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Chaos Earth 2: The Hilforce Republic

Hilforce Military Command (Area 51 Beta)


The Hill Air Force Joint Base in Utah, USA was spared total decommissioning and had
major underground construction to build several select sub-levels dedicated to weapons
research and applications. The construction stretched from the original base site to the
Little Mountain Test site and out to beneith the Hill Air Test and Training Range. The new
complex was deem to be more secure than N.O.R.A.D.. The facility was carry out weapons
design as well as aircraft design as well as other top-secret projects that could not be
carried out secretly anymore at the Groom Lake/Area 51 complex. This the base was
dubbed covertly as Area 51B.
Vast breakthroughs were made at the complex would be sent to more developed facilities
for full experimentation and implantation on a grander scale. The best example of this
would be the second Dimensional Vortex Generator and Anti-Gravity Spacecraft.
Breakthroughs in advanced high-tech alloys that allowed for their development of
Chromium Guardsmen and Silver Eagle power armor where used in other projects. Even the
groundwork for genetic experiments that would also see further development and
maturation in the Lone Star Complex began in Sub-level Seven facility. Cyberworks, through
military contracts, would conduct their more extensive experiments in artificial
intelligence in at Hill Air Force Facility, experiments that would ultimately yield their
crowning achievement: the A.R.C.H.I.E. Eight. Experiments in Anti-Gravity and Anti-Matter
drives were conducted jointly by NASA and the European Space Agency. When the countries
of Canada, Mexico and the United States ratified the treaty that created the Northern Eagle
Military Alliance (NEMA), NEMA took over the Facility and set it up as a regional
headquarters for NEMA. The mountain facility pulsed with life as NEMA took residence in
most of the adjacent levels, still leaving Sub-level Eighteen for R&D purposes. The large
number of 20+ sub-levels were refurbished and expanded, often consolidating multiple
levels in order to increase the ceiling height as it became more and more common for the
military to employ large robot vehicles. The remodeling and consolidation of the complex
resulted in Twenty-one levels a main level and twenty sub-levels, each with a ceiling
height averaging 30 to 35 feet (9.1 to 10.7 m) in order to accommodate larger vehicles and
equipment as well as massive living quarters for over 25,000 personnel and families.
Advancements in nuclear and Geo-thermal technologies along with massive underground
agricultural strives had made the facility self-sustainable.
New technologies continued to be researched and developed even as NEMA took over the
strategic operations of most of North America in conjunction with the combined militaries
of Canada, Mexico and the United States. The Hill Air Force Facility became the first place to
successfully create a Super-Soldier Program in which the results could be reproduced on a
mass scale, but the results could vary to what powers the Soldiers receive. Cyberworks
hooked up A.R.C.H.I.E. Five, with an experimental dynamic heuristic neural interface, in
which a person is linked computer to help monitor and coordinate the vast array of
operations and data the complex oversaw. Even when the Earth first began to heave with
the coming of the Rifts that heralded the Great Cataclysm, The Hill Air Force Facility
remained 93% intact and ready to emerge and rescue their portion world from extinction.

Only all the above ground portions of the facility disappeared and later rebuilt.
Character Generation Notes
Roll 3d6+6, only re-roll ones only. This will allow players to generate characters with
attribute scores between 12 and 24. Remember that genetic engineering and human
augmentation were the rage during the Golden Age of Science. That means 70% of the last
two generations to join NEMA were genetically "tweaked" in specific areas. These are not
super-soldiers, but ordinary human beings who were modified and improved as a gestating
fetus by parents who could afford the best for their children.

Pick one set of genetic bonuses or roll percentile for random determination
01-10% +1D4 to 1.Q. and +2 to M.E.
11-30% +2 to 1.Q. and +1D4 to M.E.
31-55% +1D6 to P.S. and +1D4 to P.E.
56-75% +1D4 to P.S. and +1D6 to Spd.
76-00% +1D4+2 to P.B. and +1D4 to physical attribute of choice.

Project: Equilibrium
Project: Equilibrium was created by General Alexander Cole as a response to what he
seen as an over-reliance of NEMA on their developments in Power Armor and in light of the
US Presidents move to allow the use of Power Armor in South America. The General
thought that an Augmented Soldier could outdo all the new technological advances in
situations in Conventional or Unconventional Warfare and thus level the battleground.
Thanks to a brilliant, yet relatively unknown Medical Doctor, Dr. Aionia Phos, PhD., the
project was successful within the first year of inception, with only a 3 failures.
The Following are the successful and repeatable results of the Project. With only a 4%
variation, these results can be duplicated repeatedly without any side-effects. Those that
have the 4% variation gained additional powers that did not pervious exist in the Human
Genome. To determine the powers, use the following table.
1-25%

Two Minor Powers.

26-50%

One Major Power and One Minor Power.

51-75%

Two Major Powers.

76-100%

Four Minor Powers.

Bio-Regeneration/ Healing Factor: The character automatically bio-regenerates 4D6 M.D.C.


per melee round. In addition, the character is +25% to save vs coma and death, +2 to save vs
poison, drugs, toxins and gas attacks, +3 to save vs disease, and +4 to save vs the effects of
radiation, heat and cold. He can even survive in the vacuum of space without protection for
one minute per P.E. attribute point, and recovers from apparent death, at double his P.E.
attribute points below zero.
Hypnotic Mental Conditioning: With a series of hypnotic, subliminal suggestions and
chemical injections. The character's mind has been made more resistant to psionic
intrusions and is resistant to psionic attacks. Bonuses: +5 to save vs mind control, +4 to save
vs illusions and Horror Factor, +2 to save vs all other psionic attacks, and is impervious to
possession.

Physical Transformation: The hero is physically altered, with fat becoming lean, strong
muscles, bones strengthening, hair filling out, all physical impairments such as poor vision
and poor hearing corrected, and any genetic and biological disease, even a terminal ones,
are permanently eliminated. The Soldier is completely transform into a Lesser M.D.C. being.
Bonuses: +2d6 to P.S. which is vastly equal to Robotic Strength, +1d4 to P.P., +2d6 to P.E.,
+1d6 to P.B., +2d6 to Spd, and P.E.x2 to M.D.C., +1d6 M.D.C. Per Level.
Important Note: Only 10% of all test subjects do not respond to the project, their genetic
make-up makes impossible for the transformations to take place more than 1d6x10
minutes. These volunteers do not suffer any physical side-effect and appear at this time to
benefit from the procedure. Their overall Health has increase drastically, gaining +3 to all
Physical Attributes, +4d6 to their Hit Points and +2d6x10 to their S.D.C., while this is not a
total success, the program has proved that the results can be done safely.
So far at this time, it has been limited to the NEMA Special Forces Units under the
command of General Cole and is currently under the advisement of all of NEMA for use, if
the long-term studies of the test subjects prove out. If this Project holds true to form, in
twenty years, it will be adopted into Standard NEMA service on a voluntary basis. If this
proves so, it can be implemented at any level and it could allow a NEMA
Soldier/Peacemaker to become as powerful as Power Armor, in case there is a global
disaster.
Project: New Genesis
A pet project of Dr. Phos (secretly the last member of an Elder Race known as
Vivificantean), under General Cole, is Project New Genesis. The project is a study into
creating a new form of humanoid life that could be sent into deep-space and explore the
Milky Way Galaxy. These humanoids would be able to withstand the very nature of
deep-space flights without all the effects that humans suffer. These genetically engineered
beings have been augmented, granting vastly improved vital organs, reinforced calcified
skeletal systems, vastly more efficient digestive systems allowing for greater breakdown of
foods for nutrients. The greatest achievement is beings five-lobed brain that grants the
beings greater mental sharpness.
Dubbed Omni-Sapiens by Dr. Phos, there are currently 10 of them known on the base,

with more to come if NEMA approves. The Omni-Sapiens have shown a totally unexpected
bonus in their creation. They demonstrate an unusually high psionic ability, they are
innately all Telepathic in nature but they also show other psionic abilities that could make
them valuable as explorers, medics, soldiers and diplomats. It is to be noted at this time,
that 2 of the ten subjects possess Super-Psionic Abilities.
Starting Attributes: I.Q: 3d6+12, M.E.: 3d6+18, M.A.: 3d6+8, P.S.: 3d6+6 (Augmented
Strength), P.P.: 3d6+12, P.E.: 3D6+12, P.B: 3d6+6, SPD: 1d4x10.
Starting S.D.C.: 4d6x1000, plus any S.D.C. Gained from O.C.C.s and Physical Skills.
Starting Hit Point: P.E. +1d6x10. Plus 2d6 per level.
Starting I.S.P.: 2d4x10, plus any increase from any Psionic O.C.C.
Omni-Sapient Bonuses: +4 to Initiative, +2 to Attack per Melee, +3 to Dodge and Parry, +5 to
all O.C.C. Skills, Related Skills and Secondary Skills, they gain 1d6 extra secondary skills at
level one. They are impervious to all Earth-borne Diseases (+3 to non-earth Diseases), +8 to
save vs Poisons, +4 to save vs Stomach Illnesses and Food Poisoning and +4 to save vs
Drugs/Toxins (which only do 25% of their normal damage and only last 25% as long).
Omni-Sapiens only fatigue at only 10% of the normal Human level.

NEMA Soldier/Peacekeeper
These front-line troops are always in the thick of the action and serve as infantry grunts,
peacekeepers, police, riot control, anti-terrorist squads, and rescue personnel. They differ
from one another only by their M.O.S. area of specialty. NEMA Peacekeepers are skilled,
brave and capable, but do not know how to operate power armor or robot vehicles.
In peacetime, all NEMA Peacekeepers worked with and supported the police, customs
and various law enforcement agencies (CIA, FBI, ATF, NSA and others), as well as the
military in matters concerning national security, homeland defense, terrorism, smuggling,
illegal immigration, and other crimes that either threatened national security or crossed
international borders. These operations included riot control, peacekeeping/policing,
hostage and rescue missions, surgical strikes, precision raids, breaking up drug and
smuggling rings, bomb disposal, tracking down terrorists and taking them down, among
many others. Wherever they were needed, they were there, and nine out of ten times, the
Peacekeepers would find their way to the front of every crisis.
In addition to crime-fighting, combat, and homeland security, NEMA Peacekeepers spent
an equal amount of time involved in rescue and disaster relief operations both in North
America and internationally (outside the continent). They and all members of NEMA
responded to crises created by earthquakes, floods, mud slides, volcanoes, hurricanes,
tornadoes, cave-ins, famine, and all manner of disasters. Taking on every role: Digging out
victims, establishing field hospitals, administering to the injured, and establishing
communications and/or supply lines as well as providing defense against hostile forces

such as bandits, warlords and looters, and maintaining law and order, if not peace.
Remember, NEMA is a joint cooperative between the USA, Canada and Mexico, which meant
members from all three nations worked together closely as members of a unified,
tri-national law enforcement and disaster relief and rescue agency, of which the NEMA
Soldier/Peacekeeper played a crucial role. While some readers may dismiss these
characters at first glance because they don't pilot mechanical juggernauts, closer scrutiny
will show that the range of characters available under this O.C.C. is considerable,
specialized, important, and fun to play. Take a good look before moving on.
NEMA Soldier/Peacekeeper O.C.C.
Attribute Requirements: None per se, though a high P.S. and P.E. are helpful but not
required. Certain M.O.S. categories may require certain attribute minimums. About 60% are
males, 40% females.
M.O.S.: Select one of the following areas of specialty or roll percentile to make a random
determination. If the random method is used and the character does not have the required
minimum attribute, select skills that will bump it up to the required amount, adjust a few
attributes to meet the minimum, or roll again. All M.O.S. skills are in addition to O.C.C. and
other skills. Note: The Communications Expert can use non-combat robot probes and the
Point Man can use all types of robots from Combat Drones and Hounds to probes. The exact
robots made available to him will depend on the assignment. The EOD Expert will have one
or more weapons replaced with explosives, including 1-4 Fusion Blocks.
Communications Expert
Basic Electronics (+10%)
Command Robots (probes only)
Electronic Countermeasures (+10%)
Optic Systems or Surveillance Systems (+ 10%)
Radio: Basic (+20%)
Radio: Scramblers (+10%)
Sensory Equipment (+20%)
TV/Video or Computer Programming (+10%)

Detective/Crime Scene Investigator: An experienced police officer trained it crime scene


investigative techniques and surveillance.
Biology (+15%)

Chemistry (+20%)
Chemistry: Analytical (+20%)
Crime Scene Investigation (+15%)
Pathology (+15%)
Intelligence (+12%)
Interrogation (+15%)
Streetwise (+10%)
Surveillance (+15%)

EOD/Demolitions Expert: Requires an I.Q. of 10 and a P.P. of 12 or higher.


Basic Electronics (+20%)
Basic Mechanics (+ 15%)
Demolitions (+10%)
Demolitions Disposal (+15%)
Demolitions: Underwater (+8%)
Trap Construction or NBC Warfare (+5%)
W.P. Heavy Energy Weapons

Medic: Requires an I.Q. and P.P. of 11 or higher.


Advanced Mathematics (+10%)
Brewing (+15%)
Biology (+15%)
Chemistry (+10%)
Pathology (+10%)
Field Surgery (+15%)
Holistic Medicine (+10%)

Chemistry: Analytical (+5%)


Medical Doctor (+5%)
Point Man/Scout: Requires an I.Q. of 9 or higher; a high P.P. and Spd. are helpful.

Detect Ambush (+15%)


Detect Concealment (+10%)
Command Robots (any, but usually Combat Hound, Pup Scout or Probes)
Camouflage
Find Contraband (+6%)
Intelligence (+ 15%)
Land Navigation (+14%)
Prowl (+10%)
Sharpshooting
Sniper
Surveillance Systems/Tailing (+15%)
Tracking (+10%)
Wilderness Survival (+10%)
Pigman/Heavy Weapons: Requires a P.S. of 22 and a P.E. of 12 or higher.

Command Robots (Limited to one Combat Drone or Combat Hound to help carry heavy
ammo drums, weapons and gear. Basically function as the second man in a two-man fire
team.)
Armorer/Field Armorer (+15%)
Camouflage (+15%)
Demolitions (+10%)
Recognize Weapon Quality (+25%)

Sniper or Sharpshooting
Weapon Systems (+10%)
W.P. Heavy Weapons
W.P. Heavy Energy Weapons (including rail guns)
W.P. One of choice (any).
Soldier/Grunt
Salvage (+5%)
Land Navigation (+8%)
One Physical skill of choice.
One Pilot skill of choice (+5%).
Upgrade First Aid to Paramedic (+10%).
Law: General (+10%)
W.P. Ancient of choice.
W.P. Modem of choice.

SWAT/Tactical Specialist: Requires an I.Q. of 10 or higher; a high P.S. and P.E. are helpful.
Demolitions (+20%)
Demolitions Disposal (+20%)
Detect Ambush (+15%)
Military Etiquette (+15%)
Urban Warfare (+10%)
Prowl (+10%)
Sign Language (military; +20%)
Tracking (+15%)
W.P. Heavy Energy Weapons

Transportation Specialist
Automobile Mechanics (+10%)
Vehicle Armorer (+15%)
Navigation (+10%)
Pilot: Automobile or Motorcycle (+20%)
Pilot: Hover Craft (ground) or Hovercycle (+20%)
Pilot: Tanks & APCs (+20%)
Pilot: Trucks (+ 15%)
Pilot: Helicopter or Airplane (+15%)
Pilot: One of choice (+10%), excluding robots/power armor.

O.C.C. Skills: These are in addition to M.O.S. and reflect basic training.
Math: Basic
Language, Native: Standard.
Language, Foreign: Two of choice (+12%).
Literacy, Native: Standard.
Literacy, Foreign: Two of choice (+12%).
Military Etiquette (+20%)
Radio: Basic (+5%)
Computer Operation (+10%)
First Aid (+10%)
General Athletics
Climbing (+10%)
Running
W.P. Knife (includes Vibro-Knives)
W.P. Energy Pistol

W.P. Energy Rifle


Hand to Hand: Expert, which can be changed at the cost of one "O.C.C. Related Skill" to
Martial Arts (or Assassin if evil for the cost of two skill selections.)
O.C.C. Related Skills: Select four other skills. Plus select one additional skill at levels three,
six, nine, and twelve. All new skills start at level one proficiency.
Communications: None.
Domestic: Any.
Electrical: Basic only.
Espionage: None, other than possible M.O.S. skills.
Horsemanship: Any.
Mechanical: Automotive and Basic Mechanics only.
Medical: None, other than possible M.O.S. skills.
Military: Any (+10%), except Command Robots, Trap Construction and Trap Detection,
unless provided under an M.O.S.
Physical: Any, except Acrobatics.
Pilot: Basic vehicle types only; the average grunt does not know how to drive a tank.
Pilot Related: None, other than possible M.O.S. skills.
Rogue: Any.
Science: Advanced Math (+5%) and Astronomy only. Technical: Any (+5%).
W.P.: Any, except Sharpshooting, unless provided under an M.O.S.
Wilderness: Land Navigation and Wilderness Survival only.
Secondary Skills: The character also gets two Secondary Skills at levels one, five, ten, and
fifteen. These are additional areas of knowledge that do not get the advantage of the bonus
listed in parentheses. All start at the base skill level and normal restrictions apply.
Standard Equipment: NEMA fatigues and dress uniform, standard M.D.C. body armor,
LSR-250 Laser Rifle or LGR-360 laser rifle, conventional S.D.C. assault rifle and grenade
launcher combo, PLP "Police Special" laser pistol, four extra E-Clips for each and one power
pack, two smoke grenades, one tear gas grenade, two explosive grenades, three flares, one
Vibro-Knife (officers get a Knife and Saber), survival knife (1D6 S.D.C.), utility belt, canteen,
First Aid medical kit, pocket computer, flashlight, disposable cigarette lighter, air filter &
gas mask, walkie-talkie, and some personal items.

Robots are available only to a couple specific M.O.S.s and the exact number (usually one
or two) and type varies depending on the mission. Sometimes Command may decide that no
robots are necessary or available, other times they may provide more than usual, especially
if the team faces stiff opposition.
Additional weapons, heavy weapons, explosives, gear and vehicles may be made
available for special and specific assignments. The "team" or "squad" will usually have one
basic military vehicle, such as a truck, jeep or hover jeep, available to it or some means of
transportation provided. However, many assignments, including reconnaissance, city
patrols and rescue missions, are on foot and may cover miles and miles of territory.
Money: The NEMA soldier gets a roof over his head, food, clothing, and all other basics
provided for free as part of his employment benefits, as well as access to NEMA offices and
military facilities. Monthly salary was 1,800 credits, plus combat pay, but the cataclysm
makes available funds scarce. Under the circumstances, the character only has access to
basic equipment and services, whatever special gear NEMA can muster for special missions
(sometimes nothing) and pay is one tenth normal (180 credits a month), mainly as an
incentive for morale. Character starts off with 5D6x100 credits.
Cybernetics: Typically has a NEMA identification implant (under the skin of the forearm or
back of the neck), bio-comp self-monitoring system, gyro-compass and clock calendar
implants. See Rifts Bionics Sourcebook for a slew of implants and bionics.
NEMA Special Forces Soldier O.C.C.
NEMA soldiers are considered to be among the elite in special operations personnel in
the United States Military, on par with Army Rangers, Navy Seals and other Special Forces
units. Specializing in all manner of out-of-the-ordinary scenarios, these soldiers are masters
of covert operations, tactical planning, search and rescue, parachute operations, command
and control set up and a host of other specialized skills. Even with NEMA taking over North
American international police and military operations, the NEMA still found it necessary to
maintain an elite corps of specialized soldiers whose mission dealt primarily with
air-related strategic operations. Air Force Special Forces Soldiers are trained in military
operations and special weapons uses as well as tactical intelligence and air operations
skills. Special M.O.S. skill clusters are also available based on the particular area of focus
that soldiers training emphasizes. The result is a well-rounded, superior soldier who has a
strong background in military and tactical training as well as specialization in a unique field
of operations. A truly deadly combination.
NEMA Special Forces Soldier O.C.C. Stats
Alignment: Any.
Attribute Requirements: I.Q. 12, M.E. 10, P.P. 12, P.S. 11 and P.E. 14 or higher.
M.O.S.: Select one of the following areas of specialty. Gains all skills under that M.O.S.
Combat Controllers (CCTs): These S.F. specialists are trained to coordinate air operations

from the ground as well as construct air strips and set up the complex computerized
equipment required for ground-to-air coordination. These soldiers are also trained in
capturing and taking over existing air strips from hostile forces.
Radio: Satellite (+25%. This is an understanding of the methods and operations of satellite
relay technology. Base Skill: 25% +5% per level of experience.)
Sensory Equipment (+25%)
Military Fortifications (+20%)
Math: Advanced (+10%)
Electrical Engineering (15%)
Mechanical Engineering (+10%)
Computer Operation (+10%)
Salvage (+10%)
Pilot: Tracked and Construction Vehicles (+15%)
Pararescue: These S.F. specialists have what many consider the most dangerous missions in
the military: the rescue of downed pilots and other military personnel from hostile
territory. Trained in aircraft piloting, close combat tactics and paramedic rescue, these
soldiers are often the most welcome sight on the battlefield.
Paramedic (+20%)
Field Surgery (+15%)
Holistic Medicine (+10%)
Trauma Medicine (+15%)
Command Robots: Pup Scout
Radio: Satellite (+10%)
Nuclear, Biological and Chemical (NBC) Warfare (+10%)
Read Sensory Equipment (+10%)
Navigation (+10%)
Excavation and Rescue (+20%)
Reconnaissance: Specializes in reconnaissance, scouting, tracking and intelligence
gathering.

Detect Ambush (+14%)


Detect Concealment (+15%)
Intelligence (+15%)
Land Navigation (+20%)
Navigation (+15%)
Prowl (+15%)
Sniper
Surveillance (+20%)
Trap/Mine Detection (+15%)
Photography or TV/Video (15%)
Tracking (people: +20%)
Wilderness Survival (+20%)
W.P. Ancient: One of choice
W.P. Modern: One of choice
Special Forces Operator: The more deadly end of the spy game involving intelligence,
interrogation, sabotage, and harassment of the enemy. Participates in Covert Operations of
kinds.
Demolitions (+20%)
Demolitions Disposal (+20%)
Electronic Countermeasures (+ 15%)
Intelligence (+15%)
Interrogation (+15%)
Surveillance (+10%)
Tracking (+15%)
Armorer/Field Armorer (+12%)
Trap/Mine Construction (+15%)

Trap/Mine Detection (+15%)


Guerrilla Warfare (+20%)
Urban Warfare (+20%)
Lore: One or choice (+10%).
Prowl (+ 15%)
W.P. Modern: Two of choice.
Special Tactical Officer (STO) and Combat Rescue Officer (CRO): STOs are trained to lead
teams made up of CCTs, PJs, and SOWTs as well as direct combat operations in the field. Sort
of a Special Forces Jack-of-all-trades, they can serve as a mission commander as well as a
direct combatant deep within hostile territory. CROs serve the same basic function, though
with an emphasis on rescue and recovery from hostile territories. As a result, they mainly
lead teams of PJs.
Electronic Countermeasures (+15%)
Detect Ambush (+25%)
Military Fortification (+15%)
Tracking (people) (+10%)
Trap and Mine Detection (+15%)
Excavation and Rescue (+15%)
Demolitions (STO only; +15%)
Demolitions Disposal (STO only; +15%) Paramedic (CRO only; +25%)
Field Surgery (CRO only; +20%)
O.C.C. Skills: These are in addition to M.O.S. and reflect basic training.
Math: Basic (+10%)
Language, Native: Standard
Language, Other: Two of choice (+20%).
Literacy, Native: Standard
Literacy, Other: Two of choice (+15%).
Military Etiquette (+20%, +25% for STO and CRO)

Radio: Basic (+20%)


Radio: Scramblers (+15%)
Intelligence (+12%, +15% for STO and CRO)
Athletics: General
Running
Prowl (+15%)
Swimming (+10%)
SCUBA (+10%)
Parachuting (+30%)
Pilot: One Aircraft of choice (+15%).
Pilot: Power Armor Basic (+7%)
Power Armor Combat Elite: Silent Soldier
Wilderness Survival (+25%)
Land Navigation (+15%)
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Submachine-Gun
W.P. Knife
Hand to Hand: Commando
O.C.C. Related Skills: Select two Espionage or two Military, and two other skills of choice.
Plus select two additional skills at levels 3, 6, 9 and 12 (one must always be from either
Espionage or Military). All new skills start at level one proficiency.
Communications: Any (+7%).
Domestic: Any.
Electrical: Basic only.
Espionage: Any (+10%).

Horsemanship: None.
Mechanical: Basic only. Medical: First Aid only.
Military: Any (+10%).
Physical: Any.
Pilot: Any except tanks and robots (+5%, +10% to any additional Aircraft).
Pilot Related: Any (+5%).
Rogue: Any (+5%).
Science: Any (+5%).
Technical: Any (+5%). W.P.: Any.
Wilderness: Any (+10%).
Secondary Skills: Select two Secondary Skills at level one, +1 additional Secondary Skill at
levels 4, 8, 12 and 15. These are additional areas of knowledge that do not get the advantage
of the bonus listed in parentheses. All start at the base skill level and normal restrictions
apply. Optional: Characters may use the Secondary Skill list on page 300 of the Rifts
Ultimate Edition RPG.
Standard Equipment: Standard U.S.A.F. Heavy Combat Body Armor, Energy Pistol, P95 or
P101 Submachine-Gun, 5 extra clips for each, Vibro-Knife, Vibro-Sword, survival knife, two
plasma grenades, two smoke grenades, 2 tear gas grenades, 2 flares, first aid medical kit,
pocket computer, language translator, flashlight, disposable cigarette lighter, notebook, 2
water-proof pens, utility belt, air filter and gas mask, walkie-talkie, NEMA uniform, dress
uniform, covert ops black clothing, camouflage fatigues, combat boots, canteen, one pair of
gloves, a dozen pairs of surgical gloves, 32 small to medium plastic specimen bags, 50 feet
(15.2 m) thin climbing rope, long-range radio, mini-binoculars, nightvision goggles,
sunglasses and some other basic gear. NEMA operatives are assigned a personal Silent
Soldier SPPA Power Armor. Depending upon the assignment, PJs may be assigned a
specially modified Pup Scout robot to aid in the search and rescue of personnel. SOWTs may
be assigned a Flying Probe robot to assist in stealth reconnaissance missions.
Available Upon Assignment: A vehicle appropriate to the mission and characters skill
(Game Masters may wish to use modified vehicle stats from the selection of Iron Heart
Aircraft listed in Rifts Mercenaries, all of which represent reverse engineered pre-Rifts
military designs), explosives, heavy weapons, surveillance equipment, video equipment,
disguises, fake I.D., robots, and any other special equipment approved by the characters
commanding officer for the specific mission.
Money: All NEMA Special Forces Soldiers get a roof over their head, food, clothing and all
other basics provided free as part of their service, as well as access to Air Force and other
military offices and facilities (including NEMA). Monthly salary was 4750 credits, plus

hazard pay. Under the circumstances of Chaos Earth, access to equipment, medical supplies
and services may be limited. Pay is one tenth normal (475 credits a month), mainly as an
incentive for morale. The character starts off with 6D6x100 credits.
Cybernetics: Gyro-Compass, Clock Calendar, and 1D4 additional implants of choice. S.F.s will
typically not have a U.S.A.F. I.D. chip to avoid identification if captured and examined.
Additional cybernetics and Bio-Systems might be available in extreme medical emergency,
though in the Chaos Earth setting, such resources are increasingly rare.
NEMA Combat Pilot O.C.C.
NEMA Combat Pilots are the elite of the worlds fighter jet pilots. Combat pilots are trained
in a wide variety of military aircraft, from bombers and fighters to helicopters and
hovercraft. Unlike Special Forces soldiers who are trained in both air and ground combat,
NEMA Combat Pilots receive relatively little ground combat and weapons skills and instead
become masters of using their aircraft with deadly accuracy and skill. Like Special Forces
Soldiers, Combat Pilots must select a specialist M.O.S. area of training that represents the
type of aircraft and combat situations they are most proficient at.
NEMA Combat Pilot O.C.C. Stats
Attribute Requirements: I.Q. 11, P.P. 10, and P.E. 11 or higher.
M.O.S.: Select one of the following areas of specialty. Gains all skills under that M.O.S.
Aerial Combat: These pilots are the core of the Combat Pilot program and are trained in the
highly maneuverable and deadly jet fighters that the U. S. Air Force is famous for.
Pilot Jet Fighters (+35%)
Navigation (+20%)
Read Sensory Equipment (+30%)
Weapon Systems (+30%)
Combat Flying (aerial equivalent of Combat Driving)
Electronic Countermeasures (+10%)
Military Fortifications (+10%)
Intelligence (+10%)
Air-to-Ground Assault: These combat pilots specialize in piloting fighter bombers and the
larger strategic bombers that assail enemy installations from thousands of feet in the air.
Electronic Countermeasures (+20%)
Intelligence (+15%)

Military Fortification (+15%)


Nuclear, Biological and Chemical (NBC) Warfare (+15%)
Pilot Jet Aircraft (+20%)
Navigation (+25%)

Read Sensory Equipment (+35%)


Weapon Systems (+25%)
Ground Combat Aerial Support: These pilots fly the dangerous missions involving close
combat support of ground troops, as well as pararescue operations. Their aircraft
traditionally have been helicopters but now include a variety of hovercraft as well.
First Aid (+20%)
Pilot Helicopters (+20%)
Pilot Hover Craft (Ground) (+20%)
Navigation (+15%)
Read Sensory Equipment (+25%)
Weapon Systems (+20%)
Land Navigation (+15%)
W.P. Heavy Weapons or Heavy Energy Weapons
Urban Combat Aerial Support: A new specialization, these pilots are trained in the
operation of the newly developed NEMA SAMAS units and one-manned Sky Hawk Sky
Cycles:
Pilot Sky Cycles and Rocket Bikes (+15%)
Pilot Power Armor Basic (+15%)
Power Armor Combat Elite: Griffin Interceptor
Navigation (+15%)
Read Sensory Equipment (+15%)
Urban Warfare (+15%)
Weapon Systems (+20%)

Land Navigation (+10%)


W.P. Heavy Energy Weapons
O.C.C. Skills: These are in addition to M.O.S. and reflect basic training.
Math: Basic (+10%)
Language, Native: Standard
Language, Other: One of choice (+10%).
Literacy, Native: Standard
Literacy, Other: One of choice (+10%).
Military Etiquette (+17%) Radio: Basic (+15%)
Athletics: General Running Parachuting (+15%)
Pilot: Two other Aircraft of choice (+15%).
W.P. Automatic Pistol
W.P. Energy Pistol
Hand to Hand: Basic, which can be changed to Expert at the cost of one O.C.C. Related Skill or
Martial Arts at the cost of two O.C.C. Related Skills.
O.C.C. Related Skills: Select five other skills. Plus select two additional skills at levels 3, 6, 9
and 12. All new skills start at level one proficiency.
Communications: Any (+5%).
Domestic: Any.
Electrical: Basic only (+5%).
Espionage: None.
Horsemanship: None.
Mechanical: Basic (+5%) and Aircraft Mechanics only.
Medical: Paramedic only.
Military: Any (+8%), except Command Robots, Trap Construction and any Naval Skills.
Physical: Any.

Pilot: Any except tanks, robots and submersibles (+5%, +10% for any additional Aircraft).
Pilot Related: Any.
Rogue: Cardsharp, Gambling (Standard) and Streetwise only.
Science: Advanced Math (+10%), Astronomy (+10%) and Oxygen Systems only.
Technical: Any (+5%). W.P.: Any.
Wilderness: Any.

Secondary Skills: Select three Secondary Skills at level one, +1 additional Secondary Skill at
levels 4, 8, 12 and 15. These are additional areas of knowledge that do not get the advantage
of the bonus listed in parentheses. All start at the base skill level and normal restrictions
apply. Optional: characters may use the Secondary Skill list on page 300 of the Rifts
Ultimate Edition RPG.
Standard Equipment: Standard U.S.A.F. Light Pilots Body Armor, Energy Pistol, Automatic
Pistol, 4 extra clips for each, Vibro-Knife, survival knife, first aid medical kit, pocket
computer, flashlight, disposable cigarette lighter, utility belt, air filter and gas mask,
walkie-talkie, NEMA uniform, dress uniform, may wish to use modified vehicle stats from
the selection of Iron Heart Aircraft listed in Rifts Mercenaries, all of which represent
reverse engineered pre-Rifts military designs). Urban Combat Aerial Support Pilots will be
assigned a Griffin Interceptor SAMAS and/or FE-201 Sky Hawk Rocket Bike.
Money: All NEMA Pilots get a roof over their head, food, clothing and all other basics
provided free as part of their service, as well as access to NEMA and other military offices
and facilities. Monthly salary was 4500 credits, plus hazard pay. Under the circumstances of
Chaos Earth, access to equipment, medical supplies and services may be limited. Pay is one
tenth normal (450 credits a month), mainly as an incentive for morale. The character starts
off with 6D6x100 credits.
Cybernetics: Typically has a NEMA identification implant (under the skin of the forearm or
back of the neck, basically identical to the NEMA ID implant), Gyro-Compass, Clock
Calendar, Radar Sensor and Speedometer implant. Additional cybernetics and Bio-Systems
might be available in extreme medical emergency, though in the Chaos Earth setting, such
resources are increasingly rare.
NEMA Civilian Scientist O.C.C.
Like most branches of the Armed Services, the NEMA will often contract out to civilian
agencies to perform certain specialized jobs for which they either do not have the resources
to perform themselves or individuals who possess unique skills that the NEMA has need of.
These civilians are required to sign top secret non-disclosure statements that make it a
crime (if not treason) to divulge any information about what they have worked on for the
military. Most do not receive any combat training and have little knowledge of military

protocols or procedures. They do, however, represent some of the best and brightest minds
in aerospace science and engineering and this earns them a special place amongst the
worlds scientific elite: the chance to work on top secret projects with technology that is
typically far ahead of anything in the academic or civilian sector. In the NEMA, most of these
civilian scientists and engineers possess skills related to Astronomy, Astrophysics, Physics,
Aerodynamics, Mechanical Engineering, Aerospace Engineering, Advanced Mathematics,
etc., as these represent the areas of science that the Air Force traditionally looks for
military applications from. NEMA, with its broader mandate, will also contract out to
scientists with advanced degrees in Biology, Medicine, Genetics, Chemistry and Robotics.
NEMA Civilian Scientist O.C.C. Stats
Attribute Requirements: I.Q. 12, M.E. 10 or higher.
Scientific Area of Expertise (SAE): Similar to an M.O.S., the SAE represents the particular
field of science or engineering that the civilian possesses. Select one of the following areas
of specialty. Gains all skills under that field of study.
Astronomy and Astrophysics: These scientists helped the Air Force maintain their vast
array of communication and surveillance satellites as well as monitor their network of
orbital defense platforms. They also worked in concert with the growing orbital community
to coordinate Earth to Orbit traffic patterns and anticipate space-borne threats such as
solar flares and meteor showers.
Astronomy (+35%)
Astrophysics (+25%)
Read Sensory Equipment (+25%)
Math: Advanced (+30%)
Radio: Satellite (+20%)
Laser Communications (+15%)
Physics (+20%. This is a general understanding of the Laws of Motion, forces and energy.
Base Skill: 35% +5% per level of experience.)
Biological Sciences: These scientists are contracted by NEMA to assist in the development of
and protection from chemical and biological agents.
Nuclear, Biological and Chemical (NBC) Warfare (+10%)
Biology (+35%)
Botany (+30%)
Chemistry (+20%)

Chemistry: Analytical (+15%)


Math: Advanced (+10%)
Pathology (+15%)
Zoology (+15%)
Geological Sciences: Though seldom used, these scientists are contracted by NEMA to assist
in the construction of underground structures and analysis of seismic data.
Geology (+35%. This is an understanding of the composition of the Earth, its minerals and
rocks. Provides a +5% bonus to Gemology. Base Skill: 30% +5% per level of experience.)
Seismology (+20%. This is a more specialized geological science that deals with the study of
plate tectonics, mountain building forces and earthquakes. Base Skill: 25% +5% per level of
experience.)
Paleontology (+20%. This is a specialized branch of geology that deals with fossils and the
geologic record of the planet. Base Skill: 25% +5% per level of experience.)
Chemistry (+10%)
Physics (+15%)
Gemology (+20%)
Math: Advanced (+10%)
Medical Doctor: All branches of the Armed Forces employ highly trained Medical Doctors
either as commissioned officers or civilian contracted practitioners.
Advance Math (+10%)
Medical Doctor (+15%)
Chemistry (+20%)
Chemistry: Pharmaceutical (+15%)
Holistic Medicine (+10%)
Pathology (+15%)
Biology (+20%)
Genetics (+15%)
Psychology (+15%)

Climate and Oceanography: NEMA employ these scientists to analyze weather and ocean
patterns. This often involves interpreting satellite imagery and programming complex
computer models.
Meteorology (+35%)
Oceanography (+25%)
Math: Advanced (+15%)
Read Sensory Equipment (+20%)
Radio: Satellite (+15%)
Computer Programming (+10%)
Navigation (+10%)
Engineering: These civilians are general engineering experts who are often called upon to
work with other specialists to develop and/or modify equipment as needed.
Math: Advanced (+35%)
Electrical Engineer (+20%)
Mechanical Engineer (+20%)
Computer Programming (+15%)
Jury Rig (+15%)
Two additional Mechanical or Electrical Skills of choice (+15% each).
O.C.C. Skills: These are in addition to the scientists area of specialty and reflect a more
general science background.
Math: Basic (+25%)
Language, Native: Standard
Language, Other: One of choice (+10%).
Literacy, Native: Standard
Literacy, Other: One of choice (+10%).
Military Etiquette (+5%)
Technical Writing (+20%)

Wardrobe and Grooming (+10%)


Pilot: Automobile
Computer Operation (+15%)
Research (+35%)
Two additional Science, Medical or Mechanical/Electrical skills or choice (+15% each).
W. P.: Energy Pistol
Hand to Hand: Basic
O.C.C. Related Skills: Select seven other skills. Plus select two additional skills at levels 3, 6,
9 and 12. All new skills start at level one proficiency.
Communications: Any (+10%).
Domestic: Any (+5%).
Electrical: Basic (+5%) only. Any (+15%) for Engineering
Specialist.
Espionage: None.
Horsemanship: General only.
Mechanical: Basic (+5%) only. Any (+20%) for Engineering Specialist.
Medical: First Aid only. Any for Medical Doctor (+15%) and Biological Sciences (+10%).
Military: None.
Physical: Any except Acrobatics, Boxing, Kick Boxing, and Wrestling.
Pilot: Any except military vehicles and robots/power armor.
Pilot Related: Any except Weapon Systems.
Rogue: Computer Hacking, (+3%), Gambling (Standard) and Streetwise only.
Science: Any (+15%).
Technical: Any (+10%).
W.P.: Any except Heavy Weapons and Heavy Energy
Weapons.

Wilderness: Any.

Secondary Skills: Select six Secondary Skills at level one, +2 additional Secondary Skill at
levels 4, 8, 12 and 15. These are additional areas of knowledge that do not get the advantage
of the bonus listed in parentheses. All start at the base skill level and normal restrictions
apply. Optional: Characters may use the Secondary Skill list on page 300 of the Rifts
Ultimate Edition RPG.

Standard Equipment: Once the dangers of Chaos Earth become apparent, Civilian Scientists
sent out to advise and assist NEMA teams will typically be issued a Light M.D. Vest and
Overcoat as well as an Energy Pistol side arm with 4 extra clips. Additional weapons may be
available depending upon the training of the individual and the details of the mission.
Additional common equipment will also include first aid medical kit, pocket computer,
flashlight, disposable cigarette lighter, utility belt, air filter and gas mask, walkie-talkie,
portable computer, laser distancer, 10 small and medium sample jars, 32 small and
medium plastic specimen bags, a dozen pairs of plastic gloves, canteen, and any additional
basic items. Specific scientists will also have access to field equipment and/or medical
equipment appropriate to their profession as well as laboratory facilities where available.
Vehicle assignment will depend upon the scientists skill and the mission.
Money: Prior to the Great Cataclysm, military contracted civilian scientists were typically
paid well, earning between 4000 and 5000 credits per month. Now, after the onset of the
Great Cataclysm, scientists, like all survivors, are lucky to get a roof over their head, food,
clothing and all other basics provided free as part of their service, as well as access to Air
Force and other military offices and laboratory facilities (including NEMA). Under the
circumstances of Chaos Earth, access to equipment, medical supplies and services may be
limited. Pay is one tenth normal (400-500 credits a month), mainly as an incentive for
morale. The character starts off with 1D4x1000 credits.
Cybernetics: Cybernetics were usually reserved for military purposes or medical necessity.
Therefore it is unlikely that a civilian scientist or engineer will have any. At the Game
Masters discretion, however, one or two cybernetic sensors might be allowed. Access to
future implants will be severely limited as the Great Cataclysm continues.
Chaos Earth Civilian Occupations
The following is a short list of common occupations that would be appropriate for civilians
in the Rifts/Chaos Earth setting. Due to the myriad of occupations available, this list is only
a sampling. Game Masters are encouraged to design other occupations as required for their
campaigns.
Alignments: Any, but most tend to be either good or selfish.
Bonuses: +2 to any two attributes that are needed in the Civilian Occuptation, +1 to

Initiative, +2 to Roll with Fall/Impact, +1 to Save vs. Horror Factor


Hit Points: PE+1d6 per level.
S.D.C.: 4D6 for physically challenging occupations like Police Officer or Construction
Worker/Skilled Trades. 3D6 for average occupations like Entertainer or Journalist. 2D6 for
non-physical occupations like Business Owner or Computer Programmer.
OCC Skills:
Computer Operations (+10%)
Language: Native (98%)
Language: One of Choice (+20%)
Literacy: Native (+12%)
Climbing (+8%)
General Athletics
Swimming (+5%)
History: General (+4%)
Mathematics: Basic (+10%)
Pilot: Hovercraft or Hovercycle
WP: One of Choice
HTH: Basic (No upgrades unless the MOS requires it)

MOS Skill Groups:


Athlete
Business Owner
Cattleman/Rancher
Communications Engineer
Computer Systems Engineer
Computer Technician

Construction Worker
Consultant (Technical, Engineering or Science)
Driver
Farmer
Espionage Specialist
Entertainer
Firefighter
Fisherman
Hunter
Journalist
Mechanic
Medical: Doctor
Medical: Paramedic
Medical: Psychologist
Pilot
Police Officer: Patrol Officer
Sailor
Scientist
Scholar
Thief

OCC Related Skills: Select 5 skills that are Related to the Characters OCC and background at
1st Level and one new skill at Levels, 2 4, 6, 8, 10 and 12.
Communications: Any
Domestics: Any (+10%)
Electrical: Basic Electronics and Computer Repair only.

Espionage: None
Mechanical: Basic Mechanics and Automobile Mechanics only
Medical: First Aid only
Military: None
Physical: Any
Pilot: Any, except for Military
Pilot: Related; Any (+5%)
Rogue: Any (+5%)
Science: Any (+8%)
Technical: Any
WP: Any
Wilderness: Any
Secondary Skills: Select one new skill at Levels 1, 3, 6, 9, 12, and 15 from the list above.
These skills do not receive any bonuses, except for IQ Bonus.
Civilian Occupation Skills
Athlete
Acrobatics or Gymnastics
Bicycling or Kayaking (15%)
Body Building/Weight Lifting
Boxing or Wrestling (+1 Attack per Melee)
Kick Boxing
Performance (+20%)
Running
WP: Ancient: Two of choice
HTH: Martial Arts
Business Owner

Accounting (+10%)
Business: General (+15%)
Law: Business (+10%)
Pilot: Two of Choice (+5%, Non-military)
General Repair/Maintenance (+10%)
Domestic, Electrical, Mechanical or Technical: Three of choice (+15%)
Cattleman/Rancher
Agriculture (+15%)
Animal Husbandry (+20%)
Biology (+10%)
Breed Animals (+15%)
Domesticating/Training Animals (+8%)
Horsemanship: Basic (+10%) or Horsemanship: Cowboy (+15%)
Land Navigation (12%)
Rope Works (+10%)
Wilderness Survival (+15%)
Communications Expert
Basic Mechanics (+15%)
Electrical Engineer (+15%)
Computer Programming (25%)
Cryptography or Laser Communications (+20%)
Electronic Countermeasures (+20%)
Writing: Technical (+15%)
Communications: Three of Choice (+10%)
Computer Programmer/Computer Systems Engineer
Basic Electronics (+10%)

Computer Hacking (+20%)


Computer Programming (+30%)
Electronic Countermeasures (+15%)
Research (+10%)
Writing: Creative (+15%)
Communications: Two of Choice (+10%)
Computer Technician:
Basic Electronics (+10%)
Computer Repair (+25%)
Electronic Countermeasures (+20%)
General Repair/Maintenance (+20%)
Jury-Rig (+15%)
Recycling (+10%)
Sensory Equipment (+10%)
Writing: Creative (+5%)
Communications: Two of Choice (+10%)
Construction Engineer
Basic Mechanics (15%)
Computer Programming (+10%)
Construction Engineer (+20%)
Demolition (+15%)
Drafting (+20%)
Electrical Engineer (+15%)
Electricity Generation (+15%)
Excavation (+12%)
Mathematics: Advanced (+20%)

Military Fortification (+15%)


Pilot: Robots/Power Armor (+12%)
Pilot: Track/Construction Vehicles (10%)
Radio: Basic (+10%)
Construction Worker
Basic Electronics (+10%)
Basic Mechanics (+10%)
Body Building
Carpentry 0r Masonry (+20%)
Demolitions (+10%)
Locksmith (+12%)
Excavation (+10%)
General Repair/Maintenance (+10%)
Jury-Rig (+15%)
Physical Labor
Pilot: Robot/Power Armor

(+15%)

Pilot: Tracked/Construction Vehicles (+10%)


Radio: Basic (+5%)
WP: Blunt
Consultant
Communications, Electrical, Mechanical, Medical, Science, Technical or
of Choice: (+10%)
Cryptography (+20%)
History: General (+15%)
Language: One of Choice (+15%)
Literacy: One of Choice (+20%)

Wilderness: Four

Public Speaking (+25%)


Research (+20%)
Wardrobe/Grooming (+10%)
Writing: Technical (+20%)
Driver
Automobile Mechanics (+15%)
Combat Driving
Pilot: Four Ground Vehicles of Choice (+20%)
Navigation (+15%)
Salvage (+12%)
Sensory Equipment (+15%)
Vehicle Armorer (+15%)
Espionage Agent:
Computer Hacking (+25%)
Computer Programming (+20%)
Cryptography (+15%)
Disguise (20%)
Escape Artist (+15%)
Espionage or Rogue: Two of Choice (+15%)
Intelligence (+20%)
Performance (+10%)
Photography (+15%)
Surveillance (20%)
Undercover Ops (+30%)
HTH: Expert or Martial Artist
Entertainer

Acrobatics or Gymnastics
Aerobic Athletics
Dance (+20%)
Impersonate or Disguise (+10%)
Performance (+20%)
Play Musical Instrument (+25%)
Public Speaking (+15%)
Radio: Basic (+5%)
Sing (+25%)
TV/Video (+15%)
Wardrobe/Grooming(+15%)
Farmer
Animal Husbandry (+15%)
Basic Mechanics (+10%)
Biology (+20%)
Botany (+20%)
Breed Animals (+15%)
Farming (+25%)
Identify Plants/Fruits (+15%)
General Repair/Maintenance (+10%)
Research (+5%)
Firefighter/Rescue
Body Building
Climbing (+20%)
Evacuation/Rescue (+20%)
Firefighting (30%)

Paramedic (+20%)
Pilot: Automobile (+10%)
Pilot: Trucks (+10%)
Radio: Basic (+10%)
Rope Works (+25%)
WP: Axe
Fisherman
Basic Mechanics (+10%)
Biology (+10%)
Cooking (+15%)
Fishing (+30%)
Fishing: Advanced (+30%)
General Repair/Maintenance (+15%)
Marine Biology (+15%)
Navigation (+10%)
Pilot: Boat: Motor (+15%)
Sewing (+10%)
SCUBA (+15%)
Undersea Farming (+10%)
WP: Harpoon or Trident
Hunter
Basic Mechanics (+10%)
Cooking (+15%)
Detect Concealment (+12%)
Hunting
Land Navigation (+15%)

Preserve Food or Skin/Prepare Hides (+15%)


Prowl (+20%)
Tracking: Animals (+15%)
Trap Construction (+15%)
Wilderness Survival (+20%)
Journalist
History: General (+15%)
Journalism Studies (+20%)
Language: Two of Choice (+15%)
Literacy: Two of Choice (+20%)
Performance or Public Speaking (+25%)
Photography (+15%)
Radio: Basic (+15%)
Research (+20%)
Streetwise (+10%)
TV/Video (+15%)
Undercover Ops (+10%)
Wardrobe/Grooming (+12%)
Writing: Creative (+15%)
Mechanic
Athletics: General or Physical Labor
Automotive Mechanics (+25%)
Basic Electronics (+15%)
Basic Mechanics (+20%)
General Repair/Maintenance (+15%)
Locksmith (+10%)

Mechanical: Two of Choice (+10%)


Pilot: Automobile (+12%)
Pilot: Two of Choice (+10%)
Medical Doctor
Mathematics: Advanced (+12%)
Biology (+20%)
Chemistry (+15%)
Chemistry: Pharmaceutical (+15%)
Field Surgery (+20%)
Holistic Medicine (+15%)
Medical Doctor (+25%)
Pathology (+20%)
Xenobiology (+15%)
Medical: Paramedic
Automotive Mechanics or Basic Mechanics (+10%)
Biology (+15%)
Body Building or Aerobic Athletics
Combat Driving
Evacuation/Rescue (+10%)
Field Surgery (+15%)
Holistic Medicine (+15%)
Paramedic (+20%)
Pilot: Automotive (+10%)
Radio: Basic (+10%)
Sensory Equipment (+20%)
Medical: Psychology

Behavioral Science (+20%)


Biology (+10%)
Brewing (+10%)
Chemistry (+15%)
Chemistry: Pharmaceutical or Chemistry: Analytical (+15%)
Holistic Medicine (+10%)
Psychology (+20%)
Sensory Equipment (+12%)
Surveillance (+15%)
TV/Video (+10%)
Pilot
Aircraft Mechanics (+15%)
Land Navigation (+15%)
Navigation (+20%)
Pilot: Airplane (+15%)
Pilot: Jet Aircraft (+20%)
Pilot: Two of Choice (+10%)
Sensory Equipment (+15%)
Wilderness Survival (+10%)
Police: Patrol Officer
Body Building or Athletics: General
Combat Driving
Detect Ambush or Detect Concealment (+15%)
Find Contraband/Weapons (+15%)
First Aid (+10%)
Law: General (+15%)

Radio: Basic (+10%)


Recognize Weapon Quality (+15%)
Running
WP: Blunt
WP: Handguns
HTH: Expert
Religious Scholar/Minister
First Aid or Paramedic (+10%)
Language: Two of Choice (+15%)
Literacy: Two of Choice (+15%)
Mythology (+10%)
Performance (+15%)
Philosophy (+20%)
Public Speaking (+20%)
Radio: Basic or TV/Video (+15%)
Research (+10%)
Writing: Creative or Technical (+12%)
Sailor
Aquatic Vehicle Mechanics (+20%)
Navigation (+15%)
Sensory Equipment (15%)
Pilot: Boat: Motor/Hydrofoil (+20%)
Pilot: Boat: Ships or Pilot: Boat: Sail Type (+15%)
Pilot: Two of Choice (+10%)
SCUBA (+10%)
Salvage (+10%)

Undersea Salvage (+15%)


Scientist
Computer Programming (+15%)
Biology (+20%)
Chemistry (+20%)
Chemistry Analytical (+15%)
Research (+15%)
Science: Four of Choice (+10%)
Sensory Equipment (+15%)
Writing: Technical (+20%)
Scholar/Teacher
Anthropology (+12%)
Archaeology (+10%)
Computer Programming (+15%)
First Aid (+10%)
History: General (+20%)
History: Advanced (+15%)
Research (+20%)
Science or Technical: Three of Choice (+15%)
Writing: Technical
Survivalist/Explorer
Climbing (an additional +15% to the pre-existing skill)
Detect Ambush (+15%)
Field Armorer/Munitions Expert (Ancient only +10%)
First Aid or Holistic Medicine (+20%)
General Repair/Maintenance (+10%)

Identify Plants/Fruit (20%)


Physical Labor
Preserve Food (+20%)
Prowl (+15%)
Running
Trap Construction (10%)
Wilderness Survival (+25%)
Wilderness: Three of Choice (+15%)
WP: Ancient: Two of Choice
WP: Rifle
Thief
Acrobatics (+10%, where applicable)
Basic Electronics (+10%)
Climbing (+25%)
Computer Hacking (+20%)
Computer Programming (+15%)
Detect Ambush or Detect Concealment (10%)
Locksmith (+15%)
Palming (20%)
Pick Locks or Pick Pockets (15%)
Prowl (+20%)
Safecracking (15%)
Surveillance (15%)
Streetwise
Chaos Earth Civilian
1. 0,000 - 1,875

2. 1,876 - 3,750
3. 3,751 - 7,250
4. 7,251 - 14,100
5. 14,101 - 21,200
6. 21,201 - 31,200
7. 31,201 - 41,200
8. 41,201 - 51,200
9. 51,201 - 71,200
10.

71,201 - 101,500

11.

101,501 - 136,500

12.

136,501 - 186,500

13.

186,501 - 236,500

14.

236,501 - 286,500

15.

286,501 - 326,500

Skill List
Communications
Cryptography 25%+5%
Electronic Countermeasures 30%+5%
Laser 30%+5%
Optic Systems 30%+5%
Performance 30%+5%
Radio: Basic 50%+5%
Radio: Satellites 35%+5%
Radio: Scramblers 35%+5%
Surveillance Systems 30%+5%

T.V/Video 35%+5%

Domestic Skills
Brewing 25%/30%+5%
Cook 35%+5%
Dance 30%+5%
Fishing 40%+5%
Gardening 35%+5%
Play Musical Instrument 35%+5%
Recycle 30%+5%
Sewing 40%+5%
Sing 35%+5%

Electrical Skills
Basic Electronics 30%+5%
Computer Repair 30%+5%
Electrical Engineer 35%+5%
Electricity Generation 50%+5%
Robot Electronics 35%+5%

Espionage Skills
Detect Ambush 30%+5%
Detect Concealment 25%+5%
Disguise 25%+5%
Escape Artist 30%+5%
Forgery 25%+5%

Imitate Voices & Impersonation 36%/16%+4%


Intelligence 32%+4%
Interrogation Techniques 30%+5%
Pick Locks 30%+5%
Pick Pockets 25%+5%
Sniper (+2 to strike on an aimed shot)
Tracking (people) 25%+5%
Wilderness Survival 30%+5%

Horsemanship Skills
Horsemanship: General 40%/20%+4%
Horsemanship: Cowboy 66%/50%+3%
Horsemanship: Exotic Animals 30%/20%+5%

Mechanical Skills
Aircraft Mechanics 50%+4%
Armorer/Field Armorer 40%+5%
Automotive Mechanics 60%+3%
Basic Mechanics 40%+5%
Bioware Mechanics 30%+5%
Locksmith 35%+5%
Mechanical Engineer 30%+5%
Robot Mechanics 30%+5%
Vehicle Armorer 30%+5%
Weapons Engineer 30%+5%
Weapon Systems 40%+5%

Medical Skills
Animal Husbandry 56%+4%
Brewing 25%/30%+5%
Criminal Science & Forensics 35%+5%
Field Surgery 26%+4%
First Aid 45%+5%
Holistic Medicine 20%+5%
Paramedic 40%+5%
Medical Doctor 60%/50%+5%
M.D. in Cybernetics 40%/60%+5
Pathology 40%+5%
Trauma Medicine 25%+5%
Xenology 15%+5%

Military Skills
Armorer/Field Armorer 40%+5%
Camouflage 20%+5%
Command Robots
Demolitions 60%+3%
Demolitions Disposal 60%+3%
Demolitions: Underwater 56%+4%
Find Contraband, Weapons & Cybernetics 26%+4%
Guerilla Warfare 25%+5%
Military Etiquette 35%+5%
Military Fortification 30%+5%

Nuclear, Biological & Chemical (NBC) Warfare 35%+5%


Parachuting 40%+5%
Recognize Weapon Quality 25%+5%
Trap Construction 20%+4%
Trap/Mine Detection 20%+5%
Urban Warfare 25%+5%

Physical Skills
No Hand to Hand Combat Skill
Hand to Hand: Basic
Hand to Hand: Expert
Hand to Hand: Martial Arts
Hand to Hand: Assassin
Hand to Hand: Commando
Acrobatics (varies)
Athletics (General)
Body Building & Weight Lifting Boxing
Climbing 40%/30%+5%
Gymnastics (varies)
Prowl 25%+5%
Running
Swimming 50%+5%
S.C.U.B.A. 50%+5%
Wrestling

Pilot

Airplane 50%+4%
Automobile 60%+2%
Bicycling 60%+3%
Boat: Motor & Hydrofoil 55%+5%
Boat: Sail Type 60%+5%
Boat: Ships 45%+5%144%+4%
Boat: Warships & Patrol Boats 40%+4%
Combat Driving
Helicopter 52%+3%
Hover Craft (Ground) 50%+5%
Hovercycle 70%+3%
Jet Aircraft 60%+3%
Jet Fighters 50%+3%
Jet Packs 42%+4%
Kayaking 50%+5%
Motorcycle 60%+4%
Power Armor Basic 56%+3%
Power Armor Combat Elite Robot Basic 56%+3%
Robot Combat Elite
Submersibles 60%+3%
Tanks & APCs 50%+3%
Tracked Vehicles and Construction Vehicles 54%+4%
Truck 56%+4%
Water Scooters 50%+5%
Water Skiing & Surfing 40%+4%

Pilot Related Skills


Navigation 40%+5%
Sensory Equipment 30%+5%
Weapon Systems 40%+5%

Rogue Skills
Cardsharp 24%+4%
Computer Hacking 20%+5%
Concealment 20%+4%
Find Contraband, Weapons & Cybernetics 26%+4%
Gambling (Standird) 30%+5%
Gambling (Dirty Tricks) 20%+4%
Palming 20%+5%
Pick Locks 30%+5%
Pick Pockets 25%+5%
Prowl 25%+5%
Safe-Cracking 20%+4%
Seduction 20%+3%, plus attribute bonuses.
Streetwise 20%+4%
Streetwise: Drugs 25%+5%
Ventriloquism l6%+4%

Science Skills
Agriculture 30%+5%
Anthropology 40%+5%
Archaeology 40/20%+5%

Artificial Intelligence 30%+3%


Astronomy 30%+5%
Astrophysics 35%+5%
Biology 40%+5%
Botany 40%+5%
Chemistry 50%+5%
Chemistry: Analytical 35%+5%
Genetics 35%+5%
Mathematics: Basic 72%+3%
Mathematics: Advanced 64%+2%
Oxygen Systems 58% +4%

Technical Skills
Advanced Fishing 30%+5%
Art 35%+5%
Breed Dogs 40%/20%+5%
Computer Operation 60%+3%
Computer Programming 50%+3%
Cyberjacking 50%+3%
Excavation & Rescue 40%+5%
Gemology 25%+5%
General Repair & Maintenance 45%+5%
History 60/40%+4%
Jury-Rig 25%+5%
Language, Native 88%+ 1%
Language, Foreign 60%+3%

Law (General) 35%+5%


Literacy, Native Language 86%+ I%
Literacy, Foreign Language 50%+3%
Lore: Cattle & Animals 30%+5%
Lore: Cities 25%+5%
Lore: D-Bee/Aliens 25%+5%
Lore: Demons & Monsters 25%+5% Lore: Faerie 25%+5%
Lore: Indians 25%+5%
Lore: Magic 25%+5%
Lore: Mythology 30%+5%
Lore: Psychic & Psionics 25%+5%
Lore: Religion 50%+3%
Masonry 40%+5%
Mining 35%+5%
Photography 35%+5%
Prospecting 20%+5%
Recycle 30%+5%
Research 40%+5%
Rope Works 30%+5%
Salvage 35%+5%
Undersea Salvage 30%+5%
Whittling & Sculpting 30%+5%
Writing 25%+5%

Weapon
Proficiencies (Ancient)

W.P. Archery & Targeting


W.P. Battle Axe
W.P. Blunt W.P. Bola W.P. Bow & Arrow
W.P. Chain W.P. Crossbow
W.P. Forked
W.P. Grappling Hook
W.P. Knife
W.P. Mouth Weapons
W.P. Net
W.P. Paired Weapons
W.P. Pole Arm
W.P. Shield W.P. Slingshot
W.P. Small Thrown Weapons
W.P. Spear W.P. Staff W.P. Sword W.P. Trident W.P. Whip

Weapon
Proficiencies (Modern)
W.P. Revolver
W.P. Automatic Pistol W.P. Bolt-Action Rifle
W.P. Automatic and Semi-Automatic Rifles W.P. Submachine-Gun
W.P. Flamethrower W.P. Grenade Launcher
W.P. Harpoon & Spear Gun W.P. Heavy Weapons
W.P. Torpedo
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy Energy Weapons

W.P. Sharpshooting

Wilderness Skills
Boat Building 25%+5% Carpentry 25%+5% Dowsing 20%+5% Hunting (SPECIAL)
Identify Plants & Fruits 25%+5%
Land Navigation 36%+4%
Preserve Food 25%+5% Roadwise 26%+4%
Skin & Prepare Animal Hides 30%+5% Spelunking 35%+5%
Track Animals 20%+5%
Track & Hunt Sea Animals 35%/25% +5% Wilderness Survival 30%+5%

Additional NEMA Weapons, Armor, Vehicles and Power Armor


Though NEMA has by far the most advanced power armor and robots on the planet at the
time of the Great Cataclysm (with the German company TRIAX coming a close second), other
branches of the United States military also developed their own specialized power armor
and robot units. The best example of this is the U.S.M.C. (Marine Corps) Semper Fi APA-15
Power Armor, as well as the SAMAS variants being developed at Area-51 that would later be
discovered over 200 years in the future by the Bandito Arms division of the Black Market in
the Rifts setting. With NEMA taking over the bulk of the peacekeeping operations for the
three North American countries, both the Marine Corps and the U.S. Army saw massive
reductions in their funding, personnel and resources. This generated a great deal of
resentment between NEMA and these two branches of the United States military. By
contrast, the Air Force and Navy, both of which were more specialized and, therefore had
not seen NEMA take over the bulk of their operations, did not develop as strong of an
adversarial relationship with the international military force, even though they, too, saw
much of their support get reallocated towards NEMA. In fact, with NEMA setting up their
United States headquarters in N.O.R.A.D., an Air Force facility, the U.S.A.F. was able to form a
relationship with the international force that resulted in an unofficial sharing of technology
breakthroughs. This would allow the Air Force to develop a variety of high-tech military
hardware that they would not have otherwise had the ability to achieve. The culmination of
this relationship was they developed their own power armor and vehicle units with their
specific missions in mind. In addition to the development of personal M.D.C. body armor
and high-tech weapons unique to the Air Force, two specialized suits of power armor were
also deployed, as was a small one-man aircraft that would one day be the model for the
future Coalition States Sky Cycle aircraft.

N.E.M.A. Firearms
N.E.M.A. Viper VE3
The NEMA Viper VE3 was intended for use by military specialist, Special Forces and pilots. It
has limited range and power but can be easily stowed in a boot or tucked into a belt or
waistband. NEMA Intel-Agents often use the VE3 as an emergency backup weapon in case
they have to defend themselves.
Weight: 0.5 lbs (0.22 kg).
Range: 600 feet (183 m).
Mega-Damage: 1D4+1 M.D.
Rate of Fire: Each shot counts as one melee attack.
Payload: 20 shots per standard E-Clip. Cost: 6,000 credits

N.E.M.A. P95 Submachine-Gun


An upgrade of the P90 used by Special Forces units at the beginning of the 21st Century,
this ultra-modern S.D.C. weapon features many of the trademark designs that made the
P-90 a favorite for Black Ops missions and anti-terrorist squads for years. These include the
classic bullpup design that places the magazine behind the trigger to effect a longer barrel
length while actually resulting in a shorter overall weapon length and reduced weight. The
weapon features a laser sight and black-light illumination that lights a target with UV light
(this creates no ambient light while making a target visible to anyone with UV optics). The
weapon can fire single rounds, short controlled bursts or continual fire either concentrated
at a single target or used to strafe multiple targets. The weapon is made of lightweight
plastic and polymer designs and can readily break down into multiple parts for easy
transport. With such a reliable weapon, the only major upgrade was an improvement in
accuracy and increased firepower.
Weight: 6 pounds (2.7 kg).
Damage: 4D6 S.D.C. per single shot or 1D4x10+6 S.D.C. per three round burst. A full melee of
concentrated fire on a single target will inflict 4D4x10 S.D.C. (or roughly 1 M.D. point of
damage). Alternately, a full melee round strafe will inflict 6D6 S.D.C. to 1D6+1 targets (no
strike bonuses).
Rate of Fire: Single shot, three round burst, or full melee fire (expends half of the weapons
ammunition).
Maximum Effective Range: 700 feet (213 m).
Payload: 50 round magazine.

Bonuses: +2 to strike on a single, aimed shot and +1 to strike on a three round burst. No
bonuses for a full melee round of continuous fire.
Market Cost: 5500 credits for the weapon plus 75 credits per box of 144 rounds. Poor
availability outside of the NEMA and other military organizations.

N.E.M.A. P101 Heavy Submachine-Gun


Though few nations possessed Mega-Damage capable weapons and armor at the time of
the Great Cataclysm, the Air Force still wanted a weapon that would be able to handle the
few that did, not to mention terrorist organizations that might come to acquire M.D.
technology through the black market sources of the day. Capitalizing on the successful
design of the P95 upgrade, Air Force weapons engineers developed a heavy submachinegun
that incorporated most of the same design features but fired high explosive rounds capable
of inflicting Mega-Damage. Basically, the P101 possesses all of the same design features of
the P95 except that the P101 cannot fire a continual, prolonged strafe or burst of fire. Tests
with the prototype found that the weapon tended to jam with deadly, explosive results
when fired continuously more than a melee action or two. Also, the heavier rounds reduced
the range and accuracy of the weapon slightly. Still, despite these design flaws, the weapon
is almost as efficient as its predecessor.
Weight: 7 pounds (3.15 kg).
Damage: 3D6 M.D. per single shot or 1D4x10 M.D. per three round burst. A full melee of
concentrated fire on a single target will inflict 3D4x10 M.D and a full melee round strafe will
inflict 5D6 M.D. to 1D6+1 targets (no strike bonuses). However, there is a 75% chance that
such intense, prolonged fire will result in the weapon jamming and a 50% chance that it will
explode, inflicting 3D6 M.D. per round still in the weapons magazine.
Rate of Fire: Single shot, three round burst, or full melee fire (expends half of the weapons
ammunition but likely to result in the weapon jamming and/or exploding).
Maximum Effective Range: 650 feet (198.1 m).
Payload: 50 round magazine.
Bonuses: +1 to strike on a single, aimed shot. No bonuses for a burst or a full melee round of
continuous fire.
Market Cost: 27,000 credits for the weapon plus 1000 credits per box of 144 rounds.
Virtually nonexistent outside of the U.S.A.F. Special Forces. Any found outside the Air Force
was either found or stolen.

N.E.M.A.-SR3 Marksman Collapsible Sniper Laser Rifle

The rifle is collapsible, breaking down into five component parts (takes 15 seconds/one
melee round) that fit neatly inside a briefcase or bag, or can be concealed amongst ones
garments.
Note: Comes standard with a basic telescopic sight and passive nightvision scope (both
2,000 foot/610 m range).
Weight: 8 lbs (3.6 kg).
Range: 2,400 feet (731.5 m).
S.D.C. Damage: The weapon has an S.D.C. setting that inflicts 1D6x10 S.D.C. per shot.
Mega-Damage: 3D6 M.D. on the medium setting or 4D6 M.D. for the high intensity laser
setting.
Rate of Fire: Each blast counts as one melee attack. Payload: A standard E-Clip provides
enough energy for 5 highintensity or 10 medium M.D. shots; S.D.C. firing drains far less
energy. It takes five S.D.C. blasts to drain the same power as a single medium M.D. blast.
Long E-Clips double the payload.
Bonus to Strike: +2 to strike on an Aimed shot. Cost: 32,000 credits.

N.E.M.A. HCBA-04 Heavy Combat Body Armor


The NEMA HCBA-04 Heavy Combat Body Armor possesses all of the usual characteristics of
the standard NEMA EBA Body Armor (see pages 62 and 63 of the Rifts Chaos Earth RPG).
Like the NEMA variant, the Air Force armor is a completely sealed, environmental suit.
However, unlike the NEMA suit which is designed to be an all-purpose, general use armor,
the HCBA is designed with the NEMA Special Forces units in mind. Designed to support the
Special Forces operatives need to be a one man platoon, the armor comes equipped with a
number of built-in weapons and features, along with an experimental adaptive camouflage
coating that helps the soldier hide in a wide variety of terrain.
Class: HCBA-04 Heavy Combat Body Armor.
Size: Human equivalent.
Weight: 15 pounds (6.75 kg).
M.D.C. by Location:
Head/Helmet 65
Arms 60 each

Legs 75 each
Main Body 110
Mobility: Excellent; -5 to Climb, Swim and perform Acrobatics and similar Physical skills;
-10% to Prowl without Adaptive Camouflage (see below).
Special Weapon Systems and Features:
1. Retractable Vibro-Blade concealed in the right forearm: 1D6 M.D.
2. Concealed garrote cord/climb cord concealed in the leftwrist: Can be used to strangle
S.D.C. opponents or to climb, with up to 30 feet (9.1 m) of ultra-thin, high-strength climb
cord with a Vibro-piton to bore into M.D.C. or S.D.C. structures.
3. Multi-optics capabilities: Helmet is a standard, multi-optics helmet with all of the usual
features.
4. Short-range radio: 5 mile (8 km) range. Designed to scan for and unscramble
enemy/unknown transmissions. Outgoing transmissions can also be scrambled.
5. Environmental Adaptive Camouflage: This experimental design features a special coating
on the exterior of the armor that adjusts the shading and color of the suit to adapt to its
surroundings.
Not only does this feature eliminate the penalty to Prowl described above, it also
provides a +15% bonus to Prowl and Camouflage skill rolls (as well as reducing an
opponents Detect Ambush skill roll by -15%). The main design flaw of the adaptive
camouflage is that even minimal damage to the armor will render it useless. Once the Main
Body has lost 30 or more M.D.C., the adaptive camouflage feature is useless (too much of the
adapting coating will have been damaged). Furthermore, the intense heat from M.D. flame
and plasma weapons will burn away this coating even faster (destroying it after only 15
points of M.D. flame or plasma damage). Finally, with the onset of the Great Cataclysm and
the loss of most of the nations Armed Forces, the facilities and expertise to construct and
repair this feature will be nearly impossible to find.
Cost and Availability: Exclusive to U.S.A.F. Special Forces units. Any found outside the Air
Force was either found or stolen and will likely sell for upwards of 120,000 in credits or
trade equivalent with weapons and adaptive camouflage intact (45,000 without these
features).

N.E.M.A. LPBA-02 Light Pilots Body Armor


Unlike the HCBA suit, the U.S.A.F. LPBA-02 is designed for NEMA Combat Pilots. Although
it is considered an environmental suit with all of the usual features, it possesses none of the
tactical enhancements of the heavier, Special Forces body armor. It is designed to provide
pilots with a degree of protection without a significant loss of mobility or comfort. After all,

a pilot may be required to wear this armor for hours in a cramped cockpit.
Class: LPBA-02 Light Pilot Body Armor.
Size: Human equivalent.
Weight: 12 pounds (5.4 kg).
M.D.C. by Location:
Head/Helmet 50
Arms 45 each
Legs 65 each
Main Body 95
Mobility: Good; -10 to Climb, Swim and perform Acrobatics and similar Physical skills; -15%
to Prowl.
Special Weapon Systems and Features:
1. Built-in Speedometer, Gyro-Compass and Altimeter: Essentially identical to the
cybernetic equivalents of these systems.
2. Pilot Flight Systems Helmet Jack: This feature jacks the flight system of whatever vehicle
the pilot is flying directly into the heads-up display of the body armor. This provides for a
slightly quicker response time on the part of the pilot (+5% to piloting skill rolls). This
feature is usually only available on NEMA. aircraft.
Cost and Availability: Exclusive to U.S.A.F. Pilots. Any found outside the Air Force was either
found or stolen and will likely sell for upwards of 45,000 in credits or trade equivalent.

NEMA Trekker EBA


Trekker environmental armor was originally designed specifically with explorers,
hovercycle pilots, cargo haulers and pilots in mind, but is being issues to NEMA Volunteer
Militia Units wherever possible. It is a nice blend of mobility and armor, with good
protection for the chest and abdomen, plus plating for the shoulders. The arms and legs are
protected by M.D.C. fabric, padding and light, concealed polycarbonate plating legs. To
provide superior range of normal vision, the faceplate on the helmet is a clear visor.
Weight: 18 lbs (8.1 kg).
Mobility: Good; no penalty to piloting skills, -5% to Climb, Rappel, Prowl, perform
Acrobatics and similar physical skills/performance, but -10% to Swimming.

M.D.C. by Location:
Helmet 25
Legs 22 each
Arms 16 each
Main Body 50
Cost: 30,500 credits; good to excellent availability.

N.E.M.A. Power Armor and Vehicles


Armor Note: Both suits of power armor are designed to insulate the pilots from the extreme
G-forces they experience while flying at supersonic speeds.
N.E.M.A. Silent Soldier Power Armor SSPA-14
The Silent Soldier Power Armor was designed with Special Forces covert Black Ops
missions in mind. As technology became more sophisticated, so, too, did warfare. At the
same time as NEMA took over the bulk of the international peacekeeping operations for
most of North America, funding and personnel in the traditional branches of the Armed
Services were cut dramatically to divert funds and resources to NEMA. As a result, the
U.S.A.F. wanted a way to turn an individual Special Forces soldier into a one man platoon.
This was accomplished through the development of the SSPA-14, more commonly known as
the Silent Soldier. Designed with the same adaptive camouflage as the HCBA armor as well
as sensor masking equipment and sound-reduction technology, the SSPA is not designed as
a front line, heavy combat power armor unit, though it does sport a variety of lethal energy
and explosive weapons. The Silent Soldier is primarily designed with the U.S.A.F. Special
Forces soldier in mind: missions that require speed, stealth, quick insertion into enemy
territory, and reconnaissance. They are also designed with the idea that a Special Forces
soldier would most likely be on his or her own in hostile territory and would need to rely on
the SSPA and his or her skills for support. The Silent Soldier Power Armor will only ever be
found in the hands of Air Force Special Forces units unless it was stolen or looted from an
Air Force base after the onset of the Great Cataclysm.

N.E.M.A. Silent Soldier Power Armor Model Type: SSPA-14-SA.


Class: Strategic Assault Power Armor.
Crew: One pilot.
M.D.C. by Location:

Shoulder Wings (2) 120 each


Main Jet Thrusters (4; upper rear) 75 each
Secondary Maneuvering Thrusters (4; lower rear) 45 each
Jet Intake (2; shoulders) 40 each
Heavy Forearm Laser (left) 100
Forearm Sniper Laser (right) 125
Mini-Missile Pods (2; legs) 80 each
Vibro-Saber (concealed in right forearm) 100
Forearm Mini-Computer 25
* Head 100
** Sensor Package (rear, behind the head) 90
***

Main Body 375

* Targets with a single asterisk indicate small, difficult to hit targets that require a Called
Shot at -4 to strike. Destruction of the head will most likely kill the pilot.
** The sensor package consists of a small suite of sensors and transmitters mounted above
the main thrusters directly behind the armors head. It is also a small target, requiring a
Called Shot at -5 to strike. Destruction of the sensor package will eliminate all of the power
armors sensors, optics, and communications (effectively eliminating all power armor
combat bonuses). This will also eliminate the adapted camouflage and the sensor masking
technology. The pilot will be forced to rely on his own vision and senses.
*** Destruction of the main body will destroy the power armor and leave the pilot inside
vulnerable, assuming he survived. Note that the SSPA does not employ the same laser
resistant armor as the NEMA Chromium Guardsman and Silver Eagle SAMAS. Destruction of
the wings will make flight impossible, though the SSPA can still make impressive, jet
assisted leaps. Speed:
Running: 80 mph (128 km) maximum. Note that the act of running does tire out its
operator, but at 10% the usual fatigue rate thanks to the robot exoskeleton.
Leaping: The powerful robot legs can leap up to 20 feet (6.1 m) high or across unassisted by
the thrusters. A jet thruster assisted leap can propel the SSPA up to 120 feet (36.6 m) high
and 240 feet (73.2 m) across without attaining flight.
Flying: The four main rockets enable the SSPA to hover stationary up to 1250 feet (381 m)
with its wings deployed (only 20 feet/6.1 m without wings). Maximum flying speed is 360

mph (576 km), but cruising speed is considered to be 180 mph (288 km). Maximum altitude
is 5000 feet (1524 m).
Flying Range: The nuclear power supply gives the SSPA decades of life, but the jet rockets
heat up and need to cool after a maximum of 10 hours of flight when operating at speeds
above cruising (24 hours at cruising speed). Can go indefinitely with intermittent rest stops.
Underwater Capabilities: 4 mph (6.4 km/3.4 knots) using arms and legs to paddle. 70 mph
(112 km/61 knots) using its jets thrusters to skim across the surface of the water and only
40 mph (64 km/35 knots) using thrusters underwater. Maximum ocean depth: 750 feet
(228.6 m).

Statistical Data:
Height: 7.5 feet (2.3 m).
Width: Wings down 3.5 feet (1.06 m), extended 8 feet (2.4 m).
Length: 4.25 feet (1.3 m).
Weight: 340 pounds (153 kg).
Physical Strength: Equal to an Augmented P.S. of 25.
Cargo: Only what can be carried.
Power System: Nuclear, average SSPA energy life is 20 years.
Cost and Availability: Exclusive to the N.E.M.A., Any SSPA units outside the Air Force Special
Forces were found or stolen and would sell for upwards of 21 million credits or its
equivalent in trade.

Weapon Systems:
1. SSPA-HL-01 Heavy Forearm Laser (1): Mounted on the left forearm, this weapon is
intended for close combat against powerful opponents. Designed more for power and
punch rather than range and accuracy, the heavy laser is considered a backup weapon for
those rare circumstances when a Special Forces soldier is in a situation where stealth is no
longer an option. The weapon fires only intense, single shots and is incapable of bursts.
Primary Purpose: Assault and Defense.
Mega-Damage: 6D6 M.D. per single shot.
Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6).

Effective Range: 1,000 feet (305 m).


Payload: Effectively unlimited, tied to the armors power supply.
2. SSPA-SL-04 Forearm Sniper Laser (1): Mounted on the right forearm, this weapon is
considered the primary armament of the Silent Soldier. It is designed for long range,
precision fire against single targets.
Primary Purpose: Sniper and Assault.
Mega-Damage: 4D6 M.D. per single shot.
Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6).
Maximum Effective Range: 4,000 feet (1,219 m).
Payload: Effectively unlimited, tied to the armors power supply.
Bonus: In addition to all other bonuses, this precision laser gains another +2 to strike on
Called Shots only.
3. SSPA-MML-02 Mini-Missile Launchers (2): Mounted on the thighs of the SSPA, these
narrow protrusions house four mini-missiles each. Typical payload will include half
smoke missiles and half armor piercing or plasma.
Primary Purpose: Assault and Anti-Armor.
Mega-Damage: Varies with missile type.
Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6). Missiles
can be fired individually or in volleys of 2 or 4.
Maximum Effective Range: About 1 mile (1.6 km).
Payload: 4 missiles per launcher for a total of 8.
4. Forearm Vibro-Saber (1): Housed in the right forearm, the Vibro-Saber cannot be used
when the Sniper Laser is in use and vice-versa.
Primary Purpose: Assault and Defense.
Mega-Damage: 2D6 M.D.
Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6).
Maximum Effective Range: 18 inches (0.45 m).
Payload: Effectively unlimited, tied to the armors power supply.
Bonus: Adds +1 to parry when Vibro-Saber is extended.

5. SSPA Sensor Package (1): Located directly behind the head and above the four main
thrusters, the SSPA Sensor Package contains the array of optics and radio detection
equipment needed for covert missions. It also houses the computer system that controls the
adaptive camouflage system. In addition to the standard features common to most NEMA
power armor (see page 89 of the Rifts Chaos Earth RPG), the following sensors are part
of the SSPAs arsenal:
Multi-Optics System: The SSPA can detect both IR and UV images up to 4,000 feet (1,219
m) away. Also includes passive nightvision up to 2,000 feet (610 m).
Telescopic Zoom Lens: Range 3,000 feet (914.4 m).
Thermo-Optics: Detects heat up to 1,000 feet (305 m).
Laser Distancer: Accurately measures distance up to 1 mile (1.6 m).
Radar (enhanced): Can identify 96 targets and track up to 60 simultaneously at a range of
15 miles (24 km).
Amplified and Ultra-Ear Hearing: Equal to the cybernetic versions of Amplified Hearing
and Ultra-Ear.
Radio Signal Detection: Identical to the radio system in the HCBA armor with a range of
20 miles (32 km).
Environmental Adaptive Camouflage: This experimental design features a special coating
on the exterior of the armor that adjusts the shading and color of the suit to adapt to its
surroundings. This system, coupled with other systems makes it possible to Prowl in the
SSPA (something ordinarily impossible in power armor) and it also provides the same
+15% bonus to Camouflage skill rolls (as well as reducing an opponents Detect Ambush
skill roll by -15%). Like the armor, it possesses the same design flaw in that the adaptive
camouflage is rendered useless if even minimal damage to the armor is sustained. Once the
Main Body has lost 50 or more M.D.C., the adaptive camouflage feature is useless (too much
of the adapting coating will have been damaged). Furthermore, the intense heat from M.D.
flame and plasma weapons will burn away this coating even faster (destroying it after only
30 points of M.D. flame or plasma damage). Finally, with the onset of the Great Cataclysm
and the loss of most of the nations Armed Forces, the facilities and expertise to construct
and repair this feature will be nearly impossible to find.
Sensor Masking Signal: Perhaps the most impressive innovation of the SSPA is the
sensor-masking technology. The sensor package is designed to interpret incoming active
sensor frequencies (typically radar) and broadcasts a scrambled signal back. What this
results in is a garbled or distorted return signal that most radar operators would interpret
as some form of ground clutter or dense cloud formation interference (results in a -30% on
Read Sensory Equipment skill roll). This, coupled with heat dampening technology, makes
the SSPA extremely difficult to detect when approaching by air and almost impossible when
hidden amongst ground clutter. Like the adaptive camouflage, this system is experimental
and susceptible to malfunction if the sensor package suffers damage (10% cumulative

chance of failure per successful strike to the sensor package).


5. Hand to Hand Combat: Available only to those who takePower Armor Combat Elite: Silent
Soldier. Those not skilled in Elite use the Power Armor Basic stats. Note: All bonuses are
in addition to the pilots own hand to hand combat training and attribute bonuses. They do
not apply to the pilots physical abilities outside the power armor.
+1 extra attack/action per melee round, plus those of the pilot at level one, +1 additional
attack at levels 3, 6, 9 and 12.
Critical Strike is the same as the pilots.
+3 on initiative.
+2 to strike with long-range and energy weapons.
+3 to strike in hand to hand combat.
+3 to parry.
+2 to dodge on the ground.
+4 to dodge while flying or leaping.
+2 to disarm.
+3 to pull punch.
+4 to roll with impact.
Punch Damage: 6D6 S.D.C. on a restrained punch, 1D4 M.D.on a full strength punch.
Power Punch: 2D4 M.D., but counts as two melee attacks.
Kick Damage: 1D6 M.D.
Power Kick: 2D6 M.D., but counts as two melee attacks.
Running Leap Kick: 2D4 M.D.
Tear or Pry with Hands: 1D6 M.D.
Body Block/Ram: 2D4 M.D.
Full Speed Running Ram: 3D6 M.D., 6D6 M.D. Full Speed Flying Ram, but both full speed
rams use up three melee actions.
N.E.M.A.-XF103 Roscoe
The NEMA-XF103 Roscoe is an all-purpose, sealed, environmental power armor that

specializes in firefighting and search-and rescue. The armor has all the standard power
armor features, but can withstand higher temperatures and exposure to flame and thick
smoke. It is a ground unit without flight capabilities, and is reasonably well armored to
protect against falling debris and explosions. It is a popular first response power armor that
has proven its value in the field for nearly two decades. It has been only in the last five or six
years that it has been adapted to fight the undead as well as fires.
N.E.M.A Firefighter Power Armor
Model Type: NEMA-XF103 Firefighter.
Class: Armored Hazard and Fire Suit.
Crew: One.
M.D.C. by Location:
* Water Tank, Large (1, back) 50
* Water Tank, Medium (1, back) 30
* Water Cannon (1, handheld) 50
* Water Cannon Hose (1) 15
Forearm Mini-Laser (1, right) 15 each
Arms (2) 90 each
Hands (2) 25 each
Legs (2) 125 each
** Head 70
*** Main Body 240
* Destroying the water tank or hose will release whatever water is left inside, cutting off the
supply to the water-based weapons within 1D4 melee rounds. Note: The tank and hose are
small and difficult targets to hit. Thus, they can only be hit when an attacker makes a Called
Shot and even then the attacker is -3 to strike.
** Destroying the head of the power armor will eliminate all forms of optical enhancement
and sensory systems. The pilot must now rely on his own human vision and senses. No
power armor combat bonuses to strike, parry, and dodge! Note: The head is a small and
difficult target to hit. Thus, it can only be hit when an attacker makes a Called Shot and even
then the attacker is -3 to strike.
*** Depleting the M.D.C. of the main body will shut the armor down completely, making it
useless.

Speed:
Running: 80 mph (128 km) maximum. The act of running does tire out its operator, but at
10% of the usual fatigue rate.
Leaping: The powerful robot legs can leap up to 25 feet (7.6 m) high or across unassisted by
the jet boosters. A jet booster assisted leap can propel the unit up to 100 feet (30.5 m) high
and 200 feet (61 m) across. This is not flight.
Cat-Like Landings from Heights: The NG-Firefighter armor can drop or leap down, using its
leg thrusters to land without risk of damage, from heights as great at 200 feet (61 m), using
its leg thrusters to slow its descent and cushion its landing.
Drops from heights greater than 200 feet (61 m) up to 400 feet (122 m) are dangerous and
not advised. The power armor is likely to survive the landing but may take damage. Roll
1D20 to determine the success of the landing. On a roll of 1-10 the suit hits the ground hard,
takes 4D6 M.D. and the operator loses 1D4 melee actions/attacks before hes back up on his
feet. On a roll of 11-20 the pilot sticks the landing, and can continue to move/jump/run
without damage or delay. Drops from greater heights are not possible without potentially
life-threatening damage: 2D6x10 M.D. to the power armor, 1D4x10 S.D.C./Hit Point damage
to the wearer inside the armor, and the operator is stunned for 1D4 melee rounds before he
recovers from the fall and is able to take action again.
Flying: None, though it can leap with jet boosters engaged, up to 100 feet (30.5 m) and hover
stationary for one melee round (15 seconds). However, the Firefighter quickly becomes
wobbly and drops back to the ground after that brief time period.
Water: The Firefighter is not designed for use in the water, but can swim at 20 mph (32 km
or 17.3 knots) or walk along the bottom of a body of water at 10 mph (16 km or 8.6 knots).
Maximum depth is 500 feet (152 m). The act of swimming or walking underwater does tire
out its operator, but at 20% of the usual fatigue rate.
Statistical Data:
Height: 7-7.5 feet (2.1-2.3 m) from head to toe. 8.5 feet (2.6 m) including height of the large
water tank.
Width: 3.4 feet (1 m).
Length: 4 feet, 6 inches (1.4 m).
Weight: 480 lbs (216 kg) without water tanks. With fully loaded tanks: 75 gallons (284
liters) in the tank, a total of 525 pounds (236.2 kg).
Physical Strength: Robotic P.S. of 30.
Cargo: Small storage area for extra supplies and personal weapons. Power System: Nuclear;
average life is 15 years. Also available in Solid Oxide and Electric models.

Cost: 900,000 credits for Nuclear. All units come with water cannon and two loads of
firefighting chemicals.
Weapon Systems:
1. NG-F302 Power Armor M.D.C. Water Cannon: This weapon resembles a heavy-duty
flamethrower connected by hose to a pair of water tanks. The tanks are suitable for most
types of Combat Cyborgs and ground power armor without requiring modification of the
armor. Strap the tanks on and you are ready to go. The water cannon fires high pressure
streams of water. The gun is attached to the water tanks via an M.D.C. hose that feeds the
water to the gun. This item was actually designed by NEMA for firefighters and intended to
fire a chemical spray or foam that douses fire better than plain water.
Primary Purpose: Firefighting.
Secondary Purpose: Crowd Control.
Weight: Gun is 15 lbs (6.75 kg), plus water tanks.
Range: 300 feet (91.4 m).
Rate of Fire: Single shot only. Each blast counts as one melee attack. Payload: Two water
tanks, one large fifty gallon tank (189 liters, 415 pounds/186.7 kg): 250 blasts, and a 25
gallon reserve tank (95 liters, 207.5 lbs/93.3 kg): 125 blasts. If desired, the smaller tank can
contain actual fire retardant chemical or foam. Which tank is accessed for firing is changed
with a voice command or press of a three digit code on the gun. Sold with an extra pair of
tanks, hose and water cannon. An external feed hose (30 feet/9.1 m, weighs 7 kg and has 3
M.D.C.) Is available for when there is a water source nearby, but it is large and bulky, so it is
not usually carried into battle.
Penalties: -1 attack per melee by one, reduce Spd by 10% and -2 on all combat bonuses. This
is due not just to the weight, but the movement of the water, forcing the user to constantly
exert effort to maintain balance.
Note: Water cannon may be substituted with a rail gun in combat situations, or drilling and
excavation equipment in rescue or recovery operations.
2. Forearm Mini-Laser (1): Concealed in the right arm is a pop-up mini-laser for cutting
through locks and walls for entry and exit.
When not needed it is concealed in the forearm.
Primary Purpose: Cutting Tool.
Secondary Purpose: Combat and Defense.
Range: 1 to 200 feet (0.3 to 61 m).
Mega-Damage: Four settings: 6D6 S.D.C., 2D4x10 S.D.C., 1D4 M.D. and 2D6 M.D.

Rate of Fire: Each blast, regardless of damage setting, counts as one melee attack.
Payload: Effectively unlimited; tied to power supply.
3. Optional: Side Arm: A handgun can be carried on the belt or in a holster attached to the
arm or chest.
4. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage
combat. Skills and bonuses depend on whether the character has Robot Combat Basic or
Elite as found on pages 351 and 352 of Rifts Ultimate Edition.
Damage as per Robotic P.S. of 30.
Double damage from Leap Kick attacks.
Restrained Punch 1D4 M.D.
Normal Punch 1D6 M.D.
Power Punch 2D6 M.D., but counts as two melee attacks.
Kick 2D4 M.D.
Leap Kick (special) 4D8 M.D., but counts as two melee attacks.
5.Special Features: In addition to the usual features common to power armor, the NG
Firefighter also has the following.
a. Thermal-Imager and Optics: A special optical heat sensor that allows the infrared
radiation of warm objects to be converted into a visible image. Enables the pilot to see in
the dark, in shadows, and through smoke. Also handy for seeing fire and heat sources
behind walls or prisoners held by vampires or their henchmen waiting in ambush
(vampires do not register on thermal imaging devices or optic systems). Range: 1,000 feet
(305 m).
b. Passive Nightvision Optics for night operations: Not useful in environments filled with
fire as intense light causes the nightsight to go white and obscure the users vision.
c. Running Lights: A line of tiny, colored LCD lights run down the sides of the arms, legs and
water tanks so firefighters can identify fellow firefighters and see them in dark,
smoke-filled environments. Can be deactivated from within the suit.
d. Superior Heat Protection: Up to 900 centigrade (1,652 F).
e. Independent Oygen Supply: Good for 18 hours.
f. First Aid Kit: An advanced first aid kit with two RAU, RMK, and RSU robot medical
systems as well as the usual items in a standard kit which is usually hooked to the left hip,
and an insulated, fire-resistant box containing two portable oxygen masks (10 minute

supply of air) hooked to the right hip. The mini-oxygen masks are for victims of smoke
inhalation who need help breathing.
g. Tool Kit: A utility belt containing a mini-tool kit, 8 mini-flares and two small, green
smoke grenades is standard gear.

N.E.M.A. SAMAS Griffin Interceptor SIPA-03


At the same time as the Air Force was developing their Silent Soldier Power Armor for
their diminishing Special Forces Units, their engineers were also developing power armor
units with the more traditional Air Force mission in mind: aerial combat and support.
Adapting the basic SAMAS design pioneered by NEMA, the Air Force created a variant with
both high speed, high altitude combat and urban aerial pacification in mind. The Griffin
Interceptor was designed to fill those needs. Though at first glance, the power armor
appears to be similar to the Silver Eagle SAMAS of NEMA fame, there are several obvious
differences upon closer examination. First, the Griffin does not employ the famous laser
resistant armor. Second, the main thruster is actually pointed downward while two smaller
thrusters mounted above it are pointed straight back. The wings are also designed to sweep
backwards to improve airflow when in high altitude, high speed flight. Finally, the Griffin
does not have the large, handheld rail gun that the NEMA model uses. Instead, a snub-nose
rail gun is mounted between the two upper thrusters between the power armors shoulders
in a fixed forward firing position that allows it to only be used while in horizontal flight. For
close, urban combat, the Griffin SAMAS employs a pair of arm-mounted lasers as well as
wing-mounted mini-missile pods.

N.E.M.A. Griffin Interceptor


Model Type: SIPA-03-SAMAS.
Class: Strategic Armor Military Assault Suit.
Crew: One pilot.
M.D.C. by Location:
* Shoulder Wings (2) 150 each
* Main Horizontal Flight Jet Thruster (1; middle rear) 125 each
* Secondary Vertical Flight Jet Thrusters (2; upper rear) 95each
* Maneuvering Thrusters (2; lower rear) 45 each
* Jet Intake (2; shoulders) 40 each

* Main Rail Gun (upper rear) 125


* Ammo Drum 50
* Forearm Lasers (2) 50 each
* Mini-Missile Pods (2; wings) 80 each
* Short-Range Missile Tubes (2) 30 each
* Head 100
** Main Body 350
* Targets with a single asterisk indicate small, difficult to hit targets that require a Called
Shot at -4 to strike. Destruction of the head will most likely kill the pilot. Even if it does not,
this will eliminate all of the power armors sensors, optics, and communications (effectively
eliminating all power armor combat bonuses). The pilot will be forced to rely on his own
vision and senses.
** Destruction of the main body will destroy the power armor and leave the pilot inside
vulnerable, assuming he survived. Note that the Griffin does not employ the same laser
resistant armor as the NEMA Chromium Guardsman and Silver Eagle SAMAS.Destruction of
the wings will make flight impossible, though the Griffin can still make impressive, jet
assisted leaps.
Speed:
Running: 60 mph (96 km) maximum. Note that the act of running does tire out its operator,
but at 10% the usually fatigue rate thanks to the robot exoskeleton.
Leaping: The powerful robot legs can leap up to 15 feet (4.6 m) high or across unassisted by
the thrusters. A jet thruster assisted leap using the main horizontal engine can propel the
Griffin up to 300 feet (91.4 m) high but only 200 feet (61 m) across with the secondary
thrusters.
High Altitude Flying: Using the main rocket thruster, the Griffin SAMAS can hover at a height
of 2500 feet (762 m). The main rocket thruster mounted on the center back of the Griffin
enables the SAMAS to fly horizontally at speeds up to Mach One or 770 mph (1232 m),
however this can only be accomplished when the wings are swept back and the arms and
legs are held perfectly parallel at the pilots sides. Cruising speed while flying horizontal
with wings swept back is still an impressive 510 mph (816 km). Maximum altitude flying
with swept wings is an astounding 10,000 feet (3,048 m). Maximum flying speed with the
pilot in an upright position (the traditional SAMAS flying pose) is much slower at 250 mph
(400 km), with a cruising speed of 150 mph (240 km). Maximum altitude flying upright is
7,500 feet (2,286 m).
Flying Range: The nuclear power supply gives the Griffin decades of life, but the main jet
rocket heats up and needs to cool after a maximum of 5 hours of flight when operating at

speeds above cruising (12 hours at cruising speed). The secondary upright thrusters can
function up to 10 hours at maximum and 24 hours at cruising speeds. Can go indefinitely
with intermittent rest stops.
Underwater Capabilities: 4 mph (6.4 km/3.4 knots) using arms and legs to paddle. 110 mph
(176 km/95 knots) using its jet thrusters to skim across the surface of the water and only
65 mph (104 km/56.5 knots) using thrusters underwater. Maximum ocean depth: 500 feet
(152.4 m).
Statistical Data:
Height: 8 feet (2.4 m).
Width: Wings down 3.5 feet (1.06 m). Wings extended 10 feet (3.05 m). Wings swept back 6
feet (1.8 m).
Length: 4.5 feet (1.4 m).
Weight: 495 pounds (222.75 kg)
Physical Strength: Equal to an Augmented P.S. of 25.
Cargo: Only what can be carried.
Power System: Nuclear, average Griffin energy life is 20 years.
Cost and Availability: Exclusive to the NEMA. Any Griffin units outside the NEMA were found
or stolen and would sell for upwards of 20 million credits or its equivalent in trade.
Weapon Systems:
1. SIPA-42R SAMAS Rail Gun (1): Mounted on the back between the upper thrusters, this
weapon is the primary weapon while in high altitude, high speed flight. The weapon has a
fixed-forward firing position and can only be fired while the pilot is horizontal (flying flat).
To aim the weapon, the pilot must maneuver to aim straight ahead at its target.
Primary Purpose: Assault and Defense.
Mega-Damage: A short burst is 20 rounds and inflicts 4D6 M.D. A heavy burst is 40 rounds
and inflicts 1D4x10 M.D. One round does 1D4 M.D.
Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6).
Maximum Effective Range: 4,500 feet (1,371.6 m).
Payload: 2,000 round drum provides 50 heavy bursts or 100 short bursts. Reloading the
drum takes about 5 minutes for those not trained but a mere one minute by
somebody
trained in the use of SAMAS power armor. Due to the numerous thrusters, a second ammo
drum cannot be mounted on the Griffin SAMAS.

2. SIPA-ML-01 Forearm Medium Lasers (2): Mounted on the forearms, these weapons are
the primary armaments when the power armor is flying upright.
Primary Purpose: Assault and Defense.
Mega-Damage: 4D6 M.D. per single shot or 8D6 M.D. with both arms aimed at the same
target. Both count as a single attack regardless of whether one or two lasers are used.
Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6).
Maximum Effective Range: 4,000 feet (1,219 m).
Payload: Effectively unlimited, tied to the armors power supply.
3. SIPA-MML-01 Mini-Missile Launchers (2): Mounted on the wings of the Griffin, these pods
house four mini-missiles each. Typical payload will include high explosive or plasma
mini-missiles.
Primary Purpose: Assault and Anti-Aircraft.
Mega-Damage: Varies with missile type.
Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6). Missiles can
be fired individually or in volleys of 2 or 4.
Maximum Effective Range: About 1 mile (1.6 km).
Payload: 4 missiles per launcher for a total of 8.
4. Short-Range Missiles (2): Two short-range missiles, one mounted on each side of the rail
gun, are designed for long-range strikes while in high altitude flight.
Primary Purpose: Assault and Anti-Aircraft.
Mega-Damage: Varies with missile type
Rate of Fire: Equal to number of combined hand to hand attacks. Missiles can be fired either
one at a time or both together at a single target.
Maximum Effective Range: Typically between 3 and 5 miles (4.8 to 8 km).
Payload: Two short-range missiles.
5. Sensor Note: The Griffin SAMAS possesses all of the standard sensors common to power
armor with the notable exception of the armors radar. The Griffins radar has an effective
range of 20 miles (32 km) and can identify and track up to 100 targets simultaneously.
6. Hand to Hand Combat: Available only to those who take Power Armor Combat Elite:
Griffin Interceptor. Those not skilled in Elite use the Power Armor Basic stats. Note: All
bonuses are in addition to the pilots own hand to hand combat training and attribute

bonuses. They do not apply to the pilots physical abilities outside the

power armor.

+1 extra attack/action per melee round, plus those of the pilot at level one, +1 additional
attack at levels 3, 6, 9 and 12.
Critical Strike is the same as the pilots.
+2 on initiative.
+2 to strike with long-range and energy weapons.
+2 to strike in hand to hand combat.
+3 to parry.
+2 to dodge on the ground.
+5 to dodge while flying or leaping upright.
+7 to dodge while flying horizontally.
+2 to disarm.
+2 to pull punch.
+3 to roll with impact.
Punch Damage: 6D6 S.D.C. on a restrained punch, 1D4 M.D.
on a full strength punch.
Power Punch: 2D4 M.D., but counts as two melee attacks.
Kick Damage: 1D6 M.D., but counts as two melee attacks.
Power Kick: 2D6 M.D.
Running Leap Kick: 2D4 M.D.
Tear or Pry with Hands: 1D6 M.D.
Body Block/Ram: 2D4 M.D.
Full Speed Running Ram: 3D6 M.D., 6D6 M.D. Full Speed Upright Flying Ram and 2D4x10
M.D. flying at ballistic speeds (using main horizontal flight thruster), but all three high
speed rams use up three melee actions. At maximum speed, the Griffin SAMAS also suffers
6D6 M.D. from the impact.
NEMA-EXC-17 Ogre Exploration & Labor Robot

It gets its name from its brutish and stocky build, massive hands, squat, hunched shape and
brutal power. Even at rest, the robot looks as if it is ready to lunge forward or wrestle. The
Ogre is a heavy, multi-purpose robot designed to perform double-duty as a heavy labor
robot and wilderness explorer/camper. As such, speed and weaponry have been sacrificed
for strength, armor, multi-purpose hands and sleeping/living quarters inside the robot.
There are camper/sleeper compartments for four people (as many as 8-12 under cramped
conditions with people sleeping on the floor and in the cockpit). There is also a storage bay
the size of a walk-in closet, a mini-shower and toilet, and an ample supply of water.
Each oversized hand has diverse functionality. The right hand has better articulation than
the left, and is suitable for picking up and examining specimens as well as handling heavy
cargo, hauling lumber, ripping out trees by their roots, or crushing stone. A camera and
sensor pod is mounted on the hand to memorialize operations, video wildlife and to scan
potential ore deposits, construction sites, wreckage and whatever else needs to be
examined or documented. The camera sensor pod can retract into a special housing during
heavy work, as well as move on a track to other locations on the hand and wrist to position
itself out of harms way during work and combat.
The left hand is designed for lifting fallen trees and debris, lumber operations (uprooting
small to medium-sized trees, cutting down large trees, hauling trees, etc.), digging, mining,
drilling and excavation, as well as heavy construction work and recovering robots and
scrap. In fact, the Ogre can lift 5x more than is usual for its Robot Strength class (P.S. 45),
and is capable of pulling 12x more. One feature not immediately apparent is that the fingers
of the left hand can lock and the entire hand can rotate at the wrist to cut down trees, drill
into solid earth and rock, or bore through M.D.C. fortifications. This function is ideal for
digging trenches and foundations, starting the entrance to mines, digging up gravel pits,
pulverizing stone and demolitions and tearing down walls or buildings. Actually, the Ogre is
suitable for all sorts of construction work and cargo hauling operations, as well as robot
field repair, robot retrieval, salvage operations, gathering large pieces of scrap, cutting
down robots and armored vehicles for scrap and recovering robots and armored vehicles
that have stopped working or gotten themselves stuck.
The pilot compartment in the nose of the Ogre, with its seven windows and seating for five,
provides an excellent view for explorers, travelers and workmen. Passengers are a bit of a
liability in combat, however, but the Ogre is not intended for battle. Weapon systems are
simple and limited. There is a medium ion turret in the nose and a pop-up mini-missile
launcher on the top near the left shoulder. The entire upper torso of the Ogre can rotate 360
degrees to face any direction; a nice feature for exploration, construction and combat. And
when it is forced into combat, the Ogre is big and heavy enough to wrestle with dinosaurs,
giant monsters and robots of equivalent size and up to 20% larger. Its wedge shape, short
legs and large feet make the stout robot almost impossible to knock down, even with a
high-speed ramming attack, and its oversized hands and great strength are devastating in
hand to hand combat. All of this makes the Ogre a sturdy workhorse and exploration robot
of considerable strength and versatility.
If there is a downside to the Ogre, besides its vulnerable windows, it is its ponderous
maximum speed of 35 mph (56 km). It was reasoned that the dual function of a heavy work
robot and exploration vehicle didnt require speed or weapons. Most explorers want to

travel slowly to avoid missing something extraordinary or to take photos and make notes as
they travel. Tools and capabilities like cutting, drilling and digging give explorers and
adventurers the capability to engage in mining, lumber and salvage operations, as well as
the excavation of ancient ruins. And the Ogre can handle most difficult terrains and
dangerous environments. It can wade across rushing rivers, plod through lakes, hold its
ground against mud slides and flash floods, has little to fear from herds of large animals or
giant predators, and handles snow and arctic conditions better than most other robots.
Ogre Multipurpose Explorer and Labor Robot
Model Type: NG-EXC-17 Ogre.
Class: Exploration and Construction Robot Vehicle.
Crew: Two: One pilot and one copilot/communications engineer or Operator. Has seating
for three passengers in the cockpit, but only has four living compartments. Note: The
controls are designed so that the pilot can handle all functions and weapons if necessary.
M.D.C. by Location:
* Upper Arms (2) 200 each
Right Forearm (1) 200
Right Hand (1) 150
Left Forearm (1) 270
Left Hand (1) 250
Camera & Secondary Sensor Pod (1; Right Hand) 35
Legs & Feet (2) 330 each
* Nose Turret (1) 90
* Nose Sensor Array (1; on side of turret) 25
* Chest Headlights (2; large) 20 each
* Toe Headlights (4; two per foot) 12 each
** Plexi-Windows (7) 15 each
** Window Plate Shielding (7) 50 each
Main Hatch (1, top behind cockpit) 110
Emergency Hatch (2; one top, one rear) 75 each

Nose/Head/Cockpit Area (1; midsection) 200


Reinforced Pilot Compartment 100
*** Main Body 570
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to
make a Called Shot, but even then the attacker is -4 to strike.
Destroying both sensor arrays knocks out the radar, targeting system and optics. This
leaves the pilot to rely on his own human senses and eliminates any combat bonuses the
sensors provided to strike, parry or dodge. Note: The sensor eyes are even smaller targets
and require an attacker to make a Called Shot with a penalty of -5 to strike.
** M.D.C. plexiglass windows have 15 M.D.C. each. However, they also have metal alloy
plates that slide into place in combat situations with the press of a button or voice
command from the pilot. The metal plating provides each window with an additional 50
M.D.C.; the pilot drives via video images from the nose or hand sensor array and via
instruments. An attacker needs to make a Called Shot to target a specific window, but suffers
a penalty of -3 to strike. Destroying the M.D.C. of the window plexiglass and M.D.C. window
shielding makes the Reinforced Pilot Compartment vulnerable to attack. When it is
depleted to zero, the pilot and crew are vulnerable inside.
*** Depleting the M.D.C. of the main body will effectively destroy the robot, shutting it down
completely, rendering it useless.
Speed:
Running: 35 mph (56 km).
Leaping: Not possible.
Special: The Ogre is very difficult to knock off its feet. Only body block/ram attacks from
attackers of similar size and power have any chance, and even they attack at only one third
the usual percentage for a knockdown. Attackers that are smaller or weighing less than 12
tons have no chance of knocking down the Ogre. Likewise, small attackers ramming the
Ogre inflict half the usual damage to it, and suffer the same damage themselves; its like
slamming into the side of a mountain.
Water: Cannot swim, but can walk along the bottom of bodies of water at 20 mph (32 km).
Maximum depth tolerance is 3,000 feet (914 m).
Flying: Not possible.
Statistical Data:
Height: 33 feet (10 m).
Width: 35 feet (10.6 m).

Length: Body: 30 feet (9.1 m) to the tip of the nose. The ion cannon adds another 4.5 feet
(1.4 m).
Length: Arms: The hands would touch and drag across the ground like a gorilla if
completely relaxed, and are usually held in a slightly raised position. The reach of the right
arm is 30 feet (9.1 m). The reach of the left arm is 36 feet (11 m).
Weight: 42 tons.
Physical Strength: Equal to a Robot P.S. 45.
Cargo: In addition to the living quarters and minimal storage space they offer (the
equivalent of a trunk and two foot lockers), there is an 8x4x8 foot (2.4 x 1.2 x 2.4 m) cargo
closet for additional cargo and gear, and a specimen cabinet the size of a refrigerator. The
cockpit has space for a rifle, backpack and basic gear in a luggage compartment above each
seat.
Power System: Nuclear; average energy life is 20 years.
Cost: 35 million credits for nuclear power supply with a 15 year life.
Weapon Systems:
1. NG-I17 Medium Ion Cannon (1): The nose gun is mounted on a turret that can rotate 180
degrees and has a 45 degree up and down arc of fire. It can be operated by the pilot or
copilot. Note: Built into the turret is also a sensor array on the right side and a camera
system on the left. Both are on the side and above the gun itself.
Primary Purpose: Defense.
Secondary Purpose: Assault and Anti-Personnel.
Range: 1,800 feet (548.6 m).
Mega-Damage: 4D6 M.D. per single blast.
Rate of Fire: Single shot only. Each shot counts as one melee attack.
Payload: Effectively unlimited.
2. NG-732 Pop-Up Mini-Missile Launcher (1, top): The low profile mini-missile launcher is
located atop the Ogre near the left shoulder. The protective cover rises up to reveal the
battery of launch tubes in order to fire. When done, the launcher goes back down. Can
rotate 360 degrees and has a 60 degree up and down arc of fire. Primary Purpose: Defense.
Secondary Purpose: Anti-Armor and Anti-Aircraft.
Range: One mile (1.6 km).
Mega-Damage: Varies with missile type. Usually high explosive (1D4x10 M.D.) or plasma

(1D6x10 M.D.).
Rate of Fire: One at a time or in volleys of 2, 3 or 4. Payload: 24 total. As a rule, an additional
24 are stored in the cargo hold. It takes 1D4+1 minutes for a trained crewman or Operator
to reload; add six minutes for the untrained.
3. Defensive Flare Chaff Launchers (16 total; 8 per side): Located on each side of the Ogre
are two batteries of four tube launchers (8 per side). The first four are loaded with flare
chaff rockets. The second group contains smoke grenades.
Chaff Flares: The chaff rockets explode at a preset altitude or location indicated by the pilot,
creating a cloud of sparkling light, bright flashes, chaff, foil and particles designed to fool
incoming missiles and airborne flyers, including Gargoyles, dragons, other flying monsters,
rocket bikes, jet pack troops, power armor and aircraft. Each tube fires one rocket, but
several tubes can be fired in unison to create a larger and denser chaff cloud.
Primary Purpose: Anti-Missile.
Secondary Purpose: Anti-Flyers.
Range: 6,000 feet (1,829 m) high, into the air.
Chaff vs Missiles: The chaff cloud has a chance of causing missiles to explode before striking
the Ogre or other nearby target. A single chaff cloud has a 10% chance of exploding any
volley of missiles that enter the cloud. Increase the chance of success by 10% for each
additional chaff rocket fired. Thus, a volley of two chaff rockets has a success rate of 20%,
three rockets: 30%, four rockets: 40%, five: 50% and six (a maximum volley): 60%. Upon
detonation of a missile or missile volley, the chaff cloud is destroyed and dispersed, but the
incoming missiles are destroyed. Chaff vs Aircraft and Flyers: Flying aircraft, power armor
and beings caught in a chaff cloud momentarily have their vision impaired, sensors fouled
and suffer the following penalties: -6 on Perception Rolls, -3 on initiative, -5 to strike, -2 to
parry and dodge, and lose one melee attack for the rest of that round (or the next melee
round if they enter or are caught inside a chaff cloud at the end of a melee). Moreover, the
chaff cloud temporarily negates any laser or optics-based targeting bonus and inflicts a
-20% skill penalty to Sensory Equipment and Piloting for that melee round. Such penalties
last for as long as the character is in the chaff cloud (typically only a second or two) and for
the rest of that melee round for vision and sensor systems to recover (the next melee/15
seconds, if the character enters the cloud at the end of melee round). It has a similar effect
to a Flash grenade. Chaff Cloud Size: 30 foot (91.4 m) diameter cloud, increase an additional
10 feet (3 m) per each chaff rocket fired in the same volley. Only rockets fired in that volley
count toward the detonation of incoming missiles (60% maximum).
Duration: The chaff cloud lasts two melee rounds or until destroyed.
Rate of Fire: One at a time or in volleys of 2, 3, 4, 5 or 6.
Payload: 16 total, two per launcher, per side.
Conventional Smoke Grenades: Smoke is effective in obscuring the vision of most monsters

and supernatural beings. Good for attempting a getaway, a diversion, concealing an attack
or marking a position.
Primary Purpose: Defense.
Secondary Purpose: Position Marker.
Range: 1,200 feet (366 m).
Damage: Those caught inside a smoke cloud are blind, unable to see beyond their noses or
what else is inside the cloud. Those standing outside a smoke cloud cannot see through the
cloud and will not know what is happening on the other side of it unless they go through it,
around it or over it (they cannot see what is in the cloud or on the other side). Smoke is
excellent for concealing an escape or obscuring an impending attack. The same is true of
fog.
Duration: The smoke cloud lasts 1D4+4 minutes; half in strong wind (25 mph/40 km) or
greater).
Rate of Fire: One at a time or in volleys of 2, 3, 4, 5 or 6.
Payload: 16 total, two per launcher, per side.
4. Hand to Hand Combat: The Ogre is especially deadly in Mega-Damage hand to hand
combat, as per Robot P.S. 45 and massive, powerful hands. See Heavy Ground Robot
Training on page 352 of Rifts Ultimate Edition for the number of attacks and bonuses. All
abilities are as listed except as follows:
Restrained Punch 1D6 M.D.
Full Strength Punch, Tear or Crush with Right Hand 3D6+5 M.D.
Full Strength Punch, Tear or Crush with Left Hand 3D6+9 M.D.
Power Punch with Right Hand 1D6x10+7 M.D.
Power Punch with Left Hand 1D6x10+12 M.D.
Spinning Hand/Drill Strike (Left) 1D6x10+30 M.D.
Stomp Attack 3D6 M.D., but is only effective against targets smaller than 8 feet (2.4 m) tall.
Head Butt Not possible.
Leaps and Kicks Not possible.
Ram/Body Block Standard.
Note: Power Punches and the Spinning Hand Strike count as two melee attacks.
5. Sensor System Notes: All standard robot systems, plus the following:

A. Right Hand, Camera and Sensor Pod: Has an infrared and conventional light beam (1,000
foot/305 m range) and digital video camera that feeds directly into the crew compartment.
Live feed can be relayed to the living compartments and displayed on a screen over the
bunk. The camera has a 6,000 foot (1,829 m) range with telescopic lenses as well as
macrolenses for seeing up-close, x10 magnification. Can store up to 10,000 hours of video
footage before requiring transfer to some other medium. Includes image and video
transmission capabilities. The sensor pod has all the standard sensor capabilities plus
motion detection (100 feet/30.5 m).
B. Nightvison Optics: Passive light amplification that allows the pilot, gunner and
communications officer to see in the dark as long as there is at least some ambient light.
2,000 foot (610 m) range, but is completely useless in total darkness.
C. Built-in Language Translator: Programmed with the nine known languages of the
Americas and can hold 12 additional languages. It can recognize and monitor up to three
different voices and two different languages or dialects. Level of accuracy is 98.7%, with a
three second delay when directed at one individual, but drops to 78% with a six second
delay when translating three speakers simultaneously.
D. Winch and Cable (2): Located in the back and on the left hand (concealed) is a winch,
hook and tow line for pulling cargo, assisting other robots and vehicles, towing small boats
and barges along the shore, and climbing.

NEMA Explosives
NEMA Hand Grenades
NEMA produces its own line of grenades.
Fragmentation: 2D4 M.D. to a 20 foot (6.1 m) area.
High Explosive: 3D4 M.D. to a 6 foot (1.8 m) area.
Plasma: 4D6 M.D. to a 12 foot (3.6 m) area.
Smoke: No damage, but creates a smoke screen that covers a 40 foot (12 m) area.
Range: Average Throwing Distance: About 120 feet/36 meters.
Cost: 160 credits for fragmentation, 120 credits for high explosive, 275 credits for plasma,
and 50 credits for smoke.

Plastique & Other Plastic Explosives


Plastique is a wax or clay-like explosive that can be shaped like putty into a patty, block,

rope or blob. It will not detonate if it is dropped, shaken, shot, blasted, or set on fire. It is
detonated by an electric charge usually contained in a blasting cap. However, it can be
detonated by lightning or Electrokinesis. The explosion is usually contained mainly to the
area where the plastique was placed, causing little shrapnel and putting the full force of the
explosion on one concentrated area. Plastique is used for safe-cracking, sabotage and other
precision explosions to blow out locks, open safes, cut girders, set off other explosives, etc.
Plastique comes in both S.D.C. and M.D. varieties.
Commercial Plastique: S.D.C. damage: 1D4 per ounce (28 grams) or 1D6x10 per pound (0.45
kg); cost: 5 credits an ounce. C4 (military HE) Plastique: S.D.C. damage: 1D6 per ounce or
2D4x10+20 per pound (0.45 kg); cost: 8 credits an ounce.
S.D.C. Dynamite: 5D6 S.D.C. per stick; cost: 10 credits each.
M.D. Dynamite: 2D4 M.D.C. per stick; blast radius of 10 feet (3 m); cost: 130 credits per stick.
Fair availability. A stick of dynamite is usually placed and detonated. It is not made for
throwing. Maximum effective throwing range: 30-40 feet (9-12 m).
NEMA 2 M.D. plastique: M.D. damage: One point per ounce or 1D6 M.D. per pound (0.45 kg);
cost: 20 credits an ounce or 320 credits per pound. Fair availability.
NEMA 4 M.D. plastique: M.D. damage: 1D4 points per ounce or 1D4x10 M.D. per pound (0.45
kg); cost: 40 credits an ounce or 640 credits per pound. Poor to fair availability.
NEMA 6 M.D. plastique: M.D. damage per ounce: 1D6 points per ounce or 2D4x10+20 M.D.
per pound (0.5 kg); cost: 60 credits an ounce or 960 credits per pound. Poor to fair
availability.
Blasting Cap: S.D.C.: 5 credits or M.D.C.: 40 credits.

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