Armorer: This is the ability to maintain,
fix, modify, and repair most body armor and armor plating. With this
skill, a character will be able to repair damaged Mega-Damage armor,
and add armor to robots and vehicles. Armor can be modified to have
more M.D.C. than it had originally, but at -30%. Even then, the armor
will slow down the bot/vehicle tremendously. The character can,
however, repair damaged armor, patch holes, and reinforce
modifications/weapon systems with M.D.C. housings. Base Skill:
25% + 5% per level of experience. Requires: Mechanical
Engineer, Math Basic, Basic
Electronics and Literacy.
Arsenal: Creating: This gives the character the ability and knowledge of making weapons. This knowledge can be used to create new weapons and modify weapons. The character must be able to have access to an environment that is suitable for making the weapon. This skill adds a +1 to all weapons created plus normal for that weapon category. Base Skill: 35 + 5% per level of experience.
Arsenal: Reloading: This gives the character the knowledge to reload weapons that have been chosen in their W.P. They can fire more rounds and reload their weapon, before the melee is over in time to fire again. Base Skill: 40 + 5% per level of experience.
Assassination Techniques: This skill includes the ability to calculate drop and wind resistance when firing a weapon from long ranges. On a sucsessful roll, the charactor gains +3 to strike and automatically hits the enemy at a key place in the head or heart and counts as a "point blank" shot (see page 17 of Rifts Conversion Book 1 for details). On an unsucessful roll, the charactor is -3 to strike and normal damage is inflicted. Each use of this skill counts as a melee attack. Base Skill: 25% + 3% per. level of experience. Note: Not applacible to energy weapons.
Camouflage: The skill of concealing a fixed base position, vehicle, bot, equipment or individual, using natural or artificial materials. A fair amount of time is involved in the preparation of larger position. Large cargo nets, cut branches or underbrush are used most often in camouflage. This skill is also used to conceal traps. Base Skill: 20% + 5% per level of experience.
Combat Sniper: This is a new
sniper skill. It costs two other skill selections to get and has to
be gotten separately for each weapon proficiency. For example if a
player wanted it for W.P. Bolt Action Rifles and W.P. Energy Rifles
the skill would have to bought twice. Note: This skill can only be
used with weapons that can fire single shots. In other words no
firing bursts or full auto. Also it can only be used with ranged
weapons. Its called Combat Sniper to make it easier to tell from the
Sniper skill in the main book.
Another thing I think should be done is have a distance
penalty. For every 500 ft. the target is away a -1 to strike is
applied (any scope or sight modifiers or added after this). The
reason for that is at long range the target will be harder to see and
you have to account for the effects of the environment on the shot
(wind, gravity, etc). It also takes four melee rounds (60 secs.) to
get prepared to take a shot. For every melee round less then three a
-1 is applied. It can never be done in one melee round since that is
not enough time to position the rifle and get in the right mind set.
The reason for this is the sniper needs to be relaxed so the weapons
can be held steady and be able to concentrate on the target to make
it die! Preferably in one clean shot.
Defense Systems: Since the climate of
space is somewhat hostile, every large base (including all orbital
stations, the moon bases, asteroid outposts and even some large
ships) is equipped with systems designed to detect and, if necessary,
destroy incoming ships or attacks.
A character with the defense systems skill will have a
full understanding of the defenses of their home station. They will
know how it works, how to arm, aim and fire the weapons, and how to
repair the system in case of damage. They will also have a rough
knowledge of the systems used by the other stations, which may help
them evade detection or destruction, or even to work out how to
destroy the enemy's defenses in a raid; +1 to strike bonus when using
cannons and their likes. Base Skill: 30% + 5% per level of
experience.
Demolitions: Provides the person with an
advanced knowledge in the use and workings of explosives and
detonation devices for the purpose of blowing up bridges, buildings
and sabotage. This includes all types of explosives such as mines,
dynamite, plastics, nitro, blasting caps, etc. It also includes a
basic understanding of the strategic placement of mine and booby
traps. This will increase a character's awareness of suspicious rope,
string and wire. GM's remember there is a difference between the
military use and the civilian use of explosives and their functions.
Please keep this in mind when the characters are using this skill.
Note: Any and all training is done on land, and the penalty
for try an explosive underwater without the Underwater: Demolitions
Skill is -30%. That's right this skill is separate from the
Underwater: Demolitions skill. In order to stop or disarm an
explosive, you need Demolitions: Disposal. Base Skill: 60% +
3% per level experience. A failed roll means a dud; no explosion.
A reminder that skill also includes the his/her level of
familiarity with explosive devices and his/her recognition and
diagnostic abilities concerning them. It also includes his/her
proficiency in the use and activation of explosives. If a character
does not roll under his proficiency when attempting to diagnose a
problem he/she will have no idea what's wrong or how to fix it. If
he/she fails to successfully arm an explosive device the following
possibilities will occur (without the characters knowledge). Roll
percentile dice.
|
01 - 14 |
Device is not damaged will not explode; needs repair. |
|
15 - 29 |
Device is not armed, but undamaged (can be tried again). |
|
30 - 49 |
Device will explode in half the time set. |
|
50 - 74 |
Device will explode in twice the time set. |
|
75 - 91 |
Device will explode in 60 seconds. |
|
92 - 00 |
Explodes Instantly! |
The time required to build an explosive device depends upon the materials on hand. Homemade bombs take several hours to build, while commercial demolition equipment can be put together in 20 minutes. Activation requires just a few seconds and can be controlled by timing or radio devices.
Demolitions: Creating: This skill gives the character the ability and knowledge of how to make a bomb of all sorts and how to use that bomb. Only restrictions can not make a nuclear bomb without a I.Q. of 24, unless taught to the character even then they have a 0-45% chance of having it malfunction or blow up before it is finished doing three-fourths the normal damage. Base Skill: 40 + 5% per level of experience. Requires: Must have arsenal creating and a minimum I.Q. of 20.
Demolitions: Disposal (or Explosive
Ordnance Disposal): This skill enables the character to safely
defuse unexploded mines, bombs, explosive booby traps, dud artillery
rounds, dud explosive charges, or any explosive devices not of
his/her own design. Note: Any and all training is done on
land, and the penalty for try an explosive underwater without the
Underwater: Demolitions Disposal Skill is -30%. That's right this
skill is separate from the Underwater: Demolitions Disposal skill. In
order to have an understanding of an explosive, you need Demolitions.
Requires: Demolitions. GM's remember there is a difference
between the military use and the civilian use of explosives and their
functions. Please keep this in mind when the characters are using
this skill. Base Skill: 60% + 3% per level of experience. A
failed roll means the item has exploded without warning.
A reminder This indicates The character's ability to
disarm/deactivate an explosive device not of his/her own
construction. The results of an unsuccessful attempt at disarming a
bomb are as follows: (roll percentile dice)
|
01 - 26 |
No effect; still armed try again. |
|
27 - 39 |
Will explode in half the remaining time |
|
40 - 55 |
Will explode in 60 seconds. |
|
56 - 78 |
Will explode in 30 seconds. |
|
79 - 00 |
Explodes instantly! |
The time required to disarm an explosive device varies with the type and condition involved. Maximum attempts possible, unless blown up, is one try every 30 seconds/two melees.
Find Contraband, Weapons &
cybernetics: The character with this skill knows where to find
arms dealers, smugglers, body ship-shops, M.O.M. and Juicer
conversions, criminal cyber-docs and illegal medical treatment, as
well as how to spot them. He is also familiar with their practices,
hang-outs, gang or criminal ties, general practices, code of conduct,
pricing structures and modes of operation. Likewise, the character
has a good idea of what Black k market weapons and cybernetics should
cost and what these people pay for contraband items (typically about
20% of what they sell it for). The character also knows the penalty
of being caught with an illegal weapon, implant or bionics. For most
societies, any M.D. weapons, concealed weapons and sidearms are
forbidden inside large population centers.
This skill is especially appropriate in the modern cities
of Rifts Japan, as well as in large cities of the Coalition States,
the NGR, Atlantis, and other large, modern cities. Base Skill:
26% + 4% per level of experience.
Field Armorer: This is a somewhat simplistic version of a weapons engineer and assistant blacksmith. A competent field armorer can maintain, fix and modify body armor (a successful roll and 1D4 hours of work with a blacksmith facility restores 30% of lost S.D.C.). In addition, the field armorer can patch holes in armor or metal pots, make arrows and arrowheads, sharpen blades/weapons, and make horseshoes and basic metal items (including nails, spikes, chain links, simple rings and horseshoes). He can also deactivate, reset and fix simple traps (roll for each attempt). Base Skill: 30% + 5% per level of experience.
Fortification: This is the skill of
designing and building defensive fortifications suitable for modern
mega-damage combat. If provided with the time and materials, the
character can greatly increase the defensive value of natural terrain
with murderous defenses that include obstacles to impede movement and
protective structures to shield friendly forces from enemy fire. The
character is trained to prepare mine fields, barbed wire, tank
obstacles, tanglefoot wire, booby traps, trenches, tank ditches,
foxholes/shell scrapes, reinforced concrete or earthen walls, bunker
complexes, rail gun/mortar emplacements, tunnel systems and similar
defensive constructions. Base Skill: 30% + 5% per level of
experience.
Even with the advent of mega-damage warfare, the old
standby fortifications listed above have useful applications.
Obstacles like ditches and mine fields slow the advance of 'bots,
infantry and tanks, exposing them for longer periods to defending
firepower. Earthen walls and foxholes made from S.D.C. materials
still afford soldiers some protection and can disperse energy blasts
or deflect shrapnel from explosives. If these protective structures
are built with mega-damage concrete and alloys, they provide
defenders with as much protection as any robot vehicle or tank!
Military Construction Engineer: This is the ability to design permanent or field expedient roadways, drop zones, buildings, bridges, water mains, and reservoirs. The character will also know how to use the construction vehicles required for the above projects (ex. bulldozers, forklifts, cranes, graders, scrapers, dump trucks, rollers, and so on). Base Skill: 40% + 5% per level of experience.
Military Engineer: This branch is concerned with the application of the engineering sciences to military purposes. It is generally divided into permanent land defense and field engineering. In war, army engineer battalions have been used to construct ports, harbors, depots, and airfields. Military engineers also construct some public works, national monuments, and dams. Military Engineering has become an increasingly specialized science, resulting in separate engineering subdisciplines such as ordnance, which applies mechanical engineering to the development of guns and chemical engineering to development of propellants, and the Signal Corps, which applies electrical engineering to all problems of telegraph, telephone, radio, and other communication. Base Skill: 35% + 5% per level of experience.
Military Etiquette: This skill grants a basic understanding of the way the military works. It includes basic rules of behavior (when to salute, how to address superiors/subordinates, etc.) as well as how to deal with military bureaucracy, who to contact to get things done, and other useful information. A character with this skill will have a good idea of how matters are handled in military bases and facilities, from the setting of watches to where to get live ammo (actually getting the ammo is a different matter altogether, of course). Base Skill: 35% + 5% per level of experience.
Military Instruction: There is a
difference between how those in the civilian world are taught, and
how those in the military are taught. With this skill the character
is familiar with and trained in, the style of mental and physical
pedagogy (education). The character can instruct another individual
or group in any skill they posse if it's at least 60%.
For every 10% of the base skill, there will be one weeks
worth of training (ex. If the base skill is 30%, then it will take
three weeks for a trainee to learn. A base skill of 45% will take
four and a half weeks of training). The trainee will receive upon
completion of training, a base skill score in that skill if they
successfully roll equal to or beneath the base skill number (ie. if
the base skill is 56%, then after 5 weeks, 6 days of instruction if
they roll 56% or less then they have learned that skill).
Should a trainee not pass the base skill roll then they
roll one six side die (1D6) per week of training and that will be the
number of additional hours of retraining before they can reroll and
attempt to gain the skill. For base skills with odd end numbers,
round up. If on the third try they still don't pass, they are not
eligible for that skill.
Navel/Marine Engineer: Engineers who
have the overall responsibility for designing and supervising
construction of ships are called navel architects. The ships they
design range in size from ocean going super tankers as much as 1300
feet long to small tugboats that operate in rivers and bays.
Regardless of size, ships must be designed and built so that they are
safe, stable, strong, and fast enough to perform the type of work
intended for them. To accomplish this, a navel architect must be
familiar with the variety of techniques of modern shipbuilding, and
must have a thorough grounding in applied sciences, such as fluid
mechanics, that bear directly on how ships move through water.
Marine engineering is a specialized branch of mechanical
engineering devoted to the design and operation of systems, both
mechanical and electrical, needed to propel a ship. In helping the
navel vessel architect design ships, the marine engineer must choose
a propulsion unit, such as a diesel engine or geared steam turbine,
that provides enough power to move the ship at the speed required. In
doing so, the engineer must take into consideration how much the
engine and fuel bunkers will weigh and how much space they will
occupy, as well as the projected costs of fuel and maintenance.
Base Skill: 30% + 5% per level of experience.
Naval History: is a basic historical knowledge of the oceans and seas of Rifts Earth and the beings that travel on and below them. The base skill percentage indicates the pproximate degree of information the character has learned or can remember accurately about the oceans and seas, or various aquatic creatures and beings. Base skill: 30% +5% per level of experience.
Naval Tactics: A basic understanding of
the "military doctrine" of the navy in question (CS, Free Quebec,
NGR, Nemo's New Navy, freebooters, etc.; each is a little different)
and the naval military in general. It includes preferred methods of
fighting (on both small scale engagements or full battles), seaman
do's and don'ts, ship weapon systems, ship and naval power armor
recognition, naval combat, strategies and tactics, and other basic
naval procedures, military methods and operations.
In combat, a successful tactics roll will reveal the
obvious and/or some hints as to the best way to approach a potential
combat situation (like recognizing a potential attack because torpedo
tubes are open, the best way to impair or scuttle a ship, ideal
targets, evasive maneuvers, etc.). Otherwise a successful roll will
determine an accurate recognition of a naval vessel, use or reading
of naval weapon system, proper execution of a naval tactic or
maneuver, and proper procedure. Base skill: 30% +5% per level
of experience.
Nuclear, Biological & Chemical Warfare (NBC): This is the knowledge of safety precautions to protect oneself and other from the effects of nuclear, biological or chemical warfare, waste and contamination. The character is also knowledgeable in the safe handling and "clean-up" and containment of such hazardous materials. Base Skill: 35% + 5% per level of experience.
Paired Weapons: This training involves a particular type of hand to hand fighting technique. This training is reserved for special military personnel and is in the use of training the character to use two weapons at once with a deadly accuracy. This only applies to the Ancient W.P.'s, but adds an additional attack to the characters arsenal. The character will be able to fight with one arm and defend with another without the loss of attacks. In other words the character will can attack and parry in one attack, instead of using two separate attacks to achieve the same results. The advantage is that the character while parrying an attack can him/her self attack the character he/she is parrying. Where a normal character can not do such a thing with out calling a simultaneous attack and even then both characters connect with their blows.
Parachuting: The skill of parachuting includes the methods, procedures and techniques of parachuting, packing the chute, skydiving techniques, precision landing, landing without injury, and practice of jumping from a high altitude aircraft. The advantage of parachuting is secrecy, since the trooper' insertion into enemy territory is silent and often goes unnoticed. The following three methods are the ones most commonly used by modern paratroopers:
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|
High-Altitude-High-Opening (HAHO): jumps take place form a height of 25,000 to 30,000 ft. As the paratroopers drop they travel laterally to the desired drop zone (DZ) where they wish to land. This technique is used to "throw off" enemy units since they will probably search for paratroopers directly beneath the path of the aircraft. |
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|
High-Altitude-Low-Opening (HALO) operations also begin at 25,000 to 30,000 ft but the paratrooper does not pop the chute until an altitude of 4,000 ft, or even less. The jump takes place so rapidly that there is little chance for the paratroopers to be viewed after the chutes open. |
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Low-Altitude-Low-Opening (LALO) drops are the most dangerous method. The jump is made at the mere height of 300 to 500 ft. If there are any complications (a failed roll) the paratrooper is likely to be injured (broken bones) or killed (30% chance)! Even if the jump goes without a hitch, there is a 20% chance of taking 6D6 S.D.C. from an awkward landing, even if wearing M.D. armor. |
Radiation Technology - Military: This includes knowledge of safety regulations, practices and procedure; radiological physics, interaction with matter, radioactivity and characterization and development of neutron beams and heavy particles for use in combat/weapons. In experimental stages of research, the ion beam is the only success thus far in use of energy as a weapon (laser is amplified light). Requires: some form of Nuclear Physics. Base Skill: 30% + 5% per level of experience.
Recognize Weapon Quality: The ability
to determine the level of a weapon's quality, including
craftsmanship, weight, balance, edge, metal strength and so on. The
character can also recognize if the weapon is crafted by a dwarf,
kobold or other master weaponsmiths, and if it may have
bonuses to strike, parry or damage, or other special (magic)
properties. Although the person may be able to tell that a weapon is
superbly crafted, with bonuses, it is impossible to determine
exactly what these bonuses are until used in combat or intense
practice.
In modern times it gives the ability to accurately
determine a weapon's durability, reliability and quality by
physically examining it. This includes knowing which manufacturers
are reputed to make the best weapons, the ability to recognize damage
or signs of misuse, modifications/customization or wear and tear,
whether the weapon can be made as good as new with a little repair
work and/or cleaning, whether it is a cheap (or quality) "knock-off"
(copy/imitation), and so on. The character can also recognize if the
weapon is stolen (serial numbers filed away, etc.), new, old and if
it has any other special features or properties as well as knowing
what the fair price should be. Base Skill: 25% + 5% per level
of experience. Note: Reduce the skill ability by half if the
item is not actually handled (seen but not touched/examined).
Ship-to-Ship Combat: This is the specific skill of flying a spacecraft in combat. While the Pilot Spacecraft: advanced skill lets a character fly in these situations, this skill allows the pilot to use a ship's weapons and defense systems at the same time. The character also understands the theory and tactics of spatial dog-fighting, rather than relying on good instinct. If, during combat, a character with this skill is only operating a ship's weapons systems, then they receive a +5% modifier to all ship combat moves and +1 to strike and dodge. Base Skill: 25% + 5% per level of experience.
Siege Engineer: This is the knowledge of
designing, repairing and properly using siege weapons. This is
reflected by the first percentile number. With the proper siege
weapons, the character can direct a siege against a castle or fort.
The second percentage is the characters skill in countering a siege
by anticipating an opponents strategies and tactics.
A successful roll indicates that the construction,
repair, siege or counter tactics meets with positive results. A
failed roll results in problems that lead to failure. Base
Skill: 20/10% + 6% per level of experience.
Sniper: This skill represents special training in long range rifle firing and marksmanship. Only rifles that can be made to fire a single round or blast can be used for snipering (no automatic/multi-firing rifles). Adds a bonus of +2 to strike on an aimed shot.
Strategy/Tactics: This is part of the training given to combat soldiers and officers, and includes a basic understanding of the "military doctrine" of the army in question, including preferred methods of fighting (on both a small scale engagement or a full battle), "do's and don'ts," guerrilla warfare, and other basic military methods. A successful strategy/tactics roll will reveal some hints as to the best way to approach a potential combat or military situation, like recognizing potential attack/retreat areas, getting good fields of fire, recognizing a good location for a crossfire or booby trap, etc. Base Skill: 30% + 5% per level of experience.
Torturing Tactics: Training in the questioning and torture of prisoners, this skill includes placing wood under fingernails, use of the rack, and a very general knowledge of medical procedures (+5% to First Aid). Three successful rolls will extract a bit of information, but three consecutive, unsuccessful checks will result in death of the prisoner (with no save vrs. death)! All patients will die after 3d4 days of intense torture (around eight rolls can be made every day). Base Skill: 40 + 5% starting at level two.
Trap Construction: Training in
the design and application of traps and mines used in anti-personnel
and defense tactics. With readily available materials and simple
tools, including shovels, knives, sticks, wire and rope, the
character can build fiendish traps. Any who would scoff at the
effectiveness of traps in modern mega-damage combat should
reconsider. While traps may not damage M.D. equipment, unless the
trap is augmented with explosives (requiring the Demolitions skill),
simple pits can hamper, even immobilize, troops and robot vehicles by
making them unable to climb out (will earth walls support the weight
of a several ton robot trying to climb out? Not likely). Other traps
can be used as alarms (triggering flares, video cameras, or simply
producing noise), or even as diversions to distract the enemy while
the character escapes.
The greatest drawback of traps lies in the amount of time
required to prepare them. It can take hours to prepare rock slides,
large pits, etc., even with heavy equipment. But, even this time can
be shortened with help from others, as only one character needs the
skill, in order to successfully direct others in the traps'
construction. Ingeniously prepared traps can, and often do, shift the
advantage of a battle to the side that prepared the field for combat.
See the Rifts World Book 11 for examples of most common types of
traps. Base Skill: 20% + 4% per level of experience.
Trap/Mine Detection: Knowledge of the strategic placement of booby traps and mines, the tell-tale trademarks and indications of traps and mines, how to avoid them, and the use of mine and explosive detection equipment. The character has been trained to watch for suspicious objects, dirt mounds, trip wires and camouflaging materials that may denote the presence of a trap. Simple snare traps and trip wires can be easily disarmed by the character, but the demolitions disposal skill is required to disarm mines, explosives, or complex traps. Base Skill: 20% + 5% per level of experience for detecting by visuals alone. Add +50% when using special detection equipment to locate mines or explosives, +10% if the trap isn't a mine or explosives, but uses metal (such as a trip wire) Note: See the Rifts World Book 11 description of this skill for use of some Dog Boy types to sniff out traps.
Underwater Demolitions: Fundamentally the
same basic skills and training as demolitions, but with an emphasis
on using explosives in an underwater environment, including
underwater techniques, area affect, sound wave damage, different
types of explosives, as well as arming, disarming and repairing
torpedoes and depth charges. Base Skill: 56% + 3% per level of
experience. Note: Any character with the demolitions skill can
use explosives underwater, but is -10%.
Optional method of assigning
this skill.
Weapons Specialist: This is a somewhat simplistic version of the weapons engineer as it applies to infantry weapons. A competent weapons specialist character can maintain, fix, modify, mount, reload/charge ammunition, and figure out most small arms. They can repair all types of pistols and rifles, adjust targeting sights, use optical enhancements, reload missiles and ammo drums, recharge E-clips, install/ mount a rail gun or machinegun on a vehicle, and even fix most small robot and bionic weapons like forearm blasters and retractable blades. Base Skill: 40% + 5% per level of experience.
Next section Physical Skills.
Military.html -- Revised: 990104
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