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