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