Site Navigation
Home
Advanced Rules
Answers & Erratas
Armour
Campaign Info
Catalogue of Books
Equipment & Supplies
Humour
Magic
Miscellaneous Info
Monsters & Critters
Psionics
R.C.C.'s & O.C.C.'s
Reference Material
Skills
Vehicles
Weapons
About
Awards & Feedback
Guestbook
Links & Web Rings
Search
What's New
|
Later printings of the book will contain the following
clarifications and missing items:
PAGE 33: in the description of the CS Navy Sailor O.C.C.,
certain MOS skills were referred to but the descriptions of these
skills were accidentally omitted. These skills are as follows:
Naval Tactics: A basic understanding of the
"military doctrine" of the navy in question (CS, Free Quebec, NGR,
Nemo's New Navy, freebooters, etc.; each is a little different)
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
armor 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 maneuvers, 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 maneuver, and proper procedure. 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.
Basic Cybernetics is similar to the M.D. in Cybernetics
skill in the Rifts® RPG, page 28, but scaled down. This
skill gives the character a basic knowledge of the function and
application of various cybernetic mechanics, their structure,
function and repair. This is best applied to external bionic and
cybernetics such as a bionic arm, leg, eye, body armor, etc. to
make "field repairs." The character can also make (or help make)
repairs on loose, uninstalled implants. However, they are not
Cyber-Docs and can not perform surgery to remove or install
any internal cybernetic. Nor can they attach or detach bionic
systems to the body. Repairs can only be made to the external
machine, i.e. arm, hand, weapon, etc., not the attachment
to the nerves or flesh and blood body. Likewise, the character
cannot perform medical procedures of any kind, he's a basic
cybernetic mechanic or assistant mechanic/Operator! Base
skill: 25% +5% per level of experience. Penalties: -5%
if bionic part is attached to a living being. -10% if repairs are
made under-fire or other stressful conditions. -30% if of alien
manufacture and design! Requires: Mechanical Engineer,
Literacy and Advanced Mathematics skills.
Field Expedient Surgery is the same as the Field Surgery
skill found on page 61 of the Coalition War Campaign book.
Base skill: 16% + 4% per level of experience.
PAGE 46: plastique-type limpet mines do 1D4x100 M.D.
PAGE 83: the description of the CSS Chi-Town is
missing the stats for the GR-155 Electromagnetic Howitzer!
Don't ask us how this happened, here are the stats:
GR-155 Electromagnetic Howitzer This is a modern
electromagnetic version of the pre-Rifts 155mm howitzer. Although
this weapon lacks the range and sheer firepower of some larger
cannon (like the C-406), its ease of handling and versatility make
it a valuable support weapon of the CS navy. This cannon is mostly
used to assist in landing operations both through shore
bombardment and providing either light or cover (whichever is
needed) for the landing troops but will also be employed against
enemy vessels.
Primary Purpose: Assault and Fire Support.
Secondary Purpose: Anti-ship and monster.
Shell Type: Armor piercing shells are used for anti-ship
combat and inflict 3D6x10 M.D. to a 10 foot (3 m) blast radius.
Plasma and Fragmentation shells are used for shore bombardment and
inflict (respectively) 1D6x50 to a 50 foot (15.2 m) blast radius,
and 2D4x10 M.D. to a 70 foot (21.3 m) blast radius! Illumination
shells will light up an area like flares and smoke shells will
create clouds of vision-obscuring smoke over a 300 foot (91 m)
radius.
Mega-Damage: Varies with shell type as noted above.
Rate of Fire: 4 rounds per minute, maximum.
Effective Range: 18.7 miles (30 km)
Payload: 210 shells total. A standard load includes 90
armor piercing, 60 plasma, 30 fragmentation, and 15 each of
illumination and smoke shells.
Strike Penalty: -3 to strike targets or target areas
smaller than a truck.
Note: In addition to the shells listed above, chemical
shells (fire retardant, tear gas, etc.) are sometimes employed.
Newer shells (such as laser-guided and rocket-assisted) are in the
experimental stage but are not yet available for front-line
combat.
PAGE 113: The Pirate O.C.C.'s skill of Pilot water skis
& water sleds is actually referring to two separate skills--both
of which appear on Coalition Navy, page 28. These are Pilot:
Water Skiing & Surfing and Pilot Water Scooters.
|
|