7,200 
  3 4,201 - 8,400 
  4 8,25 1 - 1 6,500 
  2 2, 1 2 1  - 4,240 
  5 1 7,201 - 25,500 
  4 8,401 - 1 7,200 
  5 1 6,501 - 24,600 
  3 4,241 - 8,480 
  6 25,501 - 36,000 
  5 1 7,201 - 25,400 
  6 24,601 - 34,700 
  4 8,481 - 1 6,960 
  7 36,001 - 52,000 
  6 25,401 - 35,800 
  7 34,701 - 49,800 
  5 1 6,961 - 24,960 
  8 52,001 - 73,000 
  7 35,801 - 5 1,000 
  8 49,801 - 69,900 
  6 24,961 - 34,960 
  9 73,001 - 98,000 
  8 5 1,001 - 71,200 
  9 69,901 - 95,000 
  7 34,961 - 49,960 
  10 98,001 - 1 34,000 
  9 71,201 - 96,400 
  10 95,001 - 130,000 
  8 49,961 - 69,960 
  1 1  134,001 - 184,000 
  10 96,401 - 1 3 1 ,600 
  1 1  130,001 - 1 80,200 
  9 69,961 - 94,960 
  12 1 84,001 - 240,000 
  1 1  13 1,601 - 181,800 
  12 180,201 - 230,000 
  10 94,961 - 129,960 
  1 3  240,001 - 295,000 
  12 181,801 - 232,000 
  13 230,001 - 280,400 
  1 1  129,961 - 1 79,960 
  14 295,001 - 385,000 
  13 232,001 - 282,200 
  14 280,401 - 340,500 
  12 179,961 - 229,960 
  1 5 385,001 - 450,000 
  14 282,201 - 342,400 
  1 5 340,501 - 400,600 
  13 229,961 - 279,960 
  1 5 342,401 - 402,600 
  14 279,961 - 329,960 
  Tundra Ranger 
  Psychics 
  Mind Bleeder 
  15 329,961 - 389,960 
  Headhunter Techno - Hound 
  1 0,000 - 2, 130 
  1 0,000 - 2,050 
  Burster 
  2 2, 1 3 1  - 4,260 
  Psi - Tech 
  2 2,05 1 - 4, 100 
  Psi - Stalker 
  3 4,261 - 8,580 
  Nega-Psychic, Zapper 
  3 4,101 - 8,250 
  1 0,000 - 2,050 
  4 8,581 - 17, 1 60 
  1 0,000 - 2, 100 
  4 8,25 1 - 1 6,500 
  2 2,05 1 - 4, 100 
  5 1 7, 161 - 24,91 0  
  2 2, 10 1  - 4,200 
  5 1 6,501 - 24,600 
  3 4, 101 - 8,250 
  6 24,91 1 - 34, 190 
  3 4,201 - 8,400 
  6 24,601 - 34,700 
  4 8,25 1 - 16,500 
  7 34, 191 - 49,290 
  4 8,401 - 1 7,200 
  7 34,701 - 49,800 
  5 1 6,501 - 24,600 
  8 49,291 - 67,390 
  5 17,201 - 25,400 
  8 49,801 - 69,900 
  6 24,601 - 34,700 
  9 67,391 - 93,490 
  6 25,401 - 35,800 
  9 69,901 - 95,000 
  7 34,701 - 49,800 
  10 93,49 1 - 1 3 1,590 
  7 35,801 - 5 1,000 
  10 95,001 - 1 30,000 
  8 49,801 - 69,900 
  1 1 13 1,591 - 182,690 
  8 5 1,001 - 71,200 
  1 1  130,001 - 1 80,200 
  9 69,901 - 95,000 
  12 1 82,691 - 225,790 
  9 71,201 - 96,400 
  12 1 80,201 - 230,000 
  1 0 95,001 - 1 30, 100 
  13 225,791 - 272,890 
  10 96,401 - 1 3 1,600 
  13 230,001 - 280,400 
  1 1  130,101 - 1 80,200 
  14 272,891 - 333, 190 
  1 1  13 1,601 - 181,800 
  14 280,401 - 340,500 
  12 1 80,201 - 230,300 
  1 5 333, 191 - 399,690 
  12 1 8 1,801 - 232,000 
  1 5 340,501 - 400,600 
  13 230,301 - 280,400 
  13 232,001 - 282,200 
  14 280,401 - 340,500 
  14 282,201 - 342,400 
  1 5 340,501 - 400,600 
  1 5 342,401 - 402,600 
  305 
  Quentin Milton (Order #31246997)
  
  Pucara Mind Mage 
  Bushranger 
  City Trader 
  Explorer 
  1 0,000 - 2,050 
  Runabout 
  Naval Sailor 
  1 0,000 - 1 ,925 
  2 2,05 1 - 4, 100 
  1 0,000 - 1,925 
  1 0,000 - 2,000 
  2 1,926 - 3,850 
  3 4,101 - 8,250 
  2 1,926 - 3,850 
  2 2,001 - 4,000 
  3 3,85 1 - 7,450 
  4 8,25 1 - 16,500 
  3 3,85 1 - 7,450 
  3 4,001 - 8,200 
  4 7,45 1 - 1 5,000 
  5 16,501 - 24,600 
  4 7,45 1 - 1 5,000 
  4 8,201 - 16,400 
  5 1 5,001 - 21,500 
  6 24,601 - 34,700 
  5 15,001 - 21,500 
  5 16,401 - 24,500 
  6 2 1,501 - 3 1,500 
  7 34,701 - 49,800 
  6 2 1,501 - 3 1,500 
  6 24,501 - 34,600 
  7 30,501 - 41,500 
  8 49,801 - 69,900 
  7 3 1,501 - 41,500 
  7 34,601 - 49,700 
  8 41,501 - 54,000 
  9 69,901 - 95,000 
  8 41,501 - 54,000 
  8 49,701 - 69,800 
  9 54,001 - 75,000 
  10 95,001 - 130, 100 
  9 54,001 - 75,000 
  9 69,801 - 94,900 
  10 75,00 1 - 1 05,000 
  1 1  130, 101 - 180,200 
  1 0 75,001 - 1 05,000 
  10 94,901 - 129,000 
  1 1  105,001 - 140,000 
  12 180,201 - 230,300 
  1 1  105,001 - 140,000 
  1 1  129,001 - 179,100 
  12 140,001 - 190,000 
  1 3  230,301 - 280,400 
  12 140,001 - 190,000 
  12 179,101 - 229,200 
  13 190,001 - 240,000 
  14 280,401 - 340,500 
  13 190,001 - 240,000 
  13 229,201 - 279,300 
  14 240,001 - 300,000 
  15 340,501 - 400,600 
  14 240,001 - 300,000 
  14 279,301 - 329,400 
  15 300,001 - 350,000 
  Scholars & 
  15 300,001 - 350,000 
  1 5 329,401 - 389,500 
  Freelance Spy 
  Adventurers 
  CAF Scientist 
  Cowboy, Average Citizen 
  Smuggler 
  1 0,000 - 2,000 
  1 0,000 - 1,900 
  Thief 
  Atlantean Vagabond 
  2 2,001 - 4,000 
  2 1 ,901 - 3,800 
  1 0,000 - 2, 1 10 
  1 0,000 - 1 ,900 
  3 4,001 - 8,300 
  3 3,801 - 7,300 
  2 2, 1 1 1  - 4,220 
  2 1,901 - 3,600 
  4 8,301 - 16,500 
  4 7,301 - 14,300 
  3 4,22 1 - 8,440 
  3 3,601 - 7,200 
  5 16,501 - 25,000 
  5 14,301 - 21,300 
  4 8,441 - 16,880 
  4 7,201 - 14,400 
  6 25,001 - 35,000 
  6 2 1,301 - 30,000 
  5 16,881 - 24,880 
  5 14,401 - 24,500 
  7 35,001 - 50,000 
  7 30,001 - 40,000 
  6 24,881 - 34,880 
  6 24,501 - 35,000 
  8 50,001 - 70,000 
  8 40,001 - 53,000 
  7 34,881 - 49,880 
  7 35,001 - 45,000 
  9 70,001 - 95,000 
  9 53,001 - 73,000 
  8 49,881 - 69,880 
  8 45,001 - 65,000 
  10 95,001 - 130,000 
  10 73,001 - 103,000 
  9 69,881 - 94,880 
  9 65,001 - 85,000 
  1 1  130,001 - 180,000 
  1 1  103,001 - 138,000 
  10 94,881 - 129,880 
  10 85,00 1 - 1 15,000 
  12 180,001 - 230,000 
  12 138,001 - 188,000 
  1 1  129,881 - 179,880 
  1 1  1 1 5,001 - 145,000 
  13 230,001 - 280,000 
  13 188,001 - 238,000 
  12 179,881 - 229,880 
  12 145,001 - 185,000 
  14 280,001 - 330,000 
  14 238,001 - 288,000 
  13 229,881 - 279,880 
  13 185,001 - 250,000 
  1 5 330,001 - 390,000 
  15 288,001 - 328,000 
  14 279,881 - 329,880 
  14 250,001 - 3 1 0,000 
  1 5 329,881 - 389,880 
  1 5 3 1 0,001 - 375,000 
  City Administrator 
  Cyber - Doc 
  Average Outbacker 
  Cyber - Specter 
  Rogue Scholar 
  Gambler 
  Merchant Trader 
  1 0,000 - 2, 140 
  Rogue Scientist 
  1 0,000 - 1,875 
  1 0,000 - 1,875 
  2 2, 141 - 4,280 
  1 0,000 - 2,000 
  2 1,876 - 3,750 
  2 1,876 - 3,750 
  3 4,28 1 - 8,560 
  2 2,001 - 4,000 
  3 3,75 1 - 7,250 
  3 3,75 1 - 7,250 
  4 8,561 - 1 7,520 
  3 4,001 - 8,200 
  4 7,25 1 - 14, 1 00 
  4 7,25 1 - 14,100 
  5 1 7,521 - 25,520 
  4 8,201 - 16,400 
  5 14, 101 - 21,200 
  5 14,101 - 2 1,200 
  6 25,521 - 35,520 
  5 16,401 - 24,500 
  6 2 1,201 - 3 1 ,200 
  6 21,201 - 3 1,200 
  7 35,521 - 50,520 
  6 24,501 - 34,600 
  7 3 1,201 - 41,200 
  7 3 1,201 - 41,200 
  8 50,521 - 71,000 
  7 34,601 - 49,700 
  8 41,201 - 5 1,200 
  8 41,201 - 5 1,200 
  9 71,001 - 96, 100 
  8 49,701 - 69,800 
  9 5 1,201 - 71,200 
  9 5 1,201 - 71 ,200 
  10 96, 101 - 1 3 1 ,200 
  9 69,801 - 94,900 
  10 71,201 - 101,500 
  10 71,201 - 101,500 
  1 1 13 1,201 - 181,300 
  10 94,901 - 129,000 
  1 1  1 01,501 - 136,500 
  1 1  10 1 ,50 1 - 136,500 
  12 181,301 - 23 1,400 
  1 1  129,001 - 179, 1 00 
  12 136,501 - 186,500 
  12 136,501 - 186,500 
  13 23 1,401 - 281,500 
  12 179,101 - 229,200 
  13 1 86,501 - 236,500 
  13 186,501 - 236,500 
  14 281,501 - 341,600 
  13 229,201 - 279,300 
  14 236,501 - 286,500 
  14 236,501 - 286,500 
  1 5 341,601 - 400,700 
  14 279,301 - 329,400 
  15 286,501 - 326,500 
  1 5 286,501 - 326,500 
  15 329,401 - 389,500 
  City Rat 
  Gaucho 
  Body Fixer 
  Vagabond 
  Cyberoid 
  1 0,000 - 1,900 
  1 0,000 - 1,925 
  1 0,000 - 1 ,875 
  1 0,000 - 1 ,950 
  2 1,901 - 3,800 
  2 1,926 - 3,850 
  2 1,876 - 3,750 
  2 1,95 1  - 3,900 
  3 3,801 - 7,300 
  3 3,85 1 - 7,450 
  3 3,75 1 - 7,250 
  3 3,901 - 8,800 
  4 7,301 - 14,300 
  4 7,45 1 - 14,900 
  4 7,25 1 - 14, 1 00 
  4 8,801 - 1 7,600 
  5 14,301 - 21,000 
  5 14,901 - 21,000 
  5 14, 101 - 21,200 
  5 1 7,601 - 35,600 
  6 2 1,001 - 30,000 
  6 21,001 - 3 1,000 
  6 2 1,201 - 3 1 ,200 
  6 35,601 - 50,600 
  7 30,001 - 40,000 
  7 3 1,001 - 41,600 
  7 3 1,201 - 41,200 
  7 50,601 - 70,600 
  8 40,001 - 53,000 
  8 41,601 - 53,000 
  8 41,201 - 5 1,200 
  8 70,600 - 95,600 
  9 53,001 - 73,000 
  9 53,001 - 73,000 
  9 5 1,201 - 71,200 
  9 95,601 - 125,600 
  10 73,001 - 1 03,000 
  1 0 73,00 1 - 103,500 
  10 71,201 - 101,500 
  10 125,601 - 1 75,600 
  1 1  103,001 - 138,000 
  1 1  103,501 - 139,000 
  1 1 101,501 - 136,500 
  1 1  1 75,601 - 225,600 
  12 138,001 - 188,000 
  12 139,001 - 189,000 
  12 136,501 - 1 86,500 
  12 225,601 - 275,600 
  13 1 88,001 - 238,000 
  13 1 89,001 - 239,000 
  13 186,501 - 236,500 
  13 275,601 - 325,600 
  14 238,001 - 288,000 
  14 239,001 - 289,000 
  14 236,501 - 286,500 
  14 325,601 - 375,600 
  15 288,001 - 328,000 
  15 289,001 - 339,000 
  15 286,501 - 326,500 
  15 375,601 - 425,600 
  306 
  Quentin Milton (Order #31246997)
  
  Gypsy Layer of Laws 
  Mining 'Borgs 
  Preacher (either) 
  Russian Hunter/Trapper 
  1 0,000 - 2, 100 
  1 0,000 - 2, 100 
  1 0,000 - 1 ,825 
  Mechanized Cavalry 
  2 2, 10 1  - 4,200 
  2 2, 10 1  - 4,200 
  2 1,826 - 3,450 
  1 0,000 - 2,050 
  3 4,201 - 8,400 
  3 4,201 - 8,400 
  3 3,45 1 - 6,900 
  2 2,05 1 - 4, 100 
  4 8,401 - 1 6,800 
  4 8,401 - 1 7,200 
  4 6,901 - 1 3,800 
  3 4, 101 - 8,250 
  5 1 6,801 - 25,000 
  5 1 7,201 - 25,400 
  5 1 3,801 - 19,200 
  4 8,25 1 - 1 6,500 
  6 25,001 - 35,000 
  6 25,401 - 35,800 
  6 19,201 - 29,200 
  5 1 8,501 - 24,600 
  7 35,001 - 50,000 
  7 35,801 - 5 1 ,000 
  7 29,201 - 39,200 
  6 24,601 - 34,700 
  8 50,001 - 70,000 
  8 5 1,001 - 7 1,200 
  8 39,201 - 49,200 
  7 34,701 - 49,800 
  9 70,001 - 95,000 
  9 7 1,201 - 96,400 
  9 49,201 - 70,300 
  8 49,801 - 69,900 
  1 0 95,001 - 130,000 
  10 96,401 - 1 3 1 ,600 
  10 70,301 - 99,500 
  9 69,901 - 95,000 
  1 1  130,001 - 1 80,000 
  1 1  13 1,601 - 1 8 1,800 
  1 1  99,501 - 130,500 
  10 95,00 1 - 130,000 
  12 1 80,001 - 234,000 
  12 181,801 - 232,000 
  12 130,501 - 1 80,500 
  1 1  130,001 - 1 80,200 
  13 234,001 - 285,000 
  13 232,001 - 282,200 
  13 1 80,501 - 230,500 
  12 180,201 - 230,000 
  14 285,001 - 345,000 
  14 282,201 - 342,400 
  14 230,501 - 280,500 
  13 230,001 - 280,400 
  1 5 345,001 - 410,000 
  1 5  342,401 - 402,600 
  1 5 280,501 - 320,500 
  14 280,401 - 340,500 
  Professional Gam bIer 
  1 5 340,501 - 400,600 
  Gypsy Thief 
  Monk 
  1 0,000 - 1 ,900 
  1 0,000 - 2,200 
  Professional Thief 
  Safecracker 
  2 1 ,901 - 3,800 
  2 2,201 - 4,400 
  Smuggler 
  Super-Spy 
  3 3,80 1 - 7,300 
  3 4,401 - 8,800 
  1 0,000 - 2, 1 10 
  Forger 
  4 7,301 - 14,300 
  4 8,801 - 1 7,600 
  2 2, I I I  - 4,220 
  1 0,000 - 2,200 
  5 14,301 - 21,000 
  5 1 7,601 - 24,000 
  3 4,22 1 - 8,440 
  2 2,201 - 4,400 
  6 21,001 - 30,000 
  6 24,001 - 35,000 
  4 8,201 - 1 6,400 
  3 4,401 - 8,800 
  7 30,001 - 40,000 
  7 35,001 - 50,500 
  5 1 6,401 - 23,200 
  4 8,801 - 1 7,600 
  8 40,001 - 53,000 
  8 50,501 - 72,500 
  6 23,201 - 32,400 
  5 1 7,601 - 25,600 
  9 53,001 - 73,000 
  9 72,501 - 98,500 
  7 32,401 - 48,200 
  6 25,601 - 35,600 
  10 73,001 - 1 03,000 
  1 0 98,501 - 140,500 
  8 48,201 - 68,400 
  7 35,601 - 50,600 
  1 1  103,001 - 138,000 
  1 1  140,501 - 200,500 
  9 68,401 - 92,200 
  8 50,601 - 70,600 
  12 138,001 - 1 88,000 
  12 200,501 - 250,500 
  10 92,201 - 127,400 
  9 70,601 - 95,600 
  1 3  1 88,001 - 238,000 
  13 250,501 - 300,500 
  1 1  127,401 - 178,200 
  1 0 95,601 - 130,600 
  14 238,001 - 288,000 
  14 300,501 - 400,500 
  12 1 78,201 - 228,400 
  1 1  130,601 - 1 80,600 
  1 5 288,001 - 330,000 
  1 5 400,501 - 500,000 
  13 228,201 - 278,200 
  12 1 80,601 - 230,600 
  14 278,201 - 328,400 
  13 230,601 - 280,600 
  Jackaroo 
  Navy Seaman 
  15 328,401 - 388,200 
  14 280,601 - 330,600 
  15 330,601 - 390,600 
  Sportsman 
  Salvage Expert 
  Raider, Technologist 
  1 0,000 - 1 ,970 
  1 0,000 - 1 ,925 
  Guide/ScoutlHunter 
  Saloon Bum 
  2 1 ,971 - 3,940 
  2 1 ,926 - 3,850 
  Bushman 
  Saloon Girl 
  3 3,94 1  - 7,880 
  3 3,85 1 - 7,450 
  1 0,000 - 2,050 
  1 0,000 - 1 ,875 
  4 7,88 1 - 14,880 
  4 7,45 1 - 1 5,000 
  2 2,05 1 - 4, 100 
  2 1,876 - 3,750 
  5 14,881 - 21,880 
  5 1 5,001 - 21,500 
  3 4,101 - 8,250 
  3 3,75 1 - 7,250 
  6 21 ,881 - 3 1,880 
  6 21,501 - 3 1,500 
  4 8,25 1 - 1 6,500 
  4 7,25 1 - 14, 1 00 
  7 3 1,881 - 41,220 
  7 30,501 - 41,500 
  5 1 6,501 - 24,600 
  5 14,101 - 21,200 
  8 41,221 - 54,440 
  8 41,501 - 54,000 
  6 24,60 I - 34,700 
  6 2 1,201 - 3 1 ,200 
  9 54,441 - 74,660 
  9 54,001 - 75,000 
  7 34,701 - 49,800 
  7 3 1,201 - 41,200 
  10 74,661 - 1 04,880 
  10 75,00 1 - 105,000 
  8 49,801 - 69,900 
  8 4 1,201 - 5 1,200 
  1 1  104,881 - 139,220 
  1 1  105,001 - 140,000 
  9 69,901 - 95,000 
  9 5 1,201 - 71,200 
  12 139,221 - 1 89,440 
  12 140,001 - 190,000 
  10 95,001 - 130,000 
  10 71,201 - 101,500 
  13 1 89,441 - 239,660 
  13 190,001 - 240,000 
  1 1  130,001 - 1 80,200 
  1 1  101,501 - 136,500 
  14 239,661 - 290,880 
  14 240,001 - 300,000 
  12 1 80,201 - 230,000 
  12 136,501 - 1 86,500 
  1 5 290,881 - 335,000 
  1 5 300,001 - 350,000 
  13 230,001 - 280,400 
  13 186,501 - 236,500 
  14 280,401 - 340,500 
  14 236,501 - 286,500 
  Merchant Marine 
  Ordinary Seeron Human 
  1 5 340,501 - 400,600 
  1 5 286,501 - 326,500 
  1 0,000 - 2,000 
  1 0,000 - 2000 
  2 2,001 - 4,000 
  2 2,001 - 4,000 
  Runner 
  Sea Wolf 
  3 4,001 - 8,200 
  3 4,001 - 8,200 
  1 0,000 - 2,100 
  1 0,000 - 2, 100 
  4 8,201 - 1 6,400 
  4 8,201 - 1 6,400 
  2 2,101 - 4,200 
  2 2, 10 1  - 4,200 
  5 1 6,401 - 24,500 
  5 16,401 - 24,500 
  3 4,201 - 8,400 
  3 4,201 - 8,400 
  6 24,501 - 34,600 
  6 24,501 - 34,600 
  4 8,401 - 1 7,200 
  4 8,401 - 1 6,800 
  7 34,601 - 49,700 
  7 34,601 - 49,700 
  5 17,201 - 25,400 
  5 16,801 - 25,000 
  8 49,701 - 69,800 
  8 49,701 - 69,800 
  6 25,401 - 35,800 
  6 25,001 - 35,000 
  9 69,801 - 94,900 
  9 69,801 - 94,900 
  7 35,801 - 5 1 ,000 
  7 35,001 - 50,000 
  1 0  94,901 - 129,000 
  10 94,901 - 129,000 
  8 5 1,001 - 71,200 
  8 50,001 - 70,000 
  1 1  129,001 - 179, 1 00 
  1 1  129,001 - 179, 1 00 
  9 71,201 - 96,400 
  9 70,001 - 95,000 
  12 1 79,101 - 229,200 
  12 1 79,101 - 229,200 
  10 96,401 - 1 3 1 ,600 
  10 95,001 - 1 30,000 
  13 229,201 - 279,300 
  13 229,201 - 279,300 
  1 1  13 1,601 - 181,800 
  1 1  130,001 - 1 80,000 
  14 279,301 - 329,400 
  14 279,301 - 329,400 
  12 181,801 - 232,000 
  12 1 80,001 - 234,000 
  1 5  329,401 - 389,500 
  1 5 329,401 - 389,500 
  13 232,001 - 282,200 
  13 234,001 - 285,000 
  14 282,201 - 342,400 
  14 285,001 - 345,000 
  1 5 342,401 - 402,600 
  15 345,001 - 410,000 
  307 
  Quentin Milton (Order #31246997)
  
  Turbo-Jockey 
  R.C.C.s 
  Anti-Monster 
  Spacer 
  Amazon 
  Colonist 
  1 0,000 - 2, 100 
  Agogwe & Crocodillians 
  1 0,000 - 2,600 
  1 0,000 - 1 ,900 
  2 2,101 - 4,200 
  1 0,000 - 1 ,825 
  2 2,601 - 5,000 
  2 1 ,901 - 3,800 
  3 4,201 - 8,400 
  2 1 ,826 - 3,450 
  3 5,001 - 9,000 
  3 3,801 - 7,300 
  4 8,401 - 1 7,200 
  3 3,45 1 - 6,900 
  4 9,001 - 1 8,000 
  4 7,301 - 14,300 
  5 1 7,201 - 25,400 
  4 6,901 - 13,800 
  5 1 8,001 - 25,000 
  5 14,301 - 21,000 
  6 25,401 - 35,800 
  5 1 3,801 - 19,200 
  6 25,001 - 35,000 
  6 2 1,001 - 30,000 
  7 35,801 - 5 1,000 
  6 19,201 - 29,200 
  7 35,001 - 60,000 
  7 30,001 - 40,000 
  8 5 1,001 - 71 ,200 
  7 29,201 - 39,200 
  8 60,001 - 85,000 
  8 40,001 - 53,000 
  9 7 1,201 - 96,400 
  8 39,201 - 49,200 
  9 85,001 - 100,000 
  9 53,001 - 73,000 
  10 96,401 - 1 3 1,600 
  9 49,201 - 70,300 
  10 100,001 - 1 50,000 
  10 73,001 - 103,000 
  1 1  1 3 1 ,601 - 181,800 
  10 70,301 - 99,500 
  1 1  1 50,001 - 200,000 
  1 1  103,001 - 138,000 
  12 181,801 - 232,000 
  1 1  99,501 - 1 30,500 
  12 200,001 - 270,000 
  12 138,001 - 1 88,000 
  13 232,001 - 282,200 
  12 130,501 - 1 80,500 
  13 270,001 - 370,000 
  13 1 88,001 - 238,000 
  14 282,201 - 342,400 
  13 1 80,501 - 230,500 
  14 370,001 - 470,000 
  14 238,001 - 288,000 
  1 5 342,401 - 402,600 
  14 230,501 - 280,500 
  1 5 470,001 - 670,000 
  1 5 288,001 - 328,000 
  15 280,501 - 320,500 
  Villager 
  Apok 
  Story Teller 
  1 0,000 - 1 ,875 
  Amorph 
  1 0,000 - 2,200 
  Priest 
  2 1 ,876 - 3,750 
  Psi-Slayer 
  2 2,201 - 4,400 
  Warlord Cyber - Doc 
  3 3,75 1 - 7,250 
  Yhabbayar Bubblemaker 
  3 4,401 - 9,000 
  1 0,000 - 2,000 
  4 7,25 1 - 14, 1 00 
  1 0,000 - 2,200 
  4 9,001 - 19,000 
  2 2,001 - 4,000 
  5 14,101 - 21,200 
  2 2,201 - 4,400 
  5 19,001 - 28,000 
  3 4,001 - 8,200 
  6 2 1 ,201 - 3 1 ,200 
  3 4,401 - 8,800 
  6 28,001 - 40,000 
  4 8,201 - 1 6,400 
  7 3 1,201 - 41,200 
  4 8,801 - 1 7,600 
  7 40,001 - 60,000 
  5 1 7,601 - 27,800 
  8 60,001 - 80,000 
  5 1 6,401 - 24,500 
  8 41 ,201 - 5 1,200 
  6 27,801 - 37,900 
  9 80,001 - 100,000 
  6 24,501 - 34,600 
  9 5 1 ,201 - 71,200 
  7 37,901 - 55, 100 
  10 100,001 - 150,000 
  7 34,601 - 49,700 
  10 71,201 - 101,500 
  8 55,101 - 75,200 
  1 1  1 50,001 - 200,000 
  8 49,701 - 69,800 
  1 1  101,501 - 136,500 
  9 75,201 - 100,300 
  12 200,001 - 275,000 
  9 69,801 - 94,900 
  1 2  136,501 - 1 86,500 
  10 100,301 - 145,500 
  13 275,001 - 350,000 
  10 94,901 - 129,000 
  13 186,501 - 236,500 
  1 1  145,501 - 190,600 
  14 350,001 - 425,000 
  1 1  129,001 - 179, 1 00 
  14 236,501 - 286,500 
  12 190,601 - 245,700 
  1 5 425,001 - 525,000 
  12 1 79,101 - 229,200 
  1 5 286,501 - 326,500 
  13 245,701 - 295,800 
  1 3  229,201 - 279,300 
  14 295,801 - 345,900 
  Arkhon 
  14 279,301 - 329,400 
  Wilderness Scout 
  1 5 345,901 - 415,100 
  Amaki Stone Man 
  1 5 329,401 - 389,500 
  Operator 
  1 0,000 - 2, 120 
  1 0,000 - 1 ,900 
  Amphib 
  2 2,121 - 4,280 
  Trapper - Woodsman 
  2 1,901 - 3,800 
  1 0,000 - 1 ,970 
  3 4,28 1 - 8,480 
  1 0,000 - 2,050 
  3 3,801 - 7,300 
  2 1 ,971 - 3,940 
  4 8,48 1 - 1 6,960 
  2 2,05 1 - 4, 100 
  4 7,301 - 14,300 
  3 3,941 - 7,880 
  5 1 6,961 - 24,960 
  3 4, 1 0 1  - 8,250 
  5 14,301 - 21,000 
  4 7,88 1 - 14,880 
  6 24,961 - 34,960 
  4 8,25 1 - 1 6,500 
  6 2 1,001 - 30,000 
  5 14,881 - 21,880 
  7 34,961 - 49,960 
  5 1 6,501 - 24,600 
  7 30,001 - 40,000 
  6 21,881 - 3 1,880 
  8 49,961 - 69,960 
  6 24,601 - 34,700 
  8 40,001 - 53,000 
  7 3 1,881 - 41,220 
  9 69,961 - 94,960 
  7 34,701 - 49,800 
  9 53,001 - 73,000 
  8 41 ,221 - 54,440 
  10 94,961 - 129,960 
  8 49,801 - 69,900 
  10 73,001 - 103,000 
  9 54,441 - 74,660 
  1 1  129,961 - 179,960 
  9 69,901 - 95,000 
  1 1  103,001 - 138,000 
  10 74,661 - 104,880 
  12 179,961 - 229,960 
  10 95,001 - 1 30,000 
  12 138,001 - 1 88,000 
  1 1  104,881 - 139,220 
  13 229,961 - 279,960 
  1 1  130,001 - 1 80,200 
  13 188,001 - 238,000 
  12 139,22 1 - 1 89,440 
  14 279,961 - 329,960 
  12 1 80,201 - 230,000 
  14 238,001 - 288,000 
  13 189,441 - 239,660 
  1 5 329,961 - 389,960 
  13 230,001 - 280,400 
  1 5 288,001 - 328,000 
  14 239,661 - 290,880 
  14 280,401 - 340,500 
  15 290,881 - 335,000 
  Asgardian Dwarves 
  1 5 340,501 - 400,600 
  Worldly Sasquatch 
  Ancient-Inca Undead 
  Berserkers 
  1 0,000 - 1 ,925 
  Warriors of Valhalla 
  Tritonian Scientist 
  2 1,926 - 3,850 
  1 0,000 - 5,000 
  1 0,000 - 2,200 
  1 0,000 - 1 ,970 
  3 3,85 1 - 7,450 
  2 5,001 - 10,000 
  2 2,201 - 4,400 
  2 1 ,971 - 3,940 
  4 7,45 1 - 1 5,000 
  3 10,001 - 20,000 
  3 4,401 - 9,000 
  3 3,941 - 7,880 
  5 1 5,001 - 21,500 
  4 20,001 - 40,000 
  4 9,001 - 19,000 
  4 7,881 - 1 4,880 
  6 21,501 - 3 1,500 
  5 40,001 - 80,000 
  5 19,001 - 28,000 
  5 14,881 - 2 1,880 
  7 3 1,501 - 41 ,500 
  6 80,001 - 120,000 
  6 28,001 - 40,000 
  6 21,881 - 3 1,880 
  8 41,501 - 54,000 
  7 120,001 - 160,000 
  7 40,001 - 60,000 
  8 1 60,001 - 200,000 
  7 3 1,881 - 41,220 
  9 54,001 - 75,000 
  9 200,001 - 250,000 
  8 60,001 - 80,000 
  8 41 ,221 - 54,440 
  10 75,001 - 105,000 
  10 250,001 - 300,000 
  9 80,001 - 100,000 
  9 54,441 - 74,660 
  1 1  105,001 - 140,000 
  1 1  300,001 - 400,000 
  10 100,001 - 150,000 
  10 74,661 - 104,880 
  12 140,001 - 190,000 
  12 400,001 - 500,000 
  1 1  150,001 - 200,000 
  1 1  104,881 - 139,220 
  1 3  190,001 - 240,000 
  13 500,001 - 600,000 
  12 200,001 - 275,000 
  12 139,221 - 1 89,440 
  14 240,001 - 300,000 
  14 600,001 - 1 Million 
  13 275,001 - 350,000 
  13 1 89,441 - 239,660 
  1 5 300,001 - 350,000 
  15 1 Million - 2 Million 
  14 350,001 - 425,000 
  14 239,661 - 290,880 
  1 5 425,001 - 525,000 
  1 5 290,881 - 335,000 
  308 
  Quentin Milton (Order #31246997)
  
  Azverkan Knight 
  Centaur R.C.C. 
  Cibola Pincer Warriors 
  Ugakwa Explorer 
  Blhaze Alien (modifed 
  True Sasquatch R.C.C. 
  Cibola Gatherers 
  1 0,000 - 2, 150 
  Mega-Hero Energy being!) 
  1 0,000 - 1,875 
  1 0,000 - 2, 140 
  2 2, 1 5 1  - 4,300 
  1 0,000 - 3,000 
  2 1,876 - 3,750 
  2 2,141 - 4,200 
  3 4,301 - 8,600 
  2 3,001 - 6,000 
  3 3,75 1 - 7,250 
  3 4,201 - 8,400 
  4 8,601 - 1 8,600 
  3 6,001 - 10,000 
  4 7,25 1 - 14, 1 00 
  4 8,401 - 16,700 
  5 18,601 - 26,600 
  4 10,001 - 20,000 
  5 14,101 - 21,200 
  5 16,701 - 24,800 
  6 26,601 - 36,600 
  5 20,001 - 35,000 
  6 2 1,201 - 3 1 ,200 
  6 24,801 - 34,900 
  7 36,601 - 54,600 
  6 35,001 - 50,000 
  7 3 1,201 - 41,200 
  7 34,901 - 50, 100 
  8 54,601 - 75,600 
  7 50,001 - 75,000 
  8 41,201 - 5 1,200 
  8 50, 101 - 70,200 
  9 75,601 - 99,600 
  8 75,001 - 100,000 
  9 5 1,201 - 71,200 
  9 70,201 - 95,300 
  10 99,601 - 135,600 
  9 100,001 - 1 50,000 
  10 71,201 - 101,500 
  10 95,301 - 1 3 1,000 
  1 1  135,601 - 185,600 
  10 150,001 - 200,000 
  1 1  101,501 - 136,500 
  1 1  131,001 - 181,000 
  12 185,601 - 240,600 
  1 1  200,001 - 275,000 
  12 136,501 - 186,500 
  12 181,001 - 232,000 
  13 240,601 - 290,600 
  12 275,001 - 350,000 
  13 1 86,501 - 236,500 
  13 232,001 - 284,000 
  14 290,601 - 343,600 
  13 350,001 - 425,000 
  14 236,501 - 286,500 
  14 284,001 - 346,000 
  1 5  343,601 - 423,600 
  14 425,001 - 500,000 
  15 286,501 - 326,500 
  15 346,001 - 408,000 
  1 5 500,001 - 575,000 
  Condoroid 
  "Beast" Intruder 
  16 575,001 - 650,000 
  Cernun Serpent 
  1 0,000 - 2,600 
  1 7 650,001 - 725,000 
  Ogeeyin 
  Falconoid 
  2 2,601 - 5,000 
  1 8 725,001 - 800,000 
  1 0,000 - 2,500 
  Achilles Mutant Capybara 
  3 5,001 - 1 0,000 
  19 800,001 - 875,000 
  2 2,501 - 5,000 
  1 0,000 - 2,400 
  4 10,001 - 20,000 
  20 875,001 - 1,000,000 
  3 5,001 - 1 0,000 
  2 2,401 - 4,800 
  5 20,001 - 30,000 
  21 1,000,001 - 1,500,000 
  4 10,001 - 20,000 
  3 4,801 - 8,800 
  6 30,001 - 39,000 
  22 1,500,001 - 2,000,000 
  5 20,001 - 28,500 
  4 9,601 - 19,200 
  7 39,001 - 52,000 
  23 2,000,001 - 2,500,000 
  6 28,501 - 38,500 
  5 19,201 - 29,000 
  6 29,001 - 38,000 
  8 52,001 - 70,000 
  24 2,500,001 - 3,000,000 
  7 38,501 - 52,000 
  7 38,001 - 55,000 
  9 70,001 - 100,000 
  25 3,000,001 - 3,500,000 
  8 52,001 - 72,000 
  8 55,001 - 78,000 
  10 100,001 - 140,000 
  9 72,001 - 105,000 
  9 78,001 - 99,000 
  1 1  140,001 - 190,000 
  Brodkil (sub-demon) 
  10 105,001 - 140,000 
  10 99,001 - 132,000 
  12 190,001 - 240,000 
  1 0,000 - 2,400 
  1 1  140,001 - 190,000 
  1 1  132,001 - 182,000 
  13 240,001 - 290,000 
  2 2,401 - 4,800 
  12 190,001 - 235,000 
  12 182,001 - 232,000 
  14 290,001 - 350,000 
  3 4,801 - 9,600 
  13 235,001 - 290,000 
  13 232,001 - 282,000 
  1 5 350,001 - 520,000 
  4 9,601 - 19,200 
  14 290,001 - 350,000 
  14 282,001 - 343,000 
  5 19,201 - 38,800 
  15 350,001 - 520,000 
  15 343,001 - 403,000 
  Bio-Freak 
  6 38,801 - 68,200 
  Glinerach 
  7 68,201 - 98,600 
  Chiang - Ku Dragon 
  Cyden, Klied 
  Dreadmaster 
  8 98,601 - 130,400 
  1 0,000 - 2,900 
  Nikari, Lashreg 
  1 0,000 - 2,240 
  9 1 30,401 - 1 70,800 
  2 2,901 - 4,800 
  1 0,000 - 2, 100 
  2 2,241 - 4,480 
  10 170,801 - 220,400 
  3 4,801 - 9,600 
  2 2, 1 0 1  - 4,200 
  3 4,481 - 8,960 
  1 1  220,401 - 270,800 
  4 9,601 - 19,200 
  3 4,201 - 8,400 
  4 8,961 - 1 7,920 
  12 270,801 - 330,400 
  5 19,201 - 29,200 
  4 8,401 - 1 7,200 
  5 1 7,921 - 25,920 
  13 330,401 - 400,600 
  6 29,201 - 49,000 
  5 1 7,201 - 25,400 
  6 25,921 - 35,920 
  14 400,601 - 480,800 
  7 49,001 - 79,000 
  6 25,401 - 35,800 
  7 35,921 - 50,920 
  1 5 480,801 - 580,200 
  8 79,001 - 1 19,000 
  7 35,801 - 5 1,000 
  8 50,921 - 70,920 
  9 1 19,001 - 169,000 
  8 5 1,001 - 7 1,200 
  9 70,921 - 95,920 
  Cactus People R.C.C. 
  10 169,001 - 230,000 
  9 71,201 - 96,400 
  1 0 95,92 1 - 135,920 
  Psi -Ponies (optional) 
  1 1  230,001 - 300,000 
  10 96,401 - 1 3 1 ,600 
  1 1  135,921 - 185,920 
  1 0,000 - 1,935 
  12 300,001 - 380,000 
  1 1  1 3 1 ,601 - 181,800 
  12 185,921 - 225,920 
  2 1,936 - 3,870 
  13 380,001 - 470,000 
  12 18 1,80 1  - 232,000 
  13 225,921 - 275,920 
  3 3,871 - 7,750 
  14 470,001 - 600,000 
  13 232,001 - 282,200 
  14 275,921 - 335,920 
  4 7,75 1 - 1 5,400 
  15 600,001 - 800,000 
  14 282,201 - 342,400 
  1 5 335,92 1  - 395,920 
  5 1 5,401 - 20,000 
  15 342,401 - 402,600 
  6 20,001 - 30,000 
  Ancient Chiang - Ku 
  Black-Winged Monster Men 
  7 30,001 - 40,000 
  16 800,001 - 1,000,000 
  D - Bee Vagabond 
  1 0,000 - 2,600 
  8 40,001 - 60,000 
  17 1,000,001 - 1,250,000 
  1 0,000 - 1,900 
  2 2,601 - 5,200 
  9 60,001 - 80,000 
  18 1,250,001 - 1,500,000 
  2 1,901 - 3,600 
  3 5,201 - 10,500 
  10 80,001 - 1 10,500 
  19 1 ,500,001 - 2,000,000 
  3 3,601 - 7,200 
  4 10,501 - 21,200 
  1 1  1 10,501 - 140,000 
  20 2,000,001 - 2,500,000 
  4 7,201 - 14,400 
  5 2 1,201 - 32,300 
  12 140,001 - 180,000 
  21 2,500,001 - 3,000,000 
  5 14,401 - 24,500 
  6 32,301 - 47,400 
  13 180,001 - 230,000 
  22 3,000,001 - 3,500,000 
  6 24,501 - 35,000 
  7 47,401 - 62,500 
  14 230,001 - 280,000 
  23 3,500,001 - 4,000,000 
  7 35,001 - 45,000 
  8 62,501 - 88,000 
  1 5 280,001 - 350,000 
  24 4,000,001 - 5,000,000 
  8 45,001 - 65,000 
  9 88,001 - 1 12,000 
  25 5,000,001 - 6,000,000 
  9 65,001 - 85,000 
  10 1 12,001 - 163,000 
  26 6,000,001 - 7,000,000 
  10 85,001 - 1 15,000 
  1 1  163,001 - 222,000 
  1 1  1 1 5,001 - 145,000 
  12 222,001 - 295,000 
  12 145,001 - 185,000 
  13 295,001 - 395,000 
  13 185,001 - 250,000 
  14 395,001 - 495,000 
  14 250,001 - 3 1 0,000 
  15 495,001 - 595,000 
  15 3 1 0,001 - 375,000 
  309 
  Quentin Milton (Order #31246997)
  
  Darkhound 
  Dolphin 
  Dragon - Cat 
  Entrancer 
  1 0,000 - 2060 
  Humpback Whale 
  1 0,000 - 1 ,860 
  1 0,000 - 2,200 
  2 2,061 - 4, 160 
  Gene - Splicer Mutants 
  2 1 ,861 - 3,600 
  2 2,201 - 4,400 
  3 4, 1 6 1  - 8,520 
  1 0,000 - 2,200 
  3 3,601 - 7,000 
  3 4,401 - 8,800 
  4 8,52 1 - 1 6,900 
  2 2,201 - 4,400 
  4 7,001 - 14,400 
  4 8,801 - 1 7,600 
  5 16,901 - 25,600 
  3 4,401 - 9,000 
  5 14,401 - 23,400 
  5 17,601 - 24,000 
  6 25,601 - 35,900 
  4 9,001 - 19,000 
  6 23,401 - 34,400 
  6 24,001 - 35,000 
  7 35,901 - 50,500 
  5 19,001 - 28,000 
  7 34,401 - 44,400 
  7 35,001 - 50,500 
  8 50,501 - 70,900 
  6 28,001 - 40,000 
  8 44,401 - 60,400 
  8 50,501 - 72,500 
  9 70,901 - 95,500 
  7 40,001 - 60,000 
  9 60,401 - 80,400 
  9 72,501 - 98,500 
  10 95,501 - 130,900 
  8 60,001 - 80,000 
  10 80,401 - 1 10,400 
  10 98,501 - 140,500 
  1 1  130,901 - 190,500 
  9 80,001 - 100,000 
  1 1  1 10,401 - 145,400 
  1 1  140,501 - 200,500 
  12 190,501 - 240,900 
  10 100,001 - 150,000 
  12 145,401 - 195,400 
  12 200,501 - 250,500 
  13 240,901 - 290,500 
  1 1  1 50,001 - 200,000 
  13 195,401 - 245,400 
  13 250,501 - 300,500 
  14 290,501 - 350,900 
  12 200,001 - 275,000 
  14 245,401 - 290,400 
  14 300,501 - 400,500 
  1 5 350,901 - 400,500 
  13 275,001 - 350,000 
  1 5 290,401 - 340,400 
  15 400,501 - 500,000 
  Demigods & High Elves 
  14 350,001 - 425,000 
  1 5 425,001 - 525,000 
  Dragon Ray 
  Ewaipanoma 
  1 0,000 - 2,400 
  Sperm Whale 
  1 0,000 - 2, 1 80 
  2 2,401 - 4,600 
  Dragon 
  Naut'YII Devastator 
  2 2, 1 8 1  - 4,340 
  3 4,601 - 9,200 
  1 0,000 - 3,000 
  1 0,000 - 2,050 
  3 4,341 - 8,680 
  4 9,201 - 1 8,400 
  2 3,001 - 5,000 
  2 2,05 1 - 4, 100 
  4 8,681 - 1 7,460 
  5 1 8,401 - 28,300 
  3 5,001 - 1 0.000 
  3 4,101 - 8,250 
  5 1 7,461 - 27,200 
  6 28,301 - 48,000 
  4 10,001 - 20,000 
  4 8,25 1 - 16,500 
  6 27,201 - 37,300 
  7 48,001 - 78,000 
  5 20,001 - 30,000 
  5 1 8,501 - 24,600 
  7 37,301 - 53,400 
  8 78,001 - 1 10,000 
  6 30,001 - 50,000 
  6 24,601 - 34,700 
  8 53,401 - 75,500 
  9 1 10,001 - 1 50,000 
  10 1 50,001 - 200,000 
  7 50,001 - 80,000 
  7 34,701 - 49,800 
  9 75,501 - 99,600 
  1 1  200,001 - 250,000 
  8 80,001 - 120,000 
  8 49,801 - 69,900 
  10 99,601 - 143,700 
  12 250,001 - 3 1 0,000 
  9 120,001 - 1 70,000 
  9 69,901 - 95,000 
  1 1  143,701 - 1 86,800 
  13 3 1 0,001 - 380,000 
  10 170,001 - 230,000 
  10 95,001 - 130,000 
  12 1 86,801 - 238,900 
  14 380,001 - 470,000 
  1 1  230,001 - 300,000 
  1 1  130,001 - 1 80,200 
  13 238,901 - 298,000 
  1 5 470,001 - 600,000 
  12 300,001 - 380,000 
  12 1 80,201 - 230,000 
  14 298,001 - 358,000 
  13 380,001 - 470,000 
  13 230,001 - 280,400 
  15 358,001 - 420,000 
  Demon - Dragonmage 
  14 470,001 - 600,000 
  14 280,401 - 340,500 
  Zaayr Crystal Dragon 
  1 5 600,001 - 800,000 
  15 340,501 - 400,600 
  Faerie Bot 
  Lipoca Sun Demon 
  Loup Garou 
  1 0,000 - 3,000 
  Ancient Dragon 
  Dubuggh 
  Ogopogo 
  2 3,001 - 5,000 
  13 380,001 - 470,000 
  Earth & Star Child 
  1 0,000 - 3,000 
  3 5,00 1 - 1 0.000 
  14 470,001 - 600,000 
  1 0,000 - 2,200 
  2 3,001 - 5,000 
  4 1 0,001 - 20,000 
  1 5 600,001 - 800,000 
  2 2,201 - 4,400 
  3 5,001 - 1 0.000 
  5 20,001 - 30,000 
  16 800,001 - 1,000,000 
  3 4,401 - 9,000 
  4 10,001 - 20,000 
  6 30,001 - 50,000 
  1 7 1,000,001 - 1 ,250,000 
  4 9,001 - 19,000 
  5 20,001 - 30,000 
  7 50,001 - 80,000 
  1 8  1,250,001 - 1 ,500,000 
  5 19,001 - 28,000 
  6 30,001 - 50,000 
  8 80,001 - 120,000 
  19 1,500,001 - 2,000,000 
  6 28,001 - 40,000 
  7 50,001 - 80,000 
  9 120,001 - 1 70,000 
  20 2,000,001 - 2,500,000 
  7 40,001 - 60,000 
  8 80,001 - 120,000 
  10 1 70,001 - 230,000 
  21 2,500,001 - 3,000,000 
  8 60,001 - 80,000 
  9 120,001 - 1 70,000 
  1 1  230,001 - 300,000 
  22 3,000,001 - 3,500,000 
  9 80,001 - 100,000 
  10 170,001 - 230,000 
  12 300,001 - 380,000 
  23 3,500,001 - 4,000,000 
  10 100,001 - 1 50,000 
  1 1  230,001 - 300,000 
  13 380,001 - 470,000 
  24 4,000,001 - 5,000,000 
  1 1  1 50,001 - 200,000 
  12 300,001 - 380,000 
  14 470,001 - 600,000 
  25 5,000,001 - 6,000,000 
  12 200,001 - 275,000 
  13 380,001 - 470,000 
  1 5 600,001 - 800,000 
  26 6,000,001 - 7,000,000 
  13 275,001 - 350,000 
  14 470,001 - 600,000 
  14 350,001 - 425,000 
  15 600,001 - 800,000 
  Demon Goblin 
  Dragon - Ape 
  15 425,001 - 525,000 
  Demon Hound Rider 
  1 0,000 - 2,000 
  Fallam 
  Ram - Rat & Sky Rider 
  2 2,001 - 4,000 
  Duelist 
  Pucara Red Giant 
  1 0,000 - 1 ,970 
  3 4,001 - 8,200 
  1 0,000 - 2,300 
  1 0,000 - 2,200 
  2 1,971 - 3,940 
  4 8,201 - 16,400 
  2 2,301 - 4,500 
  2 2,201 - 4,400 
  3 3,941 - 7,880 
  5 1 6,401 - 24,500 
  3 4,501 - 1 0,000 
  3 4,401 - 8,900 
  4 7,881 - 14,880 
  6 24,501 - 34,600 
  4 1 0,001 - 20,000 
  4 8,901 - 1 8,000 
  5 14,881 - 21,880 
  7 34,601 - 49,700 
  5 20,001 - 30,000 
  5 1 8,001 - 26,000 
  6 21,881 - 3 1,880 
  8 49,701 - 69,800 
  6 30,001 - 42,000 
  6 26,001 - 36,000 
  7 3 1,881 - 41,220 
  9 69,801 - 94,900 
  7 42,001 - 65,000 
  7 36,001 - 52,000 
  8 41,221 - 54,440 
  10 94,901 - 129,000 
  8 65,001 - 85,000 
  8 52,001 - 76,000 
  9 54,441 - 74,660 
  1 1  129,001 - 179, 1 00 
  9 85,001 - 1 10,000 
  9 76,001 - 1 00,000 
  1 0  74,661 - 1 04,880 
  12 1 79,101 - 229,200 
  10 1 10,001 - 160,000 
  10 1 00,001 - 150,000 
  1 1  104,881 - 139,220 
  1 3  229,201 - 279,300 
  1 1  160,001 - 210,000 
  1 1  1 50,001 - 200,000 
  12 139,221 - 1 89,440 
  14 279,301 - 329,400 
  12 210,001 - 285,000 
  12 200,001 - 275,000 
  1 3  189,441 - 239,660 
  1 5 329,401 - 389,500 
  13 285,001 - 370,000 
  13 275,001 - 350,000 
  14 239,661 - 290,880 
  14 370,001 - 450,000 
  14 350,001 - 425,000 
  1 5  290,881 - 335,000 
  15 450,001 - 575,000 
  15 425,001 - 525,000 
  31 0 
  Quentin Milton (Order #31246997)
  
  Felinoid Mutant 
  Goblin Spider 
  Grimbor 
  Ixion Cyber - Horsemen 
  1 0,000 - 1,880 
  1 0,000 - 2,600 
  1 0,000 - 1 ,875 
  1 0,000 - 2, 150 
  2 1,881 - 3,780 
  2 2,601 - 5,000 
  2 1,876 - 3,750 
  2 2, 1 5 1  - 4,300 
  3 3,781 - 7,260 
  3 5,001 - 10,000 
  3 3,75 1 - 7,250 
  3 4,301 - 8,600 
  4 7,261 - 14,200 
  4 10,001 - 20,000 
  4 7,25 1 - 14, 1 00 
  4 8,601 - 1 8,600 
  5 14,201 - 21,000 
  5 20,001 - 30,000 
  5 14,101 - 21,200 
  5 18,601 - 26,600 
  6 2 1,001 - 3 1,000 
  6 30,001 - 50,000 
  6 2 1,201 - 3 1 ,200 
  6 26,601 - 36,600 
  7 3 1,001 - 41,000 
  7 50,001 - 80,000 
  7 3 1,201 - 41,200 
  7 36,601 - 54,600 
  8 41,001 - 52,000 
  8 80,001 - 120,000 
  8 41,201 - 5 1 ,200 
  8 54,601 - 75,600 
  9 52,001 - 72,000 
  9 120,001 - 1 70,000 
  9 5 1,201 - 71,200 
  9 75,601 - 99,600 
  10 72,001 - 102,000 
  10 170,001 - 230,000 
  10 71,201 - 101 ,500 
  10 99,601 - 135,600 
  1 1  102,001 - 137,000 
  1 1  230,001 - 300,000 
  1 1  101,501 - 136,500 
  1 1  135,601 - 1 85,600 
  12 137,001 - 187,000 
  12 300,001 - 380,000 
  12 136,501 - 186,500 
  12 185,601 - 240,600 
  13 187,001 - 237,000 
  13 380,001 - 470,000 
  13 186,501 - 236,500 
  13 240,601 - 290,600 
  14 237,001 - 287,000 
  14 470,001 - 600,000 
  14 236,501 - 286,500 
  14 290,601 - 343,600 
  1 5 287,001 - 327,000 
  1 5 600,001 - 800,000 
  1 5 286,501 - 326,500 
  15 343,601 - 423,600 
  Fennodi R.C.C. 
  Horune Pirate 
  Jungle Elf 
  Advance in experience as per the 
  Godling R.C.C. 
  1 0,000 - 1,900 
  1 0,000 - 2,100 
  O.C.C. selected. 
  1 0,000 - 2,600 
  2 1,901 - 3,800 
  2 2,101 - 4, 150 
  2 2,601 - 5,000 
  3 3,801 - 7,300 
  3 4, 1 5 1  - 8,300 
  Flame Panther 
  3 5,001 - 10,000 
  4 7,301 - 14,300 
  4 8,301 - 16,600 
  Flying Tiger 
  4 10,001 - 20,000 
  5 14,301 - 21,000 
  5 16,601 - 25,000 
  Oracle Cat 
  5 20,001 - 30,000 
  6 2 1,001 - 30,000 
  6 25,001 - 35,000 
  1 0,000 - 2,200 
  6 30,001 - 50,000 
  7 30,001 - 40,000 
  7 35,001 - 50,000 
  2 2,201 - 4,400 
  7 50,001 - 80,000 
  8 40,001 - 53,000 
  8 50,001 - 70,000 
  3 4,401 - 8,800 
  8 80,001 - 120,000 
  9 53,001 - 73,000 
  9 70,001 - 95,000 
  4 8,801 - 1 8,000 
  9 120,001 - 1 70,000 
  10 73,001 - 103,000 
  10 95,00 1 - 130,000 
  5 1 8,001 - 26,000 
  10 1 70,001 - 230,000 
  1 1  103,001 - 138,000 
  1 1  130,001 - 1 80,000 
  6 26,001 - 36,000 
  1 1  230,001 - 300,000 
  12 138,001 - 188,000 
  12 180,001 - 23 1,000 
  7 36,001 - 52,000 
  12 300,001 - 380,000 
  13 188,001 - 238,000 
  13 23 1,001 - 280,000 
  8 52,001 - 72,000 
  13 380,001 - 470,000 
  14 238,001 - 288,000 
  14 280,001 - 341,000 
  9 72,001 - 97,000 
  14 470,001 - 600,000 
  15 288,001 - 330,000 
  15 341,001 - 401,000 
  10 97,001 - 132,000 
  1 5 600,001 - 800,000 
  1 1  132,001 - 182,000 
  Hunter Cat 
  Keepers of the Desert 
  12 182,001 - 232,000 
  Great Dream Snakes 
  Sekhmet 
  1 0,000 - 2, 1 10 
  13 232,001 - 282,000 
  Phantasms 
  1 0,000 - 2,250 
  2 2,1 1 1  - 4,220 
  14 282,001 - 343,000 
  1 0,000 - 3,000 
  2 2,25 1 - 4,500 
  3 4,22 1 - 8,440 
  1 5 343,001 - 403,000 
  2 3,001 - 5,000 
  3 4,501 - 9,000 
  4 8,441 - 1 6,880 
  3 5,001 - 10.000 
  4 9,001 - 18,500 
  5 16,881 - 24,880 
  Gizmoteer 
  4 10,001 - 20,000 
  5 1 8,501 - 27,500 
  6 24,881 - 34,880 
  Blood Rider 
  5 20,001 - 30,000 
  6 27,501 - 38,000 
  7 34,881 - 48,440 
  Blood Lizard 
  6 30,001 - 50,000 
  7 38,001 - 54,000 
  8 48,441 - 68,440 
  1 0,000 - 2,300 
  7 50,001 - 80,000 
  8 54,001 - 76,000 
  9 68,441 - 92,480 
  2 2,301 - 4,600 
  8 80,001 - 120,000 
  9 76,001 - 100,000 
  10 92,481 - 128,480 
  3 4,601 - 9,200 
  9 120,001 - 1 70,000 
  10 100,001 - 145,000 
  1 1  128,481 - 1 78,480 
  4 9,201 - 1 8,400 
  10 170,001 - 230,000 
  1 1  145,001 - 190,000 
  12 178,481 - 228,880 
  5 1 8,401 - 26,500 
  1 1  230,001 - 300,000 
  12 190,001 - 240,000 
  13 228,881 - 278,880 
  6 26,501 - 36,600 
  12 300,001 - 380,000 
  13 240,001 - 300,000 
  14 278,881 - 324,480 
  7 36,601 - 5 1,700 
  13 380,001 - 470,000 
  14 300,001 - 360,000 
  15 324,481 - 388,880 
  8 5 1,701 - 71,800 
  14 470,001 - 600,000 
  15 360,001 - 420,000 
  9 71,801 - 96,900 
  1 5 600,001 - 800,000 
  Killer Whale 
  10 96,901 - 137,000 
  In'Valian "Robo - Jockeys" 
  Rurlel Eelman 
  1 1  137,001 - 1 88, 1 00 
  Great Little Ones 
  1 0,000 - 2, 150 
  1 0,000 - 2, 150 
  12 188,101 - 229,200 
  1 0,000 - 2,050 
  2 2, 1 5 1  - 4,250 
  2 2, 1 5 1  - 4,300 
  13 229,201 - 279,300 
  2 2,05 1 - 4, 100 
  3 4,25 1 - 8,850 
  3 4,301 - 8,600 
  14 279,301 - 340,400 
  3 4,101 - 8,250 
  4 8,85 1 - 1 7,000 
  4 8,601 - 1 7,200 
  1 5 340,401 - 400,000 
  4 8,25 1 - 16,500 
  5 1 7,001 - 25,000 
  5 1 7,201 - 25,500 
  5 16,501 - 24,600 
  6 25,001 - 35,000 
  6 25,501 - 36,000 
  6 24,601 - 34,700 
  7 35,001 - 50,000 
  7 36,001 - 52,000 
  7 34,701 - 49,800 
  8 50,001 - 70,000 
  8 52,001 - 73,000 
  8 49,801 - 69,900 
  9 70,001 - 95,000 
  9 73,001 - 98,000 
  9 69,901 - 95,000 
  10 95,001 - 130,000 
  10 98,001 - 134,000 
  10 95,001 - 1 30, 100 
  1 1  130,001 - 180,000 
  1 1  134,001 - 1 84,000 
  1 1  130,101 - 1 80,200 
  12 180,001 - 230,000 
  12 1 84,001 - 240,000 
  12 180,201 - 230,300 
  13 230,001 - 280,000 
  13 240,001 - 295,000 
  1 3  230,301 - 280,400 
  14 280,001 - 330,000 
  14 295,001 - 365,000 
  14 280,401 - 340,500 
  15 330,001 - 400,000 
  15 365,001 - 425,000 
  1 5 340,501 - 400,600 
  31 1 
  Quentin Milton (Order #31246997)
  
  Kittani 
  Lizard Man 
  Lyn - Srial 
  Mantaz Sectle 
  Blind Warrior Women 
  1 0,000 - 1 ,900 
  1 0,000 - 1,900 
  1 0,000 - 1,950 
  1 0,000 - 2, 140 
  2 1 ,901 - 3,800 
  2 1 ,901 - 3,800 
  2 1,95 1 - 3,900 
  2 2,141 - 4,280 
  3 3,80 1  - 7,300 
  3 3,801 - 7,300 
  3 3,901 - 7,500 
  3 4,281 - 8,560 
  4 7,301 - 14,300 
  4 7,301 - 14,300 
  4 7,501 - 1 5,000 
  4 8,561 - 1 7,520 
  5 14,301 - 21,000 
  5 14,301 - 21,300 
  5 1 5,001 - 23,000 
  5 1 7,521 - 25,520 
  6 2 1,001 - 3 1,000 
  6 2 1,301 - 30,000 
  6 23,001 - 32, 100 
  6 25,52 1 - 35,520 
  7 3 1,001 - 41,000 
  7 30,001 - 40,000 
  7 32, 101 - 42,200 
  7 35,521 - 50,520 
  8 41,001 - 53,000 
  8 40,001 - 53,000 
  8 42,201 - 55,300 
  8 50,521 - 71,000 
  9 53,001 - 73,000 
  9 53,001 - 73,000 
  9 55,301 - 76,400 
  9 71,001 - 96, 100 
  10 73,001 - 103,000 
  10 73,001 - 103,000 
  10 76,401 - 106,500 
  10 96, 101 - 1 3 1 ,200 
  1 1  103,001 - 138,000 
  1 1  103,001 - 138,000 
  1 1  106,501 - 140,600 
  1 1  13 1,201 - 181,300 
  12 138,001 - 188,000 
  12 138,001 - 1 88,000 
  12 140,601 - 190, 700 
  12 1 81 ,301 - 23 1,400 
  13 1 88,001 - 238,000 
  13 1 88,001 - 238,000 
  13 190,701 - 240,800 
  13 23 1 ,401 - 281,500 
  14 238,001 - 288,000 
  14 238,001 - 288,000 
  14 240,801 - 294,000 
  14 281,501 - 341,600 
  1 5 288,001 - 328,000 
  15 288,001 - 328,000 
  1 5 294,001 - 336,000 
  1 5 341,601 - 401,700 
  Lycanmorph 
  Machine People 
  Master Blood - Rider 
  Kreel - Lok Warrior 
  1 0,000 - 2,500 
  Phantom Vacuum Wasps 
  Achilles Serpentoid 
  1 0,000 - 1,925 
  2 2,501 - 5,000 
  1 0,000 - 2,300 
  1 0,000 - 2,250 
  2 1 ,926 - 3,850 
  3 5,001 - 1 0,000 
  2 2,301 - 4,500 
  2 2,25 1 - 4,500 
  3 3,85 1 - 7,450 
  4 10,001 - 20,000 
  3 4,501 - 10,000 
  3 4,501 - 9,000 
  4 7,45 1 - 1 5,000 
  5 20,001 - 30,000 
  4 10,001 - 20,000 
  4 9,001 - 1 8,500 
  5 1 5,001 - 2 1,500 
  6 30,001 - 50,000 
  5 20,001 - 30,000 
  5 1 8,501 - 27,500 
  6 21,501 - 3 1,500 
  7 50,001 - 80,000 
  6 30,001 - 42,000 
  6 27,501 - 38,000 
  7 30,501 - 41,500 
  8 80,001 - 120,000 
  7 42,001 - 65,000 
  7 38,001 - 54,000 
  8 41,501 - 54,000 
  9 120,001 - 1 60,000 
  8 65,001 - 85,000 
  8 54,001 - 76,000 
  9 54,001 - 75,000 
  10 160,001 - 190,000 
  9 85,001 - 1 10,000 
  9 76,001 - 100,000 
  10 75,001 - 105,000 
  1 1  190,001 - 240,000 
  10 1 10,001 - 160,000 
  10 100,001 - 145,000 
  1 1  105,001 - 140,000 
  12 240,001 - 300,000 
  1 1  160,001 - 210,000 
  1 1  145,001 - 190,000 
  12 140,001 - 190,000 
  13 300,001 - 370,000 
  12 210,001 - 285,000 
  12 190,001 - 240,000 
  1 3  190,001 - 240,000 
  14 370,001 - 440,000 
  13 285,001 - 370,000 
  13 240,001 - 300,000 
  14 240,001 - 300,000 
  1 5 440,001 - 5 10,000 
  14 370,001 - 450,000 
  14 300,001 - 360,000 
  1 5 300,001 - 350,000 
  15 450,001 - 575,000 
  15 360,001 - 420,000 
  Lyn - Srial Cloud weaver 
  Kwarla Demon Hunter 
  1 0,000 - 2, 150 
  Man - Eagle (villain) 
  Men - Rail "Techmaster" 
  1 0,000 - 2,200 
  2 2, 1 5 1  - 4,300 
  Stone Giant (villain) 
  1 0,000 - 2,240 
  2 2,201 - 4,400 
  3 4,301 - 9,600 
  1 0,000 - 2,200 
  2 2,241 - 4,480 
  3 4,401 - 8,800 
  4 9,601 - 1 8,200 
  2 2,201 - 4,400 
  3 4,481 - 8,960 
  4 8,801 - 1 7,600 
  5 1 8,201 - 28,400 
  3 4,401 - 8,800 
  4 8,961 - 1 7,920 
  5 1 7,601 - 27,800 
  6 28,401 - 38,600 
  4 8,801 - 1 7,600 
  5 1 7,921 - 25,920 
  6 27,801 - 37,900 
  7 38,601 - 54,800 
  5 1 7,601 - 27,700 
  6 25,92 1 - 35,920 
  7 37,901 - 55, 100 
  8 54,801 - 75,200 
  6 27,701 - 37,800 
  7 35,921 - 50,920 
  8 55, 101 - 75,200 
  9 75,201 - 100,400 
  7 37,801 - 53,900 
  8 50,921 - 70,920 
  9 75,201 - 100,300 
  10 100,401 - 132,600 
  8 53,901 - 75,100 
  9 70,921 - 95,920 
  10 100,301 - 145,500 
  1 1  132,601 - 1 85,800 
  9 75, 101 - 100,200 
  10 95,92 1 - 1 35,920 
  1 1  145,501 - 190,600 
  12 1 85,801 - 240,200 
  10 100,201 - 140,300 
  1 1  135,921 - 1 85,920 
  12 190,601 - 245,700 
  13 240,201 - 295,400 
  1 1  140,301 - 200,400 
  12 185,921 - 225,920 
  1 3  245,701 - 295,800 
  14 295,401 - 365,600 
  12 200,401 - 250,500 
  13 225,921 - 275,920 
  14 295,801 - 345,900 
  1 5 365,601 - 425,800 
  13 250,501 - 300,600 
  14 275,921 - 335,920 
  1 5 345,901 - 415,100 
  14 300,601 - 350,700 
  15 335,921 - 395,920 
  Lyn - Srial Sky - Knight 
  15 350,701 - 425,800 
  Larhold Barbarian 
  1 0,000 - 2, 140 
  "Mind Creature" Intruder 
  Neo - Human 
  2 2,141 - 4,280 
  Man - Monsters (villians) 
  1 0,000 - 2,650 
  Equinoid 
  3 4,28 1 - 8,560 
  1 0,000 - 2,300 
  2 2,65 1 - 5,300 
  1 0,000 - 2,600 
  4 8,561 - 1 7,520 
  2 2,301 - 4,600 
  3 5,301 - 1 1,000 
  2 2,601 - 5,000 
  5 1 7,521 - 25,520 
  3 4,601 - 9,200 
  4 1 1,001 - 21,000 
  3 5,001 - 1 0,000 
  6 25,521 - 35,520 
  4 9,201 - 1 8,400 
  5 2 1,001 - 32,000 
  4 10,001 - 20,000 
  7 35,521 - 50,520 
  5 1 8,401 - 26,500 
  6 32,001 - 42,000 
  5 20,001 - 30,000 
  8 50,521 - 71,000 
  6 26,501 - 36,600 
  7 42,001 - 62,000 
  6 30,001 - 39,000 
  9 71,001 - 96,000 
  7 36,601 - 5 1,700 
  8 62,001 - 90,000 
  7 39,001 - 52,000 
  10 96,001 - 1 3 1 ,200 
  8 5 1,701 - 71 ,800 
  9 90,001 - 120,000 
  8 52,001 - 70,000 
  1 1  13 1,201 - 181,300 
  9 71,801 - 96,900 
  10 120,001 - 1 70,000 
  9 70,001 - 100,000 
  12 18 1,301 - 23 1,400 
  10 96,901 - 137,000 
  1 1  170,001 - 220,000 
  10 100,001 - 140,000 
  13 23 1,401 - 28 1,500 
  1 1  137,001 - 1 88,100 
  12 220,001 - 290,000 
  1 1  140,001 - 190,000 
  14 28 1,501 - 341,600 
  12 1 88,101 - 229,200 
  13 290,001 - 400,000 
  12 190,001 - 240,000 
  1 5 341,601 - 401,700 
  13 229,201 - 279,300 
  14 400,001 - 500,000 
  1 3  240,001 - 290,000 
  14 279,301 - 340,400 
  15 500,001 - 700,000 
  14 290,001 - 350,000 
  15 340,401 - 400,000 
  1 5 350,001 - 520,000 
  31 2 
  Quentin Milton (Order #31246997)
  
  Mokoloi Warriors 
  Mutant Rat 
  Oni Ninja 
  Pneuma Biform: Dolphin 
  1 0,000 - 2, 120 
  1 0,000 - 1 ,900 
  1 0,000 - 2,650 
  Pneuma Biform: Orca 
  2 2, 1 2 1  - 4,240 
  2 1,901 - 3,600 
  2 2,65 1 - 5,300 
  Pneuma Biform: Whale 
  3 4,241 - 8,480 
  3 3,601 - 7,200 
  3 5,301 - 1 1,000 
  1 0,000 - 2,600 
  4 8,48 1 - 16,960 
  4 7,201 - 14,400 
  4 1 1,001 - 21,000 
  2 2,60 1 - 5,300 
  5 16,961 - 24, 100 
  5 14,401 - 24,500 
  5 2 1,001 - 32,000 
  3 5,301 - 10,700 
  6 24, 101 - 34,200 
  6 24,501 - 35,000 
  6 32,001 - 42,000 
  4 10,701 - 20,700 
  7 34,201 - 49,300 
  7 35,001 - 45,000 
  7 42,001 - 62,000 
  5 20,601 - 30,600 
  8 49,301 - 70,400 
  8 45,001 - 65,000 
  8 62,001 - 90,000 
  6 30,601 - 41,800 
  9 70,401 - 96,500 
  9 65,001 - 85,000 
  9 90,001 - 120,000 
  7 41,801 - 61,000 
  10 96,501 - 132,600 
  10 85,001 - 1 15,000 
  10 120,001 - 170,000 
  8 61,001 - 90,000 
  1 1  132,601 - 190,700 
  1 1  1 1 5,001 - 145,000 
  1 1  1 70,001 - 220,000 
  9 90,001 - 120,000 
  12 190,701 - 240,800 
  12 145,001 - 1 85,000 
  12 220,001 - 290,000 
  10 120,001 - 170,000 
  13 240,801 - 290,900 
  13 185,001 - 250,000 
  13 290,001 - 400,000 
  1 1  170,001 - 220,000 
  14 290,901 - 350, 100 
  14 250,001 - 3 10,000 
  14 400,001 - 500,000 
  12 220,001 - 290,000 
  1 5 350,101 - 400,200 
  1 5 3 10,001 - 375,000 
  15 500,001 - 700,000 
  13 290,001 - 400,000 
  14 400,001 - 500,000 
  Monro R.C.C. 
  Mutants 
  Optional Monster 
  15 500,001 - 700,000 
  T'Zee R.C.C. 
  1 0,000 - 2, 150 
  Races & Notes 
  Experience advancement will de-
  2 2, 1 5 1  - 4,300 
  The Dark Priest, the Unholy, the 
  Pogtal Dragon Slayer 
  pend on the O.C.C. selected. 
  3 4,301 - 8,600 
  Host, Air Fish, Beast Guards, 
  1 0,000 - 3,000 
  4 8,601 - 1 8,600 
  Demon Hounds, Feathered Ser-
  2 3,001 - 5,000 
  Monster Brodkil 
  5 1 8,601 - 26,600 
  pents, Skelter Bats, Worm Zom-
  3 5,001 - 1 0.000 
  Srrynn Cannibal 
  6 26,601 - 36,600 
  bies, Parasites and Symbioses are 
  4 10,001 - 20,000 
  1 0,000 - 2,250 
  7 36,601 - 54,600 
  NOT available as player charac-
  5 20,001 - 30,000 
  2 2,25 1 - 4,400 
  8 54,601 - 75,600 
  ters. 
  6 30,001 - 50,000 
  3 4,401 - 8,800 
  9 75,601 - 99,600 
  7 50,001 - 80,000 
  4 8,801 - 1 7,600 
  10 99,601 - 135,600 
  Pleasurer 
  8 80,001 - 120,000 
  5 1 7,601 - 24,000 
  1 1  135,601 - 185,600 
  Termite Engineers 
  9 120,001 - 1 70,000 
  6 25,001 - 35,000 
  12 185,601 - 240,600 
  1 0,000 - 2, 150 
  10 170,001 - 230,000 
  7 35,001 - 50,500 
  13 240,601 - 290,600 
  2 2, 1 5 1  - 4,300 
  1 1  230,001 - 300,000 
  8 50,501 - 72,500 
  14 290,601 - 343,600 
  3 4,301 - 8,600 
  12 300,001 - 380,000 
  9 72,501 - 98,500 
  1 5 343,601 - 423,600 
  4 8,601 - 1 7,200 
  13 380,001 - 470,000 
  10 98,501 - 140,500 
  5 1 7,201 - 25,500 
  14 470,001 - 600,000 
  1 1  140,501 - 200,500 
  Nazeer 
  6 25,501 - 36,000 
  15 600,001 - 800,000 
  12 200,501 - 250,500 
  Dreadlor 
  7 36,001 - 52,000 
  13 250,501 - 300,500 
  1 0,000 - 2,400 
  8 52,001 - 73,000 
  Power Leech 
  14 300,501 - 400,500 
  2 2,401 - 4,800 
  9 73,001 - 98,000 
  1 0,000 - 2,400 
  1 5 400,401 - 500,000 
  3 4,801 - 9,600 
  10 98,001 - 134,000 
  2 2,401 - 4,800 
  4 9,601 - 19,000 
  1 1  134,001 - 184,000 
  3 4,801 - 9,600 
  Morphworm 
  5 19,001 - 27,000 
  12 184,001 - 240,000 
  4 9,601 - 19,200 
  Rumbler 
  6 27,001 - 37,000 
  13 240,001 - 295,000 
  5 19,201 - 30,000 
  Holy Terror 
  7 37,001 - 52,000 
  14 295,001 - 365,000 
  6 30,001 - 50,000 
  1 0,000 - 2,900 
  8 52,001 - 72,000 
  15 365,001 - 425,000 
  7 50,001 - 80,000 
  2 2,901 - 4,800 
  9 72,001 - 96,000 
  8 80,001 - 120,000 
  3 4,801 - 9,600 
  10 96,001 - 13 1 ,000 
  Plumed Serpent 
  9 120,001 - 1 60,000 
  4 9,601 - 19,200 
  1 1  13 1,001 - 180,000 
  Ukt Water Serpent 
  10 160,001 - 200,000 
  5 19,201 - 29,200 
  12 180,001 - 229,000 
  1 0,000 - 3,000 
  1 1  200,001 - 250,000 
  6 29,201 - 49,000 
  13 229,001 - 278,000 
  2 3,001 - 5,000 
  12 250,001 - 300,000 
  7 49,001 - 79,000 
  14 278,001 - 337,000 
  3 5,001 - 10.000 
  13 300,001 - 400,000 
  8 79,001 - 1 19,000 
  1 5 337,001 - 396,000 
  4 10,001 - 20,000 
  14 400,001 - 500,000 
  9 1 19,001 - 169,000 
  5 20,001 - 30,000 
  15 500,001 - 600,000 
  1 0  169,001 - 230,000 
  Noro Psychic 
  6 30,001 - 50,000 
  1 1  230,001 - 300,000 
  Promethean (First Stage) 
  7 50,001 - 80,000 
  Psi - X  Alien 
  12 300,001 - 380,000 
  1 0,000 - 2,600 
  8 80,001 - 120,000 
  Xiticix Killer 
  13 380,001 - 470,000 
  2 2,601 - 5,000 
  9 120,001 - 1 70,000 
  1 0,000 - 2,200 
  14 470,001 - 600,000 
  3 5,001 - 10,000 
  10 170,001 - 230,000 
  2 2,201 - 4,400 
  1 5 600,001 - 800,000 
  4 10,001 - 20,000 
  1 1  230,001 - 300,000 
  3 4,40 1 - 9,000 
  5 20,001 - 30,000 
  12 300,001 - 380,000 
  4 9,001 - 19,000 
  6 30,001 - 39,000 
  13 380,001 - 470,000 
  5 19,001 - 28,000 
  7 39,001 - 52,000 
  14 470,001 - 600,000 
  6 28,001 - 40,000 
  8 52,001 - 70,000 
  15 600,001 - 800,000 
  7 40,001 - 60,000 
  9 70,001 - 100,000 
  8 60,001 - 80,000 
  10 100,001 - 140,000 
  9 80,001 - 100,000 
  1 1  140,001 - 190,000 
  10 100,001 - 150,000 
  12 190,001 - 240,000 
  1 1  150,001 - 200,000 
  13 240,001 - 290,000 
  12 200,001 - 275,000 
  14 290,001 - 350,000 
  13 275,001 - 350,000 
  1 5 350,001 - 520,000 
  14 350,001 - 425,000 
  1 5 425,001 - 525,000 
  31 3 
  Quentin Milton (Order #31246997)
  
  Psi-Bloodbound 
  Rithe 
  Shadow People 
  Simvan 
  Tri-Wolf 
  1 0,000 - 2,400 
  1 0,000 - 2,500 
  Seeker 
  1 0,000 - 2, 100 
  2 2,401 - 4,800 
  2 2,501 - 5,000 
  1 0,000 - 1,925 
  2 2,101 - 4,200 
  3 4,801 - 9,600 
  3 5,001 - 1 0,000 
  2 1 ,926 - 3,850 
  3 4,201 - 8,400 
  4 9,601 - 19,200 
  4 1 0,001 - 20,500 
  3 3,85 1 - 7,450 
  4 8,401 - 1 6,800 
  5 19,201 - 28,400 
  5 20,501 - 32,000 
  4 7,45 1 - 1 5,000 
  5 1 6,801 - 25,000 
  6 28,401 - 38,600 
  6 32,001 - 47,000 
  5 1 5,001 - 21,500 
  6 25,001 - 35,000 
  7 38,601 - 52,200 
  7 47,001 - 62,000 
  6 2 1,501 - 3 1,500 
  7 35,001 - 50,000 
  8 52,201 - 72,400 
  8 62,001 - 82,000 
  7 30,501 - 41,500 
  8 50,001 - 70,000 
  9 72,401 - 98,600 
  9 82,001 - 1 12,000 
  8 41,501 - 54,000 
  9 70,001 - 95,000 
  10 98,601 - 140,200 
  10 1 12,001 - 160,000 
  9 54,001 - 75,000 
  10 95,001 - 130,000 
  1 1  140,201 - 200,400 
  1 1  160,001 - 220,000 
  10 75,001 - 1 05,000 
  1 1  130,001 - 1 80,000 
  12 200,401 - 260,600 
  12 220,001 - 300,000 
  1 1  1 05,001 - 140,000 
  12 1 80,001 - 234,000 
  13 260,601 - 3 1 0,200 
  13 300,001 - 380,000 
  12 140,001 - 190,000 
  13 234,001 - 285,000 
  14 3 1 0,201 - 410,400 
  14 380,001 - 460,000 
  13 190,001 - 240,000 
  14 285,001 - 345,000 
  1 5 41 0,401 - 5 10,000 
  15 460,001 - 540,000 
  14 240,001 - 300,000 
  1 5 345,001 - 410,000 
  1 5 300,001 - 350,000 
  Sea Titan 
  Shertar 
  Psymbiote 
  Whale Singer 
  Tarbull 
  Simvan Monster Rider 
  Psi - Goblin 
  1 0,000 - 2,500 
  1 0,000 - 2,300 
  1 0,000 - 1 ,925 
  1 0,000 - 1,925 
  2 2,501 - 5,000 
  2 2,301 - 4,600 
  2 1 ,926 - 3,850 
  2 1 ,926 - 3,850 
  3 5,001 - 1 0,000 
  3 4,601 - 9,200 
  3 3,85 1 - 7,450 
  3 3,85 1 - 7,450 
  4 1 0,001 - 20,000 
  4 9,201 - 1 8,400 
  4 7,45 1 - 1 5,000 
  4 7,45 1 - 14,900 
  5 20,001 - 30,000 
  5 1 8,401 - 26,800 
  5 1 5,001 - 21,500 
  5 14,901 - 2 1,000 
  6 30,001 - 50,000 
  6 26,801 - 36,900 
  6 21,501 - 3 1,500 
  6 21 ,001 - 3 1,000 
  7 50,001 - 80,000 
  7 36,901 - 5 1 , 100 
  7 3 1,501 - 41,500 
  7 3 1,001 - 41,600 
  8 80,001 - 120,000 
  8 5 1, 1 01 - 71,200 
  8 41,501 - 54,000 
  8 41,601 - 53,000 
  9 120,001 - 1 60,000 
  9 7 1,201 - 100,300 
  9 54,001 - 75,000 
  9 53,001 - 73,000 
  10 160,001 - 190,000 
  10 1 00,301 - 140,400 
  10 75,00 1 - 1 05,000 
  10 73,001 - 1 03,500 
  1 1  190,001 - 240,000 
  1 1  140,401 - 196,500 
  1 1  105,001 - 140,000 
  1 1  103,501 - 139,000 
  12 240,001 - 300,000 
  12 196,501 - 250,600 
  12 140,001 - 190,000 
  12 139,001 - 1 89,000 
  13 300,001 - 370,000 
  13 250,601 - 300,700 
  13 190,001 - 240,000 
  13 1 89,001 - 239,000 
  14 370,001 - 440,000 
  14 300,701 - 350,800 
  14 240,001 - 300,000 
  14 239,001 - 289,000 
  1 5 440,001 - 5 10,000 
  15 350,801 - 400,900 
  1 5 300,001 - 350,000 
  1 5 289,001 - 339,000 
  Seljuk 
  Shrilt R.C.C. 
  Splugorth Conservator 
  Quick Flex Rogue R.C.C. 
  Kreeghor 
  1 0,000 - 1,900 
  1 0,000 - 2, 100 
  Trimadore Mechanic R.C.C. 
  Catyr 
  2 1 ,901 - 3,600 
  2 2,101 - 4,200 
  1 0,000 - 2,300 
  1 0,000 - 2,200 
  3 3,601 - 7,200 
  3 4,201 - 8,400 
  2 2,301 - 4,600 
  2 2,201 - 4,400 
  4 7,201 - 14,400 
  4 8,401 - 1 7,200 
  3 4,601 - 9,200 
  3 4,401 - 8,900 
  5 14,401 - 24,500 
  5 17,201 - 25,400 
  4 9,201 - 1 8,400 
  4 8,901 - 1 8,000 
  6 24,501 - 35,000 
  6 25,401 - 35,800 
  5 1 8,401 - 26,500 
  5 1 8,001 - 26,000 
  7 35,001 - 45,000 
  7 35,801 - 5 1,000 
  6 26,501 - 36,600 
  6 26,001 - 36,000 
  8 45,001 - 65,000 
  8 5 1,001 - 71 ,200 
  7 36,601 - 5 1,700 
  7 36,001 - 52,000 
  9 65,001 - 85,000 
  9 71,201 - 96,400 
  8 5 1,701 - 74,800 
  8 52,001 - 76,000 
  10 85,001 - 1 15,000 
  10 96,401 - 1 3 1 ,600 
  9 74,801 - 100,900 
  9 76,001 - 100,000 
  1 1  1 1 5,001 - 145,000 
  1 1  131,601 - 181,800 
  10 1 00,901 - 140,000 
  10 100,001 - 1 50,000 
  12 145,001 - 1 85,000 
  12 181,801 - 232,000 
  1 1  140,001 - 193,1 00 
  1 1  1 50,001 - 200,000 
  13 1 85,001 - 250,000 
  13 232,001 - 282,200 
  12 193, 101 - 235,200 
  12 200,001 - 275,000 
  14 250,001 - 3 10,000 
  14 282,201 - 342,400 
  13 235,201 - 290,400 
  13 275,001 - 350,000 
  1 5 3 1 0,001 - 375,000 
  1 5 342,401 - 402,600 
  14 290,401 - 350,600 
  14 350,001 - 425,000 
  1 5 350,601 - 425,800 
  1 5 425,001 - 525,000 
  Silhouette 
  Splugorth Overlord 
  Draconid 
  Splugorth Powerlord 
  Ramen 
  Shade 
  Repo-Bots 
  Splugorth Slaver 
  1 0,000 - 2,050 
  1 0,000 - 2,500 
  1 0,000 - 2,200 
  1 0,000 - 2,600 
  2 2,05 1 - 4, 100 
  2 2,501 - 5,000 
  2 2,201 - 4,400 
  2 2,60 1  - 5,200 
  3 4, 101 - 8,250 
  3 5,001 - 10,000 
  3 4,401 - 9,000 
  3 5,201 - 1 0,500 
  4 8,25 1 - 16,500 
  4 10,001 - 20,000 
  4 9,001 - 19,000 
  4 1 0,501 - 2 1,200 
  5 16,501 - 24,600 
  5 20,001 - 28,500 
  5 19,001 - 28,000 
  5 21,201 - 32,300 
  6 24,601 - 34,700 
  6 28,501 - 38,500 
  6 28,001 - 40,000 
  6 32,301 - 47,400 
  7 34,701 - 49,800 
  7 38,501 - 52,000 
  7 40,001 - 60,000 
  7 47,401 - 62,500 
  8 49,801 - 69,900 
  8 52,001 - 72,000 
  8 60,001 - 80,000 
  8 62,501 - 88,000 
  9 69,901 - 95,000 
  9 72,001 - 1 05,000 
  9 80,001 - 100,000 
  9 88,001 - 1 12,000 
  10 95,001 - 1 30, 100 
  1 0  105,001 - 140,000 
  10 100,001 - 1 50,000 
  10 1 12,001 - 163,000 
  1 1  130,101 - 1 80,200 
  1 1  140,001 - 190,000 
  1 1  150,001 - 200,000 
  1 1  163,001 - 222,000 
  12 1 80,201 - 230,300 
  12 190,001 - 235,000 
  12 200,001 - 275,000 
  12 222,001 - 295,000 
  13 230,301 - 280,400 
  13 235,001 - 290,000 
  13 275,001 - 350,000 
  13 295,001 - 395,000 
  14 280,401 - 340,500 
  14 290,001 - 350,000 
  14 350,001 - 425,000 
  14 395,001 - 495,000 
  1 5 340,501 - 400,600 
  1 5 350,001 - 520,000 
  15 425,001 - 525,000 
  1 5 495,001 - 595,000 
  3 1 4  
  Quentin Milton (Order #31246997)
  
  Supernatural Minions 
  Tarlok 
  Tree People 
  Vanguard Brawler Thug 
  1 0,000 - 2,700 
  Lokdog 
  Pygmy Hunter 
  1 0,000 - 2050 
  2 2,701 - 5,400 
  1 0,000 - 2, 120 
  Tautons 
  2 2,05 1 - 4, 100 
  3 5,401 - 10,800 
  2 2,121 - 4,240 
  1 0,000 - 1,935 
  3 4,101 - 8,400 
  4 10,801 - 21,600 
  3 4,241 - 8,480 
  2 1,935 - 3,870 
  4 8,401 - 16,800 
  5 21,601 - 3 1,600 
  4 8,481 - 16,960 
  3 3,871 - 7,750 
  5 16,801 - 25,560 
  6 3 1,601 - 42,800 
  5 16,961 - 24,960 
  4 7,75 1 - 1 5,400 
  6 24,561 - 35,800 
  7 42,801 - 62,000 
  6 24,961 - 34,960 
  5 1 5,401 - 20,000 
  7 35,801 - 50,400 
  8 62,001 - 90,000 
  7 34,961 - 49,960 
  6 20,001 - 30,000 
  8 50,401 - 70,800 
  9 90,001 - 120,000 
  8 49,961 - 69,960 
  7 30,001 - 40,000 
  9 70,801 - 95,400 
  10 120,001 - 1 70,000 
  9 69,961 - 94,960 
  8 40,001 - 60,000 
  10 95,401 - 130,800 
  1 1  170,001 - 220,000 
  1 0 94,961 - 129,960 
  9 60,001 - 80,000 
  1 1  130,801 - 180,400 
  12 220,001 - 290,000 
  1 1  129,961 - 1 79,960 
  10 80,001 - 1 10,500 
  12 180,401 - 230,800 
  13 290,001 - 400,000 
  12 179,961 - 229,960 
  1 1  1 10,001 - 140,000 
  13 230,801 - 280,400 
  14 400,001 - 500,000 
  13 229,961 - 279,960 
  12 140,001 - 180,000 
  14 280,401 - 33 1,800 
  1 5 500,001 - 700,000 
  14 279,961 - 329,960 
  13 180,001 - 230,000 
  15 33 1,401 - 392,800 
  (Applicable to most inhuman min-
  1 5 329,961 - 389,961 
  14 230,001 - 280,000 
  ions available as optional player 
  15 280,001 - 350,000 
  Vyarnect 
  characters, 
  unless 
  otherwise 
  Temporal Raider 
  1 0,000 - 1,900 
  noted.) 
  1 0,000 - 2,700 
  True Inca 
  2 1,901 - 3,600 
  2 2,701 - 5,400 
  1 0,000 - 2,400 
  3 3,601 - 7,200 
  Sura - Kappa 
  3 5,401 - 10,800 
  2 2,401 - 4,600 
  4 7,201 - 14,400 
  Oni of the One Hundred 
  4 10,801 - 21,600 
  3 4,601 - 9,200 
  5 14,401 - 24,500 
  1 0,000 - 2,000 
  5 21,601 - 3 1,600 
  4 9,201 - 1 8,400 
  6 24,501 - 35,000 
  2 2,001 - 4,000 
  6 3 1,601 - 42,800 
  5 1 8,401 - 28,300 
  7 35,001 - 45,000 
  3 4,001 - 8,200 
  7 42,801 - 62,000 
  6 28,301 - 48,000 
  8 45,001 - 65,000 
  4 8,201 - 16,400 
  8 62,001 - 90,000 
  7 48,001 - 78,000 
  9 65,001 - 85,000 
  5 16,401 - 24,500 
  9 90,001 - 120,000 
  8 78,001 - 1 10,000 
  10 85,001 - 1 15,000 
  6 24,501 - 34,600 
  10 120,001 - 170,000 
  9 1 10,001 - 1 50,000 
  1 1  1 1 5,001 - 145,000 
  7 34,601 - 49,700 
  1 1  170,001 - 220,000 
  10 150,001 - 200,000 
  12 145,001 - 185,000 
  8 49,701 - 69,800 
  12 220,001 - 290,000 
  1 1  200,001 - 250,000 
  13 185,001 - 250,000 
  9 69,801 - 94,900 
  1 3  290,001 - 400,000 
  12 250,001 - 3 10,000 
  14 250,001 - 3 1 0,000 
  10 94,901 - 129,000 
  14 400,001 - 500,000 
  13 3 1 0,001 - 380,000 
  15 3 1 0,001 - 375,000 
  1 1  129,001 - 1 79, 100 
  1 5 500,001 - 700,000 
  14 380,001 - 470,000 
  12 179,101 - 229,200 
  15 470,001 - 600,000 
  Wendigo R.C.C. 
  13 229,201 - 279,300 
  Tengu 
  1 0,000 - 1,950 
  14 279,301 - 329,400 
  1 0,000 - 2,700 
  Two - Faced Star People 
  2 1,95 1 - 3,900 
  1 5 329,401 - 389,500 
  2 2,701 - 5,400 
  1 0,000 - 2, 100 
  3 3,901 - 8,800 
  3 5,401 - 10,800 
  2 2,101 - 4,200 
  4 8,801 - 1 7,600 
  Talus 
  4 10,801 - 21,600 
  3 4,201 - 8,400 
  5 1 7,601 - 25,600 
  Seerman 
  5 21,601 - 3 1,600 
  4 8,401 - 1 7,200 
  6 25,601 - 35,600 
  1 0,000 - 2000 
  6 3 1 ,601 - 42,800 
  5 1 7,201 - 25,400 
  7 35,601 - 50,600 
  2 2,001 - 4,000 
  7 42,801 - 62,000 
  6 25,401 - 35,800 
  8 50,601 - 70,600 
  3 4,001 - 8,200 
  8 62,001 - 90,000 
  7 35,801 - 5 1,000 
  9 70,601 - 95,600 
  4 8,201 - 16,400 
  9 90,001 - 120,000 
  8 5 1,001 - 71,200 
  10 95,601 - 125,600 
  5 16,401 - 24,500 
  10 120,001 - 1 70,000 
  9 71,201 - 96,400 
  1 1  125,601 - 175,600 
  6 24,501 - 34,600 
  1 1  1 70,001 - 220,000 
  10 96,401 - 1 3 1 ,600 
  12 175,601 - 225,600 
  7 34,601 - 49,700 
  12 220,001 - 290,000 
  1 1  131,601 - 181,800 
  13 225,601 - 275,600 
  8 49,701 - 69,800 
  13 290,001 - 400,000 
  12 18 1,801 - 232,000 
  14 275,601 - 325,600 
  9 69,801 - 94,900 
  14 400,001 - 500,000 
  13 232,001 - 282,200 
  15 325,601 - 375,600 
  10 94,901 - 129,000 
  1 5 500,001 - 700,000 
  14 282,201 - 342,400 
  1 1  129,001 - 179, 1 00 
  15 342,401 - 402,600 
  Werejaguars 
  12 1 79,101 - 229,200 
  Tokanii R.C.C. 
  Werepanthers 
  13 229,201 - 279,300 
  1 0,000 - 2,350 
  Vallax (alien) 
  1 0,000 - 2,050 
  14 279,301 - 329,400 
  2 2,35 1 - 4,650 
  Newcomer Android 
  2 2,05 1 - 4, 100 
  1 5 329,401 - 389,500 
  3 4,65 1 - 9,250 
  1 0,000 - 2,400 
  3 4,101 - 8,250 
  4 9,25 1 - 1 8,500 
  2 2,401 - 4,600 
  4 8,25 1 - 16,500 
  5 18,501 - 27,000 
  3 4,601 - 9,200 
  5 16,501 - 24,600 
  6 27,001 - 37,000 
  4 9,201 - 1 8,400 
  6 24,601 - 34,700 
  7 37,001 - 52,000 
  5 1 8,401 - 28,300 
  7 34,701 - 49,800 
  8 52,001 - 73,000 
  6 28,301 - 48,000 
  8 49,801 - 69,900 
  9 73,001 - 98,000 
  7 48,001 - 78,000 
  9 69,901 - 95,000 
  10 98,001 - 140,000 
  8 78,001 - 1 10,000 
  10 95,001 - 130,100 
  1 1  140,001 - 190,000 
  9 1 10,001 - 1 50,000 
  1 1  130,101 - 180,200 
  12 190,001 - 232.000 
  10 1 50,001 - 200,000 
  12 180,201 - 230,300 
  13 232,001 - 292,000 
  1 1  200,001 - 250,000 
  13 230,301 - 280,400 
  14 292,001 - 360,000 
  12 250,001 - 3 1 0,000 
  14 280,401 - 340,500 
  15 360,001 - 430.000 
  13 3 1 0,001 - 380,000 
  15 340,501 - 400,600 
  14 380,001 - 470,000 
  15 470,001 - 600,000 
  31 5 
  Quentin Milton (Order #31246997)
  
  Wild or Civilized 
  Psi - Stalker 
  1 0,000 - 2,050 
  2 2,05 1 - 4, 100 
  3 4,101 - 8,250 
  4 8,25 1 - 1 6,500 
  5 16,501 - 24,600 
  6 24,601 - 34,700 
  7 34,701 - 49,800 
  8 49,801 - 69,900 
  9 69,901 - 95,000 
  10 95,00 1 - 130, 1 00 
  1 1  130,101 - 180,200 
  12 1 80,201 - 230,300 
  13 230,301 - 280,400 
  14 280,401 - 340,500 
  1 5 340,501 - 400,600 
  Worm Wraith 
  1 0,000 - 2,250 
  2 2,25 1 - 4,500 
  3 4,501 - 9,000 
  4 9,001 - 20,600 
  5 20,601 - 35,700 
  6 35,701 - 45,800 
  7 45,801 - 60,900 
  8 60,901 - 85, 100 
  9 85, 101 - 1 10,200 
  10 1 10,201 - 160,300 
  1 1  160,301 - 220,400 
  1 2 220,401 - 280,500 
  13 280,501 - 340,600 
  14 340,601 - 400,700 
  1 5 400,701 - 500,800 
  Zenith Moon Warper 
  Lanotaur Hunter 
  1 0,000 - 2, 150 
  2 2, 1 5 1  - 4,300 
  3 4,301 - 8,600 
  4 8,60 I - 1 7,200 
  5 1 7,201 - 25,500 
  6 25,501 - 36,000 
  7 36,001 - 52,000 
  8 52,001 - 73,000 
  9 73,001 - 98,000 
  10 98,001 - 134,000 
  I I  134,001 - 1 84,000 
  12 184,001 - 240,000 
  13 240,001 - 295,000 
  14 295,001 - 385,000 
  1 5 385,001 - 450,000 
  Running the (jame 
  G.M. Advice from Bill Coffin. 
  You seemed to have had it all planned out. You had four of your 
  friends lined up and confirmed to play, so there wouldn't be too many 
  characters, but there wouldn't be a dearth of them, either. You'd lined 
  up some killer 'za from your local hangout, and they even cut you a 
  deal because you ordered so freaking many of them. You had chips and 
  pretzels of every kind, and you had enough soda pop to fill a swimming 
  31 6 
  pool (except for that orange stuff which your friend always seems to 
  make explode when he opens it, staining, well, your entire apartment). 
  Heck, you even had some cool mood music set up to get everybody in 
  an adventuring mood. It was going to be a great night of gaming. 
  So what happened? How come things stunk so badly, then? The 
  players didn't get into the adventure, and you felt like the entire eve-
  Quentin Milton (Order #31246997)
  
  ning was both work and slow torture. Role-playing shouldn't be like 
  this, you told yourself. It should be fun, even for me, the guy stuck 
  G.M.ing. 
  You're right. Role-playing should be fun. It is entertainment, after 
  all. And even though being the G.M. entails a bit of work and might not 
  seem on the surface to be as fun as running a player character, the job 
  still has plenty enough rewards if you know where and how to look for 
  them. 
  There are literally hundreds upon hundreds of things that go into be­
  ing a good G.M. As well as, things to do to avoid being a bad one. 
  There is no way we can even cover 10% of these in the space of this 
  sourcebook, so we decided to highlight what we consider to be the 
  most common best and worst practices of G.M.ing. These are not ex­
  clusive to Rifts, either. These are things that pretty much apply to run­
  ning any role-playing game. So sit back and relax, and hopefully by the 
  end of this section you'll feel a little more comfortable and confident 
  the next time you're required to run your favorite role-playing game. 
  The Seven Deadly Sins 
  In some circles of thought, there are seven prime ways for one to 
  stray from the path of righteousness. These are the Seven Deadly Sins. 
  They are: 
  • Pride, the excessive belief in ones' own abilities. 
  • Envy, the desire for other's traits, status, abilities or situation. 
  • Gluttony, the inordinate desire to consume more than that which one 
  requires. 
  • Lust, the inordinate craving for pleasure. 
  • Wrath, the spurning of friendship and kindness for fury and hostil­
  ity. 
  • Greed, the excessive desire for material wealth or gain. 
  • Sloth, the avoidance of work. 
  The strange thing about these seven sins is they also have their own 
  ways of applying to some of the more common ways G.M.s (especially 
  those new to the job) tend to sabotage their own games. Nine times out 
  of ten, if a role-playing session has gone poorly, it is because the Game 
  Master, not the players, has let something go awry. This puts a lot of 
  pressure upon the poor G.M., who more often than not is somebody 
  who never volunteered for the job in the first place. But, this is also the 
  nature of the job - carrying the weight of the game on your shoulders. 
  So it is not surprising that with so much riding on the G.M., that the 
  G.M. is so often his own worst enemy. There are a zillion ways a G.M. 
  can submarine the very game he is running, but there are seven classic 
  pitfalls that are crucial to avoid. These are the Seven Deadly Sins of 
  G.M.ing. 
  Pride: Railroading 
  A big part of being a Game Master is writing adventures for the 
  players to experience. Writing an adventure is kind of like writing a 
  story in that you need to have at least some kind of plot. Sometimes 
  G.M.s will write out an adventure's entire plot, soup to nuts. This is a 
  dangerous thing, because it inherently contradicts one of the fundamen­
  tals of role-playing: the players should be allowed to determine the 
  pace and direction of the adventure. The Game Master may very well 
  be the referee and narrator of the adventure, and he might have written 
  the fundamental aspects of the adventure, but when it comes to game 
  time, if the players are to actually enjoy themselves, they should be 
  given a little self-determination. They should be given the ability to go 
  through the adventure more or less as they see fit. 
  Having said that, there are always times when the G.M. will need to 
  step in and get the game back on track. Otherwise, how many times 
  would entire adventures be devoted to player characters getting drunk 
  and starting tavern brawls? But there is a difference between periodi­
  cally prodding the players back into an adventuring groove and simply 
  railroading them along the entire adventure. 
  31 7 
  Railroading occurs when the G.M. simply writes too much plot for 
  the adventure and then expects the players to abide by that plot, even if 
  they don't know what the plot is. Inexperienced G.M.s do this a lot, 
  probably because they get a great idea for an adventure and that spawns 
  a host of other great ideas of how that adventure might play itself out. 
  Before the G.M. knows it, he has crafted an entire adventure from start 
  to finish that the players will surely love if only they have the sense to 
  go through it the right way. 
  See the problem here? Somehow, the G.M. has basically robbed the 
  players of their ability to play. Instead of taking their characters on a 
  romp, they are basically relegated to going through the adventure, 
  banging their heads on the wall until they figure out what the G.M. 
  wants them to do and how the G.M. wants them to do it. 
  This is just plain bad G.M.ing. It is zero fun for the players, and it's 
  usually pretty frustrating for the G.M. too. From the players' stand­
  point, they might as well ditch role-playing altogether and have the 
  G.M. dictate to them the entire adventure. At least then they could relax 
  and hear what might actually be a fun story without having the frustrat­
  ing duty of figuring it out as they go along. From the G.M.'s stand­
  point, railroading is really frustrating, because the G.M. has a story he 
  really wants to share with the players but chances are the players will 
  have a hard tie figuring it out, and as long as they are stumbling in the 
  dark trying to find the story's true path, the story isn't getting told. 
  Again, if telling a story to the players is the G.M's goal, he might as 
  well ditch role-playing and simply tell them a story. Making the players 
  figure the story out for themselves is tantamount to having something 
  hidden in your hand and forcing your friends to guess ad infinitum what 
  it is, even after their desire to guess has long since gone away. 
  The best way to avoid this is to not pre-write adventures so much. A 
  good approach is to set up the beginning of an adventure and then fig­
  ure out three or four different ways it could go. Knowing how your 
  players play and what motivates their characters will help a lot with 
  this, since you can use that knowledge to roughly predict how the ad­
  venture might turn out. ("If Karlo the Juicer takes the bait, which he 
  probably will, the Coalition trap will succeed. But if Romulus the 
  Scholar sees through the trap, the group will make it to Whykin in time 
  to hijack the supply train.") 
  In the end, having a solid plot line is not nearly as important as be­
  ing able to make up a decent plot line on the fly, taking the story ele­
  ments you have already established, presenting them to the players, and 
  playing off their reactions to them. If the course of the adventure and if 
  the very storyline is "written in real time," based off the actions of the 
  players, then the players are really driving the adventure, and they will 
  probably have a lot of fun doing it. Now, this is not necessarily easy. 
  You need to be familiar with the player characters and the playing 
  styles of the players, but if you can do this, you'll not only get fun ad­
  ventures, but writing the adventure will become more like a game for 
  you, the G.M., as you must figure out where to take the story next after 
  hearing what the player characters have most recently done with it. 
  Envy: Stealing the Show 
  A lot of G.M.s will introduce "ride-along N.P.C.s" into a group of 
  characters. Sometimes such N.P.C.s are just side characters the G.M. 
  keeps around as a device to manipulate the adventure. They are charac­
  ters who are always with the player characters and who the G.M. has 
  1 00% control over. The G.M. can never really exert 100% control over 
  a player character without coming off as a tyrant and quite possibly, ru­
  ining the game. As a result, without total control of the players, the 
  players might take the adventure off in a direction the G.M. is totally 
  unprepared for, which makes his life considerably more difficult. Writ­
  ing adventures on the fly, like described in the previous section, is 
  tricky enough. Doing it when the adventure has veered into completely 
  unfamiliar territory can be downright impossible. That is why it might 
  be tempting for the G.M. to have a ride-along NPC in the group, be­
  cause at least that character can go where the G.M. wants things to go. 
  And this character can be a very useful tool to influence the players, 
  Quentin Milton (Order #31246997)
  
  which can be a good thing. So long as the G.M. doesn't overuse this 
  device or make the NPC just a mouthpiece for the G.M., this practice 
  can be fun and useful. But it has dangers of its own: stealing the show. 
  All of the main action should go to the player characters not the 
  G.M.'s various NPCs. Otherwise the player characters are relegated to 
  the sidelines, where they can do little else but watch. 
  For the players, this is like slow death. They didn't come here to­
  night to sit around and watch their characters do nothing. They came to 
  get involved. The more the G.M. intervenes with his own characters, 
  the less fun it is for the player characters (the real characters). In a 
  worst case scenario, the game devolves into little more than a puppet 
  show being put on by the G.M. to an audience who would probably 
  rather be doing anything else. 
  The best way to avoid this is simply cutting back on how much any 
  one NPC gets involved in the adventure. It's okay to have tons of dif­
  ferent NPCs, and even to have a few NPCs who figure prominently in 
  the adventure. Just remember that these characters should never be any­
  thing more than sidekicks or secondary characters to the player charac­
  ters. The G.M.'s characters should never defeat the main villain, never 
  make a practice out of saving the heroes from death, and never start 
  making the player characters' decisions for them. 
  Gluttony: Unjust Rewards 
  Part of being the G.M. is doling out various rewards to the player 
  characters: treasure, experience points, and other perks for their actions 
  within the adventure. Unfortunately for a lot of beginning G.M.s, many 
  RPGs today do not have comprehensive, cut and dry rules for how to 
  issue rewards to the player characters for ajob well done. Rifts, for ex­
  ample, has nice Experience Points guidelines, but as far as determining 
  treasure and other perks, the G.M. is left to determine an appropriate re­
  ward on his own. Sometimes G.M.s get caught up in the moment, or 
  they simply lack a sense of restraint, and they begin assigning incredi­
  ble, implausible rewards to the player characters. One billion credits as 
  a reward for capturing a low-level bandit. An entire armada of Glitter 
  Boys. The governorship of Phase World. Things like that. 
  This is not to say that incredible rewards should always be out of 
  reach of the player characters. If the heroes have nothing to strive for, 
  they lose an important motivation. Indeed, if the heroes really want a 
  billion credits, a fleet of Glitter Boys or the governorship of Phase 
  World, they should be able to obtain these things after they have spent 
  enough time and overcome enough obstacles to do it. That is the key to 
  determining just deserts - the value of any reward should be commen­
  surate with the time, cost and obstacles involved. In other words, small 
  challenges merit small rewards. Enormous challenges merit enormous 
  rewards. So go ahead and grant your player characters governorship of 
  Phase World, but ask yourself: do they really deserve it? What enemies 
  did they vanquish for it? What stood in the way of obtaining this in­
  credible goal? If the answers to these questions begin to flood in 
  ("Well, they did stop the renegade Cosmo-Knights from destroying the 
  universe ... "), then chances are the reward is worthy. If not (and in your 
  heart of hearts, you know if you're going overboard), then you might 
  want to reconsider what you are awarding your players. 
  There are two real dangers with handing out unjust rewards (also 
  known as "Monty Haul" gaming, which is a gaming reference probably 
  older than most people reading this book ... *sigh*). The first is that 
  when other gamers learn of a "Monty Haul" campaign, they tend to 
  make fun of it mercilessly. Now, paying attention to peer pressure is 
  not the kind of thing Palladium Books likes to condone. Be your own 
  person, do your own thing. but keep in mind that gaming is all about 
  having jUn, and unfortunately, gamers have this odd tendency to judge 
  the quality of how other people run their games. You don't see this a 
  lot with games like Monopoly or Diplomacy, but you sure see it a lot 
  with role-playing. And gamers just love to hack on Monty Haul cam­
  paigns. There is just this nasty little pleasure about tearing into a bunch 
  of players and a G.M. who have decided to give themselves the moon 
  and the stars. This is unfortunate; gamers tend to get picked on as nerds 
  31 8 
  or geeks in the first place, so it's sad to see gamers treat other gamers 
  like that. But more than that, when somebody directly criticizes how 
  you play your game, it can really kill the fun of it. You would think 
  people would know better than to rain on somebody else's parade, but 
  they usually don't. So if your game gets out of whack with the rewards, 
  it can bring down some bad vibes from other players. This, on its own, 
  is no fun, but it can be even worse if those bad vibes later make it more 
  difficult for you or your players to join another gaming group. ("You 
  guys are power-mad twitch gamers who own Atlantis. Go scratch.") 
  But there is a greater danger to Monty Haul gaming, and that is 
  boredom. If your players have the sun, the moon and the stars, they 
  might not be able to consider what else their player characters want. It 
  is the old image of the bored billionaire or conqueror who has every­
  thing, yet is more unsatisfied than ever because he has no more worlds 
  to conquer, no more wealth to amass, no more challenges to face. It is 
  always good to keep your players hungry so that they will want to ad­
  venture again and keep their player characters chasing after the elusive 
  (if ultimately obtainable) goals. And the best way to not spoil a player 
  character's appetite for adventure is by not giving him a mountain of 
  rewards whenever he wants them. Be sparing, but be fair, and your 
  deserts will be just indeed. 
  Lust: Loving Details to Death 
  Although most RPGs come with their own settings to play in, there 
  is hardly a G.M. alive who has not modified, tweaked or further devel­
  oped the setting on his own. Sometimes the G.M. might even just write 
  a whole new setting for himself from scratch. This is a great thing! 
  Role-playing, at least in part, is about imagination and there are few 
  imaginative endeavors more intense and rewarding than building an en­
  tire make-believe world or adding details to one that already exists. But 
  one should be careful when doing this so that they don't drown in the 
  details. Details are a good thing, they add dimension, color and depth to 
  a world. But if there are too many of them, they can become stifling, 
  constrictive, suffocating. 
  Typically, when a G.M. lays on too much detail, it is in establishing 
  the game's setting. The G.M. falls in love with this world he has cre­
  ated, and he has no problem adding detail upon detail upon detail, mak­
  ing the world as rich and as intricate and as whole as can be. The 
  problem with this is that G.M.s rarely are content to keep these details 
  to themselves. So when player characters are brought into such an envi­
  ronment, many G.M.s will fall prey to railroading. They will craft an 
  adventure not designed for fun or to challenge the player characters, but 
  to force march them through a grand museum of the G.M. 's imagina­
  tion, observing all of his hard (if skillful) work. Players don't want to 
  walk through a museum, though. More often, they want to trash it, and 
  if a G.M. is going to go to the trouble of creating a palatial game envi­
  ronment, he had better get used to the fact that the players are going to 
  do what they want with it. That means they might very well wish to de­
  stroy the setting. Or worse, they might be happier ignoring the bulk of 
  the detail the G.M. has worked so hard to supply. After all, the players 
  are here for an adventure, not necessarily to build a world. If they were 
  that much into world-building, they would probably be G.M.ing. As a 
  result, they often don't care exactly how many rivets are in the warship 
  they are driving, or what Lord Coake's favorite meal is, or exactly what 
  color some Blind Ataran Warrior Woman's eyes are. These things 
  don't contribute directly to the flow of an adventure, so to the players, 
  they are dead weight bogging down the action. If these mean something 
  to you, the G.M., then feel free to make them up, but only share with 
  the player characters the bare minimum for playing through the setting. 
  For one thing, it saves you work. For another, it doesn't bog the players 
  down with too much detail. And for, another, it allows the player the 
  leeway to imagine things as they would like to see them. Remember, 
  role-playing is an exercise of imagination for the players, too, and it's 
  not fair to rob them of that right by overburdening them with the minu­
  tiae of your personal imaginary landscape. Besides, the details the play­
  ers come up with will impress them a lot more than the ones you 
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  provide, frankly. Not that your details are bad, but the mind can paint a 
  picture for itself better than anybody else can do it for them. 
  Wrath: Us vs Them 
  The very nature of role-playing adventures requires the G.M. to be a 
  little adversarial towards the player characters at times. After all, the 
  G.M. is the one who provides the player characters with challenges and 
  dangers to overcome. He assaults them with hostile villains and mon­
  sters, he provides difficult situations for the characters to get them­
  selves out of, and he applies special circumstances that make it harder 
  than usual for the player characters to triumph. 
  Conflict and adversity are fundamental concepts of role-playing. If 
  the player characters have no challenges, what point is there for their 
  existence? In real life, it's nice when we do not have to face any major 
  drama or crisis. But player characters thrive off of danger and adver­
  sity, and a nice, quiet life is the last thing they want. So, the G.M. must 
  provide them with the kinds of dangers and challenges that make ad­
  ventures so much fun. 
  The problem is that some G .M.s confuse their role as supplier of ad­
  versity with a mandate to adopt a competitive attitude with the players. 
  As a result, the G.M. becomes less of a narrator and referee as he does 
  some cruel and vindictive god that exists only to make the player char­
  acters' lives miserable. As a result, the player characters often find 
  themselves dying more than they should, their efforts failing more than 
  they should, and their general quality of life dipping much lower than it 
  should. This is the recipe for disaster, because it will usually result in 
  one of two things: either the players will stop asking the G.M. to be 
  part of the gaming group, or the players will simply stop playing the 
  game because it is no longer any fun. 
  There is no need for G.M.s to adopt an "us versus them" attitude. As 
  the G.M., it is not your job to "defeat" the player characters. It is your 
  job to gauge the abilities of your players and their characters and to 
  supply appropriately matched challenges and dangers. The player char­
  acters should always have a decent margin of victory or survival in any 
  given crisis situation. It is okay if the players themselves think they 
  might be in a hopeless situation, because that raises dramatic tension 
  31 9 
  and makes things more exciting for the players. It also makes it even 
  more exciting for them when they triumph over whatever challenge or 
  danger they were facing. And, if the players never perceive that their 
  player characters are in serious trouble, they will grow bored of the 
  game. That said, putting their backs against the wall with no way out is 
  not good G.M.ing. And doing it over and over and over again through 
  the course of an adventure is even worse G.M.ing. It is simply con­
  demning the player characters to slow death. If you're going to do that, 
  you might as well have a runaway truck run the party over in the first 
  five minutes of the adventure and get it over with. Unless you are run­
  ning a "victim game," in which case it is a given that the player charac­
  ters will most likely die, enforcing a high casualty rate among your 
  player characters will only kill everybody's ability to enjoy the game. 
  It should go without saying, but the G.M. should also never use his 
  ability to shape the circumstances of the game to exact revenge upon 
  another player, or to simply mess with a player for the heck of it. Doing 
  this will only mark you as a bully and a jerk and people will no longer 
  play with you. Be smart, be mature, and don't abuse your power as 
  G.M. 
  Greed: I Want It My Way 
  One of the beautiful things about role-playing is that there are so 
  many different kinds of games to run and power levels to play. This is 
  especially true of Rifts, which has grown into such an incredibly broad, 
  diverse game. Though there is an established setting, and a loose feel or 
  theme to this world, it ultimately falls upon the G.M. and players to es­
  tablish the feel of their own game. This is one of those things that tends 
  to evolve on its own; it can not be forced or manipulated or nobody will 
  have any fun. Unfortunately, some G.M.s fail to recognize this, and 
  they try to ignore the kind of game the players want to play and enforce 
  upon them the kind of game the G.M. wants to play. If the players and 
  G.M. don't see eye to eye on the type of game to play and power level 
  at which to play it, major problems will arise. The best way to get 
  around this is for the G.M. to compromise and make what he wants fit 
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  better to what the players want, rather than having things be the other 
  way around. Being a G.M. is a bit like having a service job. You'll get 
  the best results thinking of your players as your customers or clients, 
  and as the saying goes, the customer is always right. If you work harder 
  at satisfYing what your players want rather than what you want, things 
  will run more smoothly. If you insist that the players adhere to the kind 
  of game you want to run, things will fail. Players just won't do it. 
  Better you swallow some pride and bow to the players on this one. It 
  might not feel good, but sometimes it is better to make a sacrifice for 
  the sake of a good game than to not have a good game at all. 
  It helps to learn the kind of game your players like to play. Do they 
  like their games to primarily focus on character development, 
  storylines, or combat? Do they like their games to feel as realistic or 
  possible, or are they willing to sacrifice realism for over-the-top action? 
  Do they like their games to feel dark and gritty, or do they want them to 
  feel irreverent and maybe even a little zany? What kind of power level 
  do they prefer?" Do they like playing "squishie" characters with low or 
  no M.D.C., or do they like playing obscenely powerful characters like 
  Cosmo-Knights, or do they like playing something in between? Do 
  they like one-shot adventures or do they prefer long, drawn-out cam­
  paigns? 
  These are the kinds of questions you must answer if you are to re­
  ally know what your players want. And unless you know what your 
  players want, you will always risk running the kind of game they are 
  uninterested in. That is no fun for anybody. So do your homework, and 
  see what the players expect of you and of the game. If you think there 
  is going to be too much of a conflict of interests, you might consider 
  handing off the G.M. position to somebody better suited to meet the 
  needs of the group. 
  Sometimes, though, you are the only G.M. there is and will ever be. 
  And you sure aren't going to leave your gaming group, either. In a situ­
  ation such as this, it's important to remember the fine art of compro­
  mise. Try being flexible. If you want to run a Rifts game that focuses 
  on the hardships of poking through the ruins of a post-apocalypse 
  world and if your players want to focus on the war in Tolkeen, then try 
  to find a way to bring both of those elements to light so everybody is 
  happy. 
  Sloth: Blind Obedience 
  Like it or not, the G.M. is an authority figure. He is the official pur­
  veyor of the rules of the game, be they the "official" rules in the RPG 
  book or house rules that the playing group has abided by for years, or 
  they are rules the G.M. has just made up on the fly to deal with a situa­
  tion never before encountered. This is not always an easy role to fulfill. 
  Every G.M. will eventually run into a "rules lawyer," that particular 
  brand of player who I) insists that the only rules that count are those 
  printed in the rule book and 2) probably knows the rules better than you 
  do and 3) has a nasty habit of bending and mangling the rules to his 
  own ends. Or, he will run into a situation in which the rules contradict 
  themselves. Or, he will rule on something one way and then issue a 
  contradictory ruling on something else. These are the many pitfalls of 
  being the rules master, but if you are the G.M., you must find a way of 
  dealing with it. Handling the rules of any RPG requires a bit of energy, 
  though. But if you don't do it, if you just let everything slide with no 
  sense to consistency or plausibility, you are basically abdicating your 
  position as the game's authority figure. It means letting the rules lawyer 
  rampage all over the game and tell you how to run it. It means not mak­
  ing a ruling of any kind because the rules themselves contradict each 
  other. It means going back and rewriting the course of an adventure to 
  correct an error that should have been left well enough alone. It means, 
  in essence, letting the game self-destruct. 
  The first and best thing to remember when dealing with the rules of 
  any RPG is this: all rules are optional. This is important, so it bears re­
  peating. All rules are optional. RPGs have rules to provide the players 
  and the G.M. with a guideline for how to run things. But no set of rules 
  can cover every possible thing that can happen in an RPG. That is why 
  320 
  the G.M. is expected to take the rules and use them as a series of offi­
  cial guidelines as he then takes the matter of ruling his game into his 
  own hands. Invariably, every G.M. and gaming group finds rules they 
  don't like or rules they wish were there but aren't. It is perfectly okay 
  to tweak existing rules to better enable the kind of playing you want. 
  Likewise, it is fine to add whatever rules you feel are necessary for ev­
  erybody to enjoy themselves. This is a time-honored part of role-play­
  ing, and it will probably be like this for as long as RPGs exist. 
  Now, when changing the rules of the game, it is best to do it with 
  the players' knowledge. If the players expect the rules to work one way 
  and all of the sudden, they find they've been changed on them, well the 
  players are liable to get a bit cranky. Giving players fair warning (i.e., 
  before the gaming session starts) that you are making a rules change is 
  a good course of action. An even better one is getting the players' input 
  on an impending rules change.This should help insure that when you, 
  as the G.M. make the final decision, it is the one that everybody can 
  live with. 
  Characters That Count 
  Characters, both player characters and NPCs, are the lifeblood of a 
  role-playing game. Without these, there is no action, no drama, no 
  nothing. As the G.M., understanding what makes a good, interesting 
  character will go a long way to improving the quality of your game. If 
  you understand what makes for an interesting character, not only will 
  your NPCs be more compelling and interesting to the player characters, 
  but you will have a better understanding of what makes the player char­
  acters themselves tick. 
  Characters are more than just a collection of statistics. They have to 
  have ... well ... character. They should have the things that make us 
  want to know them, as if they were a real person. If the characters have 
  the kinds of attributes, priorities and motivations that we can relate to, 
  then they become that much more real to us, that much more intriguing. 
  Players often lavish such details upon their own characters, but that is 
  to be expected. They are pretending to be those very characters, after 
  all. And even if they do not, the details of the players themselves often 
  become those of their character, so you end up having a fairly well 
  rounded, three-dimensional character anyway. Plus, their job is simpli­
  fied by the fact that they only need to make one character. Lucky them! 
  You are the G.M. You have to come up with every other person in the 
  game. While you probably don't have the time or energy to roll up ev­
  ery NPC as a character, affording them with just a little detail in crucial 
  spots can give your NPCs a kind of accessibility and animation that 
  breathes life into the rest of your campaign. 
  Race & O.C.C. 
  This is the first step for just about any Rifts character. With literally 
  hundreds of different character races, R.C.C.s and O.C.C.s, this simple 
  determination will probably do more to distinguish a character in one 
  single step than any other aspect of the character creation process. 
  Race alone carries huge weight because every race has its own cul­
  ture. Humans, though often decried by players for their lack of special 
  powers, are actually the best fodder for making good characters for a 
  variety of reasons. First, we know humans better than any D-Bee. You 
  can have a D-Bee with a 100 page description of every aspect of its cul­
  ture, but you still will have lived among humans your whole life. You 
  inherently know a human's subtleties on a level that you can never 
  match with an imaginary player race. For that reason alone, human 
  characters have the potential to resonate most strongly among players 
  in terms of realism and depth. That said, the alien creatures and people 
  of Rifts have their own strengths, too. Often times, their unusual abili­
  ties or traits are fodder for the imagination and automatically start gen­
  erating details about a certain individual that might not have come out 
  otherwise. An Octoman from the Splynn Dimensional Market is of a 
  slave species. This alone speaks volumes for how he might look at the 
  world and the people within it. It certainly distinguishes him from, say, 
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  a Dragon Hatchling whose freedom and power enable him to view the 
  world in an entirely different fashion than the Octoman. Just remember, 
  the race of a character carries with it a ton of character-building poten­
  tial. Ask yourself what are the things that make this race special. What 
  do people of this race want, need, fear, and like? To what extent is the 
  character you are making typical of his race? And who might characters 
  of this race deal with characters of any other race? 
  The same goes for the character's R.C.C. or O.C.C. Why the charac­
  ter chose this walk of life is another volume in the character's personal 
  history. Might a human Headhunter look at things differently than an 
  Octoman Headhunter? Does the character's O.C.C. have a culture all 
  its own, and how might that interact with the character's racial culture? 
  Just mixing those two things - racial culture and occupational culture 
  - make for endless possibilities when creating characters, so don't 
  overlook it! 
  Attributes 
  A lot of G.M.s never crunch out full statistics for their NPCs, espe­
  cially those whose primary function in the game is as a faceless enemy 
  the players will probably just shoot up anyway. That said, the very sta­
  tistics of an NPC, even mundane ones like their H.P., LQ. or height and 
  weight, might offer some details to make the character more interest­
  ing. A Dead Boy who is unusually short might have been specially 
  trained for "tunnel rat" duty at some point, which is very stressful, so as 
  a result, he's really edgy and alert. Or a monstrous D-Bee with unusu­
  ally low M.D.C. might mean that he is a chronically sick individual 
  whose poor health makes him angry and ready to lash out at anybody. 
  Or a City Rat with an unusually high LQ. might be a genius of some 
  kind who has found ways to put his incredible intellect to good use, de­
  spite the fact that he lives in the bad part of Chi-Town. Maybe the he 
  321 
  becomes a brilliant hacker, or maybe he is a wily entrepreneur, or 
  maybe he plays people off each other all of the time to get what he 
  wants. In all three cases - the Dead Boy, the M.D.C. monster, and the 
  City Rat - we suddenly get a lot better idea of who these characters 
  are just by extrapolating one of their simple details. And the nice thing 
  about extrapolation is that the more you do it, the easier it gets. If we 
  determine that Dead Boy is an edgy tunnel rat because of his height, we 
  can bear that in mind when we determine his equipment, skills, etc. By 
  the time you're done with the NPC, even if you've only spent a few 
  minutes on making him, you will find yourself with something much 
  more than a stock NPC. And the funny thing is, it's these quirky little 
  NPCs with character and color that stick out in players' minds. For 
  some weird reason, players will overlook the character you spent three 
  days writing up a detailed history on, but they will love the slothful, 
  Psi-Cola-swilling D-Bee you made up in less time than it took you to 
  read this sentence. 
  Skills & Abilities 
  What a character can do. in large part, determines who they are. 
  When assigning skills for a character, consider why the character would 
  have taken the skill in the first place. A Headhunter with the skill 
  Dance probably has a different reason for taking it than a Rogue Scien­
  tist. The Headhunter might be a hard-partying slam-dancer who took 
  the skill to really mix it up in Chi-Town's mosh pits. The Scholar might 
  be a cultural anthropologist interested in the significance of ritual rain 
  dancing among Native Americans or African tribesmen. If you apply 
  this kind of thought to every skill, especially those that seem a little out 
  of place for certain characters (like Dance for a Headhunter or Hand to 
  Hand: Assassin for a Rogue Scholar), you will suddenly find your char­
  acter is taking on a life of its own. 
  Alignment 
  This is an often overlooked aspect of character creation. Some 
  G.M.s don't bother giving their NPCs an alignment because the charac­
  ter may not be major enough to merit one, or because he doesn't want 
  to spend the time considering the character's moral focus. Some G.M.s 
  dislike playing with alignments because they force pre-conceived moral 
  brackets around characters, and that is too limiting. Frankly, it is just as 
  easy to see alignments as a kind of guideline that if used right, actually 
  helps characters to flesh out, making them seem more alive and com­
  pelling. Take that Dead Boy tunnel rat we mentioned previously. If ! go 
  to the trouble of assigning him an alignment, he suddenly takes on a lot 
  more color. Is he Principled, and views his hazardous specialty as a 
  weird kind of crusade, or a sacrificial job he does to prevent his fellows 
  from having to do it? Or is he Unprincipled, who only took the job of 
  tunnel rat because he gets better pay for it and can loot enemy bodies in 
  privacy? Or is he Diabolic, who enjoys the close-up killing that being a 
  tunnel rat provides? Any of these three examples not only adds a new 
  dimension to the character, but it can take him in one of three separate 
  directions! At this point, if you took the same NPC and made three du­
  plicates, each with a different alignment, you suddenly have three en­
  tirely different characters, all for not much effort. Some deal, huh? 
  The bottom line is alignment adds a lot to any character, big or 
  small, good or evil, simple or complicated. Take the time to add an 
  alignment to your NPCs, and just think for a second about how that will 
  change the NPC's outlook on life, his motivations, and his general di­
  rection. You'll be glad you did. 
  Disposition 
  The optional rules on p. 297 of Rifts Ultimate Ed. give a nice jump­
  ing-off point for this aspect of creating a character. The beautiful thing 
  about disposition is that there doesn't have to be any reason behind it. 
  A character might be a blabbermouth just because he has a natural pro­
  clivity to talk. Or, if you like, you can try to delve behind a character's 
  disposition to get an even better idea of what makes him tick. Doing 
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  this might give you a better idea of who this character is, where he co­
  mes from, and how he might act in any given situation. Let's take that 
  Dead Boy tunnel rat again and apply the Blabbermouth disposition to 
  him. Talking a lot doesn't make for very quiet sneaking around enemy 
  tunnels, now does it? Maybe the character talks because he gets ner­
  vous. Or maybe he is so utterly fearless he talks during dangerous situ­
  ations without regard of the safety risk it poses. Or maybe he is just a 
  naturally talkative guy who can't shut up even when he knows it is dan­
  gerous for him not to. In each case, we learn a little more about the 
  character. Perhaps not so much that the player characters will notice the 
  moment they meet the NPC, but as you play him out, these little differ­
  ences and details, now that you know them, might come to the surface 
  during the course of the game, making the character feel more real and 
  drawing the player characters even deeper into the game, forgetting, if 
  just for a moment, that none of it is real. That is the magic of good 
  G.M.ing - drawing somebody so deeply into the adventure that they 
  almost forget they are really sitting around a table. Seemingly unimpor­
  tant aspects of character personality, like their disposition, can be an 
  important, if not obvious, key to unlocking that. 
  Pros & Cons 
  Everybody has something good going for them and something bad 
  going against them. Something that might not be a formal part of the 
  character creation process, but is there nonetheless. This is a fun part of 
  whipping up NPCs, because there are no rules for it whatsoever - you 
  can just let your imagination fly and see where it takes you. 
  An NPC's Pros might be that he is unusually wealthy, has special 
  contacts in a powerful organization, is himself part of a powerful orga­
  nization, has an acute sense of some sort (like photographic memory), 
  and so on. Or, he might have an incurable disease, be hunted by an un­
  usual enemy, or might be haunted by a terrible memory of something. 
  A lot of RPGs actually have detailed rules for these. They call them 
  Advantages & Disadvantages, Pros & Cons, Perks and Flaws, what­
  ever. All they do is formalize something that you already know if 
  you've seen enough movies, or read enough books. And that is every­
  body has a particular circumstance that applies just to them, and they 
  are all the more unusual for it. Don't be afraid to work this angle too, 
  when crafting your NPCs. It adds dimension, depth, and direction. It 
  makes them more compe11ing, or at the very least, more interesting. 
  Internal Conflict 
  The world of Rifts is one of external conflict. Heroes versus vil­
  lains, soldiers versus monsters, the Coalition versus Tolkeen, and so on. 
  G.M.s usually have a pretty good handle on this kind of external con­
  flict, even as it applies to individual characters. That Dead Boy tunnel 
  rat, for instance. He's a Dead Boy, so he's all about external conflict, as 
  he routinely fights his nation's enemies. But what of his internal con­
  flict? What are the opposing forces inside his mind, his heart, his soul? 
  These are the kinds of things that are rarely visible on the surface of a 
  character (unless the character comes right out and tells people about 
  them, but who does that, really?) but play a HUGE part in determining 
  who that character is and how they act. What are the internal conflicts 
  in our tunnel rat? Is he afraid of his job yet morally compelled to do it? 
  Does he loathe killing, even though he feels he must do it for his na­
  tion? Is he secretly afraid of tight spaces, even though his job requires 
  him to go into them all the time? Is he a fanatic about keeping clean, 
  despite a life of living in the dirt? These conflicts all take their toll or 
  surface somehow in how a character acts, thinks and feels. Take the 
  time to figure out how they do for your NPCs, and they'll intensify in 
  ways you never imagined. 
  History (Previous & Developed) 
  Finally, history. What has gone before for this character prior to his 
  introduction to your game? People don't develop in a vacuum, and your 
  NPCs shouldn't either. One's background can contribute a lot to their 
  322 
  personality, but it can also be a great source of adventure hooks. What 
  did our tunnel rat do before he joined the army? Was he a criminal? A 
  member of a privileged family? A wandering amnesiac with no sense 
  of self? And of these things, which ones might connect the NPC with 
  the player characters, or bring with it the potential for adventure? Did 
  the tunnel rat steal from one of the player characters? Was he the one 
  who killed one of the player characters' friends? Did he go to school 
  with a player character? 
  Motley Crews 
  One of the nice things about Rifts is all of the different characters 
  one can make. There really are endless possibilities, as anybody who 
  has ever tried writing an automatic character generation program for 
  this game will tell you. Of course, all of this diversity can be a real 
  bane to the G.M., who is faced with several disparate characters at the 
  beginning of game time. Even ifthe G.M. is running a game in a partic­
  ular comer of the Rifts world where only a relative handful of races 
  and O.C.C.s are plausible, there sti11 remains the possibility for a party 
  of heroes to consist of a wildly diverse group. In terms of combat and 
  problem solving, this is a good thing - a party's collective skills and 
  abilities are like a Swiss Army knife. The more blades, the more chal­
  lenges it can tackle. But with all of that diversity, it can be difficult for 
  characters to find common ground, and that can ultimately hinder the 
  adventure and ruin the game for everyone. As the G.M., it's your job to 
  figure out how to avoid this. How to take your motley crew of players 
  and make it so their differences end up helping the game play instead 
  of hurting it. 
  Role-Playing vs Roll-Playing 
  In any RPG, certain characters wi11 gravitate more towards combat 
  than others. Some will do it to the exclusion of developing their charac­
  ter or getting into the storyline of the adventure. Others will avoid com­
  bat or anything else that requires dice-r011ing in favor of playing in 
  character and interacting with the other players. Boiled down, this be­
  comes a conflict between "roll-playing" and "role-playing." There is 
  nothing wrong with either thing. Both are vehicles used by a lot of 
  folks to have fun. Where either style of play becomes troublesome is 
  when the players who practice them get in the way of each other having 
  fun. To some extent, this is unavoidable. Face it: in a party with a hu­
  man Juicer and Rulian Translator, the Juicer will want to pop caps and 
  the Rulian will want to read books. Unless the G.M. provides ample 
  opportunities for both characters to do their thing, somebody will get 
  frozen out. 
  Something else to be mindful of is overzealous players who like ap­
  plying their style of play where it might not be welcome. The Juicer's 
  insistence on getting into a brawl with the librarian while the Rulian is 
  attempting to research something is a trespass on the Rulian character's 
  moment in the spotlight. If combat erupts in the library, the Rulian can 
  get no research done and the game becomes all about the Juicer kicking 
  ass. By the same measure, the Rulian's insistence on collating his re­
  search results in the middle of a gunfight, forcing a combat phase to 
  pause while the G.M. answers the Rulian's questions, is a trespass on 
  the Juicer. He's a Juicer, for crying out loud. No fair making him fight 
  in slo-mo for the Rulian bookworm's sake of curiosity. As the G.M., 
  try to keep these various styles of play compartmentalized a little so as 
  to minimize the amount of trespass on other characters. Some trespass 
  is inevitable. But there is no need for it to send the game into the death 
  spiral of ... 
  Player vs. Player: 
  Inter-Party Conflict 
  It was bound to happen. The Juicer and the Rulian have hated each 
  other since the moment they met. The player characters are always at 
  odds, and their goals run directly counter to each other. The time for 
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  working things out has come to an end. Both characters are clearing 
  leather and preparing to throw down (although the Rulian doesn't stand 
  much of a chance; maybe he hired a 'Borg to fight for him). At any 
  rate, the adventure has suddenly taken that odd turn where the heroes 
  are no longer fighting the villains. They are fighting themselves and the 
  most notorious of self-destruction - inter-party conflict - has beset 
  the player characters. 
  Unless the G.M. keeps the player characters' conflicting desires and 
  priorities in check, something like this is always going to happen. Some 
  player groups lave player vs. player combat and do anything they can 
  to foster it. Other groups fmd this to be somewhat horrifying at worst, a 
  pain in the butt at best. In both cases, though, players' characters are 
  now on the line, and there's the chance somebody's going to lose their 
  character. This can create bad blood between the players themselves, 
  not to mention throwing a monkey wrench into the flow of the game. 
  Where there was an adventure in progress, there now is a party that 
  looks like it stumbled into the last five minutes of Reservoir Dogs. 
  G.M.s, if you want to avoid this, keep your eyes peeled for warning 
  signs, because they will present themselves throughout the game. Are 
  there characters who obviously contradict each other? The Dead Boy 
  tunnel rat will probably not get along with the D-Bee mage in the party 
  unless the players come to some kind of understanding for how their 
  characters might conceivably get along. As the G.M., take the time to 
  do a quick check of the characters in the party and see how they might 
  come into conflict with each other. If there are any major conflicts in 
  the mix, ask yourself how your adventure might bring those conflicts to 
  a bubble. Ask the players if they wouldn't mind modifying their char­
  acters so they won't come to blows. Heck, why not ask the players if 
  they wouldn't mind with a house rule that simply forbids inter-party 
  conflict? Just make sure that if the players get ready to throw down 
  against each other, you will have done everything you can to have pre­
  vented it in the first place. 
  ADVENTURES 6 CAMPAIGNS 
  By Bill Coffin 
  One of the iron rules of writing large stories: start small. You know 
  that cliche about a journey of a thousand miles starting with a single 
  step? Well, it's true. Start small and work your way up into an epic ad­
  venture. Focus on the characters and the personalities. Their goals and 
  ideas. Give each character a moment to shine and grow. All too often, 
  we Game Masters get so worked up designing grandiose or elaborate 
  adventures that we sometimes forget about the players - and after all, 
  the player characters are (or should be) the focus of any good adventure 
  or campaign. Or one gets so caught up in the nuances of detail that he 
  "chokes" on the project and never finishes it. Or, what we do finish is a 
  far cry from the glory and grandeur we initially envisioned. 
  But that doesn't mean it is not worth the trouble. And with time, one 
  will develop a feel for just the right amount of detail and action. Take it 
  step by step and let it take off on its own. After a few "little" adven­
  tures, you'll find that the story takes on a life of its own, and even the 
  little stories take on epic proportions. How? Because the player charac­
  ters are the uniting factor. The common denominator that ties it all to­
  gether. The next thing you know, you'll be hearing things like, "Hey, 
  remember when we took on those vampires in the old church," and 
  "Remember that damn D-Bee thief who kept pestering us for a week? 
  He sure came through in the end." And, "Yeah, but my favorite mo­
  ment was ... " The point is, most true epics build and grow on their own. 
  So forget about making it happen, just do good stories and have fun. It 
  will happen on its own. Half the battle is focusing on the here and now, 
  having fun and letting it all just unfold. 
  After all, epic campaigns are some of the coolest things you can pull 
  off as a G.M. Let's look at the reasons why. 
  One: They play to every G.M.'s inner desire to tell a story. (Yes, 
  even for those G.M.s who get drafted into their job by fellow players.) 
  The Palladium game design makes G.M.ing a whole lot more interac­
  tive than for many other games. As far as I can tell, the Palladium 
  Fantasy RPG was one of the first games to stress storytelling over 
  cleaning out randomized dungeons. (Sure, other games stress storytell­
  ing, but to my knowledge, Palladium was doing it before all of them.) 
  As a result, we Palladium G.M.s learn to weave narrative tapestries that 
  (hopefully) take our players to another world for a few hours. Working 
  this spell on an epic level is perhaps the greatest challenge the G.M. 
  can face. As a result, if and when you manage to pull an epic campaign 
  off, it gives you a uniquely thrilling sense of satisfaction. 
  Two: Epic campaigns add a sense of history to your game. If all you 
  run are endless one-nighters with disposable characters, you're proba­
  bly going to tire of it sooner or later. In my experience, players enjoy 
  building up their characters over a long period of time, slowly gaining 
  323 
  power and experience while developing their personalities and bonds 
  with the other folks in the group. Epic campaigns lasting weeks, 
  months, or even years provide a great backdrop for this kind of charac­
  ter development. So, even if your characters go on to bigger and better 
  things, or if you drop those characters altogether, you'll always have 
  that one big adventure to remember. Having monumental adventures 
  like that can change how you G.M. and how your players play. They 
  end up being the landmarks for your progression as a player and creator 
  of interactive stories. (Plus, it makes it easier for you and your friends 
  to sit back and say "Remember when ... " Trust me, as you get older, 
  this becomes important for some reason. I still haven't figured out 
  why.) 
  Three: They allow you and your players to live out the grand ad­
  ventures found in the movies, novels and stories that inspire our 
  role-playing in the first place. After all, what would be cooler than 
  watching The Matrix®, Braveheart®, The Road Warrior® or the Star 
  Wars® saga, then playing an adventure of equal scope and drama? 
  That's right ... nothing! 
  Four: Your notes for an epic campaign can become the core mate­
  rial for something you might submit to Palladium for publication. The 
  moment you begin making money off of your role-playing habit, the 
  faster your folks will get off your back about spending so many sunny 
  days hunched over rule books and polyhedra dice! 
  Nuts and Bolts 
  Of course, coming up with an epic campaign isn't easy. This is no 
  simple tavern brawl in the 'Burbs or a weekend jaunt to the Pecos Em­
  pire. This is something that should make a permanent mark on your 
  own game setting and commit your characters to some life-altering en­
  deavors. To do this, you'll need six critical components. 
  1. A Backdrop: You could also call this the context, the setting or 
  the foundation of your campaign. Whatever word you use, this is what 
  provides an environment in which your epic campaign takes place. 
  Most importantly, it sets the stage for your players to do things they 
  normally wouldn't (or couldn't) do in just one or two gaming sessions. 
  A major military campaign, a regional or national crisis of some kind, a 
  major supernatural crisis, an issue requiring divine intervention ... these 
  are the kinds of things from which truly epic stories spring. 
  2. A Plot: Every good story has a good plot, and epic campaigns are 
  no different. Like I said before, Palladium games stress a story-oriented 
  style of adventure-writing, so most Palladium G.M.s are already famil­
  iar with coming up with a plot for their adventures. With an epic cam­
  paign, the trick is coming up with a plot that is simple enough for 
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  everybody to follow, big enough to merit treatment, yet open enough to 
  accommodate the constant changes and revisions that will happen as 
  the epic campaign progresses. Throughout the epic campaign, you can 
  have all sorts of side stories and tangents to take away from the main 
  action, but that main action always has to be there in the background. 
  Otherwise, the epic campaign will have very little cohesion and no 
  sense of an ongoing drama. 
  3. A Motivation: This is the reason why the players willingly sub­
  ject themselves to all of the hardships and trials of the epic campaign. 
  Without this, there's no reason for there to be an epic campaign at all. 
  Motivations fall into two basic categories: enticements and compul­
  sions. Enticements are, to borrow a phrase from Psychology 101, a kind 
  of positive reinforcement. In other words, for completing the epic cam­
  paign, the players will receive a reward. Just as with short adventures, 
  treasure, experience, arcane knowledge, revenge, and gaining or repay­
  ing a favor are all classic enticements that work time and time again. 
  Compulsions, on the other hand, are a form of negative reinforcement: 
  if the players fail to complete the epic campaign, something bad will 
  happen to them. Now, compulsion-driven epic campaigns work well in 
  fiction. Take the movie Alien for example. The crew of the Nostromo 
  must defeat or evade the alien creature or they will die. However, for 
  role-playing, I don't think this kind of motivation works well at all. 
  Compulsory adventures work well for one or two gaming sessions, but 
  after that, they become a kind of elaborate prison for the players, no 
  matter how interesting or well-written the campaign is. Thus, not only 
  do the players need some kind of assurance that they'll be adequately 
  compensated for their trouble, but they also need the assurance that 
  they'll have the freedom to pursue the quest at hand however they like. 
  4. A Theme: This is the moral, emotional and psychological back­
  drop for the whole thing. Compare, for example, The Terminator 
  against Blade Runner. Both stories are about destroying homicidal ro­
  bots. The Terminator is lots of fun, but it doesn't have much to offer 
  besides some cool special effects and lots of gunfire. Blade Runner has 
  that too, but it has a lot more in terms of its theme. Unspoken is the is­
  sue of what exactly makes a human. If a person thinks he is a human, 
  acts like a human, and is human except for his four-year life span and 
  the fact that he was built, not born, what does that make him? In a 
  world where any life form can be artificially replicated, what is there to 
  prove to oneself that they have not been replicated, too? What if the fu­
  ture held not the promise of technological progress, but the emptiness 
  of technological burnout? These are the kinds of things Blade Runner 
  makes the viewer think about, so the story stays with them for a long, 
  long time after the final credits roll. That is the power of a theme. A 
  deep theme keeps the story alive in your heart the way a shallow theme 
  doesn't. Now, you can have a long-term campaign without any appre­
  ciable theme, but it won't ever have that epic feel you and your players 
  crave. For there to be real power to this thing, it's got to have some 
  kind of a theme. Simple but compelling themes, like heroic sacrifice, 
  avenging an ancient wrong, settling an endless war, etc., will work fine 
  if you can't come up with something really earth-shattering. But just 
  have a theme. It will make everything feel better. 
  5. A Team: If you really want an epic campaign to see through to 
  the end, you'll have to make sure the group that's playing it will stick 
  together through thick and thin. The best way to do this is to make sure 
  everybody has roughly the same alignment. Often times, radically dif­
  ferent alignments and dispositions make it impossible for adventurers 
  to stick together for very long. Having different alignments in a group 
  is great, of course. And a little inter-character tension can add plenty to 
  the dramatic tension of the campaign. But if your group has a Princi­
  pled, a Scrupulous, an Anarchist, a Miscreant and an Aberrant, chances 
  are, the team will dissolve by the campaign's halfway point. 
  6. Time: Rome wasn't built in a day, and epic campaigns can't be 
  played in one, either. If you want this thing to really work, you have to 
  be sure that before you begin, you have a reasonable chance that your 
  group can come together with reasonable frequency for the next few 
  weeks or months. This is probably the toughest part about devising an 
  324 
  epic campaign. For most of us, school or work gets in the way, not to 
  mention players moving away, getting married, quitting role-playing, 
  or all the other upheavals that can happen. To some extent, you can't 
  help this. If the real world intrudes, the real world intrudes. However, 
  some pre-planning can help hedge your bets. Are you playing this thing 
  while you're at college? Are your players living somewhere perma­
  nently? Are you going to have to stop playing in the foreseeable future, 
  for any reason? Are you willing to let other players join the campaign 
  to fill in for players who have left? And if all else fails, would you and 
  your players be willing to carry on via e-mail, in a PBeM (Play By 
  e-Mail), in a chat room, through a message board, by snail mail, etc.? 
  Excuses, Excuses 
  Even if you have all of these things (or at least you think you do), 
  there will always be other pitfalls. After one talks with enough G.M.s, 
  certain common complaints about running epic campaigns come to the 
  surface. Here's a sampling: 
  "I don't have any good ideas!" Writer's block is a terrible thing, 
  isn't it? If you ask a hundred different writers what their cure for 
  writer's block is, you'll get a hundred different answers. All I can offer 
  is this: usually, when I get writer's block it's because I'm trying too 
  hard and/or I need to let my creative batteries recharge. Step back from 
  your project. Work on something else for a while. Or take some time 
  off from designing altogether and play that new computer game you 
  just got. Sometimes, reading non-RPG stuff is the best thing for me, be­
  cause it gives me good ideas and lets me look at my campaign from a 
  different angle. I can't tell you how many adventures of mine have 
  sprung from reading the Wall Street Journal or Atlantic Monthly, or by 
  catching a few good shows on The Learning Channel, The Discovery 
  Channel or the History Channel. In the end, finding good ideas is not 
  about actually finding good ideas. It is figuring out what are the kinds 
  of things that really inspire you and get your creative gears turning. 
  Most really creative people really don't need much aid in this, they get 
  ideas from pretty much everything around them. For the rest of us, 
  though, getting good ideas might take a little work, so seeking and us­
  ing inspirational materials of any kind is a welcome course of action. 
  "No matter what 1 do, it feels like I've ripped off some famous 
  novel or movie!" So what? You're not going for originality, per se. 
  You're going for having fun with your players. Borrowing ideas only 
  becomes a problem when your players can see right through your ad­
  venture because you're borrowing too heavily from a story that every­
  body's familiar with. ("Let me see ... we're the custodians for some little 
  kid who will one day grow up and become the military genius who will 
  defeat the Mechanoids once and for all, but until he grows up, he must 
  be protected from the human-looking Mechanoid assassins that have 
  been sent after him?") Of course, given the unpredictable nature of 
  role-playing, this problem often ends up solving itself when a player 
  does something that didn't happen in the borrowed story. ("Well, guess 
  what? This brat can take care of himself. We're dropping him off in the 
  'Burbs, and we're gonna sign up as mercenaries to fight in Tolkeen, 
  where the real money is. How do you like them apples?") 
  The second problem that idea-borrowing creates is if you're design­
  ing an epic campaign for publication. There's a difference between be­
  ing inspired by somebody else's work and simply ripping it off. All 
  aspiring writers should know the difference. But, if you don't plan on 
  trying to make a buck off your campaign, then by all means, borrow! 
  Between comic books, novels, movies and video games, there is plenty 
  of great source material out there. Undoubtedly, you have your favor­
  ites, right? Think back and see why you liked them so much. What was 
  it about the story, the characters, the setting, the theme? Now, can any 
  of that be used to fill in the blanks for your epic campaign? If so, go to 
  it. I'm sure most of these authors would be flattered. (I know I would!) 
  "My players don't want to get into a really big adventure!" 
  Some players just like the short, sweet nature of playing unconnected, 
  one-night adventures. And some players are just wimps who are afraid 
  to commit. Any player who resists joining in an epic campaign falls 
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  into the latter category. (Just kidding!) Seriously, if this is a problem, 
  then try running a series of loosely connected adventures under the 
  same setting. After a while, you might find an epic campaign forming 
  all by itself, standing on the shoulders of the short adventures that came 
  before it. 
  "At least some of my players are going to have to leave the game 
  before this campaign ends!" Don't you hate it when this happens? If 
  real-world pressures are going to muck with your game, you probably 
  can't do anything about it. The best defense is to have extra players in 
  reserve to keep the number of characters constant and preserve the con­
  tinuity of the campaign. For this, it helps to have pre-written segments 
  describing the departure of a player and the inclusion of a replacement. 
  This works especially well for Play By E-Mail campaigns (PBeMs) or 
  message board-style Play by Post (PbP) games, both of which can have 
  a number of non-playing "lurkers" monitoring the action and ready to 
  jump in at any time. 
  "It started out great, but now it's stalled!" Ab, yes. The old "it 
  looked good on paper" syndrome. What seemed like a good idea ini­
  tially might not turn out to be so much fun after playing it for a few ses­
  sions. Or, maybe you've just run out of ideas for your current 
  campaign. Or maybe your enthusiasm or your players' enthusiasm has 
  waned. This might be a good time to take a break from the campaign it­
  self, either with the same group of characters or with a whole new 
  party. There's nothing wrong with taking your players on a couple un­
  related adventures while your thoughts for the ongoing epic campaign 
  sort themselves out. After a while, you'll either have come up with 
  ways to bring your campaign back to life, or you will realize that it's 
  just not going to work anymore. Either way, you'll have settled the is­
  sue. 
  A Final Word 
  Well, if you've read this far, it's a safe bet that you are seriously 
  considering writing an epic campaign. (It's either that or you have an 
  enviable amount of free time on your hands!) If you're really wanting 
  to take that big leap and construct a monumental adventure to shake the 
  very foundation of your game, then more power to you! Epic cam­
  paigns entail lots of hard work, overcoming writer's block, dealing with 
  game-play snafus and a host of other headaches. But, as they say, any­
  thing worth doing is also worth the hassle. That goes double for epic 
  campaigns. In our book, they're one of the best things about role-play­
  ing. And after giving it a try yourself, we hope they become one of the 
  best things in your book, too. 
  100 Rifts® 
  Adventure Ideas 
  Below are 100 adventure hooks for Rifts®. These are not complete 
  adventures. Heck, they're not even Hook, Line & Sinkers™! They are 
  just little kernels of what could easily turn into an adventure if the G.M. 
  fleshes it out, or they could blow up into a full-fledged campaign if the 
  G.M. likes what he sees and really runs with it, either by taking one 
  idea and expanding it to the Nth degree, or by stringing together a 
  bunch of ideas and filling them out into something greater than the sum 
  of its parts. Either way, the 100 entries presented here should at least 
  give you G.M.s something to think about as you craft the next adven­
  ture for you and your gaming group. Have fun! 
  Note: The situations presented in these adventure ideas are just hy­
  pothetical. They are not official changes to the Rifts® setting, nor 
  should they be interpreted as definite impending changes to be made to 
  the Rifts® setting. 
  325 
  North America 
  #01: The ruins of New York City, now referred to as Mad Haven, 
  have become a terrifying jungle of ruined Mega-Damage skyscrapers 
  poking out of the much-raised waters of the Hudson River and Long Is­
  land Sound. Deep beneath the water and the ground wreckage, how­
  ever, lies a vast high-tech undercity. Most of this has already been 
  flooded and is inhabited by a strange race of hostile, aquatic mutants. 
  But there are rumors that a few blocks of the undercity never flooded 
  and contain incredible stores of pre-Rifts technology. Care for a trea­
  sure hunt? 
  #02: The computer intelligence A.R.C.H.I.E. from the Cyberworks 
  facility in Maryland is waging an ongoing war with an advance party of 
  Mechanoids! Obscenely powerful, insane and sinister invaders from 
  across the Megaverse, the Mechanoids intend to conquer absolutely ev­
  erything that there is. If Earth is to survive, this advance party must be 
  destroyed. A.R.C.H.I.E. can't do it himself. He needs help, and fast. 
  The more the better. 
  #03: Deep in Dinosaur Swamp, some old coot is running exotic sa­
  faris where the gunners go into the swamp wearing funky suits of 
  SAMAS-style power armor only with a huge airfan on the back, like 
  old-fashioned swamp boats. 
  #04: A council of mages is holding an important and unscheduled 
  conference in Lazlo in two weeks. Clearly, something important is go­
  ing on, but nobody in the players' group has been invited. Not many 
  people know about this yet, so if the heroes want to crash the party, 
  they have ample time to set up a plan. 
  #05: The Coalition is tired of dealing with the Black Market, and is 
  targeting them in a concerted military campaign. It just so happens a 
  large Coalition field group hits a roving Black Market arms bazaar just 
  as the player characters themselves are right in the middle of the place, 
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  shopping around. Pandemonium erupts as the Coalition attacks this ex­
  traordinarily well armed enclave. What do the heroes do? 
  #06: In the New West, the player characters have killed a famous 
  gunfighter, whether by accident or intentionally. Now, his entire clan of 
  60+ friends and family is looking for revenge. 
  #07: For various reasons, the player characters have ventured far to 
  the north to confront the steadily growing Xiticix problem there. The 
  heroes are ready for anything and prepared to carry out drastic mea­
  sures to contain the aliens. 
  #08: All hell has broken out in the Lone Star genetic engineering fa­
  cility! A terrifYing monster from another dimension has broken its 
  bonds here and is rampaging throughout the place. 
  #09: The Astral city of Psyscape has come back into focus, and for 
  some weird reason it is temporarily visible to everyone who sees it, not 
  just psychics. The city would not do this unless it faced some critical 
  danger. What could possibly spook this city of champions so badly that 
  they are looking for outside help? 
  #10: The Vampire Kingdoms of Mexico have all united under the 
  unknown leadership of King Julio Crusado, a vampire of incredible 
  age. If Crusado's legions hold, the vampires will not only carve a uni­
  fied kingdom for themselves, but they will almost certainly wreak 
  havoc with neighboring countries (i.e., the Pecos Empire, Lone Star.) 
  South America 
  #11: The Republic of Colombia is under siege by an endless legion 
  of vampires and their minions. They all just keep coming from the 
  depths of the surrounding jungles in small but steady numbers. Even­
  tually, the Republic will get worn down if the source of this endless 
  army is not located and neutralized. The Republic has all of its re­
  sources tied up in immediate defense. Might the player characters be 
  interested in taking the job? 
  #12: The alien Arkhon invaders, who have fought with various par­
  ties in South America for so very long, are suddenly vacating the conti­
  nent altogether. Nobody is exactly sure why, but the prevailing theory 
  is that some interstellar menace of the Arkhons' is on its way to Earth, 
  and the Arkhons want to be as far as possible from South America -
  their own original landing spot, and what their enemies are probably 
  homing in on. 
  #13: The Silver River Republics have ceased all formal contacts 
  with each other and a nasty civil war is brewing. The reason is unclear 
  to outsiders, but it seems to have something to do with not sharing mili­
  tary secrets among the various member states, and the recent assassina­
  tion of numerous government officials among all of the Republics. 
  #14: The Lagarto Kingdom has become increasingly entrenched in 
  its worship of the Dragon Gods who rule the country. Now those gods 
  have commanded their legions of the faithful to clean out all of South 
  America of those who are not Lizard Men or who will not convert to 
  worshiping the Dragons. 
  #15: In the Empire of the Sun, the people of the cities and the peo­
  ple of the rural villages have drifted far apart from each other in terms 
  of culture. Now, a wave of massacres among the rural villages have 
  been blamed on the armies of the cities, and the entire country teeters 
  on the brink of war unless somebody can determine who the real cul­
  prits behind the massacres are. 
  #16: Mutant animal exiles from the Achilles Republic have ob­
  tained extensive data on genetic modification pioneered by the Achilles 
  Corp. Now these exiles, who are leaving their homeland for reasons 
  they are reluctant to reveal, are hatching a plan to build a superfreighter 
  that will take them from South America to the floating city of Tritonia, 
  where the animals hope to parlay their technical data into letting the 
  Tritonians accept them into their society. 
  #17: Deep in the jungle, a secret cult ofNazcan Line Makers is putt­
  ing the finishing touches on a pattern so huge it can only be discerned 
  from orbit! They have spent years putting it together, and they have 
  buried funky little Techno-Wizard batteries that when jointly deto­
  nated, will empower the pattern with the energy it needs. The question 
  is, what will it do? 
  #18: The pirate nations of the Amazon River are under attack by the 
  New Navy! It seems Nemo-2 has brought the Ticonderoga into the wa­
  terways and is launching his own bid to eradicate South America's sea 
  dogs once and for all. 
  #19: The Megaversal Legion is looking for volunteers. All you need 
  to join is to have a few kills under your belt and the urge to get a few 
  more. Sound tempting? 
  #20: Somebody has found a new candidate for the Lost City of 
  Gold. Dubbed Goldenorb, the city is a massive complex once inhabited 
  by millions of magic-wielding humans, but now seems deserted. Only 
  its indestructible golden buildings remain, a massive treasure nobody 
  can seem to figure out how to plunder. 
  Atlantis 
  #21 :  Coalition spies have been caught infiltrating the city of Sply.m, 
  and now there is a rescue effort underway to save them before the 
  Splugorth have them all executed. 
  #22: By a weird twist of fate, the player characters have found 
  themselves on sale as slaves in the Splynn Dimensional Market. The 
  heroes could try to escape on their own (not hard) or they could stay 
  and try to engineer a slave revolt that could shake Atlantis to is very 
  foundation (hard but worth the challenge). 
  326 
  #23: Inexplicably, the Gargoyle Kingdom of Atlantis has refuted 
  any and all allegiance to the Splugorth and have instead allied them­
  selves with the island's vampire population! This has the Splugorth 
  freaked to say the least, and an all-out war effort is underway to purge 
  these hostiles from the island. 
  #24: The Kittani have decided, with Splugorth approval, to begin 
  selling lower-grade versions of their weapons, power armor and fight­
  ing vehicles on the North American markets. If the stuff sells well, and 
  it most likely will, the Splugorth and Kittani will embark on a massive 
  push to sell their military technology all over North America and be­
  yond. The aim is to push other arms merchants like the Naruni and 
  Northern Gun out of business. Oh, yeah, the Sploogies figure they'll 
  make a mint on this, too. And it'll get under the skin of the Coalition, 
  which will bring a chuckle to Splynncryth's disgusting lips. 
  #25: A Rulian Translator from the Splynn Dimensional Market has 
  obtained an alien book of runic magic. Using his unique translating and 
  language abilities, the Rulian has unlocked the book's deepest secrets, 
  and has been transformed into a god-like creature, crackling with en­
  ergy and overflowing with knowledge. He does not want to leave 
  Atlantis, and he does not want worshipers. He wants to recruit anybody 
  who will join him on his crusade to destroy Lord Splynncryth and liber­
  ate all of Atlantis from the Splugorth forever. 
  #26: The player characters have obtained some bizarre form of trea­
  sure that they know is extremely valuable, but have been unable to sell 
  anywhere. Then it hits them - if you can buy anything in the Splynn 
  Dimensional Market, why can't you sell anything there, too? Thus be­
  gins the group's long trip to the greatest market in the Megaverse, 
  where they might be made millionaires, or where they might just end 
  up getting in a lot of trouble, as adventurers so often do. 
  #27: A mysterious benefactor has hired the player characters to in­
  filtrate Atlantis and arrange for the escape of a dozen Blind Altaran 
  Warrior Women who wish to leave their live of enslavement far behind 
  them. There is just one problem. The Warrior Women are already on 
  the lam, and there is a hefty reward out for any of them. 
  #28: After their capture by the Splugorth, the player characters now 
  find themselves unarmed and running for their lives through the woods 
  of the Atlantis hunting grounds, where the jaded nobility will hunt them 
  as if they were animals. But can the heroes, using their natural abilities 
  and teamwork, be able to turn the tables on their hunters and fight their 
  way to freedom? 
  Quentin Milton (Order #31246997)
  
  #29: The heroes learn that there is a bulk freighter filled with lost 
  technology floating adrift in the Demon Sea. It has no main engine 
  power, but its automated systems can keep the ship afloat during bad 
  weather as well as keep the ship's robo-defenses up and running. If the 
  heroes can capture the ship and salvage it, they will be set for life. 
  #30: The CS and NGR have teamed up to conduct a joint assault 
  upon Atlantis. Both human nations are tired of Splynncrryth giving aid 
  to their sworn enemies. The Splugorth must be punished, and punished 
  severely. The question is, in an all-out war between these parties, who 
  would win? 
  327 
  Europe 
  #31 :  The New German Republic is putting its major war effort to 
  destroy the Gargoyle Empire in motion. It is a massive effort that will 
  tax the country's resources to the limit, and the counterattack it will 
  draw from the Gargoyles might destroy the Germans themselves. They 
  are willing to accept any human help to fight the Gargoyles, just as the 
  Gargoyles are accepting help from the Phoenix Empire and Atlantis. 
  #32: The New German Republic is launching a last-ditch effort to 
  forge a strategic alliance with the Coalition. To that end, they are send­
  ing a high-level diplomatic team to Chi-Town, via one of the Repub­
  lic's fancy supersonic aircraft. The only problem is the aircraft suffers 
  problems and must make an emergency landing somewhere between 
  Europe and America. It is probably somewhere on the volcanic realm 
  of Iceland or the icy wastes of Greenland. Both the NGR and the Coali­
  tion are launching search and rescue efforts to find the downed plane. 
  Freelance adventurers are also looking for the craft, since its salvage 
  worth is in the tens of millions, at least. If the thing is still in working 
  order, any group who commands it has unfettered global travel ability. 
  #33: The Brodkil are on the move, and the only thing stopping them 
  from spreading to the east and south is the small but valiant Kingdom 
  of Tarnow. Possessing a tough but small army, the Tarnow defenders 
  are openly shopping for adventurers willing to fight on the Kingdom's 
  behalf to stem the Brodkil tide. 
  #34: All along the peninSUla of Italy and the Mediterranean coast­
  line, a new and potent nation called the Maximus Imperium has ex­
  ploded in a wave of conquest and expansion. The Maximus Imperials 
  are all members of various canine races, but mostly they are Wolfen, a 
  masterful race of creatures found in numerous places throughout the 
  Megaverse. 
  #35: The Iberian Wilderness covers everything from the south of 
  France through the nations of Spain and Portugal. Until recently, the 
  land has been devoid of any formal civilization, but in the last ten 
  years, a trio of large and well organized trading centers have sprung up 
  on the southern coastline. These are alien cities meant to be 
  interdimensional trading points like the Splynn Dimensional Market. 
  Exactly who or what is behind the cities is a mystery. 
  #36: A war in England between new Camelot and the Fomorian gi­
  ants has erupted right along the waterways dividing England from Scot­
  land. Known as Hadrian 's War, since most of the fighting is near the 
  ancient location of Hadrian's Wall, the fighting has been savage and 
  bloody, with both sides taking terrible casualties. 
  #37: Ireland is known as a land of Faeries, but recently, a dark men­
  ace has gripped the Emerald Isle, making these days perhaps the last for 
  the Faerie population. A new race of black-hearted Faerie Folk have 
  come from another dimension and are bent on taking over all of Ire­
  land, driving before them the current Faerie occupants. All throughout 
  the island, pitched battles are soaking the ground with fey blood as an 
  entire civilization hangs in the balance. 
  #38: Vampires in the Carpathian Mountains have gathered in force, 
  but they have not made a move against any local settlements. Local 
  kingdoms of humans and civilized D-Bees have grown very worried 
  about this force of bloodsuckers and are trying to get some kind of in­
  telligence on them. Rumor has it the vamps are in the process of sum­
  moning a vampiric god to this world who will transform all of its 
  followers into godlings. Then and only then will the vampires take over 
  the entire mountain chain, and then Europe, and then ... the world. 
  #39: The Warlords of Russia are locked in unending conflict with 
  the hordes of demons who plague that country. They are also in conflict 
  with each other, turning western Russia into one of the largest free-fire 
  zones in the world! Anybody who wants to get involved can do so eas­
  ily, either fighting for or with the Warlords, or hunting the supernatural 
  menaces of the land. 
  #40: The Warlords of Russia have mastered cybernetics in a way no 
  major nation has yet done. Until recently, nobody outside of Russia 
  even knew of the mighty cyborg soldiers fighting in Russia, much less 
  Quentin Milton (Order #31246997)
  
  what their capabilities are. However, Naruni spies have just finished 
  collecting specimens of every major Russian cyborg model (from Light 
  Machines to Cyborg Shocktroopers and everything in between), and 
  they intend to sell these design schematics to any takers. Having not 
  made the kind of money they were looking for on weapons sales, the 
  Naruni reps on Earth hope to make a killing selling new weapons tech 
  information to parts of the world that might not ordinarily get together 
  in the first place. This Russian cyborg plan is the test pilot for the entire 
  program. Time will tell how it all works. 
  Africa 
  #41: Deep in the Serengeti, massive migrations of wildebeests and 
  other animals continue just as it had in the days before the Rifts. Mil­
  lions of animals travel through Kenya and Tanzania, with many of 
  them not surviving the journey. Over the years, the gradual release of 
  potential psychic energy by these dying animals has led to an instability 
  in the fabric of the Megaverse in that part of Africa. Now, a massive 
  super-Rift will open sometime during the next migration season unless 
  somebody can somehow restabilize the Megaversal fabric there. 
  #42: The Phoenix Empire is heavily supporting the Gargoyle Em­
  pire in Europe with weapons and training personnel. The Phoenix Em­
  pire has little to gain from this except the satisfaction of helping 
  contribute to the demise of a powerful human nation, the NGR. The 
  NGR has had enough of the Phoenix Empire's meddling, and has sent a 
  team of covert assassins to infiltrate the Empire and eliminate its lead­
  ers and other powerful members of the government. They might or 
  might not even have a portable, experimental mini-nuclear device they 
  intend to detonate in the heart of the Empire, turning the land into the 
  kind of mildly radioactive place that supernatural creatures can not sur­
  vive in. 
  #43: The Olduvai Gorge is where the oldest fossils of humanity 
  have been discovered. Now, that fossil record has been lost as the 
  Gorge mysteriously turned into a bottomless canyon! This appears to 
  be the work of a sinister African Witch named Mobu the Rainkiller. 
  #44: Deep in the Congo jungles, an enormous but primitive civiliza­
  tion of Grimbor ape-men has formed in secret and now is slowly com­
  ing into contact with the tribes of humanity in the area. The Grimbor 
  mean no harm, but they have this bad tendency to scare humans into at­
  tacking them. Thus, an enormous, low-tech war is brewing in the great­
  est jungle in the world for the fate of the nascent Grimbor nation as 
  numerous human tribes assemble and ally in a joint effort to drive the 
  Grimbor back into the shadows. 
  #45: The Splugorth are busily building new slave-cities along the 
  western coast of the continent. However, a mysterious force of soldiers 
  using both magic and technology have attacked one of the new out­
  posts, destroying it completely. According to reports from the fighting, 
  these mystery warriors employ some form of weaponry that puts their 
  Kittani counterparts to shame. 
  #46: In the Ethiopian Highlands, a permanent portal between the 
  worlds of Rifts Earth and Wormwood has grown in size and scope so 
  that the entire Rift area is now nearly 100 square miles (259 sq. km)! 
  As a result, huge numbers of Wormwood inhabitants are crossing 
  through with alarming frequency. In fact, this portal area is actually 
  transforming into a living planet area like Wormwood itselfl Whether 
  or not this "living planet phenomenon" will grow to encompass and 
  transform all of Rifts Earth is unknown. 
  #47: The country of Uganda is rich in people and resources but it re­
  mains woefully low-tech. Just recently, a Ugandan adventurer named 
  Thrilm Gdulu has returned from an extensive visit to Europe and has 
  become intrigued with the supertech of the NGR. Thrika also knows of 
  the Phoenix Empire's supplying of high-tech weaponry to the mon­
  strous Gargoyle Empire. Worried about the intent of the Phoenix Em­
  pire, Thrika now wishes to transform her homeland into a new African 
  center of technology. If this is even remotely possible, how might she 
  go about doing it, and what roles might her plan hold for the player 
  characters? 
  328 
  #48: It is a little known fact that prior to the Rifts, an international 
  space agency built a miles-long electromagnetic rail into the side of 
  Mount Kilimanjaro with the intent of using it to launch ships into orbit 
  without using chemical rockets. Since the mountain was so close to the 
  equator, it would be easier to launch into orbit than from a higher lati­
  tude, like in Europe or North America. The project was never brought 
  on-line due to the political collapse of the agency. But, it would take 
  relatively little work to repair the electromagnetic rail and start launch­
  ing things with it. 
  #49: A series of catastrophic earthquakes have torn apart immense 
  stretches of western and southwestern Africa. Aside from the terrible 
  cost of life this has caused, and the minor upsurge in Rifts activity, un­
  tapped veins of diamonds, gold and other mineral wealth have been 
  brought to the surface. No major nation knows about this yet, but those 
  who do will see an opportunity to plunder unheard-of amounts of min­
  erai wealth. Should more than one nation learn of this untapped horde 
  (and they will; they always do), there will be no small amount of fight­
  ing over who gets to lay claim to what. 
  #50: The Four Horsemen of the Apocalypse have assembled and are 
  sweeping across the continent, bringing utter ruin wherever they go. 
  This is the beginning of the end. Or is it? 
  Asia 
  #51: What little is left of the Indonesian archipelago has been popu­
  lated by a race of savage sub-humans whose bizarre forms of magic 
  give them strange powers of shapeshifting. These people, collectively 
  know as the Komodo Empire, are responsible for terrifying raids and 
  massacres among the regional coastlines and islands. These attacks ap­
  pear to be a dress rehearsal for a large, coordinated invasion, but of 
  where? 
  #52: The Bagh Nakh Republic is a small and newly formed nation 
  group located somewhere in the Indian wilderness. Whether these peo­
  ple are tiger-like humanoids, D-Bees or simply humans who are trying 
  to emulate some non-human form is unknown. The Republic aspires to 
  re-conquer all of India (a nearly impossible task). To purchase as much 
  help as they can, the Republic is willing to pay in a most rare currency 
  - weapons grade plutonium! Where did they get this stuff, and why 
  are they willing to part with it so easily? 
  #53: In the last century, people have gradually repopulated the is­
  land of Taiwan. Utilizing tons of high-tech equipment and war machin­
  ery from various suppliers in Japan and the Free City of Hong Kong, 
  the newly formed Taiwan Sovereignty was able to clear its island of su­
  pernatural predators in relatively little time. Now, the Taiwanese are 
  building grand factories with the purpose of designing and producing 
  their own lines of new weapons, armor, cybernetics, power armor, ro­
  bot vehicles and combat vehicles. Most of this stuff will be made for 
  export either to North America or Europe, both places of great conflict 
  and where any new tech connection will be patronized heavily. 
  #54: Aside from the Free City of Hong Kong, China is a seemingly 
  endless haven for supernatural evil and freakish magic of every kind. It 
  remains an unknown area except to those within it. Periodically, a 
  rogue explorer transmits a status report of the near-coastal area via 
  short wave radio to both the Coalition and the NGR. Who this person is 
  or where they are getting their information remains unsettled. 
  #55: Suddenly, the number of Oni demons populating Japan has im­
  proved ten-fold since this time last year. Imperial Japanese are con­
  cerned with this upswing in the Oni population, and many Imperial 
  samurai report that these new Oni possess considerably more strength, 
  wits and resolve than any Oni previously encountered. 
  #56: Ichto Robotics has sent a small army of assassins and merce­
  naries in a desperate bid to destroy H-Brand Robotics. The two firms 
  have been locking horns for a long time, and rather than figure out their 
  differences, they have decided to go to war. This conflict will result in 
  the utter ruin of one of the companies, and a short-term loss of technol­
  ogy across the country. 
  Quentin Milton (Order #31246997)
  
  #57: The legendary swordsmith Masamune Hideki has returned 
  from a lengthy stay in a temporal bubble that has removed him from 
  the events of this world. Distressed at the ruin of his country, 
  Masamune nevertheless has set up a workshop in Little Honshu, where 
  he gladly teaches anybody willing to learn the secret of rune magic 
  creation. 
  #58: The Domain of the Gods has been disturbed recently by human 
  explorers, and now the creatures within the Domain have begun waging 
  war on nearby human settlements! 
  #59: Using new and old designs, a new rogue tech firm in Japan in­
  tends to mass produce variants of SAMAS armor in such a way that 
  suits could be sold anywhere on the planet. 
  #60: The Chinese city of Xiaon Xan, close to the border between 
  China and Southeast Asia, brims with magical power. Its inhabitants 
  are mostly D-bees recruited from afar by the immortal wizards who 
  rule the city and constantly pioneer new and strange forms of magic. 
  Unfortunately, the wizards have alienated any other settlements in the 
  area. Now that Xiaon Xan is under attack by a strange and unidentified 
  menace from the interior of the Chinese mainland, nobody will come to 
  the embattled city's aid. 
  329 
  Australia 
  #61: Road trains - mega-sized versions of tractor-trailer trucks 
  have begun crossing the Outback with increasing frequency. These al­
  ways fall under attack by bandits, and fierce running gunfights occur. 
  Simply running these huge trucks is an industry of itself, with drivers 
  and gunners making a killing for their work. The merchants who trans­
  port shipments successfully make even more money, especially when 
  running goods between the Tech-Cities. 
  #62: A huge explosion of light has occurred over Ayer's Rock, a 
  site of intense magical activity in Australia. Since this explosion of 
  light, a pair of spectral tentacles can be seen waving about in the air 
  over the rock, like a ghostly monster from another world trying to come 
  through a Rift that is just not large enough to admit it into this world. 
  The Aborigines ardently refuse to go anywhere near the rock, insisting 
  that the appearance of this strange creature is a sign that the end of the 
  world, or at least the end of the Dreamtime, is at hand. 
  #63: The Molokoi are moving closer and closer to the cities and 
  other outback settlements in what looks like a move to provoke war 
  with the human settlements in the area. In an odd move, they have be­
  gun selling large quantities of their unique Techno-Wizardry devices to 
  whoever wishes to purchase them. Even more strange is the folks who 
  are buying their hardware are the very ones most likely to end up fight­
  ing the Molokoi. What gives? 
  #64: Enterprising merchants are trying to establish a connection 
  with any of the Japanese companies so they can import high-tech 
  power armor and cyborg chassis into Australia. The Tech-Cities drool 
  over this possibility, because the one that arms up first with such weap­
  onry will have a distinct military advantage over the other. In the long 
  run, there is no telling what kind of effect this sort of arms race will 
  have on the country at large. 
  #65: A league of human and D-Bee pirates, commanding a fleet of 
  assorted warships and civvie craft retrofitted for battle, have moved 
  into the Inner Sea of Australia and laid claim to it. No shipping can tra­
  verse these waters without being attacked and plundered by this new 
  and troublesome pirate nation. 
  #66: The Great Barrier Reef is growing! A teeming bank of life 
  force, some mystic disturbance in the waters off the coast of the conti­
  nent, are somehow spurring the coral reef to grow at an exponentially 
  faster rate than usual. The huge amount of life being generated here is 
  turning the reef into a kind of living P.P.E. battery, something any com­
  petent mage or Techno-Wizard could probably tap energy off of if they 
  tried hard enough. 
  #67: Way out in the boondocks, there is a lonely oil-pumping sta­
  tion that is home to about 50 people. The station is under siege by a 
  murderous band of roadgangers, and their only hope lies in the arrival 
  of some outside warriors to lend their talents to the fight. Somehow, ev­
  erybody involved in this drama, from the station personnel to the 
  roadgangers, feel that this sort of thing has happened before. 
  #68: The squatters living in the Queensland Peninsula Space Port 
  have stumbled upon an ancient store of space technology: the place­
  ment protocols for constellations of satellites. Using this data, one can 
  plot the (theoretical) location of any satellite put into orbit prior to the 
  Rifts. 
  #69: The EHRA has begun a dedicated effort not only to cleanse 
  their sphere of influence of all roadganger activity, but they also intend 
  to build a huge new highway system that will one day link all of the 
  tech-cities and bring an inkling of civilization back to the frontiers of 
  Australia. This is a national effort, requiring tons of soldiers, scouts and 
  builders. The Roadgangers are having a field day because all the com­
  bat is giving them something to do, even if it's getting most of them 
  killed. 
  #70: Tasmania is sinking! Every year, its average sea level goes 
  down by a few more feet, and the coastline shrinks a little more. At this 
  rate, in half a century the island will be all gone. The real concern is not 
  Tasmania, which is largely uninhabited. It is Australia, where the same 
  phenomenon is getting underway ... 
  Quentin Milton (Order #31246997)
  
  The High Seas 
  #71 : The NGR has begun patrolling the northern waters of the 
  world extensively so that their new navy will have some experience 
  when it deploys to batter the Gargoyle Empire from the Mediterranean 
  Sea. So far, things have been quiet for the German warships, except 
  they keep disappearing whenever they cross over the northernmost par­
  allels of the globe, nearing the North Pole. The ships pop back into ex­
  istence days or weeks later, as if they were only gone for a few 
  minutes. Nobody quite knows what to make of this phenomenon, but it 
  explains why since the Coming of the Rifts, nobody has ever success­
  fully traveled to the North Pole. 
  #72: Tritonia is in a big expansion. Pressured by a growing popula­
  tion, the floating techno-city is looking for the materials with which it 
  can build new segments onto itself. It is paying top credits for any 
  building or salvage materials people can deliver. 
  #73: One by one, the Horune Dream Ships are being destroyed by a 
  force no outsider is aware of. While the destruction of the Horune is 
  cause for joy among many sea goers, some would like to know exactly 
  what is killing the Horune, and will it only replace them with an even 
  greater menace once they are gone? 
  #74: The New Navy's flagship Ticonderoga has weighed anchor off 
  the coast of California, where it is commencing with a massive, joint 
  land, sea and air strike against some kind of magical armed stronghold 
  on the coast. Nobody outside of the New Navy even knew of this place 
  before the fighting began, and word has it the New Navy is actually 
  looking to capture this stronghold for its own use as a land-based refu­
  eling and resupply station. 
  #75: The Lord of the Deep and its many minions are stepping up 
  their attacks on the world's oceans. One by one, large ships are being 
  dragged to their watery grave. Minions routinely board and destroy 
  passing vessels, regardless of size. Even an NGR patrol boat operating 
  off the coast of the Kamchatka peninsula (eastern Russian coast) was 
  assaulted. Somebody has to do something about this thing before it ren­
  ders the entire world's oceans impassable. 
  #76: Ask any Dolphin, Killer Whale or Whale and they'll tell you: 
  they can detect the approaching presence of something massive and sin­
  ister from deep space. They do not know any details, nor how it will ac­
  tually come to Earth, but come to Earth it shall, and all life on the 
  planet will be in danger. These creatures believe they will have the abil­
  ity to foretell more about the oncoming aliens because they have some 
  weird kind of precognitive link with them. How this works and why is 
  unknown, just that the world has an early waming device in these sea 
  mammals for a crisis few know about, much less have prepared for. 
  #77: In the Atlantic, a patch of Shimmering Water has appeared and 
  continues to grow unabated, threatening to consume the entire ocean! 
  In the Pacific, a Dead Pool of equal size threatens to do the same. What 
  happens when both oceans are transformed? And once transformed, 
  what will happen when these bodies of water meet? 
  #78: A hurricane of Mega-Damage capacity has formed in the Pa­
  cific ocean and is barreling right across the water. It is utterly huge, al­
  most 1,000 miles ( 1,600 km) in diameter, and the path it is taking will 
  put it on a round-the-world track but by the time the storm peters out (if 
  indeed it ever will), it will have scoured all of the world's oceans and 
  the ships that traverse them. 
  #79: A huge portal to the Elemental Plane of Fire has opened up in 
  the Mid-Atlantic Ridge, and is slowly but surely boiling off the world's 
  oceans. Unless this Rift is closed, Earth will one day be transformed 
  into a desert world. 
  #80: After existing much longer than anybody expected, the world's 
  polar ice caps are finally melting, forcing the world's ocean levels to 
  rise once more. Again, the global coastlines stand to be rewritten by the 
  unstoppable force of Mother Nature. Atlantis will be hit particularly 
  hard, and the Splugorth are considering whether to abandon their Earth 
  outpost or to build a new one on a continent where there is a human na­
  tion (which will inevitably start a war). 
  330 
  Outer Space 
  #81 : The corrupt KLS corporation has led a bloodless coup and 
  taken formal control over Freedom Station. KLS wishes to transfonn 
  the station into a politically neutral, purely commercial venture in the 
  hopes of making a profit off any orbital wars that flare up. A group of 
  Freedom Station exiles intend to return to the station and stage a revo­
  lution, putting some real leaders in charge. 
  #82: The life support systems on Laika Station have utterly and cat­
  astrophically failed. The entire station must be evacuated, but for the 
  many residents of the station, where to go is a compelling question. 
  None of the other stations are willing to take on a bunch of refugees for 
  fear of overtaxing their own precious resources. 
  #83: Some yahoo out past the Asteroid Belt is advertising that he 
  has built a space ark and with it, intends to travel to another star system 
  where he will colonize the first Earth-type planet he comes across. Nu­
  merous ships are flocking to this ark site; some are curious, some want 
  to go, and some want to capture the ark for themselves and plunder the 
  revolutionary drive system it supposedly contains. 
  #84: Solar flares the likes of which nobody has ever seen before are 
  steadily frying through the defenses of everything in orbit. The stations 
  have less than three weeks before deadly radiation kills everybody in 
  the space community. The only hope is the sun calming down (fat 
  chance) or finding some place that is safe, like a planet. 
  #85: Strange radio communications are coming from the surface of 
  Venus. Mathematical patterns, language-type patterns, patterns which 
  signal the presence of an intelligence far beyond that which has devel­
  oped on Earth ... 
  #86: Rumor has it that Mercury, uninhabitable as it is, contains a 
  huge stockpile of unclaimed treasure on its surface! Apparently there 
  was an old effort to set up remote-operated super-solar cells on the 
  planet that could collect solar energy and fire it back to earth in intense, 
  Quentin Milton (Order #31246997)
  
  directed pulses. These pulses would be caught by receptor dishes and 
  converted back into power for conventional use. The system never 
  worked right, but those who salvage the equipment could no doubt use 
  it to build a terrifyingly powerful energy weapon out of it that runs off 
  the sun itselfl 
  #87: The insects that have overrun Mars are now leaving the planet! 
  Flying under their own strength, they have the ability to actually break 
  into orbit and wing their way across the solar system to wherever they 
  choose. What planet will next fall under their control? 
  #88: War amongst the orbital stations of Earth has always been a 
  possibility, but with the recent sabotage bombing of the Yuro Station, 
  tensions are at an all time high. Only a miracle can prevent the entire 
  orbital community fro going to war at this point. 
  #89: An alien menace (Splugorth? More Naruni? Arkhons? Some­
  thing new?) is fast approaching Earth, and it is up to the orbital com­
  munity to pull together and stop this thing. The automated defenses of 
  the planet and the counter-orbital debris ring will not be enough. The 
  orbiters must come up with something new, or the aliens will make 
  planetfall and forever shatter the containment barriers surrounding 
  Earth. 
  #90: The Cosmo-Knights have fallen under attack by a strange new 
  force that draws upon elements of the Consortium of Civilized Worlds, 
  the United Worlds of Warlock, and the Transgalactic Empire. Their 
  aim is nothing short of the destruction of the Cosmo-Knights and the 
  capture of the Cosmic Forge. The Cosmo-Knights are fighting a losing 
  battle, for they are terribly outnumbered. They have been pushed back 
  to the farthest reaches of the Three Galaxies, and now a small force of 
  Cosmo-Knights prepare to make their last stand on the third planet of a 
  small yellow star, a planet with way too much magical activity to be 
  healthy for the Cosmo-Knights. A world already pushed to the brink of 
  ruin. A world that really does not need to get drawn into an intergalac­
  tic fiasco like this one ... 
  Across the Megaverse 
  #91: The dark struggle on Wormwood continues as the forces of 
  light try to cleanse their sickened world-organism of the evils that cur­
  rently infest it. Since Wormwood has numerous portals connecting it to 
  Rifts Earth, numerous Earth adventurers have gotten involved in the 
  conflict and are even recruiting others to go across and get involved. 
  #92: On the world of Seeron, the struggle against the Tarlok In­
  vaders has reached a new level. Super-powered freedom fighters, 
  known as Skraypers, are leading the charge for freedom against this 
  alien menace, but they are severely outnumbered and outgunned. One 
  by one, adventurers from Rifts Earth have found themselves mysteri­
  ously transported to this far-flung alien battleground with the undeni­
  able urge to get involved in the conflict. Though the conflict is 
  important, what people really want to know is, what or who is shang­
  haiing adventurers from Rifts Earth to help the Seeronians fight the 
  Tarlok? 
  #93: On the world of Parallax, an alternative version of Rifts Earth 
  exists in which the Coalition States have succumbed to the Federation 
  of Magic, the NGR and Atlantis are at war, the Lord of the Deep has 
  spawned seven offspring, and the Four Horsemen of the Apocalypse 
  have suddenly fallen very quiet, as if someone or something simply 
  snuffed them out. 
  #94: On the world of Jurukai, a rebellious faction of Naruni Enter­
  prises intends to secede from the company and use their considerable 
  firepower to set up a Republic of their own, a gleaming techno-utopia 
  where there shall be no poverty, where all can live in harmony, and ev­
  ery citizen will be required to live strapped into an In'Valian 
  Robo-Jockey robot body. Just for security reasons, of course. 
  #95: In another alternate universe, the Coming of the Rifts never 
  happens on Earth, and the non-Rifts version of that world, known as 
  Chaos Earth, continues its dangerous, over-developed march into the 
  future. At this point, the world has advanced to roughly the same point 
  331 
  in time as exists on Rifts Earth, only there has been no war or apoca­
  lypse to upset technological progress. As a result, though there is terri­
  ble division and localized poverty still in the world, the level of 
  technology is on par with anything found on Phase World. 
  #96: The various elemental planes are merging together to form a 
  new plane of super-elemental energy. Warlocks and those who can ap­
  preciate magical energy are unsure whether this will be the beginning 
  of a new golden age for the elemental planes, or an apocalypse. 
  #97: In the world of Xadthe Prime, the Omegan Order has finally 
  come out of hiding and is prepared to make its appearance on Rifts 
  Earth. At last, they shall have their revenge on a world that nearly 
  drove them to extinction ... 
  #98: There once was a time when the people of Rifts Earth knew 
  of a strange oceanic land known as Lemuria. Erin Tarn was supposed 
  to have written a book about it, but it kept getting delayed year after 
  year until many thought it would never come out. But now it is coming 
  to light that the Lemurians actually do exist, only on another world, far 
  across the Megaverse! Apparently, by some strange set of mystic cir­
  cumstances, the Lemurian civilization keeps bouncing between Rifts 
  Earth and this far-off alien world it currently inhabits. Its time to re­
  turn to Rifts Earth will be at hand very, very shortly. 
  #99: The world of Troud is home to more Dragons than anybody on 
  Rifts Earth could possibly imagine. Unlike Dragons elsewhere, these 
  wyrms actually have an advanced and formalized society where there is 
  a distinct pecking order and set of laws governing all, from the mighti­
  est adult to the lowliest hatchling. The Troud High Council has been 
  monitoring Rifts Earth for quite some time and feels that the Dragons 
  there are living a barbarous life and need Troud's guiding hand. As 
  such, an advance army of Troud shock troopers has been dispatched to 
  Rifts Earth with the mission of capturing all Dragons and bringing 
  them back to Troud where they might be given some kind of "civilizing 
  influence. " 
  #100: Between the layers of the Megaverse they wait and watch, 
  just one of the many hidden powers whose job it is to make sure the 
  Megaverse is not so badly put out of whack in any one spot that it 
  threatens to destabilize the rest of it. Rifts Earth has long merited 
  much observation, and at long last, there can only be one conclusion to 
  draw. If the Hidden Ones are to prevent the Megaverse from eventual 
  and total destruction, they must obliterate the entire planet of Rifts 
  Earth and every living thing on it. 
  Quentin Milton (Order #31246997)
  
  Mini-Atlas of 
  Rifts Earth 
  The following are maps of key places in North America, Europe and 
  other places. Much of the world has yet to be explored in the various 
  Rifts® World Books so no maps are available (yet) for them. As Rifts 
  Earth continues to be explored more maps will appear their respective 
  World Books (China is in the near future), and maybe a few years down 
  the road we will do a real, full-size atlas. 
  Rifts Earth 
  Marianas Trench 
  Major Magic Triangles 
  332 
  .,. 
  The Americas 
  Geographic Environments 
  White indicates glaciers. Tempen 
  below during winter to 32 
  . 
  the summer. Rain/snowfall is about 
  Black indicates tundra. Vegetation consists of lichen , mos­
  ses , algae, grass, and scrub (small shrubs and weeds) .  Tem­
  peratures range from about 20 below zero to around freezing 
  in the winter to around 60 degree Fahrenheit in the summer. 
  Rainfall is about 1 00 to 500 mm. 
  Angled Lines indicate coniferous forests consisting of pine, 
  spruce and fir trees ,  grass and scrub . Temperatures range 
  from about 14 to freezing in the winter to 75 to 88 degrees 
  Fahrenheit in the summer. Average rainfall a year is about 
  200 to 800 mm. 
  Dots indicate mixed forests of coniferous and deciduous 
  trees , bushes, dog rose, flowers , and tall grass. Temperatures 
  range from about 20 to 40 degrees in the winter to 75 to 92 
  degrees Fahrenheit in the summer. Average rainfall a year is 
  about 500 to 1 200 mm. 
  Dark grey areas are subtropical and tropical forests. Tem­
  peratures range from the 80's in the winter to the low hundreds 
  of degrees Fahrenheit in the summer (average 98 to 1 20 de­
  grees) . Average rainfall a year is 1 200 to 2000 mm. 
  Horizontal broken lines indicate plains/grasslands or 
  savannas. The American plains are tall grass, scrub and tiny 
  patches of scattered trees. It receives about 200 to 400 mm 
  of rain .  The savanna and steppes of Mexico are also grasslands 
  with few trees , but receive less rainfall ,  about 1 00 to 300 
  mm, and experience short periods of drought. Average tem­
  peratures range from about 50 to 75 degrees in the winter to 
  90 to 1 05 in the summer. 
  Stippled dots are deserts consisting of wind-swept, dried 
  earth or sand, stones and patches of cactus and scrub. Tem­
  peratures range from freezing (at night) to the hundreds during 
  the day, throughout the year. 
  Thatched areas in South America are steppes. Steppes are 
  grasslands with few trees and minimal rainfall ,  about 1 00 to 
  200 mm, and experience long periods of drought. Average 
  temperatures range from about 60 to 80 degrees in the winter 
  to 90 to 1 05 in the summer. 
  Copyright 1 9 9 1  Kevin Siembieda 
  Quentin Milton (Order #31246997)
  
  Quentin Milton (Order #31246997)
  
  Mexico 
  Major Ranges of 
  Psi-Stalker Activity 
  334 
  Canada 
  Major Simvan Ranges 
  Quentin Milton (Order #31246997)
  
  The Six Powers 
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  and is elevated 610 feet (183 m) above sea level. 
  • Lake Huron: Measures 206 miles (330 km) in length, has a 
  breadth of 183 miles (293 km), covers an area of 23,010 
  square miles (59,595 km), has a depth of 750 feet (229 m), 
  and is elevated 587 feet (176 m) above sea level. 
  • Lake Michigan: Measures 307 miles (491 km) in length, has 
  a breadth of 1 1 8 miles (189 km), covers an area of 22,400 
  square miles (58,016 km), has a depth of 923 feet (281 m), 
  and is elevated 587 feet (176 m) above sea level. 
  • Lake Erie: Measures 241 miles (386 km) in length, has a 
  breadth of 57 miles (91 km), covers an area of 9,910 square 
  miles (25,667 km), has a depth of 210 feet (64 m), and is ele­
  vated 578 feet (174 m) above sea level. 
  • Lake Ontario: Measures 193 miles (309 km) in length, has a 
  breadth of 53 miles (85 km), covers an area of 7,550 square 
  miles (19,555 km), has a depth of 802 feet (244 m), and is 
  elevated 247 feet (74 m) above sea level. 
  Quentin Milton (Order #31246997)
  
  . 
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  Quentin Milton (Order #31246997)
  
  Xiticix Territory & Surrounding Areas 
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  3. RoIla-Morden Hive, ManitOba 
  & North Dakota Hive 
  4. Wnnapeg Hive. Manitoba 
  5. Crookston Hive, Minnesota 
  6. Big Falls Hive, Minnesota 
  The Rolla-Morden Hive 
  The Winnipeg Hive 
  337 
  Quentin Milton (Order #31246997)
  
  Mexico 
  New West 
  Territories 
  The New West 
  338 
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  Quentin Milton (Order #31246997)
  
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  Quentin Milton (Order #31246997)
  
  Lone Star 
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  Ley Line Locations in the Lone Star State 
  Gull 01 
  Mexico 
  The Pecos Empire 
  340 
  The Pecos Empire 
  Notable Indian Preserves 
  1. FOR Apache Preserve 
  2. The Valley Preserve 
  3. Shoshone Moomain Preserve 
  4. Watcr Poinl PrcseJve 
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  6. Blactwall Preserye 
  7. Cuper Preserve 
  8. FOlI Dakotl 
  9 . .Fort Comanche 
  10. Fon Sky 
  1 1 .  Camp Cberoku 
  11. The Cenual Preserve 
  14. Fan Huron 
  13. The Longbouse Preserve 
  15. Fan Alaska 
  Quentin Milton (Order #31246997)
  
  VaDlpire KingdoDl!im 
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  To _ _  • 
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  Quentin Milton (Order #31246997)
  
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  Quentin Milton (Order #31246997)
  
  Xiticix Territory & Surrounding Areas 
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  Quentin Milton (Order #31246997)
  
  Manitoba 
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  345 
  Free Quebec The bllick a,.. Is the hUrdlnd 
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  The gray .... is aU the I.Ind ctalmed 
  by F ... QueDec - The  Old Provine. 
  Quentin Milton (Order #31246997)
  
  Atlantis 
  TO NORTH A A At:" 
  rlYICRICA 
  SOUTH 
  AMERICA 
  346 
  TO £UROPE 
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  Quentin Milton (Order #31246997)
  
  British Isles 
  Map of Key Nexus Points 
  SMALL DOT ARE OTHER 
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  Quentin Milton (Order #31246997)
  
  British Isles 
  MAJOR AREAS OF 
  POPULA TION 
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  Map of Major Ley Lines 
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  Quentin Milton (Order #31246997)
  
  The New German 
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  NOKTH 581 
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  BALTIC SEA 
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  Quentin Milton (Order #31246997)
  
  Poland 
  North 
  Sea 
  The Russian Desert of the Southwest 
  Iran 
  Western & Central Russia 
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  China 
  Ley Lines of Russia 
  Quentin Milton (Order #31246997)
  
  IIIFTS a 
  HAPAN 
  SEA OF JAPAN 
  POPULATION DI!NSITY 
  BLACK AREAS DENSE POPVL.ATIDN 
  LINED AREAS 
  LIGHTLY POPULATED 
  WHITE AREAS MOLIVTAW WILOCIW= 
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  Quentin Milton (Order #31246997)
  
  Quentin Milton (Order #31246997)
  
  ● Imagine Earth transformed into an alien landscape.
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  ● Ancient gods, demons and magic have returned.
  ● Magic and technology clash.
  ● Hund
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  ● Ri�s® Ul�mate Edi�on is the core RPG rule book.
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  ● Limited only by your imagina�on.
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  ● Ninjas and Superspies™, and more.
  www.palladiumbooks.com
  © 2014 Palladium Books. Ri�s®, Megaverse®, Nightbane® and other �tles, slogans and likenesses are trademarks of Palladium Books, Inc.    
  Palladium Books - 39074 Webb Court, Westland, MI 48185 USA – 734-271-2903 order line.
  ®
  Quentin Milton (Order #31246997)
  
  © 2014 Palladium Books. Robotech®, Robotech® The Shadow Chronicles®, Macross® Saga and other �tles and likenesses are trade-
  marks of Harmony Gold USA, Inc. Palladium Books - 39074 Webb Court, Westland, MI 48185 USA – 734-271-2903 order line.
  www.palladiumbooks.com
  ®
  Role-Playing Game and Sourcebooks
  ● Four generations of heroes and mecha ● Giant transformable robots ● Alien 
  invaders ● Battle for control of the Earth ● Combat takes to the stars ● All pre-
  sented in a core rule book and dynamic set of epic sourcebooks ● Easy to learn 
  ● Fun to play ● Quick character generation ● Fast combat ● Captures the action 
  and adventure of the anime TV series ● Isn’t it time you joined the adventure?
  Robotech® “Core Rules” – Shadow Chronicles® RPG Hardcover
  All the rules and informa�on a player needs to start a Robotech® 
  role-playing campaign with Admiral Rick Hunter and the United Earth 
  Expedi�onary Force trekking across the galaxy.
  ● Human mecha: Alphas, Betas, Cyclones & much more.
  ● Five character classes. 25 diﬀerent Military Special�es.
  ● I
  ● Invid mecha, Haydonites, and alien enemies.
  ● Quick roll character tables. Make a character in 15 minutes.
  ● A complete, stand-alone RPG.
  ● 224 pages. Cat. No. 550HC. 8½ x 11 size, hardcover.
  Robotech®: The Macross® Saga Sourcebook – Cat. No. 551
  A treasure chest packed with the iconic mecha, vehicles, weapons and 
  characters that made Robotech® famous. Valkyries, Destroids, ground 
  vehicles, aircra�, spacecra�, weapons, Zentraedi soldiers, Zentraedi 
  mecha, alien invaders, heroes, villains, and more.
  ● All the iconic Macross mecha, vehicles, weapons & characters.
  Robotech®: The Masters Saga™ Sourcebook – Cat. No. 552
  Tons of never before seen stats and descrip�ons for the many 
  weapons, armor, mecha and robots of the Army of the Southern Cross.
  ● The Army of the Southern Cross™ – all 15 branches and their mecha!
  Robotech®: New Genera�on™ Sourcebook – Cat. No. 554
  The ba�le for the libera�on of Earth starts here.
  ● Ki
  ● Kit-bashed mecha combining parts from diﬀerent mecha.
  ● Invid Hives, world overview, key characters and adventure ideas.
  Robotech®: Genesis Pits™ Sourcebook – Cat. No. 555
  The Invid Genesis Pits, their purpose, func�on.
  ● Inorganics and other war machines of the Invid Regent.
  ● Genesis Pit muta�ons and monsters.
  Robotech®: Expedi�onary Marines Sourcebook – Cat. No. 553
   Join the UEEF (United Earth Expedi�onary Force) led by Admiral Rick 
  Hunter as they travel across the galaxy libera�ng planets from the 
  bondage of the Invid Regent, the Robotech Masters and other tyrants.
  ● New mecha, weapons, and character classes of the UEEF Marines.
  ● New alien species and allies. Planet hopping and more.
  Quentin Milton (Order #31246997)
  
  © Palladium Books Inc. Robotech® is a Registered Trademark of Harmony Gold USA, Inc.
  Palladium Books, 39074 Webb Court, Westland, MI 48185-7606. Order line: 734-721-2903.
  www.palladiumbooks.com
  Zentraedi Glaug Command™ – Cat. No. 55403
  This diverse pack provides your Zentraedi forces with greater tac�cal 
  capabili�es; three game pieces total. $36.95 retail.
  ● 1 Glaug Oﬃcer’s Ba�lepod – the fast and deadly mecha of Zentraedi 
  ﬁeld leaders.
  ●● 1 Quel-Regult Scout Ba�lepod – the stealthy eyes and ears of your 
  Zentraedi ba�le force; electronic warfare capabili�es.
  ● 1 Quel-Gulnau Recovery Pod – enhances the Glaug’s ability to bring 
  in Ba�lepod reinforcements. Note: This ﬁgure has NEVER before 
  been oﬀered by any company.
  Zentraedi Ar�llery Ba�lepods™ – Cat. No. 55402
  Give your Zentraedi legion greater ﬁrepower with these ar�llery and 
  support Ba�lepods; four game pieces total. $36.95 retail.
  ● 4 Zentraedi Support Ba�lepods, each of which can be made into:
  Gluuhaug-Regult – Light Ar�llery Ba�lepod
  Serauhaug-Regult – Heavy Ar�llery Ba�lepod
  TTelnesta-Regult – Experimental Par�cle Beam Ba�lepod
  Four game pieces total.
  Zentraedi Regult Ba�lepods™ – Cat. No. 55401
  Expand your Zentraedi forces with their main infantry ba�le mecha; 
  six game pieces total. $36.95 retail.
  ● 6 Regult Tac�cal Ba�lepods – the lightning quick Regults, armed with a 
  pair of par�cle cannons and auto-cannons, a�ack in wave a�er wave.
  UEDF Spartan/Phalanx Destroids™ – Cat. No. 55203
  Add some long-range power and up-close punch to your army with 
  these valuable Destroids; four game pieces total. $32.95 retail.
  ● 2 Spartan Destroids – civil defense, riot control and deadly in hand to 
  hand combat.
  ● 2 Phalanx Destroids – a walking, long-range missile ar�llery unit.
  UEDF Tomahawk/Defender Destroids™ – Cat. No. 55202
  Expand your Destroid squad with these formidable walking tanks; 
  four game pieces total. $32.95 retail.
  ● 2 Tomahawk Destroids – the main ba�le tank of Destroids, brimming 
  with powerful par�cle beam cannons for arms, and wielding a 
  ba�ery of missiles and an array of other weapons.
  ●● 2 Defender Destroids – a long-range, an�-aircra� juggernaut capable 
  of shoo�ng down incoming Zentraedi Ba�lepods and Gnerl Fighters.
  UEDF Valkyrie Wing™
  – Cat. No. 55201
  Build your ﬂeet of Earth defenders with the Valkyrie Veritech 
  Fighter; six game pieces total. $36.95 retail.
  ● 2 Valkyries in Fighter mode.
  ● 2 Valkyries in Guardian mode.
  ● 
  ● 2 Valkyries in Ba�loid mode.
  ● Mul�ple heads for making the VF-1A, VF-1J, VF-1R & VF-1S.
  Note: Each product contains plas�c game pieces requiring assembly and pain�ng. Glue not included. This is not a toy. Small parts, not suitable for children under the 
  age of 13. Adult supervision advised. Images shown here are not to scale.
  A fast-paced, strategy ba�le game that captures the speed and ac�on of Robotech®. 
  Play Earth defenders or Zentraedi invaders.
  ● Scalable from small squad skirmishes to mass ba�les.
  ● Turn-based system of play and uses D6. Two or more players.
  ● 34 highly detailed game pieces. 6mm scale.
  ● 112 page color rule book with paint guide and index.
  ● 53 laminated, color game cards.
  ● 24 cu
  ● 24 custom dice, two decal sheets and more.
  ● Assembly and pain�ng required. Glue not included.
  ● $99.95 retail – Cat. No. 55100 – shipping now!
  ● Available in North and South America, the EU, Australia & New Zealand.
  Main Boxed Game – Cat. No. 55100 – Available Now!
  Quentin Milton (Order #31246997)
  
  www.palladiumbooks.com
  © Copyright 2017 Palladium Books Inc. All rights reserved. Rifts®, Palladium Books®, Megaverse®, Nightbane®, Dead Reign®, Heroes Unlimited and other published book titles, names, slogans and likenesses are trademarks of Palladium Books Inc.
  Beyond the Supernatural™ RPG        Nightbane® RPG
  Other horror titles from Palladium Books®
  Fear the Reaper™ Sourcebook
   Heroes who, like knights of old, travel the highways fighting zombies 
  and helping survivors.
  ● Comprehensive background on the Road Reapers.
  ● Their code, missions, weapons, strategies and tactics.
  ● The Terror Zombie and more.
  ● $12.95 
  ● $12.95 retail – 48 pages – Cat. No. 234. Available now.
  Graveyard Earth™ Sourcebook
   The Zombie Apocalypse across the globe; provides a world overview 
  and many adventure ideas.
  ● Many tables for settings, encounters and adventure hooks.
  ● Random Safe Havens by region, and Survivor Leaders.
  ● How to get home from abroad, zombie threat levels & more.
  ● $12.95 
  ● $12.95 retail – 64 pages – Cat. No. 235. Available now.
  Hell Followed™ Sourcebook
   This big, 160 page sourcebook begins to redefine the zombie genre. It 
  broadens the field of possibilities and expands upon the modern zombie 
  mythos. It is full of twists and surprises you will not expect.
  ● 11 new types of terrifying zombies.
  ● 7 player characters, plus Masked Lunatics – heroes or madmen?
  ● 21 disasters to complicate survival, and urban survival.
  ● 21 disasters to complicate survival, and urban survival.
  ● Government enclaves, conspiracy theories and more.
  ● $20.95 retail – 160 pages – Cat. No. 236. Available now.
  The Dead Reign® RPG series
  Dead Reign® RPG – “Core Rules.” It is the aftermath of the zombie 
  apocalypse. The dead reign and the living fight against impossible odds. 
  Can you survive? Find out with this fast-paced horror game. Easy to 
  learn. Fast character creation and combat.
  ● Zombie combat and survival rules, vehicles and equipment.
  ● 
  ● 6 iconic Character Classes plus Ordinary People (40+ occupations).
  ● 7 types of zombies, plus the Half-Living.
  ● 101 Random Scenarios, Encounters, Settings and other tables.
  ● $22.95 retail – 224 pages – Cat. No. 230. Available now.
  Civilization Gone™ Sourcebook
  Civilization has crumbled to nothing. There is no army. No govern-
  ment. No help coming. What now?
  ● Madmen, Psychopaths, villains, heroes and protectors.
  ● House, home and survivor camp tables, resources & encounters.
  ● $12.92 retail – 64 pages – Cat. No. 231. Available now.
  Dark Places™ Sourcebook
  Travel the rails and urban underground to move about undetected by 
  zombies.
  ● Worm Meat, Bug Boy, Sewer Crawler & Impersonator Zombies.
  ● Traveling the rails, sewers and other dark places.
  ● Random encounter tables, boxcar content tables, and much more.
  ● $12.92 retail – 64 pages – Cat. No. 232. Available now.
  Endless Dead™ Sourcebook
  The zombies grow in number and strangeness. Can humankind 
  survive?
  ● Zombie amalgamations, tables and encounters.
  ● New playe
  ● New player characters & timetables for your campaign.
  ● Weaponizing vehicles, vehicle combat rules, and military bases.
  ● Creating survivor caravans, hideouts, Safe Havens & more.
  ● $16.95 retail – 96 pages – Cat. No. 233. Available now.
  Can YOU survive the Zombie Apocalypse?
  Quentin Milton (Order #31246997)
  
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         232 SB 2: Dark Places™ – $12.95
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         236 SB 6: Hell Followed™ – $20.95
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         301 Sonic Boom™ – $9.95
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         450 The Palladium Fantasy RPG® – $26.95
         4500HC Palladium Fantasy RPG® 30th 
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         453 Old Ones™ 2nd Ed. – $24.95
         454 Monsters & Animals™ 2nd Ed. – $24.95
         455 Adventures on the High Seas™ – $24.95
         458 Island at the Edge of the World™ – $20.95
         459 Yin-Sloth Jungles™ – $20.95
         462 Western Empire™ – $24.95
         463 Baalgor Wastelands™ – $24.95
         464 Mount Nimro™ – $20.95
         465 Eastern Territory™ – $24.95
         466 Library of Bletherad™ – $20.95
         467 Northern Hinterlands™ – $24.95
         468 Land/Damned 1: Chaos Lands™ – $24.95
         469 LoD 2: Eternal Torment™ – $24.95
         470 LoD 3: The Citadel – $24.95 (coming)
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         472 Mysteries of Magic™ One: Heart of 
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         500-2 Heroes Unlimited™, 2nd Ed. – $26.95
         5000HC Heroes Unlimited™ 30th Anniver-
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         501 Villains Unlimited™ Revised – $24.95
         503 After the Bomb® RPG – $24.95
         505 Road Hogs™ (After the Bomb® II) – 
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         507 Mutants Down Under™ (AB III) – $9.95
         511 Mutants of the Yucatan™ (AB IV) – $9.95
         513 Mutants in Avalon™ (AB V) – $16.95
         514 Mutants in Orbit™ (AB VI) – $16.95
         515 Aliens Unlimited™ – $24.95
         516 Heroes Unlimited™ G.M.’s Guide – 
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         517 Century Station™ – $24.95
         518 Gramercy Island™ – $24.95
         519 Aliens Unlimited Galaxy Guide™ – 
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         520 Mutant Underground™ – $16.95
         521 Powers Unlimited® One – $16.95
         522 Powers Unlimited® Two – $16.95
         523 Powers Unlimited® Three – $16.95
         525 Revised Ninjas & Superspies™ – $20.95
         526 Mystic China™ – $24.95
         527 Armageddon Unlimited™ – $20.95
  Robotech® RPG
         550 Robotech® The Shadow Chronicles® 
  RPG (manga size) – $16.95
         550HC Robotech® The Shadow Chroni-
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         5500HC Robotech® The Shadow Chroni-
  cles® Gold Ed. Hardcover RPG – $70.00
         551 Robotech® Macross® Saga Source-
  book – $16.95
         552 Robotech® The Masters Saga™ 
  Sourcebook (NEW in 8½ x 11) – $20.95
         553 Robotech®: Expeditionary Force 
  Marines Sourcebook – $20.95
         554 Robotech® The New Generation™ 
  Sourcebook – $16.95
         555 Robotech® Genesis Pits Sourcebook – 
  $16.95
  Robotech® RPG Tactics™  (New!)
         55100 Robotech® RPG Tactics™ – $99.95
         55105 Robotech® RPG Tactics™ Rule-
  book – $20.00
         55101 UEDF Dice Pack – $12.00
         55102 Zentraedi Dice Pack – $12.00
         55201 UEDF Valkyrie Wing – $36.95
         55202 UEDF Destroid Pack – $32.95
         55203 UEDF Spartan Pack – $32.95
         55401 Zentraedi Regult Battlepods – $36.95
         55402 Zentraedi Artillery Battlepods – $36.95
         55403 Zentraedi Glaug Command – $36.95
  Rifts® Chaos Earth®
         660 Rifts® Chaos Earth® RPG – $20.95
         661 Rifts® CE Creatures of Chaos™ – $12.95
         662 Rifts® CE The Rise of Magic™ – $12.95
         665 Rifts® Chaos Earth® First Responders™ 
  – $16.95 (coming)
         666 Rifts® Chaos Earth® Resurrection™ 
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  Beyond the Supernatural™
         700 Beyond the Supernatural™, 2nd Ed. 
  – $24.95
         702 Tome Grotesque™ – $20.95 (coming)
         703 Beyond Arcanum™ – $24.95 (coming)
  Nightbane®
         730 Nightbane® RPG – $24.95
         731 Nightbane®: Between the Shadows™ 
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         732 Nightbane®: Nightlands™ – $20.95
         733 Nightbane®: Through the Glass 
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         735 Nightbane® Survival Guide™ – $20.95
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         800HC Rifts® RPG Ultimate Edition – $39.95
         801 Rifts® Sourcebook One Revised – $20.95
         802-E Rifts® World Book 1: Vampire King-
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         803 Rifts® Conversion Book One™ – $24.95
         804 Rifts® WB 2: Atlantis™ – $20.95
         805 Rifts® Sourcebook 2: Mechanoids™ 
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         808 Rifts® WB 4: Africa™ – $20.95
         809 Rifts® Dimension Book 1: Worm-
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         810 Rifts® WB 5: Triax™ – $24.95
         811 Rifts® Pantheons of the Megaverse® 
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         812 Rifts® Sourcebook 3: Mindwerks™ 
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         814 Rifts® WB 6: South America™ – 
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         816 Rifts® DB 2: Phase World® – $24.95
         817 Rifts® DB 3: Phase World® Source-
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         818 Rifts® WB 8: Rifts® Japan™ – 
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  Quentin Milton (Order #31246997)
  
         822 Rifts® WB 12: Psyscape™ – $20.95
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         830 Rifts® DB 4: Skraypers™ – $20.95
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         847 Rifts® DB5: Anvil Galaxy™ – $20.95
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         857 Rifts® WB 24: China One™ – $20.95
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         859 Rifts® DB 7: Megaverse Builder™ – 
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         860 Rifts® DB 8: Naruni Wave Two™ – 
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         862 Rifts® WB 26: Dinosaur Swamp™ – 
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         863 Rifts® MercTown™ – $20.95
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         866 Rifts® WB 27: Adventures in Dino-
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         867 Rifts® Mercenary Adventure Source-
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         870 Rifts® John Zeleznik Coloring Book 
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         872 Rifts® DB 10: Hades™ – $24.95
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         874 Rifts® WB 30: D-Bees of North 
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         875 Rifts® DB12: Dimensional Outbreak 
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         878 Rifts® Sourcebook: Shemarrian Na-
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         888 Rifts® WB 34: Northern Gun™ Two 
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         891 Rifts® World Book: Sovietski™ – 
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         892 Rifts® Sourcebook: The Disavowed™ 
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         893 Rifts® CS: Heroes of Humanity™ 
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         894 Rifts® Haunted Tech™ – $16.95 (coming)
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         2545 Dead Reign™ Coffee Mug – $10.00
         2554 Palladium Bookmarks, Set One – $5.00
         2555 Palladium Bookmarks, Set Two – $5.00
         2561 Property of Chi-Town Library Pencil 
  – $0.50 each
         2562 Future Visions™ – The Artistry of 
  Charles Walton II – $13.95
         2566 Glitter Boy Mouse Pad – $9.95
         2567 Old Ones Mouse Pad – $9.95
         2568 Zombie Graveyard Mouse Pad – $9.95
  Note: T-tshirts and other products can be 
  found online: www.palladiumbooks.com
  Rifts® Miniatures
         MI8002 Xiticix Pack – $18.00
         MI8004 Coalition Dog Pack – $18.00
         MI8005 Men of Magic Pack #1 – $18.00
  Quentin Milton (Order #31246997)
  
  www.palladiumbooks.com
  ®
  Also from Palladium Books®
  Rifts® Book of Magic
  ●  More than 850 spells of every variety.
  ●  More than 370 magic items, weapons and devices.
  ●  Warlock spells, Necromancy, Temporal Magic & others.
  ●  Magic Tattoos, Biomancy, Magic Herbs, chants & songs.
  ●  Techno-Wizardry devices, Rune Weapons, and more.
  ●  Techno-Wizardry devices, Rune Weapons, and more.
  ●  352 pages of magic and wonderment.
  Rifts® Adventure Guide
  ●  Advice and tips on running and playing RPGs.
  ●  Advice and tips on creating adventures.
  ●  Tables for generating cities, organizations & Rifts.
  ●  More than 150 adventure ideas and other notes and info.
  ●  192 pages by Siembieda, Wujcik and Coffin.
  ●  192 pages by Siembieda, Wujcik and Coffin.
  D-Bees of North America®
  ●  86 inhuman beings (36 new – 50 others updated).
  ●  Countless ideas for player characters and adventure.
  ●  Art by Perez, Mumah, Dudley, Wilson and others.
  ●  224 pages by Kevin Siembieda and others.
  Rifts® Chaos Earth®
  ●  The origin of Rifts Earth. See how it all began. 
  ●  The origin of Rifts Earth. See how it all began. 
  ●  Play through the Great Cataclysm as it is happening. 
  ●  NEMA military O.C.C.s, weapons and equipment.
  ●  Power armor & robots – includes original Glitter Boy & 
  SAMAS.
  ●  Many sourcebooks to come. Rifts® compatible Mega-
  Damage setting.
  ●  160 pages by Kevin Siembieda. A complete role-playing 
  game.
  Join the adventure.
  Explore the
  Megaverse®
  Rifts® Game Master Guide
  The ultimate Rifts® reference and sourcebook
  All the weapons, equipment, body armor, power armor, robots, vehicles, skills and psionics from Rifts® World Books 1-22, Sourcebooks 
  1-4, and Siege on Tolkeen 1-6, collected into one big reference. Plus, maps, lists of O.C.C.s and R.C.C.s, and more.
  ● 503 weapons, including explosives, plus E-Clips and ammo notes.
  ● 300 skills listed and described.
  ● 290 pieces of equipment
  ● 290 pieces of equipment
  ● 104 suits of body armor.
  ● 182 vehicles.
  ● 86 suits of power armor.
  ● 58 robots.
  ● New and optional combat rules and examples of play.
  ● Comprehensive index of O.C.C.s, R.C.C.s, P.C.C.s, and monsters.
  ● Experience tables for scores of character classes.
  ● Experience tables for scores of character classes.
  ● Designer notes, rules clarifications and reference notes.
  ● Game Master tips and hints for running Rifts®.
  ● Maps, adventure ideas, and a lexicon of terms.
  ● 352 pages of reference material galore.
  Rifts®, endless possibilities
  limited only by your imagination!™
  $26.95
  $26.95
  Cat. No. 845
  ISBN-10: 1-57457-067-6  
  ISBN-13: 978-1-57457-067-0
  Quentin Milton (Order #31246997)
  
SOURCE: textdata/thevault/RIFTS/Rifts® Game Master Guide/Rifts-Game-Master-Guide-download.pdf