RIFTS by Dustin M. 
Your Premiere Source for Quality RIFTS Supplements Since 1995


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

CS Battle Angel O.C.C.

By: PaladinJG@aol.com


"It's so easy to think of the Coalition States as unfeeling monsters, to just shoot at those walking skeletons and not think about what's in 'em .... but when you see those silver wings flickering in and pulling bodies out, it's enough to make you want to cry."

--Taliesin Ravenwing; adventurer, mercenary, bard.

 

One of the new additions to the Coalition's war machine was the CS "Battle Angel"; combat medics. Arrayed among the black uniforms and armor of their fighting brethren, their silver armor and white uniforms make them appear to be a part of a different army: yet, they are every bit as dedicated and fanatic as the "Deadboys" that fight in the trenches.

The addition of a whole medico class to the battlefield is an astounding one that came around only because of the Coalition State's continuing communications with the New German Republic, and the increasing casualties in campaigns such as against Tolkeen and Free Quebec: heavy front line fighting that continues to claim large tolls on all sides. Prior to the unveiling of the new war machine, the combat medic for the CS was merely a "Deadboy" with paramedic skills and a medkit who made a few extra credits come payday for ministering to the wounded and sending them back to mobile army surgical hospitals (M.A.S.H. units). This was enough to keep casualties low in most campaigns, but the heavier fighting demanded a more drastic solution.

When the new war vehicles and trained soldiers rolled off the line, so too came the new medicos. The CS 'Battle Angel' is sent out along with the combat troops, bandaging the wounded (sometimes doing surgery right there on the field) and sending the badly hurt back to the M*A*S*H units for more in-depth treatment. Battle Angels run the whole gamut of professions, from pilots of the "Dust Offs" (Medevac units) to to doctors, nurses, and specialists/technicians. They very rarely take place in actual combat, and are armed with defensive weapons only (although there have been cases where corpsmen have come under fire and returned it).

Battle Angels automatically start at Corporal (doctors start at Second Lieutenant), and have specialized training in a particular area, much like the old-style CS Technical Officers. Select one of the following areas of knowledge (MOS): select five skills from those categories, with a bonus of +15% for those skills.

  • Technician (Select from technical, science, mechanical, electrical, and pilot related)
  • Pilot (Select from Pilot and Pilot Related)
  • Medical (Select from medical , technical, and science; doctors gain seven skills instead of five)
  • Communications (Select from Communications, technical, and electrical)

CS Battle Angel O.C.C.

Attribute Requirements: IQ 12 or higher; 14 or higher for doctors.
Alignment: 85% are good or unprincipled. Evil Battle Angels are rare in the CS military, and do not often remain ... at least not in the regular ranks; Desmond Bradford is always on the lookout for brilliant medics with no scruples...
O.C.C. Skills:

Speaks American at 98%, and one other at +15%
Literacy: American (+20%)
Mathematics: Basic(+15%)
Radio: Basic (+5%)
Pilot Hovercraft, and one of choice (+10%)
WP: Energy Pistol
WP: Knife
Paramedic (+20%)
Computer Operation (+20%)
Hand to Hand: Basic*
*Can be changed to Expert for the cost of two "other" skill selections.

O.C.C. Related Skills: select seven from the following categories, plus two additional skills at levels three and six, and one at levels nine and twelve.

Communications: none, unless MOS
Cowboy: none
Domestic: any (+5%)
Electrical: Electronics: Basic only (+5%) unless MOS
Espionage: Wilderness Survival only (+10%)
Mechanical: Basic or Automotive only (+5%) unless MOS
Medical: Any (+10% unless MOS)
Military: Any (+5%), except Demolitions
Physical: any, except Wrestling and Acrobatics
Pilot: any (+5%, unless MOS)
Pilot Related: any (+2% unless MOS)
Rogue: any (+2%)
Science: any
Technical: any (+5% unless MOS)
WP: any except Heavy or Heavy Energy.
Wilderness: none

Secondary Skills: The character gets to pick four more skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skill are limited (any, only, none) as previously indicated in the list.
Standard Equipment: CA-8 'Battle Angel' Body Armor (described below), energy sidearm of choice (as many as 45% of the Battle Angels do not wear any form of weapon save their armor's defensive armaments, and they will not use this weapon offensively), one extra E-clip, utility knife and vibro knife (the latter is also often refused), signal flares, pocket computer, utility belt, air filter & gas mask, walkie-talkie, uniform (white and silver as opposed to the traditional black), combat boots (also white, oddly enough), canteen, first-aid kit and IRMSS/RMK: doctors get surgical gear as well.

CA-8 "Battle Angel" Combat Armor

Exclusively issued to the CS Combat Medics, the CA-8 is a drastic departure from the grim black, skull helmed design of the Deadboy armor used by the main troops. Battle Angel armor is silver and white, usually stylistically female (most Battle Angels found on the field as nurses are female, about 65%; most men are either a) docs, b) techs, or c) standard military), with a faceplate stylistically similar to the CA-4 Deadboy (the blank, reflective visor). With a jetpack standard issued to front-line medics, this armor is often seen swooping just out of SAM or AA range looking for wounded soldiers. While this is understandably risky (many Battle Angels have been shot at while hovering), it is one of the only ways to locate downed soldiers in time to save them. Deadboys have been known to go berserk when enemies start shooting at Battle Angels, slaughtering them to the last man (the standard military is understandably protective of the medical branch).

Armor comes standard with medical harness with many pouches, first aid kit attached to the left leg, and another to the hip on the right side.

MDC: 75
Weight: 17 lbs
Good Mobility: -5% prowl penalty
Colors: White and silver with red crosses on the chest and shoulders
Cost: Exclusive to the CS military
Special Features:
  • 'Battle Wings' Jet Pack: A pair of stylized feathered wings, folded in, that is actually a detachable jetpack used to hover over the battlefield in search of the injured.
    Max Speed: 200 mph (322kph)
    Max Range: Technically unlimited, but 600 miles when considering the cooling and maintenance of the jet pack. The pack should be allowed to cool for twenty minutes after every three hours of continuous flight/use.
  • CS-110 DFWS/SL (Defensive Forearm Weapon System/Surgical Laser: right arm): Basically, an amplified laser scalpel, used for anything from surgery on the battlefield (or cutting wounded from wreckage) to self-defense. Does anywhere from under 1 SDC point to 2D6 MD for self-defense (but only a 50' range), and is tied into the "Battle Wing's" nuclear power plant. Can also run from an E-clip for non wing-wearers (payload is about twenty shots from the defensive laser).
  • Drug Administrator: A self-sterilizing hypodermic needle on the left arm, used to administer painkillers and stimulants on the battlefield. Uses "capsules" of drugs (come in 10cc amounts), and all field medics carry several dozen of these with them in their belts.

Vehicles: The character's vehicle can be any non-military, usually ordinary cars or jeeps. In many cases, they are issued authorized knockoffs of the Triax vehicles in World Book 5 (pps.117/118 and 125/126): medical hover pods and the giant hovering hospital. Space and copyright concerns forbid me from retyping them.
Money: The combat medic gets a roof over his head, food, clothing, and all other basics provided free as part of his pay, as well as access to military facilities. Monthly salary is 2000 credits, and starts off with one month's pay. Note that pay increases to 2200 at the rank of lieutenant and to 2500 at captain.
Experience Table: Use the same experience scale as the CS Technical Officer

Home

Disclaimer

Site Index

webmaster@rifts-rpg.com

© 1995 - 2003 this page, contents, and accompanying pages, Dustin M. Ramsey, Dustinian Industries, and other authors as specified. Duplication of contents with permission only!

Rifts®, Palladium Books®, and Megaverse® are registered trademarks owned and licensed by Kevin Siembieda and Palladium Books, Inc.