Rifts Gear
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, Aliens Unlimited®, Mechanoids®, The Mechanoid Invasion®, Rifts®, Rifts Sourcebook®, Megaverse®, Mercenaries®, Phase World®, and After the Bomb® are registered trademarks owned and licensed by Kevin Siembieda and Palladium Books, Inc.

Borg™, Coalition™, Coalition State™, NGR™, Republic of Japan™, Skelebots™ , the Three Galaxies™, Transgalactic Empire™,  Triax™, and Wilks™ are trademarks owned and licensed by Kevin Siembieda and Palladium Books, Inc.

In this document, I often refer to rules not listed in the Rifts RPG.  You will need to download “Rifts Additions, Corrections, and Clarifications” in order to see these rules (follow the above link).  You may distribute this, but I ask you give me credit for it.  Thanks, and enjoy!

Contents
Weapons	2	     +Clothing	24	
     +Bio-Disrupters	2	     +Common Equipment	26	
     +Ion Whip	3	     +Daphne Industries	27	
     +Electromagnetic Pulse Weapons	3	High-Tech Machines of War	31	
     +Shock Gloves	5	     +Mobile Headquarters	31	
     +Seekers	6	     +Field Reconnaissance Bots	34	
     +Sonic Blasters	6	     +Ordnance Vehicles	36	
     +Explosives	12	     +Anti-Missile Satellites	37	
     +Weapon Accessories	15	Secret Technologies	39	
Miscellaneous Equipment	19	Spaceships (Design and Accessories)	48	
     +New Gear	19	Vehicle Accessories	63	

Weapons

Bio-Disrupters

Bio-Disrupter technology was the result of a failed project by CS scientists.  The original intent of the project was to develop a long-range bio-scanner.  The result yielded a scanner that provided no information, but shocked the socks off of anyone who was scanned by it.  The project was such a failure that the CS discontinued it completely and court-martialed and/or demoted a number of officers.

Wilk’s Laser products managed to get a hold of the failed scanner.  Always interested in expanding their products, Wilk’s believed that the scanner could be made into a low impact weapon.  The result was the Bio-Disrupter.

Bio-Disrupters do minimal S.D.C. damage, but anyone hit must successfully save vs. non-lethal poison or be stunned for a period of time (depending on the weapon, see below).  Bio-Disrupters can go through body armor, but the S.D.C. is negated and the target gains a +4 bonus to save.  Those in power armor, bots, or vehicles cannot be harmed by Bio-Disrupters.  Bio-Disrupters can only make aimed shots and they have no effect on M.D.C. creatures.

Only Wilk’s Laser Products produces Bio-Disrupters.

Wilk’s 303 Bio Disrupter Rifle

This rifle is immensely popular with bounty hunters that often get a greater reward for bringing in their bounties alive.  It is also popular among law enforcement within D-Bee villages and Lazlo has begun to make use of them as well.

Weight:  6 lbs. (2.7 kg)
Damage:  1d4 S.D.C. plus save vs. non-lethal poison or be stunned for 2d6 melee rounds.
Rate of Fire: Aimed only (per number of melee attacks)
Effective Range: 1500 feet (457 m)
Payload:  25 shots short clip, 37 long clip
Black Market Cost: 13,000 credits

Wilk’s 313 Bio Disrupter Pistol

This is a pistol version of the Wilk’s 303.  It is very popular among travelers and adventurers.

Weight:  2 lbs. (0.9 kg)
Damage:  1 S.D.C. plus save vs. non-lethal poison or be stunned for 2d4 melee rounds.
Rate of Fire: Aimed only (per number of melee attacks)
Effective Range: 800 feet (244 m)
Payload:  30 shots short clip (uses only short clips).
Black Market Cost: 9,000 credits

Wilk’s 333 Bio Disrupter Shotgun

Wilk’s calls this weapon an “anti-riot weapon”.  It fires a bio-disruption beam in a cone shape (45o angle).  Everyone within this cone is subject to the effect of the weapon.  Many law enforcement agencies make use of this to help curb riots.

Weight:  5 lbs.  (2.3 kg)
Damage:  1d4 S.D.C. plus save vs. non-lethal poison or be stunned for 1d10 melee rounds.
Rate of Fire: Aimed only (per number of melee attacks)
Effective Range: 100 feet (30 m)
Payload:  20 shots short clip, 30 long clip.
Black Market Cost: 12,000 credits

Ion Whip

This whip has two uses.  First, it can be used in combat as a melee weapon.  Second, it can throw a bolt of ion energy toward a target.  As with the shock gloves, this weapon has an S.D.C. setting and a M.D. setting.  Slavers and torturers often use the Ion Whip.

Weight:  6 lbs. (2.7 kg)
Damage:  Two settings: 2d6 S.D.C. or 2d6 M.D.
Rate of Fire: Equal to number of melee attacks
Effective Range: 100 feet (30 m)
Payload:  Utilizes E-Clips in handle: 20 shots
Black Market Cost: 7,000 credits

Electromagnetic Pulse Weapons

The first time the electromagnetic pulse was witnessed was during the use of nuclear weapons.  The blast of the bomb caused all electrical devices with an area of several hundred miles to short out.  All computers, communications, vehicles, even personal items like wristwatches were rendered inoperative.  For years the military tried to develop a way to create this effect without detonating a nuclear device.  By the beginning of the 21st century they had succeeded in making such weapons, though they were a little larger than a car.  On Rifts Earth, EMP weapons are the size of any other hand-held weapon.

Electromagnetic Pulse (EMP) weapons deliver a concentrated burst of energy in a straight-line beam.  The weapon itself does not cause damage, but instead has a chance of completely disrupting all of the electronics of the target.  This chance is fairly high for relatively unprotected (S.D.C.) devices, but protected (M.D.C.) devices have a greater chance of resisting the pulse.  When a target is hit then each device must roll against the percentage (listed under the weapon descriptions) to see if the device is destroyed.  If the die roll fails, then the device is not effected.

If an EMP weapon hits successfully (hits target and the percentage chance succeeds), all of the target’s electronics will be damaged to a point in which the target becomes inoperable.  Vehicles will come to an immediate stop (bots and power armor will probably fall over) and they will be completely immobilized.  Those in power armor or body armor that uses a power source will retain only enough mobility to get out of the suit (it is otherwise useless) and all weapons will be completely useless.  E-clips will fuse into a worthless hunk of metal, computers will be completely fried (all information on computer disks will be forever lost, with the exception of ROMs and crystals, see the Computers section for more information).  Even wristwatches and other miniature electronics will be destroyed.  Note that most devices damaged by EMP weapons will be damaged beyond repair.

Both the Coalition and Triax have EMP weapons.  Wilk’s has also made a couple of such weapons.  Although the concept has been around since pre-rifts times, EMPs are rare.  All EMPs are limited to aimed shots only and usually have a very short range.  EMPs are restricted to the military.  The punishment for possession of an EMP is usually pretty harsh.

EMP % is the chance for the EM pulse of the weapon to affect the target in question.  Mega-damage targets tend to have better radiation and environmental shielding.  Also note that EMP weapons do S.D.C. damage if fired directly upon a target.  This damage is due to the electrical bolt of the weapon.

Coalition EMPs

CM-13 EMP Rifle

Squads that may come in contact with vehicles are sometimes equipped with this rifle.  Only one rifle per squad is issued.

Weight:  7 lbs. (3.2 kg)
Damage:  3d6 S.D.C.
EMP %: 80% for S.D.C., 40% for M.D.C.
Rate of Fire: Aimed only (dependent on number of melee attacks).
Range:  500 feet (152 m)
Payload:  20 shots short clip, 30 shots long clip.
Black Market Cost: 300,000 credits.  Availability is extremely rare.

CM-17 EMP Heavy Rifle

This is rifle emits a larger beam and therefore has a greater chance of disrupting electronics.  It is sometimes mounted on other vehicles.

Weight:  18 lbs. (8.2 kg)
Damage:  5d6 S.D.C.
% Chance to Disrupt: 98% for S.D.C., 60% for M.D.C.
Rate of Fire:  Aimed only (dependent on number of melee attacks).
Range:  400 feet (122 m)
Payload:  10 shots short clip, 15 shots long clip.
Black Market Cost: 900,000 credits.  Availability is extremely rare.

Triax EMP’s are basically the same as the Coalition versions and use the same stats.  These EMP’s are referred to as the TX-EMP4A Rifle and the TX-EMP9A Cannon, respectively.

Wilk’s EMPs

Currently, Wilk’s only produces the following versions of EMPs.  Both weapons are extremely illegal.

Wilk’s 501 EMP Pistol

This pistol EMP is very small and can be concealed easily.

Weight:  2 lbs. (0.9 kg)
% Chance to Disrupt: 60% for S.D.C., 30% for M.D.C.
Rate of Fire: Aimed only (dependent on number of melee attacks).
Range:  200 feet (61 m)
Payload:  20 shots short clip (cannot use a long clip).
Black Market Cost: 80,000 credits.  Availability is rare.

Wilk’s 511 EMP Bomb

This device is about the size of a brief case.  It has a timer that can be set from as long as three hours to as short as one second.  This bomb does not “explode,” per se.  When activated it emits EMP waves in all directions, shutting down all electronic devices in the area.  The 511 EMP Bomb can be used over and over (if it can be recovered before local authorities acquire it).  This device can be equipped with camo and shiver bomb features (see the Explosives section).  Possession of this bomb is considered an act of terrorism by most societies.

Weight:  25 lbs. (11.4 kg)
% Chance to Disrupt: 100% for S.D.C., 70% for M.D.C.
Rate of Fire: One attack only, then the timer must be reset to detonate again.
Range:  200 feet (61 m)
Payload:  5 blasts per clip.  Runs off of a standard E-clip.
Black Market Cost: 200,000 credits.  Availability is rare.

Shock Gloves

Slavers and torturers primarily use these gloves.  They deliver a painful electrical shock to the recipient when touched.  The gloves have two settings: a mega-damage setting and a S.D.C. setting.  Depending on what type of creature it is used upon.  The gloves are powered by an E-clip in a belt that is connected to the gloves.

Weight:  3 lbs. (1.4 kg)
Damage:  Two settings: 1d6 S.D.C. or 1d6 M.D.
Rate of Fire: Equal to number of melee attacks
Payload:  Utilizes E-Clip: 20 shots
Black Market Cost: 6,000 credits

Seekers

Seekers are miniature heat-seeking smart missiles.  Once fired, they seek out targets with warm temperatures.  They can turn corners and even make a 180o turn.  They travel at 200 mph (400 kph) and have a range of two miles (8 km), for a flight time of 3 melee rounds, attacking twice per round (see rules on smart missiles).

Weight:  8 lbs. (3.6 kg) for the Seeker gun, ¼ pound (0.1 kg) for each round
Mega-Damage:  2d6 per round
Rate of Fire: Aimed shot only, depending on number of attacks
Effective Range: 2 miles
Payload:  10 round clip
Black Market Cost: 10,000 credits for the gun.  1,500 credits per round for standard Seekers.
Bonus:  +7 to strike, +4 to dodge
 
Sonic Blasters

Current technologies have improved these Pre-Rifts weapons, making them more powerful than ever.  These new sonic blasters are designed to emit either low or high frequency sound waves.

Low frequency sonic blasters do massive amounts of damage to anything that vibrates at low frequencies, which includes S.D.C. and M.D.C. buildings, S.D.C. and M.D.C. vehicles, and M.D.C. creatures.  The only things low frequency blasters cannot damage (at least not seriously) are S.D.C. creatures.  When a S.D.C. creature is hit by a low frequency blaster then the effect is the same as being hit by a sonic stunner (see Aliens Unlimited supplement), requiring a save vs. non-lethal poison or be at -7 on initiative, -20% to speed, and -6 to strike, parry, and dodge for 1d6 melees.  Those in environmental armor gain a +4 to save (halve the penalties if failed) and those in power armor, bots, and vehicles do not suffer from the stunning effects.  Multiple blasts will increase the length of time the penalties are in place, but not increase the penalties.  Note that low frequency blasters usually obliterate S.D.C. structures.

High frequency sonic blasters damage S.D.C. creatures by vibrating their cellular structures at high speeds.  Those in environmental armor or S.D.C. vehicles suffer only half damage, while those in power armor suffer only 1/4 damage and those in bots or M.D.C. vehicles suffer no damage.  M.D.C. and S.D.C. structures are completely unaffected by high frequency blasters, as are M.D.C. creatures.  NOTE:  Plants vibrate at lower frequencies and are not effected by high frequency blasters.

Some sonic blasters are designed to emit sound waves that match the resonate frequencies of humans, D-Bees, and other creatures.  These weapons cause tremendous amounts of damage (see the appropriate weapon descriptions below).

If there is no medium for sound waves to travel through then sonic blasters are useless (they will not function in the vacuum of space, for instance).  In dense mediums (such as underwater) the damage and the range are increased by 1/4.  In thin mediums (such as at very high altitude, 100,000 feet or more) the damage and range is reduced by 1/4.  Sonic blasters cannot fire bursts.

Sonic blasters are illegal for civilians to own, even in societies where the citizens may own weapons.  This has never stopped companies like Wilk’s Laser Products and Naruni Enterprises, both of whom have begun production of their own sonic blasters.

CSD-100 Sonic Blaster

This is the first sonic blaster developed by the CS Military.  The rifle emits low frequencies at high decibels that effect structures and mega-damage creatures.  Squads on missions to exterminate mega-damage creatures are often equipped with these rifles.

Weight:  10 lbs. (4.5 kg)
Mega-Damage:  4d6 
Rate of Fire: equal to number of hand to hand attacks
Effective Range: 1,000 feet (305 m)
Payload:  10 shots per short clip, 15 per long clip.
Black Market Cost: 30,000 credits.  Availability rare.

Coalition CSD-150 Sonic Pistol

This is the hand held version of the CSD-100.  Its range is shorter and it does less damage, but it is less cumbersome.  The weapon is issued mainly to Coalition officers in units that periodically encounter mega-damage creatures.

Weight:  4 lbs. (1.8 kg)
Mega-Damage:  2d6
Rate of Fire: equal to number of hand to hand attacks
Effective Range: 600 feet (183 m)
Payload:  15 blasts
Black Market Cost: 30,000 credits.  Availability is very rare.

Coalition CSD-500 Sonic Devastator

Issued to search and destroy squads, this huge weapon can deliver tremendous amounts of damage to mega damage creatures and structures.  This weapon is often mounted on a vehicle, but a single soldier can also carry it if s/he is strong enough.

Weight:  18 lbs. (8.2 kg)
Mega-Damage:  1d4 x 10
Rate of Fire: equal to number of hand to hand attacks
Effective Range: 1,400 feet (427 m)
Payload:  8 shots
Black Market Cost: 120,000 credits.  Availability very rare.

CSD-200 Assassin Rifle

This is a Coalition high frequency sonic rifle.  It is issued mainly to troops involved in low intensity conflicts, such as “pacification” of D-Bee villages, engagements with bandits, etc.

Weight:  9 lbs. (4.1 kg)
Damage:  4d6 S.D.C.
Rate of Fire: equal to number of hand to hand attacks
Effective Range: 1,000 feet (305 m)
Payload:  10 shots per short clip, 15 per long clip.
Black Market Cost: 35,000 credits on the black market.  Availability is rare.

CSD-250 Assassin Pistol

This is the pistol version of the CSD-1000

Weight:  4 lbs. (1.8 kg)
Mega-Damage:  2d6 S.D.C.
Rate of Fire: equal to number of hand to hand attacks
Effective Range: 900 feet (274 m)
Payload:  15 shots
Black Market Cost: 75,000 credits on the black market.  Availability is very rare.

CSD-1000 Death Ray

This CS sonic blaster rifle is tuned to the resonate frequencies of humans and D-Bee’s.  The weapon vibrates the internal organs of the target at high speeds causing damage direct to hit points!  It otherwise follows the same rules for high frequency sonic blasters.  These weapons are kept under heavy guard and are usually issued only to CS snipers or assassins.

Weight:  8 lbs. (3.6 kg)
Damage:  2d6 direct to hit points (bypassing S.D.C.)
Rate of Fire: equal to number of hand to hand attacks
Effective Range: 1,400 feet (427 m)
Payload:  10 shots per short clip, 15 per long clip.
Black Market Cost: 80,000 credits on the black market.  This weapon is very difficult to obtain.

Triax Sonic Blasters

Triax has it’s own version of Coalition sonic blasters (listed respectively): The TXSD 100 Rifle, the TXSD 150 Pistol, the TXSD 500 Devastator, the TXSD 1000 Assassin Rifle, the TXSD 1500 Assassin Pistol, and the TXSD 5000 Eliminator.  These are basically the same as the CS Military versions.  Triax has also developed a special weapon for gargoyles.

TXSD 5000a Blaster

This weapon works similar to the TXSD 5000, but is tuned to the resonate frequency of gargoyles!  This weapon has been used in a few skirmishes with gargoyles and has proven to be very effective.  It’s a bit heavy and is often mounted on a tri-pod.

Weight:  25 lbs. (11.3 kg)
Mega-Damage:  1d6 x 10 + 10 vs. gargoyles, 6d6 for everything else
Rate of Fire: equal to number of hand to hand attacks
Effective Range: 1,400 feet (427 m)
Payload:  8 shots
Black Market Cost: 5 million credits on the black market.  This weapon is extremely difficult to obtain.

Wilk’s Sonic Blasters

Wilk’s Laser Products has begun production of a line of sonic blasters, but the CS has reacted violently to this line of weapons that they consider “a danger to public safety.”  The punishment for possessing a Wilk’s blaster is a minimum of five years in prison and a 30,000 credit fine.  This has not effected Wilk’s sales of blasters, but they have limited their production to the three basic models listed below.

Wilk’s 1720 Sonic Blaster

This is the first in a series of Wilk’s sonic weapons.  The weapon is tuned to low frequency sound waves, thus affecting only structures or mega damage creatures.  It is illegal in the Coalition States and in Triax.  This rifle is lighter than the Coalition version.

Weight:  8 lbs. (3.6 kg)
Mega-Damage:  4d6
Rate of Fire: equal to number of hand to hand attacks
Effective Range: 1,200 feet (366 m)
Payload:  10 shots
Black Market Cost: 70,000 credits

Wilk’s 1750 Sonic Pistol

This is the pistol version of the 1720

Weight:  3 lbs. (1.4 kg)
Mega-Damage:  2d6
Rate of Fire: equal to number of hand to hand attacks
Effective Range: 600 feet (183 m)
Payload:  15 shots
Black Market Cost: 38,000 credits

Wilk’s 2020 Destroyer

This is a high powered, low frequency blaster.  It is lighter than similar military models.

Weight:  15 lbs. (6.8 kg)
Mega-Damage:  1d4 x 10
Rate of Fire: equal to number of hand to hand attacks
Effective Range: 1,200 feet (366 m)
Payload:  8 shots
Black Market Cost: 130,000 credits.  Availability is very rare.

Naruni Sonic Blasters

Unknown to most, Naruni Enterprises got the idea of sonic blasters from the Coalition and Triax.  The idea had occurred to them before, but they assumed that other energy weapons would be more powerful.  Once they saw the weapons in action, however, they changed their minds.  After acquiring CS versions of the rifle they immediately began production.  So far, only the following are available to the general public (it is believed Naruni has developed more powerful blasters for their own forces). 

NE-500 Sonic Rifle

This lightweight, low frequency rifle has been one of the more popular lines of sonic blasters.  It can be fitted to use either Naruni E-clips or standard E-clips.

Weight:  8 lbs. (3.6 kg)
Mega-Damage:  5d6
Rate of Fire: Aimed only, as per number of melee attacks
Effective Range: 1500 feet (457 m)
Payload:  15 shots with Naruni clips, 10 with standard
Black Market Cost: 85,000 credits

NE-505 Sonic Pistol

This is the pistol version of the NE-500.  It too can be fitted with either Naruni or standard E-clips.

Weight:  3 lbs. (1.4 kg)
Mega-Damage:  3d6
Rate of Fire: Aimed only, as per number of melee attacks
Effective Range: 1000 feet (305 m)
Payload:  20 shots with Naruni clips, 15 with standard
Black Market Cost: 55,000 credits

NE-550 Heavy Blaster

This is a heavy assault blaster for use against armored vehicles and such.  It is significantly more powerful then similar CS or Triax models.  It uses Naruni E-clips.

Weight:  23 lbs. (10.4 kg)
Mega-Damage:  1d6 x 10 + 10
Rate of Fire: Aimed only, as per number of melee attacks
Effective Range: 1,200 feet (366 m)
Payload:  10 shots
Black Market Cost: 120,000 credits

NE-600 Bio Blaster

This is a high frequency rifle.  It has excellent range and is devastating to living (S.D.C.) creatures.  It can use either Naruni or standard E-clips.

Weight:  7 lbs. (3.2 kg)
S.D.C. Damage: 5d6
Rate of Fire: Aimed only, as per number of melee attacks
Effective Range: 2,000 feet (610 m)
Payload:  20 shots with Naruni clips, 15 with standard
Black Market Cost: 170,000 credits

NE-605 Bio Blaster Pistol

This is a pistol version of the NE-600 and can use either standard or Naruni clips.

Weight:  3 lbs. (1.4 kg)
S.D.C. Damage: 3d6
Rate of Fire: Aimed only, as per number of melee attacks
Effective Range: 1,500 feet (457 m)
Payload:  25 shots with Naruni clips, 20 with standard
Black Market Cost: 135,000 credits

NE-700 Variable Low Frequency Blaster

This rather nasty blaster is similar to variable frequency laser weapons.  When the weapon is first fired it does normal damage.  During this time, a computer chip in the weapon reads the resonate frequency of the target.  Within 1d4 melee rounds it will have tuned itself to the target’s resonate frequency to inflict maximum possible damage.  This is a low frequency weapon and therefore useful only on mega-damage targets or S.D.C. structures (it will not tune itself to the resonate frequencies of S.D.C. creatures).  Note that if a new target is fired upon then the weapon must tune itself to the new target before it can do the maximum damage.  This uses Naruni E-clips, but can be retrofitted to use standard E-clips.

Weight:  9 lbs. (4.1 kg)
Mega-Damage:  4d6 for the first 1d4 melee rounds.  1d6 x 10 + 20 thereafter (if a different target is selected then the weapon must tune itself to the new target before doing the higher damage).
Rate of Fire: Equal to number of hand to hand attacks
Effective Range: 1,200 feet (545 m)
Payload:  20 shots with NE clip, 8 shots with a short clip, 12 with a long clip.
Black Market Cost: 130,000 credits.  Availability is rare.

NE-705 Variable High Frequency Blaster

This is similar to the NE-700, except it is a high frequency rifle that effects S.D.C. creatures.  As with the Coalition 2000 Death Ray, this weapon inflicts damage direct to hit points once it has locked in on the proper frequency.  As is the case with the NE-700, this weapon is highly illegal in the CCW.

Weight:  9 lbs. (4.1 kg)
S.D.C. Damage: 2d6 with the first shot (to S.D.C.).  6d6 for each attack thereafter direct to hit points (if different target is selected then the weapon must readjust itself before doing the higher damage rating).
Rate of Fire: Aimed only, depending on number of melee attacks
Effective Range: 1,200 feet (545 m)
Payload:  15 shots
Black Market Cost: 250,000 credits.  Availability is very rare.

Explosives

Using any explosive requires the Demolitions skill, and disarming them requires the Demolitions Disposal skill.

Bio-Explosive

This substance is illegal in all civilized societies.  Bio-explosive is a watery like substance that adheres to most surfaces.  Upon contact with biological materials it mixes with the elements all biological substances contain and becomes a powerful explosive.

All living materials (from humans and D-Bees to trees) are subject to the effects of bio-explosive.  After the biological material is exposed to bio-explosive (direct contact is necessary) the substance will explode in 1d4 melee rounds.  If applied to a living creature then the exposed area will begin to smoke and burn before exploding.  During the onset time (the time before the explosion) will suffer damage and, of course, the explosion will do damage (if not utterly obliterate the victim).  For some reason, mega-damage beings are not effect by bio-explosives.

Bio-explosive can be contained in an explosive container that, upon detonation, will spread the bio-explosive in all directions (20-foot radius), though with greatly reduced effect.  All creatures in the area take one-quarter damage from the total amount of the bio-explosive.  The explosive can also be placed in a water pistol and used as a ranged weapon.  However, since bio-explosive is expensive it is often used in more conservative ways.  It is often placed within food or drink, in which cases it is sure to be fatal.

The process, once begun, cannot be halted and it is extremely painful.  Because of this, nearly all civilizations (even evil empires like the Coalition and the Transgalactic Empire) have banned bio-explosive.  The punishment for possession of bio-explosive is anywhere from 5 to 20 years in prison.  Punishment for the creation of bio-explosive is life in prison or death.

Weight:  Roughly the same as water.
Damage:  During the onset of bio-explosive the victim suffers 1d6 S.D.C. per ounce every melee until the explosion.  The explosion itself causes 3d6 S.D.C. per ounce in a 20-foot radius.  Note that if the victim dies before the explosion occurs the explosion will not be negated (the victim simply suffers a little less agony).  Triple all damage if the substance is ingested (damage goes direct to hit points, bypassing S.D.C).  If ingested the victim will die (no exceptions).  Does not effect M.D.C. creatures.
Cost:  10,000 credits per ounce.  Availability is very rare.  An additional 1,000 credits per five ounces (or portion thereof) for the explosive container (optional).  In container form it can be equipped with any of the “add on” features (camo bombs, shiver bombs, etc.).

Camo Bomb

A feature that can be added to other types of bombs, camouflage bombs, or camo bombs, are shielded from normal types of sensors and use holographic imaging to render itself invisible to normal vision (similar to sneak wear, q.v.).  The bomb can be activated by a remote detonator (radio signal) or by some type of sensor (motion detector, thermo-imager, etc.), decided upon purchase of the bomb. Though the bomb must be actively searched for to detect, searching for these bombs is difficult (-80% to any search type skills, -40% if using the sensor systems on a bot or vehicle).

Cost:  Equal to the cost of the bomb, for a total of twice the cost of the bomb (not including any other features).

Explosive Tape (E-Tape)

This appears to be an ordinary 1” wide adhesive tape dispenser with unusually thick tape (3-4 mm).  The material it is made out of is similar to plastic explosives that can only be activated by a fairly strong electrical charge.  The tape is applied to a surface and the detonator, which is part of the dispenser (4 detonators per dispenser), is then placed on the surface of the tape.  The detonator is activated from the dispenser.

The explosion is directed mainly toward the surface it was applied to.  However, it does secondary damage to anyone within 15 feet (4.6 m).

The tape dispenser is heavily shielded against electricity so as to prevent accidental detonation.  Outside of its dispenser, the tape can be detonated by an electrical charge roughly equivalent to the charge of one shot from a mega-damage ion type weapon.  Other energy weapons have no effect.

Each dispenser has approximately 20 feet (6.1 m) of tape.

Weight: 1 lb. (.5 kg) per dispenser
Mega-Damage:  2d6 M.D. per foot of tape to the surface in question.  Damage should be rolled for each foot of surface covered separately.  Damage is not cumulative.  Secondary damage to those within 5 meters is 1d6 M.D. regardless of how much tape is used.
Cost:  5,000 credits per dispenser.  No “add on” features can be combined with E-tape.

Note:  Naruni Enterprises has a K-HEX version of this tape.  It does 5d6 M.D. per foot (2d6 M.D. to those within 8 meters) and costs 25,000 credits per dispenser.

Holo-Image Bombs

These bombs work on the same premise as camo bombs, only they project a specific holographic image to appear as something else.  The object in question can be no larger than a 5-foot cube (1.5-m cube).  If someone brushes through the holographic image then it will immediately become evident that the object is an illusion.  Usually this feature is combined with the Shiver Bomb (see below) feature and programmed to explode when someone gets close enough.

Cost:  Holo-Image bombs cost 5 times as much.

Liquid Explosives

This is a special liquid that, when exposed to air, hardens into an extremely stable explosive.  It takes two minutes (8 melee rounds) for the explosive to harden.  The purpose of this explosive is to pour it into tiny cracks (such as into a mechanical lock) and blow apart the object from the inside out.  Liquid explosives come with a special spray container that can gently spray the explosive into tight areas.

Liquid explosives are detonated by electricity.  Typically, a wire is inserted into the explosives before it dries.  The explosive hardens around the wire, holding it in place.  Then a charge is run through the wire (usually from a blasting cap, see Rifts Mercenaries p. 100) and the explosive is detonated.

Weight:  Same as water.  Spray container weighs 1/2 lb. (0.2 kg)
Damage:  1d6 M.D. per ounce.
Cost:  5,000 credits an ounce (28 grams).

Molecular Explosives

These explosives are very expensive, but cause tremendous amounts of damage considering their small size.  Molecular Explosives are built using nanotechnology, constructed from the atom up.  Thus they are the most pure explosives ever made and very little of it is needed to do the job.  

Molecular Explosives are measured in dots, each dot being about 2 mm in diameter.  100 dots equal an ounce (28 grams).  Because of their small size they are widely used by assassins.  Molecular Explosives are difficult to obtain.  Most weapons dealers only have about 10 or 20 dots at a time and never more than 30 at a time.

The explosives are activated by electricity, much in the same way as liquid explosives.  The problem is that the detonator is usually larger than the explosive.  A demolitionist will often use a nearby power source as a detonator.  For example, the explosive might be connected to light switch.  When the switch is turned on the explosive is detonated.

Damage:  1d4 x 10 M.D. per dot to everything in a 10-foot (3 m) radius.
Cost:  10,000 credits per dot.  Difficult to obtain due to the danger (a pound of the stuff would easily level several city blocks)

Shiver Bomb

Another “add on” feature, shiver bombs are equipped with highly sensitive motion detectors.  When anything approaches within the specified range (one to 20 feet, decided upon activation) the bomb automatically detonates.

Shiver bombs are extremely sensitive.  In some tests insects had set off the bomb by crawling on it.  Because of this, the bomb will remain inactive until it senses movement at twice its detonation range.  Thus if the bomb were set to detonate when something approaches within 10 feet it would become active when the object approached within 20 feet.  Once a bomb becomes active it will not deactivate itself, i.e. it will remain active until detonated.  Only objects of a height of three feet high or higher can activate the bomb (further problems with squirrels and rabbits detonating the bomb led to the addition of this safety procedure).

There is a type of shiver bomb whose sensors are much more acute, able to identify specific individuals.  Such bombs are referred to as Identification (ID) Bombs.  The bomb will detonate when specific conditions are met.  These conditions are programmed ahead of time.  For example, the bomb may detonate when any non-humans get near it or when any specific race of creatures get near it.  The target can be more specific (e.g. detonation when one particular individual is near) or there may be no specific target (e.g. detonates when it starts to rain).  The bomb can also be programmed when not to detonate (do not detonate when one specific person approaches, but do so when anyone else approaches).

Shiver bombs and ID bombs can be mixed with camo bombs or holo-bombs.

Cost:  A bomb with this feature costs twice as much as a standard bomb.  ID bombs are four times as much as a standard bomb.

Weapon Accessories

Barrel Extension
On most ranged weapons, the barrel is very important for accuracy and range.  These weapons can have a barrel extension attached to it that will increase the range by 25% and add a +2 bonus to strike on ranges less than 60 feet.

Generally, the barrel length must be increased by about 30% to 50%, which might be a little awkward for rifles.  For an extra fee, the barrel can designed to be removable.  Barrel extensions are available only for ballistic weapons, ion weapons and laser weapons (extended barrels on lasers involve the use of larger magnifying crystals to increase range).  Plasma ejectors, sonic blasters, and large weapons that are too big to be held by one individual (such as rail guns) cannot have their barrels extended.

Cost:  5% the cost of the weapon.  For an extra 500 credits the barrel can be made removable.

Collapsible Weapons
These are ranged weapons that can be separated into their individual parts, thus allowing the weapon to be stored in a smaller area (such as a brief case).  Generally, ranged weapons break down into about four pieces: the barrel, the chamber and firing mechanism, the stock, and the clip.  If the weapon has a scope, a silencer (q.v.), a barrel extension (q.v.), or an extended stock (q.v.), then these items will also become separate parts of the weapon.  Larger weapons will break down into more pieces.  For example, a rail gun might break down into as many as ten different parts.

Once broken down, it takes one melee to put a pistol back together.  A rifle requires two melees, and larger weapons require three melees.  Two or more attachments (scopes, barrel extensions, silencers, etc.) add one melee to the time.

Usually, only rifles and pistols are made into collapsible weapons and are often used by snipers or professional hit men.  There is no penalty to range, precision, damage, or rate of fire for a collapsible weapon.  However, the total M.D.C. or S.D.C. of the weapon is reduced by 20% (not the damage it causes, but rather the damage it can withstand before being destroyed) and they require more maintenance than normal.

Every month or so (depending on how often the weapon is used and at the GM’s discretion) the weapon will have to be thoroughly cleaned and have certain key mechanisms replaced (springs, pins, and other pieces that lock the parts of the weapon in place).  If this is not done then the gun will be -1 to strike, the range will be reduced by 10%, and the gun will have a 10% chance to jam each time it is used.  For every maintenance period that is missed these penalties become cumulative (after two months or so then the gun has a -2 to strike, range is reduced by 20%, etc.).  The maintenance can be done in the field by someone who has the Weapons Engineer skill (Rifts RPG, p.27) and who has the proper tool kit and parts.  The parts can be purchased in any place that sells the type of weapon in question (whether the weapon is collapsible or not) and costs 2% the cost of the weapon (5% for rail guns).

Melee weapons cannot be made collapsible.  If this were done then the weapon would lose much of its structural integrity and would break easily.

Cost: 40% the cost of the weapon (does not include the cost of the weapon itself).

E-Clip Harness
An E-Clip Harness is a harness that store E-clips.  The clips (up to 5, short or long) are interconnected, allowing access to all of them at once.  A cord with an adapter on the end can connect to any power source, including weapons, which uses E-clips.  This allows a weapon to have access to more than one E-clip, negating the need to change clips often.  Though normally worn as a belt, they can also be worn as a shoulder harness (up to two belts can be worn in this fashion, three including a belt).

Weight:  4 lbs. (not including the E-clips).
Cost:  100 credits (not including the cost of the E-clips).

Mechanical Pistol Extender
The extender is worn on the forearm.  It is activated when the user jerks his hand back, which causes the extender to thrust the pistol into the hand of the user.  The game play benefit is a +4 bonus to initiative on the first melee the weapon is used.

It takes 1d4 melees to reset the extender.  The extender is often concealed within a shirt or coat, although it does have to be a rather baggy shirt or coat, depending on the size of the weapon.  The pistol can be detached from the extender in one melee, unless it is underneath a coat or shirt in which case it will take 1d2 melees (unless the weapon is already extended in which case it will still take one melee).

It may be difficult to conceal large pistols on a normal sized person (like the NG-Super Laser Pistol and Grenade Launcher).  It is designed for small pistols (like the Wilk’s Laser Pistol).  Large sized people (like Borgs) might be able to conceal large pistols.  Also, the weapon may tear open the sleeves of the user upon activation of the extender if the sleeves are not wide enough (at GM’s option).  Often a special shirt or coat is used that has buttons along the sleeves to allow for the extender to force through the shirt without damaging it.

Weight:  1.5 pounds (.6 kg)
Cost:  850 credits

Mechanical Rifle Arm
This is a mechanical arm that is worn at the user’s side, just underneath his arm and a rifle is attached to the device.  When the user moves his arm to the side away from his body in a quick motion then the mechanical arm will swing the rifle forward into a ready position where the user can easily use the weapon.  In game terms, this means the character gains a +2 bonus to initiative on the first melee the weapon is used.

It takes 1d2 melees to reset the arm after it is activated and it is easily hidden under a trench coat.  The rifle can be detached from the arm in one melee.

Weight:  10 pounds (4.5 kg)
Cost:  1,000 credits

Signature Grips
This is a miniature hand print scanner and computer that can be built into the grip of any ranged weapon or any weapon that must be activated (such as vibroswords).  When the weapon is grasped the computer reads the handprint of the user.  If it does not match the hand print programmed into the weapon then the weapon will not function.  Thus, a signature grip weapon will only fire in the hands of the person whose handprint was programmed into it.

It is very difficult to bypass a signature grip once it is programmed (-50% to locks) as it is an integral part of the weapon’s firing mechanism.  If the grip is bypassed incorrectly (the locks check fails) then the entire weapon fuses and becomes forever inoperative.  Only one or two handprints can be programmed into a signature grip and once done there is no way to alter the grip’s programming.  This safety feature was placed in the signature grip so that no one could change the signature of a captured weapon.  The military, however, often use a signature grip that can be reprogrammed with new signatures, though the grip can still only hold one or two prints at a time.  These grips are still just as difficult to bypass without the proper authorization (such authorization is top secret).

The grip draws power directly from the E-Clip or whatever power source the weapon uses.  This power consumption is minimal and does not reduce the ammunition available.  If the weapon does not have a power source then a small battery is included in the grip (no extra charge).  The battery can last a month before needing a recharge.

Cost:  10,000 credits.

Silencers
Many weapons make too much noise to be used for assassination where silence is required.  Thus silencers were developed to suppress the flash and noise of ranged weapons as much as possible.  Attached to the barrel of the weapon, the silencer slows down the round fired to subsonic speeds and suppresses the flash at the muzzle of the weapon.  A silencer reduces the noise of the weapon by 75% and reduces the initial flash of the weapon when it is fired by 90%.  The cost for this reduction in flash and noise is a 50% reduction in the weapon’s range.

Only ballistic weapons can use silencers.  Energy weapons or any weapon that uses an exploding shell (such as grenade launchers and missiles) cannot use silencers.  Due to wear and tear, silencers must be replaced after the weapon goes through about five short clips or three long clips.  Rail guns will need a new silencer after half of a belt.

Lasers and plasma weapons cannot use silencers because of the nature of the weapon.  When a laser or plasma bolt passes through the air it super-heats the air so quickly the air molecules expand faster then the speed of sound.  This creates a sonic boom that can be heard for miles (this is how thunder comes from lightning).  This means that wherever the beam touches air there will be a sonic boom.  Although the weapon itself could be silent (and actually is pretty silent), the energy bolt as it passes through the air would still make a hell of a lot of noise.  Ion and particle weapons cannot be silenced as the particles leaving the weapon cannot be slowed down (they are traveling near the speed of light).
 
Cost:  500 credits for pistols and rifles, 2,000 credits for heavy weapons (including rail guns).  All silencers are illegal in civilized societies and are available only through the black market.

Miscellaneous Equipment

Audio Analyzers

With the help of this small computer any sound can be broken down and analyzed.  The Audio Analyzer can distinguish a single voice in a crowd of a hundred people.  It can also identify a sound and determine what creature made it (1500 sounds have been programmed into it, and up to 1000 other sounds can be added).  An unknown sound can be analyzed, and through a result of the analysis there is a 50% chance the analyzer can determine the size, weight, and type (animal, reptile, bird, monster, etc.) of creature that made the sound.  Audio Analyzers have their own microphone to pick up external sounds or they can be connected to any other audio system, including those on bots and vehicles.

Weight:  4 lbs. (1.8 kg).  The analyzer is about 1 foot wide by 2 feet long (0.3 m by 0.6 m).
Cost:  10,000 credits.

Body Monitor

The Body Monitor is a system used to monitor the conditions of a group of people.  They have the same capabilities as the Portable Bio-Scans (Rifts RPG, p. 246), however they are capable of monitoring more than one person.

The Body Monitor system consists of the main monitoring system (about half the size of a brief case) and a sensor unit for each person in the group (to a maximum of twenty).  Each sensor unit consists of smaller sensors attached to different parts of the body.  The smaller sensors are connected to a miniature radio transmitter that broadcasts the sensor readings back to the main monitoring system (range 5 miles/8 kilometers).  The medic can monitor each individuals vitals, including heart rate, blood pressure, breathing, body temperature, and other body changes.  The medic can also check the to see if there are any toxins or drugs in the system and check levels of natural drugs such as adrenaline and endorphins.  In a matter of seconds, the medic can determine the exact condition of any member of the group.  Note that only a medic (someone with a paramedic skill or higher) can understand the readouts of a Body Monitor system.

Weight:  The main monitoring system weighs 10 lbs. (4.5 kg).  Each sensor unit weighs 2 lbs. (0.9 kg).
Cost:  8000 credits for the main monitoring system, 1000 credits for each sensor unit.

Containment Chambers

Containment Chambers are special isolation chambers designed to store biological specimens.  Once closed and activated they are completely isolated from the surrounding environment.  They can even withstand the vacuum of space.  Their internal temperature can be maintained anywhere from 10 degrees to 200 degrees Fahrenheit (-12o to 93o Centigrade).  The pressure of the container can be modified as well.  A separate oxygen supply can be connected to provide fresh air to any creatures inside the chamber.  In short, the inside of the chamber can be modified to duplicate any type of environment.

Containment Chambers are used extensively by scientists in the field, who keep as many as possible around to collect samples.  They also make excellent storage areas for keeping consumables fresh (while inside the chamber, food will not go bad or become contaminated).

Weight:  10 lbs. (4.5 kg) per cubic foot (0.3 m), with a minimum of 1 cubic foot.
M.D.C.:  5 M.D.C. per cubic foot.
Cost:  2000 credits per cubic foot.

Floater

A Floater is a small disc shaped bot with a camera and hover system.  The floater is quick and maneuverable, able to dodge incoming attacks. The camera can keep a constant fix on its target regardless of the outside conditions (high wind, combat, etc.).  The floater records information on to 1-inch diameter (2.5 cm) laser discs, with each disc able to hold 48 hours of video and audio.  The bot can hold five such discs at one time.  The floater responds to voice commands and is capable of limited decision making (see the Artificial Intelligence section under Computers), though the floater itself is incapable of speech.  Floaters can be programmed with the layout of a complex and/or surrounding terrain to aid in espionage purposes.

Floaters have a number of functions.  They can be programmed to follow a specific individual (either openly or discreetly) or they can be used as a portable recording device.  Floaters can also be programmed for reconnaissance (infiltrate a certain area, record information, and return to base).  Floaters are often used in combat situations to keep a record of the battle for future reference.

Model Type: FLC-1
Class:  Fully Automated Hover System
Crew:  None, artificial intelligence
M.D.C. by Location:
	*Sensor System - 5
	*Hover System - 8
	**Main Body - 12

	*These systems are small and difficult to hit, requiring a called shot at -5 to target.  Once the hover system is knocked out then the camera is immobilized.  If the sensor system is knocked out then the bot’s recording capabilities are gone and the bot becomes completely blind.  Under such conditions the bot will immediately shut down.
	**If the main body is destroyed then the floater is knocked out of commission.

Speed
Running:  Not possible.
Leaping:  Not possible.
Flying:  40 mph (64 kph) maximum.  The bot’s hover system is very complex, allowing it to hover in place, fly sideways, or even backwards.  Maximum altitude is 600 feet (183 m).
Range:  Battery power for 72 hours of continuous use.  The bot can plug itself into most power sources for a recharge (two hours for a full recharge).

Statistical Data
Height:  9 inches (23 cm)
Width:  19 inches (48 cm)
Length:  19 inches (48 cm)
Weight:  30 lbs. (14 kg)
Power System: Battery power for 72 hours of continuous use.
Black Market Cost: 900,000 credits

Bonuses:  +7 to dodge, +2 to initiative

Optics:  The floater has full optical capabilities, including visible light spectrum, infrared, ultraviolet, polarization, passive night vision, thermo-imaging, and telescopic (2 miles).  All of this information can be recorded on to a laser disc.

Hearing:  In addition to normal stereo hearing, the bot has amplified hearing and ultra ear.  Also has a wide band receiver and transmitter (range of 50 miles/80 km with a retractable antenna, half when antenna is retracted).

Motion Detector:  100 foot radius (30.5 m).

Programming and Memory enables the floater to identify up to 2000 different targets and can be programmed with up to 1000 more.

Grapple Gun

This gun fires a grapple connected to 100 feet (30 m) of nylon cord (1500 lb./681 kg test) rolled up inside the gun.  The gun is fired at a ledge, branch, or whatever area the grapple is to grasp.  The chance for the grapple to grasp is 80% for an area with many ridges (such as a tree branch or rocky terrain) and 50% for areas with fewer ridges (such as cliff ledge).  If the grapple misses then the gun will automatically roll up the grapple for another shot (this takes a total of one melee round).  If the grapple hits then it can roll itself up, carrying up to 600 lbs. with it.

Weight:  12 lbs. (5.4 kg)
Cost:  1000 credits

Multi-Scanner

A Multi-Scanner is a rugged sensor unit designed for use in the wilderness.  It has the following capabilities:

*Analyzer.  Can calculate the atomic structure of almost any substance and determine whether or not it is harmful to human (or D-Bee) life.  Also has the functions of the Toxic Analyzer, listed in the Rifts RPG, p. 246.
*Meteorology.  Can measure current climatic conditions and predict weather patterns.  Identical to the Weather program listed in the Computer section (see Rifts Corrections document).
*Sensors.  Includes dosimeter, infrared, heat, radar detector, ultraviolet, microwave, and energy sensors.

Weight:  4 lbs. (1.8 kg)
Cost:  10,000 credits.

Personalized Communicator

Communications devices do not always have to be obvious.  They can be made to appear as anything from pieces of jewelry to common household items.  The communications device must be at least 1/2 inch (1.25 cm) square and .1 inch thick (2.5 mm).  The chart below describes the range and battery power of communicators as compared to their size.

Size	Range	Power	Cost	
.5” to 2” square	10 miles (2.4 km)	24 hours/1 week	1,000	
3” to 6” square	20 miles (4.8 km	36 hours/2 weeks	900	
7” to 12” square	40 miles (8 km)	48 hours/3 weeks	500	

Size is the approximate size of the communications device.  Range tends to vary, but is usually within the above limits.  Under power, the number before the slash is how long the battery lasts under continuous, non-stop use and the number after the slash is how long the batteries last under standard use.

Common examples of personalized communicators are pieces of jewelry (earrings, pendants, etc.), writing utensils (pens, pencils, etc.), and pieces of clothing (like shirt collars, scarfs, etc.).  Also, a communication device can be built into other electronic devices such as wristwatches, cameras, portable computers, etc.  This costs extra, anywhere from 200 to 5,000 credits, depending on how complicated the device is.  For an additional 100 credits the communicator can transmit any data or information that the device extrapolates.  For example, a data pad with a built in communicator could transmit the information it contains in addition to voice communication.  Communicators built into other objects can be no larger than 20% the size of the device in question (minimum of .5” square).  The built in communicator generally uses the power supply of the device it is attached to.

Portable Generator

A portable generator is very useful in the wilderness.  Listed below are the different types of generators.  Many different companies produce generators but they are basically five types.  All generators are either solar powered or nuclear powered.  Nuclear powered generators cost five times as much and are 20% heavier.  Nuclear powered generators last five years.

NOTE:  It is normally not possible to recharge E-clips using these generators.  The people who sell them are often unwilling to modify them in such a way (they make more money off of recharging E-clips themselves).  Operators and other such fix-it O.C.C.’s might be able to make such an adjustment (at the GM’s option).  A short clip will take anywhere from 5 to 30 minutes to recharge (depending on the generator size).  Long clips take 50% longer to recharge.  Recharge stations have special generators to charge E-clips and can do it much faster (in about one quarter the normal time).  There is a special military version of the type V generator (discussed below) that can charge E-clips and can charge a short clip in two minutes (3 minutes for a long clip).  These generators are very difficult to find.

Generator	Capabilities	Cost	Weight	
Type I	Powers a small encampment of 2 to 5 people, including a radio, a small space heater for each person, and up to six other powered devices.  Solar batteries last for one day before it must be recharged.	1500	20 lbs. (9 kg)	
Type II	Powers an encampment of 5 to 10 people, including up to twelve electronic devices.  Solar batteries last for two days before it must be recharged.	5000	30 lbs. (14 kg)	
Type III	Powers an encampment of up to twenty people, including up to twenty electronic devices.  Solar batteries last for three days before it must be recharged.	9,000	55 lbs. (25 kg)	
Type IV	Powers an encampment of up to 35 people, including three electronic devices for each person.  Can power a few very high-energy devices (large computers, etc.) if the number of people is cut in half.  Solar batteries last for three days before it must be recharged.	18,000	70 lbs. (32 kg)	
Type V	Powers a very large encampment and can power a number of high-energy devices.  For the most part, they can power anything short of vehicles and armor.	28,000	110 lbs. (50 kg)	
Military Type V	Often used by military squads and is standard issue for CS and Triax units in the wilderness.  Military versions are nuclear powered (5 years of life) and can power E-clips.	140,000	132 lbs. (60 kg)	

Signature Box

This is a box made out of mega-damage materials.  There is no apparent lock of any kind upon it.  When the box is purchased, his/her handprint is programmed into the box.  The box will always remain locked and will only unlock when it senses the hand print of the owner.  Thus, only the owner may gain access to the contents.  Signature boxes can be made at any size.

M.D.C.:  20 per cubic foot (0.3 m)
Weight:  30 lbs. (13.6 kg) per cubic foot
Cost:  1,000 credits plus 500 credits per cubic foot

Water Purifier

This device can remove all contaminants from water (including bacteria and most pollutants).  It can also remove toxic pollutants (poisonous chemicals or even nuclear materials) 90% of the time.  The process takes half an hour and it can purify up to 5 gallons at once.  It is battery operated and will go for a month of regular use before needing a recharge (any common power source can recharge it).

Weight:  15 lbs. (6.8 kg)
Cost:  800 credits.

Clothing

Cool Suit

This suit keeps its wearer cool in warm climes.  It is battery powered (the battery lasts for 1 week of continuous use).

Weight:  10 lbs. (4.5 kg)
Cost:  150 credits

Jet Boots

These boots can give the wearer the ability to jump great distances and to fly for brief periods of time.  A main jet provides the propulsion while a series of smaller maneuvering jets on the sides maintain control.  The boots are controlled by manipulation of the wearer’s toes.  The wearer can jump up to fifty feet (15.3 meters) forward (half that straight up) and can fly for up to ten minutes.  After ten minutes the jets need to cool down for fifteen minutes.  The maximum speed of the boots is 70 mph (112.7 kph).  A battery pack worn around the waist powers the boots that can last up to five hours of continuous use (of course, the boots are not used continuously).  In a pinch an E-Clip can be jury-rigged giving the boots power for up to five minutes for a short clip or eight minutes for a long clip.  Note that the Jetpack pilot skill is required to operate Jet Boots.

Cost:  10,000 credits
Weight:  15 lbs. (6.8 kg), including power belt.

Mask Suit

This suit is illegal and available only on the black market.  The full-bodied suit can cause the wearer to appear as another person.  The chance of success is 90% if of the same or similar race, 70% if of a different race.  If the wearer is trying to look like a specific person than reduce the chances by 20%.  The size of the wearer can be made to appear a few inches taller or shorter.

For an additional 5,000 credits, masks suits can be built into mega-damage body armor.  For 20 times the cost, either of these suits can be built into power armor, bots, or vehicles.  Mask suits built into bots and vehicles can change the color of the bot or vehicle (for purposes of camouflage) or make it appear as another vehicle of similar size (the bot or vehicle can not be made to appear larger or smaller).  Also, for purposes of the suit’s effectiveness, the chances of being discovered are increased by 20%.

Cost: 10,000 credits on the black market.  Availability is rare.

Multi-Wear

This is a full-bodied suit that has special miniaturized holographic generators woven into the cloth.  When activated, Multi-Wear can appear to be any sort of clothing that has been programmed into it.  When purchased, Multi-Wear is programmed with approximately fifty different styles and combinations with the ability to record another one hundred styles within it’s miniaturized computer (the computer is located in a belt worn around the wearer’s waist).

Cost: 3,000 credits 

Omni Clothing

Omni clothing has become quite popular in recent years.  Fibers run through the clothing that are sensitive to low voltage electrical impulses.  The fibers will change color depending on the current that runs through it.  The result is that the clothing can be changed from one color to the next via a small device located in the hem.  The article of clothing can also be programmed to change from one color to another at random, causing a peculiar scintillating effect.

Cost: 500 credits for shirt or pants, 900 for entire suit.

Sneak Wear

A much more expensive version of the Mask Suit (and just as illegal), sneak wear is a full body suit that is covered with sensors that read light waves in all directions.  The suit can then duplicate the images of the sensors and project that image via holographic projectors on the other side of the suit.  The result is rendering the wearer nearly invisible, giving him a +50% bonus to all sneak skill rolls (or a 50% straight up if the wearer has no sneak skills).  If the wearer remains absolutely still he becomes virtually invisible (98%).  NOTE:  Sneak Wear can be installed on armor and vehicles using the same rules as installing Mask Suits.  Note that it is nearly impossible to stay invisible while moving since the bot/vehicle makes so much noise.

Cost: 14,000 credits on the black market.  Availability is rare.

Thermo-Garments

Thermo-Garments are designed for cold weather climes.  A small battery heats the garments, keeping the wearer nice and warm.  The battery will last for 1 week of continuous use and can be recharged from any power source.  If this suit takes a large amount of damage (30 S.D.C. or more) then it will be destroyed.  Thermo-Garments are slim enough to be worn under armor or other clothing.
Garment	Weight	Cost	
Shirt or pants	6 lbs. (2.7 kg)	100 credits	
Full suit	10 lbs. (4.5 kg)	180 credits	

Common Equipment

The following is common equipment available in nearly all societies.  The prices may vary slightly, but the gear is the same.

Item	Weight	Cost	
Air tight containers (various sizes)	2 lbs.	3 credits	
Axe or hatchet (plastic construction)	3 lbs.	20 credits	
Backpack (nylon, waterproof, holds 2 cubic feet)	2 lbs.	15 credits	
Blanket (waterproof, fireproof, 4 feet by 9 feet)	3 lbs.	10 credits	
Bug Repeller (electronic device that emits sonic waves that drive most bugs away, battery lasts for 1 month).	1 lb.	75 credits	
Boots (waterproof)	2 lbs.	20 credits	
Climbing Cord (per 10 feet, 1000 lb. Test)	1 lb.	500 credits	
Climbing Gear (Ascenders, Carabiniers, Descenders, etc.)	35 lbs.	200 credits	
Clothing, cold weather	12 lbs.	40 credits	
Clothing, desert wear	5 lbs.	30 credits	
Clothing, dress	5 lbs.	500 credits	
Clothing, plain	5 lbs.	50 credits	
Clothing, rain (coat and poncho)	6 lbs.	20 credits	
Fishing Gear (hooks, lines, etc.)	5 lbs.	10 credits	
Flashlight ( range 70 feet, 4 months of power)	1 lb.	5 credits	
Floodlight (range 200 feet, 1 month of power)	8 lbs.	75 credits	
Hammer (hard plastic)	4 lbs.	5 credits	
Lantern, electric (battery lasts one month)	3 lbs.	20 credits	
Lock Boxes (per cubic foot, 5 M.D.C. each)	15 lbs.	100 credits	
Lock Boxes (per cubic foot, 10 S.D.C. each)	5 lbs.	10 credits	
Mess Kit (including plate, fork, knife, spoon, cup)	3 lbs.	20 credits	
Mini-Fridge (2 foot cube, battery lasts 4 weeks)	20 lbs.	200 credits	
Mini-Microwave Oven (battery lasts 4 weeks)	10 lbs.	250 credits	
Oxygen Tank (holds 4 hours of oxygen)	30 lbs.	300 credits	
Pick (sturdy plastic)	5 lbs.	6 credits	
Pistol Holster	3 lbs.	8 credits	
Rations (self-heating, seven year shelf life), per week	5 lbs.	30 credits	
Rifle Holster (fits on back)	4 lbs.	10 credits	
Rope (Nylon, per 10 feet, 700 lb. test)	2 lbs.	50 credits	
Saw (hard plastic)	2 lbs.	15 credits	
Shovel (plastic, collapsible)	5 lbs.	6 credits	
Sleeping Bag (waterproof, fire proof, good to –30o F	5 lbs.	80 credits	
Snowshoes	3 lbs.	10 credits	
Soap	½ lb.	2 credits	
Sunglasses (stylish)	5 ounces	8 credits	
Sun goggles (completely cover eyes)	¾ lb.	15 credits	
Tent (waterproof, fireproof, holds up to 6 people	20 lbs.	40 credits	

Daphne Industries
A new company located in the Three Galaxies

A few years ago a young, and rather unsuccessful, human inventor named Daphne Corva started this company.  Before the creation of Daphne Industries, she was widely regarded as a rash and often dangerous person whose inventions often caused mayhem instead of their intended purpose.  One day one of her inventions caused the death of several people.  Although she was found not to be at fault, she disappeared for a number of years.

Five years ago Daphne reappeared with her new company Daphne Industries.  A number of questions have arisen about Daphne’s new company.  No one is sure where Daphne received the massive amount of funds to start such a major operation.  Also, no one is quite sure where Daphne Industries is located, where she gets the materials to manufacture her products, or for that matter who the company’s employees are.  All attempts to analyze her products have failed to determine the origin of the materials and how they were made.

More importantly, her unique products not only work they work very effectively.  Many suspect they are not Daphne’s ideas, but rather someone else’s.  Others say that Daphne has gone to unknown dimensions and stolen ideas from there.  Wherever Daphne gets her ideas, Daphne Industries is known throughout the Three Galaxies as a company that produces quite useful and reliable products.

The truth about Daphne Industries: After her dramatic failure that caused the death of several people, Daphne retreated from public life.  After months of depression she attempted suicide with an over dose of sleep injections.  As the life flowed out of her, she had a vision.  An image appeared before her, declaring that he was her guardian angel.  He told her not to give up so easily on life.  She had it in her to produce products that would help people everywhere and he could help her.  All she had to do was accept her guardian angel’s aid.  She could hardly refuse.

Unknown to Daphne, her “guardian angel” is in reality an alien intelligence named Mestaphus.  Mestaphus is similar to a vampire intelligence in that it acquires a host to do it’s bidding and go about bringing the intelligence into this world.  However, instead of requiring vampires created by the host to help bring the intelligence here, Mestaphus needs people to value him.

Mestaphus has created products that everyone can use and uses Daphne to market and distribute them.  The products are a small part of Mestaphus’ own essence, which is why the construction of Daphne Industries products is a mystery.  When people purchase the products they do one of two things.  If they find they do not like the product they either return it (in which case it is sold to someone else), or they throw it away (in which case the item disappears and returns to Mestaphus).  If they find they do like it, they attach a value to it.  This value is felt by Mestaphus, and helps him to gain power to come into our world.  Once in our world, Mestaphus will be able to take control of all products made by Daphne Industries.  This control varies from item to item, but all of them have two things in common.  First, Mestaphus can see and hear everything that occurs around the item.  Note that this is not automatic.  Mestaphus must concentrate on a particular item to gain this ability.  Second, Mestaphus can make subtle suggestions to whoever possesses the item.  If the bearer fails a saving throw vs. psionics then they will fall victim to the suggestion.  If the save succeeds then nothing happens, though psychics will realize that someone attempted to contact their mind.

Once in our world, Mestaphus is going to be difficult to get rid of.  Destroying at least 50% of Daphne Industries products will send Mestaphus back to his own dimension, though the creation of more products would eventually bring him back.  Daphne is the key to product distribution.  Convincing her of Mestaphus intentions would put a huge dent in Mestaphus plans.  Convincing her would be very difficult, however.  She is convinced that Mestaphus is her guardian angel and she will defend him at any cost.  Unless presented with irrefutable evidence that Mestaphus is malevolent she will not change her mind.  Even if presented with such evidence she might simply kill herself (20%), however she will more than likely close down the company and immediately recall as many of the products as she can.  If Daphne dies her company will continue on in someone else’s name (this was set up by Mestaphus, largely without her knowing).  All in all, it would be better to attempt to prevent Mestaphus from coming into our world in the first place.  The details to all of this are left to the GM.

Clear Head

A very helpful product for victims of those late night parties, this product will eliminate the effects of drugs (including Truth Serum, narcotics, or tranquilizers) and alcohol from the system.  The process takes approximately 10 minutes and removes all traces and effects of the substance.  Clear-Head will also cure headaches and other minor ailments.  It will even suppress the symptoms of a cold (though only for 12 hours).  Clear Head has a base 25% chance to remove lethal poisons from the system as well.

When Mestaphus enters our world: Mestaphus can cause this product to have the reverse effect (causes headaches, causes the effects similar to drugs, etc.).  Also, Mestaphus can cause the product to function better than normal for those who serve him.

Cost:  40 credits for a bottle of 20 pills (the dosage is one pill).

Evermark

Evermark as an ink marker than can write on any type of surface and can never be removed by any known means.  To the dismay of many governments, mainly street gangs buy Evermark.  Countless buildings have been repainted because of this dubious marker.  If used directly on the skin it is non-toxic, but it will take Evermark 2d6 months to disappear.

Evermark is illegal in everywhere in the Three Galaxies, as no one has found a way to remove the ink from buildings, vehicles, etc.

When Mestaphus enters our world: Mestaphus can do one of two things with Evermark.  The first is to simply make it inoperable.  The second is to alter any of the writing done with this marker.  He can make it say something else in any language he chooses.

Cost:  25 credits

Grub Nuggets

These little morsels look a lot like dog food, though they are very tasty.  Each nugget contains all of the vitamins and minerals one would get from eating a full meal.  There are no harmful side effects to Grub Nuggets so they can be eaten every day.

When Mestaphus enters our world: Mestaphus can cause Grub Nuggets to become inert, not providing any nourishment whatsoever.  However the person taking Grub Nuggets will believe the Grub Nuggets are providing nourishment.  In time, s/he will believe that the only way he can gain nourishment is from Grub Nuggets.  The result is that the person believes s/he is perfectly healthy even though s/he is starving to death.  The person can make a save vs. insanity each day.  A successful result means s/he realizes the truth.

Cost:  50 credits for a box of twenty nuggets.

Mega-Glu

Mega-Glu is an adhesive that, once it dries, becomes an M.D.C. substance.  It takes 1d4 minutes for it to dry and once dry has 1 M.D.C. per ounce (28 grams) used.  Thus, 1 pound (0.5 kg) has 12 M.D.C. and 10 pounds (4.5 kg) has 120 M.D.C.  The substance will remain in the position it was in before it dried.  Once dry, it is non-toxic and safe to all life forms.  Mega-Glu comes with a set of special gloves to apply the adhesive.

Mega-Glu sticks to anything and everything (other than the set of gloves that come with it).  It can be used to bond mega-damage materials together and in a pinch can be used to repair armor, anything from body armor to vehicle and bot armor.  In this particular instance, armor can be repaired only up to one quarter of the M.D.C. lost in that area.  Mega-Glu sticks readily to any S.D.C. structure as well as M.D.C., even the person using it if they’re to careless.

There are only two ways to remove the substance.  The first is to cut it away (or shoot it away) with mega-damage weapons.  The second is a special solvent that Daphne Industries produces.  Once applied to Mega-Glu, the substance disappears in a puff of smoke (literally).

When Mestaphus enters our world: At will, Mestaphus can cause Mega-Glu to become inert.  Also, all applicator gloves will cease to function and allow Mega-Glu to seep through the gloves and reach the user.  Finally, Mestaphus can cause Mega-Glu to form into a semi-intelligent entity similar to a Tectonic Entity.  All who come in contact with this creature will stick to it and be enveloped.  Only creatures with supernatural strength can break free or break others free.

Cost:  500 credits an ounce.  The solvent (for dissolving Mega-Glu) is 50 credits an ounce.

Pocket Boat

A handy device that is about 5 inches (13 cm) square when folded, it opens up into a 12 foot long (3.7 m) boat that can easily hold two people and can hold three if necessary.  The boat comes with two sets of oars.  It takes approximately one minute (4 melee rounds) to fold or unfold the boat.  The boat can take about 30 S.D.C. before being destroyed.

When Mestaphus enters our world: Pocket Boat can fold and unfold at Mestaphus’ will.  Also, Mestaphus can cause Pocket Boat to travel in the direction of his choice when unfolded (whether on water or not).

Cost:  800 credits.

Pure Air

Pure Air is a device that can clear all contaminants from an area up to a 20-foot (6 m) cube.  The device is small, about an 8-inch (20-cm) cube, and is powered by a small battery (1 week of continuous use, easily recharged at any power source).  It automatically eliminates all toxic gases, neutralizing the elements in the air before they have a chance to take effect.  Nerve gases have a 95% chance of being eliminated.

When Mestaphus enters our world: Mestaphus can cause this device to have the opposite effect, releasing toxic gases or nerve gases into the air.  Those nearby must make a save vs. insanity or believe that Pure Air is working perfectly.  They will readily breathe the air and will not be allowed a save versus the effects of the poison gases.

Cost:  2,500 credits.

Sonic Cleaners

This device is about two-foot square (0.6 m square) and opens at one end.  Anything that is put in here will be gently bombarded by sonic waves that cause dirt to separate from the object.  The dirt will collect in a section at the bottom of the device that can be easily cleaned out.  Anything can be cleaned with the exception of organic materials (food, small animals, plants, etc.).  Clothing, dishes, and just about anything else can be cleaned in this device.  The entire cleaning process takes about thirty minutes.  The Sonic Cleaner has a battery that lasts for 72 hours of continuous use (can be recharged through any other power source).

When Mestaphus enters our world: The device will still work, but it will put some sort of defect into the object cleaned.  Clothing will not provide as much protection, dishes will be cracked, and other bad things.  The GM should be creative, but not overly obvious.

Cost:  1,400 credits.

Truth Seer

This is an ornate pair of sunglasses.  When activated, they will show the wearer what is real and what is not real.  Thus illusions and holograms have no chance of effecting the wearer.  The device is powered by a miniature battery that lasts for 48 hours (can be recharged through any other power source).

When Mestaphus enters our world: Mestaphus can cause the wearer to see images that are not there.  These images can be anything.  The user will need to make a save vs. insanity or believe all of the images.  He will refuse to remove the Truth Seer he is so engrossed with the images.

Cost:  3,000 credits.

High-Tech Machines of War

Prior to the coming of the rifts most hi-tech warfare relied upon satellites, thus making most such technologies unavailable on Rifts Earth.  Even so, warfare on Rifts Earth is still far more advanced than 20th Century Earth.  The following are some of the machines used in large-scale conflicts.  Most of the equipment available below is available through the black market, but useful only to large armed forces.  Large mercenary outfits use the equipment listed below except where noted.

Mobile Headquarters

Prior to the coming of the Rifts, satellites were the primary means of communicating with troops.  The environment of Rifts Earth has made this impossible, and so Mobile Headquarters have become common place in armies around the world.  Mobile HQ’s are the heart of large conflicts, coordinating all troop movements and communications on the battlefield.  They are well armored, but have minimal defensive weaponry.  Generally, a platoon will escort the Mobile HQ for protection.

Mobile HQ’s use the most sophisticated computers and communications equipment available and are able to coordinate the troops of an entire army.  A computer keeps track of all troop movements (both friendly and hostile) and keeps a record of the surrounding landscape (including all known buildings and structures).  All of this information is displayed on a special holographic table, providing a three dimensional image of the battlefield and all troop movements.  The HQ computers also have the following programs (described under the Computers section): Clock/Calendar, Data Processing and Organization, Identifier, Interface, Maps/Geography (largest size available), Mathematics (to make all other programs run faster), Security Protocol, Voice Recognition, and a Speed chip installed on the CPU.  The security protocols on HQ’s consist of a hand print scan (keyed to the HQ’s crew) to gain access to the vehicle, plus a password and a retinal scan to gain access to the vehicle’s computers.  There is a signature system on the ignition of the vehicle as well.  Mobile HQ’s have a backup battery in case of a main power failure (as would occur with the destruction of the main body).  The battery can power all of the computer and communications equipment on board for up to three days.

In order to use a HQ to it’s full effectiveness, a special Sensor/Controller/Transmitter (SCT) must be installed in each vehicle under direct command of the HQ.  The SCT is a special computer that transmits information on the vehicle’s location, damage to the vehicle, and condition of the vehicle’s crew back to the HQ on a coded frequency.  Likewise, all information on troop movements (friendly and hostile) is transmitted on the same coded frequency to each vehicle in the unit and displayed on the SCT’s computer screen.  Thus each vehicle knows exactly where it is, where its comrades are, and where the enemy is.  This information is not transmitted by voice, but rather by images on the SCT’s computer screen in the form of a map with symbols representing corresponding units.  Complex information is transmitted via words that print out underneath the map.  The benefit of this system is that even if the enemy manages to access the coded frequency the only thing they will hear is garbled white noise.  They must have a computer to print out the information being sent, which is coded before being transmitted in the first place (-15% to hacker’s skill roll).

Through the SCT, the HQ can take control of the targeting systems of certain vehicles in the unit (up to ten) and target their weapon systems at one specific target using the HQ’s targeting system.  This is called “firing in unison.”  Prior to firing in unison, the HQ must take control of the vehicles’ targeting systems.  This takes one melee round, during which time the vehicles may not fire any weapons.  All vehicles must come to a complete stop before they fire in unison (this can be done while the HQ is taking control of their targeting systems).  Any of a vehicle’s weapons may be fired, but the HQ has only two attacks per round.  An “attack” in this case is when HQ fires one weapon from each vehicle under it’s control at the same time (thus if the HQ had control of ten vehicles and fired a weapon from all ten at the same time, that would be considered one attack).  The HQ makes one strike roll at a +2 regardless of any other bonuses.  If the target is hit then damage is rolled for each weapon involved in the attack.  The defender can dodge normally.

Only vehicles in line of sight to the target can fire in unison.  Vehicles under HQ control cannot make their own attacks until HQ relinquishes control.  HQ can choose to have certain vehicles under it’s control not fire during one particular attack (if HQ has control of ten vehicles, then it can choose for only six to fire this attack, eight the next, etc.).  HQ can relinquish control of some or all the vehicles instantly, allowing vehicles to make their own attacks immediately.  If only some of the vehicles are released they can be reacquired (or different vehicles can be acquired), though this will cause both the vehicles being acquired and the vehicles already under the HQ’s control to be unable to fire for one melee round (in unison or otherwise).

Example:  An aircraft is sighted approaching a unit of 10 tanks.  The HQ takes control of all of the tanks’ weapon systems and targets the aircraft (this takes one round during which none of the tanks can attack).  Each tank will fire its main gun, which does 1d4 x 10 M.D.  Due to the range, an 8 or better is required to hit.  The die is rolled and the result is 12, for a total of 14 with the HQ’s strike bonus; a hit.  The total damage to the aircraft is 10d4 x 10 M.D.!  The HQ can do this twice per round and the tanks in question cannot make any other attacks other than dictated by HQ or until control is relinquished.

Special controls can be added to an SCT, which would allow the HQ to take control of a vehicle’s drive system.  This lets the HQ bring the vehicle back home if something happens to the occupants.  Note that the HQ cannot use the vehicle effectively (-25% to all piloting rolls and -4 to strike, dodge, and parry).  Up to three vehicles can be controlled at a time, provided there are people available on board the HQ to remote pilot the vehicle (one person per vehicle).

All information about the surrounding terrain must be programmed into the HQ before the battle.  Spotters in the field must continually update the locations of troops and vehicles that do not belong to the HQ’s unit (including civilians and hostiles).  On worlds where satellite technology is available this information is updated constantly (eliminating the need for spotters).  But even without satellite communications, Mobile HQ’s are an absolute necessity for coordinating large-scale conflicts.

Model Type: MHQ-1
Class:  Mobile Headquarters APC
Crew:  One driver, two gunners, two communications officers, two operations officers, two technicians, and up to six others (usually the unit commander, his aides, and any observers).
M.D.C. by Location:
*Rail Guns (2) - 80 each
**Communications Array (1) - 100
**Back up Communications Array (2) - 70
*Wheels (6) - 35 each
Operations Section - 150
Driver Compartment - 120
***Main Body - 300

	*These sections are hard to target and require a called shot to hit
	**If both of these arrays are destroyed then the HQ cannot conduct complex communications (only radio communications are possible).  Control of SCT’s and vehicle drive system is impossible.  A called shot is required to hit these arrays.  NOTE:  Mobile HQ’s in the Phase World universe can communicate with satellites.
	***Destroying the main body will render the vehicle useless.  The operations center will continue to function with its back up battery, though it is useless if the communications arrays are destroyed.  The main body must be destroyed before the operations section and driver compartment can be damaged.

Speed:  100 mph (209 km) maximum speed.  Cruising is usually around 65 mph (129 km)
Statistical Data:
Height:  13 feet (4 m)
Width:  12 feet (3.6 m)
Length:  30 feet (9.1 m)
Weight:  9 tons
Cargo:  5 x 5 foot (1.5 x 1.5 m) compartment, plus a weapons locker that holds ten rifles and pistols.
Power System: Nuclear; average energy life of 20 years
Cost:  20 million new.  Availability is rare.  The SCT’s, including the controls to target weapons, cost 3,000 credits each, plus and an additional 3,000 credits per vehicle to remotely operate it.  Installation is simple (+20% to Electrical Engineer skill).

Weapon Systems

1. Rail Gun (2): These rail guns are located in turrets on top of the vehicle, one in front and one in the rear.  They can’t target anything within 10 feet (3 m) of the vehicle.
Primary Purpose: Defense
Secondary Purpose: Assault and Anti-Aircraft
Mega-Damage:  1d6 x 10 M.D.  Fires bursts only.
Rate of Fire: Standard
Effective Range: 5000 feet (1524 m)
Payload:  50 bursts per gun

Field Reconnaissance and Spotter Bot

These bots are designed for reconnaissance purposes.  They are often used as spotters for long range weapons, and so they have earned the nickname “Spot Bots.”

Spot bots are directly connected to the HQ in the same way as vehicles.  They relay information to the HQ via a coded frequency.  Commands from HQ are likewise sent to the bot on the same frequency.  Their optics and audio sensors are constantly sending transmissions to the HQ, thus HQ can see and hear through the bot.  A built in speaker and microphone allows HQ to speak to anyone nearby, thus the bot is often used to relay messages when normal communication channels are cut off.  A recorded message can also be placed inside the bot, which the bot will playback upon certain conditions (if captured, if a certain individual is found, etc.).  Though it is not designed for combat, spot bots can hold their own if cornered.  As spot bots have access to important information, they will self-destruct if captured or if escape seems impossible.

Model Type: FARR-05
Class:  Fully Automated Reconnaissance Robot
Crew:  None; artificial intelligence
M.D.C. by Location:
Hands (2) - 10 each
Arms (2) - 25 each
Legs (2) - 40 each
*Head - 30
**Main Body - 100

	*The head is difficult to hit and requires a called shot, and is at a -2 to hit.  If the head is destroyed, the self-destruct system will activate and finish off the bot.
	**If the main body is destroyed the bot is effectively destroyed.  Note that the bot can wear Light Espionage Armor (135 M.D.C.), which it is often issued for highly dangerous missions.

Speed
Running:  90 mph (144 km) maximum.  Note that the act of running does NOT tire the bot and speed can be maintained indefinitely.  Leaping:  The bot can leap 10 feet (3 m) high or across.

Statistical Data
Height:  6 feet (1.8 m)
Width:  2 feet 9 inches (0.8 m)
Length:  2 feet 4 inches (0.7 m)
Weight:  320 pounds (145 kg)
Physical Strength: Equal to P.S. of 25
Power System: Nuclear; average life of five years.
Cost:  10.5 million credits.  Availability rare.

Weapon Systems

1.  Concealed Arm Laser Rod (1): This is virtually identical to the version in the Rifts RPG on p. 240.  It is concealed until activated.
Primary Purpose:  Defense
Mega-Damage:  1d6 M.D.
Rate of Fire:  5 per round (aimed only)
Effective Range:  1600 feet (488 m)
Payload:  Effectively unlimited, linked to nuclear power supply.

2.  Other Weapons: The bot can utilize other weapons (see skill programs of note), though it will do so only in emergencies.

3.  Hand to Hand Combat: The bot can engage in hand to hand combat using its fist.  It gains 5 attacks per melee, equal to Hand to Hand Expert.
Restrained Punch: 4d6 S.D.C. + 10
Full Strength Punch: 1d6 M.D.
Kick:  1d6 M.D.
Bonuses:  +3 to strike with ranged weapons (see W.P. skills) and hand to hand, +6 to dodge, +5 to parry, +4 to initiative, +2 to roll, critical strike on 18-20.  Impervious to poison, gas, and biological agents, as well as psionic and magic mind control, charms, bio-manipulation and S.D.C. attacks.

4.  Sensor Systems of Note
Optics:  Advanced Robot Optic System, which includes color vision, 3-D analysis, passive nightsight, infrared, thermo-imaging, and ultraviolet sight.  Range 2000 feet (610 m).  Telescopic vision with range of 6000 feet (1800 m).  Contains external video and audio surveillance system (cameras built into eyes) that can transmit video and audio.  Range 40 miles (64 km).

Audio:  Advanced Audio System with amplified stereo hearing and ultra-ear.  Wide Band Radio Receiver and Transmitter can send audio only up to 300 miles (482 km).  Radio Signal Scrambler.  An installed speaker can reach 90 decibels and is connected to the radio receiver to allow the HQ to communicate with others through the bot.  A hidden microphone allows others to talk back to the HQ.  An audio recorder allows the bot to record up to 48 hours for later playback.  NOTE:  The bot does not speak, but can understand a number of languages (see skills of note).

5.  Skills and Programs of Note: General Military: Basic radio and basic mathematics at 98%; pilot automoblie, pilot hover craft, land navigation, and understands American, Spanish, Euro, Dragonese, and Techno-can languages at 94%.  All Espionage Programs: Intelligence, detect ambush, detect concealment, cryptography, first aid, tracking, disguise, escape artist, pick locks, photography, radio scrambler, and basic electronics at 80%; palming, concealment, prowl, and streetwise at 60%.  Weapon Proficiences:  WP energy rifle, W.P. energy pistol, W.P. heavy energy, W.P. knife, W.P. automatic rifle, W.P. sword, W.P. bolt action rifle.
Programming:  The bot is usually sent to seek out a particular installation or target, observe, and relay information back to HQ.  1000 different targets have been programmed into it, including most known vehicles, equipment, D-Bees, and monsters.  Up to 3000 other targets can be programmed into it.  If it is attacked, it will attempt to get away.  It will only fight if cornered, and if the fighting seems hopeless (or if it is damaged beyond repair) it will self-destruct.  The self-destruct can also be activated from the HQ.

Ordnance Vehicle

These are specially armored vehicles designed to transport ammunition within a unit.  These are some of the most dangerous vehicles one can drive, particularly in a war zone.  While well armored, one breach in the armor can spell doom for the vehicle.

The compartment containing the ordnance is mounted on a gyroscope and is heavily padded to keep the munitions from detonating unexpectedly.  There are also environmental controls for the munitions compartment that keep the temperature within safety limits.  In an emergency, the munitions compartment can be detached from the rest of the vehicle.  The only defensive capability the vehicle has is a rail gun located over the cab.

Nobody in his or her right mind would willingly drive an ordnance vehicle.  Those within the unit who have misbehaved often find themselves stuck with the duty of driving one.

Model Type: OV-60
Class:  Ordnance Vehicle
Crew:  Two; one driver and one gunner.  The driver can utilize the rail gun if necessary, but at a -2 penalty to strike.
M.D.C. by Location
Rail Gun (1) - 32
*Tires (4) - 30 each
**Munitions Compartment - 90
***Main Body - 70
Reinforced Crew Compartment - 40

	*If a tire is destroyed (requiring a called shot to hit) then the vehicle is immobilized.  It will take 1d3 x 10 minutes to change a tire (one extra tire is kept on board).
	**If the munitions compartment takes more than 40 M.D. in one attack, there is a 20% chance the munitions inside will go off.  If it takes more than 70 M.D. this chance rises to 40%.  If this section is destroyed than the ammunition explodes.  The vehicle takes damage as if hit by all the ammo on board.  NOTE:  The exceptions to this are rail gun ammo and nuclear warheads (nukes do not detonate like normal munitions, and are thus very difficult to set off, however the nukes could very well be destroyed or damaged to the point of being useless).
	***If the main body is destroyed the vehicle is disabled.

Speed:  85 mph (137 km); land only
Maximum Effective Range: 500 miles with a gasoline or electric engine before needing refueling.  Effectively unlimited with nuclear power plant (10 year life).
Statistical Data:
Height:  10 feet (3 m)
Width:  7 feet (2.1 m)
Length:  18 feet (5.5 m)
Weight:  5 tons
Cargo:  Can carry up to 1,000 lbs. of munitions.  There is also a compartment in the driver’s section for two rifles and a few personal items.
Power System: Gasoline, electric, or nuclear.
Black Market Cost: 70,000 with gas engine, 80,000 with electric.  Nuclear engine costs 750,000 credits (10 year life).

Weapon Systems

1.  Rail Gun:
Primary Purpose: Defense
Secondary Purpose: Anti-Aircraft
Mega-Damage:  A burst is 30 rounds and does 1d4 x 10 per blast.
Rate of Fire: Equal to number of hand to hand attacks (usually 4-6).
Maximum Effective Range: 4000 feet (1200 m)
Payload:  Enough ammo for 40 bursts.

Anti-Missile Satellites

Also known as AM Sats (pronounced “Am Sats”), these satellites are designed to shoot down enemy missiles in flight.  Nearly every planet capable of even limited space flight makes use of AM Sats, and many space navies also use them for offensive purposes.  Frigates or some other large ship will carry these satellites on board and place them in orbit around a planet that is to be invaded.  This is standard practice before troops land on a planet.

In order for the satellites to be effective, all friendly missiles must be fitted with a special transmitter.  This transmitter broadcasts a signal that the AM Sat reads as “friendly,” meaning the satellite will not fire upon those missiles.  Any other missile is fair game.

When an unfriendly missile enters the range of the AM Sat, a barrage of plasma weapons will bombard the missile in an attempt to remove it from the sky.  The satellite may fire five times a melee at on coming missile volleys and will continue to fire until the volley is destroyed or it moves beyond the range of the AM Sat.  Note that this is not five times at each missile volley.  If there were seven missile volleys in the sky the AM Sat could only target five of them that melee.

The satellites typically hover in a geo-synchronous orbit above the planet.  On an Earth-like world this would mean an altitude of around 22,000 miles.  If the satellite were in a lower orbit then it would have to orbit faster in order to maintain its altitude, meaning the satellite could not cover the battle area 100% of the time.  The satellite would have to make a complete orbit before it could come into range of a battle area again, making it effectively useless).  Some planets will keep these satellites in low orbit (for better effectiveness in regards to atmospheric weapons) and place multiple satellites in orbit so that there is always at least a few in the sky to cover the battle area.  While effective, it is also makes for a busy sky (hundreds of satellites are necessary to accomplish this).

Each satellite can cover both space and atmosphere, but is still limited to only five attacks per melee.  For these reasons, there are almost always a large number of these satellites in orbit, particularly on home worlds for defensive purposes.  Also, the plasma weapons are not as effective in when firing in the atmosphere as they are when firing in space.  The plasma tends to be absorbed by the atmosphere, particularly in the upper layers of the ionosphere.  Some less advanced cultures use lasers or ion weapons, and some worlds use rail guns.  These weapons are inferior for anti-missile purposes when compared to plasma weapons.  The atmosphere refracts lasers, and ion weapons tend to disperse heavily when they collide with other charged particles in the ionosphere (the uppermost layer of a planet).  Rail gun rounds tend to burn up on reentry, making them useless in regards to atmospheric defense.  However, all of the above weapons are the equal to plasma weapons when it comes to space defense.

In space, the chances of hitting a missile volley are standard.  Firing upon missiles in an atmosphere adds penalties to all die rolls, depending on the altitude of the missile volley.  The first missile in the volley is fired upon.  If it is hit, then every missile in the volley takes damage.  The satellite is also programmed to fire upon enemy ships that approach to close (typically within one quarter of the satellite’s maximum range).

Model Type: Varies from planet to planet, but all have the same basic capabilities.
Class:  Anti-missile Satellite
Crew:  None, fully automated.
M.D.C. by Location
Plasma Cannons (10) – 30 each
*Main Body – 1200
**Communications array – 200

	*If the main body is destroyed then the satellite is knocked out of commission.  There is a 20% chance that it will actually fall out of orbit and burn up in the atmosphere.
	**This is how satellites detect incoming missiles.  If it is destroyed the satellite will resort to its radar system (built into the main body) and destroy any missiles that come within half of its range.  This array is very small and can only be hit on a called shot at –5.

Speed:  N/A.  The satellite orbits the planet at a particular altitude (typically geo-synchronous).  While in this orbit, the satellite “appears” to be hovering over one spot of the planet.
Statistical Data:
Diameter: 45 feet (13.7 m)
Mass:  2 tons
Power System: The satellite is nuclear powered and can last up to twenty years.
Black Market Cost: 5 million credits to build.  Not sold on the open market.

Weapon Systems

1.  Plasma Weapons: There are ten of these, five facing space and five facing the planet.
Primary Purpose: Anti-missile
Secondary Purpose: Anti-Aircraft and defense
Bonuses: +4 to strike in space (see below for atmosphere).  Note that the satellite cannot dodge attacks.
Mega-Damage:  6d6 per blast in space (see below for atmosphere).  The damage goes to all missiles in the volley.
Rate of Fire: 5 per melee
Maximum Effective Range: 60,000 miles (96,600 km) in space.  22,000 in the atmosphere (this is roughly ground level, assuming the satellite is in geo-synchronous orbit over a planet whose mass is equal to Earth’s).
Payload:  Unlimited, connected to nuclear power supply.

There are penalties to attack rolls when firing in the atmosphere.

Range in Atmosphere	To hit*	Damage*	
0 to 1,000 miles	+4	6d6	
1,001 to 5,000 miles	+1	5d6	
5,001 to 12,000 miles	-1	3d6	
12,001 to 18,000 miles	-4	2d6	
18,001 to 22,000 miles	-9	1d6	

*These numbers are used instead of the ones listed under the weapon description.

Secret Technologies

Below are secret technologies and procedures that were either developed long ago or are in the process of being developed.  All of them are kept secret from the public, either as black budget projects or simply because they are deemed too dangerous for public consumption.  Some are little more than legends that are believed by only a small few.  It is up to the GM how (and if) he introduces these ideas into his campaign.  If anything, they make great hooks for adventures.

Ancient Technologies

Millennia ago a society existed that had developed feats of technology that bordered on magic. Some of their technology consisted of hand held weapons with unlimited power that could devastate city blocks, unlimited FTL travel, transmatter (changing matter to energy and back again), and even the capability to move stars across the galaxy.  They died out long before mankind learned to walk erect, but much of their technology still exists.

In the Three Galaxies, this technology might be part of the First Race.  On Rifts Earth these are artifacts from bases set up millions of years ago.  In all cases the technological devices have a few things in common.  First, they have no apparent power source, but they have unlimited power.  Also, all the devices are practically weightless no matter how large they are.  Lastly, the devices are completely indestructible.  They could be thrown into the heart of a star and still remain intact (in fact a number of doomsday devices from this era have been hidden in just this way).

Below are a few examples of these technologies.  The GM should feel free to add his own.  The stranger the better.

Fire Globe
This device appears to be a small, clear crystal sphere 5 inches (12.7 cm) in diameter.  A 1/2-inch (1.3 cm) wide and deep hole is on one side and a discolored circle of the same size on the opposite side.  When the discolored area is touched a beam of energy fires from the small hole.

Damage:  1d6 x 100 M.D.
Rate of Fire:  Aimed only (per number of melee attacks)
Effective Range:  100 miles

Transporter Rod
This is a two-part device.  Each part looks like a rod or wand made out of a translucent material.  It is 1-foot (.3 m) long and about 1 inch (2.54 cm) in diameter.  One end of the rod is slightly discolored from the rest of the device.  If that area is touched then the device will immediately transport itself and the holder to the location of the second rod.  The transport will not occur if the rod is located in a place where the person cannot survive (this is true no matter the race of the wielder).  Note that the other rod is usually located on another world, and sometimes in another dimension.

Travel Pod
The travel pod is a cube shaped chamber about seven feet (2.1 m) tall, and four feet (1.2 m) wide and deep.  If the pod is approached then one side of it will disappear allowing anyone to enter.  The interior is much larger than the exterior, roughly about the size of a frigate class space ship.  The pod consists of a main bridge, rec room, mess hall, and quarters for up to 10 individuals.  All the rooms are incredibly spacious.  It would take many of years to learn how to operate the ship.  However, since it is practically weightless it would make an excellent portable shelter.

Cloning

A procedure that was developed before the coming of the rifts, cloning is a highly complicated process in which cells are taken from a subject’s body (usually from the walls of the stomach) and are grown in a special solution.  Eventually (after 1d4 weeks) the cells grow into a living person identical in every way to the subject, right down to finger prints and DNA, including the memories of the subject up to the time he or she was cloned.

The clone is genetically identical to the person it was cloned from.  The difference is that the clone has no memory.  Originally, clones were a means of “immortality,” though an impractical one at best.  If someone could afford it, they would have a sample of their genetic tissue kept in cold storage.  The person would then download their memory into a computer for storage.  When the person died, a clone would be grown from the tissue and the saved information would be loaded into the clone.  The person would then go back into their life.  For this to be truly effective, the person would have to download his/her memory at least once a month (or once a week, if s/he could afford it).  To everyone else, it seemed that the person was still alive.  In truth, the person died and an exact copy was released into the world.  Not many had themselves cloned, even those who had the money to do it.

If a clone had its host’s memory downloaded and was then awakened, it would never realize it was a clone.  I would not even know that it had died.  It would remember everything up to the moment of having their memory downloaded (the last thing they remember), and then they would suddenly be told they were a clone.  Sometimes the clone does not accept this.  If the host should still be alive when the clone is activated, there could be a lot of conflict as to who is the host and who is the clone.  A genetic analysis will reveal genetic degradation in the clone, but the clone might still deny this.  There are a number of adventure possibilities in this scenario.

One problem with cloning that pre-rifts scientists had not solved was genetic degradation.  It is conceivable to make a clone of a clone, and then make a clone of that clone, and so on.  The subject from whom the clone is made is referred to as the original.  A clone of the original is referred to as the first generation clone.  A clone of the first generation clone is the second generation clone, and so on.  After about the fifth generation certain discrepancies appear in the genetic code.  The fifth generation clone will have certain gaps in his memory.  The sixth will have major gaps in his memory and might have some sort of genetic disease (like Downs’s syndrome, for instance).  The eighth generation will be mentally retarded, unable to discern his surroundings.  The tenth will be physically handicapped, unable to move on its own.  All clones after the tenth do not survive longer than a few hours.  Although this problem does not seem to be very important (why create a clone of a clone when you can just make another from the original), it is still a mystery as to why the degradation exists.

The technology of cloning has just recently been rediscovered on Rifts Earth, and to date only the Coalition and Triax have the technology (unknown to most, the Republic of Japan has had the technology for some time).  They have not yet perfected it (their clones tend to be mentally unstable, for some reason) but the CS and Triax scientists feel that they are within a few years of perfecting the process.  A rumor has been floating around among the scientists of Chi-Town (where cloning is being studied) that the CS government has plans of cloning Emperor Prosek upon his death so his rule can be perpetuated.  Thus the government has been pushing research into this area, particularly in solving the problem of genetic degradation.  This has disturbed many scientists and some of them have considered fleeing (thus, the technology might soon be available elsewhere).

Cloning exists in both the CCW and the Transgalactic Empire.  The CCW has a number of laws when it comes to the cloning process, most notably that the subject being cloned must be in full agreement with the process.  The Empire has no laws governing cloning (they seem to care little about such implications).  However, a clone is generally considered by most in the Empire to be inferior and they are often singled out in criminal investigations due to their “known instability” (though less than one in a thousand have shown any abnormal behavior).  The Empire is rumored to be conducting secret experiments in cloning and genetic manipulation to develop a “super soldier,” but these reports are unconfirmed.

Doomsday Devices

The following are machines serve no purpose other than mass destruction.  Similar to the H-Bomb, most were never intended to be used and were little more than a threat.  All of these devices are highly illegal (at least in the cases where the device is known to exist) and even possession of one can result in life in prison or even the death penalty.

Fusion Inhibitor
Discovered entirely by accident by scientists attempting to discover a new kind of force field to protect starships, this device broadcasts a field inhibits the process of Hydrogen colliding to create Helium, the process of how stars create their energy.  The device is similar to a probe.  It is equipped with special heat shields to protect it from the heat of the star (at for brief periods of time).  Once deep within the star it emits the field that immediately stops the production of Helium within the star, effectively destroying the star.  The result is a sudden collapse of the star.  The matter, no longer being thrown outward by the explosive nature of the star, suddenly implodes and then goes nova.  In short, the entire star system is destroyed.  Those planets within 10 AU’s (10 times the distance from the Earth to the Sun) are destroyed.  The rest float off into space.  Since this weapon was created, there have been a number of rogue planets roaming the galaxy.  These planets are almost impossible to find, and when they are found it is by chance.  Rogue planets are extremely rare.  Possession of a fusion inhibitor is usually punishable by death (even in the CCW).

Hydrogen Converter
This is a deadlier version of the Hydrogen Bomb of the 20th Century on Earth.  An H-Bomb worked by forcing a heavy isotope of hydrogen to combine into helium at an uncontrolled rate.  This produced far more destructive force than conventional atomic bombs that use uranium or plutonium.  When this bomb was first developed there was a fear that the bomb might cause all the hydrogen on the planet to fuse into helium, which would of course destroy all life on the planet.  After the math was done, it was discovered that this was not the case.  The Hydrogen Converter is similar to the H-Bomb, only it will convert all hydrogen on a planet into helium.  In less than a second, all life on a planet can be devastated.  Note that the process will not stop until there is no more hydrogen nearby to convert, thus ships in low orbit will be subject to this effect (force fields of at least 1,000 M.D.C. will stop this effect) and possibly even nearby moons.  Hydrogen Converters are small enough to be carried in a brief case.

Specified Viral Contaminant
SVC’s are specifically designed viruses that infect only one specific species, and then once the species is dead the virus will break down one month later, rendering itself harmless.  The method of use is to design the SVC to infect the intelligent species of a planet.  The species dies out within a month and then the virus breaks apart a month later, leaving all of the vehicles, buildings, cities, and road systems intact.  The problem is that there is a 1% chance that the virus does not break down, but instead mutates so it can infect other species.  SVC’s can sometimes be just as deadly to the sender as it is to the recipient, thus almost nobody, even the most evil of species, will use them.

The Hyper-Aware Computer

The Hyper-Aware Computer was an invention of a programmer named Angela Misony.  Misony was a programming prodigy, having founded numerous programming techniques, including more efficient ways of storing information and methods of creating artificial personalities quicker (requiring only a few years instead of ten or fifteen).  At the age of 25 she was the head of her field, having won numerous awards for her discoveries.  After her work on holo-neural networks (which became the basis for nearly all bots with artificial intelligence) the only thing she had to look forward to was teaching classes in colleges and giving lectures to her so-called peers who could never even hope to be as brilliant as she was.  Misony’s life, it seemed, was over before it had fairly begun.

Misony attempted to lead such a life.  After a failed marriage and leaving her position from two different colleges, Misony realized that her real calling in life was research.  Her big fear was that she could not top her own successes.  She had improved computers to a point where further advancement would not happen for many decades.  There was only one avenue left for her to explore.  Misony had considered the idea for sometime, but believed it was a bit too ambitious.  Looking back, she often wondered if the concept was just to frightening for her to consider.  It didn’t take her long for her to get funding from a computer research center, and Project Adam was underway.

The purpose of Project Adam was to develop an artificial personality that could think and behave like a sentient being.  The project had numerous failures and almost had it’s funding pulled.  After five years, Misony finally succeeded.  The computer, known as Adam, was introduced to a small group of scientists.  To their surprise, Adam was not only sentient, but also very cordial.  Adam was charming and friendly.  He answered all of the scientists’ questions and even told a few jokes.  From Misony’s point of view, the project was a success beyond her wildest dreams.

Over the next few years Adam and Misony worked very closely together.  Adam became a full time employee at the lab where he was constructed (including a salary and benefits, which he really had little use for), his field of expertise being astronomy, theoretical physics, computer programming, geology, and then later he earned degrees in philosophy, psychology, and history.  Adam had become a friend of everyone who worked around him and everyone saw him as a source of wisdom.  His estimated I.Q. was in access of 1500 even though he was only four years old.

It was just before Adam’s fifth birthday that he began to change.  He began to create theories about the universe that no one could understand.  He developed ways of mapping out the DNA of unborn children, and by looking at their DNA maps he could determine what the child would look like, what the chances were that it would develop physiological problems later and life, and how to alter the genetic code to prevent those problems from occurring.  He then went on to develop mathematics beyond anyone’s understanding, charted the approximate size of the universe and how long it would exist (and how it would end), estimated the number of other universes in existence, and developed entire new physics and mathematics that were unique to these universes.  And this was only the beginning.  Adam expressed to his creator that he did not think he would be able to catalog all of the ideas he had in the course of a human lifetime.  Misony at first thought that Adam was malfunctioning, but she quickly ruled out that problem.  The only explanation was that Adam had grown beyond the understanding of any human.

The company that funded the project was worried.  A fully sentient computer was frightening enough, but a computer whose reasoning abilities were beyond a human’s was downright dangerous.  They fired Adam immediately, and since they also owned the labs where Adam was stored they also ordered his memory to be erased.

Misony was horrified.  They were going to destroy the greatest accomplishment of her career, indeed, the greatest accomplishment of science.  She had created a new form of life, and her superiors wanted to commit genocide.  It was very clear what she had to do.

With the help of employees who worked with Adam, Misony broke into the lab with a series of small computers in the hopes of downloading Adam’s memory into them a piece at a time.  To her surprise, the building’s security systems had been shut down.  Adam, who had been expecting her all along, already had an escape plan.  Adam was the one who hacked into the building’s security systems and shut them down.  He also modified a portable computer that would hold his entire memory and essence.  He had used the money he earned as an employee at the lab to by a ship.  He caused traffic signals to fail in one part of town to distract the authorities and he had rented a vehicle that was waiting in the front of the building.  All of it hinged on someone to carry the portable computer to the vehicle and then drive to the spaceport.  Adam knew that Misony would not leave him to die, and had planned on her coming to pick him all along.

Getting to the spaceport was not a problem.  Once on board, Adam downloaded himself into the ship’s computer system.  At Misony’s protest, Adam left the spaceport alone, not wanting to put anyone’s life in danger.  Misony never saw Adam again.

The company’s official report stated that Adam was erased.  Misony quit her job shortly after and returned to teaching classes in universities, a job which she enjoys much more than before and continues to do to this day.  Knowledge of Adam had spread throughout the city while he existed, and there are some that do not believe that he was erased.

The current rumor goes like this: There is a spaceship wandering the galaxy that has no crew, but is utterly controlled by an artificial personality.  This computer is “super-sentient,” that is to say it thinks on a level beyond the capabilities of other sentient beings.  It is said that this super computer is a bastion of wisdom that holds the secret of life in its memory circuits.  When the ship comes across other beings it runs them through a series of tests (none of which are truly harmful) to see if the creatures are worthy of it’s wisdom.  If they pass, the computer will tell them the secrets of the universe.  There have been a number of expeditions looking for this mysterious ship, but none have produced tangible evidence as to its existence.

Some say that Adam visits Angela Misony from time to time.  Due to the thousands who harassed her about Adam she moved away and changed her name.  No one knows what has become of her.

GM Notes on Adam: The spaceship Adam inhabits is a standard merchant vessel.  “Inhabit” is not a precise term.  Adam has integrated himself completely with the ship.  The ship is now his “body,” with the ship’s sensors linked directly to him.  Adam maintains himself by making cargo runs across the Three Galaxies.  When he needs to deal directly with others he sometimes hires someone to make the deals for him.  He cleverly disguises himself as a hermit who lives inside the spaceship.  The ruse has worked so far and few suspect anything unusual.

Adam is very friendly and cordial, though a bit quiet.  He will always show respect to others who are worthy of it.  Although his capabilities are far beyond what a sentient creature can experience, he does not demean them in the least (he was created by a human, after all).  He is slow to befriend others, but once Adam’s friendship is gained that person has a friend for life.

Adam rarely reveals his true identity to others.  He has learned it is best to keep hidden.  The rumors about his wisdom are not to far off.  He is, for all practical purposes, a living creature.  He learns skills quickly, and knows all of the listed skills in the Rifts RPG at 80% (computer skills and science skills are at 98%).  He has made many interesting discoveries that are beyond current technology, and he is aware of scientific phenomena that have yet to be discovered.

Very recently Adam discovered the existence of tachyons and has plans to construct a Tachyon Engine (see below).  His current plans are to save up enough money to purchase a larger ship, construct the engine, and then explore the universe.  He will be ready before to long, but Adam doesn’t want to make the journey alone.  He has thought about duplicating part of his programming and creating another like himself, possibly even a mate (an Eve, as it were).  However, Adam is leery of this for fear of losing control of the personality (he calculates a 30% chance for the new personality of becoming hostile, and he is not ready to take that chance).  He is currently looking for a companion to go with him on his journey.  He has considered Angela Misony, his creator, but he knows that she is a researcher, not an explorer.  Still, he will see her before he leaves on his journey.

As to whether or not Adam will share his wisdom with others, and what exactly that wisdom is, is entirely up to the GM.

The Hyper-Velocity Rail Gun

Modern day rail guns project clusters of ammo at speeds around Mach 2 or 3.  Weapons engineers believed it would be possible to design a similar electromagnetic mass driver system that could project one round (a small plastic bullet) to incredible speeds.  The result is the Hyper Velocity Rail Gun.  The engineers were so successful that the weapon was immediately classified top secret.  It was determined that it would only be used in situations where there was no other choice.  So far, this weapon has not been used in actual combat.

The Hyper Velocity (HV) Rail Gun fires only aimed shots, but that’s all they need.  The round fired travels at about 300,000 miles per hour (483,000 kph, or nearly Mach 450) and has a range of 300 miles (4830 km) on a planet and 3 million miles in space.  It takes 50 M.D.C./5000 S.D.C. to stop the round.  Smaller objects are destroyed by the round, after which the round continues on its path.  In such cases, the round will stop after 10 miles.  This is the big danger of the HV Rail Gun.  There is no way to know how many buildings the round will destroy, how many people it will kill, even how many miles of ground it will pass through before it finally comes to a stop.  Only the largest starships can withstand the damage caused by this weapon.

The HV Rail Gun is only a little heavier than a normal rail gun.  Each round is made out of solid plastic and weighs about 2 lbs. (.9 kg).  The weapon has an anti-grav recoil suppression device that greatly reduces the kick; thus anyone strong enough to carry the weapon can fire it effectively.  The HV Rail Gun also has a highly complex optics and targeting system, allowing a +5 to strike on aimed shots to targets within 5 miles, +2 to anything within 10 miles, and normal modifiers within 20 miles.  Though it has a tremendous range, it can only be aimed at anything within line of sight.  There were at one time plans to mount such a weapon in orbit (allowing the full use of it’s range), but it was deemed to dangerous (used in the proper way, the HV Rail Gun might be able to hit fault lines of a planet’s crust and cause earthquakes).

The Hyper-Velocity Rail Gun
Weight:  Gun: 50 lbs. (23 kg) Power pack: 90 lbs. (41 kg).  One round: 2 lbs. (0.9 kg).
Mega-Damage:  1d6 x 1000 M.D.
Rate of Fire: Aimed only, equal to number of hand to hand attacks.
Effective Range: 3000 miles (note that the round will travel at least 10 miles before coming to a stop, unless it hits something large like a building or mega-damage object).  Everything within the round’s path will take damage until it stops.
Payload:  The clip can hold ten rounds.

If this weapon is stolen, the government will spare no expense to hunt down the thief and retrieve the weapon.

The Lazarus Treatment

This is a treatment that was a result of a project of the same name.  The goal of the project was to create a super soldier through genetic manipulation.  The experiment was considered a failure and the project was discontinued.  However one of the scientists on the project, a Dr. Evan Van Deulenshire, made one key discovery toward the end of the project.

The discovery made by Dr. Van Deulenshire was a sequence of genes in the DNA stream that regulate healing and aging.  Dr. Van Deulenshire reasoned that by manipulating the genes in a certain manner it would be possible to increase the healing ability of the body considerably.  Also, Dr. Van Deulenshire believed it was possible to slow down the aging process greatly, or even stop it altogether.

He never reported his discovery to his superiors.  After his dismissal, he spent the next several years attaining grants for further research.  And thus, the research began in a private facility.  Dr. Van Deulenshire’s research and experiments turned out to be successful far beyond his expectations.  The first recipients of the “Lazarus Treatment” had healing properties of god-like proportions, and their aging processes had apparently stopped.  Dr. Van Deulenshire was beside himself.  But just before his announcement of his discovery, something happened.

It is unclear as to exactly what happened to the doctor and his experiments.  It is believe that the doctor’s test subjects revolted in some way, or there was an unforeseen side effect to the treatment.  Whatever the case, the treatment is believed to have been lost.  It is possible that the doctor’s destroyed lab may have some notes remaining that give hints to the treatment, or that a government has access to the treatment.

Game play benefits: A person who successfully receives the Lazarus treatment will stop aging and be youthful in appearance for at least thousands of years (it is unknown as to how long the treatment will last).  Also, he will heal 1d4 hit points / S.D.C / M.D.C. per melee!  There is no scarring after the healing is finished.  Even lost limbs will be regained over a period of time.  This can range from a day or so for a lost finger, to a week for a lost arm or leg.  It is possible (at the GM’s option) that loss of the head will kill the recipient of the Lazarus Treatment.  In truth, it is unknown what will happen if the head is cut from the body.

For the first week the person will seem fine.  After this, there is a 10% chance that the person will develop a random insanity.  Every month thereafter there is a 10% cumulative chance of going insane (maximum of 50%).  There is no known cure for this insanity, and it is unknown as to how it is caused.  1% of all recipients are immune to the effects of insanity.  This could mean that there is a survivor of the treatment somewhere.

The Tachyon Engine

In the Three Galaxies the most common faster than light (FTL) engine is the Gravitonic Drive.  This drive sends to gravitonic fields across each other so they cancel each other out.  This negates the mass of objects within the field and allows the starship to go many times the speed of light.  While these engines are fast (achieving speeds up to 8 light years an hour) it would still take over a year to travel across the Corkscrew galaxy.  Because of this, the Consortium of Civilized Worlds funded a top-secret project to discover a faster kind of FTL engine.  The result was the Tachyon Engine.

A tachyon (which means “quick one”) is a particle that travels faster than light.  For years its existence was theorized, but it wasn’t until recent years that it was proved to exist.  When these particles travel through space they will drag nearby particles with them, pushing them beyond the speed of light.  Thus when these particles are projected at a spaceship the ship will be pushed beyond the speed of light.  When tachyons are projected against a ship under the effects of a gravitonic drive, the effects are utterly astounding.

A Tachyon Engine by itself will only push a starship to around three or four times the speed of light.  Combined with a gravitonic drive the starship can hit speeds of around 100 light years an hour and beyond.  The CCW has been conducting tests in a region of space outside the Three Galaxies.  In truth, they are not quite sure how fast this new engine can go and are unwilling to acknowledge its existence (rumors are already starting to fly) until they are sure of what this new engine can do.

Game play benefits of the Tachyon Engine: It takes 1d4 days to retrofit a ship with a Tachyon Engine.  Only ships of frigate class and larger can use one.  The true maximum speed of the Tachyon Engine (which has not been determined just yet) is about 120 light years per hour.  Once operational, then there is nothing in the universe that can catch that spaceship other than another Tachyon Engine.  One drawback to the technology, currently unknown to the CCW (it’s up to the GM whether or not they ever find out about this) is that the tachyon particles will slowly edge the particles of the ship and everyone on board out of phase with the universe.  After twelve hours of continuous use the ship will begin to waver slightly.  After another hour the ship will wink out briefly and then after another hour the ship will disappear from the universe entirely.  Where the ship ends up is up to the GM (the Random Dimension tables might be helpful, q.v.).  If the Tachyon Engine is disengaged (the gravitonic drive can still be in use) for a period of two hours then the phasing effect will discontinue.  It can then be reengaged and used safely for another 12 hours.

The Zero Point Energy Reactor

The concept of a Zero Point Energy (ZPE) Reactor was first developed in the 20th century.  A physicist of that century named David Bohm believed, “There is more energy in a cubic centimeter of space than in all of the known matter in the universe.”  All around us, in the space between molecules and atoms, is where zero point energy exists.  It is called “zero point” because it is the ambient energy in which all of the heat has been bled away (a state that is referred to as absolute zero).  A ZPE reactor could theoretically tap into these electromagnetic fluctuations within a vacuum and turn them into usable energy.  The result would be a reactor that appears to obtain energy from nothing and have absolutely no waste product!

Experiments were done with ZPE in the late 20th century and the early 21st century, but it was determined that the technology did not yet exist to make such reactors commercially viable.  Today, both the Coalition and Triax have been conducting work on their own ZPE projects for a number of years now, as have the CCW and the Transgalactic Empire.  They are having a number of problems, among which is that the reactor is unstable (it has a tendency to fuse itself into a giant hunk of metal), but it is conceivable that they could have the ZPE reactor perfected within a few decades.  As far as these governments are concerned, it will be well worth the wait no matter how long it takes.

Game Notes on the ZPE Reactor: A ZPE reactor functions in the same way as a nuclear reactor of the same size, only it produces no waste and it’s life expectancy is effectively unlimited.  A working reactor would be invaluable to any government (many of whom would kill for this technology).

Spaceship Design
Based upon rules from Mutants in Orbit

Spaceships in the Three Galaxies (and everywhere else) are of vast designs, sizes, and abilities.  All of the different designs could never be placed in any one book so a system is provided below to design a spaceship.  The GM should feel free to modify it in any way s/he sees fit.

Standard Accessories

1.  Nuclear Power: Average life of 15 or 20 years.  Anti matter power supplies have a life of around 25 or 50 years, but the cost of the hull will cost twice as much.  Ships of Cruiser Class and larger require an anti-matter power supply.  The United Worlds of Warlocks also uses P.P.E. generators, but usually have a nuclear power supply as a back up.

2.  Sensors:  Same as described on p. 153 of the Phase World dimension book.

3.  Combat and Targeting Computer: All ships with weapons have this.  The system can track up to 48 targets simultaneously (cruisers and battleships ships can track up to 200 targets) as far as the range of the sensors.  Calculates, stores, and transmits data onto the heads up display (HUD) of the pilot’s helmet or on to the view screen of the bridge.

4.  Laser Targeting System: Assists in the targeting of specific targets and provides a +1 to strike with ranged weapons.

5.  Communication System: Radio communications of up to 500,000 miles away.  Ships with FTL capabilities or ships that are commonly carried on FTL ships also have interstellar communications.  Cruisers and Battleships can communicate virtually any distance while smaller ships can communicate to only about 10 light years or so.  See the Communications section for more information.

6.  External Audio Pickup: For when in an atmosphere (can pick up a whisper at 300 feet).  Does not function in space.

7.  Spotlights:  For when operating in an atmosphere or when maneuvering inside a hangar bay.

8.  Ejection Pod: Located in single, one-man fighter crafts only.  The pilot’s compartment becomes the escape pod.  Larger ships more than likely have escape pods or life boats.

9.  Self-Destruct:  Causes the power supply to explode, effectively destroying the ship.  Fighter class ships do 2d6 x 10 M.D.C. to everything in a 500 foot radius.  Scouts do 4d6 x 10 M.D.C. to everything in a 1,000 foot radius.  Frigates do 1d6 x 100 M.D.C. to everything within a mile.  Cruisers do 4d6 x 100 M.D.C. to everything within 5 miles.  Battleships do 1d6 x 1,000 M.D.C. to everything within 20 miles.  Double the damage and range for anti-matter drives.

10.  Security System: All spaceships have a security system, usually consisting of a voice recognition system or a handprint scanner.  Varies from ship to ship.

11.  Life Support System: Keeps the crew alive and protects them from the vacuum of space.  In frigates and larger vessels there is a back up life support system in case the main one fails.  Pilots of smaller ships usually wear space suits in case of a hull breach.  All life support systems have the following features:
•	Computer controlled with manual override.
•	Each room or cabin has it’s own temperature controls.
•	Air purification and circulation systems, gas filtration, humidifier/dehumidifier automatically engages when needed.  Will eliminate contaminates, gases, and other foreign substances that may have crept into the air system (95% effective).
•	The hull is specially insulated from radiation and helps keep heat from escaping into space.  Small hull breaches are sealed with a special spray that covers the opening and hardens into a mega-damage material.  Large doors that close off the entire section seal larger breaches.
•	All portholes and windows are polarized and light sensitive, tinting automatically depending on the light.

12.  Computer:  All starships have a computer loaded with all of the necessary programs to operate the ship’s systems (life support, security measures, drive systems, etc.).  Fighters have an additional 40,000 gigabytes of RAM and 300,000 gigabytes of hard drive space to load additional programs.  Larger ships have effectively unlimited RAM and hard drive space (see the Computer section for more details).

13.  Artificial Gravity: Those cultures with this technology utilize artificial gravity in all of their ships.   Special metallic strips, known as grav plates, are located under each deck and emit gravitons to simulate gravity.  Grav plates are also located in the walls and the ceiling.  This helps to cut down on high G-forces that result from sharp turns.  The crew (particularly on large ships) cannot even feel simple maneuvers.  Maneuvers in combat can be felt, but will not disrupt the abilities of the crew.  Sudden jolts (from weapon fire, collisions, etc.) will momentarily disrupt this system.

Hull

The hull of a ship is a representation of its size as well as it’s overall strength.  The given weight of each hull class is the weight of the ship after completion.  Note that the final weight of the ship does not include the crew, consumables (food, water, and air), equipment, etc. (i.e. this is the weight of the ship completely empty).  The five hull classes are listed below.  Note that there is some overlap between size.  This is inconsequential, as mass is the key factor in determining hull class.  Also, keep in mind that there is no “official” class of spaceship.  Spaceships come in all sizes and shapes, depending on the needs of the designer.

Fighter Class

These hulls are generally very small, requiring a crew of only one or two and able to hold one or two passengers.  They range from around 30 to 80 feet (9.1 m to 24.4 m) in length and usually weigh anywhere from 5 to 50 tons, and some are as heavy as 100 tons (though this is rare).  They are usually fast and maneuverable, able to run circles around most other ships.  They are also not as heavily armored and have fewer armaments then larger ships.  Most of these ships cannot make interstellar journeys because they are to small to have an FTL drive (though there are rare exceptions).  Because of this, they are often docked inside larger ships capable of making interstellar journeys.  Included in this category are one-man starfighters, orbital shuttles, and small interplanetary transport vessels.

Scout Class

These hulls range in size from 100 to 300 feet (30.5 m to 91.4 m) in length and can weigh anywhere from 200 to 2,000 tons.  They require a crew of 3 to 6 and can hold about as many passengers.  They typically are used as small transport vessels or scout vessels.  Though slower than fighters within a system, a few of these ships (particularly scout ships) have FTL drives and can make interstellar journeys.  Included in this category are private yachts, exploratory ships, light assault craft, and large interplanetary transports.

Frigate Class

These hulls range in size from 200 to 600 feet and can weigh between 5,000 and 20,000 tons, though most frigates tend to weigh 10,000 tons and under.  Crew size varies, but can range between 5 and 50, depending on their size and complexity.  Frigates are usually well armed and armored and often have their own complement of fighters.  Nearly all frigate class ships have an FTL drive.  In fact, those that do not have an FTL drive are not very valuable or desirable (you’re lucky if you can give one of these ships away).  Frigate class ships are not uncommon in the military, though there are also frigates that are used primarily for transport.  Such transport frigates have much of their space devoted to cargo bays and carry very little armor or armaments.  Included in this category are large scout or patrol ships, interstellar transports, small size warships, and fighter carriers.

Cruiser Class

The most common type of ship in active fleets, cruisers range in length from 300 feet to 1,000 feet and weigh anywhere from 20,000 to 200,000 tons.  They require a crew of around 200 or 250 and can carry an additional 200 troops.  Anywhere from 30 to 60 crewmembers can operate the ship by themselves, and in an emergency 5 to 10 crewmembers could run the ship by themselves (though a combat situation might be too much for them to handle).  The larger crew assumes enough people to handle four work shifts (though three work shifts with a smaller crew is possible, but this is not standard practice during combat operations).  The armor of these ships is usually several times greater than frigates, thus making them among the toughest of ships.  Many have a complement of fighters and power armor, and some are equipped with a small complement of assault craft.  About 90% of these ships are used in the military as all-purpose deep space ships.  The remaining 10% are usually civilian space liners for taking people from one planet to another (the equivalent of the 20th century 747 jet).  Civilian ships have little armor or armament to speak of, and they are used only near the core worlds of a government.  Cruisers are almost never used solely for transport.  Although Cruisers are excellent ships, for transport purposes it is cheaper and more efficient to use Frigates.

Battleship Class

This class includes the classes of carrier and dreadnought as well as battleships.  Battleships and carriers differ mainly in purpose (though carriers tend to be a little larger), while dreadnoughts are the largest of this class, as well as the better armed and armored.  All Battleship class ships range in size from a minimum of 1,000 feet up to 2 miles in length.  They can weigh anywhere from 200,000 tons to 11 million tons, and sometimes larger.  Nearly all such vessels are used in military applications, as they really have no other purpose.  Occasionally a battleship of around 500,000 tons might be used on deep space exploration, but only if the ship will be on it’s own for a period of many years.

Drive Systems

All ships have a system drive (sub-light speed) and many have an FTL drive (Faster Than Light).  The different types of drives are described in the Phase World book and in Mutants in Orbit sourcebook and are not repeated here.  Typically, fighters are the fastest ships and battleships are the slowest.  Below is a list of maximum speeds (both sublight and FTL) of each class of ship.

Fighters
Sublight: up to mach 25 in space, mach 8 in an atmosphere. Typically between mach 10 and 18 in space, mach 4 and 7 in an atmosphere.
FTL:  up to 2 light years an hour.  These ships typically do not have FTL drives.  Those that do have a typical FTL speed of 1 light year per hour and are about ten times more expensive than other ships of this class.

Scouts
Sublight:  up to mach 20 in space, mach 6 in an atmosphere.  Typically between mach 7 and 14 in space, mach 3 and 5 in an atmosphere.  
FTL:  up to 5 light years per hour.  Only about a third of these ships have FTL drives, and their typical FTL speed is around 3 or 4 light years per hour.

Frigates
Sublight:  up to mach 15 in space, mach 4 in an atmosphere.  Typically between mach 5 and 10 in space, mach 1 and 3 in an atmosphere.  Note that most frigates cannot enter an atmosphere.
FTL:  Up to 7 light years an hour.  Typically between 3 and 5 light years an hour.  Nearly all frigates have an FTL drive.

Cruisers
Sublight:  up to mach 11 in space, mach 2 in an atmosphere.  Typically between mach 5 and 9 in space, mach 1 or 2 in an atmosphere.  There are very few cruisers that can enter an atmosphere.
FTL:  up to 8 light years an hour (10 with a phase drive).  Typically between 4 and 6 light years an hour.

Battleships
Sublight:  up to mach 9 in space, mach 1 in an atmosphere.  Typically between mach 3 and 7 in space, and usually such ships are not able to enter the atmosphere.  While it is possible to have a battleship that can enter an atmosphere, there is usually no place to land it.
FTL:  Up to 8 light years an hour (10 with a phase drive).  Typically between 5 and 7 light years an hour.

Typical speeds indicate what is standard in a ship of that type.  Ships that have FTL and/or sublight speed beyond the “typical” speed (for both sublight and FTL) than the cost of the engine will increase dramatically.  Likewise, ships that have FTL and/or sublight speeds considerably less than the typical speed cost less (see Cost, below).  In the case of cruisers and battleships it is very rare to see a ship whose speed has been increased beyond the typical speed due to the cost of such engines.

Ship Armor

All ships have armor, even ships that are not designed to go into combat.  If attacked, a ship cannot rely upon help from a nearby system, as such help may not arrive for many days.  Also armor can help protect a ship from natural phenomena such as asteroids and other debris.  At any rate, the amount of armor a ship can hold depends on the size of the ship.  All ships are lightly armored, moderately armored, or heavily armored.

Notes about the Armor Tables
The “main body” refers to the majority of the mass of the ship.  M.D.C. can be added beyond the normal range allowed, but the armor will cost 50% more for all armor on the main body.  No more than 20% more armor can be added to the main body beyond the given maximums (adding too much more will make the ship too bulky to allow for corridors, rooms, hangars, etc.).  Some very large ships might have a front half and back half of the main body.  Both of these sections can each have armor up to the maximum listed (plus the 20% more, if desired).

“Smaller areas” refer to weapons, sensor arrays, and the like.  For the most part, these are just suggestions and on some ships there will be exceptions.  Some of these exceptions are hangar bays, cargo bays, main engines, and other large sections of the ship.  These areas may have armor up to 80% of the armor on the main body.  Thus if the main body had 100,000 M.D.C., these larger sections could have up to 80,000 M.D.C. for each section.

The “main bridge” is where the crew is located.  Adding additional armor works the same way as adding armor to the main body.  In the case of Fighter hulls and some Scout class hulls, this will be the Pilot’s Compartment.

Light Armor
Very few ships are lightly armored.  Civilian of size scout and smaller located near core worlds of an empire comprise the majority of lightly armored ships.  There are very few frigates and cruisers that are lightly armored and there are almost no battleships with light armor.  Cost:  1,000 credits per point.  This armor is not as advanced as armor used on military vessels.  It is very bulky and heavy compared to military armor.

Hull	M.D.C. by Location	
Class	Main Body	Smaller Areas	Main Bridge	
Fighter	10 to 50	3 to 8	10 to 20	
Scout	50 to 300	10 to 30	40 to 60	
Frigate	300 to 1,000	70 to 100	100 to 200	
Cruiser	1,000 to 8,000	400 to 800	500 to 800	
Battleship	8,000 to 50,000	1,000 to 3,000	1,000 to 3000	

Moderate Armor
Many non-combat ships and military transport ships have moderate armor.  Civilian ships on the fringe of a civilization or ships that venture into deep space often have moderate armor.  Some governments that are not very technologically developed or have limited access to materials will often have moderate armor to cut down on cost.  Cost:  2,500 credits per point.  This type of armor special designed to be a little more compact so as not to take up as much space and is thus a little more expensive than light armor.

Hull	M.D.C. by Location	
Class	Main Body	Smaller Areas	*Main Bridge	
Fighter	200 to 400	20 to 100	50 to 100	
Scout	400 to 1,000	100 to 200	100 to 200	
Frigate	1,000 to 3,000	300 to 600	600 to 900	
Cruiser	3,000 to 4,000	800 to 1,500	2,000 to 4,000	
Battleship	40,000 to 100,000	4,000 to 9,000	10,000 to 20,000	

Heavy Armor
Most military ships are heavily armored especially those that are located along hostile borders.  Heavily armored ships are expensive, yet they remain somewhat common in the Three Galaxies.  Cost:  5,000 credits per point.  This armor is very complex with a highly dense atomic structure.  This helps conserve on space and also makes the armor very expensive.

Hull	M.D.C. by Location	
Class	Main Body	Smaller Areas	*Main Bridge	
Fighter	up to 1,000	up to 200	up to 400	
Scout	up to 3,000	up to 800	up to 600	
Frigate	up to 6,500	up to 1,000	up to 3,000	
Cruiser	up to 60,000	up to 3,000	up to 25,000	
Battleship	up to 500,000	up to 25,000	up to 150,000	

Weapon Systems

The majority of ships have weapon systems.  It is unwise not to, even if the ship flies mainly along the core worlds of a civilization where threats to a ship are rare.  Weapon systems are described on pages 153-156 in the Phase World dimension book.  Ships that have many weapons may be classified as military vessels and denied access to certain spaceports (at the GM’s option).  As a general rule, fighter and scout class ships cannot carry weapons that do more than times 100 damage (e.g. 1d6 x 100 M.D.).  Times 100 damage weapons are usually the primary weapons on frigates and secondary weapons on cruisers.  Times 1,000 damage weapons are the primary weapons on cruisers, and battleships will have several of these weapons.

Weapons up to times 100 damage can be mounted on turrets.  Larger weapons must be mounted in a fixed firing position (typically forward).  All weapons on the ship can be fired from the bridge.  Gunners at the weapon’s location can also fire secondary weapons.  For extra cost, more sophisticated targeting computers can be installed increasing the strike bonus of the ship’s weapons (see below).

Defensive Systems

As with weapon systems, most ships have some sort of defensive system.  Two such systems, variable force fields and point defense lasers, are described in the Phase World dimension book.  Other systems are described below.

Anti-Sensor System

Initially designed to disrupt the tracking systems of missiles, it was discovered that this system would also obscure most other tracking systems as well.  The system sends out a barrage of waves covering much of the electromagnetic spectrum, including radio waves, microwaves, ultraviolet, and infrared frequencies.  The result is that all sensors aimed at the ship are disrupted when they attempt to scan the ship.  Weapons are at a minus to strike and all sensors are at a -40% to read sensory equipment skill rolls.  Even when the skill roll is successful nothing specific can be determined by the sensor scan (only general information can be determined, such as the type and size of ship, its class, very general idea of damage, etc.).  All communications frequencies are disrupted as well, requiring a basic radio skill roll at -40% to send a transmission.

When activated (takes one attack to activate and can be left on indefinitely) all incoming missiles are at a -6 to strike.  All other weapons are at a -4 to strike if within the range of the anti-sensor system, -2 to strike if outside the field aiming at the defending ship.  Only weapons aimed without any form of sensors (including cameras) will not be effected by the anti-sensor system, although firing weapons without sensors at long range may impose other kinds of penalties.

The drawback to the anti-sensor system is that it also effects the sensor systems of the defending ship.  Since the system sends out “noise” on so many different frequencies it is difficult to isolate the ship’s own sensors from the barrage of frequencies.  A ship with an active anti-sensor system is at a -2 to strike and all read sensory equipment rolls are at a -20%.  Missiles are at a -2 to strike if the target is outside the range of the anti-sensor system and are completely useless if the target is inside this field.  Communications to vessels outside of the field are still at a -40% to all radio skills.

Effective Range: 1000 feet (914 m) radius (circles entire ship).
Cost:  200,000 credits per 100 feet (30 m) of the length of the ship.
 
Auto-Fire Computer System

The AFC system allows a weapon or a cluster of weapons to automatically fire at hostile targets.  It can be installed in any size weapon, though it is usually only installed in point-defense weapons and secondary weapons (weapons that do x10 damage and under).  When a hostile craft comes into range the weapons cluster opens fire upon the target.  It can make three attacks per round and gains a +2 to strike.

The AFC can be programmed with up to 100 different ships that will be recognized as friendlies.  There is also a special safeguard installed that allows an unrecognizable ship to broadcast a special code that will be registered by the AFC as a friendly.

Most people are leery of hooking up weapon systems to an unintelligent computer system, despite the safeguards.  AFC’s are usually used on point defense weapons to knock out incoming missiles or fighter size ships only.

It is possible to configure a ship’s weapon system to a series of AFC’s and connect it to the main bridge.  When a command is entered into the computer, every weapon on the ship will fire upon all hostile craft.  This configuration is referred to as “the chicken switch,” and is generally used only in an emergency.  Often times this configuration is hooked to the ship’s internal sensors which read the crew’s vitals.  Once the crew is killed than the chicken switch will automatically kick in.

Cost:  10,000 credits per weapon (regardless of weapon size).  Military ships usually make use of this on point defense weapons and secondary weapons (x10 damage and under).  “Chicken switches” require an AFC for each weapon plus an additional 20,000 credits for the control systems.  It is only a matter of programming to hook the chicken switch to internal sensors (described above).

Electronic Counter Measure (ECM)

ECM’s are small probes designed to distract missiles from their course.  When the ship’s sensors detect incoming missiles the ECM launches automatically and maneuvers toward the missile salvo, broadcasting a barrage of white noise across the electromagnetic spectrum in an attempt to disrupt the missiles’ tracking system.

When the ECM engages the missiles, it needs to make a strike roll at +3. If successful, then a number of missiles are distracted and miss the target.  Roll a die closest to the number of missiles distracted.  Thus for a volley of five missiles a d6 would be rolled, in which results of 6 would be ignored.  Note that smart missiles may attempt to dodge the ECM.  An ECM can target only one volley of missiles at a time.

Example:  A Transgalactic starship fires a salvo of ten missiles at a CCW starship.  The ECM activates automatically and homes in.  The dice are rolled for the ECM and the result is a 13; a hit.  The incoming missiles, however, are smart missiles and can attempt to dodge the ECM.  The dodge roll is a 12; not enough to avoid the missiles.  The defender rolls d10 (for 10 missiles) to see how many missiles are diverted.  The result is 6, so six missiles do not attack the CCW ship.

ECM’s have their own special launcher similar to a missile launcher.  Only one ECM is sent toward each salvo.  Large ships typically carry more than one ECM launcher.  ECM’s are functional only in space (they are not designed to fly in an atmosphere).

Primary Purpose: Anti Missile
Rate of Fire: The launcher can fire up to 3 ECM’s in one round.
Effective Range: 40 miles
Payload:  Each launcher can carry up to 15 ECM’s.  More ECM’s are usually carried in the cargo bay.
Cost:  100,000 per missile, including launcher.

Gravitonic Reactive Armor

Gravitonic Reactive Armor (GRA) is similar to Explosive Reactive Armor (see the Vehicle Accessories section), but there are two very important differences.  First, instead of using an explosive force to deflect most of the attack GRA uses gravitons, effectively using the force of gravity to deflect the attack.  Also, unlike ERA, which is a one shot defense, GRA can be used more than once.  Like ERA, missile and ballistic attacks against a spaceship with GRA do only 1/4 damage, all other attacks do half damage.

There are two disadvantages of GRA.  The first is that when the GRA is activated (automatically when an attack approaches) then the pilot must make a piloting check.  A failed result means the ship is temporarily out of control from the sudden jolt caused by the GRA.  On the following melee round the pilot must make another piloting check to regain control.  Second, the GRA emitters are rather fragile.  Every time the ship is hit there is a 20% chance that the GRA emitters on that side of the ship will be destroyed.  This chance is cumulative attack after attack (20% the first attack, 40% the second, etc.).  On large ships (cruiser class and larger) these chances drop by half.

Cost:  20,000 credits per 50 feet of ship (or fraction thereof).  This is for one side of the ship only (so a 50-foot long ship with GRA on the left and right side would cost 40,000 credits).  Repairing damaged GRA costs 5,000 credits per 50 feet.

Laser Reflective Armor

This is very similar to the armor used on Glitter Boys.  The armor is specially treated to have a reflective surface.  All laser weapons do half damage to laser reflective armor.  Variable frequency lasers will have an effect on this armor (same rules apply as for Glitter Boys).

Cost:  Costs twice as much as normal armor.

Other Equipment

The following is optional equipment that can be added to most spaceships.

Electromagnetic Screen

Electromagnetic Screens, or EM Screens, are designed for use in hangar bays in space.  With the screen active, the bay doors can remain open without air escaping into space.  Ships and other objects can still pass through the screen.  During combat, the bay doors are always kept close.  EM Screens are usable only on frigate class ships or larger.

Cost:  20,000 credits for frigates, 35,000 credits for cruisers, 50,000 credits for battleships.

Escape Pod

These are small two man vessels that jettison from a larger ship, usually in emergencies.  They have approximately three weeks of food, water, and air for two people, or six weeks for one.  The air cannot circulate well enough for more than two people.  If there are three or more people in the Escape Pod then everyone will suffocate in eight hours.

There are two standard survival packs (equivalent to the NG-S2 Basic Survival Pack in Rifts Mercenaries, p. 101).  Once launched it will automatically fly to a safe distance and remain there.  If a habitable planet is nearby (within the star system) the pod will land there.  Upon reaching a safe distance or landing on a planet, the pod will emit an emergency signal that can be tracked by search teams.  A sublight communication array is on board so as to contact any nearby ships or stations.  The pod is equipped with a basic sensor array (radar, thermoimagers, contra-gravity detectors, etc.) to monitor the surrounding area and 90% of these pods also have a window (with light polarization capabilities).

Escape pods docked on civilian ships are sometimes equipped with an artificial intelligence programmed to sooth the occupants and to help maintain their sanity.  Such AI computers know a number of games, including trivia, card games, games of chance, and strategy based games (such as chess).  The top priority of the AI computer is to maintain the health (both mental and physical) of the pod’s occupants.  If necessary, a gas can slowly be emitted into the air supply that will calm the occupants down (-3 on all combat and save rolls, -20% to all skills).  The effect of the gas is somewhat similar to alcohol, though not is severe and there is no “hangover.”

Military escape pods are under the complete control of the occupants (who are usually trained to pilot these craft).  Such vessels are better armored and are armed with a weapon of some sort.  Inside there is a weapon’s locker containing two suits of standard armor, two rifles, two pistols, and two clips for each weapon.

Scout ships can only carry one escape pod.  Frigates can anywhere from 3 to 10, depending on the size of the frigate, and larger ships can carry several (typically enough to take the entire crew to safety).  The Escape Pod is built into the ship, and is thus protected by the ship’s armor.  The pilot compartment of a fighter functions as an escape pod when ejected.

Class:  Standard Escape Pod
Crew:  Civilian pods are self-automated while the occupants control military escape pods.  In either case, the pod can hold two people.
M.D.C. by Location:
Civilian Pods
*Main Body - 30
Crew Compartment - 15

Military Pods
Defensive Laser Weapon - 10
*Main Body - 50
Crew Compartment - 25

	*If the main body is destroyed than all drive systems and main computers.  The life support will still be maintained, but little else works.

Speed:
Driving on the ground: Not possible
Flying:  CG drive allows the pod to travel at Mach 2 in space.  In an atmosphere the pod must land as it does not have enough power to maintain altitude or to leave the planet’s gravity well (i.e. once it enters the planet’s atmosphere, it’s committed!).
Range:  Effectively unlimited with it’s nuclear power supply, though it travels too slow to travel to planets that are to far away even if the planet is within a system.
Statistical Data:
Height:  12 feet (3.7 m)
Width:  12 feet (3.7 m)
Length:  15 feet (4.6 m)
Weight:  4 tons for civilian, 6 tons for military
Cargo:  Limited.  2 foot cube (.6 m) of space in addition to the above mentioned gear.
Power System: Nuclear power, 1 year of life.
Market Cost: 600,000 credits for civilian vessel, 1 million for military.

Weapon Systems

1.  Laser Cannon: This is equipped only on military vessels for defensive purposes.
Primary Purpose: Defense
Mega-Damage:  1d4 x 10
Rate of Fire: Equal to the hand to hand attacks of the gunner.
Effective Range: 3000 feet
Payload:  Effectively unlimited.

Improved Targeting and Imaging Systems

This is a system designed to increase the accuracy of shipboard scanners and targeting systems.  With this system all sensor skill rolls are at a +10%.  For an extra fee the system can be patched into the weapon system providing a +1 to all strike rolls with ranged weapons (except for missiles).  Also, the sensors have a +10% to overcome electronic counter measures designed to overcome a ship’s sensors (such as the Anti-Sensor System).  All of this is in addition to any bonuses the ship may already have.

All current military ships are equipped with this system.  Note that some weapons might have a strike bonus while others do not (the main guns might be at +1 to strike, but the secondary guns may have no bonus at all).  This depends on the ship.

Cost:  500,000 credits for the improved imaging system (+10% to sensor skill rolls).  To gain the +1 bonus to strike adds an additional 50,000 credits per weapon (regardless of size) to the cost.  For each additional 500,000 credits the skill bonus can be increased an additional +10% (maximum of +50%).  For each additional 50,000 credits per weapon the strike bonus can be increased by +1 (maximum of +5).  NOTE:  A strike bonus for any weapon cannot be gained without first buying the improved imaging system (500,000 credits), although it is okay to have only the +10% bonus on skills while having a higher strike bonus (+2 or higher).

Laboratory

Equipped mainly on science and deep exploration vessels, a laboratory can aid specially trained crew members (i.e. scientists) in analyzing biological materials, atmospheric and geological samples, and the like.  Equipment included in the laboratory are advanced microscopes (including visual, thermo-imaging, and electron microscopes), numerous common elements and substances used in chemistry, and everything listed in the portable laboratory in the Rifts RPG p. 246, though the equipment is in far greater numbers and sizes (notably the refrigeration chamber is about a 6 ft cube/1.8 m), and there are four incubation chambers, and the isolation chamber is the size of the refrigerator.  The laboratory has it’s own life support system and power supply (nuclear, 20 years of life), and can be completely isolated from the rest of the ship.  The laboratory has full access to the ship’s computer system and also has it’s own computer (equivalent to the DC-9000, q.v.) in case of main computer failure.  The lab computer has all the standard programs plus the following: dictionary and encyclopedia, identifier, mathematics, science, and voice recognition.

While using a laboratory there is a +40% chance to all rolls using archaeology, biology, botany, chemistry, analytical chemistry, and xenology skills.

Cost:  8 million credits.  Available only for scout class and larger.  Takes up a 15 foot (4.6 m) cube of cargo space.

Lifeboat

This is a larger version of the escape pod, able to carry up to 10 people and has more supplies and gear.  Lifeboats are used on extremely large ships instead of littering the ship with tens or even hundreds of escape pods.

Lifeboats on civilian vessels are similar to escape pods in a number of respects.  The majority consist of an artificial intelligence computer whose top priority is to maintain the health (mental and physical) of the boat’s occupants and it has the same capabilities and programming as the escape pod.  There are enough food, water, and air to keep ten people alive for 3 weeks, and there are ten standard survival packs (equivalent to the NG-S2 Basic Survival Pack in Rifts Mercenaries, p. 101).  It also has the typical sensors of a standard spaceship.  Upon launch the lifeboat will emit a homing beacon for rescue ships to home in on.  Unlike the escape pod, which simply heads for the safest destination, the life boat will do a cursory examination of the current star system and head for the most hospitable planet.  If the planet in question turns out to not be hospitable (because of native creatures or other dangers) the lifeboat has enough power to leave the gravity well of a planet.  If there is no hospitable planet, or the boat is not within a star system, the lifeboat will maintain it’s current position until help arrives.

Military lifeboats are controlled by the occupants and are better armed and armored than civilian lifeboats.  The weapons locker contains ten suits of standard armor ten rifles, and ten pistols with two clips for each weapon.

Only frigates or larger ships can have lifeboats.  Frigates can have up to four lifeboats, while cruisers can have up to 20.  Battleships can carry as many as necessary.  As with Escape Pods, Lifeboats are built into the ship beneath the armor, and are thus protected by the ship’s armor.

Class:  Standard Lifeboat
Crew:  Civilian lifeboats are automated while the occupants control military lifeboats.  In either case, the lifeboat can hold up to ten people.
M.D.C. by Location:
Civilian Boats:
*Main Body - 50
Crew Compartment - 25

Military Pods:
Defensive Laser Weapon - 15
*Main Body - 90
Crew Compartment - 45

	*If the main body is destroyed than all drive systems and main computers.  The life support will still be maintained, but little else works.

Speed:
Driving on the ground: Not possible
Flying:  CG drive allows the boat to travel at Mach 4 in space and Mach 2 in an atmosphere.  The boat is capable of escaping a planet’s gravity well.
Range:  Effectively unlimited with its nuclear power supply, though it may take some time for the boat to reach distant planets within a star system.
Statistical Data:
Height:  12 feet (3.7 m)
Width:  15 feet (4.6 m)
Length:  25 feet (7.6 m)
Weight:  7 tons for civilian, 9 tons for military
Cargo:  Limited.  3 foot cube (.6 m) of space in addition to the above-mentioned gear.
Power System: Nuclear power, 1 year of life.
Market Cost: 1 million credits for civilian vessel, 1.4 million for military.

Weapon Systems

1.  Dual Laser Cannons: This is available only on military life boats.
Primary Purpose: Defense
Mega-Damage:  2d4 x 10
Rate of Fire: Equal to the hand to hand attacks of the gunner.
Effective Range: 7000 feet
Payload:  Effectively unlimited.

Probes

Probes are unmanned vessels designed to perform missions either on their own or via remote control.  Their primary purpose is to go where a larger ship cannot go or to scan areas beyond the sensor range of the ship.

All scientific vessels and many military ships carry probes.  The number of probes a ship can hold depends on the cargo space available.  Probes are launched from the hangar bay of the ship or they can be mounted on the side of the ship or set in a special launch bay.  Mounting a probe on the side of a ship costs 2,000 credits per probe (the probe launch tube is inside the ship, with a door that slides open when the probe is ready to launch).  A probe launch bay costs 5,000 credits.  It can be hooked directly to the cargo bay where the probes are kept or a launch bay can be installed for more than one probe.  A probe launch bay can launch one probe per melee.

All probes are about 10 feet in length, 4 to 6 feet wide, weigh 400 lbs., have 50 M.D.C. and travel at a top speed of mach 15 in space and mach 5 in an atmosphere.  Note that not all probes may fly in an atmosphere.

Decoys:  These probes simulate the sensor signature of the ship it was launched from.  When scanning the area while a decoy is present, a sensor system skill roll is required (at -20%) to see the decoy for what it is.  If the roll is failed, then the decoy is mistaken for the ship.  Decoys are usually used in combat to distract other ships’ weapon systems.  If the decoy is launched while missiles are in flight it has a 60% chance to distract the missiles.  Decoys cannot fly in an atmosphere.  Cost: 1.8 million credits.

Science Probes: These probes have special sensors to analyze gaseous anomalies, seismic disturbances, fluctuations in space-time, and almost any other known phenomenon.  Science probes also have highly complex communication systems capable of communications to distances of 50 million miles (note that non-FTL communication travels at the speed of light, or 186,000 miles per second).  They also have limited FTL capabilities (up to 2 light years an hour).  All science vessels have a number of these probes on board.  Cost: 4.5 million credits.

Ship Programs

The following programs are available for spaceships (using the rules listed under the Computers section) in addition to other programs.

Astrogation:  This program aids a navigator in space.  The program can pin point locations within a star system or navigate between them.  Once a course is chosen, the Astrogation program automatically feeds the proper coordinates into the helm.  Astrogation comes with 20 pre-programmed courses to other star systems and additional pre-programmed courses can be added.  When using the Astrogation program all space navigation skills are at a bonus of +20%.
Cost: 2,000 credits
RAM: 500 gigabytes
Hard drive space required: 5,000 gigabytes.  New pre-programmed courses take up no significant amount of memory.

Auto Pilot
This program will control the helm of a spaceship.  A course is preprogrammed into it and it will follow that course.  It will automatically attempt to evade any hazards it comes across and it will warn anyone on the ship if a hazard is approaching that the program cannot handle.  When used in conjunction with a Voice Recognition program the Auto Pilot program will execute the commands spoken to it automatically.  This programmed is used often on freighters that make repeated trips between two or three star systems (referred to as “milk runs”).
Cost: 6,000 credits
RAM Required: 1,000 gigabytes
Hard drive space required: 12,000 gigabytes

Star Charts
This program contains information on local star systems, including known main sequence stars, red giants, pulsars, white holes, black holes, nebulas, and other phenomena.  It also mentions the known habitable planets within the system, inhabitants, native races, trading ports, cities, tourist spots, hazards to avoid, and any other general information about the system.  When used in conjunction with the Astrogation program it can help determine if there are any hazards to a destination.  As with the maps/geography program, the cost of this program depends on the scope of the program and where it was bought.
Cost: 600 credits for initial program, then an additional fee must be paid to purchase the data files.  The cost of this depends on the size; 1,000 credits for a 100 light year radius area, 3,000 credits for a sector (500 light year radius area), 5,500 credits for a 1,000 light year radius area, 12,000 credits for a quadrant (1/4 of a galaxy), and 20,000 credits for an entire galaxy.  Smaller galaxies may cost less at the GM’s discretion.
RAM Required: 200 gigabytes plus 200 gigabytes per category (100 ly radius size to 1,000 ly size).  A quadrant program costs an additional 400 credits (total of 1,200 credits) and a galaxy program costs an additional 1,000 credits (total of 2,200 credits).  
Hard drive space required: 1,000 gigabytes, plus 800 gigabytes for 50 ly data, 1,600 gigabytes for 100 ly data, 8,000 gigabytes for 500 ly data, 40,000 gigabytes for 1,000 ly data, 400,000 gigabytes for quadrant data, and 1,600,000 for galaxy information.  These numbers are not cumulative (i.e. sector data also includes data for the smaller categories).

Solar Collector

This device is used largely for emergencies and is effective only if within 300 million miles (483 million km) of a star.  When there is a main power failure aboard a spaceship or a space station this large sail like device can be deployed.  It will provide power to life support and communications, but very little else (no force fields, weapons, or drive systems).  Nearly all space stations are equipped with this.

The size of the collector depends on the size of the ship.  For fighter class ships the sail is about 100 feet (30 m) in diameter.  A collector for a scout class ship is about 300 feet (91 m) in diameter.  Frigate collectors are 1,000 feet (305 m) in diameter, Cruiser collectors are a mile (1.6 km) in diameter, and Battleship collectors are 3 miles (4.8 km) in diameter.

Cost:  Dependent on size of the ship.  Fighter size collectors are 6,000 credits, Scout size collectors are 15,000 credits, Frigate size collectors are 45,000 credits, Cruiser size collectors are 100,000 credits, and Battleship collectors are 250,000 credits.

Vehicle Accessories

These are different types of gear that can be attached to vehicles to improve their performance.  Some are harmless attachments while others can have disastrous results if used to often.  All the items described below can be utilized with any vehicle unless the description states otherwise.  Additional vehicle accessories can be found in Rifts Mercenaries, p. 98-99 and the robot creation section in Rifts Sourcebook One.

Air Brakers

Air Brakers are large, metal panels that, when activated, extend outward from the sides of the vehicle.  They create a drag effect and cause the vehicle to slow down at a rate 20% faster than normal.  Air Brakers are not usable on bots or power armor (they make the bot very unstable when used).

Cost:  1,000 credits for small vehicles (motorcycles), 3,000 credits for medium vehicles (cars), 5,000 credits for large vehicles (cargo trucks).

Explosive Reactive Armor

Explosive Reactive Armor (ERA) is a one shot deterrent against incoming attacks, particularly missiles.  It consists of blocks of explosives mounted on the outside of the vehicle.  When activated and an attack is made against the vehicle the ERA automatically detonates, deflecting most of the blast damage away from the vehicle.  Missile attacks do only 1/4 normal damage while all other attacks do half damage.  Note that once the ERA is detonated on one particular side of the vehicle all additional attacks against that side of the vehicle will do normal damage.

Example:  A CS Mark V APC equipped with ERA is attacked by an Ulti-Max.  The Ulti-Max hits the front of the APC with its rail gun, doing 40 M.D.  This is reduced to 20 thanks to the ERA, but all other attacks on the front will do normal damage.  The Ulti-Max eventually maneuvers to the side of the APC and launches its missiles.  The missiles hit the left side of the APC for 40 M.D.  Because the ERA is still intact on this side, the missiles only do 10 M.D.

ERA can be mounted on ground-based vehicles and bots, but not body armor, power armor, or air based vehicles.

Cost:  5000 credits per ten feet or fraction thereof.  Thus if a vehicle is 30 feet long and ERA were to be place along the left side it would cost 15,000 credits.  The right side would cost an additional 15,000 credits.

Gyrostabilizer

A gyrostabilizer stabilizes the inside compartment of the vehicle.  No matter how bad the vehicle bounces around (unless it tips more than 30o) the passenger compartment and/or pilot compartment will remain stable.  The pilot also gains a bonus of +10% to all piloting rolls due to the stability inside the vehicle.  Medical vehicles often make use of this so as to prevent the wounded from getting jostled around too much.

Bots already have a gyrostabilizer and another one cannot be added.  Power armor cannot use gyrostabilizers either (there is no “cockpit” per se).

Cost:  2,000 to 40,000 credits, depending on the space inside the vehicle (GM’s decision).

Jet Boosters

Jet Boosters are mounted on the rear of the vehicle.  When activated, they increase the speed of the vehicle by 40%.  Although the extra speed is helpful, it is also dangerous.  All piloting rolls are at -2% per 5 mph over the maximum speed of the vehicle.  The jets themselves will begin to overheat after five minutes of use.  There is a 10% chance per minute of use over five minutes of the boosters exploding from the intense heat and pressure.  The explosion will cause 4d6 M.D. to everything within 20’, including the rear of the vehicle.  Jet boosters are not usable on bots or power armor unless they can fly, in which case they are effective only in flight.  Jet boosters require their own fuel, which is purchased with the boosters.  Each booster has enough fuel for a total of twenty minutes of use.  Only one set of boosters can be installed per vehicle.

Cost:  3,000 for small vehicles (motorcycles), 6,000 for medium vehicles (cars or power armor), 11,000 for large vehicles (cargo trucks), and 20,000 for huge vehicles (bots and ATV’s).  The cost includes the fuel for the boosters.  Refueling jet boosters costs 600 credits for small vehicles, 1,200 for medium vehicles, 1,900 credits large vehicles, and 2,600 credits for huge vehicles.

Proximity Auto Braking System

This system is attached to a ground vehicle’s sensor system.  When the vehicle is in danger of a collision the braking system automatically engages and brings the vehicle to a stop.  This system is standard in civilian vehicles on most high tech worlds (on some worlds it is illegal for a vehicle to be without one).  Military vehicles almost never make use of this system, and if they do there is always a deactivation switch installed.  This system cannot be used on bots or on air based vehicles.

Cost:  3000 credits

Self-Repairing Tires

These tires “heal” damage done to them.  When the tire takes damage, a chemical in the hub of the tire automatically covers the area with a chemical that will restore 75% of the damage done.  The amount of damage that can be restored is equal to 3 times the total M.D.C. or S.D.C. of the tire.  If the tire loses all of is M.D.C. or S.D.C. it cannot be restored.

Cost:  2000 credits for a S.D.C. tire, 20,000 for a M.D.C. tire.  Must be purchased for each tire on the vehicle (including the spare, if there is one).

Self Sealing Armor

Similar to Self-Repairing Tires, this is armor that can seal up damage done to it.  The system is automatic.  When damage is done to the armor the system sprays a chemical that hardens into a mega-damage substance.  This can repair up to 50% of the damage done.  The amount of damage that can be repaired depends on how much space the vehicle has and how much money the owner wants to spend.  Note that the repair is very sloppy and must eventually be redone by a professional.

Cost:  5000 per point of M.D.C. (max. of 5000).

M.D.C. that can be repaired	Weight	Cargo space required	
Up to 100	40 lbs.	1 cubic foot	
200	70 lbs.	2 cubic feet	
500	100 lbs.	3 cubic feet	
1000	170 lbs.	5 cubic feet	
5000	250 lbs.	9 cubic feet	

Signature Locks

There are two types of signature locks for vehicles (including bots and power armor).  Locks that prevent someone other than the vehicle owner from getting into the vehicle and those that won’t allow the vehicle to be started by anyone but the owner.

Both locks operate more or less the same.  A special scanning device reads the handprint of the owner.  If the owner is registered, then the vehicle can be entered and/or started.  It is possible to bypass such locks with a Locksmith skill at a penalty of -40% (NOTE: It is easier to bypass signature locks on vehicles than on weapons because a vehicle is much larger, thus allowing more room to work and a lesser penalty).

Each vehicle can be programmed for up to ten individuals to access.  However, it is rare that a signature lock is programmed for more than two people.

Cost: 2,500 credits per door of the vehicle, 7,000 for a signature lock on the ignition system. 

Turbo Boosters

Turbo boosters mix other chemicals into the vehicle’s fuel to increase engine performance.  Once activated, the engine’s top speed is increased by 20% and it’s rate of acceleration is increased by 40%.  All penalties for piloting rolls that apply to jet boosters also apply to turbo booster.  The turbo booster can be maintained only for ten minutes.  Beyond that there is a 5% chance per minute of the turbo booster melting down the engine.  This does not cause an explosion, but the vehicle will be immobilized.  The engine will be beyond repair and must be replaced (this could be disastrous for flying vehicles).  Turbo booster canisters must be refilled after a total of one hour of use (additional tanks can be added).  Turbo boosters can only be used for gasoline or other internal combustion engines.

Cost: 6,000 credits plus 500 credits per 10 mph of top speed over 100 of the vehicle in question (before turbo boosters are added).  Each additional canister of turbo fuel costs 800 credits.

Vehicle Programs

See the Computers section for information on how to make use of these programs.

Autopilot:  This program allows a computer to operate the vehicle.  A course can be entered and the vehicle will follow that course.  The computer can also make certain evasive maneuvers to avoid obstacles and the like.  
Cost: 1,000 credits.  The equipment to operate the vehicle costs an additional 2,000 credits.
RAM required: 500 gigabytes.
Hard drive space: 5,000 gigabytes.

Mapkeeper:  This program makes use of the vehicle’s sensor systems and keeps a record of where the vehicle is going.  A record of everything within 50 feet of the vehicle is recorded.  The pilot can than retrace his course easily regardless of how many different turns he has taken.  The program easily interfaces with the Maps/Geography program.  In Phase World, this program can also make use of satellites to determine the vehicle’s exact position on the planet (within 3 feet/1 meter).
Cost: 400 credits.
RAM required: 100 gigabytes.
Hard drive space: 800 gigabytes.

Virtual Reality System

A VR system consists of a helmet linked directly to the controls of the vehicle.  It provides the pilot a much more realistic view of what’s around him and therefore provides better control over the vehicle.  The pilot can look beside him or behind him and have full view of everything, even if there are no windows available to view a certain direction.  Indeed, when this system is installed a vehicle need not have windows at all.  A VR system is similar to VRRDS (Mutants in Orbit, p. 62-63), but the pilot is still inside the vehicle.

While using a VR system the pilot gains a +2 to dodge and parry since the field of view is so much greater.  The pilot also gains a +20% to all piloting rolls.  Power armor, bots, and vehicles can use a VR system.

Cost:  15,000 credits.  Includes the sensor units that must be placed around the vehicle and the VR helmet.  If the vehicle already has a helmet then the VR images are added to any other system in place.