New Virginia State

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    New VirginiaFounded in 30 PA

    The State of New Virginia was founded by several cities after the cataclysm.The cities include Petersburg, Richmond, Fredericksburg, Alexandria, and Emporia.Starting out with just over 5 million people between those cities and a very scattered

    population else where The following cities are main sea ports and naval areas guarded by the New Virginia Militia along with the rest of the state as far west as Pulaski and

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    Roanoke and as far north as Winchester. The total population is just now over 1 billionincluding several races of D-bees. Zentraedi, Tirolian, and Humans from a different earthand several time traveled humans of course there are a few non human races that areaccepted as citizens such as dwarves, elves and other non humans. Dragons and somemagical creatures are as well but, their population is limited due to space and food

    constraints. A part of the populations occupation is farming with another part beingmilitary, but the biggest part is manufacturing and salvage of everything from Cars toShips and any thing in between planes as well. This puts them into direct competitionwith Golden Age Weaponsmiths. The production capabilities of New Virginia includeseveral ship designs not used since before the rifts and several that are used now. Thedesigns are all part of a massive library that was stored in a safe by one of the founders of the State of New Virginia.

    The main founders of New Virginia are a select few individuals that survived therifts Field Marshal Sturm the Storm Richardson, USMC. Admiral AmandaBennington USN , Colonel Jane Somers USMC , Doctor Sam Struthers PHD, and Rear

    Admiral Scott Worthington British Falklands Task Force.The first three individuals had served together before the Cataclysm had struck the earth and had destroyed everything they had known. All were at sea when the riftscame each serving on different ships in the US 7 th Fleet including Amphibious Group 8.Some how the fleet survived the worst of the storms and made there way to find Norfolk

    Naval yard and finding it under water began looking for a place to land finally landing atthe outskirts Richmond. Which for about the next ten years was there home becomingthe new home of the US 7 th Fleet. During that time investigations were made and peoplewere rescued little towns were joined including Petersburg, Emporia and Alexandria.Then during a severe storm about 15 PA. A Rift opened up just south of Emporia and outat sea. With in days Reconnaissance flights had discovered a fleet of foreign ships whencontacted they were discovered to be the lost British Falklands Island Task Force. Sixmonths later the British had helped to destroy several monsters and had decided to joinforces with us. Having no place of their own several parcels of land were opened up tothem and having given them a place to call home. They started to help rebuild townsand roads. By 20 PA almost half of the existing state of Virginia was re opened to be

    populated. The farthest west we had reached was the old city of Pulaski. Having builtFort Pulaski on the outskirts of the old city it has become the first of many outpostsdedicated to protecting the populations behind the US Wall a massive fortification thathas been built along the old border of West Virginia. Built along the route of interstate81 and 77 from Fancy Gap north to Pulaski and northeast to Martinsburg and then back tothe southeast to Alexandria where it joins with the New Atlantic Wall running south toEmporia. Another series of walls is being constructed from Emporia to Fancy Gap. InStrategic locations along the wall Forts have been constructed and house several hundredtroops including power armor, tanks and heavy weapon emplacements. By 30 PA theleaders of the major cities decided to combine forces and resources and have a singular leader and that is how the State of New Virginia was founded. About 40 PA another massive storm occurred just south of Petersburg around where the old Newport Newsused to be located and after the storm was over a massive fleet was found there. Severaldays later communications were established and the fleet was found out to be the Soviet

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    5 th Fleet and the 3 rd amphibious group. After a little confusion and miscommunicationthe whole fleet was added to the massive naval fleet already in place and of course this

    population boom increased the strength of the state as well as adding new designs to thecapabilities of New Virginia. The state already has 5 Shipyards building at wartimerates and doing refits and upgrades to several vessels with 20 factories building weapons

    and vehicles for the New Virginia Militia. By 50 PA every ship had been refitted andupdated giving a total naval force of 125 major combatants, 50 amphibious vessels, 26aircraft carriers, 35 submarines and 50 other support vessels. About 60 PA a massive riftopened just out side of Spotsylvania and a 1000 ship Space Armada came through itfollowing a massive space ship that crashed into the water a mile from Richmond. Thespace fleet identified them selves as REF-RDF Task force Icarus bound for earth but intheir own time. The larger ship was identified as a factory ship capable of massive

    production of any thing. The REF ships landed and most were in perfect flying conditionas for the factory well she floated into Richmond bay or part of it did (one factory PodArm) The rest of the Factory is two miles or so away and can be seen It looks like asmall mountain with two hills beside it and one in front. After days of waiting for the

    storms that accompanied the rift to go away. A small squad of soldiers including severalREF members, Marshal Richardson, Captain Baker and 10 other members of theRichmond defense league entered the massive ship. Several days later they came back out very happy with what they found. She the ship known as Robotech factory satelliteG-95 or Hypercomp. Had crashed and was missing her fold system and was stuck hereon earth as she was not meant for planetary landings or atmosphere. But when sherealized she had been booby trapped by her own builders. Hypercomp deleted the

    programming and decided with help she could build ships of the floating type and mechaand vehicles. Thus was born the New Virginia Industries. ( Hypercomp is 300-400years older than archie 3 smarter too) The factory was given the name Gina after thestate and she liked her name, so now when people and citizens refer to the factory theysay her name. All of the REF ships were brought in and studied and taken apart for

    possible building later and also for reclamation of materials. Of course all survivingmecha and Veritechs were unloaded and have been based in several forts around the stateas well as bringing another population boom to New Virginia. With Gina waking up outof stasis almost 50,000 Zentraedi she has increased the population to but also has hadthem retrained with new skills for there own survival.. Of course with her cloningfacilities she can make more troops any time. The total forces of the REF section of the

    New Virginia Militia is 257,428 personnel. The rest of the Militia is spread out over 1and a half million troops made up of the British Task Force and USMC Amphibiousforce 8 and the third Soviet amphibious force and Fifth Soviet Attack Fleet. Total amountof naval vessels is close to 291 ships excluding coast guard and Battle ships. New shipshave been built and added to the existing fleet including two new styles of ship theDaedalus class submersible landing ship and the Prometheus class submersible aircraftcarrier. But only about six of each. After that it will be replace as destroyed or lost. The

    primary aircraft for the Air forces is the FV-38 Panther followed by the Su-37 Flanker family from the Soviets of course. Attack Air craft are provided by the Buccaneer andSu-25 Frog foot along with the Yak-244. The older Panther design was standardized

    because of the usage and supply from the British task force and all of the mothballedaircraft found around the surviving military installations. There are enough aircraft to

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    cover at least 20 of the 26 carriers that are in the NVN Of course of the six one is atraining ship and the others are being refitted. With the new Veritech fighters some may

    be carried as well. There are several land based aircraft available including 12 Starbladefighters and several stealth designs including Fv-124 the F-22XL , B-1E, F-35, alongwith several conventional designs brought by the RDF the Adventurer II attack aircraft

    and Qf-4000 Ghost Drone along with Corsair III and Phantom Jet Fighters. Each Cityhas its own Air base inside the city. Along with land based troops and training and basing facilities inside them. Each City is built as a small fortress just like Chi- town butof course they cover more area due to having basing for all military forces and also farmsand the city proper. The 5 major cities are connected by the old interstate 95. The roadhas been reinforced with mega-damage materials as well as being fortified at points alongthe way. The interstate has been rebuilt according to standards set by GeneralRichardson. The actual driving surface is under ground and inside a mega damagetunnel structure. The roads location looks like pictures of the Maginot line in France

    built in Pre-Rifts times.This is the new Atlantic Wall with Built in fortresses and weapons facing both

    sides to cover against any attack. There are also junctions for roads heading away fromthe area towards the west. One such road is old 64 heading toward Charlottesville asmall outpost and trading post for Adventurers and Troops headed west. There are smalloutposts all over Virginia Pulaski, Roanoke, Lexington and some only use number ID buteach is in communication with each other thru the newest satellite comm. System due toGina clearing a path for one or two and keeping it clear thanks to it being a modifiedreentry pod loaded with all manner of her drones including 4 Omega 200 secondarydefense drones 700 Primary Defense drones and 56 Repair drones the Pod itself is thesatellite with two pods acting as mini-cleanup and salvage crews. (Archie-3s Satellite isIN a different spot) Also at this time A base of REF was found in Florida, but they didnot want to join us or there counter parts who had settled with us we did agree to a tradeagreement of sorts they have given us licenses for Southern Cross Manufacturing

    products which has given several more combat vehicle designs as well. The Florida REFhas been locked out of our communication systems for now. Alexandria is the thirdlargest port of the five but it is best known for its massive library and museum for pre-rifts artifacts, most worth millions of credits and of course the knowledge containedwould destroy the CS lies it has told to its own citizens. Every town and city has aconnection to the computer network most private residences have one connection. Thisis for education and informational purposes. That way every citizen of New Virginia hasa chance at knowledge or the happenings in the state. The only people who dont use thesystem are the farmers up in the mountains and hunters and trappers who live in shacksup in the hills. The education of the general populous is 21 st century or better. Themajor population centers of Petersburg, Richmond, Fredericksburg, Alexandria, andEmporia have the highest educational schools Virginia State College in Petersburg,University of Virginia, and Virginia Union University in Richmond, New VirginiaMilitary Institute in Fredericksburg, and Washington and Lee Alexandria University andMuseum in Alexandria. There is also a small School in Lexington the Virginia MilitaryInstitute. It is mainly for young children before going to NVMI. The normal recruit is17 years old and trained from the time they are able to walk in hand to hand combat and

    basic reading and writing math and many other subjects at age 13 they are given a choice

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    between officer training or basic training. Those who chose officer training go to VMIthe rest continue on until 14 and given basic military training and weapons classes by 17they are ready for advanced training such as armor, infantry, support or Naval training.The students who go to VMI must pass advanced courses and are given Power armor training, piloting and naval training and leadership courses. Those who fail are

    immediately put back in a basic course. The VMI Students are appointed by thecommanders of each division within the Militia for there spots in NVMI and All FiveMajor leaders and Gina Gets to pick 5. There are total of 30 appointees to NVMI everyyear. As granted by Marshal Richardson only 10 graduate to become officers, the others

    become senior noncoms. New Virginia Military Institute has only been founded since78 PA and many graduates have been thru its doors in that time. Some have continuedon and went to another academy The Robotech Academy at Quantico. The REF has

    joined forces to become part of the New Virginia militia all existing space craft weregiven over to Gina for reclamation to make surface ships. The REF has opened anacademy for there own forces as well as training new ones 20 in each class are from

    NVMI. The total amount of REF material is staggering starting with 100,000+ Veritechs

    in service of various age and designs. Also Southern Cross equipment including battloids and tanks and aircraft are also in abundant supply as well as the main combatDestroids used as the armored forces. With over 210,000 Cyclones the REF hascontributed a lot to the infantry and power armor forces. With all of the weapons brought

    by the REF they also brought along support units and auxiliaries to keep supplies to thereunits plus the rest of the available forces plus Gina is capable of producing weapons andmaterials at a high rate. The REF Forces also include a small space force of 1 armor

    platform and escorts. The Discovery of the force in Florida was a happy moment andencouraging but, the denial of joining forces with a superior force was a profounddisappointment. This has alerted the REF to new communications protocols along witha change in coding of messages. The two space forces have come to an established

    procedure for not to interfere with each other. The standard militia man is 1 st to 2 nd for recruits 3 rd to 6 th for Veterans 7 th to 12 th for commissioned officers the following O.C.Csare present

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    BorgCyber KnightsGlitterboy PilotsHeadhuntersWilderness Scouts

    Rogue ScholarsRogue ScientistsVagabondsREF Veritech PilotsREF Destroid PilotsCyclone Rider Zentraedi Warrior Bounty Hunter Forger Freelance SpyMaster Assassin

    Safecracker Smuggler Special forces Soldier Super SpyProfessional Thief

    Mountain SquadJungle SquadDesert SquadSea SquadHumid Climate SquadCold Weather Squad

    Freedom Fighter Z power Armor SpecZ melee SpecZ Battle Pod SpecEBSIS Oper Operator Infantry Soldier

    Military SpecialistBio-Maintenance Engineer Communications Engineer Field ScientistRDF Veritech Pilots

    RDF Destroid PilotsElectrical Engineer Mechanical Engineer Military Specialist REF-RDFSamas RPAJuicer Merc Soldier Robot PilotMarine

    Naval SeamanTactical Corp

    GMPTactical Air ForceATACCDUCDFCSalvage ExpertHyperion Juicer Mega Juicer Titan Juicer Headhunter Anti-robot SpecPirate

    Sailor PoliceIntel CommandoIntel Officer Power ar CommandoField MechanicMedic

    There are also more OCC.s but as individual as they are I have listed the most common.

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    The government of New Virginia is organized as a Military State being led By MarshalRichardson but, with a civilian leadership and advisor cabinet. There is an executivecivilian leader that is equal in power to Marshal Richardson except for he has no power over the military and can not make sole decisions by himself it must be seconded by amember of the military committee appointed by Marshal Richardson or Richardson

    Himself. Every town Mayor meets once month too talk over problems and to try andsolve them. There are special emergency sessions that can be held for major issues. Thesessions are held at the state Capitol of Richmond. The population of New Virginia is50% humans 10% Zentraedi 5% Tirolians and 35% is broken down Between Dbees.The State believes in the freedom of the individual and accepts most Dimensional Beingsas citizens the only catch is they have to go thru a 6 month waiting period of testing andare required to serve a 5 year military full time term to become a citizen. The normalcitizen has to serve a 10 year mandatory term with a 23 year part-time enlistment untilthey are at least 50. Magic users are strictly controlled if they dont join the armedservices they are automatically expelled from the state if they resist they die. The Magesare guarded by several psi-stalker clans and located in each city under severe restrictions

    if they choose they can roam the countryside with their guards but must stay in contactwith military command. Ley line walkers are common to the west, Mystics and Technowizards are the most common mages in use by the NVM as protection against evil.Mutant animals are few and far between most are ex coalition soldiers.

    Some have even brought intelligence on their ex masters including tactics. Some brought the specs on the new equipment and pictures. The CS has no forces near us butwe are still taking precautions. As of 75 PA an underwater discovery of a series of

    bunkers has led to a major salvage and recovery effort and is under way so far asubmarine has been attached to the bunker complex and the area has been reconnoiteredand several discoveries have been made including the find of 55 modified B-52 Bombersas well as several new weapon systems. The council has decided to recover the area andhas started building of dikes and dams as well as pumping water out of the area. The area

    being recovered was once Langley Air Force Base. With the draining going to take atleast a month all materials are being forwarded as soon as the land dries so that defensescan be put into place as well as transportation including an airfield and docking area for ships. By 80 PA Langley AFB has been reclaimed and being used. The bombers weretaken into be studied and reactivated and are currently being built in small numbers aswell as being activated for use. Another aircraft that was found was an experimentalmodel of a B-58 Hustler that was built for the High speed reconnaissance role as well as amedium bomber. With 1 plane intact NVI is building 5 more as test run to see if it willsell of course another 5 are being built for the New Virginia Air force for recon missionsover coalition and other territories.

    AlliesArtemian guard: Open trade on goods and services that are of equal tech. Even somevehicles are traded. Have a mutual assistance pact.Metal works Inc. Is a supplier of aircraft and has small out post here.Iron armory has one as well

    Northern Gun has an outlet here and is controlled severely actually located outside thecity walls of Petersburg.

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    REEF Florida: Open trade with SC manufacturing but no other agreements at this time. New World Ship builders have a selling office here. NGR has an embassy in Richmond.The Black Market Bandito Arms has a post here. Thats where NVM Samas come fromand a few CS models.

    New Navy has a port stop here. New Roman Republic has an embassy here.The Republic of Columbia has a trade mission here. Along with the Silver River Repuiblics.Tritonia has trade and some medical staff here and an embassy.Technowizards have a small air force here along with an occasional stop by their own

    built naval ForcesMercenaries and privateers use us as a place of resupply.Several Merc units have basing set up here for R & R and resupply. Larsons Brigade aswell as Demon Busters Inc. Crows Commandoes, Vixens Pride, Braddocks bad Boys,GAW (Kept outside gates Due to Competition and espionage). Mostly a good source of

    revenue plus has access to some older vehicles we actually purchase.

    Coalition States are disliked because of there policies and there human supremacistattitudes but, they are human after all. CS is very wary of us due to our knowledge andmay someday be looked on as enemies due to our population although we are all humansof one sort or another. Technology is superior to theres do to ours being pre Rifts techand robotechnology.EnemiesDemons and other Undesirables.

    Atlantis and splugorth slavers are a major enemy.Mostly evil Creatures

    Notable CharactersField Marshal General Sturm RichardsonPresident and Military Commander I.Q.23, M.E.30, M.A.30, P.S.40, P.P.30, P.E.30, P.B.25, Spd.36M.D.C.220Horror factor: 0 to Humans, 12 to enemies of New VirginiaP.P.E. 36Alignment: Scrupulous

    Level of Experience 10th

    level Sea Titan 15th

    level US Navy Natural abilities: Does not need to breathe, drink or eat to survive, immune to all normal(non-supernatural) poisons and toxins, supernatural strength and endurance, is able toregenerate 1D4x10 M.D.C. per minute and can regrow lost limbs and organs in 4D6hours. He can also survive ocean depths up to 4000 Ft.Age: looks 25 actually 200 years oldPsionic Powers: Master Psionic with powers of Telemechanics and Mind Block I.S.P. 120

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    Magic powers: noneCombat Abilities Hand to Hand Tae Kwan do karate and JujitsuAttacks per Melee round: 9Bonuses: +3 Initiative, +7 to strike, +15 to Parry and dodge Automatic Parry, +30 M.D.,+5 to roll with impact critical strike on natural 18, 19 , 20, Death blow on natural 20

    Skills of Note: Radio: basic, Radio: Scramblers, Optic Systems, Radio: Satellite Relay,Laser, Cook, Dance, Fishing, Electrical Engineer, Mecha Electronics, Robot Electronics,Detect Ambushes, Detect Concealment, Sniper, Tracking, Wilderness Survival,Intelligence, Land Navigation, Aircraft Mechanics, Automotive Mechanics, MechanicalEngineer, Weapons Engineer, Locksmith, Armorer, Veritech Mechanics, First Aid,Paramedic, Body Building and Weightlifting, Boxing, Climbing, Prowl, Swimming,S.C.U.B.A., Wrestling. Pilot skills: Aircraft (all), Mecha, Mecha Veritech, MechaDestroids, Mecha Cyclone, Helicopter, Warships and All Boats, Automobile,Motorcycle, Power Armor, Robots, Robot and Mecha Combat (all) Elite, Truck, Tanksand Apcs, Titan transport, Pilot related, Navigation, Read Sensory Equipment, Weapon

    Systems, Archeology, Math Advanced and Basic, Chemistry, Demolitions and Disposalincluding Underwater Demolitions, Languages & literacy: American , Spanish, Russian,Euro, Dragonese, Faerie Speak, tirolian, and Zentraedi. Lore Demons and Monsters,Faerie. Photography, Writing, Athletics, submersible vehicle mechanics, oceangeographic surveying, undersea farming, advanced fishing, undersea Salvage, underseaand sea survival, advanced deep sea diving, Pilot Submersibles, underwater navigation

    Nuclear, Biological, and Chemical warfare(NBC)98%, Recognize weapon quality98%,Trap construction 98%, Trap and Mine Detection98%. Weapons Proficiencies Torpedo,knife, sword, Auto Pistol, Bolt action rifle, auto and semi-auto rifles, sub-machine gun,Heavy, Gallant H-90 and H-200 , Energy Pistol, Rifle, and Cyclone weapon systems.All skills are at 98% including weapon proficiencies.Disposition: Richardson is a tough stern commander, but can demonstrate enormousempathy and sensitivity. His Blue eyes always seem to read what people are thinking or feeling. He is not below cracking a joke with his troops, but during combat he expects to

    be obeyed without question unless that troop has more information than he which heexpects the troop to use his own initiative. Though it is tough to satisfy him all of his

    people do there best around him and often surprise themselves. Once referred to asPatton by a troop that had read to much history. Richardson has added the old blood andguts to his speeches. Loved by most he has only a few close personal friends but lots of family 18 children 8 boys 10 girls all titans and soldiers of their own abilities.Equipment: He has access to all weapons and vehicles.Captain John Baker

    Commander of REF ForcesI.Q.19, M.E.19, M.A.22, P.S.20, P.P.21, P.E.12, P.B.23, Spd.15H.P. 48, S.D.C.102Alignment: ScrupulousAge 33Weight: 200lbs, Height: 6ft. 4inchesDisposition: A ladys man, charming, confident, cool, and clever; an excellent leader whocares about his men and leads by example. After mis-jumping to Rifts Earth he has

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    become more caring and has a good rapport with all of the troops Richardson has givenhim to command. Capt Baker is treated like another son by General Richardson and eachman accords the other great respect especially since Richardsons 1 year completion of the entire Robotech curriculum at the Quantico Academy. Capt Baker is known to Partya lot and spends a lot of time with Colonel Somers.

    Level of Experience: 7th

    level Veritech Ace commanding the Mercury DivisionSkills of Note: Pilot Jet 98%, Pilot all Veritechs (specifically VA, VF, Alpha seriesfighters and Hover Tanks) Mecha combat: VA, VF, series Veritechs, Mecha Combat :Alpha. Mecha Combat: hover Tank, Mecha Combat: VR-052 Cyclone and VR-135Cyclone, Weapon Systems 98%, Navigation 98%, Pilot Automobile 98%, Pilot Hover cycle 82%, Pilot Space Shuttle 98%, Pilot Lancer Space Fighter 98%, Pilot Helicopter 86%, Read Sensory Instruments 83%, Operate Computer 95%, Radio: basic 85%,Surveillance 75%, Basic Electronics 75%, First Aid 92%, Dance 82%, Sing 75%,Gymnastics, Body building, Climbing 96/65%, Prowl 75%, W.P. Energy Pistol, W.P.Gallant H-90 and H-200, and W.P. RifleHand to Hand Martial Arts

    Attacks per Melee: 3Bonuses: +3 to pull/roll with punch, +3 to parry and Dodge, +2 to strike, 1d8 karate kick, jump kick crit., crit 0n 18, 19, 20 unmodifiedPersonnel Profile: Last members to serve under Admiral Hunter after the sentinelscampaign, given this assignment by REF Command. Has realized they are trapped onrifts earth and took a poll on where to stay and who with and everybody picked Virginiaand wanted Richardson for Commander in chief.

    Colonel Jane SomersCommander of New Virginias amphibious forces

    Stationed on the same ship as Richardson and is also a TitanAlignment: ScrupulousI.Q.18, M.E.28, M.A.22, P.S.53, P.P.25, P.E.29, P.B.25, Spd 36M.D.C.: 117Horror Factor: 0 to Humans, 9 to ones inexperienced and unsuspecting of their supernatural powers 12 to her enemies and those who know of the New Virginia marinesReputation.P.P.E 36Age looks 19 actually 200 years oldAverage SEA Titan AbilitiesLevel Of Experience: 10 th level Sea Titan US Marine

    Psionic Powers: noneMagic: Knows Countermeasures and how to use it in combat when availableCombat Skills: Hand to Hand; Aikido and Jujitsu

    Number Of attacks 10Bonuses: +1 initiative, +10 save vs psychic attack Radio: basic98%, Computer Operation98%, Detect Ambush94%,Demon and Monster Lore (ID only)94%, Swimming98%, Pilot Robot and Power Armor, Pilot warships andPatrol Boats98%, Helicopter98%, motorboats and Hydrofoils98%, automobile98%,

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    Hover craft98%,Tanks and apc 98% Robot combat Elite SAMAS and Semper Fi., ReadSensory Equipment94%, Language and literacy American andJapanese98%,Paramedic98%, Radio: Scramblers98%, Basic Electronics98%, Cook98%,Fishing74%, Detect Concealment69%, Sniper69%, Escape Artist98%, Inteligence78%,Armorer98% Basic Mechanics98%, Camoflage84%,Fortification94%, Nuclear,

    Biological and Chemical Warfare(NBC)98%, Recognize weapon Quality89%, TrapConstruction 98%, Trap and Mine Detection 98%, Demolitions and disposal andunderwater 98%, Prowl74%, and Streetwise75%.W.P. Energy Pistol, W.P. Energy Rifle,W.P. Heavy, W.P. Knife.She has access to all marine weapons and vehicles.Disposition: Gung ho type hero respects her superiors and cares for her troopers. Spendsmost of the time leading her people into battle, and others letting her delegated peoplelead.Dislikes coalition standards but loves there equipment personally owns one of each typeof infantry weapon even the newer equipment.She also owns several pre-rifts weapons that she uses in personal combat.

    Weapons used by the militia

    M-2011 Energy Pistol, M-160 Assault Rifle, Laws-3 Rocket Launcher, M-20 Assaultrifle, M-80 Stormbringer Multi-weapon assault system,C-5 Pump pistol, C-18 Laser

    pistol C-10 Light assault laser rifle, C-12 Heavy assault laser rifle, C-14 Fire BreatherAssault Laser and Grenade Launcher, C-27 Plasma Cannon, NEMA AMT Automag,

    NEMA 5.56mm Assault Rifle, PLP-20 laser Pistol, NEMA MIP-21 Maxi-ion pistol, NEMA lsr-250 Laser Sharpshooter laser Rifle, NEMA LGR-360 Terror StopperLaser Grenade Launcher, NEMA PR-470 Hot Seat Plasma Rifle, NEMA PR-476incinerator Plasma Cannon, NEMA GLR-540 Thunderer Grenade Rifle, NEMA ML-557 Destroyer Mini-Missile Rifle, NEMA R-660 Striker Rail Gun, NEMA R-670Lightning Rail Gun also used are several weapons of the REF, Standard issue is any of the NEMA weapons,Some Vehicles used include NEMA HX-288 Street Tornado Hovercycle, NEMA HX-

    355 Hover Platform, NEMA MX-144 Combat Bike, NEMA MX-366 Combat ATV, NEMA MX-422 APC there are also several other designs that are used including pre-riftsdesigns some are modified others are new from just before the rifts. The reason so many

    NEMA vehicles are Listed is there is a production facility for these weapons andvehicles. Northern Gun and some Iron Heart Vehicles are used as well, the NGR hassent A few of there XM-350 Leopard III APC in exchange for sold naval vessels. MostOf the technology is tried and true except for the stolen coalition goods all of the rest hasseen action and is proven for Durability and combat use. Several Items are licensed fromother manufacturers including GAW, MWI, Iron Works, Bandito Arms, some of thevehicles are designed and built by New Virginia Industries. Some Pre-rifts frontlinedesigns were found and have been reverse engineered and are being built as well. Glitter

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    Boy armor and several other types have been discovered and the processes to make themas well. Some of the following Vehicles are Strictly Used by the New Virginia exceptfor the power armors which are newly manufactured Pre-rifts issue.

    M-11 Macarthur MBT ADA

    The M-11 MBT Air Defense Artillery Tank Model Type: M-11Crew: One driver, One Gunner, One Passenger.M.D.C. by locationMain turret-36065mm Rail Guns (2)-100 each100mm Rail Guns (2)-240 eachRail Guns in front (2)-60 eachSide Mounted Mini-Missile launchers (2)-40 eachMain Body-720Treads (2)-150 eachSpeed: 90 mph maximum and 80 mph off road, 35 mph in water Maximum Effective range: Unlimited range Nuclear powered (10 year life)Statistical DataHeight: 12 feetWidth: 13 feetLength: 38 feetWeight: 70 tonsCargo: Minimal 6 feet used for personal weapons, clothing and survival gear also has E-clip and canister re-charger.Power System: Nuclear Black Market Cost: 25 million fully loadedWeapon Systems1. L25 High Velocity 100mm Rail Gun (2): The two bottom mounted Rail guns on themain turret. Fires a mixture of HE and Anti-tank Rounds.

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    Primary Purpose: Anti-Air Secondary: DefenseWeight: 1 tonMega-Damage: Standard Round does 3d6x10+20, HE rounds do 1d4x10 with a blastradius of 16 ft., High Explosive Armor Piercing does 2d4X10 with an 8 foot blast radius.

    Take all Damage times 2 if both rail guns Are Fired at the same target.Rate of Fire: maximum of 4 per melee from each gunEffective Range: Direct fire is 5 miles indirect is 15 miles.Payload: 160 rounds 40 being anti tank.

    2. L20 High Velocity 65mm Rail gun (2) The Top mounted Rail Guns on the Main turret.Primary Purpose: Anti-Air Secondary: DefenseWeight: 1 ton

    Mega-Damage: 3d6x10 for a single round, 5d6 for an HE blast radius 20 ft, HEATrounds do 1d4x10+10 blast radius of 10 feet

    Rate of Fire: 4 maximumEffective Range: 3 miles direct 8 indirectPayload: 160 Rounds

    3. MLRS-6 Mini-missile Launcher (2) Mounted on the rear sides of turret.Primary Purpose: DefenseWeight: 200 lbs.Mega-Damage: Varies by missile typeRate of Fire: 2, 4, 6Effective Range: 1 milePayload: 48 Missiles total, 24 per launcher 4. USA-M31(2) Rail gun used on the original SAMAS Mounted In front of vehiclePrimary Purpose: DefenseWeight: 220lbsMega-Damage: 1d4+1 per round Burst of 40 does 1d6x10 double burst does 2d6x10Rate of fire equal to pilots H to HEffective Range: 4000 Ft.Payload: 6000 rounds 3000 each gunHas Standard Robot features.

    -12 Schreck Tank Destroyer

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    MM-12 Schreck Tank Destroyer Model Type: M-12Crew: One driver, two Gunners and One Commander M.D.C. by location:Main Turret-360Particle Beam Cannons (3)-100 eachMain Body-600Treads (2)-150 eachFront mounted Gun clusters (4)-80 eachSpeed: 100 mph maximum 80mph off road

    Maximum Effective Range: Unlimited due to nuclear power supply 10year life timeStatistical DataHeight: 10.6 ftWidth: 12.5 ftLength: 34.5 ftWeight: 50 tonsPower Source: Nuclear (25 year life span)Cargo Space: Limited to personnel arms, armor and survival equipmentBlack Market cost: unavailableWeapon Systems1. PBC-11 Particle Beam Cannon (3) Turret Mounted weaponsPrimary Purpose: Assault/DefenseMega-Damage: 5d10+25 per blastRange: 2 milesPayload: unlimitedRate of Fire 4 per melee equals 12 blasts2. GU-x2 Tri-Barrel Gun Clusters (4) Mounted along the front.Primary purpose: DefenseSecondary: AssaultEffective Range: 2400 Ft.

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    Mega-Damage: 3d6 short burst, 6d6, medium burst, 1d6x10 full melee burst multiplyaccording by how many weapons are firing 6d6,1d6x10, 2d4x10+10, for two9d6,2d4x10,2d6x10 for three 12d6,2d6x10,4d4x10+20Rate of Fire Equal to pilots Hand to HandPayload: 8000 rounds.

    USA-G15 Mars Power Armor

    Model Type: USA-G15Class: Mobile Armored SuitCrew: OneM.D.C. by Location: Head-100Arms (2)-150 eachLegs (2)-200 each

    12mm Rail Cannon-200Shoulder Mini-missile launcher-75Forearm Weapon Pods (2)-50 eachMain Body-480Reinforced Pilots Compartment-100Speed: Running: 120 mph (192 kph) maximum speed. Note that running does tire out theoperator, but only at 10% of normal fatigue rate due to the exo-skeleton.

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    Leaping: The MARS unit can leap up to 25 feet (7.8 meters) high un-assisted by the jetthrusters, a thruster assisted leap can propel the unit up to 100 feet (31.25 meters) high, or 200 feet (62.5 meters) across.Flying: The MARS unit is not capable of sustained flight, however, the jet thrusters dogive the unit a limited flight capability. The jet thrusters can propel the unit to a

    maximum altitude of 200 feet (62.5 meters) and have a maximum speed of 60 mph (96kph), however flight can only be maintained for 2 minutes maximum before the thrusters become too hot and emergency shut down occurs.Statistics: Height: 9 feet (2.8 meters)Width: 4 feet, 6 inches (1.4 meters)Length: 4 feet, 3 inches (1.3 meters)Weight: 715 lbs. (324.3 kg) fully loadedPhysical Strength: Equal to a P.S. 40Cargo: NonePower System: Nuclear, average energy life is 15 years.

    Black Market Cost: Not normally available on the Black Market, but they would pay upto 4-6 million for a fully loaded version of the armor.WEAPON SYSTEMS:

    12-mm Rail Cannon: This is the main weapon system for the MARS PA suit,consisting of a 3 barreled rotary assault cannon firing 12-mm High ExplosiveArmor Piercing rounds for use against heavily armored targets, or can also useflachette rounds for anti-personnel and urban style combat. The suit's operator canswitch between ammo types with a simple command, enabling him to choose the

    best round for the current target.Weight: 140 lbs. (63.5 kg)Maximum Effective Range: 6,000 feet (1,828 meters) with HEAP rounds, 2,000feet (609.6 meters) with flachette rounds.Mega-Damage: As per Ammunition type.

    HEAP Rounds: 6D6 for a single round, 1D6x10+10 for a 6 round short burst,or 2D6x10+20 for a 20 round medium burst.

    Flachette Rounds: 4D6 (1 foot radius) for a single round, 1D4x10 (3 footradius) for a 6 round burst, or 2D4x10+10 (6 foot radius) for a 20 roundmedium burst.

    Rate of Fire: Standard, use machine gun rules for long bursts, or shooting wild.Payload: 1000 round ammo drum for each type of ammunition. One spare drumcan be carried hooked to the back of the unit, requires 3 rounds to replace a drum

    by another PA suit. Note: Flachette rounds are specifically designed to be used against lightlyarmored targets and lack the penetration power to adequately engage power armored units, armored vehicles, or structures. Half all damage done against theseunits while using flachette rounds.

    Mini-Missile Launcher: Mounted on the left shoulder of the MARS suit is a mini-missile launcher for use against armored targets, bunkers, and other PA suits, or too rapidly disperse large infantry formations.Maximum Effective Range: As per short range missile type (Go to Revised bomb

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    and missile table ).Mega Damage: As per short range missile type (Go to Revised bomb and missiletable ).Rate of fire: One at a time or in volleys of two or four.Payload: 8 mini-missiles.

    Forearm Weapon Pod: Mounted on the left fore-arm unit is a light pulse laser and agrenade launcher for use against infantry units or as a fast response weapon.Pulse laser: Intended to be used as a light anti-personnel weapon or in

    situations where the main gun cannot be used for fear of killing bystanders.Maximum Effective Range: 500 feet (152.4 meters)Mega-Damage: 2D6 for a single pulse, 6D6 for a triple pulse.Rate of Fire: Equal to the pilots combined hand to hand (usually 5 or 6).Payload: Unlimited (Draws Power off the main engines).

    Grenade Launcher: Maximum Effective Range: 1500 feet (457.2 meters)

    Mega-Damage: As per grenade, typically uses either plasma, or heavyfragmentation for heavy combat and flash-bang, or concussion for anti-terrorist operations.

    Plasma: 5D6 (12 foot blast radius), 1D6x10 (30 foot blast radius ) for a 4 round burst.

    Heavy Fragmentation: 4D6 (20 foot radius ), 1D4x10 (40 foot radius)for a 4 round burst.

    Flash-Bang: These grenades make a loud exploding boom, as well as a bright flash of light and smoke, stunning and blinding everyone withina 20' (6.2 meter) radius. Victims are at -8 to strike, parry, and dodge, -1on initiative, and lose one attack for the next 1-4 melee rounds (15-60seconds) per grenade fired.Concussion Grenades: Designed to knock down and stun targets thesedo 1D4 Mega-Damage in a 30' (9.1 meters) blast radius with a 1-88%chance of knocking down (lose one melee attack and initiative) and a1-64% chance of stunning (-10 to strike parry, and dodge, attacks last,and loses half of his attacks/actions and speed for 1D4 melee rounds )everyone in it's blast radius. Check for knockdown, and stun effect for each grenade fired for burst attacks, ie, a 4 round burst would require 4checks for each, penalties are cumulative for each grenade.

    Note: Flash-bang and concussion grenades where often used together,a burst would typically fire 2 of each type in staggered fire, ie. oneflash-bang, one concussion, one flash-bang, etc. to maximize theeffects of both types on the targets.

    Rate of Fire: Single shot or 4 rounds burst.Payload: 16 rounds in a rotary magazine, a spare magazine is carried in acompartment in each leg. Takes 2 rounds to reload.

    Hand-to-Hand Combat: Rather than use a weapon, Pilot can engage in Mega-Damage hand to hand combat. See Power Armor Combat Training in RobotCombat section of Rifts. All abilities are the same as those on page 45 of Rifts

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    except the armor has a +2 M.D. bonus to damage with all hand to hand attacks.(bonuses for high prowess and Power Armor Combat skills still get added in).

    Special Equipment: :Laser resistant armor: The MARS suit is made from the same laser-reflective material

    that the Glitter-boy is made from.

    Holographic Camouflage System: This enables the outer surface of the armor tochange camo-patterns to match the terrain it is operating in. This is not a completematch, nor does it provide any form of cloaking, but it does serve to break up theoutline of the armor making it more difficult to detect. Adds a bonus of 10% tothe operators prowl skill.

    Thermal-Dampers: The armor is designed with special heat sinks that vent waste heatin such a way as to lower the armors heat signature. Opponents are at a -30% ontheir sensor rolls to detect the armor using thermal-graphic sensors.

    U.S.A. SAMASPower Armor

    By Kevin Siembieda with additions by Wayne Breaux, Jr.When the Native Americans first began to build the Preserves,they relied upon salvaged equipment from pre-Rifts cities.A group of Modern Indians uncovered several caches of

    pre-Rifts weapon, and vehicles at a secret northwest military base. Among the items salvaged: dozens of Glitter Boys, hover cyclesand rail guns, but the biggest find was an intact, com pletelyautomated (all robot production) and fully stocked power armor production factory. The facility appeared to have been196new, perhaps unused, waiting to make its initial run. Presumablythe Great Cataclysm intervened delaying production by several

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    centuries. The facility was stocked and ready to go. All thediscoverers had to do was get the generators going, grease themachines and let the automated facility do what it was createdfor!The Native American techs cranked the place up and turnedout hundreds of U.S.A. SAM AS armor before the supplies ran

    out. Technically, the facility holds all the design and constructiondata necessary to produce hundreds more, just as the Black Market has done with its similar find at Area 51. However, theModern Indians have seen how adversely the Coalition Stateshave responded to somebody else utilizing "their" SAMAS designs.Consequently, the Indians have chosen to keep their stashof recently constructed (in the last 15 years) SAMAS a secretweapon.The U.S.A. SAMAS is identical to the original CoalitionSAMAS except for minor statistics and stylistic changes. TheCoalition believed it had the only plans for the suits, and it did,until Native Americans found the factory that was to build thesuits. It was so well protected from potential enemy attacks thatit survived the Coming of the Rifts and the subsequent disasters.Since the Coalition has few connections and little concern aboutthe low tech people, monsters and "retro-savages" of the NewWest, they have been blissfully unaware that these SAMAS exist(even if a few were spotted at a distance, it would have been assumedthat they were Bandito Arms knock-offs).The U.S.A. SAMAS is presented in full detail here for theconvenience of the reader and because the Native Americanshave added and modified some weapon systems. The SAMAS isone of the best man-sized suits of flying power armor in theworld, and it continues to see much use by a slowly increasingnumber of people. However, their presence is rare in areas east

    of New Mexico, Kansas and Nebraska because of the strong presence of the Coalition States.The U.S.A. SAMASModel Type: PA-04AClass: Strategic Armor Military Assault SuitCrew: OneM.D.C. by Location:Ammo Drum (rear) 25Rail Gun 50*** Shoulder Wings (2) 30 eachMain Rear Jets (2) 60 eachForearm Mini-Missile Launcher (1, left) 50* Head 70** Main Body 250* Destroying the head of the power armor will eliminate allforms of optical enhancement and sensory systems. The pilotmust then rely on his own human vision and senses. No

    power armor combat bonuses to strike, parry, and dodge.Note: The head is a small and difficult target to hit, requiringa called shot at -3 to strike.** Depleting the M.D.C. of the main body will shut the unitdown completely, rendering it useless.

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    197*** Destroying a wing will make flight impossible; however,even with no wing(s) the SAMAS can make jet poweredleaps and hover in a stationary position above the ground.SpeedRunning: 60 mph (96 kph) maximum. Note that the act of run ning

    does tire out its operator, but at 10% of the usual fatiguerate, thanks to the robot exoskeleton.Flying: The rocket propulsion system enables the SAMAS tohover in a stationary position up to 200 feet (61 m) or fly. Maxi mumflying speed is 320 mph (516 kph), but cruising speed isconsidered to be 160 mph (256 kph). Maximum altitude is limitedto about 650 ft (195 m).Flying Range: The nuclear power system gives the SAMAS dec adesof life, but the jet rockets get hot and need to cool after amaximum of ten hours of flight when traveling at speeds abovecruising, and twenty hours at cruising speed, but can fly indefi nitelywith rest stops.Leaping: The powerful robot legs can leap up to 15 ft (4.6 m)high or across unassisted by the thrusters. A jet thruster assistedleap can propel the unit up to 100 ft (30.5 m) high and 200 ft (61m) across without actually attaining flight.Statistical DataHeight: 8 feet. (2.4 m)Width: Wings down: 3.5 feet (1.06 m)Wings extended: 10 feet (3 m)Length: 4.5 feet (1.4m)Weight: 340 pounds without rail gun.Physical Strength: Equal to a P.S. of 30.Cargo: None.Power System: Nuclear, with an average life of 20 years.Market Cost: Not sold in any market outside select Modern IndianPreserves in the New West. Fair market value would be inthe neighborhood of 4+ million credits for a fully powered suitwith rail gun and a full ammo drum.Weapon Systems1. USA-M31 Rail Gun: This is the original rail gun issued tothe U.S.A. SAMAS. It is slightly heavier than the C-40R becausethe old American Empire had an enormous military

    budget and could afford to waste materials and ammunition,unlike the Coalition, which has to make the most of what theyhave. The M31 can be used as a machinegun, but its weightusually requires that it be used as a vehicle mounted weapon.

    Primary Purpose: AssaultSecondary Purpose: DefenseWeight: Gun: 110 Ibs, Ammo drum: 190 Ibs.Mega-Damage: A burst of 40 rounds does !D6xlO M.D.; oneround does 1D4+1 M.D.Rate of Fire: Equal to the number of attacks of the pilot.Effective Range: 4,000 feet (1,200 m)Payload: 2000 round drum for 50 bursts. A second drum can behooked to the undercarriage of the rear rocket jets, but it must be

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    manually removed by another SAMAS, or a character with astrength of 26 or greater can replace the used drum. Reloading adrum will take about five minutes for those not trained, but amere one minute by somebody trained in the use of SAMAS

    power armor.2. USA-M17 Mini-Missile Launcher: Just like the originalCoalition SAMAS, the U.S.A. version comes standard with asingle two missile rocket launcher on the forearm oppositethe rail gun. The Native Americans have also uncovered anumber of SAMAS that appear to be heavy assault models.These units have a single mini-missile mounted on the tips of the shoulder and leg wings, adding four missiles to the ar mor'sarsenal. One in every five of the U.S.A. SAMAS is aheavy assault model.Primary Purpose: Anti-aircraftSecondary Purpose: DefenseMega-Damage: !D4xlO per missile. Armor Piercing missiles arestandard issue because of their range, durability, damage, and

    small blast radius. Plasma mini-missiles (!D6xlO M.D.) arecommon on heavy assault versions.Rate of Fire: Missiles can be fired singularly or in pairs. Heavyassault SAMAS can launch missiles one at a time or in pairs (2,4, or all 6).Effective Range: Usually one mile (1.6 km)Payload: Two standard, but heavy assault models have a total of six.3. Rotary Mini-Missile Launcher (optional): This weapon sys temconsists of a long cylinder with mini-missiles loadedaround the center. The heads of the missiles lie flush with itssurface and are arranged in five columns of five missiles. Asthe missiles in each column are depleted, the system rotates to

    another column. In order to place the weapon system on theSAMAS without reducing speed or maneuverability, it mustreplace the ammo drum and rail gun behind the shoulders of the armor. When it is ready to be fired, the launcher snaps upinto position above the right shoulder intake and fires.SAMAS units equipped with the rotary launcher cannot use arail gun or other weapon that requires a drum for ammunition.Light rail guns with clips or, better still, energy rifles arecommon replacements.Primary Purpose: Anti-aircraftSecondary Purpose: AssaultMega-Damage: 5D6 per missile. Fragmentation and high explo sive

    are the most common, but any mini-missile can be used.Rate of Fire: Missiles can be fired singularly, or in volleys of 2,3. or 5.Effective Range: Usually 0.5 to one mile (0.8 to 1.6 km).Payload: 5 per column, 25 total.4. Other Rail Guns and weapons: The SAMAS can make useof any other hand-held weapons, including rail guns and energyrifles to Vibro-Blades and magic items.5. Hand to Hand Combat: Rather than use a weapon, the pilot

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    can engage in mega-damage hand-to-hand combat. See Power Armor Combat Training in the Robot Combat sectionof the Rifts RPG; page 45.198

    British Aerospace / Vickers Gypsy Moth Flying PowerArmor

    Model Type: BA-V FPA-05DClass: Strategic Armor Military Assault SuitCrew: OneM.D.C. by Location: Ammo Drum (rear)-20Machine gun/rail gun/ laser rifle-45Shoulder Wings (2)-40 eachMain Rear jets/thrusters (2)-70 eachForearm Mini-missile launcher(2, both arms)-50

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    Head-80Main Body-250Speed: Running: 60 mph (96 kph) maximum. Note that the act of running does tire out itsoperator, but at 10% of the usual fatigue rate, thanks to the robot exoskeleton.

    Flying: With Flight Pack: The rocket propulsion system enables the Gypsy Moth to hover in a stationary position up to 200 feet (61 m) or fly. Maximum flying speed is 300 mph(483.8 kph), but cruising speed is considered to be 150 mph (241.4 kph). Maximumnormal altitude is limited to about 650 feet (195 meters) but can reach altitudes as high as6,000 feet (1,829 meters; a little over one mile/1.6 km). The Gypsy Moth operates

    primarily in nap of the earth flight.Flying Range: With Flight Pack: The nuclear power system gives the Gypsy Mothdecades of life, but the jet rockets get hot and need to cool after a maximum of ten hoursof flight when traveling at speeds above cruising, and twenty hours at cruising speed, butcan fly indefinitely with rest stops.Leaping: The powerful robot legs can leap up to 15 ft (4.6 m) high or across unassisted

    by the thrusters. A jet thruster assisted leap can propel the unit up to 100 ft (30.5 m) highand 200 ft (61 m) across without actually attaining flight.Underwater Capabilities: Swimming: The Gypsy Moth can swim by using the same typesof paddling leg and arm movements as a human at a maximum speed of roughly four mph (6.4 km/3.4 knots). It can also walk along the bottom of the sea at about 25% of itsnormal running speed.With Flight Pack: Using the jet thrusters, the Gypsy Moth can travel on the surface of water at 50 mph (80 kph/42.5 knots), underwater at 40 mph (64 kph/34 knots) or flyabove the water surface an normal speeds.With Underwater Thruster Pack: Using the water thrusters, the Gypsy Moth can travel onthe surface of water or underwater at 60 mph (96.6 kph/52 knots)Maximum Ocean Depth: 2000 feet (610 meters).Statistical Data Height: 8 feet (2.4 meters)Width: Wings down: 3.6 feet (1.1 meters) Wings extended: 10 feet (3 meters)Length: 4.4 feet (1.3 m)Weight: 330 pounds (150 kg) without rail gun or other weaponry.Physical Strength: Equal to a P.S. of 38.Cargo: None.Power System: Nuclear, with an average life of 20 years.Market Cost: Not commonly available. When found on the black market will commonlycost around 1.5 million credits. Underwater thruster pack costs 600,000 Credits.Weapon Systems:

    Hand Held Weaponry: In addition to listed weaponry, the power armor can use anyhand-held weaponry. The hands of the power armor are small enough that handheld weapons can be used with no penalties.

    12.7 millimeter Machine-Gun: Uses Ram-Jet style rounds similar to thosedeveloped by Wellington after the coming of the Rifts. Rifle is constructedfrom lightweight alloys and is surprisingly effective for a conventionalweapon although has a limited payload. Rifle cannot be fired by a normal

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    human without the use of a tripod.Weight: 76 lbs (34.5 kg) for Rifle and 210 lbs (95.3 kg) for ammo drumMaximum Effective Range: 3,000 feet (914.4 meters)Mega Damage: Single shot does 1D4 and 40 round burst does 5D6.Rate of Fire: Equal to combined hand to hand attacks of gunner

    Payload: 800 rounds (20 bursts).British Aerospace / Vickers BAV-20 Rail Gun: With the pulse laser rifle, theRail Gun replaced the heavy machine-gun. While not quite as powerful asthe rail gun carried on the American SAMAS, it is still quite powerful andlong ranged. In damage, the weapon is effectively equal to the C-40R railgun carried on the SAMAS power armor but is slightly heavier.Weight: Rail Gun: 104 lbs (47.2 kg), One Ammo-Drum: 190 lbs (85.5 kg).

    Maximum Effective Range: 4000 feet (1200 m)Mega-Damage: A burst is 40 rounds and inflicts 1D4x10 M.D.,one rounddoes 1D4 M.D.

    Rate of Fire: Equal to number of combined hand to hand attacks (usually4-6).Payload: 3000 round drum, that's 75 bursts. A second drum can be hookedto the undercarriage of the rocket jets, but first the used drum must bemanually removed by another power armor or character with a strength of 26 or higher before it can be replaced with the new one. Reloading a drumwill take about five minutes for those not trained, but a mere one minute

    by somebody trained in the use of power armor.Enfield / Solaris LMG-60 Squad Automatic Pulse Laser Rifle With the

    Rail Gun, the pulse laser rifle replaces the heavy machinegun. Whichweapon is carried depends on mission. The weapon has the advantage of not needing ammo but is shorter ranged. It is also much lighter weightthan either the heavy machine-gun or the rail gun. The pulse laser rifle isnormally carried when the power armor is used underwater.Weight: 21 lbs (9.5 kg)Maximum Effective Range: 2000 feet (610 meters).Mega-Damage: 2D6 per single shot, 6D6 for a rapid fire three shot burst,or use machine gun burst rules for higher burst setting.Rate of Fire: Equal to number of combined hand to hand attacks (usually4-6.) Single Shot, Three Round Burst, and Extended Bursts (See MachineGun burst rules ). are all available.Payload: Effectively Unlimited when plugged into power armor's main

    power supply (40 shots short E-Clip, 50 Shots each long E-Clip if not plugged into the power armor)

    Mini-Missile Launchers (2): These launchers are similar to those carried on theoriginal American SAMAS with the exception of there being a launcher on eachforearm. Each launcher carries two mini-missiles for a total of four mini-missiles.Preferred mini-missiles are armor piercing and plasma. When the power armor isoutfitted for underwater missions, the launchers carry mini torpedoes.Missile Type: Any mini-missile / mini-torpedo can be used.

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    Maximum Effective Range: Varies with mini missile (Go to Revised bomb andmissile table ) / mini-torpedo type (See Revised Rifts Torpedoes ).Mega-damage: Varies with mini missile (Go to Revised bomb and missile table ) /mini-torpedo type (See Revised Rifts Torpedoes ).Rate of Fire: Missiles can be fired singularly or in pairs.

    Payload: Two mini-missiles per launcher for four totalHand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-damage hand-to-hand combat. See Power Armor Combat Training in the RobotCombat section.Special Bonuses:

    With Flight Pack: +1 to Initiative, +1 to Parry, +1 to Dodge, and +2 to rollwith punch, fall, and impact while flying due to being lightweight and havingexcellent response times. These are in addition to other bonuses.With Underwater Thruster Pack: +1 to Initiative, +1 to Dodge, and +1 to rollwith punch, fall, and impact while underwater due to special thrusters.

    French Lafayette Multi-Purpose Power Armor

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    Model Type: Lafayette Power Armor Class: Multi-Purpose Military Assault SuitCrew: OneM.D.C. by Location:

    Ammo Drum (rear): 20

    Machine-gun / Rail Gun / Laser Rifle: 45

    [1] Shoulder Wings (2): 40 each

    Flightpack Propulsion System: 120

    Underwater Propulsion System: 110

    Space Propulsion System: 140

    Forearm Modular Attachments (2, both arms): 75

    [2] Head: 80

    [3] Main Body: 200

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    Speed: Running: 68.2 mph (110 kph) maximum. Note that the act of running does tire out itsoperator, but at 10% of the usual fatigue rate, due to the robot exoskeleton.Leaping: The powerful robot legs can leap up to 19.6 ft (6 m) high or across unassisted

    by the thrusters. A jet thruster assisted leap can propel the unit up to 130 ft (40 m) high

    and 261 ft (80 m) across without actually attaining flight.Flying, Atmosphere: With Flight Pack: The rocket propulsion system enables theLafayette to hover in a stationary position up to 200 feet (61 m) or fly. Maximum flyingspeed is 341 mph (550 kph), but cruising speed is considered to be 186 mph (300 kph).Maximum normal altitude is limited to about 667 feet (200 meters) but can reachaltitudes as high as 6,561 feet (2000 meters). The Lafayette operates primarily in nap of the earth flight.Flying, Space: The power armor does not have an effective top speed but is limited byacceleration. The power armor can reach a top acceleration of 0.6 G.Range: With Flight Pack: The nuclear power system gives the Lafayette decades of life,

    but the jet rockets get hot and need to cool after a maximum of eight hours of flight when

    traveling at speeds above cruising, and sixteen hours at cruising speed, but can flyindefinitely with rest stops.With Space Pack: Conditionally unlimited, while the fusion reactor gives power for twodecades of service, when the power armor is using thrusters, it is limited by the power armor reaction mass. The reaction mass consists of mainly Deuterium (Hydrogen 2) andHelium 3. The power armor can be refueled at ground based facilities, space stations, andstar ships as long as they have the refueling equipment. The tanks are on either side of thethrusters and can be replaced in two minutes each. The power armor carries 4 hours of reaction mass for travel at 0.6 G of acceleration. If the power armor uses more than half of its reaction mass when accelerating, the power armor will be unable to decelerate fullyand the power armor will normally only use a third or less of its fuel on accelerating so itdoes not run into a problem. If the power armor runs out of fuel then it must be recovered

    by another vehicle traveling faster or be lost. The power armor can operate with engineson standby to increase engines range.Underwater Capabilities: Swimming: The Lafayette can swim by using the same types of

    paddling leg and arm movements as a human at a maximum speed of roughly four mph(6.4 km/3.4 knots). It can also walk along the bottom of the sea at about 25% of itsnormal running speed.With Flight Pack: Using the jet thrusters, the Lafayette can travel on the surface of water at 60 mph (96.6 kph/52 knots) or fly above the water surface an normal speeds.With Underwater Thruster Pack: Using the water thrusters, the Lafayette can travelunderwater at 74.5 mph (120 kph/64.6 knots)Maximum Ocean Depth: 1,000 feet (305 meters).Statistical Data Height: 8 feet (2.4 meters)Width: Wings down: 3.6 feet (1.1 meters) Wings extended: 11 feet (3.35 meters)Length: 4.7 feet (1.4 meters)Weight: 309 pounds (140 kg) without rail gun or other weaponry.Physical Strength: Equal to a P.S. of 30.Cargo: None.

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    Power System: Nuclear, with an average life of 20 years.Market Cost: Not commonly available. When found on the black market will commonlycost around 1.2 million credits. Flight Pack would bring an additional 300,000 credits.Underwater thruster pack would cost 500,000 Credits. Space thruster pack would be750,000 credits.

    Weapon Systems: Modular, Interchangeable Forearm Units: Each arm can be equipped with aspecial weapon or tool. These units are interchangeable and tailored to the power armor's mission. Both units do not have to be of the same type, and most often arenot to allow for diversity of tools and weapons in the field. It takes an hour toexchange one type of unit for another. The arrangement on the units on theforearms does not block the use of handheld weapons nor in any way impedes the

    power armor's dexterity. Available systems included the following:Vibro-Blade: This standard weapon uses a double edged saber like blade that

    is surrounded by a high frequency energy force field and extends from theforearm meter.

    Maximum Effective Range: Close combat only (Hand to hand)Mega-Damage: Slash; 1D4, Punch; 1D6, or Power Punch; 2D4 [Counts as2 attacks].

    Number of Attacks: Equal to number of combined hand to hand (Usually 5or 6).Payload: Tied to power supply so duration is effectively unlimited.

    Mini-Missile Launcher: This mini-missile launcher is similar to those carriedon the original American SAMAS. Each launcher carries two mini-missiles. Preferred mini-missiles are armor piercing and plasma. When the

    power armor is outfitted for underwater missions, the launchers carry minitorpedoes.Missile Type: Any mini-missile / mini-torpedo can be used.Maximum Effective Range: Varies with mini missile (Go to Revised bomband missile table ) / mini-torpedo type (See Revised Rifts Torpedoes ).Mega-damage: Varies with mini missile (Go to Revised bomb and missiletable ) / mini-torpedo type (See Revised Rifts Torpedoes ).Rate of Fire: Missiles can be fired singularly or in pairs.Payload: Two mini-missiles per forearm launcher

    . Spear Gun: Short-range pneumatic weapon that uses compressed gas for useunderwater.Maximum Effective Range: 200 ft (61 m).Mega Damage: 2D6 SDCRate of Fire: One at a time.Payload: One, additional spears can be carried and loaded by hand.

    Single-Barreled Forearm Laser: Blue-green laser.Maximum Effective Range: 1200 feet (366 m)Mega-Damage: 2D6 MD.Rate of Fire: Equal to number of combined hand to handPayload: effectively unlimited

    Double-Barreled Utility Laser: One barrel is a blue-green weapon laser. The

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    second, smaller barrel is a precision laser tool that can be adjusted toinflict several different levels of damage.Maximum Effective Range: Blue-green Laser: 1200 feet (366 m),Precision laser tool: 20 feet (6 m) maximumMega-Damage: Blue-green Laser: 2D6 MD, Precision laser tool: 1,2, or

    1D6 MD or 4D6, 6D6, or 1D6x10 SDCRate of Fire: Equal to number of combined hand to handPayload: effectively unlimited, tied to armor's fusion reactor

    Plasma Torch: A cutting tool that resembles a pistol. The large nozzle is the plasma torch. The second, smaller barrel is a precision laser tool that can be adjusted to inflict several different levels of damage. A light is built intothe handle.Maximum Effective Range: Plasma Torch: 10 feet (3m) maximum;Precision laser tool: 20 feet (6 m) maximumMega-Damage: Plasma Torch: 2D6 or 4D6 MD cutting power; Precisionlaser tool: 1,2, or 1D6 MD

    Rate of Fire: Equal to number of combined hand to handPayload: effectively unlimited, tied to armor's fusion reactor Forearm Grapples (2): Used exclusively in space, this grapple is used for

    docking with vehicles that do not have landing bays and to grab items. Thegrapples top is specially designed so it also acts as a powerfulelectromagnet. The Grapple is fired at a target and can either use the clawto grab the target or the electromagnetic to attract the object if it is metal.The grapple has a breaking strain of 10 tons and the electromagnetic oneach can support up to 1 ton of strain. The grapple is standard to all spaceunits unless the mission calls for other units to be fitted.Maximum Effective Range: 164 feet (50 m)Mega Damage: None (SDC Targets will take 1D4x10 SDC)Rate of Fire: Once per two melees roundsPayload: 1 shot each but may be retracted an used again

    Hand Held/Arm Mounted Weaponry: In addition to listed weaponry, the power armor can use any hand-held weaponry. The hands of the power armor are smallenough that hand held weapons can be used with no penalties. Ammunition drumsfor the railgun or grenade launcher are fitted to the back of the power armor

    below whatever propulsion unit is attached. Energy weapons have two power cables that attach to the power armor's nuclear power plant.

    FA 12.7 millimeter Machine-Gun: Uses Ram-Jet style rounds similar tothose developed by Wellington after the coming of the Rifts. The rifle isconstructed from lightweight alloys and is surprisingly effective for aconventional weapon although has a limited payload. It cannot be fired bya normal human without the use of a tripod.Weight: 76 lbs (34.5 kg) for Rifle and 210 lbs (95.3 kg) for ammo drumMaximum Effective Range: 3,000 feet (914.4 meters)Mega Damage: Single shot does 1D4 and 40 round burst does 5D6.Rate of Fire: Equal to combined hand to hand attacks of gunner Payload: 800 rounds (20 bursts).

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    FA AA-66 Squad Automatic Pulse Laser Rifle With the Rail Gun, the pulselaser rifle replaces the heavy machinegun. Which weapon is carrieddepends on mission. The weapon has the advantage of not needing ammo

    but is shorter ranged. It is also much lighter weight than either the heavymachine-gun or the rail gun. The pulse laser rifle is normally carried when

    the power armor is used in underwater amphibious operations.Weight: 18 lbs (8.2 lbs)Maximum Effective Range: 2000 ft (610 meters) in atmosphere, 1500 ft(458 meters) underwater, and 16,000 ft (6,080 meters) in spaceMega Damage: 2D6 per single shot, 6D6 for a rapid fire three shot burst,or use machine gun burst rules for higher burst setting.Rate of Fire: Single Shot, Three Round Burst, and Extended Bursts (UseMachine Gun burst rules ).Payload: Effectively Unlimited when plugged into power armor's main

    power supply (40 shots short E-Clip, 50 Shots each long E-Clip if not plugged into the power armor)

    FA AA-131 Rail Gun: Basically this is a licensed copy of the American USA-M31 rail gun fitted to the PA-04A SAMS. The power armor computer hasspecial software that fires the main thrusters just as the cannon is fired tocompensate for the cannons recoil. This is the standard weapon for flightoperations.Weight: 110 lbs (50 kg) for the Rail gun and 190 lbs (86.2 kg) for theammo drum.Maximum Effective Range: 4,000 feet (1,200 m) in an earthlikeatmosphere and 32,000 feet (9,600 meters) in spaceMega-Damage: a burst of 40 rounds does 1D6x10, a single round does1D4+1.Rate of Fire: Equal to number of combined hand to hand attacks (usually4-6).Payload: 2000 round drum for 50 bursts. When reloading, the used drummust be manually removed by another power armor or character with astrength of 26 or higher before it can be replaced with the new one.Reloading a drum will take about five minutes for those not trained, but amere one minute by somebody trained in the use of the Lafayette power armor.Special Features: Due to construction has +1 bonus to strike inatmosphere.

    Fusil Automatique FA-440 Automatic Grenade Launcher: Weapon is verysimilar to the American AGL-40 Automatic Grenade Launcher. Thisweapon was used in the Chevillon Light Tank as well as being used ontripod mounts and the Lafayette power armors. It can fire single shot or

    bursts of ten rounds and can inflict heavy damage when burst fired. If weapon is not tripod mounted, the person using the weapon needs strengthof 24 and is at -1 to strike. The grenade launcher can use either a 40-roundmagazine or 200-round belt.Weight: 64 kg (141.1 lb). Each magazine weighs 2 kg (4.4 lbs) and each

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    belt weighs 10 kg (22 lbs)Maximum Effective Range: 3,000 ft (914 meters)Mega-Damage: 3D6 for Fragmentation with a blast area of 12 ft and 5D6for Armor Piercing with a blast area of 3 ft, burst of 10 rounds does2D4x10 for Fragmentation with a blast area of 40 ft and 2D6x10 for

    Armor Piercing with a blast area of 8 ft. Other special rounds areavailable.Rate of Fire: Single Shot or Ten round burstsPayload: 40 Round Magazine or 200 Round Belt.

    Modular, Interchangeable Backpack Systems: Instead of a propulsion pack, theLafayette power armor can be fitted with one of several optional backpack systems. These systems were initially purchased from the American Stoner ArmsManufacturing Company, but were modified to fit the Lafayette power armor anduse the armors power system. Only one type of pack can be worn at a time withenhanced armor.

    Detachable Flight Pack: This unit was the same type used by the British

    Gypsy Moth. The lighter weight of the Lafayette gave it speed equal to theSAMAS and better maneuverability than the British power armor. Theflight pack is locked onto the armor but has a special quick release systemto be ditched quickly. In addition to flight pack, special thrusters aremounted in the boots of the armor.Flight Pack Weight: 55.1 lbs (25 kg)Maximum Speed: The rocket propulsion system enables the Lafayette tohover in a stationary position up to 200 feet (61 m) or fly. Maximumflying speed is 341 mph (550 kph), but cruising speed is considered to be186 mph (300 kph). Maximum normal altitude is limited to about 667 feet(200 meters) but can reach altitudes as high as 6,561 feet (2000 meters).Range: The nuclear power system gives the Lafayette decades of life, butthe jet rockets get hot and need to cool after a maximum of eight hours of flight when traveling at speeds above cruising, and sixteen hours atcruising speed, but can fly indefinitely with rest stops.Cost: 60,000 Credits for flight pack

    Detachable Underwater Thruster Pack: An underwater propulsion pack similar in nature to the one used by the American APA-15 Semper-Fi. Theflight pack is locked onto the armor but has a special quick release systemto be ditched quickly. In addition to flight pack, special thrusters aremounted in the boots of the armor.Underwater Thruster Pack Weight: 55.1 lbs (25 kg)Maximum Speed: Using the water thrusters, the Lafayette can travelunderwater at 74.5 mph (120 kph/64.6 knots)Range: Unlimited.Cost: 70,000 Credits for flight pack.

    Detachable Space Pack: For use in space and consisted of two main jetthrusters that required no air to operate, so intakes are not needed. Whilethe engines are powerful enough for some limited flight ability even in anatmosphere, the engines are far more efficient in space than in an

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    atmosphere.Space Thruster Pack Weight: 77.2 lbs (35 kg)Maximum Speed: The power armor does not have an effective top speed

    but is limited by acceleration. The power armor can reach a topacceleration of 0.6 G

    Range: Conditionally unlimited, while the fusion reactor gives power for two decades of service, when the power armor is using thrusters, it islimited by the power armor reaction mass. The reaction mass consists of mainly Deuterium (Hydrogen 2) and Helium 3. The power armor can berefueled at ground based facilities, space stations, and star ships as long asthey have the refueling equipment. The tanks are on either side of thethrusters and can be replaced in two minutes each. The power armor carries 4 hours of reaction mass for travel at 0.6 G of acceleration. If the

    power armor uses more than half of its reaction mass when accelerating,the power armor will be unable to decelerate fully and the power armor will normally only use a third or less of its fuel on accelerating so it does

    not run into a problem. If the power armor runs out of fuel then it must berecovered by another vehicle traveling faster or be lost. The power armor can operate with engines on standby to increase engines range.Cost: 60,000 Credits for flight pack

    AA-2047 Detachable Mini-Missile Pack: Mini-Missile pack carries a total of ten mini-missiles and is controlled through linkages from the armor. Thelauncher is locked onto the armor, but has a special quick release systemto be ditched quickly. The mini-missile launcher can be reloaded in 30seconds with practice.Launcher Weight: 33.1 lbs (15 kg) empty and 52.9 lbs (24 kg) fully loadedwith ten mini-missiles. Each mini- missile weigh about 2 lbs (0.9 kg)Maximum Effective Range: As per mini-missile type (Go to Revised

    bomb and missile table )Mega Damage: As per mini-missile type (Go to Revised bomb and missiletable )Rate of Fire: On at a time or in volley of two, four, or six.Payload: 10 Mini-MissilesPenalties: -2 to dodge , -10% to prowl skill if on landCost: 50,000 Credits for launcher

    Detachable Life Support Backpack: Addition tanks of atmosphere toincrease amount of time the wearer can survive without a breathableatmosphere. Useful for underwater, toxic atmosphere, and space use.Gives an additional eight hours of atmosphere. Like other packs, this pack cannot be used with other packs. The Sensor and Communication pack islocked onto the armor but has a special quick release system to be ditchedquickly.Life Support Pack Weight: 33.1 lbs (15 kg)Life Support Capacity: Gives an extra 8 hours of life support (20 hourswith life support pack and internal capacity). Can be attached anddetached while in hazardous atmosphere without interrupting life support.

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    Penalties: -10% to prowl skill if on land, -10% speed if on landCost: 15,000 Credits

    Camouflage Stealth System: Planned future system for the Lafayette power armor for ground operations for use by the Commandement des Oprations Spciales( French Special Operations Command, COS). System is similar to that on the

    British ER-7 Stealth Body Armor. Special systems causes the armor to blend intoits surroundings with color and patterns. The suit works by blending into itssurroundings by changing colors and patterns. When moving the system does nothave the ability to change fast enough, so all that is achieved is a blurring of theoutlines of the suit. This is slightly disconcerting for someone who watches thisfor the first time. While nowhere near as effective as the Naruni camouflage suit,it is still quite effective. The system was not fully developed and only a few dozen

    prototypes were known to exist at the time of the Great Cataclysm.Bonuses: -15% to other to detect ambush and detect concealment, +1 to Initiative,+5% to prowl skill, 30% even if no prowl skill if not moving, also reducesthermal signal by 40%.

    Cost: 200,000 Credits (Manufacturing Cost). If a Camouflage system was found,the cost would probably be worth over 2 million credits.Hand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-

    damage hand-to-hand combat. See Power Armor Combat Training in the RobotCombat section.Special Bonuses/Penalties:

    With Flight Pack: +1 to Initiative, +2 to Parry, +3 to Dodge, and +2 to rollwith punch, fall, and impact while flying due to being lightweight andhaving excellent response times. -2 to Dodge on ground, -10% to prowlskill, -15% running speed if on land. These are in addition to other

    bonuses.With Underwater Thruster Pack: +1 to Initiative, +2 to Dodge, and +1 toroll with punch, fall, and impact while underwater due to special thrusters.-2 to Dodge on ground, -10% to prowl skill, -15% running speed if onland. These are in addition to other bonuses.

    With Space Pack: +1 to Initiative, +4 to Dodge, and +2 to roll with punch, fall,and impact while in space due to small mass and having excellentresponse times. -2 to Dodge in an atmosphere. -2 to dodge on ground,-10% to prowl skill, -15% running speed if on land. These are in additionto other bonuses.

    The Harasser Missile Platform

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    Model Type: Missile VehicleClass: Mobile ArtilleryCrew: Three Driver, Gunner, and Commander M.D.C. by locationMissile Turret-320Light Rail Guns (2) 40 eachMain body-225Speed: 100 mph on all surfaces including water Range is unlimited on nuclear engines and 600 miles on liquid fuel or electric motorsHeight: 9ft 9inWidth: 10ft 6inLength: 20ftWeight is 10 tonsPower source: Nuclear, Electric, or liquid fuelCargo Capacity: Minimal Crew weapons only.Black Market Cost; 200,000 credits

    Weapon systems:1 Main Missile launcher Combo long range and medium rang launcher Payload is 10 standard LRMs, 50 MRMs and 16 Tomahawk Cruise missiles or 8 AGM-86 Axe Missiles.Missile Damage varies by type loaded mostly plasma or heavy missiles. The onlyexception is for Nuclear tipped Missiles they do 1d6x1000 at immediate ground zero and1d4 x1000 to a three mile area surrounding the blast area.

    Enfield / Solaris LMG-60 Squad Automatic Pulse Laser Rifle With the Rail Gun, the pulse laser rifle replaces the heavy machinegun. Which weapon is carried depends onmission. The weapon has the advantage of not needing ammo but is shorter ranged. It isalso much lighter weight than either the heavy machine-gun or the rail gun. The pulselaser rifle is normally carried when the power armor is used underwater.Weight: 21 lbs (9.5 kg)Maximum Effective Range: 2000 feet (610 meters).Mega-Damage: 2D6 per single shot, 6D6 for a rapid fire three shot burst, or use machine

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    gun burst rules for higher burst setting.Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6.) SingleShot, Three Round Burst, and Extended Bursts (See Machine Gun burst rules ). are allavailable.Payload: Effectively Unlimited when plugged into power armor's main power supply (40

    shots short E-Clip, 50 Shots each long E-Clip if not plugged into the power armor)

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    History of the REF of NVMI

    In 2058 earth time the REF launched an exploratory mission to look for more of theRobotech masters factory satellites. The Mission was named operation Hesphestusnamed after the Greek god of the forge. The mission task force included 1 Izumo Class

    battle fortress, 20 garfish class destroyers, 5 marathon class transports, 1 Montgolfier class mobile space dock, 1 Icarus Command Carrier, 30 Tokugawa class Cruisers, 10Banshee Class Destroyers, 10 Gremlin Class Destroyers, 15 Tristar Class Battlecruisers,5 Argonaut Battlecruisers, 20 Exeter Class Escorts, 2 Ikazuchi Command Carrier,1Thuveral Salan Destroyer, 1Quiltra Queleul Landing ship,2 Sian Macross Class Battlefortresses, 1 Valivarre Class Battleship, and 4 A.R.M.D. Space Platforms includes also900 Auxiliaries. All of these ships accept 20 were torn apart and given to Gina for reclamation and also for study so she could manufacture them if the need arose. The 20ships left were sent back into space to orbit the earth as a satellite network as well asanother base in space. These ships also protect a reentry pod that Gina had launched as aSatellite. Only ground communications have been established. No attempt at talking tothe moon has been received even though attacks have been rebuffed as well as taking outseveral thousand killer satellites. About 50 of the auxiliaries were kept includingPredator Landing Craft as well as Horizont ships and several hundred detachable bunkersas well. All of the mecha have been spread out among the REF and NVMI as well asadding to Blue water naval fleet with the Prometheus Submersible Carrier and theBeachmaster Class Submersible Landing Ship.