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Re: Jab's Rifts Builds

Posted: Sat May 26, 2018 3:07 am
by Batgirl III
Rifts: Underseas contains a bit written by Erin Tarn, herself, where she and her travelling companions are in some backwater village when a "circus" rolls into town. Gathering a big crowd to see the attractions, including some nasty monster-eel thing called a Sea Wraith. Sir Winslowe, Erin, and the rest instantly assume something nefarious is afoot and start to get into positions, ready their weapons, etc... Inevitably, the "circus" workers reveal themselves as slavers and start to round up the townsfolk, the Sea Wraith is giving orders, and stabbing townies with its tentacle-claw-spears. There's a bit of gun-play, some shouting, and then...

BRRRRRRRRRRTTTTT!

A pair of Coalition SAMAS come racing in overhead, reducing the monster to a pink mist. They're followed by Sky-Cycles and a full platoon of Troopers dropping out of an flying APC.

The village was technically within the Coalition's borders. But they'd been on maneuvers nearby, heard the commotion, and came to help.

The Prosek Family and the C.S. Elite are evil bastards, many in the C.S. military are misguided but not without a sense of honor... Enough of them are evil bastards that you can use them as faceless Imperial Stormtroopers. But there is enough nuance and enough alternate interpretations that, at the very least, they avoid the "Always Chaotic Evil" trope that is all too common in RPGs, especially of the Eighties. The game was a contemporary of AD&D1e and 2e, after all, which was still home to the 'kill the orcs, take their stuff' school of world building.

Re: Jab's Rifts Builds

Posted: Sat May 26, 2018 3:12 am
by MacynSnow
That's why i don't consider the Coalition States as the "Ultimate Evil" that most player's put them out to be.Just like any quarter, there's two sides to it.
If you could somehow remove the truly Evil people from it,look at what you'd have....

Re: Jab's Rifts Builds

Posted: Sat May 26, 2018 5:59 am
by Jabroniville
Apparently, Siembieda himself was kind of irked at how many fans "liked" the Coalition (he said that "Coalition Fans" would HATE the Siege on Tolkeen series). I don't think anyone was under any illusions about how evil the upper brass was, but even the books go into detail about how the individuals making up the army can be brave, heroic, "Principled"-aligned characters, despite working for Nazi-esque overlords.

I kinda liked how the Proseks weren't that physically mighty, nor had the most Bitchin', Bad-Ass Armor Ever, too. PALLADIUM of all companies recognizes that true power can have less to do with your physical might, and more with your personal power. "Charisma" may be a dump stat in many games, but in REAL LIFE, more people have died due to guys with high Charisma scores than anything else in the world.

Re: Jab's Rifts Builds

Posted: Sat May 26, 2018 6:02 am
by Jabroniville
Image

Oh yeah- Vince Martin just KILLED IT on Rifts Japan and Juicer Uprising. Just page after page of great drawings that made you want to play that class. The Mega-Damage Juicers he made were EPIC, with Dragon Juicers in particular being metal as hell. That those two books came out one after the other, after some pretty iffy World Books (with some pretty bad art) makes you realize how Rifts got as big as it did.

Funnily enough, all the worst Anti-Palladium stuff I saw on RPGnet (are you even allowed to publicly trash RPG companies on those forums now?), complete with Bill Coffin and other ex-employees (Eric Wjuicisrswrasdek-something) mouthing off of Siembieda as as boss... it all suggested that the company was leading towards a quick death. Circa 2003. FIFTEEN YEARS LATER, they are still making Rifts books. It's pretty astonishing. The wonders of "Small Press", I suppose.

Re: Jab's Rifts Builds

Posted: Sat May 26, 2018 6:11 am
by Batgirl III
Most gamers familiar with RIFTS tend to agree on the “full of great ideas, the power creep can actually really fun in its own gonzo way, the books are horribly laid out, and the rules are godawful and ancient.” A minority won’t even acknowledge the “great ideas” and “can be fun” parts and just pile on the hate.

The one that that even the most diehard haters will concede is that the artwork, whilst hit or miss at times, can be absolutely amazing when it’s a hit.

I’m actually kinda sad that the RPG industry is moving almost exclusively to full color printing. I think there’s a level of detail to the black and white line-art that color can leave out... There’s also something about using my imagination to “finish” the scenes in my minds eye that just kinda gets my imagination flowing.

Re: Jab's Rifts Builds

Posted: Sat May 26, 2018 6:21 am
by Jabroniville
Yeah, I was stunned to look at Chuck Walton's art on DA, and find that the fully-painted scenes had... lost something. They're just not as beautifully-done as the pencil art. But I even like it when artists leave in the sketch lines- it gives the work a much more visceral edge to me.

Other O.C.C.s

Posted: Sat May 26, 2018 6:22 am
by Jabroniville
OTHER COALITION O.C.C.s:
* Okay, I didn't feel like statting out the tiny differences between some of them. Here's the rest of the "rank and file":

EXPLOSIVES ORDNANCE DISPOSAL SPECIALIST: Explosives experts. Naturally comes with a full-page list of types of bombs.
CS NAUTICAL SPECIALIST: Sailors. They'd eventually get their own book, Coalition Navy.
CS RANGER: Their version of a Wilderness Scout O.C.C., with some pretty cool camouflage Dead Boy Armor. Their backstory explains that they're often allies with D-Bees, Dragons and Men of Magic, unlike every other CS character! This is actually explained as a matter of practicality, and that it does not interfere with their beliefs, or their loyalty to the CS.
RIFT CONTROL STUDY GROUP: Scientists with a specific focus. WAY fewer skills that Rogue Scientists.
RPA "FLY BOY" ACE: Ace Pilots, specializing in aircraft and skycycles over Power Armor.

---

INTERNAL SECURITY SPECIALISTS:
* The "internal security" wing of the CS, these guys are basically cops and spies.

I.S.S. PEACEKEEPER: Basically, cops within the CS.
I.S.S. SPECTER: Police detectives.
INTEL SPECTER: Intelligence, espionage and counter-espionage.

---

NON-HUMAN TACTICAL STRIKE & ERADICATION TEAMS (NTSET, aka "Net Set"):
* The anti-Magic/Paranormal wing of the I.S.S., devoted to hunting down these threats to the Coalition within the cities, which it is said they never leave.

NTSET PSI-HOUND: Dog Boys who specialize in this.
NTSET PROTECTOR: Dog Boys who specialize in this.

---

PSYCHIC REGISTRATION PROGRAM (P.R.P.):
* Those who monitor all psychic-based things within the Coalition, from regulating official Psi-Stalkers to checking out people entering the cities for the first time.

P.R.P. PSI-NET AGENT: "Psychic Police", 75% of whom are Psychics themselves. Essentially an O.C.C. you can stick onto a Racial Character Class like Mind Melter, Burster, Psi-Stalker, etc. Even Dog Boys can join it!

* In addition to the standard "Dead Boy" Armor, there is "Heavy Dead Boy" Armor, going to either Cyborgs or normal men. The armor is 200 MDC, making the user +11 Toughness, and boosts the Strength by 1 or 2.

Re: Jab's Rifts Builds

Posted: Sat May 26, 2018 7:21 am
by Batgirl III
RIFTS was one of the first places (along with G.I.Joe File Cards) where I encountered the concept of Military Occupation Specialties. As almost any veteran* will tell you, M.O.S. is a big deal, determining pretty much 99.9% of your life while in the service. Arguably more than your rank (an 11B Infantryman of ranks E-1 and E-5 will have far more in common with with each other than they would an 88H Cargo Specialist of equal rank.) Heck, get two guys from different branches but similar M.O.S. together and they’ll be bosom buddies before they finish their first beer...

As a kid, I kinda just assumed every Army Soldier was an Army Soldier, every Air Force Airman was an Air Force Airman... But RIFTS (and G.I.Joe) actually made the differences known and made them relevant!

* Coast Guardsmen and Sailors don’t have M.O.S., we have Ratings. Because everything seagoing services do in every country in the English speaking world is designed explicitly to confuse Army personnel.

Re: Jab's Rifts Builds

Posted: Sat May 26, 2018 7:48 am
by Jabroniville
Yeah, it's kind of funny how real life is so different from the comics and most media, where a soldier is just "Expertise (Soldier)" and you can do everything a soldier can do. But comics treats Science, Medicine and Vehicles like that, so why should the military be any different?

Seriously, in comics, a Doctor is both a diagnoser-guy AND a surgeon. A Pilot can jump into the seat of a boat, helicopter, fighter jet, 747 or alien hovercraft and it's all basically the same stuff. A Scientist is geneticist, biologist, zoologist, geologist, astro-physicist & mathematician all rolled into one. So of course a Soldier is treated like an Airman, Marine, Sailor, Infantryman, Tactical Specialist, Drill Instructor and General altogether.

I generally blame a lack of writers with any specific experience in those fields writing the books. And general "it's easier this way".

M&M lacks so much granularity that even "VEHICLES" is just one stat- something that even Comics typically splits between "land vehicles" and "aircraft".

It's part of what makes Rifts so much easier to stat out in M&M, though :). Look at all of the specialties you can have as a Coalition guy- COMMUNICATIONS? Who in comics ever uses COMMUNICATIONS? Though I would imagine that's of vast importance in a real military outfit, in comics you just talk into a thingie and the other guy hears your words.

SAMAS Pilots

Posted: Sat May 26, 2018 12:21 pm
by Jabroniville
Image

COALITION ELITE ROBOT POWER ARMOR O.C.C. (SAMAS Pilot)
Role:
Elite Soldiers
PL 10 (172)
STRENGTH
2/7 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+7)
Intimidation 3 (+4)
Perception 4 (+5)
Technology 6 (+7)
Treatment 2 (+3)
Vehicles 6 (+10)

Advantages:
Benefit 2 (Rank- CS Soldier), Equipment 2 (CS Gear), Ranged Attack 3

Powers:
"SAMAS Power Armor" (Flaws: Removable) [78]
Enhanced Strength 5 (10)
Protection 9 (Extras: Impervious 11) (20)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
Senses 9 (Infravision, UV Vision, Low-Light Vision, Extended Vision 2, Extended Hearing, "Radar"- Ranged Radius Radio Sense) (9)
Leaping 1 (15 feet) (1)
Flight 7 (250 mph) (14) -- (15)
  • AE: Speed 5 (60 mph) (5)
"Rocket Launcher" Blast 10 (Feats: Reach 3) (Extras: Area- 30ft. Burst) (33)
Immunity 4 (Visual & Audio Dazzles) (4)
Stealth -4 (-2)
-- (97 points)

"Military Hardware" (Flaws: Easily Removable) [23]
"Rail Gun" Blast 13 (Feats: Ranged 3) (Extras: Penetrating 8) (37 points)

Equipment:
"CS Gear"
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +5 (+2 Damage, DC 17)
SAMAS Punch +5 (+7 Damage, DC 22)
Rail Gun +7 (+13 Ranged Damage, DC 28)
Rocket Launcher +10 Area (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +6 (DC 16), Toughness +2 (+11 SAMAS Armor), Fortitude +4, Will +4

Complications:
Responsibility (The Coalition States)- All Coalition military personell are expected to uphold the virtues of the CS, and are subject to "reorientation", or worse, if they stray.
Enemy (Tolkeen)- The Magic-heavy state is anathema to the Coalition States.
Hatred (D-Bees, Psychics, Magic)
Power Loss (Flight- High Altitudes)- The SAMAS flies with less skill and capability at above 1000m.

Total: Abilities: 36 / Skills: 30--15 / Advantages: 7 / Powers: 101 / Defenses: 13 (172)

-The SAMAS is the iconic "Power Troop" of the Coalition- resembling their "Dead Boy" armor considerably, they max out the shoulders, add fold-down wings (SO COOL, and way better than most "Flying Powersuits" in conception), and throw in a frickin' Rail Gun. A general expectation is that an elite CS force will include a small handful of these guys, backing up a larger force of Dead Boys.

-I threw the Rocket Launcher onto the Armor (it's kind of attached to it), but the Rail Gun, being one of the more impressive regular pieces of artillery in the Rifts-verse, is a full-on Device.

-Despite the impressive visage, they aren't even close to the best Power Armor in the Main Rulebook, being about a third as tough (250 vs. 770 MDC) and hitting a third as hard (1D4 vs. 3D6, both x10) as the distinctive Glitter Boy. The idea, of course, is that the Glitter Boy is a Player Character, while these guys are NPCs you fight in groups. The Coalition also has numerous other robots sporting greater muscle power, but these are less common. The famous "Power Creep" of the setting adds in dozens of Power Armor suits with far greater power, including a couple of CS ones.

Re: Jab's Rifts Builds (Coalition Troops, SAMAS Pilots)

Posted: Sat May 26, 2018 3:59 pm
by MacynSnow
Hey jab,would it be cool with you if i put my Desmond Bradford clone hero up here to show him off(you know,like BG did with her Chicken)?

Re: Jab's Rifts Builds (Coalition Troops, SAMAS Pilots)

Posted: Sat May 26, 2018 8:18 pm
by Jabroniville
Yeah, no problem. Catsi already put down his Erin Tarn :).

Re: Jab's Rifts Builds (Coalition Troops, SAMAS Pilots)

Posted: Sat May 26, 2018 8:25 pm
by MacynSnow
Jabroniville wrote:
Sat May 26, 2018 8:18 pm
Yeah, no problem. Catsi already put down his Erin Tarn :).
Cool,thank! :D

Smiling Jack & Commando Striker SAMAS

Posted: Sat May 26, 2018 8:51 pm
by Jabroniville
Image

COALITION ELITE ROBOT POWER ARMOR O.C.C. (SAMAS Pilot)
Role:
Elite Soldiers
PL 10 (173)
STRENGTH
2/7 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+7)
Intimidation 3 (+4)
Perception 4 (+5)
Technology 6 (+7)
Treatment 2 (+3)
Vehicles 6 (+10)

Advantages:
Benefit 2 (Rank- CS Soldier), Equipment 2 (CS Gear), Ranged Attack 3

Powers:
"Smiling Jack Light Assault SAMAS Power Armor" (Flaws: Removable) [79]
Enhanced Strength 5 (10)
Protection 9 (Extras: Impervious 11) (20)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
Senses 9 (Infravision, UV Vision, Low-Light Vision, Extended Vision 2, Extended Hearing, "Radar"- Ranged Radius Radio Sense) (9)
Leaping 1 (15 feet) (1)
Flight 7 (250 mph) (14) -- (15)
  • AE: Speed 5 (60 mph) (5)
"Rocket Launcher" Blast 10 (Feats: Ranged 3) (Extras: Area- 30ft. Burst) (33)
Immunity 4 (Visual & Audio Dazzles) (4)
Stealth -2 (-1)
-- (98 points)

"Military Hardware" (Flaws: Easily Removable) [23]
"Rail Gun" Blast 13 (Feats: Ranged 3) (Extras: Penetrating 8) (37 points)

Equipment:
"CS Gear"
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +5 (+2 Damage, DC 17)
SAMAS Punch +5 (+7 Damage, DC 22)
Rail Gun +7 (+13 Ranged Damage, DC 28)
Rocket Launcher +10 Area (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +6 (DC 16), Toughness +2 (+11 SAMAS Armor), Fortitude +4, Will +4

Complications:
Responsibility (The Coalition States)- All Coalition military personell are expected to uphold the virtues of the CS, and are subject to "reorientation", or worse, if they stray.
Enemy (Tolkeen)- The Magic-heavy state is anathema to the Coalition States.
Hatred (D-Bees, Psychics, Magic)

Total: Abilities: 36 / Skills: 30--15 / Advantages: 7 / Powers: 102 / Defenses: 13 (173)

OTHER SAMAS UNITS:
* Coalition War Campaign introduced three additional SAMAS suits, two of which are largely similar to the Main Rulebook's, and one with significant "Power Creep". These builds assume the same stats for the pilot, but they could likely be far superior.

-The "Smiling Jack" is a Light Assault unit designed more like the newer (ie. 6 years after the game came out) CS troop armor, but sports the same durability as a regular SAMAS. It's a bit more manueverable than a regular suit at higher altitudes.

Image

COALITION ELITE ROBOT POWER ARMOR O.C.C. (SAMAS Pilot)
Role:
Elite Soldiers
PL 10 (179)
STRENGTH
2/7 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+7)
Intimidation 3 (+4)
Perception 4 (+5)
Technology 6 (+7)
Treatment 2 (+3)
Vehicles 6 (+10)

Advantages:
Benefit 2 (Rank- CS Soldier), Equipment 2 (CS Gear), Ranged Attack 3

Powers:
"Special Forces Striker SAMAS Power Armor" (Flaws: Removable) [85]
Enhanced Strength 5 (10)
Protection 10 (Extras: Impervious 11) (21)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
Senses 9 (Infravision, UV Vision, Low-Light Vision, Extended Vision 2, Extended Hearing, "Radar"- Ranged Radius Radio Sense) (9)
Leaping 1 (15 feet) (1)
Flight 8 (500 mph) (16) -- (17)
  • AE: Speed 5 (60 mph) (5)
"Mini-Missile Wing Launchers" Blast 12 (Feats: Ranged 3) (Extras: Multiattack) (39)
Immunity 4 (Visual & Audio Dazzles) (4)
Stealth -4 (-2)
-- (106 points)

"Military Hardware" (Flaws: Easily Removable) [23]
"Rail Gun" Blast 13 (Feats: Ranged 3) (Extras: Penetrating 8) (37 points)

Equipment:
"CS Gear"
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +5 (+2 Damage, DC 17)
SAMAS Punch +5 (+7 Damage, DC 22)
Rail Gun +7 (+13 Ranged Damage, DC 28)
Missile Launchers +7 (+12 Ranged Damage, DC 27)
Rocket Launcher +10 Area (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +6 (DC 16), Toughness +2 (+12 SAMAS Armor), Fortitude +4, Will +4

Complications:
Responsibility (The Coalition States)- All Coalition military personell are expected to uphold the virtues of the CS, and are subject to "reorientation", or worse, if they stray.
Enemy (Tolkeen)- The Magic-heavy state is anathema to the Coalition States.
Hatred (D-Bees, Psychics, Magic)
Power Loss (Flight- High Altitudes)- The SAMAS flies with less skill and capability at above 1000m.

Total: Abilities: 36 / Skills: 30--15 / Advantages: 7 / Powers: 108 / Defenses: 13 (179)

-The "Striker" SAMAS is the suit for Commandos, and more resembles the old "Death's Head" style (because Wayne Beaux drew it, really). It actually looks pretty solid- the dark armor has a menacing gleam to it. It's basically a step between the SAMAS and the Super SAMAS- one point tougher, and with some built-in Multiattack Mini-Missiles.

Super SAMAS

Posted: Sat May 26, 2018 8:52 pm
by Jabroniville
ImageImage

COALITION ELITE ROBOT POWER ARMOR O.C.C. (SAMAS Pilot)
Role:
Elite Soldiers
PL 11 (198)
STRENGTH
2/7 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 3 (+5)
Expertise (Soldier) 6 (+7)
Intimidation 3 (+4)
Perception 4 (+5)
Technology 6 (+7)
Treatment 2 (+3)
Vehicles 6 (+10)

Advantages:
Benefit 2 (Rank- CS Soldier), Equipment 2 (CS Gear), Ranged Attack 3

Powers:
"Super SAMAS Power Armor" (Flaws: Removable) [104]
Enhanced Strength 6 (12)
Protection 11 (Extras: Impervious 13) (24)
Immunity 7 (Hot, Cold, Radiation, Pressure, Vacuum, Suffocation 2) (7)
Senses 9 (Infravision, UV Vision, Low-Light Vision, Extended Vision 2, Extended Hearing, "Radar"- Ranged Radius Radio Sense) (9)
Leaping 1 (15 feet) (1)
Flight 8 (500 mph) (16) -- (17)
  • AE: Speed 5 (60 mph) (5)
Immunity 4 (Visual & Audio Dazzles) (4)
Features 3: Increased Mass 3 (3)
Stealth -4 (-2)

"Dual Plasma & Laser Weapon System" Blast 14 (Feats: Ranged 3) (Extras: Penetrating 8, Multiattack) (53) -- (55)
  • AE: "Forearm Grenade Launchers" Blast 11 (Feats: Reach 3) (Extras: Area- 30ft. Burst) (36)
  • AE: "Forearm Vibro-Blades" Strength-Damage +4 (Feats: Improved Critical) (Extras: Penetrating 8) (13)
-- (130 points)

"Military Hardware" (Flaws: Easily Removable) [23]
"Rail Gun" Blast 13 (Feats: Ranged 3) (Extras: Penetrating 8) (37 points)

Equipment:
"CS Gear"
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)
"Assorted Gear" Gas Masks, Radios, etc. (4)

Offense:
Unarmed +5 (+2 Damage, DC 17)
SAMAS Punch +5 (+7 Damage, DC 22)
Vibro-Blaes +5 (+11 Damage, DC 26)
Laser Weapons +7 (+14 Ranged Damage, DC 29)
Grenades +10 Area (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +6 (DC 16), Toughness +2 (+13 SAMAS Armor), Fortitude +4, Will +4

Complications:
Responsibility (The Coalition States)- All Coalition military personell are expected to uphold the virtues of the CS, and are subject to "reorientation", or worse, if they stray.
Enemy (Tolkeen)- The Magic-heavy state is anathema to the Coalition States.
Hatred (D-Bees, Psychics, Magic)
Power Loss (Flight- High Altitudes)- The SAMAS flies with less skill and capability at above 1000m.

Total: Abilities: 36 / Skills: 30--15 / Advantages: 7 / Powers: 127 / Defenses: 13 (198)

-The ultimate "Power Creep" example for these troops, the Super SAMAS is basically "SAMAS, But Better", making it a true elite, meant to take on Dragons, Glitter Boys and Aircraft, usually beside other SAMAS units. It's only real flaw is that it lacks long-range fighting capabilities.