Vehicles


Vehicles

There are three main types of vehicles in Rifts:
  • Power Armor, which enhances a trained user’s natural abilities;
  • Robot Vehicles, whose stats are fixed but must be piloted by trained personnel;
  • all other vehicles, such as trucks, motorcycles, aircraft etc, which can be piloted with a simple skill roll, and no specialized training;

Vehicles are designed to add another path to super human power just like psionics and magic to help normal rifts earth folks to compete with all the other worldly monsters out there.

Each vehicle in rifts has a Pilot DC listed in the description. You may ‘take 20’ while piloting to meet or pass a vehicle DC; you may not take 20 when threatened or rushing. Being able to operate or drive a vehicle may not mean you can also fire the weapons, pull off daring maneuvers, or even find the glove box. For all vehicles, ground and hover, piloting can be pulled off by anyone trained in pilot. For all power armor and robot vehicles however, the feats Power Armor & Robot Piloting, and Power Armor & Robot Combat are needed to operate these more complicated machines.

Each vehicle has ranged, burst, close or melee attacks, with their bonuses to hit listed in the write-ups. Keep in mind, power armor has bonuses that are in addition to the pilot’s normal Str and Dex based attacks. Attack rolls in Robots only add 1/2 the pilots level to the listed number.

The Vehicle Rules page contains the rule-set for each type of vehicle.



Power Armor

Most Power Armor have the following in common:
  1. Nuclear Powered. Which means they have an effectively unlimited fuel capacity and power source. Average life: 15 to 20 years.
  2. Radar. Can identify and track up to 24 targets simultaneously at a range of 10 miles.
  3. Combat Computer. Calculates, stores, and transmits data onto the heads-up display (H.U.D.) of the pilot’s helmet. It is tied to the targeting computer.
  4. Targeting Computer. Assists in tracking and identification of enemy targets. Ten mile range.
  5. Laser Targeting System. Assists in the selection and focusing of specific targets.
  6. Radio Communications. All armor has a long-range, directional communication system with an effective range of about 500 miles, as well as a non-directional, short-range radio. Range is 10 miles. Plus a built-in loudspeaker; 80 decibels (Subway train or rock concert)
  7. Biometric Locking System. All power armors can be tuned to a specific individual by an operator, or a specialist with that armor. Once a suit of power armor is paired with a pilot, no one else can pilot that armor without resetting the biometric system.
  8. Complete Environmental Battle Armor. Suitable for use in all hostile environments, including underwater (500 foot maximum depth unless stated otherwise). Includes the following features:
    1. Computer controlled life support system. Internal cooling and temperature control.
    2. Artificial air circulation systems, gas filtration, humidifier.
    3. Computer controlled, independent 8 hour oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments.
    4. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Laser, plasma, and magic fires do full damage.
    5. Radiation shielded.

USA-G10 Glitter Boy Power Armor – Pilot DC 28 - CR12
Large ground vehicle (power armor)
Sensors: advanced power armor sensors and communications
Defenses AC +7, Ref +4, Fort +6
Hp 650; DR 22; Resist Ion 15 Half damage from Lasers
Speed 6 (max velocity 65 Mph, running, jet assisted leaps)
Ranged attack: boom gun +3
Ranged attack: ion turret +6
Fighting Space 2×2, total cover for pilot
Abilities Str 30, Dex 20
Skills: Initiative +4, Perception +6
Crew: one; Passengers none
Cargo: duffel bag Consumables: none;
Payload: nuclear powered, unlimited range; 100 boom gun shots, ammo drum holds 40 more;
RG-14 Rapid Acceleration Electromagnetic Rail Gun The main weapon of the Glitter Boy, stows on the armor’s back when not in use. Firing the Boom Gun is a full round action. Ranged 50/100; 1D12×10 dmg; anti tank, anti aircraft, anti personnel
Shoulder Mount Ion Turret Mounted on the right shoulder, this short range cannon provides self defense.. Ranged 20/40; 4D4 dmg, autofire capable.
PA-06A SAMAS - Pilot DC 24 - CR9
Medium flying vehicle (power armor)
Sensors: radar 24t/10m, advanced power armor sensors and communications
Defenses AC +4, Ref +7, Fort +4 (Gain +5 to AC & Reflex at speeds over 200 Mph)
Hp 220; DR 20; Resist Ion 10
Speed 5, 10 flying (max velocity 60 Mph, running; 300 Mph flying; cruising speed 150 Mph)
Ranged attack: light rail gun +4
Ranged attack: mini-missiles (1)
Fighting Space 1×1, total cover for pilot
Abilities Str 22, Dex 22
Skills: Initiative +6, Perception +2
Crew: one; Passengers none
Cargo: forget it Consumables: none;
Payload: nuclear powered, unlimited range; 50 rail gun bursts, 2 mini-missles (any types);
C-40R SAMAS Rail Gun The main weapon of the SAMAS. Ranged 40/80; 1D6×5 dmg; anti personnel, autofire only.
CM-2 Rocket Launcher Mounted on the left forearm. Ranged 20/40; (4D8 dmg Frag or 1D6×10 dmg plasma or armor peircing).
FT-005 Flying Titan Power Armor - Pilot DC 22 - CR7
Medium flying vehicle (power armor)
Sensors: radar 24t/10m, advanced power armor sensors and communications
Defenses AC +3, Ref +8, Fort +2 (Gain +5 to AC & Reflex at speeds over 200 Mph)
Hp 170; DR 14; Resist Ion 5
Speed 6, 12 flying (max velocity 50 Mph, running; 400 Mph flying; cruising at 150 Mph)
Ranged attack: wing laser turrets (2) +5
Ranged attack: mini-missiles or short range missiles (6)
Fighting Space 1×1, total cover for pilot
Abilities Str 20, Dex 24
Skills: Initiative +7, Perception +3
Crew: one; Passengers none
Cargo: zero Consumables: none;
Payload: nuclear powered, unlimited range; unlimited laser bursts, 12 mini-missles (any types) OR 6 short range missiles (any types).
Titan Wing Lasers (2) A tiny laser turret is mounted on the underside of each wing. Ranged 20/40; 2D8 dmg; anti personnel, autofire capable when firing both, 4D8 dmg.
Titan Wing Missile Launchers 6 mini or 3 short range missiles mounted under each wing. Ranged 20/40 or 30/60; Minis(4D8 dmg Frag or 1D6×10 dmg plasma or armor piercing) or short range (1D6×10 dmg frag or 1D8×10 dmg plasma or armor piercing).
NG-9X Samson Power Armor - Pilot DC 22 - CR10
Large ground vehicle (power armor)
Sensors: radar 24t/10m, advanced power armor sensors and communications
Defenses AC +5, Ref +5, Fort +4
Hp 220; DR 16; Resist Ion 8
Speed 8 (max velocity 150 Mph, jet assisted leaps)
Ranged attack: medium rail gun +4
Ranged attack: mini-missiles (2)
Melee attack: forearm blades +4 (1)
Fighting Space 2×2, total cover for pilot
Abilities Str 25, Dex 24
Skills: Initiative +5, Perception +5
Crew: one; Passengers none
Cargo: footlocker Consumables: none;
Payload: nuclear powered, unlimited range; 100 rail gun bursts, 4 mini-missles (any types).
NG-202 Super Rail Gun Standard equipment and mounted to the unit’s arm. Ranged 40/80; 1D10×5 dmg; anti personnel, autofire only.
Samson Forearm Mini-Missiles 4 mini missiles, 2 in each arm. Ranged 20/40; (4D8 dmg Frag or 1D6×10 dmg plasma or armor peircing).
Knuckle Blades Three vicious looking blades extend from the hand. 2D10+7 dmg, Brutal 1.



Robots

Most Robot Vehicles have the following in common:

  1. Nuclear Powered. Effectively unlimited fuel capacity and power source.
  2. Radar. Can identify and track up to 48 targets simultaneously at a range of 30 miles.
  3. Combat Computer. Calculates, stores and transmits data onto the heads up display (H.U.D.) of the pilots helmet. It is tied to the targeting computer.
  4. Targeting Computer. Assists in tracking and identification of enemy targets, 30 mile range.
  5. Laser Targeting System. Assists in selection and focusing of specific targets.
  6. Radio Communication. Long-range, directional communication system with an effective range of about 500 miles, as well as directional, short-range radio of 10 miles, plus built in loudspeaker, 80 decibels.
  7. External Audio Pickup. A sound amplification listening system that can pick up a whisper 300 feet away.
  8. Spotlights. Most will have at least one or two spotlights. Typical range is 600 feet.
  9. Ejector Seat. In case of an emergency, the pilot and crew can be instantly ejected (about 1000’) and parachute to safety.
  10. Self Destruct. A last resort measure to prevent one’s robot from being captured by the enemy. The explosive damage is fairly self-contained, destroying most internal systems with 2D10×10 damage. However, it is very likely (89% chance) that the nuclear power system will spew forth deadly levels of radiation.
  11. Voice Actuated Locking System. The robots access hatch is sealed by an automatic locking system. A six digit spoken code programmed to the specific voice patterns of the crew is standard. A manual keypad is provided in case of system failure/override.
  12. Complete Environmental Pilot and Crew Compartment. Airtight, pressurized and suitable for us in all hostile environments, including underwater and in space.
    1. Computer controlled life support system. Internal cooling and temperature control.
    2. Artificial air circulation systems, gas filtration, humidifier.
    3. Computer controlled, independent 12 hour oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments.
    4. Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Laser, plasma, and magic fires do full damage.
    5. Radiation shielded.

UAR-1 Enforcer – Pilot DC 28 - CR 11
Huge robot walker (robot vehicle)
Sensors: radar48t/30m, thermo, ultraviolet, infrared, IR searchlights
Defenses AC 24, Ref 16, Fort 25
Hp 300; DR 25; Resist Ion 10
Speed 6 (max velocity 60 Mph)
Ranged attack: medium rail gun +8, autofire only
Ranged attack: medium range missile launcher +5
Ranged attack: short range missile launcher +5
Ranged attack: mini missile launcher +8
Ranged attack: laser turrets x2 +8
Burst attack: smoke dispenser; area burst 3, provides total concealment to all within area of effect
Fighting Space 3×3, total cover for crew
Abilities Str 40, Dex 14
Skills: Initiative +5, Perception +8,
Crew one or two; Passengers none
Cargo footlocker; Consumables 4 days; Carried Craft none
Payload 250 bursts; 6 medium range missiles; 10 short range missiles; 20 mini missiles; 5 smoke rounds
C-50R Enforcer Rail Gun Fixed onto right shoulder. Ranged 40/80; 1D10×5 dmg; autofire only.
CR-6 Med Range Rocket Launcher Mounted on the left shoulder. Area burst 3 from 20-60; 2D4×10 dmg; anti aircraft, anti tank.
CR-10 Short Range Rocket Launcher Each shoulder holds 5 missiles. Area burst 2 from 10 to 30; 1D8×10 dmg; anti aircraft, anti tank.
CR-20 Mini Missile Turret Mounted in the midsection. Area burst 1 range 20/40; 4D8 dmg; anti personnel.
CR-2T Laser Turrets (2) Mounted on top of each shoulder, 360° rotation, 90° angle of fire. Ranged 20/40; 3D8 dmg or 1D8×5 both turrets simultaneously as autofire attack.

IAR-2 Abolisher – Pilot DC 28 - CR 16
Huge robot walker (robot vehicle)
Sensors: radar96t/50m, thermo, ultraviolet, infrared, IR searchlights
Defenses AC 24, Ref 18, Fort 25
Hp 550; DR 30; Resist Ion 18
Speed 7 (max velocity 70 Mph)
Ranged attack: heavy rail guns (6) +11, autofire only
Ranged attack: belly gun laser turret +10
Fighting Space 3×3, total cover for crew
Abilities Str 60, Dex 17
Skills: Initiative +4, Perception +10,
Crew Five (pilot, co-pilot, 3 gunners); Passengers room for two
Cargo minimal, about 4’ square; Consumables 5 days; Carried Craft none
Payload 240 bursts; lasers are unlimted.
C-144 Auto-Cannons (6) All around the top. Ranged 40/80; 1D8×10 dmg; autofire only. Only two cannons can target the same area.
CR-3T Laser Turret Mounted mid front, 180° rotation. Ranged 20/40; 4D8 dmg.

CR-003 Spider Skull Walker - Pilot DC 30 - CR 14
Gargantuan robot walker (robot vehicle)
Sensors: radar96t/30m, thermo, ultraviolet, infrared, IR searchlights
Defenses AC 22, Ref 14, Fort 20
Hp 400; DR 27; Resist Ion 15
Speed 8 (max velocity 80 Mph)
Ranged attack: dual heavy rail guns (2) +12, autofire only
Ranged attack: laser turrets (2) +14
Close Burst smoke dispenser; close burst 3, provides total concealment to all within area of effect
Close Burst tear gas; close burst 3, +8 vs. Fort, dazed on hit, slowed on miss
Fighting Space 5×5, total cover for crew
Abilities Str 50, Dex 18
Skills Initiative +5, Mechanics +8
Crew Pilot & co-pilot;
Passengers seats for six, 2 can act as gunners
Cargo 6×6×6; weapons locker holds 6 laser rifles, 2 plasma rifles, 1 mini-missile
launcher, 12 grenades, 24 e-clips, and 4 e-canisters
Consumables 14 days;
Payload 250 bursts; 10 smoke rounds, 10 tear gas;
C-100R Spider Rail Guns (2) Fixed onto sides of the skull, can rotate to any angle. Ranged 40/80; 1D10×10 dmg; autofire only.
CR-4T Laser Turrets (2) Mounted one on top rear, and one on bottom front, 360° rotation, 90° angle of fire. Ranged 20/40; 4D8 dmg each or 1D8×5 both turrets simultaneously fire at same target.

Titan Combat Robot – Pilot DC 25 - CR 12
Huge robot walker (robot vehicle)
Sensors: radar48t/30m, thermo, ultraviolet, infrared
Defenses AC 24, Ref 16, Fort 25
Hp 325; DR 25; Resist Ion 15
Speed 6 (max velocity 60 Mph)
Ranged attack: medium rail gun +14, autofire only
Ranged attack: medium range missile launcher +8
Ranged attack: mini missile launchers (2) +8
Ranged attack: laser turret +16
Melee Attack: vibro-blades +16
Fighting Space 3×3, total cover for crew
Abilities Str 40, Dex 16
Skills: Initiative +5, Perception +8,
Crew one pilot; Passengers one or two
Cargo 2 footlockers; Consumables 4 days; Carried Craft none
Payload 250 bursts; 10 medium range missiles; 12 mini missiles
T-001 Rapid Fire Rail Gun Fixed onto right forearm. Ranged 40/80; 1D10×5 dmg; autofire only.
T-001 Medium Range Rocket Launcher Mounted over the left shoulder. Area burst 3 from 40/80; 2D4×10 dmg; anti aircraft, anti tank.
T-001 Mini Leg Launchers Mounted on the side of each leg. Area burst 1 range 20/40; 4D8 dmg; anti personnel.
T-001 Laser Turret Mounted on the chest, 90° angle of fire. Ranged 20/40; 4D8 dmg, autofire capable.
Knuckle Mounted Vibro-Claws Retractable from hand knuckles. 3D8+16 damage.

Titan Exploration and Light Combat Robot – Pilot DC 24 - CR 10
Huge robot walker (robot vehicle)
Sensors: radar48t/30m, thermo, infrared
Defenses AC 22, Ref 18, Fort 24
Hp 275; DR 20; Resist Ion 10
Speed 8 (max velocity 90 Mph)
Ranged attack: short range missile launcher +7
Ranged attack: laser ball turrets (2) +14
Melee Attack: vibro-blades +13
Fighting Space 3×3, total cover for crew
Abilities Str 36, Dex 18
Skills: Initiative +6, Perception +10,
Crew one pilot; Passengers up to four
Cargo Buick trunk; Consumables 5 days; Carried Craft none
Payload 10 short range missiles
T-002 Short Range Rocket Launcher Mounted over the left shoulder. Area burst 2 from 30/60; 1D6×10 dmg; anti aircraft, anti tank.
T-002 Laser Ball Turrets Mounted on the sides of the chest, full rotation and angle of fire. Ranged 20/40; 3D8 dmg each 6D8 dmg at same target, autofire capable.
Knuckle Mounted Vibro-Claws Retractable from hand knuckles. 3D8+12 damage.

Titan Reconnaissance Robot – Pilot DC 22 - CR 8
Large robot walker (robot vehicle)
Sensors: enhanced radar96t/100m, thermo, infrared, ultra-violet, IR searchlights,
Defenses AC 20, Ref 20, Fort 22
Hp 245; DR 15; Resist Ion 10
Speed 10 (max velocity 150 Mph)
Ranged attack: mini laser +12
Melee Attack: vibro-blades +12
Fighting Space 3×3, total cover for crew
Abilities Str 32, Dex 18
Skills: Initiative +8, Perception +12,
Crew one pilot; Passengers one
Cargo footlocker; Consumables 3 days; Carried Craft none
Payload unlimited laser blasts.
T-003 Mini Laser Mounted on the chest, 90° angle of fire. Ranged 20/40; 3D8 dmg, autofire capable.
Knuckle Mounted Vibro-Claws Retractable from hand knuckles. 3D8+8 damage.

Behemoth Explorer Robot EX-5 – Pilot DC 24 - CR 12
Colossal walker (robot vehicle)
Sensors: radar96t/100m, thermo, infrared
Defenses AC 26, Ref 16, Fort 26
Hp 480; DR 30; Resist Ion 30
Speed 4 (max velocity 40 Mph)
Ranged attack: mini missile launchers +12
Melee attack: large claw arms (2) +10
Melee Attack: leg stomp +6
Fighting Space 16×5, total cover for crew
Abilities Str 44, Dex 18
Skills: Initiative +2, Perception +14,
Crew one pilot, co-pilot, communications officer; Passengers 30-80
Cargo 15×15 x 15, 200 tons; Consumables 30 days; Carried Craft none standard
Payload 48 mini-missiles
Mini Missile Forearm Launchers Mounted on each forward arm. Area burst 1; 20/40; 4D8 dmg, or 1D6×10; anti personnel.
Claw Arm Grab Can snatch up an opponent with the giant claw arms. 5D6+12 dmg and the target is Restrained.
Walker Leg Stomp Giant legs crash down on whatever is below. 1D4×10+10 damage and the target is knocked prone. Half damage and target Dazed on a miss


Vehicles


Wastelander Type Motorcycle - Pilot DC 12 - CR 1
Medium 2 wheeled vehicle (ground vehicle)
Sensors: short range radio 20 miles
Defenses AC 16, Ref 14, Fort 12
Hp 85; DR 4
Speed 8 (max velocity 120 Mph)
No Weapons
Fighting Space 1, partial cover for driver
Abilities Str 18 Dex 18
Skills Initiative +2, Pilot DC 14
Crew one; Passengers one possible, not comfortable
Cargo saddle bags, gear box, holsters
Consumables none; Carried Craft none
Payload Gas or electric engine with a 400 mile range
Available Mounted Machine gun, as ballistic assault rifle

Highwayman Motorcycle - Pilot DC 14 - CR 1
Medium 2 wheeled vehicle (ground vehicle)
Sensors: short range radio 20 miles
Defenses AC 18, Ref 18, Fort 12
Hp 85; DR 4
Speed 9 (max velocity 180 Mph)
No Weapons
Fighting Space 1, partial cover for driver
Abilities Str 16 Dex 20
Skills Initiative +4
Crew one rider
Cargo gear box
Consumables none; Carried Craft none
Payload Gas or electric engine with a 400 mile range
Available laser, as laser rifle

ATV Speedster Hovercycle - Pilot DC 20 - CR 1
Medium hover vehicle (air/ground vehicle)
Sensors: short range radio 20 miles
Defenses AC 18, Ref 18, Fort 12
Hp 100; DR 6
Speed 10 flying (max velocity 220 Mph)
No Weapons
Fighting Space 1, partial cover for driver
Abilities Str 18 Dex 24
Skills Initiative +4
Crew one rider
Cargo gear box or saddlebags
Consumables none; Carried Craft none
Payload Gas or electric engine with a 400 mile range
Available laser, as laser rifle

Big Boss ATV - Pilot DC 14 - CR 4
Large wheeled vehicle (ground vehicle)
Sensors: short range radio (CB) 20 miles
Defenses AC 18, Ref 16, Fort 16
Hp 110; DR 8
Speed 10 (max velocity 150 Mph)
Ranged attack: hatch laser rifle as user
Fighting Space 2×3, total cover for crew, partial cover for hatch laser rifle
Abilities Str 20, Dex 16
Skills Initiative +1, Mechanics -as crew,
Crew one; Passengers room for 3 comfortably
Cargo minimal; a trunk and whatever can be tied to the outside
Consumables none; Carried Craft none
Payload Gas or electric engine with a 300 mile range; also an e-clip charging station for 2 clips
Hatch Laser Rifles (1) Manned by any passengers inside the ATV, the laser rifle use e-clips, 32 shots per, and provides the user partial cover. Ranged 20/40; 3D8 dmg; autofire capable

Mountaineer ATV - Pilot DC 18 - CR 6
Huge 3 wheeled vehicle (ground vehicle)
Sensors: short range radio (CB) 20 miles
Defenses AC 20, Ref 14, Fort 16
Hp 125; DR 12
Speed 9 (max velocity 120 Mph)
No installed weapons from factory options include rail gun, radar, mini missile turret and laser turret
Fighting Space 3×4, total cover for crew
Abilities Str 28 Dex 16
Skills Initiative +1, Mechanics -as crew
Crew one; Passengers room for 4 comfortably
Cargo 10×8×8 cargo hold
Consumables none; Carried Craft none
Payload Gas or electric engine with a 600 mile range; also an e-clip charging station for 4 clips
Light Rail Gun Could be mounted on top front. Would need to be manned, provides partial cover.
Mini Missile Turret Could be mounted on the top rear, fired from the pilots compartment, vehicle also needs radar installed
Laser Cannons Room for two, one on each side of the cargo bay. Would provide total cover. Would run on e-canisters

NG-A70 ‘Sky King’ - Pilot DC 24 - CR 7
Medium hover vehicle (air vehicle)
Sensors: standard power armor sensors and communications
Defenses AC 24, Ref 24, Fort 20 (AC and Ref gain +5 bonus when traveling faster than 200mph)
Hp 200; DR 10 Resist Ion 5
Sensors: 12 flying (max velocity 570 Mph, cruising speed 150mph; hover up to 1000’; 10,000’ ceiling)
Ranged attack: dual light rail guns +4 autofire only
Ranged attack: dual mini-missile launchers
Ranged attack: laser cannon +6
Fighting Space 1, partial cover for pilot
Abilities Str 28, Dex 24
Skills Initiative +4, Perception +4
Crew one; Passengers none
Cargo sports car Consumables none; Carried Craft none
Payload nuclear powered, maintaining speeds above cruising for 20 hours will require landing to let the jets cool for 4 hours, rest stops or cruising speeds push this out to 48 hours. ; 200 bursts; 20 mini missiles;
NG-101 Dual Rail Guns Ranged 40/80; 1D10×5 dmg; autofire only.
CR-20 Mini Missile Turret Mounted in the midsection. Area burst 1 range 20/40; 4D8 dmg; anti personnel.
NG-101 Forward Laser Cannon Mounted dead center. Ranged 20/40; 4D8 dmg, autofire capable

Coalition Sky Cycle - Pilot DC 26 - CR 8
medium hover vehicle (power armor)
Sensors: standard power armor sensors and communications
Defenses AC 26, Ref 24, Fort 22 (AC and Ref gain + 5 bonus when traveling faster than 200mph)
Hp 220; DR 12 Resist Ion 5
Speed 12 flying (max velocity 520 Mph, cruising speed 120mph,; can hover up to 2000’; max altitude 5,000’)
Ranged attack: mini-missile launcher
Ranged attack: laser cannon +5
Ranged attack: tear gas dispenser +8 vs. Fort,area burst 2 dazed on hit, no effect on miss,
Ranged attack: smoke grenade dispenser area burst 3, grants total concealment to area
Fighting Space 1, partial cover for pilot
Abilities Str 20, Dex 26
Skills Initiative +5, Perception +5
Crew one; Passengers none
Cargo sports car Consumables none;
Payload nuclear powered, can fly at top speed up to 20 hours before needing to land and let the jets cool for 4 hours, flying at cruising speeds or below possible indefinitely; 20 mini missiles; 3 tear gas, 3 smoke
CR-21 Mini Missile Launcher (2) One mounted on each side near the landing gear. Area burst 1 range 20/40; 4D8 dmg; anti personnel.
CR-4T Laser Cannon Mounted front and center 180° arc of rotation. Ranged 20/40; 4D8 dmg, autofire capable
Grenade Launcher Smoke or tear gas only

Coalition Mark V APC - Pilot DC 22 - CR 8
Huge wheeled vehicle (ground vehicle)
Sensors: radar48t/30m, IR searchlights, 50 mile range radio, ECM suite.
Defenses AC 20, Ref 12, Fort 20
Hp 220; DR 16 Resist Ion 10
Speed 8 (max velocity 90 Mph)
Ranged attack: medium rail gun +6, autofire only
Ranged attack: laser cannon +4
Ranged attack: laser turrets (4) +4
Ranged attack: mini missile launcher +8
Ranged attack: forward auto-canons (2) +6
Ranged attack: hatch laser rifles as user
Burst attack: smoke dispenser; area burst 3, provides total concealment to all within area of effect
Burst attack: tear gas dispenser; area burst 3, +8 vs. Fort, dazed on hit, no effect on miss
Fighting Space 3×7, total cover for crew, partial cover for hatch laser rifles
Abilities Str 25, Dex 14
Skills Initiative +2, Mechanics -as crew
Crew five; pilot, co-pilot, communications and two gunners; Passengers room for 20 troops/passengers
Cargo minimal; 12 laser rifles, 2 plasma rifles, 2 mini missile launchers, 24 grenades, all stored in locked compartments.
Consumables 4 days;
Carried Craft room for 4 SAMAS, 2 hover-cycles, depending on deployment
Payload 200 bursts; 20 mini missiles; 5 smoke rounds; 5 tear gas; e-clip charging station for 10 e-clips and 2 e-canisters
C-40R Medium Rail Gun Mounted on the top rear half of the vehicle. Ranged 40/80; 1D10×5 dmg; autofire only.
CR-4T Laser Cannon Mounted on the top center. Ranged 20/40; 4D8 dmg; autofire capable; anti personnel
C-2T Laser Turrets (4) Two light turrets are on either side of the APC. Ranged 20/40; 3D8 dmg; anti personnel
CR-10 Forward Mini Missile Launchers Mounted on the very front of the APC. Area burst 1 range 20/40; 4D8 dmg; anti personnel.
Forward Auto-Cannons (2) Mounted on the front missiles launchers. Ranged 20/40; 4D6 dmg or 1D6×5 both turrets simultaneously as autofire attack
Hatch Laser Rifles (2) Manned by any passengers inside the APC, these laser rifles have unlimited ammo, and provide the user partial cover. Ranged 20/40; 3D8 dmg; autofire capable.

Coalition AFC—050 Death’s Head Transport - Pilot DC 32 - CR 30
Colossal flying transport (air vehicle)
Sensors: radar192t/200m, thermal imagery, ultraviolet optics, IR searchlights, 500 mile radio, Supreme ECM suite.
Defenses AC 45, Ref 48, Fort 50
Hp 1220; DR 40 Resist Ion 40
Speed 8 squares (max velocity 90 Mph)
Ranged attack: heavy rail gun +32, autofire only
Ranged attack: medium range missile launchers (2) +14
Ranged attack: heavy laser turrets (6) +40
Burst attack: smoke dispenser; area burst 16, provides total concealment to all within area of effect
Burst attack: tear gas dispenser; area burst 16, +8 vs. Fort, dazed on hit, no effect on miss
Fighting Space 48×20, total cover for crew
Abilities Str 44, Dex 36
Skills Initiative +22, Perception +22, Mechanics -as crew
Crew Nine; pilot, co-pilot,two gunners, two communications engineers and 3 technical officers;
Passengers multiple Cargo enormous. Consumables 4 days;
Carried Craft standard deployment is 2 APCs and their 20 troops each, 2 UAR-1 Enforcers, one Spider Skull walker and 96 infantry(or 32 SAMAS), or 384 soldiers and 1 Spider Skull walker.
Payload 400 bursts; 10 medium range missiles; 8 smoke rounds; 4 tear gas; e-clip charging station for 25 e-clips and 5 e-canisters
C-200DH Heavy Rail Gun Mounted on the top of the forward skull section, full 360 rotation and 95 angle tilt. Ranged 150/300; 3D10×10 + 10 dmg; autofire only, hit targets are knocked prone.
CR-51 Medium Range Missile Launchers (2) Two missile launchers are concealed beneath sliding panels on the skull-forehead section of the transport. Ranged 40/80; Area Burst 6, 3D6+10 dmg, multi-warhead high explosive.
CR-6T Laser Turrets (6) Three are mounted on each side of the transport, each are capable of targeting the same area. Ranged 40/80; 2D8×10 dmg; autofire only, hit targets are dazed.

























Quickjumps

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Vehicles

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