Bit of Analysis: Rifts Dimensions
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- Ahriman238
- Sith Marauder
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- Joined: 2011-04-22 11:04pm
- Location: Ocularis Terribus.
Bit of Analysis: Rifts Dimensions
A separate thread to review and discuss with the Dimensions books and the worlds beyond RIFTS Earth, the ones on the other side of the Rifts. This thread will mostly be sci-fi, with Wormwood because RIFTS doesn't make anything easily categorized.
If you're curious, the original (and ongoing) Rifts thread can be found Here.
And now, Ladies, Gentlemen and Other, it is my distinct pleasure to give you:
The Mechanoids
The Mechanoids was a sci-fi adventure game in the early eighties, Siembienda's first game. So it was this big event when the Mechanoids were re-introduced in the Rifts setting, Their look needed... uh, a little updating, but their threat level was undiminished. In the original game, the Mechanoids would destroy your homeworld and force you to live like a rat in the walls of their ship until you could sabotage it and save the next planet on the chopping block. In Rifts, the coming of a couple dozen Mechanoids was a deadly threat to all life on Earth.
But what is a Mechanoid? Well, a mechanical lifeform. But how best to capture what they were and are at their best? How to describe them to a forum of sci-fi geeks?
Perfect. Wrong type of Mechanoid. But Perfect. Take everything that really, really, works about the Daleks, add the terrifying inevitability of the Borg, come Cylon for the backstory, some Necron for their higher-end technology, the mental powers of Professor X. Mix well. Double up on discipline, smarts and sadism and saute in a badass sauce, and you have an idea what the Mechanoids are when the writers and GM use them effectively.
And proof that Palladium has never been shy about borrowing a good idea or thirty.
A Long Time Ago in a Galaxy Far, Far Away....
Oh come on, how many times can I legitimately use that line?
The humans of the planet Atlanee decided to explore the cosmos. They came a bit later to spaceflight than most species, but it paid off since they had some really high-end cybernetic and genetic-engineering technology when it came their time to explore the universe. The Atlanees modified their best and brightest scientists with psionic powers, then installed them in full-conversion borgs and sent them off to explore strange new worlds, to seek out new life and... I'm shutting up now before I get sued.
Okay, I'm back. And parody is still protected speech. Just mentioning.
But not all was well with the Atlanees. For reasons I can only assume are related to sending all the smart people away, the common man began to wonder just what in the hell he'd created. A new form of life, immeasurably superior to man in any way that could possibly matter. Man grew fearful, and all outgoing flights of exploration were canceled pending judicial review of the status of the Mechanoids. After a few violent incidents involving angry mobs, and lethal self-defense on part of the Mechanoids, they were legally declared inhuman abominations and destroyed.
Now one thing the Mechanoids had been created with was a psychic link to each other, and all the thousands of Mechanoids in deep space had visions of fear and flight and death, but little in the way of specifics. They knew their brothers on the homeworld were hunted down and killed, but not why. In an astounding display of naivete (or perhaps a programmed control?) they decided their kinsmen back home must have done something spectacularly horrible to deserve their fates, and redoubled their efforts on their mission of science and exploration for decades, a human lifetime. They experimented with their own designs, improving themselves, and began cloning the grey matter they had to multiply and see even more of the universe until they judged themselves ready to return with a great gift of knowledge and technology to wipe away their kinsmen's past sins.
But somehow, the return of the mechanical abominations, more inhuman than ever, in a vast fleet a hundredfold greater than what was sent out with technology beyond their wildest dreams, did not reassure the Atlanees. Imagine that.
Well, they ordered the Mechanoids to leave immediately or be destroyed. The Mechanoids, now in range of their empathic powers sensed their creator's fear and... guilt? Could it be that that they were blameless in whatever had happened before? While they were processing that, the humans fired on their ships, and horrified, betrayed and hating, the Mechanoids retaliated. The war was short enough, the Mechanoids controlled orbital space, and had vast technological, physical and mental superiority. And in the aftermath the Mechanoids... went insane. Their genetic memory and psionic link to each other would not let them forget that perfect moment of shock and the rage of the truly betrayed, though a thousand millennia pass. They rededicated themselves to exploring the wonders of the universe, and ridding it of the cancer of humanoid life!
So there you have it, each Mechanoid is a disgusting squishy creature inside a mechanical shell, much like a Dalek. They hate much like Daleks. They can be cold and methodical in their killing, but can also take a sadistic pleasure from their victims' fear and pain. They have considerable technological capabilities and vast psionic powers and they will never forget or forgive the crimes surrounding their creation. They have zero trouble with alien life, energy beings, even bipedal creatures, but anything that reminds them of their creators must go. Any entity that shelters so much as a single human is likewise their enemy.
Some sci-fi powers have created starships the size of moons (Galactic Empire, Fourth/Fifth Imperium) but the Mechanoids have ships the size of planets, motherships the size of Jupiter, though it seems there was never more than a few dozen. The Mechanoids used to render entire planets down for resources (mostly human worlds, their version of salting the earth) and drained entire stars to fuel the energy crystals Mechanoids run off of. I hope that's not one star per crystal, or I'd really have to question what a Mechanoid does that drains it in a single century. Mechanoids would land waves after wave of war parties to play with the humans, before their world was sliced up and swallowed by the mothership.
Then, after millennia of destruction, the Mechanoids simply disappeared. Investigation proved fruitless. A few Mechanoid motherships were found drifting without power or data, their living computers dead. In some places, there found huge heaps of blacked and twisted metal some say were the Mechanoids bodies, but time makes it impossible to tell how if they are battle-damaged or simply decayed by centuries exposed to the elements. Some say the Mechanoids ran into a bigger and meaner foe. Many believe the Mechanoids turned on each other. Far more people simply hope the Great Devourer is gone for good.
If you're curious, the original (and ongoing) Rifts thread can be found Here.
And now, Ladies, Gentlemen and Other, it is my distinct pleasure to give you:
The Mechanoids
The Mechanoids was a sci-fi adventure game in the early eighties, Siembienda's first game. So it was this big event when the Mechanoids were re-introduced in the Rifts setting, Their look needed... uh, a little updating, but their threat level was undiminished. In the original game, the Mechanoids would destroy your homeworld and force you to live like a rat in the walls of their ship until you could sabotage it and save the next planet on the chopping block. In Rifts, the coming of a couple dozen Mechanoids was a deadly threat to all life on Earth.
But what is a Mechanoid? Well, a mechanical lifeform. But how best to capture what they were and are at their best? How to describe them to a forum of sci-fi geeks?
Perfect. Wrong type of Mechanoid. But Perfect. Take everything that really, really, works about the Daleks, add the terrifying inevitability of the Borg, come Cylon for the backstory, some Necron for their higher-end technology, the mental powers of Professor X. Mix well. Double up on discipline, smarts and sadism and saute in a badass sauce, and you have an idea what the Mechanoids are when the writers and GM use them effectively.
And proof that Palladium has never been shy about borrowing a good idea or thirty.
A Long Time Ago in a Galaxy Far, Far Away....
Oh come on, how many times can I legitimately use that line?
The humans of the planet Atlanee decided to explore the cosmos. They came a bit later to spaceflight than most species, but it paid off since they had some really high-end cybernetic and genetic-engineering technology when it came their time to explore the universe. The Atlanees modified their best and brightest scientists with psionic powers, then installed them in full-conversion borgs and sent them off to explore strange new worlds, to seek out new life and... I'm shutting up now before I get sued.
Okay, I'm back. And parody is still protected speech. Just mentioning.
But not all was well with the Atlanees. For reasons I can only assume are related to sending all the smart people away, the common man began to wonder just what in the hell he'd created. A new form of life, immeasurably superior to man in any way that could possibly matter. Man grew fearful, and all outgoing flights of exploration were canceled pending judicial review of the status of the Mechanoids. After a few violent incidents involving angry mobs, and lethal self-defense on part of the Mechanoids, they were legally declared inhuman abominations and destroyed.
Now one thing the Mechanoids had been created with was a psychic link to each other, and all the thousands of Mechanoids in deep space had visions of fear and flight and death, but little in the way of specifics. They knew their brothers on the homeworld were hunted down and killed, but not why. In an astounding display of naivete (or perhaps a programmed control?) they decided their kinsmen back home must have done something spectacularly horrible to deserve their fates, and redoubled their efforts on their mission of science and exploration for decades, a human lifetime. They experimented with their own designs, improving themselves, and began cloning the grey matter they had to multiply and see even more of the universe until they judged themselves ready to return with a great gift of knowledge and technology to wipe away their kinsmen's past sins.
But somehow, the return of the mechanical abominations, more inhuman than ever, in a vast fleet a hundredfold greater than what was sent out with technology beyond their wildest dreams, did not reassure the Atlanees. Imagine that.
Well, they ordered the Mechanoids to leave immediately or be destroyed. The Mechanoids, now in range of their empathic powers sensed their creator's fear and... guilt? Could it be that that they were blameless in whatever had happened before? While they were processing that, the humans fired on their ships, and horrified, betrayed and hating, the Mechanoids retaliated. The war was short enough, the Mechanoids controlled orbital space, and had vast technological, physical and mental superiority. And in the aftermath the Mechanoids... went insane. Their genetic memory and psionic link to each other would not let them forget that perfect moment of shock and the rage of the truly betrayed, though a thousand millennia pass. They rededicated themselves to exploring the wonders of the universe, and ridding it of the cancer of humanoid life!
So there you have it, each Mechanoid is a disgusting squishy creature inside a mechanical shell, much like a Dalek. They hate much like Daleks. They can be cold and methodical in their killing, but can also take a sadistic pleasure from their victims' fear and pain. They have considerable technological capabilities and vast psionic powers and they will never forget or forgive the crimes surrounding their creation. They have zero trouble with alien life, energy beings, even bipedal creatures, but anything that reminds them of their creators must go. Any entity that shelters so much as a single human is likewise their enemy.
Some sci-fi powers have created starships the size of moons (Galactic Empire, Fourth/Fifth Imperium) but the Mechanoids have ships the size of planets, motherships the size of Jupiter, though it seems there was never more than a few dozen. The Mechanoids used to render entire planets down for resources (mostly human worlds, their version of salting the earth) and drained entire stars to fuel the energy crystals Mechanoids run off of. I hope that's not one star per crystal, or I'd really have to question what a Mechanoid does that drains it in a single century. Mechanoids would land waves after wave of war parties to play with the humans, before their world was sliced up and swallowed by the mothership.
Then, after millennia of destruction, the Mechanoids simply disappeared. Investigation proved fruitless. A few Mechanoid motherships were found drifting without power or data, their living computers dead. In some places, there found huge heaps of blacked and twisted metal some say were the Mechanoids bodies, but time makes it impossible to tell how if they are battle-damaged or simply decayed by centuries exposed to the elements. Some say the Mechanoids ran into a bigger and meaner foe. Many believe the Mechanoids turned on each other. Far more people simply hope the Great Devourer is gone for good.
"Any plan which requires the direct intervention of any deity to work can be assumed to be a very poor one."- Newbiespud
- Ahriman238
- Sith Marauder
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- Joined: 2011-04-22 11:04pm
- Location: Ocularis Terribus.
Re: Bit of Analysis: Rifts Dimensions
Well, some of the stories are true. There was a schism within the Mechanoids, a virus of sorts hidden in some DNA until it had replicated without control and been spread to the furthest corners of the Mechanoid's empire. This tweak to DNA led to dangerously free-willed Mechanoids who questioned the need to destroy all humans, everywhere, for the crimes of a few. There followed a civil war beteen the Mechanoids and these Aberrant Mechanoids (AbM or AbMech for short, to mess with 40K fans) until the Mechanoids retreated from the known universe to purge themselves of the infection and return greater than before, while the AbM went into hibernation to await the return of their evil brethren.
One consequence of this is that the "good" AbMechanoids use the old look from the Mechanoids game, only the evil True Mechanoids get an overhaul. So let's get cracking and look at the brains of this outfit.
Mechanoid Overlord
Leadership, rarest of Mechanoids. Starship captains and planetary governors. Overlords have tremendous intellects and are superb strategists, and experts in math, physics, genetics, cloning, engineering, and starhip operations and navigation. They are also the only ones who understand how to create energy crystals, or can interface with the main living computer of a Mechanoid mothership.
Yes, funny flying man with a tuxedo jacket and a jet for a waist. Only, a bit bigger than you think, 40 ft tall by 14 wide and 24 long, weighing 40 tons. Gets around on anti-grav and jet, max speed of Mach 1 (670 mph or 1072 kph) to a flight ceiling of 20,000 feet. Can lift 1 ton with it's arms. Triple particle beam cannon in head, easily tank-grade.
Master psychic, treated as Mind Melter, all sensitive, physical and super powers and an insane amount of ISP (as most Mechanoids have) 2400-2900, where some powers cost as much as 60. Hmm, I should probably include the psychic list here so no one has to find it in the original thread.
One consequence of this is that the "good" AbMechanoids use the old look from the Mechanoids game, only the evil True Mechanoids get an overhaul. So let's get cracking and look at the brains of this outfit.
Mechanoid Overlord
Leadership, rarest of Mechanoids. Starship captains and planetary governors. Overlords have tremendous intellects and are superb strategists, and experts in math, physics, genetics, cloning, engineering, and starhip operations and navigation. They are also the only ones who understand how to create energy crystals, or can interface with the main living computer of a Mechanoid mothership.
Yes, funny flying man with a tuxedo jacket and a jet for a waist. Only, a bit bigger than you think, 40 ft tall by 14 wide and 24 long, weighing 40 tons. Gets around on anti-grav and jet, max speed of Mach 1 (670 mph or 1072 kph) to a flight ceiling of 20,000 feet. Can lift 1 ton with it's arms. Triple particle beam cannon in head, easily tank-grade.
Master psychic, treated as Mind Melter, all sensitive, physical and super powers and an insane amount of ISP (as most Mechanoids have) 2400-2900, where some powers cost as much as 60. Hmm, I should probably include the psychic list here so no one has to find it in the original thread.
"Any plan which requires the direct intervention of any deity to work can be assumed to be a very poor one."- Newbiespud
- Ahriman238
- Sith Marauder
- Posts: 4854
- Joined: 2011-04-22 11:04pm
- Location: Ocularis Terribus.
Re: Bit of Analysis: Rifts Dimensions
Psionics
There are 4 categories of psychic powers, Sensitive, Healing, and Physical with the fourth, Super, traditionally only available to a few classes. There is some overlap, because some classes can select powers only from specified categories.
I'll not provide explanation where I feel the power's name is sufficient description of what it does. If you're unsure on any point, you need but ask. Powers listed in rough ascending order of puissance, if hurt you'd rather have Increased Healing used on you than Healing Touch, and so on. Mind, there are no levels of psionics, which is another it's different from magic.
Healing:
Meditation- increased ISP regeneration
Stop Bleeding
Deaden Pain
Resist Fatigue
Induce Sleep
Psychic Diagnosis- patient status
Restore PPE- burn ISP to give subject PPE
Self-Regenerate
Detect Psionics- sense other psychics, especially psychic activity
Healing Touch
Suppress Fear
Psychic Purification- purge poison/drugs
Increased Healing
Exorcism- in case of possesion/mind control break glass
Sensitive:
Meditation- same as above and below, increased ISP regen
Sixth Sense- AKA Spidey-Sense
Sense Evil
Sense Time- know precise time and date
Sense Magic
Sense Dimensional Anomaly- i.e. Rifts
Speed Reading- page a second reading time, usual comprehension and retention
Total Recall- fix something in your mind for all time
Empathy- know feelings
Sense Presence- of supernatural beings
See Invisible
Clairvoyance- sporadic flashes of probable future
Telepathy- skim surface thoughts, have mental chat with other psychics
Mask PPE- hide magic powers
Mind Block- total resistance to mind control, magical or psychic, you can't use own psychic powers.
Object Read- basic psychometry, discern past of object via touch
Read Dimensional Portal- where it goes, who or what came/went through
Commune With Spirits- see invisible spirits or astral projections and chat them up.
See Aura- discern age, level, alignment, magic/psychic powers, and health
Mask ISP- hide psychic powers
Astral Projection
Remote Viewing
Intuitive Combat- meditate before a fight, know where to hit and when to duck
Machine Ghost- read data off a computer psychically (cannot program, edit or delete data)
Physical:
Meditation- same as above
Death Trance- self-stasis
Impervious to Cold/Fire/Poison
Resist Hunger/Fatigue/Thirst
Mind Block- as above
Alter Aura- hide information from Aura viewers.
Night Vision
Summon Inner Strength- burst of strength and health/resilience, suppresses fatigue
Deaden Senses- mess with someone's perceptions/alertness subtly
Ectoplasm- control liquid/cloud of spirit matter that can slip through cracks and lift a couple pounds
Ectoplasmic Disguise
Levitate- lift yourself and/or others, straight up and down only
Telekinesis- lift objects with your mind! Steep weight penalties.
TK Push- knock people back 2 yards/meters and probably on their asses. Unless they're strong or fat.
TK Punch- like an ordinary punch, now delivered from across the room
TK Lift- object weight decreases 20%
TK Leap- Force Jump, add 2 foot height and 3 foot length to jump.
Super:
Empathic Transmission- don't sense what others feel, tell them what to feel.
Hypnotic Suggestion
Super Regneration
PPE Shield- block PPE draining effects
Mind Bond- if not for legal issues would be Mind Meld, total knowledge of both parties, but the non-psychic forgets in a month
Radiate Horror Factor- fear effect can make people freeze up
Psionic Invisibility- people see you, but don't react to or remember seeing you
Mind Bolt- For everyone who wanted to be Professor X
Bio-Manipulation- Stun, Blind, Deafen, Mute, Paralyze, Inflict Pain or (heat/cold/itch)
Telemechanics- posses machine. Retrieve all data, operate, understand exactly how it works etc.
Auto- Mind Block- activate Mind Block whenever mentally attacked/contacted
Psychic Omni-Sight- see heat, rads, air currents, magic, and the entire EM spectrum.
Psi-Sword- lightsaber of the mind
Psi-Shield- a glowing shield on your arm
Super Telekinesis- much less weight penalties
TK Forcefield
TK Accel Attack- TK Railgun
Electrokinesis- sense/control electronics, shoot lightning, resist electrical damage
Hydrokinesis- control water, immune to drowning
Pyrokinesis- control fire, immune to burning
Psychosomatic Disease- convince someone he's sick and watch him suffer
Mind Wipe- erase memories
Mentally Possess Others- the very last word in mind control. Nothing you can't make someone do if they flub their saving throw.
One thing you have to love about the Mechanoids, their ships vehicles and buildings are built around a simple premise. Anyone who is supposed to be there will have telekinetic powers and the ability to mentally interface with their computers, Anyone who can't do these things is either an honored guest under escort, rare, or an intruder and best contained. One thing they do is have doors and elevators run off a simple switch, inside the wall. It's trivially easy for Mechanoids, knowing where the switch is, to flick it with their minds. Unless you have a TK user in the party, you'll have to cut open the wall and hit it manually, which tends to be time-consuming and leave an obvious trail.
There are 4 categories of psychic powers, Sensitive, Healing, and Physical with the fourth, Super, traditionally only available to a few classes. There is some overlap, because some classes can select powers only from specified categories.
I'll not provide explanation where I feel the power's name is sufficient description of what it does. If you're unsure on any point, you need but ask. Powers listed in rough ascending order of puissance, if hurt you'd rather have Increased Healing used on you than Healing Touch, and so on. Mind, there are no levels of psionics, which is another it's different from magic.
Healing:
Meditation- increased ISP regeneration
Stop Bleeding
Deaden Pain
Resist Fatigue
Induce Sleep
Psychic Diagnosis- patient status
Restore PPE- burn ISP to give subject PPE
Self-Regenerate
Detect Psionics- sense other psychics, especially psychic activity
Healing Touch
Suppress Fear
Psychic Purification- purge poison/drugs
Increased Healing
Exorcism- in case of possesion/mind control break glass
Sensitive:
Meditation- same as above and below, increased ISP regen
Sixth Sense- AKA Spidey-Sense
Sense Evil
Sense Time- know precise time and date
Sense Magic
Sense Dimensional Anomaly- i.e. Rifts
Speed Reading- page a second reading time, usual comprehension and retention
Total Recall- fix something in your mind for all time
Empathy- know feelings
Sense Presence- of supernatural beings
See Invisible
Clairvoyance- sporadic flashes of probable future
Telepathy- skim surface thoughts, have mental chat with other psychics
Mask PPE- hide magic powers
Mind Block- total resistance to mind control, magical or psychic, you can't use own psychic powers.
Object Read- basic psychometry, discern past of object via touch
Read Dimensional Portal- where it goes, who or what came/went through
Commune With Spirits- see invisible spirits or astral projections and chat them up.
See Aura- discern age, level, alignment, magic/psychic powers, and health
Mask ISP- hide psychic powers
Astral Projection
Remote Viewing
Intuitive Combat- meditate before a fight, know where to hit and when to duck
Machine Ghost- read data off a computer psychically (cannot program, edit or delete data)
Physical:
Meditation- same as above
Death Trance- self-stasis
Impervious to Cold/Fire/Poison
Resist Hunger/Fatigue/Thirst
Mind Block- as above
Alter Aura- hide information from Aura viewers.
Night Vision
Summon Inner Strength- burst of strength and health/resilience, suppresses fatigue
Deaden Senses- mess with someone's perceptions/alertness subtly
Ectoplasm- control liquid/cloud of spirit matter that can slip through cracks and lift a couple pounds
Ectoplasmic Disguise
Levitate- lift yourself and/or others, straight up and down only
Telekinesis- lift objects with your mind! Steep weight penalties.
TK Push- knock people back 2 yards/meters and probably on their asses. Unless they're strong or fat.
TK Punch- like an ordinary punch, now delivered from across the room
TK Lift- object weight decreases 20%
TK Leap- Force Jump, add 2 foot height and 3 foot length to jump.
Super:
Empathic Transmission- don't sense what others feel, tell them what to feel.
Hypnotic Suggestion
Super Regneration
PPE Shield- block PPE draining effects
Mind Bond- if not for legal issues would be Mind Meld, total knowledge of both parties, but the non-psychic forgets in a month
Radiate Horror Factor- fear effect can make people freeze up
Psionic Invisibility- people see you, but don't react to or remember seeing you
Mind Bolt- For everyone who wanted to be Professor X
Bio-Manipulation- Stun, Blind, Deafen, Mute, Paralyze, Inflict Pain or (heat/cold/itch)
Telemechanics- posses machine. Retrieve all data, operate, understand exactly how it works etc.
Auto- Mind Block- activate Mind Block whenever mentally attacked/contacted
Psychic Omni-Sight- see heat, rads, air currents, magic, and the entire EM spectrum.
Psi-Sword- lightsaber of the mind
Psi-Shield- a glowing shield on your arm
Super Telekinesis- much less weight penalties
TK Forcefield
TK Accel Attack- TK Railgun
Electrokinesis- sense/control electronics, shoot lightning, resist electrical damage
Hydrokinesis- control water, immune to drowning
Pyrokinesis- control fire, immune to burning
Psychosomatic Disease- convince someone he's sick and watch him suffer
Mind Wipe- erase memories
Mentally Possess Others- the very last word in mind control. Nothing you can't make someone do if they flub their saving throw.
One thing you have to love about the Mechanoids, their ships vehicles and buildings are built around a simple premise. Anyone who is supposed to be there will have telekinetic powers and the ability to mentally interface with their computers, Anyone who can't do these things is either an honored guest under escort, rare, or an intruder and best contained. One thing they do is have doors and elevators run off a simple switch, inside the wall. It's trivially easy for Mechanoids, knowing where the switch is, to flick it with their minds. Unless you have a TK user in the party, you'll have to cut open the wall and hit it manually, which tends to be time-consuming and leave an obvious trail.
"Any plan which requires the direct intervention of any deity to work can be assumed to be a very poor one."- Newbiespud
- Ahriman238
- Sith Marauder
- Posts: 4854
- Joined: 2011-04-22 11:04pm
- Location: Ocularis Terribus.
Re: Bit of Analysis: Rifts Dimensions
Mechanoid Brain
Brains are the next step down from Overlords, the generals/colonels of the Mechanoid legions, as well as their chief scientists. Brains are once again absurdly intelligent and psionically powerful. Such are their powers they used to be able to survive looking like this.
Brains are not physically powerful, and rarely lead form the front, in a combat situation they will tend to depend on their powers. 1500-2000 ISP, all healing and physical powers plus super TK, empathy, telepathy, empathic transmission, bio-manipulation, hypnotic suggestion, mind block, auto mind block, memory wipe and mentally possess others. The old chassis was 10 ft. tall and weighed one ton, could roll at 32 mph (50 k) or attach to a hover sled that went 200 mph (321 k) up to 20,000 feet and was armed with a small laser turret in the shoulder and a finger laser welder/last ditch weapon. Brains and Overlords can survive for up to 36 minutes outside their chaises.
AbMech Brains still have the old look and abilities, the new Brains look more like this:
Same powers and role, but a lot more heavily armored. 14x6x8 feet and 3 tons now. Has a pretty powerful plasma blaster (the black egg-thing) in the front and still has laser-fingers. Can run at 50 mph (80 k) and jump 10 feet high/long, and the anti-grav sled is now a part of the package.
Both Brains come with telescopic vision (2 mi or 3.2 km) with infrared, UV, thermal imaging, light-amp, polarization (in case of blinding light) and laser targeting. Plus radar with a 2 mile range and 72 target tracking capability and radio with a 100 mi (160 km) range and the ability to locate and eavesdrop on any transmitter within 20 miles (32 k.) Actually, now that I think of it, that's pretty much the standard sensor package for Mechanoids and is the same across the board, except for Overlords who get 50 mile Radar with 500 target tracking, 500 mile radio able to track transmissions within 100 miles, and heat, motion-detector, geiger counter and molecular analyzers. Er, assume any Mechanoids have the above unless I specify otherwise.
Anyway. when one Brain cannot cut it three to six come together to form Voltron. No, they don't. But they can leave their normal shells to dwell in a Multi-Brain CV, a hover tank controlled by Brains that looks, well, Eldar. Back me up here, Connor, doesn't this look straight from a Codex?
The 21x25x40 foot, 62 ton CV (combat vehicle) can go from 0 to Mach 1 in 3 seconds, and come to a dead stop instantly. The pilot Brain has great control and can perform very precise maneuvers at speed. Enough to make the Blue Angels look like a bunch of jackasses anyway.
The CV is armed with a powerful plasma cannon, 8 medium range missiles, 72 mini-missiles, 2 high-power variable frequency laser turrets and 2 telescoping 50 foot arms that can be used to restrain an enemy, or rip up a small tree and beat him senseless, or choke him or, you get the idea. Sensors are the same as an individual brain but with all ranges doubled, and radar can now track 500 targets simultaneously.
Mechanoid Runner
Runners are the assistants to Overlords and Brains, capable scientists in their own right (frequently left to do the dirty work) mechanics and field commanders for the forces. One would liken them to junior officers, maybe Captains in the Mechanoid legions. They're jacks-of-all-trades, clever, resourceful, and so very quick on their feet. Make termination a high priority. 390-590 ISP, all sensitive powers plus telemechanics, TK forcefield and hypnotic suggestion. Runners haven't changed their look at all.
Runners are 15 feet tall, 6 feet wide, 8 feet long and weigh 2.2 tons. They can run as fast as 90 mph (113 k) and jump 20 feet high/long without TK assist. They are also compatible with the old Brain hoversled and their own hoverpods that are much faster (400 mph or 640 kph) but have less altitude (5,000 ft.) nothing else can use a Runner's pod. Primary weapon is a long-range variable frequency laser rod that can snipe from up to a mile away and adapt to laser resistant armor and energy fields, or be used as a laser torch. Runners also have two hands and can use any sort of gun or other weapon that gets the job done. Runners have the same standard sensor package as the Brains.
Aside from their cleverness and leadership there is another reason to kill the Runners first. Each Runner carries genetic samples of the entire Mechanoid race, all the types except I believe Overlords. If one escapes, it will find a place to hole up and start building more Mechanoids, cloning the fleshy bits once the shells are ready, maybe building a factory, and then your nightmare starts all over again.
Mechanoid Brute
Thankfully unrelated to Halo Brutes. If Runners are the junior officers of the Mechanoids, Brutes are the Sergeants. Clear-headed, logical, methodical and disciplined, willing and able to discipline the more aggressive Mechanoid types to ensure victory. Brutes are as predatory as any of them, but infinitely patient. 110-160 ISP, all physical powers, plus telepathy, empathy, auto mind block, psi-sword and electrokinesis.
The old Brutes were 13x6x6 feet and 2.4 tons. Could run at up to 50 mph (80 kph) and jump 10 feet high/long with an anti-grav system that let them fly 90 mph (144 k) with a flight ceiling of 2,000 feet. They also had a pair of rather powerful particle guns, short range at 1600 feet (488 m) and like Runners could carry and use any type of weapon. Same standard sensor package.
With the redesign of the True Mechanoids, there are now two kinds of Brutes. Type 1 is a bipedal tank, Type 2 is a bit more agile.
Type 1 Brutes are 15x6x8 feet, almost half again as armored as old-style Brutes and weigh almost 5 tons with all the guns on. Same psionics, sensors and mobility, it even keeps the twin particle guns. It also has a tri-barrel laser cannon on it's back, and a plasma cannon and a mini-missile launcher (40 mini-missiles) that can be swapped out for each other, or for railguns.
Type 2 Brutes are supposed to correct the mobility disadvantage of old Brutes. Thanks to better AG they can run at 90 mph (144 k) like a Runner and the top section with the head and two smaller arms can detach and fly at 500 mph (800 k) with a flight ceiling of 20,000 feet. These Brutes are 12x5x7 feet and weigh 2 tons. Type 2 has no weapons but what it can carry or is fitted on. It can accommodate the plasma cannon and/or missile launcher of the Type 1, but it's weight is increased 1.2 tons, and mobility is reduced to 80 mph running, 10 feet jumping high/across, and kills flight speed down to 100 mph. Naturally Type 2s have the standard sensor package and Brute psionics.
Brains are the next step down from Overlords, the generals/colonels of the Mechanoid legions, as well as their chief scientists. Brains are once again absurdly intelligent and psionically powerful. Such are their powers they used to be able to survive looking like this.
Brains are not physically powerful, and rarely lead form the front, in a combat situation they will tend to depend on their powers. 1500-2000 ISP, all healing and physical powers plus super TK, empathy, telepathy, empathic transmission, bio-manipulation, hypnotic suggestion, mind block, auto mind block, memory wipe and mentally possess others. The old chassis was 10 ft. tall and weighed one ton, could roll at 32 mph (50 k) or attach to a hover sled that went 200 mph (321 k) up to 20,000 feet and was armed with a small laser turret in the shoulder and a finger laser welder/last ditch weapon. Brains and Overlords can survive for up to 36 minutes outside their chaises.
AbMech Brains still have the old look and abilities, the new Brains look more like this:
Same powers and role, but a lot more heavily armored. 14x6x8 feet and 3 tons now. Has a pretty powerful plasma blaster (the black egg-thing) in the front and still has laser-fingers. Can run at 50 mph (80 k) and jump 10 feet high/long, and the anti-grav sled is now a part of the package.
Both Brains come with telescopic vision (2 mi or 3.2 km) with infrared, UV, thermal imaging, light-amp, polarization (in case of blinding light) and laser targeting. Plus radar with a 2 mile range and 72 target tracking capability and radio with a 100 mi (160 km) range and the ability to locate and eavesdrop on any transmitter within 20 miles (32 k.) Actually, now that I think of it, that's pretty much the standard sensor package for Mechanoids and is the same across the board, except for Overlords who get 50 mile Radar with 500 target tracking, 500 mile radio able to track transmissions within 100 miles, and heat, motion-detector, geiger counter and molecular analyzers. Er, assume any Mechanoids have the above unless I specify otherwise.
Anyway. when one Brain cannot cut it three to six come together to form Voltron. No, they don't. But they can leave their normal shells to dwell in a Multi-Brain CV, a hover tank controlled by Brains that looks, well, Eldar. Back me up here, Connor, doesn't this look straight from a Codex?
The 21x25x40 foot, 62 ton CV (combat vehicle) can go from 0 to Mach 1 in 3 seconds, and come to a dead stop instantly. The pilot Brain has great control and can perform very precise maneuvers at speed. Enough to make the Blue Angels look like a bunch of jackasses anyway.
The CV is armed with a powerful plasma cannon, 8 medium range missiles, 72 mini-missiles, 2 high-power variable frequency laser turrets and 2 telescoping 50 foot arms that can be used to restrain an enemy, or rip up a small tree and beat him senseless, or choke him or, you get the idea. Sensors are the same as an individual brain but with all ranges doubled, and radar can now track 500 targets simultaneously.
Mechanoid Runner
Runners are the assistants to Overlords and Brains, capable scientists in their own right (frequently left to do the dirty work) mechanics and field commanders for the forces. One would liken them to junior officers, maybe Captains in the Mechanoid legions. They're jacks-of-all-trades, clever, resourceful, and so very quick on their feet. Make termination a high priority. 390-590 ISP, all sensitive powers plus telemechanics, TK forcefield and hypnotic suggestion. Runners haven't changed their look at all.
Runners are 15 feet tall, 6 feet wide, 8 feet long and weigh 2.2 tons. They can run as fast as 90 mph (113 k) and jump 20 feet high/long without TK assist. They are also compatible with the old Brain hoversled and their own hoverpods that are much faster (400 mph or 640 kph) but have less altitude (5,000 ft.) nothing else can use a Runner's pod. Primary weapon is a long-range variable frequency laser rod that can snipe from up to a mile away and adapt to laser resistant armor and energy fields, or be used as a laser torch. Runners also have two hands and can use any sort of gun or other weapon that gets the job done. Runners have the same standard sensor package as the Brains.
Aside from their cleverness and leadership there is another reason to kill the Runners first. Each Runner carries genetic samples of the entire Mechanoid race, all the types except I believe Overlords. If one escapes, it will find a place to hole up and start building more Mechanoids, cloning the fleshy bits once the shells are ready, maybe building a factory, and then your nightmare starts all over again.
Mechanoid Brute
Thankfully unrelated to Halo Brutes. If Runners are the junior officers of the Mechanoids, Brutes are the Sergeants. Clear-headed, logical, methodical and disciplined, willing and able to discipline the more aggressive Mechanoid types to ensure victory. Brutes are as predatory as any of them, but infinitely patient. 110-160 ISP, all physical powers, plus telepathy, empathy, auto mind block, psi-sword and electrokinesis.
The old Brutes were 13x6x6 feet and 2.4 tons. Could run at up to 50 mph (80 kph) and jump 10 feet high/long with an anti-grav system that let them fly 90 mph (144 k) with a flight ceiling of 2,000 feet. They also had a pair of rather powerful particle guns, short range at 1600 feet (488 m) and like Runners could carry and use any type of weapon. Same standard sensor package.
With the redesign of the True Mechanoids, there are now two kinds of Brutes. Type 1 is a bipedal tank, Type 2 is a bit more agile.
Type 1 Brutes are 15x6x8 feet, almost half again as armored as old-style Brutes and weigh almost 5 tons with all the guns on. Same psionics, sensors and mobility, it even keeps the twin particle guns. It also has a tri-barrel laser cannon on it's back, and a plasma cannon and a mini-missile launcher (40 mini-missiles) that can be swapped out for each other, or for railguns.
Type 2 Brutes are supposed to correct the mobility disadvantage of old Brutes. Thanks to better AG they can run at 90 mph (144 k) like a Runner and the top section with the head and two smaller arms can detach and fly at 500 mph (800 k) with a flight ceiling of 20,000 feet. These Brutes are 12x5x7 feet and weigh 2 tons. Type 2 has no weapons but what it can carry or is fitted on. It can accommodate the plasma cannon and/or missile launcher of the Type 1, but it's weight is increased 1.2 tons, and mobility is reduced to 80 mph running, 10 feet jumping high/across, and kills flight speed down to 100 mph. Naturally Type 2s have the standard sensor package and Brute psionics.
"Any plan which requires the direct intervention of any deity to work can be assumed to be a very poor one."- Newbiespud
- Ahriman238
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Re: Bit of Analysis: Rifts Dimensions
Mechanoid Oracle
Back in the old Mechanoids game, you could meet a Mechanoid who might actually help you, the Oracle. The Oracles were like the Cult of Skaro in Doctor Who. Mechanoids who were imaginative and compassionate, meant to think things the rank and file Mechanoids, even command-level ones, never could, to think like the enemy, pursue radical scientific theories, to question even their most basic purposes (explore and exterminate) a clade of artists, diplomats and philosophers whose very existence made the Mechanoids so much more than one-dimensional evil cyborgs.
Yeah. Kiss all of that goodbye.
See, it was almost certainly a human-sympathetic Oracle that created the AbMech, giving lower Mechanoids a freedom of choice unprecedented since they initially destroyed their creators, and look how that turned out. So the present Oracles have undergone genetic reconstruction and made into single-minded human-hating sadists who turn all their creativity to the expansion of the Mechanoids, innovative battle tactics, and new and amusing ways to kill humans.
Right, the new Oracles are 42x40x130 feet, and weigh 120 tons. It's not really walking or jumping anywhere, but anti-grav gives it a speed of Mach 1.2 with a 1,000 foot flight ceiling. Oracles remain thinkers rather than fighters, they have no weapons or limbs. In a pinch they can point in your direction and fire all jets, that'll hurt a fair bit, 1/3 as much as a boom gun. A mind bolt is more likely though.
Oracles are master psychics with 3200-4200 ISP and ALL psychic powers from all categories.
Back in the old Mechanoids game, you could meet a Mechanoid who might actually help you, the Oracle. The Oracles were like the Cult of Skaro in Doctor Who. Mechanoids who were imaginative and compassionate, meant to think things the rank and file Mechanoids, even command-level ones, never could, to think like the enemy, pursue radical scientific theories, to question even their most basic purposes (explore and exterminate) a clade of artists, diplomats and philosophers whose very existence made the Mechanoids so much more than one-dimensional evil cyborgs.
Yeah. Kiss all of that goodbye.
See, it was almost certainly a human-sympathetic Oracle that created the AbMech, giving lower Mechanoids a freedom of choice unprecedented since they initially destroyed their creators, and look how that turned out. So the present Oracles have undergone genetic reconstruction and made into single-minded human-hating sadists who turn all their creativity to the expansion of the Mechanoids, innovative battle tactics, and new and amusing ways to kill humans.
Right, the new Oracles are 42x40x130 feet, and weigh 120 tons. It's not really walking or jumping anywhere, but anti-grav gives it a speed of Mach 1.2 with a 1,000 foot flight ceiling. Oracles remain thinkers rather than fighters, they have no weapons or limbs. In a pinch they can point in your direction and fire all jets, that'll hurt a fair bit, 1/3 as much as a boom gun. A mind bolt is more likely though.
Oracles are master psychics with 3200-4200 ISP and ALL psychic powers from all categories.
"Any plan which requires the direct intervention of any deity to work can be assumed to be a very poor one."- Newbiespud
- gigabytelord
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Re: Bit of Analysis: Rifts Dimensions
I don't know about Conner but I agree that tank certainly looks Eldar to me.
Also I'd love to see a Mechanoid vs Dalek debate, unfortunately I don't know enough about them to do any good, but it would most certainly be fun to watch, er... read.
One of only a couple races in Rifts that I've never actually focused on.
Also I'd love to see a Mechanoid vs Dalek debate, unfortunately I don't know enough about them to do any good, but it would most certainly be fun to watch, er... read.
One of only a couple races in Rifts that I've never actually focused on.
Re: Bit of Analysis: Rifts Dimensions
I just want to say I'm glad other people can see this and its not just some kind of fever dream I'm experiencing.
What's the ETA on the analysis part? Is there going to be more to the thread than 'copy stuff from ancient RPG sourcebook'?
What's the ETA on the analysis part? Is there going to be more to the thread than 'copy stuff from ancient RPG sourcebook'?
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Re: Bit of Analysis: Rifts Dimensions
Yeah, the tank is very STRONGLY reminiscent of the Falcon/Fire Prism style tank chassis:
It's missing the mandible opening, and the turret gun is different, but a lot of it is very similar, right down to intake placement on the main hull.
It's missing the mandible opening, and the turret gun is different, but a lot of it is very similar, right down to intake placement on the main hull.
- gigabytelord
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Re: Bit of Analysis: Rifts Dimensions
I agree whole heartily, from what I have read about the Mechanoids, at the height of their power they would be a perfect match for some of the more powerful factions in sci-fi, including the Daleks, I could be wrong though, I will admit that I know just as little about them too.Stark wrote:I just want to say I'm glad other people can see this and its not just some kind of fever dream I'm experiencing.
What's the ETA on the analysis part? Is there going to be more to the thread than 'copy stuff from ancient RPG sourcebook'?
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Re: Bit of Analysis: Rifts Dimensions
Depends. Mechanoids don't have time travel, or the universe would be really screwed, so if The Daleks are allowed access to that they win automatically. Otherwise, I see it being a bit of a curbstomp in favor of the the side with heavy weapons and tactics, not to mention vast psionic powers. Early in NewWho I'd have cited the Dalek's new forcefields as an unquantifiable, but we've seen them overloaded in short order by firepower I'm pretty sure is inferior to what your average Brute brings to the table.
To anyone who still thinks the Rifts hitpoints/damage system is a fair and accurate representation, I'd like to repeat that having a 120 ton object slam into you at the speed of sound does a third the damage of a boom gun. Either the boom gun is a hell of a lot more impressive than I've ever dreamed, or there's something a bit screwy going on.
Unfortunately, all the Mechanoid's really impressive shit is in space, and only vaguely referenced in the sourcebook. Haven't found the old Mechanoids yet, I don't want to get tangled but I'd be interested in seeing if they always used weapons common to Rifts Earth (p-beams, lasers, mini-missiles) and maybe served as a prototype for these concepts or if that's been changed to fit. I'm also looking for a picture of the original Oracle. So yeah, there was going to be a Mechanoids in Space campaign that seems never to have materialized, but I believe they have some stuff in the Three Galaxies setting.
To anyone who still thinks the Rifts hitpoints/damage system is a fair and accurate representation, I'd like to repeat that having a 120 ton object slam into you at the speed of sound does a third the damage of a boom gun. Either the boom gun is a hell of a lot more impressive than I've ever dreamed, or there's something a bit screwy going on.
Unfortunately, all the Mechanoid's really impressive shit is in space, and only vaguely referenced in the sourcebook. Haven't found the old Mechanoids yet, I don't want to get tangled but I'd be interested in seeing if they always used weapons common to Rifts Earth (p-beams, lasers, mini-missiles) and maybe served as a prototype for these concepts or if that's been changed to fit. I'm also looking for a picture of the original Oracle. So yeah, there was going to be a Mechanoids in Space campaign that seems never to have materialized, but I believe they have some stuff in the Three Galaxies setting.
"Any plan which requires the direct intervention of any deity to work can be assumed to be a very poor one."- Newbiespud
- Ahriman238
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Re: Bit of Analysis: Rifts Dimensions
I'm back. No luck on finding space fluff except a single mention in a random encounter table saying to refer back to this book.
2 things really strike me about the Mechanoids, despite their terrifying menace previously and supposed vast advantage in technology, we don't see a ton here that can't be done by other powers. They've miniaturized particle beams, which are usually anti-tank weapons, to fit inside man-sized Mechanoids, I suppose that's something, and they remain terrifying just by dint of being a vast army of psychotic full-conversion cyborgs with psychic powers, but how much of what they can do on a personal level can't be duplicated in whole or in part by the Coalition or NGR? And Mindwerks is well ahead of them in psionics.
The other thing? At one point in the book, a rough total number of all Mechanoids in the Megaverse is given, as 800 million. Ok, so that would more than do for the Earth, and the present Mechanoids are those who isolated themselves during the terrible civil war. Heck, they seem to be able to increase their numbers at a speedy rate it's just... when I think of the terror that shook the universe, encompassed entire galaxies and made many a space-going empire collectively shit itself I imagine a lot more.
Okay, moving on with boring reposting of sourcebook.
Mechanoid Wasp
Because why should squishy humans alone get to use drone strikes? What do they know about drones anyway? Wasps are the Mechanoid's air cover, recon and what they use to run down humans. The Wasps are very smart, with a distinctly predatory mindset and a positive glee for the fear and despair they inspire in humans. The downside, for the Mechanoids, is that Wasps are very intelligent, hyper and easily bored. And are armed with light anti-tank weapons. You do the math. Wasps are also pitifully easy to goad into doing something stupid if you have the slightest idea how Wasps think. Wasps usually make up ~70% of any Mechanoid assault force, and typically the first warning a planet has that it's really screwed is half a million Wasps dropping from the sky and wrecking any air or space transport, establishing aerial supremacy.
Wasps have pretty good ISP, all physical powers plus telepathy and auto mind block. Wasp flight can reach Mach 2 in 3 seconds and stop instantly, and maintain total control at speed. Did you ever read the Culture book Excession, where a drone rockets through twisting hallways at supersonic speeds in a running gunfight, sometimes making instant 90 degree turns? Wasps can do that. The ability comes from advanced Mechanoid anti-grav tech, but it's implied that the fine control is aided with telekinesis. There is no flight ceiling, they can make it to an orbiting ship if needed.
Okay, 3.5x15x8 feet, weighing 1.2 tons. Has a double particle beam cannon underneath, the tail end drops to allow the weapon to fire, which is why they're called wasps. It's said the cannon has unusual range for such a weapon (4,000 ft, or 1200 m) owing to superior Mechanoid technology, but I'm still looking into that. What is clear is that the cannon is reasonably quick-firing, extremely precise and very powerful. Same standard sensor package as everyone else.
I'll say this, the Wasp is one Mechanoid that looks a lot nicer after the update. Well, them and the Brain. They got more upgrades then just aesthetics, their top flight speed is now Mach 3 and they can get there from rest in 5 seconds and still turn or brake instantly. It is 25% more armored with increased wingspan and length, now 2.5x16x11 feet and 1.4 tons. Which makes one wonder if 2/3 of the old Wasp's weight was armor. It has the same double particle beam cannon, and adds two rapid-fire laser guns for strafing, capable of getting off a dozen shots in the time it takes a semi-auto to fire one. Mind, there are far more impressive rates of fire, it's just an addition to the package of speed and precision, and now it doesn't need to drop the unaerodynamic tail to fire, unless attacking a hard target.
Mechanoid Exterminator
Somehow, those pesky humans keep finding their way into the Mechanoid's secure bases and starships. Clearly something needs to be done, and something in this case means designing an Exterminator to take care of your pest problems when ordinary security can't. Since the second Mechanoid Invasion book was about spending months or years living like rats on a Mechanoid mothership, I expect you'd get to know this one quite well.
Anyway, Exterminators, since moved to general service in the Legion, are the most aggressive of all Mechanoids. A Mechanoid ordered to take prisoners will stop before killing them all... usually. Sometimes they go into berserk rages where, if they won't attack their allies, they won't pull back or take prisoners either. Exterminators have all physical powers plus telepathy and empathy. Standard sensor package.
The old Exterminators are 15x5x5 feet and 1.6 tons. They can run 90 mph and jump 20 feet high/long. They have a triple-particle beam cannon, similar to the Wasps' with the same range, power (x1.5) and extraordinarily precise targeting computer. It further has 2 ion blasters that can fire individually, both at once, single-shot or 3 round burst.
The Exterminator was meant to work with and sometimes control the seeker pod, tunnel crawler and assault probe Mechanoids. There is even a docking station for a seeker pod on it's back.
The new model is meant to be more mobile, armored and armed. And between it and the Type 1 Brute I sort of feel the Mechanoids are evolving into ED 209. It is 50% more armored, 16x6x7 and 1.8 tons. It still runs at 90 mph but can now jump 30 feet high/long. It now has a double p-beam instead of a triple, and no ion blasters. Instead it has a rapid-fire lasergun and 18 mini-missiles. In addition to the standard sensor package, the new Exterminator has standard and infrared spotlights, motion and radar detectors, laser rangefinding and targeting, and a boosted radio with 500 mile (800 km) range.
Mechanoid Seeker Pod
Replacing any of three highly annoying droids from Star Wars, the Seeker Pod is a tiny robot linked to an Exterminator to do 2 things. First find the humans, then flush them out for the big guy. See, the 16 foot robot isn't great at getting into airducts and crawlways, much simpler to make the human rats come out to him. The Seeker is 2.5x2x3 feet, weighs 100 pounds and flys at 90 mph (144 kph) with a flight ceiling of 1,000 feet. It is armed with a mini-laser turret, and has two short stubby arms that let it carry and wield pistols. The Seeker has the standard sensor package and the psychic powers telepahy, empathy, sense presence, see invisible, object read, sixth sense and mind block. Which fits in with it's role being to find things for the Exterminator to hurt.
Recently the Mechanoids have begun finding other uses for the Seeker Pods as sentries, recon, patrol of secure areas, doorstop, paperweight, leveling tables, they really are incredibly flexible and useful members of the Mechanoid legions.
2 things really strike me about the Mechanoids, despite their terrifying menace previously and supposed vast advantage in technology, we don't see a ton here that can't be done by other powers. They've miniaturized particle beams, which are usually anti-tank weapons, to fit inside man-sized Mechanoids, I suppose that's something, and they remain terrifying just by dint of being a vast army of psychotic full-conversion cyborgs with psychic powers, but how much of what they can do on a personal level can't be duplicated in whole or in part by the Coalition or NGR? And Mindwerks is well ahead of them in psionics.
The other thing? At one point in the book, a rough total number of all Mechanoids in the Megaverse is given, as 800 million. Ok, so that would more than do for the Earth, and the present Mechanoids are those who isolated themselves during the terrible civil war. Heck, they seem to be able to increase their numbers at a speedy rate it's just... when I think of the terror that shook the universe, encompassed entire galaxies and made many a space-going empire collectively shit itself I imagine a lot more.
Okay, moving on with boring reposting of sourcebook.
Mechanoid Wasp
Because why should squishy humans alone get to use drone strikes? What do they know about drones anyway? Wasps are the Mechanoid's air cover, recon and what they use to run down humans. The Wasps are very smart, with a distinctly predatory mindset and a positive glee for the fear and despair they inspire in humans. The downside, for the Mechanoids, is that Wasps are very intelligent, hyper and easily bored. And are armed with light anti-tank weapons. You do the math. Wasps are also pitifully easy to goad into doing something stupid if you have the slightest idea how Wasps think. Wasps usually make up ~70% of any Mechanoid assault force, and typically the first warning a planet has that it's really screwed is half a million Wasps dropping from the sky and wrecking any air or space transport, establishing aerial supremacy.
Wasps have pretty good ISP, all physical powers plus telepathy and auto mind block. Wasp flight can reach Mach 2 in 3 seconds and stop instantly, and maintain total control at speed. Did you ever read the Culture book Excession, where a drone rockets through twisting hallways at supersonic speeds in a running gunfight, sometimes making instant 90 degree turns? Wasps can do that. The ability comes from advanced Mechanoid anti-grav tech, but it's implied that the fine control is aided with telekinesis. There is no flight ceiling, they can make it to an orbiting ship if needed.
Okay, 3.5x15x8 feet, weighing 1.2 tons. Has a double particle beam cannon underneath, the tail end drops to allow the weapon to fire, which is why they're called wasps. It's said the cannon has unusual range for such a weapon (4,000 ft, or 1200 m) owing to superior Mechanoid technology, but I'm still looking into that. What is clear is that the cannon is reasonably quick-firing, extremely precise and very powerful. Same standard sensor package as everyone else.
I'll say this, the Wasp is one Mechanoid that looks a lot nicer after the update. Well, them and the Brain. They got more upgrades then just aesthetics, their top flight speed is now Mach 3 and they can get there from rest in 5 seconds and still turn or brake instantly. It is 25% more armored with increased wingspan and length, now 2.5x16x11 feet and 1.4 tons. Which makes one wonder if 2/3 of the old Wasp's weight was armor. It has the same double particle beam cannon, and adds two rapid-fire laser guns for strafing, capable of getting off a dozen shots in the time it takes a semi-auto to fire one. Mind, there are far more impressive rates of fire, it's just an addition to the package of speed and precision, and now it doesn't need to drop the unaerodynamic tail to fire, unless attacking a hard target.
Mechanoid Exterminator
Somehow, those pesky humans keep finding their way into the Mechanoid's secure bases and starships. Clearly something needs to be done, and something in this case means designing an Exterminator to take care of your pest problems when ordinary security can't. Since the second Mechanoid Invasion book was about spending months or years living like rats on a Mechanoid mothership, I expect you'd get to know this one quite well.
Anyway, Exterminators, since moved to general service in the Legion, are the most aggressive of all Mechanoids. A Mechanoid ordered to take prisoners will stop before killing them all... usually. Sometimes they go into berserk rages where, if they won't attack their allies, they won't pull back or take prisoners either. Exterminators have all physical powers plus telepathy and empathy. Standard sensor package.
The old Exterminators are 15x5x5 feet and 1.6 tons. They can run 90 mph and jump 20 feet high/long. They have a triple-particle beam cannon, similar to the Wasps' with the same range, power (x1.5) and extraordinarily precise targeting computer. It further has 2 ion blasters that can fire individually, both at once, single-shot or 3 round burst.
The Exterminator was meant to work with and sometimes control the seeker pod, tunnel crawler and assault probe Mechanoids. There is even a docking station for a seeker pod on it's back.
The new model is meant to be more mobile, armored and armed. And between it and the Type 1 Brute I sort of feel the Mechanoids are evolving into ED 209. It is 50% more armored, 16x6x7 and 1.8 tons. It still runs at 90 mph but can now jump 30 feet high/long. It now has a double p-beam instead of a triple, and no ion blasters. Instead it has a rapid-fire lasergun and 18 mini-missiles. In addition to the standard sensor package, the new Exterminator has standard and infrared spotlights, motion and radar detectors, laser rangefinding and targeting, and a boosted radio with 500 mile (800 km) range.
Mechanoid Seeker Pod
Replacing any of three highly annoying droids from Star Wars, the Seeker Pod is a tiny robot linked to an Exterminator to do 2 things. First find the humans, then flush them out for the big guy. See, the 16 foot robot isn't great at getting into airducts and crawlways, much simpler to make the human rats come out to him. The Seeker is 2.5x2x3 feet, weighs 100 pounds and flys at 90 mph (144 kph) with a flight ceiling of 1,000 feet. It is armed with a mini-laser turret, and has two short stubby arms that let it carry and wield pistols. The Seeker has the standard sensor package and the psychic powers telepahy, empathy, sense presence, see invisible, object read, sixth sense and mind block. Which fits in with it's role being to find things for the Exterminator to hurt.
Recently the Mechanoids have begun finding other uses for the Seeker Pods as sentries, recon, patrol of secure areas, doorstop, paperweight, leveling tables, they really are incredibly flexible and useful members of the Mechanoid legions.
"Any plan which requires the direct intervention of any deity to work can be assumed to be a very poor one."- Newbiespud
- Ahriman238
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Re: Bit of Analysis: Rifts Dimensions
Mechanoid Tunnel Crawler
Another thing to give the Mechanoids credit for, after the third time or so someone escaped them via ventilation shafts or large empty pipelines they designed a new Mechanoid form specifically to patrol these dark places and/or pursue humans who flee into them. So was born the dreaded Tunnel Crawler.
It's a lot more intimidating from the front. I swear.
5x6x7 feet, weighs 2.4 tons (what, is it solid lead?) can skitter along floors, walls and ceilings with equal ease at up to 50 mph (80 k) leap 10 feet high/long and fly via anti-grav unit, no more than 50 mph with a flight ceiling of 2,000 feet. Minor psychic with telepathy, empathy, sense presence, sense magic, see invisible, see aura, detect psionics and mind block.
It has a twin ion blaster and can wield pistols in it's arms. The really unique thing is the squishy organic part of this Mechanoid has gland that produces a potent nerve toxin which can be released as a gas. It has six 'shots' that can be expended in bits or all at once, each covering a 20 foot radius, and it takes an hour for the gland to completely refill.
EDIT: forgot to mention, Tunnel Crawlers have the same old standard sensors.
I bring this one up because it segues nicely into my biggest issue with the Mechanoids. A Mechanoid ships is a vast warren of maintenance crawlways, pipes and much ventilation where stowaways can live for months or years playing cat and mouse with the Exterminators and Crawlers. Why? The Mechanoids live in metallic shells, completely closed to the enviroment with an internal air supply, and they only ever leave it to eat and have genetic samples taken for cloning. They can even wander the hull of their hsip without discomfort. So why are their ships so well ventilated, as opposed to having a relatively small and controlled pressurized space? FOr that matter, why do their ships carry air that humans can breathe, when such atmosphere is explicitly toxic to them?
Another thing to give the Mechanoids credit for, after the third time or so someone escaped them via ventilation shafts or large empty pipelines they designed a new Mechanoid form specifically to patrol these dark places and/or pursue humans who flee into them. So was born the dreaded Tunnel Crawler.
It's a lot more intimidating from the front. I swear.
5x6x7 feet, weighs 2.4 tons (what, is it solid lead?) can skitter along floors, walls and ceilings with equal ease at up to 50 mph (80 k) leap 10 feet high/long and fly via anti-grav unit, no more than 50 mph with a flight ceiling of 2,000 feet. Minor psychic with telepathy, empathy, sense presence, sense magic, see invisible, see aura, detect psionics and mind block.
It has a twin ion blaster and can wield pistols in it's arms. The really unique thing is the squishy organic part of this Mechanoid has gland that produces a potent nerve toxin which can be released as a gas. It has six 'shots' that can be expended in bits or all at once, each covering a 20 foot radius, and it takes an hour for the gland to completely refill.
EDIT: forgot to mention, Tunnel Crawlers have the same old standard sensors.
I bring this one up because it segues nicely into my biggest issue with the Mechanoids. A Mechanoid ships is a vast warren of maintenance crawlways, pipes and much ventilation where stowaways can live for months or years playing cat and mouse with the Exterminators and Crawlers. Why? The Mechanoids live in metallic shells, completely closed to the enviroment with an internal air supply, and they only ever leave it to eat and have genetic samples taken for cloning. They can even wander the hull of their hsip without discomfort. So why are their ships so well ventilated, as opposed to having a relatively small and controlled pressurized space? FOr that matter, why do their ships carry air that humans can breathe, when such atmosphere is explicitly toxic to them?
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Re: Bit of Analysis: Rifts Dimensions
Ahriman238 wrote:
It's a lot more intimidating from the front. I swear.
Not by much.
Not an armored Jigglypuff
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Re: Bit of Analysis: Rifts Dimensions
A 2.4 ton cube of solid iron would be roughly 2 feet on a side, Ahriman.Ahriman238 wrote:5x6x7 feet, weighs 2.4 tons (what, is it solid lead?)
There's a reason junkyard compactors can crush cars that small. So yes, if there's any heavy armor plating, or if the thing is anything but mostly empty space, it could get that heavy.
For less advanced races building spacecraft, I often point out that not all gear is vacuum-rated.Ahriman238 wrote:I bring this one up because it segues nicely into my biggest issue with the Mechanoids. A Mechanoid ships is a vast warren of maintenance crawlways, pipes and much ventilation where stowaways can live for months or years playing cat and mouse with the Exterminators and Crawlers. Why? The Mechanoids live in metallic shells, completely closed to the enviroment with an internal air supply, and they only ever leave it to eat and have genetic samples taken for cloning. They can even wander the hull of their hsip without discomfort. So why are their ships so well ventilated, as opposed to having a relatively small and controlled pressurized space? FOr that matter, why do their ships carry air that humans can breathe, when such atmosphere is explicitly toxic to them?
For instance, your computer? It's just a solid chunk of microchips and LEDs and whatnot, right? So it should work fine in a vacuum, right?
Wrong.
It has a cooling fan. Without the cooling fan your CPU would literally go up in smoke, and fast. No air, no easy cooling. Your computer is not vacuum-rated, which is one of the reasons NASA uses so much hardware that is not off the shelf.
But the Mechanoids are advanced enough that they could probably engineer around this problem easily. And for that matter, most of the obvious reasons for them to need air in their hull would be just as well served by an unbreatheable atmosphere. Say, 15% oxygen, too low for humans to breathe without a mask. Or pure nitrogen. Or carbon dioxide. Or... you get the idea. Any mix that's noncorrosive should be pretty good for that.
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Re: Bit of Analysis: Rifts Dimensions
It bothers me more that they fill their ships with an atmosphere deadly to them, and breathable by their mortal enemies. I feel it should logically go the other way around. Then again, the Mechanoids by this point probably see air more as something they filter and bottle then something they need or should care about, and the worlds that they destroy and siphon the atmosphere from are all human worlds, so perhaps it shouldn't be so surprising. Mostly it just bugs me.
Mechanoid computing is another deviation from standard sci-fi fare. Interestingly enough, for mechanical beings the Mechanoids are pretty distrustful of computers. They know how easy they are to hack, but they seem to think they're the only ones in the universe with psionics. So it should surprise no one that their primary method of computing is, in fact, vat-grown psionic brains. These brain pools are not self-aware, and start at 15 feet in every dimension, though some are 8 times larger. On Mechanoid motherships they have one every 500 miles, at the limits of their psychic networking range, with more and larger pools clustered around critical areas. Only 'thinkers' meaning Overlords, Brains, Runners and Oracles are authorized to link with brain pools directly. They then tell the other Mechanoids what they need to know.
So good news and bad news. Good news is that security around brain pools is incredibly light, because what would squishy humans do with them anyway? The single concession to security is an alarm that sounds when a brain pool dies. Even better, alien (to the Mechanoids) telepaths can access the brain pool, but they need skin-to-skin contact with it, as much as practical. The bad news comes in two parts, first millennia of their present existence, and genetic manipulation to create superior brains, has equipped the Mechanoids to handle vast amounts of data input. You? Not so much. Be very careful what you ask of a brain pool, lest it try to give you far too much information all at once. The second part is to be careful for when you read the brain pool the brain pool reads you. Any data found in your squishy grey processor is going up on the psychic server used by Mechanoid leadership. Mechanoids have no secrets from each other, you see, but if you're accessing a pool you're on a Mechanoid base or ship and probably have good reason to not want your precise identity, skills, weaknesses, location and plans to become general knowledge. There are two ways to prevent this; auto mind block will protect your secrets at the cost of a very stuttery connection, since it works by shutting down the connection every time the brain pool tries to get something. The other thing you can do, if you have mind wipe, is erase all memory of you and what it gleaned from you, you should have a 15 second window to do this before the information gets spread around.
Motherships and terrestrial super-cities also have a single master computer brain. This brain IS a self-aware member of the Mechanoid race and takes up about 500 cubic miles (800 km3.) Only Overlords are allowed to mindlink with the master brains, and I really can't stress enough what a horrible idea it is to give a psychic Mechanoid brain the size of a state access to your mind. They have absurd ISP amounts (up to 60,000) and ALL non-healing psychic powers. A Mechanoid ship can function if you kill the master brain, but at a third it's normal abilities.
Mechanoid computing is another deviation from standard sci-fi fare. Interestingly enough, for mechanical beings the Mechanoids are pretty distrustful of computers. They know how easy they are to hack, but they seem to think they're the only ones in the universe with psionics. So it should surprise no one that their primary method of computing is, in fact, vat-grown psionic brains. These brain pools are not self-aware, and start at 15 feet in every dimension, though some are 8 times larger. On Mechanoid motherships they have one every 500 miles, at the limits of their psychic networking range, with more and larger pools clustered around critical areas. Only 'thinkers' meaning Overlords, Brains, Runners and Oracles are authorized to link with brain pools directly. They then tell the other Mechanoids what they need to know.
So good news and bad news. Good news is that security around brain pools is incredibly light, because what would squishy humans do with them anyway? The single concession to security is an alarm that sounds when a brain pool dies. Even better, alien (to the Mechanoids) telepaths can access the brain pool, but they need skin-to-skin contact with it, as much as practical. The bad news comes in two parts, first millennia of their present existence, and genetic manipulation to create superior brains, has equipped the Mechanoids to handle vast amounts of data input. You? Not so much. Be very careful what you ask of a brain pool, lest it try to give you far too much information all at once. The second part is to be careful for when you read the brain pool the brain pool reads you. Any data found in your squishy grey processor is going up on the psychic server used by Mechanoid leadership. Mechanoids have no secrets from each other, you see, but if you're accessing a pool you're on a Mechanoid base or ship and probably have good reason to not want your precise identity, skills, weaknesses, location and plans to become general knowledge. There are two ways to prevent this; auto mind block will protect your secrets at the cost of a very stuttery connection, since it works by shutting down the connection every time the brain pool tries to get something. The other thing you can do, if you have mind wipe, is erase all memory of you and what it gleaned from you, you should have a 15 second window to do this before the information gets spread around.
Motherships and terrestrial super-cities also have a single master computer brain. This brain IS a self-aware member of the Mechanoid race and takes up about 500 cubic miles (800 km3.) Only Overlords are allowed to mindlink with the master brains, and I really can't stress enough what a horrible idea it is to give a psychic Mechanoid brain the size of a state access to your mind. They have absurd ISP amounts (up to 60,000) and ALL non-healing psychic powers. A Mechanoid ship can function if you kill the master brain, but at a third it's normal abilities.
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Re: Bit of Analysis: Rifts Dimensions
Mechanoid Thinman (and Runt)
Which isn't to say that the Mechanoids are slouches when it comes to computer tech, because their robots are objectively better than most terrestrial robots. Thinmen and Runts are Mechanoid robots, designed for manual labor and combat, and there's likely 20 of them for every true Mechanoid. Since you don't need to clone a Mechanoid brain to run them, they can be very quickly and easily mass produced, in the billions even.
The Thinman is 13 feet tall, 4 wide and 3 long, weighing 1200 lbs. It can run at 90 mph, jump 20 feet high or long and lift a ton. It is programmed with knowledge of how to swim, how to sneak around, traverse all forms of difficult terrain, infantry tactics, advanced hand-to-hand combat, math, piloting of all common Mechanoid vehicles, up to 50 languages and every enemy unit, weapon and tactic the Mechanoids have ever encountered. Unlike true Mechanoids with their energy crystals, Thinmen run on nuclear power, good for a decade. They also don't get psychic powers and can't communicate telepathically as most Mechanoids do, instead their primary mode of communication is scrambled radio, though they can speak verbally too. They also don't get the standard sensor package, but they get all visual enhancement, radar that tracks up to 48 targets at 2 miles, 100 foot motion detector and radiation detector, and 50 mile radio, able to eavesdrop and locate transmissions within 10 miles.
Standard issue for a Thinman is a very nasty plasma rifle that gets 15 rounds per E-clip or unlimited ammo if jacked into the Thinman's arm. They'll also get an ion blaster pistol that's still nastier than taking a 3-round burst from a Dead Boy right in the face, and gets 20 shots. Sometimes they get a variable-frequency laser rifle instead, and they can use any ranged or melee weapon they can lay a hand on.
Runts are the most human scale Mechanoids, 4 foot 4, 2 feet wide and 2.5 feet long, 400 lbs. They can also lift very nearly a ton, so don't let the size lull you into a false sense of security. They can run 45 mph (72 k) and jump 8 feet high or long. They have the same sensor package, programming and skills as the the Thinmen. Their nuclear generators only last 5 years though. Standard issue is a variable frequency laser rifle and the same ion blaster sidearm as the Thinman, they also have a small laser built into their head.
Mechanoid Assault Probe
An Assault Probe is basically a cheap and disposable robot knock-off of the Seeker Pod. It's a flying toastedr with twin rapid-fire ion blasters that buzzes around hunting humans. It's meant to be somewhat autonomous on search and destroy, like the Tunnel Crawler, but it's also used in some air attacks because, well, a good Mechanoid plant can stamp out a million of these things in a week, tops. 150 mph flying speed with a 2,000 foot flight ceiling, 3x3x5 feet and 225 lbs. Nuclear power battery, 3 year life. Same sensors as the Thinman and Runt.
Mechanoid Weevil
Now the firs' time I saw de boll weevil...
Here is a Weevil, it's a 2 foot radius metal sphere, weighs 1800 lbs, has a 5 year nuclear battery. The Weevil rolls along the ground up to 50 mph (80 k) until it finds an advantageous place to set up shop. See Weevils have the same sensors as an Overlord. So all visual options, 50 mile radar with 500 target tracking, motion detectors, thermal and radiation sensors. Plus it has a seismograph sensitive enough to detect most mechs a couple miles off, and a host of other sensors, even meteorological. It also gets a lot of bandwidth, allowing it to send all it's data take, and a radio transmission range, if I read this right, of 1700 miles. I can confrim that it's frequently used in the field as a radio relay.
Now when a Weevil spots you, it will immediately retract all sensors and roll away at top speed, squealing audibly in alarm. You have exactly 30 seconds to kill it before it remembers it has a radio and tells every Mechanoid in range exactly where you are. If a Weevil on perimeter watch fails to check-in, it will not raise an alarm, but 1-4 Skimmers will be sent to check it out. On Mechanoid controlled worlds, a global network of Weevils provides redundant global transmission ability and monitors everything from the weather to seismology/vulcanology. On ships they are sometimes set up outside secure areas like Engineering, Life Support and the Master Brain Chamber. On disputed worlds they provide perimeter security for Mechanoid bases, and accompany scouting parties, deploying every so often to use their superior sensors, and being the bot that cowers and calls base if the recon team is attacked.
Mechanoid Skimmer
Rounding out our section on Mechanoid robots. Skimmers are hunter-killer robot aircraft that go out on scouting missions, like the Assaul probe, because they're a lot cheaper and disposable than Wasps. They also do security sweeps because Wasps, being easily bored, do not make good security guards. That pretty much sums up the Skimmer, it's a lesser aircraft than a Wasp in any way that could possibly matter, but it's really cheap, no loss if it's blown up, and it can be relied on to do repetitive tasks.
Okay, Skimmers are 4x5x7.5 feet, 700 lbs, with a 5 year nuclear battery. They fly at 300 mph with a 2,000 foot flight ceiling. They can operate underwater or in space, but cannot make escape or reentry on their own (unlike Wasps) sensor systems are the same as the Thinman/Runt. It's got two ion cannon underneath that can rotate 360 degrees and point straight down. It can sort of fight hand-to-hand with it's arms, but a more common tactic is to to simply seize an enemy, fly up to their maximum altitude and drop them. It can carry and airdrop up to two Weevils.
Which isn't to say that the Mechanoids are slouches when it comes to computer tech, because their robots are objectively better than most terrestrial robots. Thinmen and Runts are Mechanoid robots, designed for manual labor and combat, and there's likely 20 of them for every true Mechanoid. Since you don't need to clone a Mechanoid brain to run them, they can be very quickly and easily mass produced, in the billions even.
The Thinman is 13 feet tall, 4 wide and 3 long, weighing 1200 lbs. It can run at 90 mph, jump 20 feet high or long and lift a ton. It is programmed with knowledge of how to swim, how to sneak around, traverse all forms of difficult terrain, infantry tactics, advanced hand-to-hand combat, math, piloting of all common Mechanoid vehicles, up to 50 languages and every enemy unit, weapon and tactic the Mechanoids have ever encountered. Unlike true Mechanoids with their energy crystals, Thinmen run on nuclear power, good for a decade. They also don't get psychic powers and can't communicate telepathically as most Mechanoids do, instead their primary mode of communication is scrambled radio, though they can speak verbally too. They also don't get the standard sensor package, but they get all visual enhancement, radar that tracks up to 48 targets at 2 miles, 100 foot motion detector and radiation detector, and 50 mile radio, able to eavesdrop and locate transmissions within 10 miles.
Standard issue for a Thinman is a very nasty plasma rifle that gets 15 rounds per E-clip or unlimited ammo if jacked into the Thinman's arm. They'll also get an ion blaster pistol that's still nastier than taking a 3-round burst from a Dead Boy right in the face, and gets 20 shots. Sometimes they get a variable-frequency laser rifle instead, and they can use any ranged or melee weapon they can lay a hand on.
Runts are the most human scale Mechanoids, 4 foot 4, 2 feet wide and 2.5 feet long, 400 lbs. They can also lift very nearly a ton, so don't let the size lull you into a false sense of security. They can run 45 mph (72 k) and jump 8 feet high or long. They have the same sensor package, programming and skills as the the Thinmen. Their nuclear generators only last 5 years though. Standard issue is a variable frequency laser rifle and the same ion blaster sidearm as the Thinman, they also have a small laser built into their head.
Mechanoid Assault Probe
An Assault Probe is basically a cheap and disposable robot knock-off of the Seeker Pod. It's a flying toastedr with twin rapid-fire ion blasters that buzzes around hunting humans. It's meant to be somewhat autonomous on search and destroy, like the Tunnel Crawler, but it's also used in some air attacks because, well, a good Mechanoid plant can stamp out a million of these things in a week, tops. 150 mph flying speed with a 2,000 foot flight ceiling, 3x3x5 feet and 225 lbs. Nuclear power battery, 3 year life. Same sensors as the Thinman and Runt.
Mechanoid Weevil
Now the firs' time I saw de boll weevil...
Here is a Weevil, it's a 2 foot radius metal sphere, weighs 1800 lbs, has a 5 year nuclear battery. The Weevil rolls along the ground up to 50 mph (80 k) until it finds an advantageous place to set up shop. See Weevils have the same sensors as an Overlord. So all visual options, 50 mile radar with 500 target tracking, motion detectors, thermal and radiation sensors. Plus it has a seismograph sensitive enough to detect most mechs a couple miles off, and a host of other sensors, even meteorological. It also gets a lot of bandwidth, allowing it to send all it's data take, and a radio transmission range, if I read this right, of 1700 miles. I can confrim that it's frequently used in the field as a radio relay.
Now when a Weevil spots you, it will immediately retract all sensors and roll away at top speed, squealing audibly in alarm. You have exactly 30 seconds to kill it before it remembers it has a radio and tells every Mechanoid in range exactly where you are. If a Weevil on perimeter watch fails to check-in, it will not raise an alarm, but 1-4 Skimmers will be sent to check it out. On Mechanoid controlled worlds, a global network of Weevils provides redundant global transmission ability and monitors everything from the weather to seismology/vulcanology. On ships they are sometimes set up outside secure areas like Engineering, Life Support and the Master Brain Chamber. On disputed worlds they provide perimeter security for Mechanoid bases, and accompany scouting parties, deploying every so often to use their superior sensors, and being the bot that cowers and calls base if the recon team is attacked.
Mechanoid Skimmer
Rounding out our section on Mechanoid robots. Skimmers are hunter-killer robot aircraft that go out on scouting missions, like the Assaul probe, because they're a lot cheaper and disposable than Wasps. They also do security sweeps because Wasps, being easily bored, do not make good security guards. That pretty much sums up the Skimmer, it's a lesser aircraft than a Wasp in any way that could possibly matter, but it's really cheap, no loss if it's blown up, and it can be relied on to do repetitive tasks.
Okay, Skimmers are 4x5x7.5 feet, 700 lbs, with a 5 year nuclear battery. They fly at 300 mph with a 2,000 foot flight ceiling. They can operate underwater or in space, but cannot make escape or reentry on their own (unlike Wasps) sensor systems are the same as the Thinman/Runt. It's got two ion cannon underneath that can rotate 360 degrees and point straight down. It can sort of fight hand-to-hand with it's arms, but a more common tactic is to to simply seize an enemy, fly up to their maximum altitude and drop them. It can carry and airdrop up to two Weevils.
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Re: Bit of Analysis: Rifts Dimensions
Do they ever define "nuclear battery"? RTG? Beta/alphavoltaics?
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Re: Bit of Analysis: Rifts Dimensions
No.Terralthra wrote:Do they ever define "nuclear battery"? RTG? Beta/alphavoltaics?
Something like 80% of Mechanoid tech runs off of energy crystals, somehow created by harvesting stars. Literally, they destroy stars to make these. All true Mechanoids, the ones with fleshy brains inside, their metal shells run off of these and they all have last 100 years, whether Overlord or Seeker Pod. Only the Overlords understand all the details.
Mechanoid ground bases and ships use some form of plasma generator.
Mechanoid robots have a nuclear battery.
All I know.
Oh, and their weapons run off E-Clips, just like the Coalition, Triax, and the Kittani use. I'm pretty sure they're all interchangeable despite being made by different races, with milennia separating their creation.
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Re: Bit of Analysis: Rifts Dimensions
Okay, so there are typically 30 robots for every true Mechanoid. Right now that means 800 million Mechanoids and 24 billion robots. This is apparently 10% of the Mechanoid Empire that once was, before the AbMech. So 8 billion Mechanoids and 240 billion of their robotic minions. Still seems a bit weak for what they're supposed to have been, but it explains why you don't run into them a lot.
A consequence of this is that even a maintenance/repair Mechanoid is always accompanied by at least 3 Thinmen or Runts for security, even in a secure area.
Mechanoid Spider Fortress
A Mechanoid mobile fortress. The spider fortress has four legs connecting to a central platform, on this platform is a bowl shape that can swivel 360 degrees. Atop the bowl section is a great armored lid that lifts off to release Skimmers and Wasps, and to reveal the main plasma cannons normally hidden and protected. The Fortress is 1598 feet (487 m) tall and 853 feet (260 m) wide and long, weighing 6,000 tons.
The normal troop complement of the Spider Fortress follows:
46 Brains (14 are permanent crew to the Fortress)
72 Runners
12 Brutes
120 Runts
100 Thinmen
24 Wasps
64 Skimmers
6 Tunnel Crawlers
32 Assault Probes
and 32 Weevils
The Spider Fortress as mentioned has two near-boom gun plasma cannon under the lid, that range over a mile. It also has 24 long range (500 miles) and 48 medium range (60 miles) plasma missiles. The medium warheads are as powerful as the plasma blasters, the bigger long range missiles have as much punch as a boom gun. It has 4 particle beam turrets on the underside of the platform, one at each corner right by a leg, 2000 ft range AT level damage certainly. It has 4 long-range (a mile again) tank-killing laser cannons spaced equidistantly around the sides of the bowl section. Around the rim of the bowl are 52 anti-personnel/anti-air laser turrets. There are also hatches for aircraft on the bowl sides should the lid mechanism fail, or the commanding Brains judge it more prudent not to expose the more vulnerable top side.
The Spider Fortress runs on a plasma energy system that goes 600 years between refuelings. A Spider Fortress has 10 brain pools onboard.
The Spider Fortress has an extremely strong, and quickly regenerating forcefield. However, the Mechanoids decided long ago to maximize the shield's protective capabilities to withstand orbital bombardment. This 'no weaknesses in the shield' approach led to a rather glaring one in the vehicle itself. It cannot fire it's weapons, or deploy and retrieve aircraft, while the shield is up.
But the Fortress is not just a big walker and land-based aircraft carrier (though do note between Wasps and Skimmers it carries 88 birds) It is meant to be a mobile base, and the seed of a more permanent one. When a good location is selected, and assuming it has no higher mission, the Spider Fortress will bury itself partially in the ground. The first priority is to dig Wasp tunnels so the aircraft can exit through the underground side hatches fly down the tunnels and emerge outside the shield. Now it can shield and deploy aircraft to defend itself.
Next it will begin building a proper Mechanoid base around itself. Buildings that will be within the shield radius if attacked. Factory, cloning facility, barracks, storage, repair facilities, a motor pool for hover sleds, labs, and a radio tower. And room for the Spider to uproot itself and wander off without squishing anything important. If they have or can build a Digger type Mechanoid, it will help assure perimeter security by digging a trench 1 km wide, 2 deep, and so irradiated no human will get within a hundred feet of the edge. Naturally they'll surround the perimeter with Weevils anyway, no sense in having them sit around inside the base.
Then they get to multiplying. The ideal staffing for a Mechanoid base is 56 Brains, 700 Runners, 72 Wasps, 150 Brutes, 60 Tunnel Crawlers (have to keep those wasp tunnels clear) 800 Skimmers, 1400 Thinmen, 2000 Runts, and 400 Weevils. At this point, the base is usually considered secure and self-sufficient, and the Spider Fortress can uproot itself and move on. Well, it can do that at any point really, and frequently leaves when the base gets to half these numbers, when they're ready with their own forcefield to cover themselves.
A consequence of this is that even a maintenance/repair Mechanoid is always accompanied by at least 3 Thinmen or Runts for security, even in a secure area.
Mechanoid Spider Fortress
A Mechanoid mobile fortress. The spider fortress has four legs connecting to a central platform, on this platform is a bowl shape that can swivel 360 degrees. Atop the bowl section is a great armored lid that lifts off to release Skimmers and Wasps, and to reveal the main plasma cannons normally hidden and protected. The Fortress is 1598 feet (487 m) tall and 853 feet (260 m) wide and long, weighing 6,000 tons.
The normal troop complement of the Spider Fortress follows:
46 Brains (14 are permanent crew to the Fortress)
72 Runners
12 Brutes
120 Runts
100 Thinmen
24 Wasps
64 Skimmers
6 Tunnel Crawlers
32 Assault Probes
and 32 Weevils
The Spider Fortress as mentioned has two near-boom gun plasma cannon under the lid, that range over a mile. It also has 24 long range (500 miles) and 48 medium range (60 miles) plasma missiles. The medium warheads are as powerful as the plasma blasters, the bigger long range missiles have as much punch as a boom gun. It has 4 particle beam turrets on the underside of the platform, one at each corner right by a leg, 2000 ft range AT level damage certainly. It has 4 long-range (a mile again) tank-killing laser cannons spaced equidistantly around the sides of the bowl section. Around the rim of the bowl are 52 anti-personnel/anti-air laser turrets. There are also hatches for aircraft on the bowl sides should the lid mechanism fail, or the commanding Brains judge it more prudent not to expose the more vulnerable top side.
The Spider Fortress runs on a plasma energy system that goes 600 years between refuelings. A Spider Fortress has 10 brain pools onboard.
The Spider Fortress has an extremely strong, and quickly regenerating forcefield. However, the Mechanoids decided long ago to maximize the shield's protective capabilities to withstand orbital bombardment. This 'no weaknesses in the shield' approach led to a rather glaring one in the vehicle itself. It cannot fire it's weapons, or deploy and retrieve aircraft, while the shield is up.
But the Fortress is not just a big walker and land-based aircraft carrier (though do note between Wasps and Skimmers it carries 88 birds) It is meant to be a mobile base, and the seed of a more permanent one. When a good location is selected, and assuming it has no higher mission, the Spider Fortress will bury itself partially in the ground. The first priority is to dig Wasp tunnels so the aircraft can exit through the underground side hatches fly down the tunnels and emerge outside the shield. Now it can shield and deploy aircraft to defend itself.
Next it will begin building a proper Mechanoid base around itself. Buildings that will be within the shield radius if attacked. Factory, cloning facility, barracks, storage, repair facilities, a motor pool for hover sleds, labs, and a radio tower. And room for the Spider to uproot itself and wander off without squishing anything important. If they have or can build a Digger type Mechanoid, it will help assure perimeter security by digging a trench 1 km wide, 2 deep, and so irradiated no human will get within a hundred feet of the edge. Naturally they'll surround the perimeter with Weevils anyway, no sense in having them sit around inside the base.
Then they get to multiplying. The ideal staffing for a Mechanoid base is 56 Brains, 700 Runners, 72 Wasps, 150 Brutes, 60 Tunnel Crawlers (have to keep those wasp tunnels clear) 800 Skimmers, 1400 Thinmen, 2000 Runts, and 400 Weevils. At this point, the base is usually considered secure and self-sufficient, and the Spider Fortress can uproot itself and move on. Well, it can do that at any point really, and frequently leaves when the base gets to half these numbers, when they're ready with their own forcefield to cover themselves.
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Re: Bit of Analysis: Rifts Dimensions
Given the dimensions, six thousand tons is really light.
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Re: Bit of Analysis: Rifts Dimensions
Well the height figure is based on it being a large walker with long legs, may want to divide by three to calculate the mass of the main body. It also wouldn't surprise me to learn that weights were arbitrarily assigned.Simon_Jester wrote:Given the dimensions, six thousand tons is really light.
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Re: Bit of Analysis: Rifts Dimensions
It's a metal platform hundreds of feet on a side, even if the legs are weightless. That'd be pretty hefty even if it was made of wood, let alone steel.
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Re: Bit of Analysis: Rifts Dimensions
Masters of anti-gravity? Superlight MDC material, as produced by a tech-base that casually kills stars?Simon_Jester wrote:It's a metal platform hundreds of feet on a side, even if the legs are weightless. That'd be pretty hefty even if it was made of wood, let alone steel.
I suspect this is a case of someone else grabbing a faintly-impressive sounding number because Siembienda didn't care and had moved on to something else. Or him pulling a number from his ass because he couldn't be bothered to try and figure it.
"Any plan which requires the direct intervention of any deity to work can be assumed to be a very poor one."- Newbiespud
- Ahriman238
- Sith Marauder
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- Joined: 2011-04-22 11:04pm
- Location: Ocularis Terribus.
Re: Bit of Analysis: Rifts Dimensions
Okay, I'm back.
Mechanoid Digger
The Digger is another True Mechanoid, in the sense that it has an inner squishy psychic part. No idea what it's powers might be, since it doesn't seem to rate a proper entry. What I can tell you is that it looks like a giant beetle, 1080 meters (first time one of these is given in metric, 3543 ft) long, 1772 meters (5813 ft, or 1.1 miles) wide counting the legs,and 680 meters (2230 ft) tall. Weight unspecified, presumed high. Over 80% of the things volume is given over to a continual hydrogen fusion chamber, which is pretty much a perpetual motion machine. It fuses hydrogen, uses some of the energy itself and sends much of it shooting out the mouth as a column of nuclear fire which vaporizes many tons of soil and stone which are sucked up into the belly as material for the fusion reactor. The Digger does have to stop for 30 minutes each day to cool, but otherwise there are no real limits and it can operate night and day. It normally fires the plasma blasts at 10 second intervals.
This is how the Mechanoids dig holes, level hills, do a bit of mining, and dig trenches for security or for canals. They like to have the Digger score a trench 1 km (0.6 miles) wide and 2 km (1.2 mi) deep, as this is what happens when the Digger scuttles over the Earth at it's top speed of 80 kph (50 mph) with the fusion chamber running. It should be specified that the Digger hovers, but still propels itself with it's legs most of the time. For more stationary projects, the Digger will use it's clawed legs for precise work and to mold molten stone. Every project undertaken by the Digger becomes intensely radioactive, but the Mechanoids don't mind. In fact, they consider it a plus since it keeps out all but the most determined and well-prepared human pests.
The Digger isn't armed as such, but if a plasma blast catches you, you're dead. The precise damage doesn't matter, it's a starship grade plasma effect and the lowest roll will still completely incinerate a Glitter Boy the way conventional nukes won't. Diggers are heavily armored but are vulnerable from beneath if the belly hatch is open and the fusion chamber exposed for cooling. Of course, if you actually pot the fusion chamber you and everyone within a mile radius will die. A Digger is always accompanied by at least a dozen Mechanoids for security, Wasps frequently get this duty, I suspect as some form of punishment.
Mechanoid Digger
The Digger is another True Mechanoid, in the sense that it has an inner squishy psychic part. No idea what it's powers might be, since it doesn't seem to rate a proper entry. What I can tell you is that it looks like a giant beetle, 1080 meters (first time one of these is given in metric, 3543 ft) long, 1772 meters (5813 ft, or 1.1 miles) wide counting the legs,and 680 meters (2230 ft) tall. Weight unspecified, presumed high. Over 80% of the things volume is given over to a continual hydrogen fusion chamber, which is pretty much a perpetual motion machine. It fuses hydrogen, uses some of the energy itself and sends much of it shooting out the mouth as a column of nuclear fire which vaporizes many tons of soil and stone which are sucked up into the belly as material for the fusion reactor. The Digger does have to stop for 30 minutes each day to cool, but otherwise there are no real limits and it can operate night and day. It normally fires the plasma blasts at 10 second intervals.
This is how the Mechanoids dig holes, level hills, do a bit of mining, and dig trenches for security or for canals. They like to have the Digger score a trench 1 km (0.6 miles) wide and 2 km (1.2 mi) deep, as this is what happens when the Digger scuttles over the Earth at it's top speed of 80 kph (50 mph) with the fusion chamber running. It should be specified that the Digger hovers, but still propels itself with it's legs most of the time. For more stationary projects, the Digger will use it's clawed legs for precise work and to mold molten stone. Every project undertaken by the Digger becomes intensely radioactive, but the Mechanoids don't mind. In fact, they consider it a plus since it keeps out all but the most determined and well-prepared human pests.
The Digger isn't armed as such, but if a plasma blast catches you, you're dead. The precise damage doesn't matter, it's a starship grade plasma effect and the lowest roll will still completely incinerate a Glitter Boy the way conventional nukes won't. Diggers are heavily armored but are vulnerable from beneath if the belly hatch is open and the fusion chamber exposed for cooling. Of course, if you actually pot the fusion chamber you and everyone within a mile radius will die. A Digger is always accompanied by at least a dozen Mechanoids for security, Wasps frequently get this duty, I suspect as some form of punishment.
"Any plan which requires the direct intervention of any deity to work can be assumed to be a very poor one."- Newbiespud
- Ahriman238
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- Joined: 2011-04-22 11:04pm
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Re: Bit of Analysis: Rifts Dimensions
Ok, another reason for the population disparity is set-up time. A factory with even early-20th Century technology can be retasked to stamping out Runts and Skimmers in 2 weeks. Such a robot factory can be built from scratch in 8 weeks tops, but proper cloning requires more in the way of precise equipment and advanced technology that primitive cultures (like Rifts Earth) simply don't have lying around. It can take 2-3 years to get production of True Mechanoids started.
Ok, so there are presently 800 million Mechanoids total in the Megaverse. Demographic breakdown follows.
Overlords- 4 million (0.5%) bit much for their typical role
Oracle- 8 million (1%)
Brain- 48 million (6%)
Tunnel Crawler- 48 million (6%)
Runners- 112 million (14%)
Brutes- 200 million (25%) within that, Type 1 Brutes are twice as common as Type 2.
Wasps- 200 million (25%)
Exterminators- 56 million (7%)
Octopus- 48 million (7%) maintenance/repair/work Mechanoid, more when my pics come through
Mantis- 12 million (1.5%) see description for Octopus
Black Widow- 16 million (2%) never mentioned again or explained this book. Your guess is as good as mine.
Mindless Drone- 72 million (9%) also unmentioned, I assume they go in the worker category though.
Mechanoid, Other- 16 million (2%) one-offs, prototypes and rare varieties players and GMs can make up.
There are presently 24 billion robots in the Mechanoid Empire. Demographics here.
Thinmen- just shy 7 billion (6.7 billion, to be pedantic or 28% of bots)
Runts- 3.3 billion (14%)
Runts, repair variant- 1.7 billion (7%)
Skimmers- 3.3 billion (14%)
Assault Probes- 4.8 billion (20%)
Weevils- 2.6 billion (11%)
Other- 1.4 billion (6%)
I got the percentages from the book, figured the totals, not that it's any great accomplishment. Percentages included in case anyone wants to check the numbers, any inaccuracies are most certainly due to my rounding to the tenth place.
Ok, so there are presently 800 million Mechanoids total in the Megaverse. Demographic breakdown follows.
Overlords- 4 million (0.5%) bit much for their typical role
Oracle- 8 million (1%)
Brain- 48 million (6%)
Tunnel Crawler- 48 million (6%)
Runners- 112 million (14%)
Brutes- 200 million (25%) within that, Type 1 Brutes are twice as common as Type 2.
Wasps- 200 million (25%)
Exterminators- 56 million (7%)
Octopus- 48 million (7%) maintenance/repair/work Mechanoid, more when my pics come through
Mantis- 12 million (1.5%) see description for Octopus
Black Widow- 16 million (2%) never mentioned again or explained this book. Your guess is as good as mine.
Mindless Drone- 72 million (9%) also unmentioned, I assume they go in the worker category though.
Mechanoid, Other- 16 million (2%) one-offs, prototypes and rare varieties players and GMs can make up.
There are presently 24 billion robots in the Mechanoid Empire. Demographics here.
Thinmen- just shy 7 billion (6.7 billion, to be pedantic or 28% of bots)
Runts- 3.3 billion (14%)
Runts, repair variant- 1.7 billion (7%)
Skimmers- 3.3 billion (14%)
Assault Probes- 4.8 billion (20%)
Weevils- 2.6 billion (11%)
Other- 1.4 billion (6%)
I got the percentages from the book, figured the totals, not that it's any great accomplishment. Percentages included in case anyone wants to check the numbers, any inaccuracies are most certainly due to my rounding to the tenth place.
"Any plan which requires the direct intervention of any deity to work can be assumed to be a very poor one."- Newbiespud