super soldiers in rifts

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kevarin
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super soldiers in rifts

Unread post by kevarin »

ok made up a company in rifts called bio star a rival company
to texam in texas they were a company with a military research
base and were looking in to safer forms of human augmentation
(anyone know a good out of the way base in the northern central usa i can but this base)
right before the time of the rifts they finally got the process right and made the first of there
super soldiers when the great cataclysm tore the area apart they gathered all the people they
could and sealed up the base and waited after awhile they came out and set up a town
but made it look low to mid tech mdc armor and weapons and super soldiers to defend them
they were so out of the way that outsiders are just now starting to find them


there super soldiers get the following powers
increase physical agility and dexterity
make character invulnerable
healing factor
superhuman strength

was planing on giveing them access to nema body armor and weapons
but not sure what pa or robots to give them the base has 3 small factories in it
one makes weapons and mdc armor other two will make some sort of robot or pa
since not all there warriors will be super soldiers

any ideas or thoughts on this welcome
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Re: super soldiers in rifts

Unread post by csbioborg »

I use all the HU augmentations such as mdc skeletons in my game for all CS special forces
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Re: super soldiers in rifts

Unread post by mobuttu »

I'm also planning to do this but through Doctor Bradford genetics experiments in Lone Star. I'm using HU2 Supersoldier package.
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Re: super soldiers in rifts

Unread post by Blight »

Same here, The Janissary never did it for me. I just don't like them. But i did allow the the endo-skeletal replacement for 4th level and above special forces characters. I also allowed the changing out of some of the cybernetic. This was an awesome addition.
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Re: super soldiers in rifts

Unread post by csbioborg »

macksting wrote:HU augmentations on CS Special Forces? I thought that's what the Janissary was for. I'm confused now.

On the whole, Kevarin, I like this premise. But then, I've always kinda liked the meeting of HU2 and Rifts, and making reasonable opportunity for such (making an HU2 technology or power type be a canon part of your version of the setting) is just awesome. I've little else to say, however.



I don't like the Jannisary at all and they don't in my game. I don't like the notion of mdc humans being created through science in the first place. Spplicers is fine because biotics get radicallly altered so they have a carapace but no amount of genetic enjinneering is making human skinn harder than steel

Moreover the idea of augmenting regular humans over creating a super race is more in line with my vission of the CS

So the eugenics augmentations from HU that are done on regulart people are in play with my game things like biological aumentations for amplfied hearing enahnced organs which should be in rifts anyway imo
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Re: super soldiers in rifts

Unread post by The Galactus Kid »

I like jannisarries, but would never allow one as a player character. I also would tweak their story as being one of the secret projects that bradford keeps for himself and would never allow the CS brass know about.
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Re: super soldiers in rifts

Unread post by Dustin Fireblade »

mobuttu wrote:I'm also planning to do this but through Doctor Bradford genetics experiments in Lone Star. I'm using HU2 Supersoldier package.


Pretty much doing the same thing myself.
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Re: super soldiers in rifts

Unread post by Kagashi »

Okay, so like the question I have for Janassaries...what is the downfall to these super soldiers? (example: Juicers only live 5 years, Crazies sacrifice their sanity, Witches sacrifice their freedom....) If the answer is "nothing" then I think this is a terrible idea. Especially since your going to arm them with superior Pre-Rifts tech.
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Re: super soldiers in rifts

Unread post by Tiree »

Kagashi wrote:Okay, so like the question I have for Janassaries...what is the downfall to these super soldiers? (example: Juicers only live 5 years, Crazies sacrifice their sanity, Witches sacrifice their freedom....) If the answer is "nothing" then I think this is a terrible idea. Especially since your going to arm them with superior Pre-Rifts tech.
I don't have the info on them. But I would expect it would be partly their humanity like a Borg. A bit of Superiorness or not being 'Normal' anymore. But maybe there are rules put in for that.
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Re: super soldiers in rifts

Unread post by Daniel Stoker »

Kagashi wrote:Okay, so like the question I have for Janassaries...what is the downfall to these super soldiers? (example: Juicers only live 5 years, Crazies sacrifice their sanity, Witches sacrifice their freedom....) If the answer is "nothing" then I think this is a terrible idea. Especially since your going to arm them with superior Pre-Rifts tech.


They pretty much have no downsides and get an insane regeneration rate and MDC and Psionics. And we won't even get into how much of a leap it is that the CS would suddenly be able to make anything close to that powerful. ;)


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Re: super soldiers in rifts

Unread post by Crazy Lou »

Where are these Janassaries? What are they for that matter? I've never heard of them.
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Re: super soldiers in rifts

Unread post by Dustin Fireblade »

Crazy Lou wrote:Where are these Janassaries? What are they for that matter? I've never heard of them.



Rifter #28. Basically super-super soldiers
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Re: super soldiers in rifts

Unread post by Kagashi »

Daniel Stoker wrote:
Kagashi wrote:Okay, so like the question I have for Janassaries...what is the downfall to these super soldiers? (example: Juicers only live 5 years, Crazies sacrifice their sanity, Witches sacrifice their freedom....) If the answer is "nothing" then I think this is a terrible idea. Especially since your going to arm them with superior Pre-Rifts tech.


They pretty much have no downsides and get an insane regeneration rate and MDC and Psionics. And we won't even get into how much of a leap it is that the CS would suddenly be able to make anything close to that powerful. ;)


Daniel Stoker


yeah, I know what Janassaries are. I was asking kevarin what downfalls his proposed super soldiers had. If nothing, then they are just as munchkin as Jannassaries and basically suck :P
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Re: super soldiers in rifts

Unread post by kevarin »

well i tried to not make them too powerful and made them
within the rules of a hu2 super soldier wasn't planing on
them being mdc beings just a human near a juicer level
of skill and power with no drug penalties

i dont know what a janassarie is never ready a rifter till the
one i got in my grab bag and i didnt think the char was to
out there
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Re: super soldiers in rifts

Unread post by csbioborg »

kevarin wrote:well i tried to not make them too powerful and made them
within the rules of a hu2 super soldier wasn't planing on
them being mdc beings just a human near a juicer level
of skill and power with no drug penalties

i dont know what a janassarie is never ready a rifter till the
one i got in my grab bag and i didnt think the char was to
out there



well they should be partially mdc becasue of augmentatin at least

I mean al the geofront soldiers have mdc skin grafted to them

and any given head hunter has yberarmor and HU soliders can have mdc bones

then there is the Megaversal Leigon from SA2 they have mdc


I have always been of the opinion that juicers should l,ive as long as they want as long as they can keep buying cloned parts
I remember days like this when my father took me to the forest and we ate wild blueberries. More than 20 years ago. I was just a boy of four or five. The leaves were so dark and green then. The grass smelled sweet with the spring wind...For us, there is no spring. Just the wind that smells fresh before the storm.
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Re: super soldiers in rifts

Unread post by kevarin »

just for grins made up a char right fast
if you do point for point sdc to mdc

he would have had 122 mdc but depending
on skill selection and rolls could be higher or lower
but what would be a good npc mdc for this class 100?
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Re: super soldiers in rifts

Unread post by csbioborg »

around there but I'd actually keep the sdc
becasue a rifts super soldier imo shouldn't be a mdc creature he should have mdc augmentation so he'd problay need a AR rating if you gave him the cyber skin from china I guess all of him would have roughly 20-25 mdc and the cyber armor bones etc would give him the mdc give him say a 17 or 18 AR anything pas that gets hits a soft spot which would have the mdc skin which is low

but underneath the organs brain etc would be sdc depeding on how much bionics you give him
I remember days like this when my father took me to the forest and we ate wild blueberries. More than 20 years ago. I was just a boy of four or five. The leaves were so dark and green then. The grass smelled sweet with the spring wind...For us, there is no spring. Just the wind that smells fresh before the storm.
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Re: super soldiers in rifts

Unread post by kevarin »

ok was kinda sleepy when i made that char
and forgot to x10 the 4D6 to his sdc
from the process and these guys i think
these guys are going to stay sdc with a 17
ar had 240 sdc puts him in a low juicer area

some things im still working on and were not in the first post

mdc skin and cyber armor simple thay just didnt have access to that stuff remember original
concept they just had the things with them at the time of the great cataclysm
and this company wasn't working on bionic or cyber enhancements
they were trying to make a soldier as close to a juicer as they could without
the negative side effects the military has three factories in the same base to
one make weapons and armor other two still working on but one will be a robot
and one a pa suit they had a choice make just a few less then 30 robots and pa
or devote what little resorces they had to pa and robts ore armor and weapons
could make more armor and weapons that robots and with the super soldiers
were almost as good so they took volunteers around 100 people and they were the first
super soldiers of the base till they went topside that number didn't change
now there's around 2000 at the base


thinking thay may have stored the robot and pa factories in the lowest unfinished
level of the base and used the rooms (biggest rooms in the base ) for people to stay
and maybe even expanded the hydroponics to fill one there were more people there than
the base was suposed to have and they would need the room and food


all i got for now time to go to work
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Re: super soldiers in rifts

Unread post by AlanGunhouse »

kevarin wrote:any ideas or thoughts on this welcome


Yes: Get in touch with me, I was thinking of an entirely different class based on the Super Soldier not long ago. It was for HU, but I was working out the Rifts Conversion. If you find the concept interesting, I can discuss it with you elsewhere. I submitted it to Rifter 0, so I can not submit it here and must discuss it off line.
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Re: super soldiers in rifts

Unread post by kevarin »

ok so been working on this again and here is the way i am going to
work this game out

going to start with a heroes unlimited game and have the players be
super soldiers working for a new government group NEMA will start
bringing in slowly things from nema armor weapons ect at first just
with really high ar and slowly start working in the concept of mdc
damage and armor then move it in to a chaos earth game

after we start chaos earth will be trying to get people to the base
and defending it from attacks for a bit eventually the plan to seal off the underground
part of the base will go in to effect and a few thousand soldiers will stay topside to defend
the base and blow up and hide the entrance to the underground base if they have to
the players will be part of this force now i think i am going to have some people top side get
killed off by a plague and then might have a zombie attack to finish them off

maybe a portal to the dead reign earth opens up in the middle of the base and a few hundred zombies come walking out or just some other group of nasties haven't decided how im going to kill them off just yet and not sure if i am going to tell them up front or just spring it on them


then we will move to rifts earth and when they decide to come out and will have there new chars be the
great grand kids of there original chars probely have that be right befor the war in tollken
or juicier uprising still deciding this part


and for one of the things made at one of the two remaining factorys going to bring in the ontos i
made up in a different post and thay will have about 50 or 60 of them in the bases underground
hanger

added for reference


ontos support tank

MDC by location

main body -300
main turret -150
reinforced pilots compartment -50
hardened wheels (8) -25
main sensors(on top of weapons turret )-20
secondary sensors (behind gunners station )-20
top access hatch-50

speed
land 95 mph

statistical data
height:7ft
width:7ft
length:11ft
weight:5 tons
cargo: an area inside large enough to stow two backpacks,canteens,and rifles
power systems: nuclear life span 20 years

crew:2
optional weapons packages


missile pods

primary purpose :artillery-anti-personnel
secondary purpose :anti-aircraft
missile type: 8 mini missiles-6 medium missiles-4 long range missiles
mega damage: varies with missile type
rate of fire: 1 or volleys of 2,4,6,8
range: about 1 mile
payload: mini missiles=24 per launcher ,medium missiles =12 per launcher, long range missiles=8 per launcher


high power laser cannons

primary purpose: anti-aircraft and anti-armor
secondary purpose: defense
mega-damage: 1d4x10MD per single blast up to 6d4x10MD for full volly
range:4000ft



NR50 railgun
primary purpose:assault
secondary purpose: defence
mega-damage:1d6x10MD for 50round burst up to 6d6x10MD for all 6 guns
range:4000ft

payload 4000 rounds per gun 80 bursts each



NR20 particle beam assault cannon
primary purpose: anti-armor
secondary purpose: assault and anti-personnel
mega-damage: 1d6x10+6MD per shot up to 6d6x10+36MD
range:2000ft
has the same penalties for heat that the silver wolf glitterboys weapon has


what you all think
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Re: super soldiers in rifts

Unread post by Crazy Lou »

that tank has a ton of firepower, and not very much MDC at all comparatively... wow. Anyway, the campaign idea sounds pretty cool, though I don't know how happy the players will be about a railroaded party kill by monster flood... Unless they don't mind, maybe stasis the chars to get them to rifts earth time? Just a thought, since I know I at least wouldn't like the idea of a predetermined party kill very much. Especially one i didn't see coming at all.
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Re: super soldiers in rifts

Unread post by kevarin »

hummmmmm could have one of the factories cleared out and turned in to a multi level
stasis bays and have them go to sleep since if there bringing in more people than the base could support
it could work

the ent to the underground base is in the main operations building to the topside base
so thay can be part of its defence force and the last ones to make in underground before
it has to be blown up to hide the entrance from an attacking force

uped the M.D.C a little bit but have to look at size too the
tank is smaller then the new C.S markIX epc and has more mdc
and has allmost as much as the bigger skysweeper anti-air tank
thought it was a good amount that wasn't too over the top

ontos support tank

MDC by location

main body -350
main turret -200
reinforced pilots compartment -100
hardened wheels (8) -25
main sensors(on top of weapons turret )-20
secondary sensors (behind gunners station )-20
top access hatch-50

speed
land 95 mph

statistical data
height:7ft
width:7ft
length:11ft
weight:6 tons
cargo: an area inside large enough to stow two backpacks,canteens,and rifles
power systems: nuclear life span 20 years

crew:2
optional weapons packages


missile pods

primary purpose :artillery-anti-personnel
secondary purpose :anti-aircraft
missile type: 8 mini missiles-6 medium missiles-4 long range missiles
mega damage: varies with missile type
rate of fire: 1 or volleys of 2,4,6,8
range: about 1 mile
payload: mini missiles=24 per launcher ,medium missiles =12 per launcher, long range missiles=8 per launcher


high power laser cannons

primary purpose: anti-aircraft and anti-armor
secondary purpose: defense
mega-damage: 1d4x10MD per single blast up to 6d4x10MD for full volly
range:4000ft



NR50 railgun
primary purpose:assault
secondary purpose: defence
mega-damage:1d6x10MD for 50round burst up to 6d6x10MD for all 6 guns
range:4000ft

payload 4000 rounds per gun 80 bursts each



NR20 particle beam assault cannon
primary purpose: anti-armor
secondary purpose: assault and anti-personnel
mega-damage: 1d6x10+6MD per shot up to 6d6x10+36MD
range:2000ft
has the same penalties for heat that the silver wolf glitterboys weapon has
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Re: super soldiers in rifts

Unread post by Preacher »

I have always thought that Ext.P.P, Ext.P.S, Healing Factor and some form of Senses package like Nightvision, Advance sight and Heightened Sense of Hearing fit more in Rifts for super soldiers. That way they can compete with Juicers, heal quickly but still need a good set of Armor and weapons to stay in the game.

Although I do like Janissarys for bad guys and do indeed sick them on my players from time to time. I too play them as a Bradford secret project who no one else knows about but him. They are few and answer exclusively to him.
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Re: super soldiers in rifts

Unread post by Balabanto »

My problem with Janissaries is that if someone plays one, and the game isn't local enough to the Pecos Empire and that area for the character's disadvantages (Hunted by Desmond Bradford, Target of all Coalition Units within 200 miles) to come into play, it's not a disadvantage.

They make great Bad Guys to use on the PC's once or twice. But not all the time.
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Re: super soldiers in rifts

Unread post by Crazy Lou »

kevarin wrote:hummmmmm could have one of the factories cleared out and turned in to a multi level
stasis bays and have them go to sleep since if there bringing in more people than the base could support
it could work

the ent to the underground base is in the main operations building to the topside base
so thay can be part of its defence force and the last ones to make in underground before
it has to be blown up to hide the entrance from an attacking force

uped the M.D.C a little bit but have to look at size too the
tank is smaller then the new C.S markIX epc and has more mdc
and has allmost as much as the bigger skysweeper anti-air tank
thought it was a good amount that wasn't too over the top

ontos support tank

MDC by location

main body -350
main turret -200
reinforced pilots compartment -100
hardened wheels (8) -25
main sensors(on top of weapons turret )-20
secondary sensors (behind gunners station )-20
top access hatch-50

speed
land 95 mph

statistical data
height:7ft
width:7ft
length:11ft
weight:6 tons
cargo: an area inside large enough to stow two backpacks,canteens,and rifles
power systems: nuclear life span 20 years

crew:2
optional weapons packages


missile pods

primary purpose :artillery-anti-personnel
secondary purpose :anti-aircraft
missile type: 8 mini missiles-6 medium missiles-4 long range missiles
mega damage: varies with missile type
rate of fire: 1 or volleys of 2,4,6,8
range: about 1 mile
payload: mini missiles=24 per launcher ,medium missiles =12 per launcher, long range missiles=8 per launcher


high power laser cannons

primary purpose: anti-aircraft and anti-armor
secondary purpose: defense
mega-damage: 1d4x10MD per single blast up to 6d4x10MD for full volly
range:4000ft



NR50 railgun
primary purpose:assault
secondary purpose: defence
mega-damage:1d6x10MD for 50round burst up to 6d6x10MD for all 6 guns
range:4000ft

payload 4000 rounds per gun 80 bursts each



NR20 particle beam assault cannon
primary purpose: anti-armor
secondary purpose: assault and anti-personnel
mega-damage: 1d6x10+6MD per shot up to 6d6x10+36MD
range:2000ft
has the same penalties for heat that the silver wolf glitterboys weapon has



Wait... i just noticed the size... you have 13 guns mounted on a tank that tiny?
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Re: super soldiers in rifts

Unread post by kevarin »

no sorry didnt move something over from the first post it only has 6 guns
three on each side of the turret the weapons listed are different weapons it can carry
should be like this and this link should give you an idea what the tank looks like

http://en.wikipedia.org/wiki/M50_Ontos

ontos support tank

MDC by location

main body -350
main turret -200
reinforced pilots compartment -100
hardened wheels (8) -25
main sensors(on top of weapons turret )-20
secondary sensors (behind gunners station )-20
top access hatch-50

speed
land 95 mph

statistical data
height:7ft
width:7ft
length:11ft
weight:10 tons
cargo: an area inside large enough to stow two backpacks,canteens,and rifles
power systems: nuclear life span 20 years

crew:2
optional weapons packages can carry 6 of the weapons below
and can be mixed as long as the weapons on each side are the same
like two railguns two lasers and two missile launchers but usually
all the weapons are the same


missile pods

primary purpose :artillery-anti-personnel
secondary purpose :anti-aircraft
missile type: 8 mini missiles-6 medium missiles-4 long range missiles
mega damage: varies with missile type
rate of fire: 1 or volleys of 2,4,6,8
range: about 1 mile
payload: mini missiles=24 per launcher ,medium missiles =12 per launcher, long range missiles=8 per launcher


high power laser cannons

primary purpose: anti-aircraft and anti-armor
secondary purpose: defense
mega-damage: 1d4x10MD per single blast up to 6d4x10MD for full volly
range:4000ft



NR50 railgun
primary purpose:assault
secondary purpose: defence
mega-damage:1d6x10MD for 50round burst up to 6d6x10MD for all 6 guns
range:4000ft

payload 4000 rounds per gun 80 bursts each



NR20 particle beam assault cannon
primary purpose: anti-armor
secondary purpose: assault and anti-personnel
mega-damage: 1d6x10+6MD per shot up to 6d6x10+36MD
range:2000ft
has the same penalties for heat that the silver wolf glitterboys weapon has
http://kevarin.deviantart.com/# my little attempt to add some color to the Palladium world

My gun does 4d6x1000 MD! There's no way this guy is gonna survive.
-- Famous Last Words of Rifts Players
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Crazy Lou
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Location: Madhaven

Re: super soldiers in rifts

Unread post by Crazy Lou »

oh i get it... that's pretty cool.
"If it's dangerous, do it. If it's suicidal, do it NOW!" -- Graffiti painted outside a Juicer Bar

nullum magnum ingenium sine mixtura dementiae fuit. -- Seneca The Younger
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kevarin
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Re: super soldiers in rifts

Unread post by kevarin »

ok think this is the final list for what the factories are going to
be able to make and this is what i have come up with for a base

one small size factory that can make any of the body armor or hand held
weapons used by NEMA
one medium size factory that can make a modified gun buster power armor
and combat hounds and scout pups
and a large factory that can make the ontos tank above and the NEMA
combat atv

the change to the gunbuster moves the guns to mounts on the legs
and adds two missile launchers one on each side of the search light
like the one on its shoulder

and the scout pups are outfitted with a single shot ion gun
this is what i have come up with for a base

the base has 5 levels all connected by a central stair way and lift
at the entrance to each level are two combat drone soldiers and
there are 4 pup scouts on patrol down the halls

on each level is a armory room with a gun buster ,body armor ,weapons
and 10 combat hounds

level one
the central area has storage areas for spare parts some living quarters
for the ready response team about 1,000 people that are on alert and ready
for battle and what was the secondary ops center for the above ground base

three underground garages take up the rest of this level
and each one is over a factory and is connected by a lift to it in each
garage there is one gun buster and 5 combat hounds on patrol

garage one is currently being used as a weapons and armor storage bay
and is packed with guns and suits of body armor

garage two has 25 gun busters 100 combat hounds and 400 scout pups
12 silver eagle samas and 4 chromium guardsman (units were at the base
when the order was given to go under ground )
the armor in this garage do not have power reactors in them
and the robot dogs are in a rack system one hound and four pups per rack
and would take 10 min to bring back on line

garage three has five NEMA armored personnel carriers
10 ontos support tanks and 20 combat atv and 10 combat bikes
one hover platform and 10 street tornado hovercycles
none of these vehicles have power plants or ammo in them
and would take a few days to get ready


level 2
main living quarters for 4,000 people and hydroponics bays and the main underground base
comand center are located on this level

level 3
main bio research level as well as living quarters for about 2,000 people and more
hydroponics and recycling bays

level 4
factory level with the three factories power plants and other base function system
are on this level as well as a few repair bays and living quarters about 200 people
and the emergency comand center for the base is on this level

level 5
this level was not finished by the time of the great cataclysm it only had the walls
and basic power grid set up and was going to be another factory level with storge
for building materials needed to run the factories and backup power systems
after the base was sealed off it became clear that the base couldn't support
the extra people that were now in the base there was about 50,000 extra people
now in the base and the bases abilitys to grow food and recycle water couldn't keep
up for long so the entire 5th level was turned in to a cold sleep center using up almost all
of the building materials currently at the base for weapons vehicles and power armor
1,000 people are awake at one time for 10 year shifts and there will be a mix of maintenance
military and scientists and civilians the back up power systems for the base no only power
this level and the main power will cut power to parts of the base and send it here if
the reactors on this level fail
http://kevarin.deviantart.com/# my little attempt to add some color to the Palladium world

My gun does 4d6x1000 MD! There's no way this guy is gonna survive.
-- Famous Last Words of Rifts Players
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Crazy Lou
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Location: Madhaven

Re: super soldiers in rifts

Unread post by Crazy Lou »

why have a scout armed with a weak sidearm with only 1 shot if you can make crazy powerful tanks like the ontos?
"If it's dangerous, do it. If it's suicidal, do it NOW!" -- Graffiti painted outside a Juicer Bar

nullum magnum ingenium sine mixtura dementiae fuit. -- Seneca The Younger
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kevarin
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Re: super soldiers in rifts

Unread post by kevarin »

they use the robot dogs as a force multiplier and solo or pack recon and defense units
normal operating procedure is to have one hound and four pups go out as recon patrol
force or back up a soldier in defense of the base with added firepower and to distract
the enemy


i am planing on them having less than 10,000 trained and ready soldiers
with 2,000 being super soldiers the rest a mix of tank drivers power armor
pilots and normal soldiers until they can get some allies and some supply
lines set up for materials to restart the factories all they have are the
things in the hangers and what ever people and equipment join them
after they come back topside


i modeled the weapon for the pups on the MIP-21 ion pistol
do to the size of the pup scout and the power drain from the
weapon i limited it to single shot 3D6 MDC i was thinking the
three shot burst for 1D4x10MDC was to much that would be more
damage than the bigger combat hound so that's the reason
for the single shot
http://kevarin.deviantart.com/# my little attempt to add some color to the Palladium world

My gun does 4d6x1000 MD! There's no way this guy is gonna survive.
-- Famous Last Words of Rifts Players
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Crazy Lou
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Posts: 1452
Joined: Fri Oct 27, 2006 4:57 pm
Location: Madhaven

Re: super soldiers in rifts

Unread post by Crazy Lou »

oh i thought you meant that it only had a payload of 1. That's much more reasonable. Disregard the previous question.
"If it's dangerous, do it. If it's suicidal, do it NOW!" -- Graffiti painted outside a Juicer Bar

nullum magnum ingenium sine mixtura dementiae fuit. -- Seneca The Younger
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kevarin
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Posts: 599
Joined: Fri Sep 19, 2008 11:55 pm
Location: oklahoma
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Re: super soldiers in rifts

Unread post by kevarin »

finally started this campaign and its going pretty good for the HU
world we took out the super heroes and are only using
robots,bionics, hardware, super soldiers,mutant animals and
physical training occs and brought in juicers and MOM conversion
from rifts

the super soldiers have worked out pretty good and have done
decent against most other classes
http://kevarin.deviantart.com/# my little attempt to add some color to the Palladium world

My gun does 4d6x1000 MD! There's no way this guy is gonna survive.
-- Famous Last Words of Rifts Players
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Princedarkstorm
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Comment: Warriors of the Megaverse Unite !
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Re: super soldiers in rifts

Unread post by Princedarkstorm »

Watch the Anime MD GEIST for great super soldier ideas !
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