Bit of Analysis: Rifts II

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Alkaloid
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Re: Bit of Analysis: Rifts II

Post by Alkaloid »

Spoiler
I'll be honest, I don't really understand the point of the rainbow serpent except as an official deus ex machina. Like, this vampire intelligence has to die right the fuck now or the game you spent the last decade writing falls apart sort of thing
Im just spurting that in case you want to bring these things up. Ain't my thread.
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Re: Bit of Analysis: Rifts II

Post by Ahriman238 »

RoadGanger

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Essentially those who saw the Cataclysm as the total destruction of the social order and embraced this change by going full-on Mad Max. To this day their descendants race around on horses, motorbikes, sometimes the odd truck or makeshift tank taking whatever they want and killing for sport. A Roadganger takes special pride in how fierce he or she looks, along with their personal steed/vehicle which is carefully tended to.

Tend to be brilliant horsemen, drivers and mechanics, skilled at tinkering and improving vehicles, particularly in adding armor. Will otherwise have basic math, and English, sometimes literacy, and radio operation. Expert in hand to hand combat, good with a ranged weapon and always archery (particularly crossbows.) Cannot learn computer skills, cowboy skills, or any medicine more advanced than first aid.

Honestly, the instructions for how to play a Roadganger are longer than the entry itself. A Roadganger has grown up under the philosophy than anything you can build or take is yours, and anything unguarded is fair game. Full on anarchy. So learning to share or trust others is probably going to be the in-game character arc.




Mutants of Australia

...

Put this off long enough. Let's talk about Mutants.



No, but you were all thinking it.

There are mutants in Rifts. A lot of them are like human-animal hybrids, some are faintly Lovecraftian horrors that were once men and odds are they're really nice once you get to know them, and some look perfectly normal. There are lot of reasons proposed. Some are from radiation from the nuclear exchange that started this all (but they're all in South America) Some are from genetic engineering experiments from before the Cataclysm, or since, some are the product of magic, curses, demonic possession. At least two dozen people were mutated by the raw magic energy of a Rift they were near. And then there are immigrants from the Earths of TMNT, Heroes Unlimited and After the Bomb.

Point is, there are a lot of mutants. We'll see them when we do Underseas, Madhaven, Dinosaur Swamp, and the spin-off (ish) Mutants in Orbit.

In Australia, most Outbackers are pretty accepting, There are communities that aren't. They use the more factual 'muties' instead of the pejorative 'phreakers' which in the Outback usually means evil or criminal mutants. The Aborigines believe that mutants are closer to nature, and so touched by magic/the gods. Either warriors of light serving the Rainbow Serpent, or servants of the Dark God Tililik. Many mutants prefer to live among the Aborigines where their differences are accepted, even celebrated. In the cities, it's rough to be a mutant, you will be called phreaker, be a fifth class citizen hated and feared by the populace and harassed by the authorities. You get all the scut and menial jobs, any sign of frustration or aggression gets you dropped, imprisoned and everyone clucks their tongues at the confirmation of their prejudices. The City militaries are more accepting, but still problematic.

About 80% of Australian Mutants are some kind of animal-man. 10% have additional limbs, 5% can pass for baseline humans, and 5% have a more bizarre appearance.

Mutants usually have two powers or power sets. They tend strongly to psionics. There's naturally a percentile roll-table for random powers.


1-5%- Mind Bleeder

6-10%- Mind Melter

11-20%- Psi-Healer (all healing plus 1-4 other lesser powers)

21-30%- "Eyes" master psychic, all seeing and information gaining powers plus Mind Block and Mind Bolt

31-40% "Zap-Sack" or Psychic Fighter Sixth Sense, Intuitive Combat, and either Pyro or Electrokinesis, gain 2 physical powers per level.

41-50% "Ecto-Freak" with Levitate, 1-4 physical and sensitive powers each, and every Ectoplasm related power with double range and duration.

51-55% "Feelie" two new sensitive powers a level, plus Mentally Possess Others, Telemechanics, Omni-Sight, Auto Mind Block, Horror Factor and Empathic Transmission.

56-60% "Mover" or TK Master. All TK powers, plus Psychic Body Field and two more physical powers.

61-80% "Nate" or Natural Spellcaster. Instinctively knows one spell from each level up to six on the standard list, learns one each level. Very minor MDC conversion (just hp become MDC instead of adding SDC) can use magic items and heal rapidly near ley lines.

81-90% "Back Rounder" is an anti-mage, totally immune to helpful and harmful magic.

91-00% "Tanker" is superstrong with 40-160 (plus 3-24 for PE roll) MDC.



The second power list (you drink of two cups) is mostly stat or skill bonuses.

1-10% Naturally Smart

11-20% Unusually Quick and Alert

21-30% Supernatural Strength (plus 1-4 to the state)

31-40% Minor MDC (turn hp only, if already MDC add them, +2 to stat of your choice)

41-50% Major MDC (like minor, but add 10-40 MDC)

51-55% Impervious to Poison and Disease, half effect from drugs.

56-60% Natural at Hiding, high level blending, camouflage and escape artist skills.

61-65% Natural Swimmer, double swimming speed, can dive to 500 ft. and hold breath for 10-40 minutes.

66-70% Natural Climber, boost to climbing and acrobatics.

71-80% Natural Runner, add 22 to speed (+15 mph) and can run for 30 minutes per PE point before tiring.

81-85% Impervious to Fire

86-90% Energy Expulsion, fire energy blasts doing 1-6 MD (plus 2 MD per level) from the hands or eyes. 200 ft. range.

91-00% Functional wings. Fly at 20 mph/32 kph, double if a bat or bird-man.
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Re: Bit of Analysis: Rifts II

Post by Ahriman238 »

Before he head out again to talk about D-Bees, monsters and gods, let's cover the Tech-cities.

Image

Melbourne and Perth are the sole surviving technologically advanced city-states. Both have effectively sealed themselves off from the outside world, convinced they were the only survivors in a mad world of anarchy, mutation, magic and demons/aliens. Both cities are democratic republics with freedom of speech and expression, as a matter of law, anyways. Socially, they are extremely conservative and militarized, valuing service and obedience to the City, and the military wields disproportionate political power.

Melbourne is larger, with 3.3 million people and the rising sea has made it an island. Perth has 2.2 million people and is half built over the ocean, atop the ruin of Old Perth. The water-based half has Venetian style canals, but floods often in bad weather and is considered the poorer side of town. Both have compulsory military service, with at least 15% of the population under arms at any given time.

Both cities have fine education, universal healthcare and ID, the cards containing all information from grades to medical history, physician, family criminal record, blood type, fingerprint, DNA and dental records. Both cities have extremely limited crime owing to a level of surveillance considered Orwellian when the book was published, but prosaic today. Every public square, mall, street intersection, foyer, and the lobbies of all public and most private buildings are monitored. Every street block has a Terminal, serving as a sort of combined free public phone, information kiosk and ATM, which dutifully records every call, search and withdrawal for the authorities. However, the experienced and alert can navigate the cities without showing up on a single camera.

Both cities divide citizens into six distinct, formal social classes. However, these are not fixed by birth and one may rise or fall by their skills, education and actions. Level 0 is the default for mutants, also for hardened criminals and known troublemakers. Level 1 for students, unemployed or menial jobs, people with a light criminal record, and "good" mutants and psychics. Level 2 for the beginnings of skilled labor, the bottom of the middle class, really good mutants and psychics. Level 3 for the middle class, highly skilled labor, teachers, engineers, and all military personnel enlisted and officers below the rank of major. Level 4 are doctors, scientists, architects, professional athletes, mid-to-high-level government workers, higher ranking military officers, and all members of the police. Level 5 are VIPS, elected officials, government department heads, military high command and corporate CEOs. Level mostly effects housing and access to information.



Both cities are surrounded by walls, in turn surrounded by exclusion zones lacking any cover. For Melbourne that's about a hundred meters of beach, for Perth 500 meters of cleared land. Perth's wall does not completely surround the city, but reaches two kilometers into the sea. The walls vary in height, never below 15 meter (50 feet) and averaging twice that. They also extend underground half as deep as they stand tall, and there's a system that alerts Security immediately to any breach or serious damage. The walls are 8 meters (25 feet) thick at the base and 3 meters (10 ft.) at the top. The top is a fortified walkway, with watchtowers containing both spotlights and heavy weapons dotted every 180 m. (200 ft.) and the walkway has a lip jutting over the edge, so anyone climbing must climb inverted a distance. Perth covers that bottom lip with spikes, Melbourne an electrified strip. Both walls are dotted with random electrified strips and plates. Oh, and the walls are concrete mixed with an MDC metal, 25 MDC to a cubic foot so drilling or blasting through at the base would involve roughly 7500 MD to make a man-sized tunnel.

Each watchtower is manned by a squad, with a smaller patrol (1-4 men) walking a beat back and forth between those two towers. Another 3-18 men are never more than four minutes away. Each 152 meter (500 ft.) stretch of wall is assigned a 'Stinger' drone, effectively a tiny robot helicopter with a minigun authorized to blow away anything bigger than a small dog that isn't carrying a city-issued ID card. If an ID card is detected out of place, it will forward that data for investigation and follow-up by humans. If a Stinger drone is damaged or disabled, 2-8 more drones will be there within a minute. There are usually a dozen aircraft on ready alert to reach any section of the wall in four minutes or less, and 2-12 already engaged in aerial patrol. Melbourne has powerful patrols of subs and water-based power armor watching the parts of the wall open to the sea.

Every 30 meter (100 ft.) section of wall has a sentry gun that folded inside, for delaing with minor incursions. Double-barreled laser turret, 2-12 MD, only blind spot is the meter-and-a-half (5 feet) directly at the foot of the wall. They hundreds of "serious" turrets doing 4-24 MD, and for every 9 of those a heavy turret doing 10-40 MD. These are usually at the watchtowers, but also over any gates or sensitive buildings.

Also, the entire area over the walls, and the airspace of each city is covered by laser net. Not the burning kind of laser, just 'invisible-eye' alarms linking every tower, street corner, watchtower on the wall and streetlamp to every other such feature in line of sight. The cities' central computers turn them off for a moment for authorized air traffic, and a person can slip through if he's smart, flexible, lucky, and has the gear to keep track of the beams, but unauthorized aircraft have no chance. Any alarm from the laser net will tell the CCC exactly where and roughly how big you are, and trigger a response by 8-18 aircraft and/or power armor.

The weakest security is the sewers, where foot patrols are comparatively rare. But these are still covered by MDC grates, sentry guns and Stinger drones.
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Re: Bit of Analysis: Rifts II

Post by Ahriman238 »

Perth and Melbourne are both run by supercomputer, to an extent. Melbourne CC "Kay" is sentient, while Perth's REFLEX computer is not. Melbourne likes to trumpet the capabilities of Kay, including apparently un-ironically calling him Big Brother because he watches over everyone in a friendly caring way. Kay and REFLEX are both of broadly similar design to ARCHIE, being from the same generation of supercomputers, but lack ARCHIE's ability to learn from experience and grow over time. Kay is emotionless and concerned first and foremost with the survival of the city, second with it's efficiency, third nothing. REFLEX was built later from specs and has not been able to develop sentience. Kay and REFLEX work mostly in an advisory role to their city governments, unable to twitch a robotic limb without permission. However, Kay at least can seize power if a supermajority of the government is killed or declared unfit.
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Re: Bit of Analysis: Rifts II

Post by Ahriman238 »

Sorry for that, last post, was somewhat rushed. Ah well, what more there is of the city can be worked into class discussions so let's go.


Administrator

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These are Level 5 citizens, the elite of the tech-cities. Among their number are CEOs, elected officials, scientific advisers, police commissioners, and military officers of the rank of Colonel or higher. Administrators skimp on skills, but have serious wealth and connections as well as the freedom of the cities. In fact, Level 5 citizens are the only residents of the tech-cities who don't need explicit government authorization to leave their city. They are also cleared for most sensitive information.

Class abilities. The Administrator gets 1-6 minions per level who will obey any order not obviously illegal or immoral. These can be scientists, technicians, military, police, or any combination thereof, with the caveat that the GM can reject personnel it wouldn't make sense for the Administrator to have. They can obtain most information and technology of the tech-cities freely, special resources will require a requisition that may take as long as 2.5 days to clear. The Administrator can, with a speech, enact a new rule, policy, or law subject only to the approval of the city government. And that only if it effects a hundred or more people.

Class skills include the basics, math, literacy, computer operations, intelligence-gathering, basic hand to hand, drive a car, pilot one other type of craft, art and dance? Can learn any technical, scientific, piloting, domestic, communication, or weapon proficiencies. Barred from military, industrial, wilderness survival, and most rogue skills. Can learn all physical skills except boxing and acrobatics, can learn only learn basic first aid unless specifically a medical expert.

Start with $10,000-$75,000 in personal savings, and a monthly salary of $16,000-$21,000. Kind of expected more, since the Level 5s are supposed to collectively hold 70% of the wealth.


The Melbourne Administration (government) gets the most attention in this book, Perth gets just a note that they have a very similar system. There are eight major government departments, each run by 20-60 elected Administrators. Once a week all these administrators meet in open session to pass laws and discuss issues. You have your normal Department of Defense, the police (DED) Finance and inventory, and a corporate-business relations department (the line gets very blurry in the tech-cities.) The you have more unusual departments: the censors in Information Control, the psychic/mutant/witch-hunters in the Office of Paranormal Affairs, the Department of Goods Distribution that controls the food, water and power supplies, and finally the Technology Trust Management that maintains their high-technology, keeps their technology exclusive, and occasionally even does scientific research. Yes, the tech-cities have their own fledgling AdMech and Inquisition.

Above all sits the Central Administration Office, or CAO. The CAO is a council of eleven that holds all executive powers, as well as unlimited authority to veto or override the Administrators of the various departments. The CAO of Melbourne alone know that Kay is truly sentient and their greatest adviser. Under exactly NO circumstances should player characters, Administrator or not, be part of the CAO.



Cyber-Spectres

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On the other side of the wealth-and-power bell curve, we have the Cyber-Spectre movement. These are the anti-establishment counter-culture of the tech-cities, the people who don't believe that Big Brother and the CAO are looking out for their best interests and dedicate their lives to flying under the radar, hacking into classified files to learn the truth behind the propaganda and communicating over the city intranet in ways that confuse Kay and REFLEX. Most Cyber-Spectres never learn anything truly damaging, and are more irritating to the authorities than anything. On the other hand, most of them have clued into the lie that the cities are economically self-sufficient.

This class is all about the hacking skills, which are ridiculously buffed with a table explaining the odds and time-invested in almost anything, including the all-important skill of confusing CCC and Security traces.

Skilled in math, cryptography (6-36 hours to crack a given cipher) and computer skills, naturally. Some street-smarts, by virtue of being the sort of young person who joins a counter-culture. One weapon, no hand-to-hand so burn a skill on that. Can learn any skills except military, medical, wilderness survival or rogue skills.



City Trader

All City-dwellers know that Outbackers are at best worthless hicks, at worst space-aliens or literal demons in human form. All Outbackers know that City-dwellers live like lords in their ivory towers and don't give one bent credit for their lives or deaths, which is true. But at the end of the day, the Outbackers have a thriving market for whatever hardware comes out of the tech-cities, and the cities need raw materials to maintain the security and lifestyles to which they;ve become accustomed. So there is trade, though both parties will vigorously deny it, which means somebody has got to leave the walls, find the needed resources and broker the deals. A lot of Traders are petty crooks who got busted, or disgraced Administrators, or even people who chose that life to leave the city, but the majority are actually Outbackers who agree to take the city's coin and act as their agent.

City Traders have pretty broad powers to negotiate, but their are limits to the promises they can make. The balance is, like colonial powers, city administration doesn't care how many bodies their goods are obtained over as long as the job gets done. Traders get a 20% commission on every deal. NPC Traders have a helicopter gunship, PCs have to settle for a jeep or hovercycle.

Class skills include math, piloting a helicopter and one other craft, basic hand-to-hand and three weapon proficiencies, forgery, pickpocketing, general intelligence and streetwise skills, and navigating the outdoors. Can learn most skills.

The cities need grains, seed, meat, metal, timber and fossil fuels. The Outbackers generally want MDC armor, weapons, vehicles, machine parts, and assorted high-tech miscellenia.
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Re: Bit of Analysis: Rifts II

Post by Crossroads Inc. »

POKE POKE

Ahriman!!! Hey I forget, did you post information on what happened to NewYork?
I am planning on sending some newbies on a mission there (specifically to Central Park) and have been unable to locate the source book)
Praying is another way of doing nothing helpful
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Re: Bit of Analysis: Rifts II

Post by Ahriman238 »

I have not except for broad generalities. You can find the sourcebook on scribd.com. If you aren't a paying member you can't download and some parts may be "whited out" (it's pretty easy to read through, but don't tell them that.
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Re: Bit of Analysis: Rifts II

Post by Ahriman238 »

PM me if you have further problems, Crossroads.


Police Officer

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You can also play as a Perth/Melbourne cop, distinct only in that Melbourne cops have grey uniforms, and Perth blue, but the same design. Probably based on a pre-Cataclysm modification to the uniforms. A uniformed police officer is always treated as a level 4 citizen, though he may be level 2 or 3 off the clock. Though there are always corrupt (though rare due to Orwellian oversight) and asshole cops, the majority are not, and they enjoy a good reputation with the citizenry. If they have a problem it's that they work for an increasingly corrupt and crumbling government and tend not to question orders.

City Cops go through a grueling three-year training program based on the military's and hammering them with the need to remain rational at all times. This gives them bonus endurance, speed, plus a small charisma bonus, and makes them slightly more resistant to fear, illusion and mind control effects. Cops are experts in hand-to-hand, with personal-scale energy weapons, piloting ground and hover vehicles, and using the city surveillance systems. They are naturally literate, capable of basic math, computer and radio operation, and first aid. They can learn most skills, except for medicine past first aid, wilderness survival skills, thieving and more than basic mechanical skills (enough to maintain and make simple repairs to their vehicles and gear.) About 30% of cops have some kind of cybernetics, and 10% bionics (meaning artificial limbs.) The main reason to play a cop, their special ability is waving around the badge that opens doors. The City gives copes 20% off rent and food, and a 70% discount on medical bills, but doesn't pay entirely for injuries sustained in the line of duty.

All cops have a networked notebook computer called a "black book" which may or may not incorporate an ID reader. Plus a radio headset, sidearm, and cuffs. The standard uniform fits over some basic body armor with 35 MDC. For riot situations or similar emergencies there is enclosed environmental armor available in both 50 and 75 MDC. Officers usually carry an SDC weapon, usually a 9mm or a tazer, and an MDC one, a laser pistol or heavy shotgun. Finally if you play a cop you get a cop car, 380 MDC with a top speed of 180 mph/288 kph, no weapons or gimmicks that aren't in contemporary police cars.

The City law codes are simplified, there are 20 levels of offense in decreasing order of severity, each divided into 6 lettered sections, also descending order describing both the severity and the victim. These follow.

Levels:

01- treason
02- murder
03- criminal conspiracy
04- grand theft
05- espionage
06- sabotage
07- smuggling/hoarding of supplies
08- manslaughter
09- rapine
10- use of magic or psionics
11- use or trade of narcotics
12- fraud
13- breach of contract/license
14- theft
15- extortion
16- destruction of property
17- breach of conduct
18- slander
19- disorderly conduct
20- minor offenses not otherwise specified.


Sections: the victim of this crime is...

A- the Administration or an Administrator
B- A City Citizen
C- the City
D- the Police
E- Technology
F- Decency

Priority is determined first by section (letter) then level (number.) So slandering an Administrator (18A) is more important and harshly punished than murdering a citizen (02B.) With a couple exceptions, like 02D, which always gets special attention. It is at least a system easy to memorize and say over a radio. Most crimes are naturally Section C.

Most minor crimes are dealt with via fine or temporary demotion of a Citizen Level. However, the tech-cities have nearly perfected a process for brainwashing offenders into ideal citizens, involving drugs then bombarding them with images in the style of "A Clockwork Orange." Personality Adjustment is used only for major crimes, and usually followed with a period of prison or military conscription. Personality Adjustment is ineffective against most psychics, mages, mutants, the insane and the those who literally have never known anything but the criminal life. Exile is mandated for some offenses, like hiding and using a psychic talent illicitly, or for repeat offenders. Death, in a very public execution, for treason, espionage, murder A and any use of magic.



TRG/ETF

Both cities maintain an elite police force to combat mages, psychics, mutants, and the best City Raiders the normal police can't handle. In Melbourne this is the Tactical Response Group, in Perth the Elite Task Force. This functions more-or-less like the tech-cities version of SWAT, cops well-trained in small-group tactics and guerilla warfare. To keep sharp between crises the TRG/ETF engage in "External Pacification" where a squad leaves a city to bully or occasionally massacre Outbacker villages and other settlements, or hunt down and assassinate City Raiders, mages and demons. A typical squad is 6-10, half in power armor, half on motorbikes or aircraft. 1 in 8 of these elite cops are major or master psychics. Most are hardcore Australian human supremacists who see nothing wrong in slaughtering arbitrarily large numbers of Aborigines and D-Bees.

TRG get even more SDC and stat bonuses than normal cops, and even more resistance to fear, illusion and mind-control. All normal cop skills, plus sniper weapons, heavy demolition, underwater demolition, and power armor. They can learn all the skills normal police can. TRG get issued whatever vehicles, armor and weapons they want. 35% have cybernetics, 15% bionics.

Oh, and aside from the normal cop discounts, they get 40% off rent and nearly double the pay.



Sportsman

For whatever reason, Australia has stats to let you play a professional athlete. I seriously have no idea why this class exists. Most of their skills are assigned by their chosen sport, like automobile racers having high skill in navigation, driving and auto mechanics, or boxers and martial artists having good hand-to-hand. They get some nice physical stat boosts depending on what their sport is, but can learn fewer skills and are harder to work into the narrative. Oh, and a minor bonus to working through pain or disease.
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Re: Bit of Analysis: Rifts II

Post by SAMAS »

Something I noticed was never mentioned on this tread. Plus, I recently got a couple of new books on the subject: Let's hop back to North America for a second.

Now while the Coalition States has the most advanced locally-built weapons, they are by no means the only weapons manufacturer. There are many people around North America who have a bone to pick with the CS, and they have to get their weapons from somewhere. For a long time, that source has been (and technically continues to be) Northern Gun.

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The Republic (formerly Kingdom) of Ishpeming sits in the wide half of that northern section of Michigan across Lake Michigan that kinda looks like a gun if you squint. Though it's formal name is Ishpeming, the state is pretty much owned and run, lock stock and barrel, by the manufacturing giant Northern Gun, and as such, people will often refer to the whole area by that name.

Northern Gun manufactures damn near everything from tools and civilian vehicles to firearms and mecha. It's been operating like this pretty much since shortly after the fall of NEMA. The company is in many ways just as responsible for the survival of the Human race in North America as NEMA was. Though their highly-trained security teams did fight to hold northern Michigan, their products meant that many more across the continent could do the same, and had the tools to rebuild afterwards.

Northern Gun's goods are typically not as powerful as many of the more prestigious groups in North America(Number eight overall behind the Splugorth, Naruni Enterprises, Archie 3, Triax, the Republicans, the CS, and Free Quebec, Third manufacturer not counting foreign or alien powers), but has a reputation for both affordability and more importantly reliability. Sure, Triax's gear may be more powerful, but the vast majority of mercs, adventurers, and independent kingdoms in America would much rather buy NG products for their defense.

As of 105 P.A., Northern Gun and their next-door neighbor the Manistique Imperium (home of rival arms company Wellington Industries) entered into a non-aggression pact and trade agreement with the Coalition States. One of the tenets of this pact was that they had to stop selling their goods to known enemies of the Coalition, from troublesome freedom fighters and criminals to Magic-using/D-Bee-loving states like Lazlo and Tolkieen. Of course, these groups have been primarily depending on Northern Gun products for decades, and the CS figured this would weaken them and make them easier targets for later expansion/extermination. Two groups have benefited from this greatly: The Black Market, and Northern Gun themselves.

Despite the economic and security boons the company/nation has gained from the deal, they are not about to leave loyal, long-term customers in the lurch. Aside from the usual Black Market shenanigans, a secondary market has boomed where middle parties buy NG products, then turn around and sell them to those NG can't sell directly to. To say nothing of secret off-the-books direct sales. And not all highjacked NG goods are actually highjacked, if you get my drift.

A few notable Northern Gun products:

Image
The Behemoth Explorer is a giant (60'x20'x82') walking science lab designed to go pretty much anywhere. It's made for those who spend long stretches of time out in the wilderness, but many mercenary companies will buy one and make use of it as a mobile barracks or headquarters. It has bunks for about 40 people, and moves at a fairly ponderous 40mph(64km) at a full run. It got a fair bit of armor, but little weapons; only a pair of 4-shot missile launchers (with six full reloads) and hitting you with its arms are the only real defense.

Image
(picture by Chuck Walton)

The Behemoth Super Explorer (or Super X) is the latest upgrade to the Behemoth. Even bigger (120'x40'x70') with two more legs for added stability, and a few more weapons for additional protection.

Rooftop level 1

1. Sensors – starting at the top there are two redundant sensor arrays with radar and sonar capabilities as well as a battery of other sensors and long range, wideband, directional communications. Both arrays are identical and located outside the enclosed observation deck in the back of the vehicle.

2. Observation Deck: Kitchen – can cook enough to feed 120 people, Cafeteria – can seat 60 at a time, Lounge area, Small Meeting room, A library/cpu room, Small lab, Small greenhouse, Small bedroom size storage room

3. Forward Observation Deck: Seats 6 & standing room for 12-16.

4. Rooftop Hangar Bays: Able to house a half dozen power armors, or sic rocket bikes or hover cycles in each bay.


2nd level

The Second level inside the robot is divided into the following sections: Note that except for the storage bay, the robot can be heated and air-conditioned throughout.

Main Laboratory with basic equipment and tools such as computers, microscopes, spectrometers for chemical analysis, containers for storing specimens, an examination/autopsy able, a couple of lab tables, 4 desks, shelves, isolation chamber, quarantine room, tons of equipment).

Medical Bay (Major examination room, 2 small exam rooms, one sick room with 4 beds, tons of med equipment and robots and portable units),

Two Barracks- Style Living Quarters, three level bunks with private lockers, communal lavatory and shower, sleeping berths and lockers for 30 people per barrack)

Two Crew Quarters (two rooms with two beds and modest living area with desks, small closets and dressers a sofa and a private bathroom each)

Pilots Quarters, A small room much like the crew’s quarters with a private bathroom.

Auxiliary Bridge control,

Two Storage Areas

Belly Cargo bay – can hold 20 tons of cargo, 6-8 small vehicles or 1-2 mid size vehicles and 12-20 PA suits (possibly more) with elevator platform.

Pilots Deck and the Bridge – This is the large head like compartment at the front of the EX-9. It seats the core crew of 4, but can seat an additional 8 with 12-16 standing room. It is designed very much like the Forward Observation Deck with reinforced four inch mega damage plexiglass. In case of an emergency, the Pilot’s Deck canbe shut down, disengaged and the deck sealed off, airtight with a locking environmental hatch. This occurs when the Pilots Deck is breached or destroyed.

An Auxillary Bridge Control Room is located on the second level of the robot, which can be piloted via cameras and sensors. This second room also controls communications, life support, cooling and heating.

Exterior Lighting, Headlights and Spotlights – Two light towers are located on the front of the robot, and two slightly larger towers are mounted in the rear. All can rotate 360 degrees and can tilt up or down 45 degrees. Range is 1000 feet (305 m). Light Domes are located on the right and left undercarriages of the Super Explorer. The two protrusions which could be mistaken for snub-nosed gun barrels are laser distancers that can measure the distance of a location, vehicle, fellow traveler, animal or enemy up to one mile (1.6 m) away. A light dome illuminates a 200 foot (61 m) radius.

Belly Light & Camera Turret: Locate don the underbelly, toward the middle, and right behind the cargo bay elevator hatch, is an odd looking turret. The eight protrusions around it are all spotlights with built in cameras. Four are incandescent lights and four are infrared. Each can rotate 45 degrees to position its light or film; the turret can store up to 5,000 hours of digital footage. The optics system is designed to provide a clear view in all directions of what is happening on the ground underneath and around the Behemoth Super-Explorer. The infrared and lights and night cameras are for night security and to record he behavior of wildlife. Each member of the core crew has access to a live feed from each active camera at their control console at all times, and they can store and review past footage. Such footage can be sent to the lab, the cafeteria and other locations for display.

Headlights: A pair of headlights are located on top of the Pilots Deck. The battery of shapes on the side of the robot are forward facing lights that can be repositioned and pointed individually up to 30 degrees in any direction. Each of the large arms also has a headlight and camera that faces forward the same direction as the arm. The nose gun under the pilot’s Deck Cockpit also has a small incandescent and infrared light and gun camera.

Running Lights and other small t tine lights, reminiscent of aircraft lights, are located around the hatches, arms and legs of the robot.

Robot Utility Arms & Hands are more articulated than the old EX-5 Behemoth Explorer, though like it, they are used for rooting through ruins, searching for salvage, grasping and retrieving specimens of flora or wildlife, examining carcasses, and so on, without leaving the robot. A pair of smaller retractable arms are housed in the big forearms, and have a more delicate and accurate touch. He hands in the small arms can extend and additional seven feet (2.1 m) and contain a light, a camera, a plasma torch and a variable laser cutter used for repairs, excavation and salvage. Both pairs of hands can be used for picking up and moving debris, picking up fallen trees, moving cargo, construction work, repairing other robots and vehicles, retrieving salvage, shooing away animals and even pushing away hostile creatures.

Weapon Systems are improved as the Ex-9 Super- X has three obvious weapon turrets: the nose rail gun and a laser turret on each side. These are intended for defense, but can make decent assault weapons, too. Not so obvious are the rotary concealed missile launcher bays located in the shoulder section of the front legs. A heavy payload of Mini-Missiles are the standard armament, but for extra money, they can be replaced and upgraded with short range or medium missiles per leg.

There is some concern that these weapons systems may bring more heat on the Behemoth Super-Explorer, but this is a dangerous world with the need for basic protection. Most people still view the Super-X as a mostly benign vehicle probably housing non combatants such as explorers, scientists, medical teams, engineers, scholars and refugees, and leave it alone.

Model Type: EX-9 Super-Explorer
Class: Behemoth Class Mobile Medical & Research Robot Vehicle.
Crew: Four, one pilot, one co-pilot, one communications officer and a dedicated gunner. The Super can be run by the skeleton crew listed above and driven by just one pilot, if necessary.
Passengers/Research Team: 40 passengers
Speed:
Running: 45 mph (72 km) maximum.
Leaping: Not possible.
Water: Cannot swim, but can walk along the bottom of rivers, lakes and seas at a maximum speed of 12 mph (19.2 km), maximum depth tolerance is 1,500 feet (457 m).
Flying: Not applicable.

Statistical Data:
Height: 70 feet (21.3 m).
Width: 40 feet (12.2 m).
Length: 110 feet (33.5 m).
Weight: 35 tons with empty cargo bays.
Power System: Nuclear, average life is 12 years.

Weapon Systems:

1. NG-X009 Rail Gun Turret: The main gun for defense and protection of the Super-X is a rail gun turret built into the nose, under the Pilot’s Deck/Bridge. It can rotate 180 degrees to the right or left and has a 45 degree of p and down arc of fire. This weapon can be operated by the pilot or co-pilot. The Rail gun has superior range (4,000 feet/1,219 m) and fires hard shells that cannot be mitigated by energy-reflecting armor or magic. 8,000 rounds, loaded into two oversized detachable drum magazines accessed from the inside.

2. NG-437 –TBL “Turbo” Triple Barrel Laser Turret (2): The 437-TBL is a triple barrel laser turret with gun camera and laser targeting. The laser cannon turret can rotate 90 degrees and has a 90 degree up and down arc of fire; typically has a gunner, but can be fired by the copilot or communications officer if necessary.

3. Concealed Rotary Missile Launchers (4): Concealed in the top of each front leg are a pair of missile launchers. The launch doors open to fire and immediately close after launching a single or volley barrage. May be launched by the gunner, the pilot or the copilot.
Payloads of either:
A. 128 Mini-Missiles total, 32 per launcher.
B. 32 Short-Range Missiles total, 8 per launcher.
C. 16 Medium Range Missiles total, 4 per launcher.

Sensor System: The Behemoth Super –X has some of the best sensory equipment available in a robot vehicle. All standard robot features plus the following:
Thermal Imager
Infrared & Ultraviolet Optics
Infrared Searchlights
Enhanced Radar
Enhanced Sonar
Built in Language Translator
Nightvision Optics
Multi-Camera System – includes 2 mile telescopic and macro-lenses for close studies and time lapse capabilities.
Communications and Data Relay Capabilities

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With the popularity of the Behemoth Explorer, Norther Gun realized there was a market for mechs built primarily for exploration and travel. The NG EX-20 Bulldog is designed for smaller groups, and proved to be an instant hit. Yes, that is a big hand under it's cockpit, not a beard (like Chuck Norris, there is only another fist!)

Model Type: NG-EX 20
Class: All-Purpose Exploration Robot.
Crew: Three; One pilot, one Co-pilot/gunner, one top side gunner. Can accommodate one additional crew or passenger comfortably, but as many as 4-6 could squeeze in under cramped condition.

Speed:
Walking: 50 mph maximum, Riding on treads : 70 mph.
Water: Up to 15 mph walking along the bottom, maximum depth is 2,000 feet.
Flight: Not Applicable.

Height: 19 feet, 7 inches.
Width: 16 feet from shoulder to shoulder.
Length: 25 feet.
Weight: 24 tons.
Cargo: The Bulldog’s storage bay is the size of a closet, plus three 4x2x2 exterior lockers. The pilot cockpit and forward Gunner have enough space to stow a suit of body armor, survival kit, first-aid kit, 5 gallons of water, and a backpack. Additional crates and packages can be tied to the exterior of the robot.


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The Hunter Mobile Gun is one of Northern Gun's most iconic designs (and doesn't it look happy to see you?) This is a picture of the modern Block IV, which provides extra armor, missile capacity, and a small turret to protect it's blind spot.

Model Type: NG-V7

Class: Infantry Assault Robot Vehicle.

Crew: Three; One pilot, one Co-pilot and a gunner, plus four passengers, though the pilot can handle all functions if necessary.

Speed: 70 mph maximum, with an indefinite pace as the robot does not tire.
Water: Up to 15 mph walking along the bottom, maximum depth is 2,500 feet.
Flight: Not Applicable.

Height: 32 feet.
Width: 19 feet from shoulder to shoulder.
Length: 14 feet.
Weight: 34 tons.

The Hunter is armed with a large railgun mounted in the head with a respectable 6000-foot range. The small turret and "Crotch Cannon" are both lasers, with the CC able to be switched out for a rapid-fire railgun or a heavy flamethrower.
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Re: Bit of Analysis: Rifts II

Post by Highlord Laan »

I love the new aesthetic for NG products.
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Re: Bit of Analysis: Rifts II

Post by SAMAS »

You can thank one Chuck Walton for that. He's also done the Bio-tech and monsters in both the Lemuria world book and the Splicers RPG. He's got a DeviantArt page with a lot of his work.

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When Plato, the Dragon in charge of Lazlo's Council of Learning(honestly, I'm not sure if he's in charge, but he's a fucking DRAGON. If he asks, are you gonna say no?), posted his Edict of Planetary Distress (a report on possible upcoming threats to the Earth divined by Lazlo prophets that has so far accurately predicted the Mechanoid Invasion (maybe, it happened right after the Edict was issued, but some wonder if the "Devouring Swarm" isn't actually the Xiticix), the Four Horsemen of the Apocalypse, and identified Myrrlyn (though nobody gets that one yet)) in P.A. 102, Northern Gun immediately figured that somewhere in that Edict was going to be trouble of a Demonic sort. Figuring that the best way to prepare for whatever form that trouble took was to help everyone else prepare, Northern Gun began cornering the Silver market(to better provide silver-plated blades and ammunition) and began designing robots and power armor designed specifically to take on monstrous threats.

The Gunwolf is, as such, designed to fight large monsters head-on... and cheat while it's at it. With research from their large client base showing that monsters and demons tended to fight primarily using their natural weapons and abilities, the Gunwolf was designed first and foremost to be able to fight them on their own terms. The Gunwolf's claws, teeth, and even the blades on the end of it's arm gatlings are silver-plated to fight in close range with demons and vampires...

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...and then blow the shit out of them at point-blank range. Like I said, cheating. A copilot means that one guy can keep the monster busy while the other blazes away with whatever guns can get a clear shot.

Typical Gunwolf tactics are to engage enemies at range with the arm guns or missiles while goading the monster to get within close combat range. Once there, the Gunwolf grapples them and lets loose with the chest gun, laser eyes, and a flamethrower in the mouth.

Model Type: NG-V61 Gunwolf.

Class: Anti-Monster and Infantry Combat Robot.

Crew: Two; one pilot and one copilot/communications engineer.

Speed:

Running: 60 mph (96 km) maximum.

Leaping: Due to the heavy armor and bulk, the powerful robot legs, even with jet stabilizers in the legs, can only leap 10 feet ( 3 m) high and 18 feet across (5.5 m) with a running start.

Water: The Gunwolf is not designed to swim, but can walk along the bottom of rivers, lakes and seas at a maximum speed of 25mph (40 km), maximum depth tolerance is 1,200 feet (366 m).

Flying: Not applicable.

Statistical Data:

Height: 26 feet (7.9 m).

Width: 20 feet (6 m) shoulder to shoulder.

Length: 14 feet (4.2 m).

Weight: 30 tons fully loaded.

Power System: Nuclear, average life is 20 years. Solid Oxide Fuel Cell and Electric battery versions are available.

Weapon Systems:

1. Dual NG-232 Rail Guns: These big guns are mounted on the right forearm of the robot, and are bigger than even many vehicle mounted weapons. Opponents who underestimate the Gunwolf’s range capabilities by focusing only on the Gunwolf’s jaws and talons are often struck from afar by a surprise burst of nasty rail gun rounds. Ammo can consist of conventional rail gun ammo or silver coated rounds or the special weighted wood rounds with silver rings. Depending on what the Gunwolf is hunting or expects to encounter, the robot is likely to carry different types of rounds. There are silver-plated slugs for creatures like werebeasts vulnerable to silver, and wooden rounds with silver rings to use against creatures like vampires. Rail gun blades: Even when the ammo is spent, the barrel tips are lined with short silver plated blades for stabbing, goring and slashing and an deliver grievous blender damage when the barrels are rotating at high speed.

2. Medium NG-223 Chest Rail Gun: A medium rail gun is built into the chest and used against closer targets and on opponents while seized or grappling or locked in hand to hand combat. Like the other rail guns it can fire conventional rail gun rounds, conventional silver-coated rounds or special wood and silver rounds.

3. NG-I-323 Ion Cannon: Mounted on the left forearm is a medium ion pulse cannon. The cannon is hardwired into the robot’s nuclear power supply for ammo and provides decent firepower, reliability and an unlimited payload.

4: Retractable Mini-Missile Launcher(2): Housed in the lower sides of the chest chambers are retractable mini-missile launchers designed primarily for anti-aircraft, anti-missile and anti-flyers but also serve secondarily as anti-personnel/monsters and anti-armor arsenal. With a payload of 28 missiles (usually plasma as standard), 14 per launcher that can be fired one at a time or in volleys of two, four or six with a one mile range each.

5. Wolf’s Head Weapon Platform: The robot’s head is a multi-weapon platform and sensor unit with eye lasers, fire breathing and bite attacks. The design and mechanics of the Gunwolf’s head are particularly noteworthy. It is both the main sensor array and a multi-weapon system, with pilot and crew seated inside the robot’s chest, not the head. The large fangs are silver-plated, as are the rest of the smaller vice teeth. The powerful jaws are capable of biting and tearing through mega damage hides and armor. Inside the mount is a flamethrower to use against animals and monsters afraid of or vulnerable to fire. The flame thrower come with values that automatically seal it off underwater, deactivating it and preventing water from contaminating the napalm reserve. The sight of a fire-breathing, wolf’s headed robot is also startling and a frightening image and has been shown to have an effect even on lesser demons. The eye housings contain a battery of optic systems, as well as a pair of light lasers. The sensors are located in the top of the head. Mounted on the back is the Wolf’s Howl, an ultrasonic attack that disorients many animals and supernatural targets.

6. Wolf’s Howl Anti-Monster System: The art of piloting Gunwolves is the ability to close the distance upon your adversary(s) and shred them apart. To assist in closing ranks and getting the jump on the enemy, be they monsters , robots or power armors, the Gunwolf is equipped with an experimental NG-RS-X Scrambler, dubbed the “Wolf’s Howl” or just “Howler.” Via the spinal fin emitters located on the back of the Gunwolf, the Howler emits a variety of disruptive pulse waves at various subsonic and ultrasonic frequencies simultaneously. Monsters and animals with acute or enhanced hearing (including Xiticix, Dog boys, or other mutant animals, some Dimensional beings and vampires!) are sensitive to the ear splitting noise, causing the creature’s ears to hurt and head to throb. Moreover, it is disorienting and painful to the point that the creatures suffer many penalties. Also note that the Howler also has a short range scrambling effect on electronic communications and sensor systems, creating static, whistling and crackling on earphones and speakers and interfering with radar, sonar and radio communications. All this makes tracking and targeting very difficult and gives the Gunwolf an advantage to locking onto confused or disoriented targets.

5. The Gunwolf has all the standard robot features plus the following:

Thermal Imager

Infrared & Ultraviolet Optics

Infrared Searchlights

Multi-Camera system: The Gunwolf has two cameras in each of its eye sockets, one on each forearm, two in the chest sensor cluster, one in each of the chest missile launchers and two in the back.


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The Samson was originally just supposed to be Northern Gun's stopgap way of getting their feet wet in the Power Armor market. Instead, it's become one of their top sellers. Indeed, the Samson is the second most famous non-Coalition Power Armor in North America after the Glitter Boy. It's entirely possible that the Coalition's later deployment of similarly large ground-pounders like the Mauler and Terror Trooper (or the size of the Super SAMAS) were inspired by the Samson's success. Though the original Mk I Samson had less protection than even the old "Death's Head" SAMAS, Northern Gun has quietly upgraded the machine's armor as their technical knowledge has grown, and the Mk III sold in 109 P.A. has an additional 25% armor.

Standing at 11 feet tall, the pilot of the Samson stands in the machine's chest with their feet just above the armor's knees. The powerful robot legs can run at speeds up to 150 mph, or leap twenty-five feet high or across. Jet boosters on the legs and back can increase this to a hundred feet straight up or twice as much laterally. If the Samson takes a running start, those hops can increase by 50% all around. This movement does tire out the pilot (since their legs are still partially in the machine's legs), but at only 20% of the normal fatigue rate, 10% if they keep their speed to 75mph or less. The Samson can't fly, even with the boosters, but they do allow it to hover for up to fifteen seconds or brake falls from up to 400 feet with no problems. Though the Samson is not designed for underwater operations, it is still watertight and safe down to depths of 2000 feet, but can only walk at a sluggish 20 mph(17 knots) along the bottom.

The Samson's main weapon is the NG-S202 railgun, a large rifle with a range of 4000 feet, and a 6000-round ammo drum (enough for 100 60-round bursts). The original Samson had a missile tube on each forearm that carried a pair of mini-missiles each. By the newer Mk. III, both tubes were moved onto one arm, and the other arm packed either a second pair of missile launchers or a triple-laser array. The lasers have a range of 1600 feet and are slightly weaker than an average laser rifle each. further options are an Ion blaster or a conventional machinegun that can fire wooden or silver rounds.
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Re: Bit of Analysis: Rifts II

Post by SAMAS »

A variant of the Samson, the NG-X13 Samson Missileman, is an infantry support unit that came out in P.A. 107. It has less armor, but comes with a hefty array of missile launchers on top of the usual armament. The shoulders pack a 12-shot mini-missile box launcher, with a pair of scissor-like short-range missiles holding five missile each deploy from its back.

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The Delilah is the distaff counterpart to the Samson(note the theme naming) that is, yes, designed primarily for female pilots. The armor is noticeably curvier than the Samson, though not gratuitously so, and synthetic hair and other personal touches or decorations can be added for a price. To be fair, Northern Gun also offers the "Del" (the one on the right), a more male-themed version of the suit with a slightly different build and head. That said, 65% of sales are Delilahs purchased by female customers, and even a quarter of the Del model are bought by women. Armor protection is about as much as the Samson Missileman.

The Delilah/Del is armed with a shoulder-mounted mini-missile launcher with 12 missiles (can launch up to six at a time) and a pair of arm-mounted plasma guns with a range of 1000 feet. Topping it off (literally) is a pulse ion blaster mounted in the head with a slightly longer range (1400 feet). A pair of vibro-blades provide melee-range protection.


When the Samson was designed in 87 PA, Northern Gun couldn't make their Powered Armor any smaller. Further research and reverse engineering of Coalition and Triax designs have since fixed that. Their first Man-sized PA was the NG-EX10 Gladius, which was a popular suit despite using an electric battery rather than a "proper" fusion reactor. That also meant it was cheap, so that helped.

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The NG-X30 Aurora Blazer is one of the much larger second generation of NG Powered Armor, man-sized but capable of packing a nuclear power plant.

The Aurora Blazer is built for speed and maneuverability, capable of moving at 175mph through a combination of running and thruster-assisted jumps. If necessary, the Blazer can fly at speeds of 100 mph, but can only go about 200 feet high, and not very steadily.

It's armed with eight mini-missiles mounted on the thruster pack, and an exclusive weapon system, the NG-X530 Over-And-Under Assault Rifle. The X530 consists of a pulse laser and quad plasma blaster that can fire one to four barrels at a time. The laser is pretty standard for a rifle in range and power, while the plasma guns have a short range of only 800 feet but packs a heavy punch. The suit is also one of the first to carry the Universal Energy Link (UEL) system, which allows almost any energy weapon to be connected directly to the suit's nuclear power plant. As long as the weapon is not too powerful(less than 1D6X10 MD in game terms), any gun hooked to the UEL will have an unlimited payload.
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Re: Bit of Analysis: Rifts II

Post by SAMAS »

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Along with mechs and powered armor, Northern Gun also sells a lot (and I do mean a lot) of hovercycles. This NG-488 Cobra is one of the newest models of combat hovercycle. Capable of moving at a zippy 235 mph(376 km) with a maximum ceiling of 100 feet, but can make a boosted jump up to 200 feet high. The big turret-mounted gun is a triple laser with a range of 2000 feet, and can rotate up to 45 degrees in any direction. The cycle can also mount up to three weapons, one on the back end, and one on each side, but their weight and effects on wind resistance will reduce the cycle's speed by about 5% per weapon. The cone-shaped radar can track up to 42 airborne targets 40 miles away and includes a communications array with a range of five miles.

The lady (I'm assuming from the curves) atop the bike is clad in NG-R33 Viper ride armor. This heavy armor is not fully environmental like most body armor, but provides heavy armor protection. So much so, that many communities will refuse entry to Viper wearers unless they remove the plating on the thighs and arms. Due to the similarity of the names, most NG sales reps will try to sell these along with the Cobra bike.

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The NG-8000 Super Max is, as the name suggests, Northern Gun's answer to the Triax Ulti-Max. It lacks the armor or forcefield of the original, but more than makes up for it in speed and agility. It's almost 50% faster (60 mph top speed), and unlike the Ulti-Max, can leap with or without the use of boosters; 60 feet high and/or 100 feet across, and can safely drop from heights of up to 1000 feet. After running a commercial where a Super-Max drops down on a gang of Brodkil in the ruins of Detroit and wipes half of them out before even hitting the ground(an actual live-fire test), the Super Max has been one of their most popular designs yet, almost impossible to keep in stock.

The Super-Max typically carries a robot-scale rifle, typically an NG-1001 rail gun(shown) or NG-P8011 particle beam cannon, but any properly-sized weapon will do. The forearms can each carry a weapon; either a mini-missile launcher with eight rounds, or a lighter laser, ion, plasma, or particle beam gun. The missiles of course have the most bang for your buck, but their backblast has a chance of of damaging the rifle's targeting system if it fires from the same arm.

The shoulders can mount either a three-shot short-range missile, or a 12-shot mini-missile launcher. The "smokestacks" on the back are actually rapid-fire grenade launchers which can fire up to eight grenades up to 1,200 feet away. They can each carry a whopping 44 grenades each(88 total), with a typical loadout being 12 smoke rounds, 12 HEX chemical warfare rounds, 30 fragmentation grenades, and 30 high explosives.

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The NG-V47 Gunbot is a surprisingly agile robot designed to take out other mecha and tanks. The legs were designed to easily bob, move laterally, and make leaps of up to sixty feet without thruster assistance (100 x 200 with). It can run at a respectable 75 miles per hour, and has a crew of three.

The dual nose guns are an NG-1010 Railgun (5000 ft range, 40-round bursts) and NG-2020 Ion Cannon mounted underneath (1,800 ft). The third barrel is the oversized MG-1030A grenade cannon with a range of 1.800 feet, capable of firing single shots or bursts of three.
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Re: Bit of Analysis: Rifts II

Post by Simon_Jester »

Mechanically, how does Rifts' engine handle concepts like "weapon range?" Is it a system where shots can reach out to the extreme limit of some arbitrary range and then just sort of... cease? Or is it more like D&D where they have a concept of 'range increments' and weapons can theoretically travel many many times the 'range' allocated to them?
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Re: Bit of Analysis: Rifts II

Post by Ahriman238 »

Simon_Jester wrote:Mechanically, how does Rifts' engine handle concepts like "weapon range?" Is it a system where shots can reach out to the extreme limit of some arbitrary range and then just sort of... cease? Or is it more like D&D where they have a concept of 'range increments' and weapons can theoretically travel many many times the 'range' allocated to them?
Flat figure. When we played the game in college, the shot still traveled but was uselessly inaccurate past the given range. Looking back, that seems to have been a house rule though.
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Re: Bit of Analysis: Rifts II

Post by Simon_Jester »

OK. Because a flat 'maximum range' figure is such a pure gamist artifact that it makes it hard to get any realistic sense for what weapons are capable of, whereas a more flexible system might at least provide an indicator or three.
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Re: Bit of Analysis: Rifts II

Post by SAMAS »

I don't think they ever paid attention to that detail as a specific rule, but I always saw it as being "effective range", i.e.: the range at which you could effectively use it as directed. This would depend on the weapon, of course. A missile would fall to the ground because it ran out of fuel, for example, or an energy weapon loses lethal coherence, or railgun slugs suffer ballistic drop/the range is where the target stands a descent chance of simply moving out of the way (or as shown with the longest-ranged sniper shots, the earth itself moving the target) before the round(s) reach them.
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Re: Bit of Analysis: Rifts II

Post by gigabytelord »

Simon_Jester wrote:OK. Because a flat 'maximum range' figure is such a pure gamist artifact that it makes it hard to get any realistic sense for what weapons are capable of, whereas a more flexible system might at least provide an indicator or three.
There's the listed "effective range" in which all bonuses to hit or miss are normal and then there's the increased range increments.

For instance, you have a railgun that has a range of 1,500 meters, and your shooting bonuses give you a +2 to hit, and lets say the target has a "to hit" modifier of ten. you roll your d20 and get an 8, and then add your +2 which means you hit the target, barely. now lets say that target is 2,000 meters away. If I remember correctly the rule is add +2 to your targets "to hit" modifier for every 50% (I think, I can't remember right of the top of my head) increase in range beyond the weapon's effective. So that would mean your roll of 8 and your automatic +2 would have been a miss instead as you would have needed a 12 instead of a 10. Also just to point this out if you're playing a sharpshooter O.C.C. like myself you're probably going to be getting some serious to hit bonuses. For instance a character I've got is a sniper/scout and gets a +9 to hit by default. So in general this means as long as I don't roll a 1 I'm going to hit you. However start adding a bunch +2's to the targets
dodge because of range then we'll eventually start having problems.
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Re: Bit of Analysis: Rifts II

Post by biostem »

I have many RIFTs books and love the setting. The artwork is great, and the diversity of content - from bleeding edge high tech to primitive and mystical, is astounding.

I mainly have older RIFTs books, and the game system is just too clunky. I believe they rolled out a D20 version of the rules, however, (but haven't checked them out).

One thing I've always been curious about is just how small a nuclear fission or fusion reactor can be made. There are some rather small power armors that are nuclear, (the Terrain Hopper and Tengu power armors come to mind), and I imagine that a backpack that you can wear, and plug any energy weapon in for nearly unlimited shots, would be immensely useful. It could, in theory, also be used to power something like a hovercycle, (and would serve as a great security measure, as you'd take the power source with you when you dismounted).

Another book I rather enjoy is, I think, one of the early "source books" - which contains rules for playing a 1-off AI/sentient robot. The system for creating such a character seemed a bit too generous, as you could equip yourself with things like a concealed jetpack and 360 degree radar sensors - I'd imagine that such a character would be very hard to get the jump on, (though then again, there are plenty of threats that can just overpower you with brute force).

It's funny - seeing that Northern Gun bear robot reminds me of the bear, fire tiger, and Banshee robots from the Japan source book...
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Re: Bit of Analysis: Rifts II

Post by SAMAS »

biostem wrote:One thing I've always been curious about is just how small a nuclear fission or fusion reactor can be made. There are some rather small power armors that are nuclear, (the Terrain Hopper and Tengu power armors come to mind), and I imagine that a backpack that you can wear, and plug any energy weapon in for nearly unlimited shots, would be immensely useful. It could, in theory, also be used to power something like a hovercycle, (and would serve as a great security measure, as you'd take the power source with you when you dismounted).
The smallest so far is one Triax built into a heavy laser rifle.
It's funny - seeing that Northern Gun bear robot reminds me of the bear, fire tiger, and Banshee robots from the Japan source book...
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The Coyote(kneeling) and Blue Boy are two more examples of light power armor. Their size makes them ideal for espionage or special operations.

The NG-X32 Coyote is an infiltration-based ultralight suit that straddles the line between power armor and exoskeleton. The Coyote is so light, you can actually wear heavy clothing over it, as long as it's a size bigger than normal. Without the helmet on, it may be difficult to notice the armor at all at first glance.

The Coyote has a running speed of 34mph (20% fatigue rate) and can leap 10 feet long and 15 feet across. It can't fly on its own, but can easily fit nearly any model of jetpack, even non-NG ones. It can come with the Wild Coyote Jetpack optional, capable of flying 80mph with a maximum ceiling of 900 feet. The Coyote can be powered by a nuclear reactor or Solid Oxide fuel system, while the jetback can be powered by internal combustion, electricity, Oxide, or even nuclear power systems. Nuclear options for both have an active life of 10 years.

The Coyote comes standard with the NG-X132 "Deathmark" dual sniper rifle, which consists of a precision laser (2000') along with a shorter ranged(1200') but more powerful ion gun for immediate stopping power, and seperate E-clips for each (20 laser blasts and 10 ion). It also has a telescopic passive nightvison scope.

As a backup, it has a light laser built into the right forearm, and a vibro-blade in the left.


The NG-X44 Blue Boy, so called for the color of the special composite armor that protects it from electrical and EMP attacks. It's so popular, few buyers bother to get it painted. It has a running speed of 40mph, and leaping skills similar to the Coyote. Furthermore, the hands and feet are designed for climbing, with a magnetic system for grabbing onto large vehicles, robots, or other metallic surfaces. On the off chance you find yourself underwater, it has a depth tolerance of 800 feet. Like the Coyote, it can be powered by a Solid Oxide or Nuclear system, with the latter outselling the former five to one.

The Blue Boy's main weapon system is the NG-X44 "Thumper" dual assault rifle. Unlike the Coyote's gun, the Thumper is built into the Blue Boy's back, and is pulled over the shoulder to fire. It's main weapon is a rifle grenade launcher with a range of 1200 feet, capable of firing single shots or a three-shot burst. Underneath that is a laser than can be used for targeting the launcher or can fire as a weapon itself, with a range of 1600 feet and power equal to a laser rifle.

On the Blue Boy's left arm is basically a taser on steroids. It can be used to stun non-MDC beings (also making the Blue Boy popular with the Boys in Blue), or fry unshielded/hardened electronics.

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The NG-X112 Lynx, along with the Cougar power armor, was designed to fight in the hives of the insect-like Xiticix, capable of fighting in enclosed, three-dimensional spaces. Despite it's bulk, the Lynx is extremely agile, capable of leaping through windows, bouncing off walls, or over barricades and wreckage. This makes the armor popular for rescue operations as well as bug hunts. Many operators actually use the bounding abilities of the armor to run in a cat-like motion, crouching on all fours before leaping off.
The Lynx can run straight at 50mph(25% fatigue rate), Leap up to 200 feet high with the help of it's thrusters, and Power-jump just like the Aurora Blazer up to 90mph.

The Lynx's main weapon is the NG-X112 "Big Bang" Assault rifle, though it can also use the Aurora Blazer's NG-X350. The X112 is a particle beam rifle mounted over a grenade launcher. Both have a range of 1200 feet. The launcher holds six grenades, while the particle beam can hook into the suit with a UEL just like the Aurora Blazer (6 shots per E-clip without). The Lynx has a UEL built into each forearm, to accommodate whatever handed-ness the pilot may have, or simply supply another gun.

Supplementing the rifle are a pair of four-shot grenade launchers (1000 feet) in each shoulder, and a dual ion gun mounted on the left forearm. Between the ion guns' barrels are a pair of vibro-blades that can fold forewards or back.
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Not an armored Jigglypuff

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biostem
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Re: Bit of Analysis: Rifts II

Post by biostem »

Is there a specific reason why projectile weapons are still used so frequently? I'd think that the weight savings alone, in not having to carry ammo, would make energy-weapon-only load-outs more attractive. Not to mention that you never have to worry about running out of ammo, or having a potentially deadly ammunition explosion, should the ammo cache get breached.

Also, are there exoskeleton kits that are sold, which can be strapped to regular MDC armor, to increase carrying capacity and run speed?
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Ahriman238
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Re: Bit of Analysis: Rifts II

Post by Ahriman238 »

You still have to carry E-clips, for when the lasers run out. Plus, there are lots of things that can shrug off laser fire but find 20 railgun projectiles to the face uncomfortable. GBs leap to mind, along with anything packing Energy Resistance.

That said, most infantry are armed primarily with lasers, being the easiest way to give people Mega-Damage, with heavy weapons being more exotic. And Power Armor, who get to carry unusually heavy weapons and aren't bothered much by lugging around ammo, use lasers relatively rarely.

One time I can remember this mattering is the V-SAMAS, which is an air-superiority model, and half the difference was ditching the normal railgun for a lightweight laser to drastically increase aerial speed and agility.
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Re: Bit of Analysis: Rifts II

Post by Simon_Jester »

biostem wrote:Is there a specific reason why projectile weapons are still used so frequently? I'd think that the weight savings alone, in not having to carry ammo, would make energy-weapon-only load-outs more attractive. Not to mention that you never have to worry about running out of ammo, or having a potentially deadly ammunition explosion, should the ammo cache get breached.
A lot of the projectile weapons I'm seeing reference to here are railgun-type weapons that wouldn't be unusually volatile; the ammunition is going to be a solid chunk of metal with no explosive propellant.

Another potential advantage of a projectile-firing weapon is that it can be made versatile with a wide variety of ammunition, such as armor-piercing rounds or frangible/shattering/shrapnel rounds. On the other hand, that mainly applies to heavy weapons, since personal small arms are usually too small in caliber for this effect to matter.

One note: I'm here distinguishing projectiles from missiles, as in self-propelled rockets (or rocket-like things) that fly under their own power. Missiles have a lot of the disadvantages you cite (bulk, blowing up when shot at), but they also have some advantages all their own (autonomous guidance, extreme flexibility in how the warhead works and how it homes in on a target, often longer range than any feasible direct-fire weapon)
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Re: Bit of Analysis: Rifts II

Post by biostem »

Simon_Jester wrote:
biostem wrote:Is there a specific reason why projectile weapons are still used so frequently? I'd think that the weight savings alone, in not having to carry ammo, would make energy-weapon-only load-outs more attractive. Not to mention that you never have to worry about running out of ammo, or having a potentially deadly ammunition explosion, should the ammo cache get breached.
A lot of the projectile weapons I'm seeing reference to here are railgun-type weapons that wouldn't be unusually volatile; the ammunition is going to be a solid chunk of metal with no explosive propellant.

Another potential advantage of a projectile-firing weapon is that it can be made versatile with a wide variety of ammunition, such as armor-piercing rounds or frangible/shattering/shrapnel rounds. On the other hand, that mainly applies to heavy weapons, since personal small arms are usually too small in caliber for this effect to matter.

One note: I'm here distinguishing projectiles from missiles, as in self-propelled rockets (or rocket-like things) that fly under their own power. Missiles have a lot of the disadvantages you cite (bulk, blowing up when shot at), but they also have some advantages all their own (autonomous guidance, extreme flexibility in how the warhead works and how it homes in on a target, often longer range than any feasible direct-fire weapon)
I realize this is a sort of meta-critique, but do you folks who actually run pen & paper RIFTs games have combat taking place at the miles apart distances where missile ranges exceed energy and railgun ranges? I mean, in a real life scenario, the beyond visual range or LoS advantages of guided munitions is obvious, but for a near man sized soldier in power armor, would that even come into play? Especially for the smaller powered armors that are meant to fight in close quarters, the inclusion of missiles just seems like an accident waiting to happen...

Oh, and thanks for reminding me that railgun ammo is just flechettes - I totally forgot about that. I'd also imagine that versus supernatural foes that are vulnerable to silver or wood, energy weapons wouldn't be as good.

While I'm on the subject - has anyone made an ultraviolet laser, for use against vampires and the like, (or does RIFTs not equate sunlight to ultraviolet light, and instead give sunlight some other mystical properties)?
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Re: Bit of Analysis: Rifts II

Post by Ahriman238 »

There are TW solar weapons, and good ol' magical daylight, but I don't think just UV lasers work that way in the game. Besides, huge quantities of water are much more effective against vamps.

Most lasers occupy a comfortable niche in the 3-30 MD range. Great for infantry, not really up to tank fights without a tank-sized weapon and support gear. Railguns, though pretty much requiring power armor to wield, start at 10-40 MD and just get better from there.

I can't speak for GMing RIFTS, but a few times when we wanted to be subtle we'd leave our Glitter Boy outside a town/city. If available, he'd climb some hill to get him a decent vantage point to fire into the city is anything went wrong, and those were usually the situations that ended with fire and screaming and another town we could never visit again.
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