Mechanoid Additions

By Sakerson
http://www.oocities.com/Area51/Nova/7385/

© 1983, 1987, 1988, 1990 Kevin Siembieda; © 1995 Palladium Books, All rights reserved worldwide. No part of this work may be reproduced in part or whole, in any form or by any means, without permission from the publisher. All incidents, situations, institutions, governments and people are fictional and any similarity to characters or persons living or dead is strictly coincidental.

Palladium Books, Mechanoids®, The Mechanoid Invasion®, and Rifts® are registered trademarks owned and licensed by Kevin Siembieda and Palladium Books, Inc.

Mechanoid™ is a trademark owned and licensed by Kevin Siembieda and Palladium Books, Inc.

New Mechanoids

Black Widow

The Black Widow is huge, standing almost four times taller than a Spider Fortress.  They are quite intelligent, being in charge of the coordination of storage, salvage vehicles, and transportation.  They are found in large numbers on the exteriors of a Mother Ship or a Battle Cruiser, but almost never anywhere else.  From time to time they can be found planet side coordinating certain duties at a Mechanoid base (particularly as part of the crew of a Cargo Freighter, q.v.).  In such situations, the Widow makes use of anti-gravity devices to maintain its balance (it is far too massive and would crush itself without anti-grav devices).  Though intelligent, the Black Widow is considered a drone since it is so absorbed in its work.  Despite its obsession with its duties, the Black Widow will attack humanoids on sight.  The Widow answers to the Mantis, Runner, Brain, Oracle, and Overlord.

Model Type:  Black Widow: Coordinator of supplies and salvage.
Class:  Cyborg
M.D.C. by Location:
Crane – 900
*Tractor Beam Housing – 500
*Hands (2) – 200 each
Arms (2) – 600 each
**Legs (8) – 1100 each
***Sensor Housing (on front of Bowl Housing) – 700
***Spotlights (10, one on each leg and one on each hand) – 70 each
****Lower Platform – 5000
+Main Body (Bowl Housing on top of the Lower Platform) – 6000
Containment Chamber – 400

	*These can only be hit on a called shot.
	**When one leg is destroyed the others will rotate along the lower platform until they are uniformly spread.  One lost leg will not reduce mobility.  Thereafter, each lost leg will reduce the Widow’s top speed by 20 mph and reduce its dodge and parry bonuses by 2.  The Widow can stand on as few as three legs, but less than that and it will fall over.
	***If this is destroyed than the Widow is completely blind.  This area is small, requiring a called shot at –3.
	****If destroyed than the legs of the Widow become useless, effectively immobilizing the Mechanoid.
	+Depleting the M.D.C. of the main body destroys the cyborg’s mechanical body housing, however the organism’s environmental containment chamber (effectively the pilot’s compartment) holds the majority of the living organism.  The Mechanoid organism can be rescued and installed into another mechanical body of the same design.  Except for its psionic powers, the creature is totally helpless and will die within 6d6 days.

Speed:
Running:  120 mph
Leaping:  The Mechanoid is too heavy to leap, but its great size allows it to step over most obstacles.
Flying:  In space the Mechanoid is equipped with a small jet pack for short jaunts across the surface of a ship.  Other than this, it cannot fly.
Range:  Unlimited.

Statistical Data
Height:  6200 feet (1890 m)
Width & Length:  The main body (bowl housing) is 2178 feet (660 m).  Distance from the front feet to the rear feet is approximately 13,000 feet (3960 m), or about 2.5 miles.
Weight:  56,000 tons
Cargo:  Enough space to carry 6 Multi-Brain Combat Vehicles.
Armored Body:  Full environmental armor.  Can withstand the vacuum of space indefinitely.
Power System:  A plasma energy system gives the Mechanoid its power and a life of 600 years.
Alignment:  Typically aberrant evil.
Black Market Value:  The market will pay 2d4 million credits for a Mechanoid plasma generator in working condition.
Horror Factor:  17 due to its enormous size.
Physical Strength:  Equal to a P.S. of 85.
Other Attributes of Note:  I.Q. 2d6 + 8, M.E. 2d6 + 10, M.A. 2d6 + 8, and 6d6 P.P.E.
# of Attacks per Melee:  4
Combat Bonuses:  +2 to strike, +1 to dodge and parry, +6 to save vs. horror, +4 to save vs. psionic attacks, +2 to save vs. magic and poison.  Cannot roll with impact.
Psionics:  Major Psionic with 1d4 x 100 + 100 I.S.P.  All physical plus Telepathy, Telekinesis (super), and Telekinetic Force Field.
Average level of Experience:  1d6 + 5.
Skills of Note:  All Electrical skills at 80%, all Mechanical skills at 85%, Zero G movement at 98%, Basic Math at 70%.

Weapon Systems

1.	Tractor Beam:  All though not a weapon, the Widow can use this to draw individuals toward it.  It can carry up to 20,000 tons.
Primary Purpose:  Lifting and carrying.
Damage:  None.
Rate of Fire:  Once per melee.
Effective Range:  7 miles (11.3 km).  The beam can effect an area as large as a 1600 foot (488 m) diameter circle.
Payload:  Effectively unlimited, patched into the Mechanoid’s power supply.

2.	Hand to Hand:  The Mechanoid is limited in its hand to hand abilities because of its size.  Still, it can be very deadly.
Stomp with Foot:  6d6 x 10 M.D.
Crush from Stomp:  3d4 x 10 M.D. every time pressure is applied (counts as one attack).
Kick:  1d6 x 10 M.D. and there is a 90% chance of knocking its opponent off his feet (victim loses initiative and one melee attack).  Counts as one melee action.

3.	Sensors of Note:  Same as Oracle, plus video recording capabilities.  Each spotlight has a range of 500 feet/152 m.

Digger

These are among the most massive of Mechanoids, second only to Battle Cruisers and Haulers.  They are generally kept in a psionicly induced state of suspended animation until they are needed.  Their main purpose is to slice the planet into pieces for dissection.  The diggers are drones and not capable of thinking for themselves.  They will not attack humans unless the humans interfere with their work.

They hover by an indeterminate means, either by anti-gravity (similar to the wasp) or by psionics.  The digger digs by directing a continual hydrogen fusion explosion (10 times a second) at the ground, vaporizing and melting the earth and stone.  The claws dig, trim, and shape the 1 km wide, 2 km deep trench.  It needs to rest for 30 minutes every 24 hours.  Everything within 2 km of the digger is radioactive.  Life will die after 1d4 melees of exposure.  Only those in environmental body armor can survive.

Diggers are always accompanied by 6 mantis, and 2d4 wasps.  Diggers obey Mantis, Brains, Oracles, and Overlords.

Model Type:  Digger; drone.
Class:  Cyborg
M.D.C. by Location:
Claws (6) – 2000 each
Arms (6) – 4000 each
*Head – 12,000
**Body Top – 15,000
**Body Bottom – 15,000
Plasma Generator – 2000
***Continual Hydrogen Fusion Chamber (CHFC) – 200
Containment Chamber – 3000

	*If the head is destroyed then the Digger is completely blind.  It will send a message for aid and continue to dig in the same direction it was regardless of what is in its path.  It will still be able to sense attacks and will swipe with its claws in the general direction of the attack (-8 to hit if the target is within range).
	**If either the top or bottom body is destroyed then the containment chamber will exposed.  If both are destroyed then the Mechanoid shuts down completely.
	***This cannot be attacked while the Mechanoid is in operation (the attack will be disintegrated by the fusion explosion).  It is vulnerable only during the 30 minute shutdown time of the Mechanoid.  If destroyed then the Mechanoid will explode, doing 1d6 x 1000 M.D. to everything within 2 km.

Speed
Flying:  100 mph.  The Digger “floats” either by an anti-gravity system or by psionics.  It has a maximum altitude of 10,000 feet (3048 m).
Range:  Unlimited.

Statistical Data
Height:  1308 feet (400 m).  Usually hovers about 1.2 miles (2 km) over the bottom of the trench, or about 100 feet over the unbroken ground.
Width:  Body: 2394 feet (732 m).  Total distance from claw to claw: 5794 feet (1772 m).
Length:  3532 feet (1080 m).
Other:  Claw: 1177 feet (360 m) long.  Arm from shoulder to claw:  2224 feet (680 m).
Weight:  150,000 tons
Cargo:  There is a space on top of the Digger that contains spare parts for minor systems.  If cleared out it would reveal a 10 foot cube (3 m) of space.
Power System:  A fusion core gives the Mechanoid 50 years of continuous power, though the power supply usually lasts much longer as the Mechanoid is shut down when not in use.
Alignment:  Any, but typically evil.
Black Market Value:  The market will pay 2d10 million for a working fusion core.
Horror Factor:  18 due to immense size.
Physical Strength:  Equal to a P.S. of 95.
Other Attributes of Note:  I.Q. 1d6 + 2, M.E. 2d6 + 6, M.A. 1d6 + 4, and P.P.E. 4d6.
# of Attacks per Melee:  4 physical or psionic attacks.
Combat Bonuses:  +3 to strike, +8 vs. horror factor, +4 vs. psionics and magic, +9 vs. poison.  The Digger cannot dodge or parry.
Psionics:  1d6 x 100 I.S.P.  Master Psionic.  Has all physical plus Telepathy, Empathy, and Telekinesis (super).
Average Level of Experience:  1d6 + 2
Skills of Note:  Basic Radio (90%) and all Pilot Related (80%).

Weapon Systems

1.	Plasma Generator:  This is the primary weapon of the Digger, though it is often used to aid in digging.
Primary Purpose:  Defense and digging
Mega-Damage: 2d4 x 100 M.D.
Rate of Fire:  Equal to the number of hand to hand attacks per melee.
Effective Range:  6300 feet (1920 m).
Payload:  Effectively unlimited; patched into the power supply.

2.	Continual Hydrogen Fusion Chamber:  This is not a weapon per se, but it is extremely devastating nonetheless.
Primary Purpose:  Digging
Mega-Damage: 2d4 x 1000 M.D.
Rate of Fire:  Continuous
Effective Range:  6800 feet (2073 m).
Payload:  Effectively unlimited; patched into the power supply.

3.	Hand to Hand:  When necessary, the Digger can engage in physical combat.
Stomp with Foot:  6d6 x 10 M.D.
Crush from Stomp:  3d4 x 10 M.D. every time pressure is applied (counts as one attack).
Kick:  1d6 x 10 M.D. and there is a 90% chance of knocking its opponent off his feet (victim loses initiative and one melee attack).  Counts as one melee action.

4.	Sensor Systems of Note:  Full optics, including visible light, infrared, ultraviolet, passive night, thermo-imaging, laser targeting, and telescopic (2 miles).  Radio Communication: 50 miles.  Motion detectors: 500 feet.

Hauler Type I

This is a Mechanoid drone used only in space.  They are found connected either to a Mother Ship or a Battle Cruiser.  It will not attack humans, even if attacked, unless directed to do so.  They have only one purpose: to sort, gather, and store.  They obey the Black Widow, Brute, Mantis, Runner, Brain, Oracle, and Overlord.

The Hauler is staffed and operated by 3d6 Runners, 1d6 Brains, 4d6 Brutes, 1d6 Octopuses, 50 Type II Haulers, 50 Type III Haulers, 200 Thinmen, 500 Runts, 2d6 Mantis, and 1d6 Black Widows.

Model Type:  Hauler
Class:  Cyborg
M.D.C. by Location:
Cargo Bridge – 50,000
*Command Post – 20,000
**Energy Storage – 15,000
Docking Platform – 25,000
***Engineering – 25,000
****Link Arm – 39,000

	*If destroyed then the Mechanoid will be under its own control.  Orders to it must be given telepathically.
	**If destroyed then the Mechanoid will explode, doing 1d6 x 1000 M.D. to everything in a 2 mile (3.2 km) radius.
	***If destroyed then the Mechanoid’s drive center is destroyed and it will be unable to function.
	****If destroyed then the Mechanoid will no longer be able to connect itself to anything.  It will float in space until it can be towed back in for repairs.

Speed
Flying:  50 mph (81 km) in space only (equivalent to 0.1 G acceleration).  Very slow and not maneuverable at all.
Range:  Unlimited, but never found very far from a Mother Ship or a Battle Cruiser.

Statistical Data
Cargo Bridge:  28 miles (45 km)
Docking Platform:  12 miles (19 km)
Command Post/Engineering Tower:  12.5 miles (20 km)
Link Arm:  17.4 miles (28 km)
Weight:  8 million tons.
Cargo:  Plentiful
Power System:  Plasma Energy system gives the Mechanoid 100 years of life.
Alignment:  Any.  Doesn’t display any hostility to humans.
Black Market Cost:  The market will pay 2d10 million credits for a Mechanoid plasma system in working condition.
Horror Factor:  16
Physical Strength:  Equal to a P.S. of 100.
Other Attributes of Note:  I.Q. 1d3, M.E. 2d6, M.A. 1d6, P.P.E. 5d6.
# of Attacks per Melee:  2 physical or psionic.
Combat Bonuses:  +4 vs. psionics, magic, and poison.  Does not have to make a save vs. horror factor (it is not smart enough).
Psionics:  1d6 x 10 + 100 I.S.P.  Minor psionic.  Has Empathy, Telepathy, and Telekinesis.
Average Level of Experience:  1d4
Skills of Note:  Basic Radio (50%)

Weapon Systems

1.	Hand to Hand:  The only form of attack available to the Mechanoid is to ram its crane (the docking platform) into something.  It will not do so unless ordered.
Crane Ram:  1d6 x 10 + 40.  There is a 95% chance that the victim will be knocked off balance, losing initiative and one attack.

2.	Sensor Systems of Note:  Optic systems include visible light, infrared, ultraviolet, polarization, passive night vision, and telescopic.  Also has radar to a range of 10,000 miles.

Hauler Type II

The Type II Haulers are used to bring cargo from the planet to space and vice versa.  They are otherwise similar in behavior to Type I Haulers.  They are staffed by 4 Brutes, 30 Thinmen, and 100 Runts.

Model Type:  Hauler
Class:  Cyborg
M.D.C. by Location:
Arms (2) – 800 each
*Wings (2) – 1200 each
**Electromagnetic grip – 300
***Sensor Unit – 250
****Laser Pod – 350
+Main Body – 2500

	*If a wing is lost then the maximum speed is reduced by a third.  If both wings are lost then the maximum speed is reduced to a quarter of its original.
	**If this is destroyed then the Mechanoid will not be able to connect itself to an object or pick up large metallic objects.
	***If destroyed then the Mechanoid is blind.  It will remain where it is until it receives commands to do otherwise.
	****This is difficult to hit, requiring a called shot.
	+If reduced to zero, the Mechanoid will explode doing 1d6 x 100 M.D. to everything in a mile (1.6 km) radius.

Speed
Flying:  200 mph in atmosphere, 2 Gees acceleration in space.  Maximum altitude is unlimited.
Range:  Unlimited.

Statistical Data
Height:  600 feet (183 m)
Width:  4000 feet (1219 m) wing tip to wing tip.  Body is 1200 feet (366 m).  Total arm span: 2649 feet (810 m).
Length:  1470 feet (448 m)
Weight:  135,000 tons
Cargo:2600 square feet (792 m)
Power System:  Plasma system provides the Hauler with 100 years of power.
Black Market Cost:  The market will pay 2d10 million credits for a Mechanoid plasma system in working condition.
Alignment:  Any.  Does not display any hostility toward humans.
Horror Factor:  16
Physical Strength:  Equal to a P.S. of 65.
Other Attributes of Note:  I.Q. 1d3, M.E. 2d6, M.A. 1d6, P.P.E. 5d6.
# of Attacks per Melee:  4 physical or psionic.
Combat Bonuses:  +2 to strike, +2 to parry, +4 vs. magic, psionics, and poison.  The hauler is too stupid to need to save vs. horror factor.
Psionics:  1d6 x 10 + 100 I.S.P.  Minor psionic.  Has Empathy, Telepathy, and Telekinesis.
Average Level of Experience:  1d4
Skill of Note:  Basic Radio (50%)

Weapon Systems

1.	Laser Pod:  This is primarily a cutting tool, but can be used as a weapon if so ordered.
Primary Purpose:  Cutting and/or welding
Mega-Damage: Variable; 1d6 S.D.C, 6d6 S.D.C, 1d6 x 10 S.D.C, 1d6 M.D, 6d6 M.D, or 1d6 x 10 M.D.
Rate of Fire:  Equal to the number of hand to hand attacks per melee.
Effective Range:  5000 feet (1524 m).
Payload:  Effectively unlimited; patched into the power supply.

2.	Hand to Hand:  The Mechanoid can use its massive limbs to attack if so ordered.
Punch:  1d6 x 10 + 20 M.D.
Squeeze:  1d6 x 10 + 20 per melee (a called shot is required to grab the individual, hold can be maintained from melee to melee).

3.	Sensor Systems of Note:  Same as Hauler Type I.  Radar in atmosphere is reduced to about 50 miles.

Hauler Type III

This Hauler is found on Mother Ships, Battle Cruisers, and Bases.  Its purpose is to take cargo from one location to another.  Unlike other Haulers, this one is not staffed by a group of Mechanoids.  Its behavior is identical to other Haulers.

Attached fore and aft are two robotic assistants.  They function independently of the Mechanoid, but Type III Haulers are still under their command.

Model Type:  Hauler
Class:  Cyborg
M.D.C. by Location:
*Tractor Beam – 250
Crane Arms (2) – 500
Robot Assistants (2, one fore, one aft) – 800 each
Robot Assistant Arms (2 for each assistant) – 100 each
**Forward Section – 1500
**Rear Section – 1500
***Top Mid Section – 1500
Containment Chamber – 400

	*This can only be hit on a called shot.
	**If one section is destroyed then the Mechanoid is immobilized.  If both are destroyed then the Mechanoid will explode, doing 2d6 x 10 AM.D. to everything within 500 feet (152 m)
	***This section contains the Mechanoid organism.  It is detachable with hover-flight capabilities.

Speed
Flying:  Hovers along the ground between 5 and 50 feet (1.5 and 15 meters).  The midsection is detachable; 280 mph (451 km), maximum altitude of 1000 feet (305 m).
Range:  Unlimited.

Statistical Data
Height:  1243 feet (380 m)
Width:  392 feet (120 m)
Length:  1962 feet (600 m)
Weight:  250,000 tons
Cargo:  1367 square feet (418 m).
Power System:  Power crystal gives the Mechanoid 70 years of life.
Alignment:  Any.  Does not show any hostility toward humans.
Black Market Cost:  The market will pay 2d4 million credits for a Mechanoid power crystal in working condition.
Horror Factor:  17
Physical Strength:  Equal to a P.S. of 65 for the crane arms, P.S. of 40 for the bots.
Other Attributes of Note:  I.Q. 1d3, M.E. 2d6, M.A. 1d6, P.P.E. 5d6.
# of Attacks per Melee:  4 physical or psionics for the Mechanoid.  Each bot gets 2 attacks per melee.
Psionics:  1d6 x 10 + 100 I.S.P.  Minor psionic.  Has Empathy, Telepathy, and Telekinesis.
Average Level of Experience:  1d4
Skills of Note:  Basic Radio (50%)

Weapon Systems

1.	Tractor Beam:  Though not a weapon, it can be used to hold characters and vehicles in place.
Primary Purpose:  Hauling
Mega-Damage: None.  Can lift up to 5,000 tons
Rate of Fire:  Twice per melee.
Effective Range:  20 miles (32 km)
Payload:  Effectively unlimited; patched into the power supply.

2.	Hand to Hand:  When so ordered, the Hauler can attack with its claws.  The Mechanoid may make 4 attacks per melee, and each bot can make two attacks per melee.
Cran arm punch:  6d6 M.D.
Crane arm squeeze:  6d6 M.D. per melee (a successful called shot on the target is necessary before the Hauler can squeeze).
Bot punch:  3d6 M.D.
Bot squeeze: 3d6 M.D. per melee (a successful called shot on the target is necessary before the Hauler can squeeze).

3.	Sensor Systems of Note:  Same as Hauler Type I, except the Hauler Type III does not have radar.

Structure

Typical Structures

Most Mechanoid structures are dome shaped with several levels beneath the surface.  Small housing units usually have about 800 M.D.C.  Typically, the largest structure on a base is the Spider Fortress.  All Mechanoid bases are temporary and are removed from the planet by anti-gravity means (a procedure that takes two days per base) prior to the planet being destroyed.  During this time, Mechanoid activity across the planet decreases to almost zero.

Bridge Fort

While dissecting a planet, the Mechanoids create what humans call “Bridge Forts” that span the 1 km wide canyons created by the Diggers.  These canyons are 2 km deep and 1 km wide, and so these bridges are quite large.  They occur along a trench every 5900 feet (1800 m).

The bridge itself spans the trench and is about 2600 feet (792 m) wide.  It is made of mega-damage material and is extremely tough.  In the center of the bridge is the bridge fort itself.  It serves as an outpost and power centers for the Mechanoids.  They also serve as a repair facility for Diggers and other Mechanoids.  On top of the tower is a weapon turret that can swivel 360 degrees and tilt 60 degrees up or down.

One method to eliminate the Bridge Fort is to destroy the ground that surrounds it.  This requires a demolitions expert who must make a successful skill check.  Charges must be strategically placed at least 20 feet into the ground at 10 foot intervals (at least), including under the bridge where it connects with the ground.  The total damage done must exceed 1,500 M.D. to drop the bridge.

The Bridge Fort is staffed by 2d6 Type One Brutes, 1d6 Type Two Brutes, 1d6 x 10 Thinmen, 1d4 x 10 Runts, 1d6 x 10 Skimmers, 1d6 x 10 Weevils, 1d6 Runners (who are in charge), and 2d6 Wasps.  They usually keep an eye out in a 10 mile (16 km) radius.  They can spot individuals within this radius (60% chance) unless the individuals are attempting to conceal themselves (if a prowl check fails then roll the given percentage).  Troops make rounds on a regular basis as well, often extending up to 5 miles (8 km) away.

Model Type:  Bridge Fort; power and repair station.
Class:  Defense fortress
M.D.C. by Location:
*Plasma Cannons (2) – 150 each
*Laser Cannons (3) – 80 each
**Rim Lasers (10) – 30 each
***Weapon Turret – 700
****Main Structure – 5000
+Bridge – 5000

	*These can only be hit on a called shot (no penalty).
	**These can only be hit on a called shot at a –3 penalty.
	***If the turret’s MD.C. is depleted it is frozen in place.  The weapons will still continue to function (unless it is reduced by another 200 M.D.C. in which case the power supply to the weapons will be severed).
	****At close range (200 feet or less) the main structure is hit at a +3.  Destroying the main structure will cause a breach in the power core, resulting in an explosion that will do 1d6 x 100 M.D. to everything in a 3000 foot (914 m) radius.
	+The number given is the amount of damage needed to sever the bridge at either end (i.e. severing the bridge itself, not the ground around it).  The total M.D.C. is around 80,000.  If one side is severed then the entire fortress will fall to the bottom of the chasm.  The bridge is set into the ground about 500 feet (152 m) on either side.

Statistical Data
Height:  1000 feet (305 m)
Width and Length:  Tower is 400 feet (1222 m) diameter.  The bridge is 3270 feet (1 km) long and 2600 feet (792 m) wide.  The bridge is 100 feet (30 m) thick.
Weight:  90,000 tons including the bridge.
Cargo:  Plentiful
Power System:  A plasma energy system gives the fort 100 years of power.
Horror Factor:  8
# of Attacks per Melee:  6
Combat Bonuses:  +5 to strike

Weapon Systems

1.	Plasma Cannons (2):  The weapons are located on the turret.  They cannot fire at anything closer than 300 feet.
Primary Purpose:  Defense; Anti-Aircraft.
Mega-Damage: 1d6 x 10 per cannon or 2d6 x 10 double shot (costs one attack)
Rate of Fire:  Equal to the number of attacks per melee.
Effective Range:  5000 feet (1524 m), or 3365 feet (1026 m) beyond the end of the bridge.
Payload:  Effectively unlimited; patched into the power supply.

2.	Laser Cannons (3):  These weapons are also located in the turret.  They are able to swivel 90 degrees in either direction regardless of the direction the main turret is pointing.  Thus they can fire at targets not directly in front of the turret.  Also, they can tilt down up to 90 degrees, allowing them to fire upon targets that are at the fort’s base.  They cannot tilt upward on their own (the turret must tilt upward for the laser’s to fire upward).
Primary Purpose:  Defense
Mega-Damage: 6d6 per single shot, 1d6 x 10 + 10 per double shot (counts as one attack), or 2d4 x 10 + 20 per triple shot (counts as one attack).
Rate of Fire:  Equal to the number of attacks per melee.
Effective Range:  2000 feet (610 m), or 360 feet (110 m) beyond the end of the bridge.
Payload:  Effectively unlimited; patched into the power supply.

3.	Rim Lasers (10):  Therer are five on each side of the tower facing each end of the bridge.
Primary Purpose:  Defense
Mega-Damage: 3d6 per laser.
Rate of Fire:  4 times per melee regardless of the number of attacks the fort has.
Effective Range:  1635 feet (500 m), or to the end of the bridge.
Payload:  Effectively unlimited; patched into the power supply.

4.	Sensor Systems of Note:
Full optical systems:  including the visible light spectrum, infrared, ultraviolet, polarization, passive night vision, thermo-imaging, laser targeting, and telescopic vision.  Telescopic vision has a range of 4 miles (6.4 km), while the other systems have a range to about 6000 feet (1829 m).

Radar:  Can identify and track up to 1000 targets simultaneously at a range of 50 miles (80 km).  Applicable to flying targets at 500 feet (152 m) above the ground or higher.  The radar cannot track ground movement.

Other Sensors:  Heat and motion detection with a 1500 foot (457 m) range.  Radar and radiation detectors (same as human bionic system).

Radio Communication:  Long-range directional radio.  Range: 500 miles (800 km).  The radio system can also eavesdrop on enemy transmissions and track transmissions to their source (60% success ration); tracking range is limited to 100 miles (161 km).

Built-in Language Translator:  Same as the portable unit; see Rifts RPG, page 247.

Vehicles

Cargo Freighter

This used primarily for transporting cargo from the planet to the Mother Ship.  It has no weapons and is usually accompanied by 2d4 wasps.  As with most vehicles, the controls are operated by psionics or direct link (the Mechanoid becomes a part of the vehicle).

The Freighter is capable of interstellar travel, during which the tractor beam and cranes are retracted into internal compartments.

Model Type:  Cargo Freighter
Class:  Transport
Crew:  1d6 Brains (the pilots), 2d6 Brutes, 4d6 Type III Haulers, 84 Thinmen, 200 Runts, 1 Mantis, and 1 Black Widow.
M.D.C. by Location:
*Tractor Beam – 300
Cranes (2) – 900 each
**Command Tower – 7000
***Main Body – 15,000

	*This must be hit on a called shot (no penalty).
	**If destroyed then the Freighter is immobilized.
	***If destroyed then the Freighter will explode, doing 3d6 x 10 M.D. to everything within 3000 feet (914 m).

Speed
Flying:  1000 mph (1610 km) in the atmosphere, 8 G’s acceleration in space.  CG drive allows the freighter to travel up to 4 light years per hour.
Range:  Unlimited

Statistical Data
Height:  3.4 miles (5.5 km).  The cranes are 4 miles (6.4 km) long.
Width:  4.3 miles (7 km)
Length:  7.4 miles (12 km)
Weight:  8 million tons.
Cargo:  11 square miles (18 km) of space.
Power System:  Plasma Energy system gives the vehicle 100 years of life.
Horror Factor:  8 (due to size).

Weapon Systems

1.	Tractor Beam:  This is used for hauling cargo, but it can be used to grasp and hold objects in combat.
Primary Purpose:  Hauling cargo.
Mega-Damage: None, but can immobilize an attacker.
Rate of Fire:  Twice per melee.
Effective Range:  12 miles (19 km).
Payload:  Effectively unlimited; patched into the power supply.

2.	Sensor Systems of Note:  Same as Hauler Type II.

Spider Fortress

The new Spider Fortress looks very different from the old Fortress for it lives up to its namesake: it looks like a giant spider.  It has eight legs which sprout upward from the sides and bend in the middle back toward the ground (much like a spider’s legs).  When one leg is destroyed (or detached, see below) then the other legs will automatically rotate around the base of the lower platform, dispersing evenly so the Fortress is not off balance.  If the lower platform of the Fortress is destroyed then the legs will no longer be able to support the Fortress, and the Fortress will be immobilized.  However, the legs are still useful (see below).

The top lid is cylindrical.  It almost looks like part of the Fortress’s main body.  The lower platform is concealed by the legs and will impose a –4 to strike.  For each leg that is destroyed or detached this penalty is reduced by 1.

There is a small extension from the main body near the base and in front of the Fortress.  This looks very much like the head of a spider.  It is in reality the main launch bay for Wasps.  Also, the Fortress can lower itself completely to the ground to release other troops through this same bay.  It takes one melee round for the Fortress to lower itself and open its bay doors.  The troops can deploy in 1 to 4 melee rounds, depending on the number of troops being deployed.  After the troops have left, the Fortress can rise quickly (four attacks).  It does not have to lower itself to launch Wasps.

If the main launch bay is destroyed then all troops within will be destroyed as well.  Typically, if the bay is close to destruction (less then 300 M.D. remaining) then the troops inside will evacuate to other areas of the Fortress.  This kind of evacuation takes from 1 to 4 melee rounds depending on the number troops being evacuated.  Troops, particularly the Wasps, can still leave via 10 hatches scattered evenly around the middle of the Fortress main body.

About 50% of the older Fortresses have been replaced by these newer versions.  Unlike the older Fortress, the newer one is capable of operating in zero G if necessary.

Model Type:  Mobile Assault Base – Infantry & Defense
Class:  Robot Combat Vehicle
Crew:  Minimum of 14 Brains.
Troops:
Brains	 32	Combat Runts	120	
Runners	 72	Thinmen	100	
Wasps	 24	Skimmers	24	
Brutes	 12	Weevils	32	
Tunnel Crawlers	   6	Assault Probes	32	

M.D.C. by Location
*Plasma Cannons (2) – 500 each
*Bowl Lasers (4) – 120 each
*Missile Launcher (1, inside lid) – 120
*Particle Beam Turrets (4, underside of platform) – 140 each
*Rim Lasers (52) – 10 each
*Legs (8) – 600 each
*Access Hatches (10) – 100 each
Energy Barrier – 3000
**Lower Platform – 1700
***Top Lid – 3000
****Main Launch Bay – 1500
+Main Body Bowl – 2000

	*These targets are comparatively small and require the attacker to make a called shot (no additional penalties).  The access hatches require a –2 to strike.
	**Depleting the M.D.C. of the lower platform immobilizes the Fortress.  Because of the legs, the lower platform is –4 to strike unless the attacker is directly underneath the Fortress.  This penalty is reduced by 1 for each leg that is destroyed or detached.
	***Depleting the M.D.C. of the top lid portion of the Fortress eliminates the plasma cannon and missile launcher.  Furthermore, all further attacks against the Fortress from above strike the main body and inflict double damage.
	****If the launch bay is destroyed then all troops within will be destroyed as well.  If it appears that the bay will be destroyed then all troops within will evacuate to other parts of the Fortress.
	+Depleting the M.D.C. of the main body destroys all weapon systems on the bowl, the protective energy barrier, and the line of troops communication, damages sensors and completely immobilizes the robot fortress.  The result is that all combat bonuses, damage and ranges of weapon systems still in operation, including the plasma cannons and Particle Beam turrets, are reduced by half!  The missile launcher can only fire if the lid was open/up when the main body was destroyed.
	Note:  Destroying the main body and the upper lid or lower platform will destroy the entire fortress, causing it to explode in a contained, fiery mass.  Everybody inside or within 1000 feet suffers 1d6 x 1000 M.D.

Speed:
Running:  100 mph (96 km).  Subtract 10 mph for each lost leg.  The Spider Fortress needs at least four legs to move.
Leaping:  With eight legs the Fortress can jump 30 feet high or across.  Subtract 10 feet for each leg lost.
Flying:  Not possible.
Range:  Unlimited.

Statistical Data:
Height:  1598 feet (487 m)
Width & Length:  853 feet (260 m)
Weight:  6800 tons
Cargo:  Plentiful
Armored Body:  Mega-damage armor with personnel compartments that have a life support system.  All Mechanoids are clad in their armored, cyborg bodies.
Power System:  A plasma energy system gives the Fortress its power and a life of 600 years.
Black Market Value:  The market would be interested in studying a Spider Fortress that is at least partially operable, but they are not likely to pay more than 3d4 million credits.
Horror Factor:  18
Physical Strength:  60
# of Attacks per Melee:  24, plus each of the 52 rim lasers can fire once per melee (scatter shot, not more than two rim lasers can shoot at the same target at a time).
Combat Bonuses:  +2 initiative, +7 to strike with plasma cannon, +6 to strike with particle beams, +5 with all other weapon systems, +4 to strike with a kick or stomp, +6 to strike with a body block/ram, +4 to parry and dodge (see leg description).

Weapon Systems

1.	Energy Barrier.  The energy barrier encircles and protects the entire Fortress unit from massive bombardment, but the Fortress cannot fire its weapons while the energy gield is up.  The field can recharge 500 M.D.C. every hour (about 8.3 M.D.C. every minute).  However, if the main body bowl loses more than half its M.D.C. there is a 58% chance of losing the protective shield (requiring 6d6 hours of repair and parts).  

2.	Dual Firing Plasma Cannons (2):  A devastatingly powerful, long-range weapon.  The two cannons can fire simultaneously at the same target or individually at different targets.  Both are located near each other.  The cannons have a 45 degree arc of fire, both vertically and horizontally.  Otherwise the entire Spider Fortress must move/adjust to fire.  Note however, that the bowl housing can rotate 360 degrees on the lower platform and get the guns into a new firing position in about 3 seconds (one melee attack).
Primary Purpose:  Assault
Mega-Damage: 1d6 x 10 per single blast or 2d6 x 10 per simultaneous, double blast.  Simultaneous double blast counts as one melee attack.
Rate of Fire:  6 per melee.
Effective Range:  6000 feet (1828 m).
Payload:  Effectively unlimited; patched into the power supply.

3.	Missile Launcher (1):  Nestled safely inside the lid is a medium and long range missile launcher.  To fire, the lid must open only 20 percent.  It is a fast loading missile launcher.
Primary Purpose:  Assault
Mega-Damage: 2d6 x 10 M.D. per medium range plasma missile or 3d6 x 10 M.D. per long range plasma missile.
Rate of Fire:  One at a time or in volleys of two or four, for a total of four volleys per melee round.
Effective Range:  Medium range missiles, up to 60 miles (96 km).  Long range missiles, up to 500 miles (800 km).
Payload:  48 medium and 24 long range missiles.

4.	Particle Beam Turrets (4):  A pair of double-barreled particle beam turrets are built into the undercarriage of the lower platform.  Each can rotate 360 degrees, with a 90 degree vertical arc of fire.  Each also has its own targeting system.
Primary Purpose:  Assault
Mega-Damage: 1d4 x 10 M.D. per single blast or 2d4 x 10 per simultaneous, double blast (aimed at the same target).  A simultaneous, double blast counts as one melee attack..
Rate of Fire:  Four bursts per each turret per melee round.
Effective Range:  2000 feet (610 m)
Payload:  Effectively unlimited; patched into the power supply.

5.	Bowl Laser Cannons (4):  This long range weapon is forward facing but the barrels can be rotated in all directions, in a 120 degree arc of fire.  The lasers also have the standard variable light frequency capabilities.
Primary Purpose:  Assault
Mega-Damage: 6d6 per single blast
Rate of Fire:  As many as six times each per melee round.
Effective Range:  6000 feet (1828 m)
Payload:  Effectively unlimited; patched into the power supply.

6.	Short Range Rim Lasers (52):  Tiny, short range lasers are built along the rim of the body bowl.  They are primarily anti-personnel and close combat weapons.  Each weapon can be angled by about 100 degrees.
Primary Purpose:  Anti-personnel
Mega-Damage: 6d6 per single blast
Rate of Fire:  Equal to the total number of hand to hand attacks.
Effective Range:  2000 feet (610 m)
Payload:  Effectively unlimited; patched into the power supply.

7.	Nerve Gas:  The Fortress can release a nerve gas in the air similar to that of the Tunnel Crawler.  The gas has no effect on mega-damage creatures or characters enclosed in an environmental suit or vehicle.
Primary Purpose:  Extermination
Mega-Damage: 1d6 direct to hit points and 6d6 additional S.D.C. per melee of exposure to the cloud..
Rate of Fire:  One attack to initiate, and then can be kept up continuously.
Effective Range:  Encircles Fortress in a 300 foot sphere.
Payload:  Can be maintained constantly around the Fortress for four hours.  There after it will require 24 hours to replenish the gas.

8.	Hand to Hand Combat:  Physical combat is very limited and can only make a total of 12 physical attacks per melee round.  All other attacks are made using the energy weapons.
Stomp with foot:  2d6 x 10 M.D.
Crush from Stomp:  1d4 x 10 M.D. every time pressure is applied (counts as one attack).
Kick:  4d6 M.D. and there is a 60% chance of knocking its opponent off his feet (victim loses initiative and one melee attack).  Counts as one melee action.
Body Block/Ram:  1d4 x 10 M.D. and there is a 85% chance of knocking its opponent off his feet (victim loses initiative and one melee attack), but counts as two melee actions regardless of the speed.

9.	Spider Legs:  Each leg may disconnect itself and move away from the Fortress.  Any number of legs can disconnect, but at least four are needed to move the Spider Fortress.  Disconnecting a leg requires one melee attack (it takes a full melee round to reattach a leg).  Once disconnected, the leg moves about like a snake.  Its stats are as follows:
Slither:  30 mph
Length:  500 feet
Width:  10 feet diameter
Horror Factor:  18
P.S.:  40
# of Attacks per Melee:  5
Combat Bonuses:  +2 initiative, +5 to strike, +4 to dodge and parry.
Hand to Hand Combat:
Kick:  4d6 M.D.C.
Whip attack:  1d4 x 10 M.D, costs 2 attacks.
Crush:  1d4 x 10 M.D. per melee round.  Costs two attacks to initiate and if successful can be maintained from round to round.  No bonuses to parry and dodge allowed.
Throw:  1d6 x 10 + 100 feet.  A successful crush attack must be initiated before the leg can throw.
Note:  The legs can use its crush and throw attacks while attached to the Fortress.  During the time the leg is making either of these attacks, it is treated as if it had detached itself (i.e. –2 to dodge penalty, slowed movement, etc.).

If the Fortress has all of its legs intact then it will gain a +4 to parry and dodge.  For each leg that is lost this bonus goes down by two.  Thus, if the Fortress had only seven legs it would dodge and parry with a +2 bonus.  Six legs provide the Fortress with a dodge and parry with no bonus and five legs let the Fortress dodge and parry at –2 penalty.  The Fortress cannot dodge or parry if it has four legs or less.

For each leg that is detached the speed of the Fortress is reduced by 10 mph.  The Fortress requires at least four legs to move (in which case its speed is reduced by half).

10.	Sensor Systems of Note:  Same as Overlord, but double all ranges.

Transport Vehicle

This is a standard vehicle for most Mechanoid.  It can be piloted only by Runners, Brains, Oracles, or Overlords.  As with most Mechanoid devices, there are no controls on the transport; it is operated psionicly.

Model Type:  Transport
Class:  Hovercraft
Crew:  Pilot plus 3 other Mechanoids.
M.D.C. by Location:
Particle Beam Cannons (3) – 60 each
*Main Body – 800
Pilot’s Compartment – 200

*If the main body is destroyed then the vehicle is knocked out of commission.

Speed
Flying:  500 mph (805 km) in an atmosphere.  Accelerate at 4 G’s in space.  Moves by an anti-gravity system similar to the Wasp.  Maximum altitude is unlimited.

Statistical Data
Height:  20 feet (6 m)
Width  75 feet (23 m)
Length:  40 feet (12 m)
Weight:  25 tons
Cargo:  Minimal; a 3 foot cubic area of space.
Power System:  Nuclear power supply gives the Transport 20 years of life.
Horror Factor:  8

Weapon Systems

1.	Particle Beam Cannons
Primary Purpose:  Defense
Mega-Damage: 4d6 single shot, 1d4 x 10 double shot, or 1d6 x 10 +10 per triple shot (one attack).
Rate of Fire:  Equal to the number of hand to hand attacks.
Effective Range:  3000 feet (914 m)
Payload:  Effectively unlimited; patched into the power supply.

Spacecraft

Battle Cruiser

The Battle Cruiser has been redesigned over the years into a very powerful war machine.  Many of the more vulnerable sections have been placed deep within the main body of the ship.  The ship is rarely used in major incidents and is almost never seen very far from the company of its Mother Ship.

The Battle Cruiser is actually a Mechanoid organism.  It is contained deep within the bowls of the ship where only a few are allowed to come in contact with it.  The organism looks very similar to the Digger Mechanoid organism, only it is much larger (about 2.5 kilometers across).  The Mechanoid never leaves the protection of its armor casing, not even to feed.  It is the requirement of certain drones and bots on the Cruiser to feed the Mechanoid.

The Mechanoid organism is psionicly aware (see below for powers) and is a free willed organism.  It answers to Brains and Overlords.  The organism is also very much aware of everything going on within its metal shell and will be instantly aware of any damage, no matter how slight.  Like the Digger, the Cruiser organism feeds off of nuclear radiation, which it receives from the Cruiser’s internal fusion reactors.  It can also survive the vacuum of space for extended periods of time.  The organism is radioactive, but its containment chamber protects the rest of the crew.  The organism must rest for 30 minutes every 24 hours.

There are 40 Mechanoid computers on the ship; 10 near the engine core, 5 near the organism’s containment chamber, and the rest spread out across the Cruiser.  The organism can access any of them, but it does not have continuous access (i.e. it does not know all the information that passes through it).  Each computer is typically guarded by 1 or 2 Brutes and 1d6 Thinmen.  There are also 1 or 2 Brains in its vicinity as well.  The organism has full control over all major ship’s systems, including life support, drive systems, and weapon system.  However, it does not have control over smaller systems, such as doors, elevators, computer access, etc.  the only way the organism can detect intruders is by damage to its systems, in which it informs other Mechanoids aboard telepathically.

The Battle Cruisers are capable of carrying up to 200,000 Mechanoid troops.  When a planet is invaded, the Battle Cruisers launch their compliment of warriors.  The Battle Cruiser and regiments of Wasps and Assault Probes capture or destroy any attackers or escapees.  Once the battle is over (and the Mechanoids are done “playing”) then they proceed to “devour” the world.  Troops are deployed through the fore and aft docking bays, and in an emergency they can be deployed through hatches all along the hull.

Type:  Mechanoid Cruiser
Class:  Cyborg/Space Vessel
Crew:  The Mechanoid organism controls everything with the aid of 10 Brains.
Troops:
Mechanoids:		Bots:		
Runners	1,000	Thinmen	50,000	
Wasps	100,000	Runt Repair Units	5,000	
Brutes	1,000	Assault Probes	5,000	
Skimmers	10,000	Haulers Type II 	5	
Mantis	50	Spider Fortresses	3	

M.D.C. by Location:
*Plasma Cannons (10) – 500 each
*Particle Beam Cannons (30) – 140 each
*Short Range Lasers (300) – 20 each
Plasma Pulse Generators (1) – 4,000
**Aft Docking Bay – 180,000
**Forward Docking Bay – 200,000
***Main Body – 550,000
****Energy Shield – 200,000
+Containment Chamber – 100,000

	*Can only be hit on a called shot.
	**If the Docking Bay is destroyed then no more craft can launch from or land in that bay.  If both bays are destroyed then no craft can leave or land on the ship.
	***If the main body is reduced to 0 M.D.C. then the ship is in tatters.  All systems are inoperable, including weapons and life support.  Those areas of the ship close to the outside of the ship will be exposed to vacuum.  At this time, the containment chamber will eject itself from the ship.  If the main body is reduced to –100,000 M.D.C. then the ship’s plasma energy will be ruptured, causing an explosion.  Everything within 1 million miles (1.6 million km) takes 1d6 x 10,000 M.D.C.
	****The Energy Shield can regenerate 10,000 M.D.C. an hour (about 42 M.D.C. a melee round).  Once reduced to 0 M.D.C. then it is inoperative and must be repaired (repair time = 1d6 days).  All attacks, called shot or otherwise, hit the energy shield first.
	+The containment chamber will automatically eject from the main body if the main body should fall below 0 M.D.C.  The containment chamber has maneuvering jets and thrusters, allowing it limited travel.  The chamber can accelerate at 4 G’s.  The Mechanoid Cruiser will then proceed to the Mother Ship.  The containment chamber cannot enter a planet’s atmosphere (the Mechanoid inside would be crushed under its own weight).  The organism has 500 M.D.C. and 300 hit points.

Speed
Space only!  Maximum sublight acceleration is 10 G’s.  Contra-Gravitonic FTL drives are more efficient then those found in the Three Galaxies, allowing the ship to move at 12 light years per hour!  They could travel the length of the Corkscrew (90,000 light years) in a little under a year!

Statistical Data
Height:  2.48 miles (4 km)
Width:  2.79 miles (4.5 km)
Length:  11.78 miles (19 km)
Cargo:  Plentiful
Power System:  Plasma Energy system with life span of 1,000 years.
Alignment:  Any, but typically evil
Horror Factor:  19
# of Attacks per Melee:  The Mechanoid can attack 25 times in one melee.  This includes the Plasma Pulse Generator, the Particle Beam Cannons, movement, etc.  If necessary, the main bridge can control the individual weapon systems (though they are still limited to 25 attacks per melee).  The main bridge can also throw “the chicken switch,” which will cause all weapons (except the PPG) to fire five times a melee in all directions.
Combat Bonuses (organism only):  +5 to strike with all weapon systems except the PPG, +9 vs. horror factor, +4 vs. psionics, +2 vs. magic and poison.
Psionics:  Master psionic with 1d6 x 100 +1400 I.S.P.  Psionic powers include all Sensitive plus Empathic Transmission, Hypnotic Suggestion, Mentally Possess Others, Mind Block auto-Defense, Mind Wipe, and Telekinesis (super).
Average Level of Experience:  2d4 + 6
Skills of Note:  All communications skills at 98%.  Basic electronics at 90%, Computer Repair at 70% (Mechanoid computers only), Electrical Engineer at 88%, all Medical at 70%, all Pilot related at 98%, Advanced Mathematics at 90%, Computer Operations, Programming, and Hacking at 90% (-40% when dealing with non-Mechanoid computers), all space ship piloting skills at 98%, Space Navigation at 98%, and Zero Gravity movement at 98%.
Sensors:  Same as Overlord, only ranges are quadrupled (x4).  In addition, the Mechanoid has spectrographs to analyze the composition of planets, stars, and other heavenly bodies.

Weapon Systems

The organism controls all the weapon systems under the direction of the crew.  If the crew uses the weapons, they gain no bonuses.

1.	Energy Shield:  Due to new technologies developed by the Mechanoids, all weapons can be fired while the shield is up with the exception of the Plasma Pulse Generator.  Also, no ships may take off or land while the shield is active.  It can be taken on and off line at any time (counts as one attack).

2.	Particle Beam Cannons (30):  There are five cannons in each location (fore, aft, port, starboard, top, and bottom).  All of the guns can fire in a 180 degree arc within their prospective locations.
Primary Purpose:  Assault
Mega-Damage: 1d4 x 100 M.D. per blast
Rate of Fire:  Equal to the number of hand to hand attacks per melee round.
Effective Range:  40 miles (64 km)
Payload:  Effectively unlimited; patched into the power supply.

3.	Short Range Lasers (300):  There are 50 in each location, all of which have a 180 degree arc of fire.  Each of these lasers can be fired from the main bridge or they can be manned by a Mechanoid.
Primary Purpose:  Assault
Mega-Damage:  6d6 per blast.
Rate of Fire:  4-6 per melee if manned by a Mechanoid (doesn’t count against the Mechanoids attacks).  If not manned, then the rate of fire is dependent upon the number of attacks of the Mechanoid Cruiser.
Effective Range:  20 miles (32 km)
Payload:  Effectively unlimited; patched into the power supply.

4.	Plasma Cannons (12):  All of these are mounted on individual turrets, two per section (fore, aft, port, starboard, top, bottom).  They can fire in any direction.  Typically, these guns are manned by an individual Mechanoid, though they can be operated by the main bridge.
Primary Purpose:  Anti-fighter craft
Mega-Damage: 4d6 x 100 per single blast.
Rate of Fire: 4-6 per melee if manned by a Mechanoid (doesn’t count against the Mechanoids attacks).  If not manned, then the rate of fire is dependent upon the number of attacks of the Mechanoid Cruiser.
Effective Range:  12 miles (19 km).
Payload:  Effectively unlimited; patched into the power supply.

5.	Plasma Pulse Generator (1):  The PPG is fixed in a forward firing arc.  This deadly gun is primarily used to chop up planets for the Mother Ship’s consumption, but it makes a highly effective weapon.  It cannot target anything smaller than 1500 feet (457 m).
Primary Purpose:  Planet Dissection, Assault
Mega-Damage: 6d6 x 1000 per shot
Rate of Fire:  One shot per melee
Effective Range:  30,000 miles (48,300 km)
Payload:  Effectively unlimited; patched into the power supply.
Bonuses:  No bonuses on targets size 1500 feet (457 m) to 3000 feet (914 m), +1 to strike against targets size 3001 feet to 2 miles (3.2 km), +3 to strike against targets larger than 2 miles, and +5 to strike against targets larger than 10 miles (16 km).  Planets, moons, and continents are automatically hit, though smaller land masses follow the above rules.

Note:  The ship is too big to dodge and it cannot make effective physical attacks.  It can ram other ships for 1d4 x 100 M.D., no bonuses.

Mother Ship

This legendary ship is monstrous in size.  If it could be wrapped around planet Earth, it would be long enough to stretch around the planet nearly twice.  The ship is so large that it is literally its own world.  Mechanoids on one side of the ship almost never meet those on the other side.  Likewise, the few refugees from destroyed worlds and escapees from Mechanoid experiments often live in complete isolation from one another, never knowing that a few hundred miles away are creatures like themselves (or at least similar) who are in the same situation as they are.

The ship is so massive that it never enters a star system, but rather stops short of the system by ½ a light year (approximately 3 trillion miles/4.8 trillion kilometers).  The ship creates its own gravity well (equivalent to about 1 G).  If it approached to close to a planet it would very likely disrupt its orbital path.  Even if the ship maintained its distance, the massive gravity well would very likely be detected by a technologically advanced species.

The ship itself is perhaps the largest cybernetic organism ever created.  Metal and flesh have been combined into a seamless, symbiotic relationship.  This combination has a number of benefits.  First, the vast computers and records centers are living organisms referred to as “Brain Pools.”  They are not sentient, but because of their organic nature information can be extracted from them psionically.  Further, repairs can be made very rapidly by the Master Computer Brain (the main computer for the entire ship) by communicating with others psionically.   In fact, there are no control panels or computer consoles anywhere on the Mother Ship.  Everything is controlled by psionics.  For more information about Brain Pools and the Master Computer Brain, see pages 86-87 of the Rifts Sourcebook Two:  The Mechanoids.

When this ship appears near an intelligent civilization, then that civilization is doomed.  There are vast numbers of troops and supplies on this ship.  No matter how long it takes, the Mechanoids have the resources and troops to carry on a lengthy campaign.  As long as the Mother Ship exists, it is only a matter of time before the world falls.

The problem is that it is nearly impossible to destroy a Mother Ship (it is far too massive).  However, this is hope.  The majority of the computers on board must be destroyed, starting with the Master Computer Brain.  The drawback is that the Master Computer Brain is deep in the bowls of the vessel and covers an area of 500 square miles (800 square km).  Even if it is found and destroyed, all of the other computers on board will take over and carry out the functions of the ship (although at 1/3 efficiency).  The Brain Pools cannot function this way for long, and in time they will begin fail.  Once this happens, the Mother Ship will begin to break down, and in time it will become a lifeless hulk floating in space.

The more Brain Pools that are destroyed, then the faster the Mother Ship will break down. 

Brain Pools	Days Until Complete	
Destroyed	Break down	
50,0000 or less	30	
50,001 to 100,000	26	
100,001 to 200,000	20	
200,001 to 300,000	13	
300,001 to 400,000	7	
400,001 to 500,000	3	
500,001 and up	1	

There are approximately 2 million Brain Pools scattered across the Mother Ship.  Note that break downs on the ship will not begin to occur until the Master Computer Brain is destroyed.  Once destroyed, a replacement will be grown.  This will take 3D10 days.  Once installed, guards will be increased and booby traps set for suspected saboteurs.  A ship wide search will begin and not stop until the culprits are found.  At this point, it will nearly impossible to destroy the ship.

The break downs will be simple at first (elevators and teleporters won’t work) and will gradually develop into major problems (communications, power losses, weapon failures, and eventually engines and life support).  Once it becomes evident that the ship cannot be salvaged, it will be abandoned.

There is one other way to destroy the mother ship.  Near the engineering area is the plasma energy system that powers the Mother Ship.  This system is based largely off the crystal technology that powers the Mechanoids’ armored bodies, but it does manufacture power partially from hydrogen fusion reactors.  The main fuel for these reactors is heavy water, which is stored in abundance by the Mechanoids.  There are approximately 10,000 of these tanks, each one containing approximately 1 million gallons (3.8 million liters) of heavy water.  These tanks are located in the same area general area for ease of access.  If a thermonuclear device or a high energy plasma bomb (whichever is used,  it must cause a minimum of  1d6 x 1000 M.D.) is placed in the center of these tanks, the detonation will cause the heavy water to fuse uncontrollably (similar to how a hydrogen bomb detonates).  All of this heavy water detonating at once will destroy enough of the ship so that repairing it will be impossible.

The drawback to this plan is that once the bomb is set there is not enough time to get away.  This area is kept clean of debris (which can damage the filters that carry the water into the reactor).  The bomb will no doubt be found very quickly unless very well concealed (a very difficult task).  All of this means that such an operation would very likely be a suicide mission.

It is believed that at one time there as many as fifty Mother Ships.  Today, there numbers are unknown.  Mother Ships almost never group together, as each one is designed to function on its own.  Indeed, it may be hundreds of years before two Mother Ships come into contact with one another.  There are two exceptions.  First, the Mother Ships are often used for defensive purposes, particularly in regards to their home world and the giant disc that serves an unknown purpose.  Second, is when they come across a galactic federation that is simply too powerful too overcome with only one ship (such as the CCW or the Transgalactic Empire in the Three Galaxies).

Type:  Mechanoid Mother Ship
Class:  Cyborg/Space Vessel
Crew:  4 Overlords, 1,000 Brains
Total Population
Mechanoids:				
Overlords	15	Oracles	100,000	
Brains	12,000,000	Runner	37,000,000	
Brutes, Type One	30,000,000	Brutes, Type Two	10,000,000	
Wasps	600,000,000	Exterminators	12,000,000	
Tunnel Crawlers	11,000,000	Black Widows	2,000,000	
Mantis	900,000	Octopuses, Type One	3,000,000	
Octopuses, Type Two	9,000,000	Diggers	30,000	
Seeker Pods	15,000,000	Haulers	40,000,000	

Bots:				
Assault Probes	86,400,000	Combat Runts	60,480,000	
Repair Runts	30,240,000	Skimmers	60,480,000	
Thinmen	120,096,000	Weevils	47,520,000	
Others	25,920,000			

M.D.C. by Location:
*Plasma Cannons (2000) – 500 each
*Particle Beam Cannons (6500) – 140 each
*Short Range Lasers (18,000) – 20 each
Plasma Pulse Generator (1) – 70,000
Communication Tower – 1,200,000
*Wasp Hatches – (5,000) – 200 each
Observation Deck – 55,000,000
Diplomatic Deck – 68,000,000
**Main Docking Bay – 1,700,000
**Type One Hauler Docking Bay – 1,200,000
***Front Section – 1,200,000,000
***Mid Section – 1,200,000,000
***Aft Section – 1,100,000,000
****Wing Protrusions (2 fore, 2 aft) – 800,000,000
+Energy Shield – 1,500,000,000
++Assault Unit – 82,000,000
Assault Unit Main Bridge – 900,000

	*Can only be hit on a called shot.
	**If the Docking Bay is destroyed then no more craft can launch from or land in that bay.  If both bays are destroyed then no craft can leave or land on the ship.  Wasps can still exit and enter the ship via the Wasp Hatches.
	***If the one of these sections is reduced to 0 M.D.C. then the ship is immobilized.  All systems in that area are inoperable, including weapons and life support, though systems in the other two sections are still functional.  Those areas of the ship close to the outside of the ship in the destroyed section are exposed to vacuum.  If two of the three sections are reduced to –500,000 M.D.C. then the ship’s plasma energy will be ruptured, causing an explosion.  Everything within 10 billion miles (16 billion km) takes 1d6 x 1,000,000 M.D.C.
	****If the rear wing protrusions are destroyed then the ships FTL capabilities are gone.  The ship will be unable to leave unless this section is repaired (at least 10% of the M.D.C. is restored).
+The Energy Shield can regenerate 100,000 M.D.C. an hour (about 420 M.D.C. a melee round).  Once reduced to 0 M.D.C. then it is inoperative and must be repaired (repair time = 2d6 days).  All attacks, called shot or otherwise, hit the energy shield first.
++The Assault Unit detaches from the main body and coordinates all assaults and digging operations on a planet.  It hovers in a high orbit around the planet in question and returns to the Mother Ship only when the planet has been completely devoured.  When attached to the Mother Ship, the Assault Unit functions as the main bridge for the ship.  Note that there is a secondary bridge deep inside the main body of the Mother Ship that is manned and operated while the Assault Unit is detached.
	
Speed
Space only!  Maximum sublight acceleration is a whopping 3 G’s.  The Mother Ship’s FTL system is unique.  The drive consists of making the convex curvature of space concave (i.e. making space curve in the opposite direction).  This opens a bridge between two points in space (a phenomenon once known as an Einstein-Rosin Bridge, more commonly known as a wormhole).  In a sense, the drive allows the Mother Ship to take a short cut through space-time.  The Mother Ship can cross 20 light years in an hour.

The Assault Ship has a Maximum sublight acceleration of 5 G’s and can maneuver in space only.  It has a conventional Contra-Gravity FTL drive which can move at 6 light years per hour.  This is used in emergencies in case something happens to the Mother Ship.

Statistical Data
Height:  5506 miles (8880 km) at the thickest point.  The assault unit is 3212 miles (5180 km) high.
Width:  26,040 miles (42,000 km) from wing tip to wing tip.  18,724 miles (30,200 km) wide between the wing sections.  Assault unit is 13,600 miles (21,896 km) wide.
Length:  55,180 miles (89,000 km) total.  Assault Unit is 13,776 miles (22,220 km) long.  The main body is 41,404 miles (66,780 km) long.
Cargo:  Plentiful (approximately 49,500,800 square miles (79,840,000 square km).
Power System:  Plasma Energy system with life span of 10,000 years.  The Assault Unit has the same energy system with a life span of 1,000 years.
Alignment:  The Master Computer Brain is typically of an evil alignment.
Horror Factor:  19
# of Attacks per Melee: Each weapon is manned by a Mechanoid and can fire between 4 and 6 times per melee, depending on the number of hand to hand attacks the Mechanoid has (typically manned by Brutes).  The exception is the Plasma Pulse Generator, which is operated from the Main Bridge of the Assault Unit.
Combat Bonuses:  +5 to strike with all weapon systems except the PPG.
Sensors:  Same as Overlord, only ranges are multiplied by 10.  In addition, the Mother Ship has spectrographs to analyze the composition of planets, stars, and other heavenly bodies.

Weapon Systems

All weapon systems are operated by individual Mechanoids with the exception of the Plasma Pulse Generator.

1.	Energy Shield:  Due to new technologies developed by the Mechanoids, all weapons can be fired while the shield is up with the exception of the Plasma Pulse Generator.  Also, no ships may take off or land while the shield is active.  It can be taken on and off line at any time (counts as one attack).

2.	Particle Beam Cannons (2000):  There are cannons spread evenly across the Mother Ship.  All of the guns can fire in a 180 degree arc within their prospective locations.
Primary Purpose:  Assault
Mega-Damage: 2d4 x 100 M.D. per blast
Rate of Fire: 4-6 per melee if manned (depending on the number of attacks of the Mechanoid manning the weapon, typically a Brute).
Effective Range:  400 miles (644 km)
Payload:  Effectively unlimited; patched into the power supply.

3.	Short Range Lasers (18,000):  These are spread out all across the ship.  Each has a 180 degree arc of fire.
Primary Purpose:  Assault
Mega-Damage:  6d6 x 10 per blast.
Rate of Fire:  4-6 per melee if manned (depending on the number of attacks of the Mechanoid manning the weapon, typically a Brute).
Effective Range:  2000 miles (3220 km)
Payload:  Effectively unlimited; patched into the power supply.

4.	Plasma Cannons (1500):  All of these are mounted on individual turrets, spread evenly across the ship.  They can fire in any direction.
Primary Purpose:  Anti-fighter craft
Mega-Damage: 4d6 x 100 per single blast.
Rate of Fire: 4-6 per melee if manned (depending on the number of attacks of the Mechanoid manning the weapon, typically a Brute).
Effective Range:  200 miles (322 km).
Payload:  Effectively unlimited; patched into the power supply.

5.	Plasma Pulse Generator (1):  The PPG is fixed in a forward firing arc.  This deadly gun is primarily used to chop up planets, but it makes a highly effective weapon.  It cannot target anything smaller than 3000 feet (914 m).
Primary Purpose:  Planet Dissection, Assault
Mega-Damage: Unlimited.  Whatever is in the path of the energy beam is utterly destroyed!
Rate of Fire:  Once every minute (4 melees).
Effective Range:  500,000 miles (805,000 km)
Payload:  Effectively unlimited; patched into the power supply.
Bonuses:  No bonuses on targets size 3000 feet (457 m) to 10,000 feet (914 m), +1 to strike against targets size 10,001 feet to 4 miles (3.2 km), +3 to strike against targets larger than 4 miles, and +5 to strike against targets larger than 15 miles (16 km).  Planets, moons, and continents are automatically hit, though smaller land masses follow the above rules.

Note:  The ship is too big to dodge and it cannot make effective physical attacks.  It can ram other ships for 4d4 x 1000 M.D., no bonuses.