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New Virginia Founded in 30 PA

The State of New Virginia was founded by several cities after the cataclysm. The cities include Petersburg, Richmond, Fredericksburg, Alexandria, and Emporia. Starting out with just over 5 million people between those cities and a very scattered population else where The following cities are main sea ports and naval areas guarded by the New Virginia Militia along with the rest of the state as far west as Pulaski and

Roanoke and as far north as Winchester. The total population is just now over 1 billion including several races of D-bees. Zentraedi, Tirolian, and Humans from a different earth and several time traveled humans of course there are a few non human races that are accepted as citizens such as dwarves, elves and other non humans. Dragons and some magical creatures are as well but, their population is limited due to space and food constraints. A part of the populations occupation is farming with another part being military, but the biggest part is manufacturing and salvage of everything from Cars to Ships and any thing in between planes as well. This puts them into direct competition with Golden Age Weaponsmiths. The production capabilities of New Virginia include several ship designs not used since before the rifts and several that are used now. The designs are all part of a massive library that was stored in a safe by one of the founders of the State of New Virginia. The main founders of New Virginia are a select few individuals that survived the rifts Field Marshal Sturm the Storm Richardson, USMC. Admiral Amanda Bennington USN , Colonel Jane Somers USMC , Doctor Sam Struthers PHD, and Rear Admiral Scott Worthington British Falklands Task Force. The first three individuals had served together before the Cataclysm had struck the earth and had destroyed everything they had known. All were at sea when the rifts came each serving on different ships in the US 7th Fleet including Amphibious Group 8. Some how the fleet survived the worst of the storms and made there way to find Norfolk Naval yard and finding it under water began looking for a place to land finally landing at the outskirts Richmond. Which for about the next ten years was there home becoming the new home of the US 7th Fleet. During that time investigations were made and people were rescued little towns were joined including Petersburg, Emporia and Alexandria. Then during a severe storm about 15 PA. A Rift opened up just south of Emporia and out at sea. With in days Reconnaissance flights had discovered a fleet of foreign ships when contacted they were discovered to be the lost British Falklands Island Task Force. Six months later the British had helped to destroy several monsters and had decided to join forces with us. Having no place of their own several parcels of land were opened up to them and having given them a place to call home. They started to help rebuild towns and roads. By 20 PA almost half of the existing state of Virginia was re opened to be populated. The farthest west we had reached was the old city of Pulaski. Having built Fort Pulaski on the outskirts of the old city it has become the first of many outposts dedicated to protecting the populations behind the US Wall a massive fortification that has been built along the old border of West Virginia. Built along the route of interstate 81 and 77 from Fancy Gap north to Pulaski and northeast to Martinsburg and then back to the southeast to Alexandria where it joins with the New Atlantic Wall running south to Emporia. Another series of walls is being constructed from Emporia to Fancy Gap. In Strategic locations along the wall Forts have been constructed and house several hundred troops including power armor, tanks and heavy weapon emplacements. By 30 PA the leaders of the major cities decided to combine forces and resources and have a singular leader and that is how the State of New Virginia was founded. About 40 PA another massive storm occurred just south of Petersburg around where the old Newport News used to be located and after the storm was over a massive fleet was found there. Several days later communications were established and the fleet was found out to be the Soviet

5th Fleet and the 3rd amphibious group. After a little confusion and miscommunication the whole fleet was added to the massive naval fleet already in place and of course this population boom increased the strength of the state as well as adding new designs to the capabilities of New Virginia. The state already has 5 Shipyards building at wartime rates and doing refits and upgrades to several vessels with 20 factories building weapons and vehicles for the New Virginia Militia. By 50 PA every ship had been refitted and updated giving a total naval force of 125 major combatants, 50 amphibious vessels, 26 aircraft carriers, 35 submarines and 50 other support vessels. About 60 PA a massive rift opened just out side of Spotsylvania and a 1000 ship Space Armada came through it following a massive space ship that crashed into the water a mile from Richmond. The space fleet identified them selves as REF-RDF Task force Icarus bound for earth but in their own time. The larger ship was identified as a factory ship capable of massive production of any thing. The REF ships landed and most were in perfect flying condition as for the factory well she floated into Richmond bay or part of it did (one factory Pod Arm) The rest of the Factory is two miles or so away and can be seen It looks like a small mountain with two hills beside it and one in front. After days of waiting for the storms that accompanied the rift to go away. A small squad of soldiers including several REF members, Marshal Richardson, Captain Baker and 10 other members of the Richmond defense league entered the massive ship. Several days later they came back out very happy with what they found. She the ship known as Robotech factory satellite G-95 or Hypercomp. Had crashed and was missing her fold system and was stuck here on earth as she was not meant for planetary landings or atmosphere. But when she realized she had been booby trapped by her own builders. Hypercomp deleted the programming and decided with help she could build ships of the floating type and mecha and vehicles. Thus was born the New Virginia Industries. ( Hypercomp is 300-400 years older than archie 3 smarter too) The factory was given the name Gina after the state and she liked her name, so now when people and citizens refer to the factory they say her name. All of the REF ships were brought in and studied and taken apart for possible building later and also for reclamation of materials. Of course all surviving mecha and Veritechs were unloaded and have been based in several forts around the state as well as bringing another population boom to New Virginia. With Gina waking up out of stasis almost 50,000 Zentraedi she has increased the population to but also has had them retrained with new skills for there own survival.. Of course with her cloning facilities she can make more troops any time. The total forces of the REF section of the New Virginia Militia is 257,428 personnel. The rest of the Militia is spread out over 1 and a half million troops made up of the British Task Force and USMC Amphibious force 8 and the third Soviet amphibious force and Fifth Soviet Attack Fleet. Total amount of naval vessels is close to 291 ships excluding coast guard and Battle ships. New ships have been built and added to the existing fleet including two new styles of ship the Daedalus class submersible landing ship and the Prometheus class submersible aircraft carrier. But only about six of each. After that it will be replace as destroyed or lost. The primary aircraft for the Air forces is the FV-38 Panther followed by the Su-37 Flanker family from the Soviets of course. Attack Air craft are provided by the Buccaneer and Su-25 Frog foot along with the Yak-244. The older Panther design was standardized because of the usage and supply from the British task force and all of the mothballed aircraft found around the surviving military installations. There are enough aircraft to

cover at least 20 of the 26 carriers that are in the NVN Of course of the six one is a training ship and the others are being refitted. With the new Veritech fighters some may be carried as well. There are several land based aircraft available including 12 Starblade fighters and several stealth designs including Fv-124 the F-22XL , B-1E, F-35, along with several conventional designs brought by the RDF the Adventurer II attack aircraft and Qf-4000 Ghost Drone along with Corsair III and Phantom Jet Fighters. Each City has its own Air base inside the city. Along with land based troops and training and basing facilities inside them. Each City is built as a small fortress just like Chi- town but of course they cover more area due to having basing for all military forces and also farms and the city proper. The 5 major cities are connected by the old interstate 95. The road has been reinforced with mega-damage materials as well as being fortified at points along the way. The interstate has been rebuilt according to standards set by General Richardson. The actual driving surface is under ground and inside a mega damage tunnel structure. The roads location looks like pictures of the Maginot line in France built in Pre-Rifts times. This is the new Atlantic Wall with Built in fortresses and weapons facing both sides to cover against any attack. There are also junctions for roads heading away from the area towards the west. One such road is old 64 heading toward Charlottesville a small outpost and trading post for Adventurers and Troops headed west. There are small outposts all over Virginia Pulaski, Roanoke, Lexington and some only use number ID but each is in communication with each other thru the newest satellite comm. System due to Gina clearing a path for one or two and keeping it clear thanks to it being a modified reentry pod loaded with all manner of her drones including 4 Omega 200 secondary defense drones 700 Primary Defense drones and 56 Repair drones the Pod itself is the satellite with two pods acting as mini-cleanup and salvage crews. (Archie-3s Satellite is IN a different spot) Also at this time A base of REF was found in Florida, but they did not want to join us or there counter parts who had settled with us we did agree to a trade agreement of sorts they have given us licenses for Southern Cross Manufacturing products which has given several more combat vehicle designs as well. The Florida REF has been locked out of our communication systems for now. Alexandria is the third largest port of the five but it is best known for its massive library and museum for prerifts artifacts, most worth millions of credits and of course the knowledge contained would destroy the CS lies it has told to its own citizens. Every town and city has a connection to the computer network most private residences have one connection. This is for education and informational purposes. That way every citizen of New Virginia has a chance at knowledge or the happenings in the state. The only people who dont use the system are the farmers up in the mountains and hunters and trappers who live in shacks up in the hills. The education of the general populous is 21st century or better. The major population centers of Petersburg, Richmond, Fredericksburg, Alexandria, and Emporia have the highest educational schools Virginia State College in Petersburg, University of Virginia, and Virginia Union University in Richmond, New Virginia Military Institute in Fredericksburg, and Washington and Lee Alexandria University and Museum in Alexandria. There is also a small School in Lexington the Virginia Military Institute. It is mainly for young children before going to NVMI. The normal recruit is 17 years old and trained from the time they are able to walk in hand to hand combat and basic reading and writing math and many other subjects at age 13 they are given a choice

between officer training or basic training. Those who chose officer training go to VMI the rest continue on until 14 and given basic military training and weapons classes by 17 they are ready for advanced training such as armor, infantry, support or Naval training. The students who go to VMI must pass advanced courses and are given Power armor training, piloting and naval training and leadership courses. Those who fail are immediately put back in a basic course. The VMI Students are appointed by the commanders of each division within the Militia for there spots in NVMI and All Five Major leaders and Gina Gets to pick 5. There are total of 30 appointees to NVMI every year. As granted by Marshal Richardson only 10 graduate to become officers, the others become senior noncoms. New Virginia Military Institute has only been founded since 78 PA and many graduates have been thru its doors in that time. Some have continued on and went to another academy The Robotech Academy at Quantico. The REF has joined forces to become part of the New Virginia militia all existing space craft were given over to Gina for reclamation to make surface ships. The REF has opened an academy for there own forces as well as training new ones 20 in each class are from NVMI. The total amount of REF material is staggering starting with 100,000+ Veritechs in service of various age and designs. Also Southern Cross equipment including battloids and tanks and aircraft are also in abundant supply as well as the main combat Destroids used as the armored forces. With over 210,000 Cyclones the REF has contributed a lot to the infantry and power armor forces. With all of the weapons brought by the REF they also brought along support units and auxiliaries to keep supplies to there units plus the rest of the available forces plus Gina is capable of producing weapons and materials at a high rate. The REF Forces also include a small space force of 1 armor platform and escorts. The Discovery of the force in Florida was a happy moment and encouraging but, the denial of joining forces with a superior force was a profound disappointment. This has alerted the REF to new communications protocols along with a change in coding of messages. The two space forces have come to an established procedure for not to interfere with each other. The standard militia man is 1st to 2nd for recruits 3rd to 6th for Veterans 7th to 12th for commissioned officers the following O.C.Cs are present

Borg Cyber Knights Glitterboy Pilots Headhunters Wilderness Scouts Rogue Scholars Rogue Scientists Vagabonds REF Veritech Pilots REF Destroid Pilots Cyclone Rider Zentraedi Warrior Bounty Hunter Forger Freelance Spy Master Assassin Safecracker Smuggler Special forces Soldier Super Spy Professional Thief Mountain Squad Jungle Squad Desert Squad Sea Squad Humid Climate Squad Cold Weather Squad Freedom Fighter Z power Armor Spec Z melee Spec Z Battle Pod Spec EBSIS Oper Operator Infantry Soldier

Military Specialist Bio-Maintenance Engineer Communications Engineer Field Scientist RDF Veritech Pilots RDF Destroid Pilots Electrical Engineer Mechanical Engineer Military Specialist REF-RDF Samas RPA Juicer Merc Soldier Robot Pilot Marine Naval Seaman Tactical Corp GMP Tactical Air Force ATAC CDU CDFC Salvage Expert Hyperion Juicer Mega Juicer Titan Juicer Headhunter Anti-robot Spec Pirate Sailor Police Intel Commando Intel Officer Power ar Commando Field Mechanic Medic

There are also more OCC.s but as individual as they are I have listed the most common.

The government of New Virginia is organized as a Military State being led By Marshal Richardson but, with a civilian leadership and advisor cabinet. There is an executive civilian leader that is equal in power to Marshal Richardson except for he has no power over the military and can not make sole decisions by himself it must be seconded by a member of the military committee appointed by Marshal Richardson or Richardson Himself. Every town Mayor meets once month too talk over problems and to try and solve them. There are special emergency sessions that can be held for major issues. The sessions are held at the state Capitol of Richmond. The population of New Virginia is 50% humans 10% Zentraedi 5% Tirolians and 35% is broken down Between Dbees. The State believes in the freedom of the individual and accepts most Dimensional Beings as citizens the only catch is they have to go thru a 6 month waiting period of testing and are required to serve a 5 year military full time term to become a citizen. The normal citizen has to serve a 10 year mandatory term with a 23 year part-time enlistment until they are at least 50. Magic users are strictly controlled if they dont join the armed services they are automatically expelled from the state if they resist they die. The Mages are guarded by several psi-stalker clans and located in each city under severe restrictions if they choose they can roam the countryside with their guards but must stay in contact with military command. Ley line walkers are common to the west, Mystics and Techno wizards are the most common mages in use by the NVM as protection against evil. Mutant animals are few and far between most are ex coalition soldiers. Some have even brought intelligence on their ex masters including tactics. Some brought the specs on the new equipment and pictures. The CS has no forces near us but we are still taking precautions. As of 75 PA an underwater discovery of a series of bunkers has led to a major salvage and recovery effort and is under way so far a submarine has been attached to the bunker complex and the area has been reconnoitered and several discoveries have been made including the find of 55 modified B-52 Bombers as well as several new weapon systems. The council has decided to recover the area and has started building of dikes and dams as well as pumping water out of the area. The area being recovered was once Langley Air Force Base. With the draining going to take at least a month all materials are being forwarded as soon as the land dries so that defenses can be put into place as well as transportation including an airfield and docking area for ships. By 80 PA Langley AFB has been reclaimed and being used. The bombers were taken into be studied and reactivated and are currently being built in small numbers as well as being activated for use. Another aircraft that was found was an experimental model of a B-58 Hustler that was built for the High speed reconnaissance role as well as a medium bomber. With 1 plane intact NVI is building 5 more as test run to see if it will sell of course another 5 are being built for the New Virginia Air force for recon missions over coalition and other territories. Allies Artemian guard: Open trade on goods and services that are of equal tech. Even some vehicles are traded. Have a mutual assistance pact. Metal works Inc. Is a supplier of aircraft and has small out post here. Iron armory has one as well Northern Gun has an outlet here and is controlled severely actually located outside the city walls of Petersburg.

REEF Florida: Open trade with SC manufacturing but no other agreements at this time. New World Ship builders have a selling office here. NGR has an embassy in Richmond. The Black Market Bandito Arms has a post here. Thats where NVM Samas come from and a few CS models. New Navy has a port stop here. New Roman Republic has an embassy here. The Republic of Columbia has a trade mission here. Along with the Silver River Repuiblics. Tritonia has trade and some medical staff here and an embassy. Technowizards have a small air force here along with an occasional stop by their own built naval Forces Mercenaries and privateers use us as a place of resupply. Several Merc units have basing set up here for R & R and resupply. Larsons Brigade as well as Demon Busters Inc. Crows Commandoes, Vixens Pride, Braddocks bad Boys, GAW (Kept outside gates Due to Competition and espionage). Mostly a good source of revenue plus has access to some older vehicles we actually purchase. Coalition States are disliked because of there policies and there human supremacist attitudes but, they are human after all. CS is very wary of us due to our knowledge and may someday be looked on as enemies due to our population although we are all humans of one sort or another. Technology is superior to theres do to ours being pre Rifts tech and robotechnology. Enemies Demons and other Undesirables. Atlantis and splugorth slavers are a major enemy. Mostly evil Creatures Notable Characters

Field Marshal General Sturm Richardson


President and Military Commander I.Q.23, M.E.30, M.A.30, P.S.40, P.P.30, P.E.30, P.B.25, Spd.36 M.D.C.220 Horror factor: 0 to Humans, 12 to enemies of New Virginia P.P.E. 36 Alignment: Scrupulous Level of Experience 10th level Sea Titan 15th level US Navy Natural abilities: Does not need to breathe, drink or eat to survive, immune to all normal (non-supernatural) poisons and toxins, supernatural strength and endurance, is able to regenerate 1D4x10 M.D.C. per minute and can regrow lost limbs and organs in 4D6 hours. He can also survive ocean depths up to 4000 Ft. Age: looks 25 actually 200 years old Psionic Powers: Master Psionic with powers of Telemechanics and Mind Block I.S.P. 120

Magic powers: none Combat Abilities Hand to Hand Tae Kwan do karate and Jujitsu Attacks per Melee round: 9 Bonuses: +3 Initiative, +7 to strike, +15 to Parry and dodge Automatic Parry, +30 M.D., +5 to roll with impact critical strike on natural 18, 19 , 20, Death blow on natural 20 Skills of Note: Radio: basic, Radio: Scramblers, Optic Systems, Radio: Satellite Relay, Laser, Cook, Dance, Fishing, Electrical Engineer, Mecha Electronics, Robot Electronics, Detect Ambushes, Detect Concealment, Sniper, Tracking, Wilderness Survival, Intelligence, Land Navigation, Aircraft Mechanics, Automotive Mechanics, Mechanical Engineer, Weapons Engineer, Locksmith, Armorer, Veritech Mechanics, First Aid, Paramedic, Body Building and Weightlifting, Boxing, Climbing, Prowl, Swimming, S.C.U.B.A., Wrestling. Pilot skills: Aircraft (all), Mecha, Mecha Veritech, Mecha Destroids, Mecha Cyclone, Helicopter, Warships and All Boats, Automobile, Motorcycle, Power Armor, Robots, Robot and Mecha Combat (all) Elite, Truck, Tanks and Apcs, Titan transport, Pilot related, Navigation, Read Sensory Equipment, Weapon Systems, Archeology, Math Advanced and Basic, Chemistry, Demolitions and Disposal including Underwater Demolitions, Languages & literacy: American , Spanish, Russian, Euro, Dragonese, Faerie Speak, tirolian, and Zentraedi. Lore Demons and Monsters, Faerie. Photography, Writing, Athletics, submersible vehicle mechanics, ocean geographic surveying, undersea farming, advanced fishing, undersea Salvage, undersea and sea survival, advanced deep sea diving, Pilot Submersibles, underwater navigation Nuclear, Biological, and Chemical warfare(NBC)98%, Recognize weapon quality98%, Trap construction 98%, Trap and Mine Detection98%. Weapons Proficiencies Torpedo, knife, sword, Auto Pistol, Bolt action rifle, auto and semi-auto rifles, sub-machine gun, Heavy, Gallant H-90 and H-200 , Energy Pistol, Rifle, and Cyclone weapon systems. All skills are at 98% including weapon proficiencies. Disposition: Richardson is a tough stern commander, but can demonstrate enormous empathy and sensitivity. His Blue eyes always seem to read what people are thinking or feeling. He is not below cracking a joke with his troops, but during combat he expects to be obeyed without question unless that troop has more information than he which he expects the troop to use his own initiative. Though it is tough to satisfy him all of his people do there best around him and often surprise themselves. Once referred to as Patton by a troop that had read to much history. Richardson has added the old blood and guts to his speeches. Loved by most he has only a few close personal friends but lots of family 18 children 8 boys 10 girls all titans and soldiers of their own abilities. Equipment: He has access to all weapons and vehicles.

Captain John Baker


Commander of REF Forces I.Q.19, M.E.19, M.A.22, P.S.20, P.P.21, P.E.12, P.B.23, Spd.15 H.P. 48, S.D.C.102 Alignment: Scrupulous Age 33 Weight: 200lbs, Height: 6ft. 4inches Disposition: A ladys man, charming, confident, cool, and clever; an excellent leader who cares about his men and leads by example. After mis-jumping to Rifts Earth he has

become more caring and has a good rapport with all of the troops Richardson has given him to command. Capt Baker is treated like another son by General Richardson and each man accords the other great respect especially since Richardsons 1 year completion of the entire Robotech curriculum at the Quantico Academy. Capt Baker is known to Party a lot and spends a lot of time with Colonel Somers. Level of Experience: 7th level Veritech Ace commanding the Mercury Division Skills of Note: Pilot Jet 98%, Pilot all Veritechs (specifically VA, VF, Alpha series fighters and Hover Tanks) Mecha combat: VA, VF, series Veritechs, Mecha Combat : Alpha. Mecha Combat: hover Tank, Mecha Combat: VR-052 Cyclone and VR-135 Cyclone, Weapon Systems 98%, Navigation 98%, Pilot Automobile 98%, Pilot Hover cycle 82%, Pilot Space Shuttle 98%, Pilot Lancer Space Fighter 98%, Pilot Helicopter 86%, Read Sensory Instruments 83%, Operate Computer 95%, Radio: basic 85%, Surveillance 75%, Basic Electronics 75%, First Aid 92%, Dance 82%, Sing 75%, Gymnastics, Body building, Climbing 96/65%, Prowl 75%, W.P. Energy Pistol, W.P. Gallant H-90 and H-200, and W.P. Rifle Hand to Hand Martial Arts Attacks per Melee: 3 Bonuses: +3 to pull/roll with punch, +3 to parry and Dodge, +2 to strike, 1d8 karate kick, jump kick crit., crit 0n 18, 19, 20 unmodified Personnel Profile: Last members to serve under Admiral Hunter after the sentinels campaign, given this assignment by REF Command. Has realized they are trapped on rifts earth and took a poll on where to stay and who with and everybody picked Virginia and wanted Richardson for Commander in chief.

Colonel Jane Somers


Commander of New Virginias amphibious forces Stationed on the same ship as Richardson and is also a Titan Alignment: Scrupulous I.Q.18, M.E.28, M.A.22, P.S.53, P.P.25, P.E.29, P.B.25, Spd 36 M.D.C.: 117 Horror Factor: 0 to Humans, 9 to ones inexperienced and unsuspecting of their supernatural powers 12 to her enemies and those who know of the New Virginia marines Reputation. P.P.E 36 Age looks 19 actually 200 years old Average SEA Titan Abilities Level Of Experience: 10th level Sea Titan US Marine Psionic Powers: none Magic: Knows Countermeasures and how to use it in combat when available Combat Skills: Hand to Hand; Aikido and Jujitsu Number Of attacks 10 Bonuses: +1 initiative, +10 save vs psychic attack Radio: basic98%, Computer Operation98%, Detect Ambush94%,Demon and Monster Lore (ID only)94%, Swimming98%, Pilot Robot and Power Armor, Pilot warships and Patrol Boats98%, Helicopter98%, motorboats and Hydrofoils98%, automobile98%,

Hover craft98%,Tanks and apc 98% Robot combat Elite SAMAS and Semper Fi., Read Sensory Equipment94%, Language and literacy American and Japanese98%,Paramedic98%, Radio: Scramblers98%, Basic Electronics98%, Cook98%, Fishing74%, Detect Concealment69%, Sniper69%, Escape Artist98%, Inteligence78%, Armorer98% Basic Mechanics98%, Camoflage84%,Fortification94%, Nuclear, Biological and Chemical Warfare(NBC)98%, Recognize weapon Quality89%, Trap Construction 98%, Trap and Mine Detection 98%, Demolitions and disposal and underwater 98%, Prowl74%, and Streetwise75%.W.P. Energy Pistol, W.P. Energy Rifle, W.P. Heavy, W.P. Knife. She has access to all marine weapons and vehicles. Disposition: Gung ho type hero respects her superiors and cares for her troopers. Spends most of the time leading her people into battle, and others letting her delegated people lead. Dislikes coalition standards but loves there equipment personally owns one of each type of infantry weapon even the newer equipment. She also owns several pre-rifts weapons that she uses in personal combat.

Weapons used by the militia M-2011 Energy Pistol, M-160 Assault Rifle, Laws-3 Rocket Launcher, M-20 Assault rifle, M-80 Stormbringer Multi-weapon assault system,C-5 Pump pistol, C-18 Laser pistol C-10 Light assault laser rifle, C-12 Heavy assault laser rifle, C-14 Fire Breather Assault Laser and Grenade Launcher, C-27 Plasma Cannon, NEMA AMT Automag, NEMA 5.56mm Assault Rifle, PLP-20 laser Pistol, NEMA MIP-21 Maxi-ion pistol, NEMA lsr-250 Laser Sharpshooter laser Rifle, NEMA LGR-360 Terror Stopper Laser Grenade Launcher, NEMA PR-470 Hot Seat Plasma Rifle, NEMA PR-476 incinerator Plasma Cannon, NEMA GLR-540 Thunderer Grenade Rifle, NEMA ML557 Destroyer Mini-Missile Rifle, NEMA R-660 Striker Rail Gun, NEMA R-670 Lightning Rail Gun also used are several weapons of the REF, Standard issue is any of the NEMA weapons, Some Vehicles used include NEMA HX-288 Street Tornado Hovercycle, NEMA HX355 Hover Platform, NEMA MX-144 Combat Bike, NEMA MX-366 Combat ATV, NEMA MX-422 APC there are also several other designs that are used including pre-rifts designs some are modified others are new from just before the rifts. The reason so many NEMA vehicles are Listed is there is a production facility for these weapons and vehicles. Northern Gun and some Iron Heart Vehicles are used as well, the NGR has sent A few of there XM-350 Leopard III APC in exchange for sold naval vessels. Most Of the technology is tried and true except for the stolen coalition goods all of the rest has seen action and is proven for Durability and combat use. Several Items are licensed from other manufacturers including GAW, MWI, Iron Works, Bandito Arms, some of the vehicles are designed and built by New Virginia Industries. Some Pre-rifts frontline designs were found and have been reverse engineered and are being built as well. Glitter

Boy armor and several other types have been discovered and the processes to make them as well. Some of the following Vehicles are Strictly Used by the New Virginia except for the power armors which are newly manufactured Pre-rifts issue.

M-11 Macarthur MBT ADA

The M-11 MBT Air Defense Artillery Tank Model Type: M-11 Crew: One driver, One Gunner, One Passenger. M.D.C. by location Main turret-360 65mm Rail Guns (2)-100 each 100mm Rail Guns (2)-240 each Rail Guns in front (2)-60 each Side Mounted Mini-Missile launchers (2)-40 each Main Body-720 Treads (2)-150 each Speed: 90 mph maximum and 80 mph off road, 35 mph in water Maximum Effective range: Unlimited range Nuclear powered (10 year life) Statistical Data Height: 12 feet Width: 13 feet Length: 38 feet Weight: 70 tons Cargo: Minimal 6 feet used for personal weapons, clothing and survival gear also has Eclip and canister re-charger. Power System: Nuclear Black Market Cost: 25 million fully loaded Weapon Systems 1. L25 High Velocity 100mm Rail Gun (2): The two bottom mounted Rail guns on the main turret. Fires a mixture of HE and Anti-tank Rounds.

Primary Purpose: Anti-Air Secondary: Defense Weight: 1 ton Mega-Damage: Standard Round does 3d6x10+20, HE rounds do 1d4x10 with a blast radius of 16 ft., High Explosive Armor Piercing does 2d4X10 with an 8 foot blast radius. Take all Damage times 2 if both rail guns Are Fired at the same target. Rate of Fire: maximum of 4 per melee from each gun Effective Range: Direct fire is 5 miles indirect is 15 miles. Payload: 160 rounds 40 being anti tank. 2. L20 High Velocity 65mm Rail gun (2) The Top mounted Rail Guns on the Main turret. Primary Purpose: Anti-Air Secondary: Defense Weight: 1 ton Mega-Damage: 3d6x10 for a single round, 5d6 for an HE blast radius 20 ft, HEAT rounds do 1d4x10+10 blast radius of 10 feet Rate of Fire: 4 maximum Effective Range: 3 miles direct 8 indirect Payload: 160 Rounds 3. MLRS-6 Mini-missile Launcher (2) Mounted on the rear sides of turret. Primary Purpose: Defense Weight: 200 lbs. Mega-Damage: Varies by missile type Rate of Fire: 2, 4, 6 Effective Range: 1 mile Payload: 48 Missiles total, 24 per launcher 4. USA-M31(2) Rail gun used on the original SAMAS Mounted In front of vehicle Primary Purpose: Defense Weight: 220lbs Mega-Damage: 1d4+1 per round Burst of 40 does 1d6x10 double burst does 2d6x10 Rate of fire equal to pilots H to H Effective Range: 4000 Ft. Payload: 6000 rounds 3000 each gun Has Standard Robot features. -12 Schreck Tank Destroyer

M M-12 Schreck Tank Destroyer Model Type: M-12 Crew: One driver, two Gunners and One Commander M.D.C. by location: Main Turret-360 Particle Beam Cannons (3)-100 each Main Body-600 Treads (2)-150 each Front mounted Gun clusters (4)-80 each Speed: 100 mph maximum 80mph off road Maximum Effective Range: Unlimited due to nuclear power supply 10year life time Statistical Data Height: 10.6 ft Width: 12.5 ft Length: 34.5 ft Weight: 50 tons Power Source: Nuclear (25 year life span) Cargo Space: Limited to personnel arms, armor and survival equipment Black Market cost: unavailable Weapon Systems 1. PBC-11 Particle Beam Cannon (3) Turret Mounted weapons Primary Purpose: Assault/Defense Mega-Damage: 5d10+25 per blast Range: 2 miles Payload: unlimited Rate of Fire 4 per melee equals 12 blasts 2. GU-x2 Tri-Barrel Gun Clusters (4) Mounted along the front. Primary purpose: Defense Secondary: Assault Effective Range: 2400 Ft.

Mega-Damage: 3d6 short burst, 6d6, medium burst, 1d6x10 full melee burst multiply according by how many weapons are firing 6d6,1d6x10, 2d4x10+10, for two 9d6,2d4x10,2d6x10 for three 12d6,2d6x10,4d4x10+20 Rate of Fire Equal to pilots Hand to Hand Payload: 8000 rounds.

USA-G15 Mars Power Armor

Model Type: USA-G15 Class: Mobile Armored Suit Crew: One M.D.C. by Location: Head-100 Arms (2)-150 each Legs (2)-200 each 12mm Rail Cannon-200 Shoulder Mini-missile launcher-75 Forearm Weapon Pods (2)-50 each Main Body-480 Reinforced Pilots Compartment-100 Speed: Running: 120 mph (192 kph) maximum speed. Note that running does tire out the operator, but only at 10% of normal fatigue rate due to the exo-skeleton.

Leaping: The MARS unit can leap up to 25 feet (7.8 meters) high un-assisted by the jet thrusters, a thruster assisted leap can propel the unit up to 100 feet (31.25 meters) high, or 200 feet (62.5 meters) across. Flying: The MARS unit is not capable of sustained flight, however, the jet thrusters do give the unit a limited flight capability. The jet thrusters can propel the unit to a maximum altitude of 200 feet (62.5 meters) and have a maximum speed of 60 mph (96 kph), however flight can only be maintained for 2 minutes maximum before the thrusters become too hot and emergency shut down occurs. Statistics: Height: 9 feet (2.8 meters) Width: 4 feet, 6 inches (1.4 meters) Length: 4 feet, 3 inches (1.3 meters) Weight: 715 lbs. (324.3 kg) fully loaded Physical Strength: Equal to a P.S. 40 Cargo: None Power System: Nuclear, average energy life is 15 years. Black Market Cost: Not normally available on the Black Market, but they would pay up to 4-6 million for a fully loaded version of the armor. WEAPON SYSTEMS: 12-mm Rail Cannon: This is the main weapon system for the MARS PA suit, consisting of a 3 barreled rotary assault cannon firing 12-mm High Explosive Armor Piercing rounds for use against heavily armored targets, or can also use flachette rounds for anti-personnel and urban style combat. The suit's operator can switch between ammo types with a simple command, enabling him to choose the best round for the current target. Weight: 140 lbs. (63.5 kg) Maximum Effective Range: 6,000 feet (1,828 meters) with HEAP rounds, 2,000 feet (609.6 meters) with flachette rounds. Mega-Damage: As per Ammunition type. HEAP Rounds: 6D6 for a single round, 1D6x10+10 for a 6 round short burst, or 2D6x10+20 for a 20 round medium burst. Flachette Rounds: 4D6 (1 foot radius) for a single round, 1D4x10 (3 foot radius) for a 6 round burst, or 2D4x10+10 (6 foot radius) for a 20 round medium burst. Rate of Fire: Standard, use machine gun rules for long bursts, or shooting wild. Payload: 1000 round ammo drum for each type of ammunition. One spare drum can be carried hooked to the back of the unit, requires 3 rounds to replace a drum by another PA suit. Note: Flachette rounds are specifically designed to be used against lightly armored targets and lack the penetration power to adequately engage power armored units, armored vehicles, or structures. Half all damage done against these units while using flachette rounds. Mini-Missile Launcher: Mounted on the left shoulder of the MARS suit is a minimissile launcher for use against armored targets, bunkers, and other PA suits, or too rapidly disperse large infantry formations. Maximum Effective Range: As per short range missile type (Go to Revised bomb

and missile table). Mega Damage: As per short range missile type (Go to Revised bomb and missile table). Rate of fire: One at a time or in volleys of two or four. Payload: 8 mini-missiles. Forearm Weapon Pod: Mounted on the left fore-arm unit is a light pulse laser and a grenade launcher for use against infantry units or as a fast response weapon. Pulse laser: Intended to be used as a light anti-personnel weapon or in situations where the main gun cannot be used for fear of killing bystanders. Maximum Effective Range: 500 feet (152.4 meters) Mega-Damage: 2D6 for a single pulse, 6D6 for a triple pulse. Rate of Fire: Equal to the pilots combined hand to hand (usually 5 or 6). Payload: Unlimited (Draws Power off the main engines). Grenade Launcher: Maximum Effective Range: 1500 feet (457.2 meters) Mega-Damage: As per grenade, typically uses either plasma, or heavy fragmentation for heavy combat and flash-bang, or concussion for antiterrorist operations. Plasma: 5D6 (12 foot blast radius), 1D6x10 (30 foot blast radius ) for a 4 round burst. Heavy Fragmentation: 4D6 (20 foot radius ), 1D4x10 (40 foot radius) for a 4 round burst. Flash-Bang: These grenades make a loud exploding boom, as well as a bright flash of light and smoke, stunning and blinding everyone within a 20' (6.2 meter) radius. Victims are at -8 to strike, parry, and dodge, -1 on initiative, and lose one attack for the next 1-4 melee rounds (15-60 seconds) per grenade fired. Concussion Grenades: Designed to knock down and stun targets these do 1D4 Mega-Damage in a 30' (9.1 meters) blast radius with a 1-88% chance of knocking down (lose one melee attack and initiative) and a 1-64% chance of stunning (-10 to strike parry, and dodge, attacks last, and loses half of his attacks/actions and speed for 1D4 melee rounds ) everyone in it's blast radius. Check for knockdown, and stun effect for each grenade fired for burst attacks, ie, a 4 round burst would require 4 checks for each, penalties are cumulative for each grenade. Note: Flash-bang and concussion grenades where often used together, a burst would typically fire 2 of each type in staggered fire, ie. one flash-bang, one concussion, one flash-bang, etc. to maximize the effects of both types on the targets. Rate of Fire: Single shot or 4 rounds burst. Payload: 16 rounds in a rotary magazine, a spare magazine is carried in a compartment in each leg. Takes 2 rounds to reload. Hand-to-Hand Combat: Rather than use a weapon, Pilot can engage in MegaDamage hand to hand combat. See Power Armor Combat Training in Robot Combat section of Rifts. All abilities are the same as those on page 45 of Rifts

except the armor has a +2 M.D. bonus to damage with all hand to hand attacks. (bonuses for high prowess and Power Armor Combat skills still get added in). Special Equipment:: Laser resistant armor: The MARS suit is made from the same laser-reflective material that the Glitter-boy is made from. Holographic Camouflage System: This enables the outer surface of the armor to change camo-patterns to match the terrain it is operating in. This is not a complete match, nor does it provide any form of cloaking, but it does serve to break up the outline of the armor making it more difficult to detect. Adds a bonus of 10% to the operators prowl skill. Thermal-Dampers: The armor is designed with special heat sinks that vent waste heat in such a way as to lower the armors heat signature. Opponents are at a -30% on their sensor rolls to detect the armor using thermal-graphic sensors.

U.S.A. SAMAS Power Armor

By Kevin Siembieda with additions by Wayne Breaux, Jr. When the Native Americans first began to build the Preserves, they relied upon salvaged equipment from pre-Rifts cities. A group of Modern Indians uncovered several caches of pre-Rifts weapon, and vehicles at a secret northwest military base. Among the items salvaged: dozens of Glitter Boys, hovercycles and rail guns, but the biggest find was an intact, completely automated (all robot production) and fully stocked power armor production factory. The facility appeared to have been 196 new, perhaps unused, waiting to make its initial run. Presumably the Great Cataclysm intervened delaying production by several

centuries. The facility was stocked and ready to go. All the discoverers had to do was get the generators going, grease the machines and let the automated facility do what it was created for! The Native American techs cranked the place up and turned out hundreds of U.S.A. SAM AS armor before the supplies ran out. Technically, the facility holds all the design and construction data necessary to produce hundreds more, just as the Black Market has done with its similar find at Area 51. However, the Modern Indians have seen how adversely the Coalition States have responded to somebody else utilizing "their" SAMAS designs. Consequently, the Indians have chosen to keep their stash of recently constructed (in the last 15 years) SAMAS a secret weapon. The U.S.A. SAMAS is identical to the original Coalition SAMAS except for minor statistics and stylistic changes. The Coalition believed it had the only plans for the suits, and it did, until Native Americans found the factory that was to build the suits. It was so well protected from potential enemy attacks that it survived the Coming of the Rifts and the subsequent disasters. Since the Coalition has few connections and little concern about the low tech people, monsters and "retro-savages" of the New West, they have been blissfully unaware that these SAMAS exist (even if a few were spotted at a distance, it would have been assumed that they were Bandito Arms knock-offs). The U.S.A. SAMAS is presented in full detail here for the convenience of the reader and because the Native Americans have added and modified some weapon systems. The SAMAS is one of the best man-sized suits of flying power armor in the world, and it continues to see much use by a slowly increasing number of people. However, their presence is rare in areas east of New Mexico, Kansas and Nebraska because of the strong presence of the Coalition States.

The U.S.A. SAMAS


Model Type: PA-04A Class: Strategic Armor Military Assault Suit Crew: One M.D.C. by Location: Ammo Drum (rear) 25 Rail Gun 50 *** Shoulder Wings (2) 30 each Main Rear Jets (2) 60 each Forearm Mini-Missile Launcher (1, left) 50 * Head 70 ** Main Body 250 * Destroying the head of the power armor will eliminate all forms of optical enhancement and sensory systems. The pilot must then rely on his own human vision and senses. No power armor combat bonuses to strike, parry, and dodge. Note: The head is a small and difficult target to hit, requiring a called shot at -3 to strike. ** Depleting the M.D.C. of the main body will shut the unit down completely, rendering it useless.

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*** Destroying a wing will make flight impossible; however, even with no wing(s) the SAMAS can make jet powered leaps and hover in a stationary position above the ground. Speed Running: 60 mph (96 kph) maximum. Note that the act of running does tire out its operator, but at 10% of the usual fatigue rate, thanks to the robot exoskeleton. Flying: The rocket propulsion system enables the SAMAS to hover in a stationary position up to 200 feet (61 m) or fly. Maximum flying speed is 320 mph (516 kph), but cruising speed is considered to be 160 mph (256 kph). Maximum altitude is limited to about 650 ft (195 m). Flying Range: The nuclear power system gives the SAMAS decades of life, but the jet rockets get hot and need to cool after a maximum of ten hours of flight when traveling at speeds above cruising, and twenty hours at cruising speed, but can fly indefinitely with rest stops. Leaping: The powerful robot legs can leap up to 15 ft (4.6 m) high or across unassisted by the thrusters. A jet thruster assisted leap can propel the unit up to 100 ft (30.5 m) high and 200 ft (61 m) across without actually attaining flight. Statistical Data Height: 8 feet. (2.4 m) Width: Wings down: 3.5 feet (1.06 m) Wings extended: 10 feet (3 m) Length: 4.5 feet (1.4m) Weight: 340 pounds without rail gun. Physical Strength: Equal to a P.S. of 30. Cargo: None. Power System: Nuclear, with an average life of 20 years. Market Cost: Not sold in any market outside select Modern Indian Preserves in the New West. Fair market value would be in the neighborhood of 4+ million credits for a fully powered suit with rail gun and a full ammo drum.

Weapon Systems
1. USA-M31 Rail Gun: This is the original rail gun issued to the U.S.A. SAMAS. It is slightly heavier than the C-40R because the old American Empire had an enormous military budget and could afford to waste materials and ammunition, unlike the Coalition, which has to make the most of what they have. The M31 can be used as a machinegun, but its weight usually requires that it be used as a vehicle mounted weapon. Primary Purpose: Assault Secondary Purpose: Defense Weight: Gun: 110 Ibs, Ammo drum: 190 Ibs. Mega-Damage: A burst of 40 rounds does !D6xlO M.D.; one round does 1D4+1 M.D. Rate of Fire: Equal to the number of attacks of the pilot. Effective Range: 4,000 feet (1,200 m) Payload: 2000 round drum for 50 bursts. A second drum can be hooked to the undercarriage of the rear rocket jets, but it must be

manually removed by another SAMAS, or a character with a strength of 26 or greater can replace the used drum. Reloading a drum will take about five minutes for those not trained, but a mere one minute by somebody trained in the use of SAMAS power armor. 2. USA-M17 Mini-Missile Launcher: Just like the original Coalition SAMAS, the U.S.A. version comes standard with a single two missile rocket launcher on the forearm opposite the rail gun. The Native Americans have also uncovered a number of SAMAS that appear to be heavy assault models. These units have a single mini-missile mounted on the tips of the shoulder and leg wings, adding four missiles to the armor's arsenal. One in every five of the U.S.A. SAMAS is a heavy assault model. Primary Purpose: Anti-aircraft Secondary Purpose: Defense Mega-Damage: !D4xlO per missile. Armor Piercing missiles are standard issue because of their range, durability, damage, and small blast radius. Plasma mini-missiles (!D6xlO M.D.) are common on heavy assault versions. Rate of Fire: Missiles can be fired singularly or in pairs. Heavy assault SAMAS can launch missiles one at a time or in pairs (2, 4, or all 6). Effective Range: Usually one mile (1.6 km) Payload: Two standard, but heavy assault models have a total of six. 3. Rotary Mini-Missile Launcher (optional): This weapon system consists of a long cylinder with mini-missiles loaded around the center. The heads of the missiles lie flush with its surface and are arranged in five columns of five missiles. As the missiles in each column are depleted, the system rotates to another column. In order to place the weapon system on the SAMAS without reducing speed or maneuverability, it must replace the ammo drum and rail gun behind the shoulders of the armor. When it is ready to be fired, the launcher snaps up into position above the right shoulder intake and fires. SAMAS units equipped with the rotary launcher cannot use a rail gun or other weapon that requires a drum for ammunition. Light rail guns with clips or, better still, energy rifles are common replacements. Primary Purpose: Anti-aircraft Secondary Purpose: Assault Mega-Damage: 5D6 per missile. Fragmentation and high explosive are the most common, but any mini-missile can be used. Rate of Fire: Missiles can be fired singularly, or in volleys of 2, 3. or 5. Effective Range: Usually 0.5 to one mile (0.8 to 1.6 km). Payload: 5 per column, 25 total. 4. Other Rail Guns and weapons: The SAMAS can make use of any other hand-held weapons, including rail guns and energy rifles to Vibro-Blades and magic items. 5. Hand to Hand Combat: Rather than use a weapon, the pilot

can engage in mega-damage hand-to-hand combat. See Power Armor Combat Training in the Robot Combat section of the Rifts RPG; page 45. 198

British Aerospace / Vickers Gypsy Moth Flying Power Armor

Model Type: BA-V FPA-05D Class: Strategic Armor Military Assault Suit Crew: One M.D.C. by Location: Ammo Drum (rear)-20 Machine gun/rail gun/ laser rifle-45 Shoulder Wings (2)-40 each Main Rear jets/thrusters (2)-70 each Forearm Mini-missile launcher(2, both arms)-50

Head-80 Main Body-250 Speed: Running: 60 mph (96 kph) maximum. Note that the act of running does tire out its operator, but at 10% of the usual fatigue rate, thanks to the robot exoskeleton. Flying: With Flight Pack: The rocket propulsion system enables the Gypsy Moth to hover in a stationary position up to 200 feet (61 m) or fly. Maximum flying speed is 300 mph (483.8 kph), but cruising speed is considered to be 150 mph (241.4 kph). Maximum normal altitude is limited to about 650 feet (195 meters) but can reach altitudes as high as 6,000 feet (1,829 meters; a little over one mile/1.6 km). The Gypsy Moth operates primarily in nap of the earth flight. Flying Range: With Flight Pack: The nuclear power system gives the Gypsy Moth decades of life, but the jet rockets get hot and need to cool after a maximum of ten hours of flight when traveling at speeds above cruising, and twenty hours at cruising speed, but can fly indefinitely with rest stops. Leaping: The powerful robot legs can leap up to 15 ft (4.6 m) high or across unassisted by the thrusters. A jet thruster assisted leap can propel the unit up to 100 ft (30.5 m) high and 200 ft (61 m) across without actually attaining flight. Underwater Capabilities: Swimming: The Gypsy Moth can swim by using the same types of paddling leg and arm movements as a human at a maximum speed of roughly four mph (6.4 km/3.4 knots). It can also walk along the bottom of the sea at about 25% of its normal running speed. With Flight Pack: Using the jet thrusters, the Gypsy Moth can travel on the surface of water at 50 mph (80 kph/42.5 knots), underwater at 40 mph (64 kph/34 knots) or fly above the water surface an normal speeds. With Underwater Thruster Pack: Using the water thrusters, the Gypsy Moth can travel on the surface of water or underwater at 60 mph (96.6 kph/52 knots) Maximum Ocean Depth: 2000 feet (610 meters). Statistical Data Height: 8 feet (2.4 meters) Width: Wings down: 3.6 feet (1.1 meters) Wings extended: 10 feet (3 meters) Length: 4.4 feet (1.3 m) Weight: 330 pounds (150 kg) without rail gun or other weaponry. Physical Strength: Equal to a P.S. of 38. Cargo: None. Power System: Nuclear, with an average life of 20 years. Market Cost: Not commonly available. When found on the black market will commonly cost around 1.5 million credits. Underwater thruster pack costs 600,000 Credits. Weapon Systems: Hand Held Weaponry: In addition to listed weaponry, the power armor can use any hand-held weaponry. The hands of the power armor are small enough that hand held weapons can be used with no penalties. 12.7 millimeter Machine-Gun: Uses Ram-Jet style rounds similar to those developed by Wellington after the coming of the Rifts. Rifle is constructed from lightweight alloys and is surprisingly effective for a conventional weapon although has a limited payload. Rifle cannot be fired by a normal

human without the use of a tripod. Weight: 76 lbs (34.5 kg) for Rifle and 210 lbs (95.3 kg) for ammo drum Maximum Effective Range: 3,000 feet (914.4 meters) Mega Damage: Single shot does 1D4 and 40 round burst does 5D6. Rate of Fire: Equal to combined hand to hand attacks of gunner Payload: 800 rounds (20 bursts). British Aerospace / Vickers BAV-20 Rail Gun: With the pulse laser rifle, the Rail Gun replaced the heavy machine-gun. While not quite as powerful as the rail gun carried on the American SAMAS, it is still quite powerful and long ranged. In damage, the weapon is effectively equal to the C-40R rail gun carried on the SAMAS power armor but is slightly heavier. Weight: Rail Gun: 104 lbs (47.2 kg), One Ammo-Drum: 190 lbs (85.5 kg). Maximum Effective Range: 4000 feet (1200 m) Mega-Damage: A burst is 40 rounds and inflicts 1D4x10 M.D.,one round does 1D4 M.D. Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6). Payload: 3000 round drum, that's 75 bursts. A second drum can be hooked to the undercarriage of the rocket jets, but first the used drum must be manually removed by another power armor or character with a strength of 26 or higher before it can be replaced with the new one. Reloading a drum will take about five minutes for those not trained, but a mere one minute by somebody trained in the use of power armor. Enfield / Solaris LMG-60 Squad Automatic Pulse Laser Rifle With the Rail Gun, the pulse laser rifle replaces the heavy machinegun. Which weapon is carried depends on mission. The weapon has the advantage of not needing ammo but is shorter ranged. It is also much lighter weight than either the heavy machine-gun or the rail gun. The pulse laser rifle is normally carried when the power armor is used underwater. Weight: 21 lbs (9.5 kg) Maximum Effective Range: 2000 feet (610 meters). Mega-Damage: 2D6 per single shot, 6D6 for a rapid fire three shot burst, or use machine gun burst rules for higher burst setting. Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6.) Single Shot, Three Round Burst, and Extended Bursts (See Machine Gun burst rules). are all available. Payload: Effectively Unlimited when plugged into power armor's main power supply (40 shots short E-Clip, 50 Shots each long E-Clip if not plugged into the power armor) Mini-Missile Launchers (2): These launchers are similar to those carried on the original American SAMAS with the exception of there being a launcher on each forearm. Each launcher carries two mini-missiles for a total of four mini-missiles. Preferred mini-missiles are armor piercing and plasma. When the power armor is outfitted for underwater missions, the launchers carry mini torpedoes. Missile Type: Any mini-missile / mini-torpedo can be used.

Maximum Effective Range: Varies with mini missile (Go to Revised bomb and missile table) / mini-torpedo type (See Revised Rifts Torpedoes). Mega-damage: Varies with mini missile (Go to Revised bomb and missile table) / mini-torpedo type (See Revised Rifts Torpedoes). Rate of Fire: Missiles can be fired singularly or in pairs. Payload: Two mini-missiles per launcher for four total Hand to Hand Combat: Rather than use a weapon, the pilot can engage in megadamage hand-to-hand combat. See Power Armor Combat Training in the Robot Combat section. Special Bonuses: With Flight Pack: +1 to Initiative, +1 to Parry, +1 to Dodge, and +2 to roll with punch, fall, and impact while flying due to being lightweight and having excellent response times. These are in addition to other bonuses. With Underwater Thruster Pack: +1 to Initiative, +1 to Dodge, and +1 to roll with punch, fall, and impact while underwater due to special thrusters.

French Lafayette Multi-Purpose Power Armor

Model Type: Lafayette Power Armor Class: Multi-Purpose Military Assault Suit Crew: One M.D.C. by Location: Ammo Drum (rear): Machine-gun / Rail Gun / Laser Rifle: [1] Shoulder Wings (2): Flightpack Propulsion System: Underwater Propulsion System: Space Propulsion System: Forearm Modular Attachments (2, both arms): [2] Head: [3] Main Body:

20 45 40 each 120 110 140 75 80 200

Speed: Running: 68.2 mph (110 kph) maximum. Note that the act of running does tire out its operator, but at 10% of the usual fatigue rate, due to the robot exoskeleton. Leaping: The powerful robot legs can leap up to 19.6 ft (6 m) high or across unassisted by the thrusters. A jet thruster assisted leap can propel the unit up to 130 ft (40 m) high and 261 ft (80 m) across without actually attaining flight. Flying, Atmosphere: With Flight Pack: The rocket propulsion system enables the Lafayette to hover in a stationary position up to 200 feet (61 m) or fly. Maximum flying speed is 341 mph (550 kph), but cruising speed is considered to be 186 mph (300 kph). Maximum normal altitude is limited to about 667 feet (200 meters) but can reach altitudes as high as 6,561 feet (2000 meters). The Lafayette operates primarily in nap of the earth flight. Flying, Space: The power armor does not have an effective top speed but is limited by acceleration. The power armor can reach a top acceleration of 0.6 G. Range: With Flight Pack: The nuclear power system gives the Lafayette decades of life, but the jet rockets get hot and need to cool after a maximum of eight hours of flight when traveling at speeds above cruising, and sixteen hours at cruising speed, but can fly indefinitely with rest stops. With Space Pack: Conditionally unlimited, while the fusion reactor gives power for two decades of service, when the power armor is using thrusters, it is limited by the power armor reaction mass. The reaction mass consists of mainly Deuterium (Hydrogen 2) and Helium 3. The power armor can be refueled at ground based facilities, space stations, and star ships as long as they have the refueling equipment. The tanks are on either side of the thrusters and can be replaced in two minutes each. The power armor carries 4 hours of reaction mass for travel at 0.6 G of acceleration. If the power armor uses more than half of its reaction mass when accelerating, the power armor will be unable to decelerate fully and the power armor will normally only use a third or less of its fuel on accelerating so it does not run into a problem. If the power armor runs out of fuel then it must be recovered by another vehicle traveling faster or be lost. The power armor can operate with engines on standby to increase engines range. Underwater Capabilities: Swimming: The Lafayette can swim by using the same types of paddling leg and arm movements as a human at a maximum speed of roughly four mph (6.4 km/3.4 knots). It can also walk along the bottom of the sea at about 25% of its normal running speed. With Flight Pack: Using the jet thrusters, the Lafayette can travel on the surface of water at 60 mph (96.6 kph/52 knots) or fly above the water surface an normal speeds. With Underwater Thruster Pack: Using the water thrusters, the Lafayette can travel underwater at 74.5 mph (120 kph/64.6 knots) Maximum Ocean Depth: 1,000 feet (305 meters). Statistical Data Height: 8 feet (2.4 meters) Width: Wings down: 3.6 feet (1.1 meters) Wings extended: 11 feet (3.35 meters) Length: 4.7 feet (1.4 meters) Weight: 309 pounds (140 kg) without rail gun or other weaponry. Physical Strength: Equal to a P.S. of 30. Cargo: None.

Power System: Nuclear, with an average life of 20 years. Market Cost: Not commonly available. When found on the black market will commonly cost around 1.2 million credits. Flight Pack would bring an additional 300,000 credits. Underwater thruster pack would cost 500,000 Credits. Space thruster pack would be 750,000 credits. Weapon Systems: Modular, Interchangeable Forearm Units: Each arm can be equipped with a special weapon or tool. These units are interchangeable and tailored to the power armor's mission. Both units do not have to be of the same type, and most often are not to allow for diversity of tools and weapons in the field. It takes an hour to exchange one type of unit for another. The arrangement on the units on the forearms does not block the use of handheld weapons nor in any way impedes the power armor's dexterity. Available systems included the following: Vibro-Blade: This standard weapon uses a double edged saber like blade that is surrounded by a high frequency energy force field and extends from the forearm meter. Maximum Effective Range: Close combat only (Hand to hand) Mega-Damage: Slash; 1D4, Punch; 1D6, or Power Punch; 2D4 [Counts as 2 attacks]. Number of Attacks: Equal to number of combined hand to hand (Usually 5 or 6). Payload: Tied to power supply so duration is effectively unlimited. Mini-Missile Launcher: This mini-missile launcher is similar to those carried on the original American SAMAS. Each launcher carries two minimissiles. Preferred mini-missiles are armor piercing and plasma. When the power armor is outfitted for underwater missions, the launchers carry mini torpedoes. Missile Type: Any mini-missile / mini-torpedo can be used. Maximum Effective Range: Varies with mini missile (Go to Revised bomb and missile table) / mini-torpedo type (See Revised Rifts Torpedoes). Mega-damage: Varies with mini missile (Go to Revised bomb and missile table) / mini-torpedo type (See Revised Rifts Torpedoes). Rate of Fire: Missiles can be fired singularly or in pairs. Payload: Two mini-missiles per forearm launcher . Spear Gun: Short-range pneumatic weapon that uses compressed gas for use underwater. Maximum Effective Range: 200 ft (61 m). Mega Damage: 2D6 SDC Rate of Fire: One at a time. Payload: One, additional spears can be carried and loaded by hand. Single-Barreled Forearm Laser: Blue-green laser. Maximum Effective Range: 1200 feet (366 m) Mega-Damage: 2D6 MD. Rate of Fire: Equal to number of combined hand to hand Payload: effectively unlimited Double-Barreled Utility Laser: One barrel is a blue-green weapon laser. The

second, smaller barrel is a precision laser tool that can be adjusted to inflict several different levels of damage. Maximum Effective Range: Blue-green Laser: 1200 feet (366 m), Precision laser tool: 20 feet (6 m) maximum Mega-Damage: Blue-green Laser: 2D6 MD, Precision laser tool: 1,2, or 1D6 MD or 4D6, 6D6, or 1D6x10 SDC Rate of Fire: Equal to number of combined hand to hand Payload: effectively unlimited, tied to armor's fusion reactor Plasma Torch: A cutting tool that resembles a pistol. The large nozzle is the plasma torch. The second, smaller barrel is a precision laser tool that can be adjusted to inflict several different levels of damage. A light is built into the handle. Maximum Effective Range: Plasma Torch: 10 feet (3m) maximum; Precision laser tool: 20 feet (6 m) maximum Mega-Damage: Plasma Torch: 2D6 or 4D6 MD cutting power; Precision laser tool: 1,2, or 1D6 MD Rate of Fire: Equal to number of combined hand to hand Payload: effectively unlimited, tied to armor's fusion reactor Forearm Grapples (2): Used exclusively in space, this grapple is used for docking with vehicles that do not have landing bays and to grab items. The grapples top is specially designed so it also acts as a powerful electromagnet. The Grapple is fired at a target and can either use the claw to grab the target or the electromagnetic to attract the object if it is metal. The grapple has a breaking strain of 10 tons and the electromagnetic on each can support up to 1 ton of strain. The grapple is standard to all space units unless the mission calls for other units to be fitted. Maximum Effective Range: 164 feet (50 m) Mega Damage: None (SDC Targets will take 1D4x10 SDC) Rate of Fire: Once per two melees rounds Payload: 1 shot each but may be retracted an used again Hand Held/Arm Mounted Weaponry: In addition to listed weaponry, the power armor can use any hand-held weaponry. The hands of the power armor are small enough that hand held weapons can be used with no penalties. Ammunition drums for the railgun or grenade launcher are fitted to the back of the power armor below whatever propulsion unit is attached. Energy weapons have two power cables that attach to the power armor's nuclear power plant. FA 12.7 millimeter Machine-Gun: Uses Ram-Jet style rounds similar to those developed by Wellington after the coming of the Rifts. The rifle is constructed from lightweight alloys and is surprisingly effective for a conventional weapon although has a limited payload. It cannot be fired by a normal human without the use of a tripod. Weight: 76 lbs (34.5 kg) for Rifle and 210 lbs (95.3 kg) for ammo drum Maximum Effective Range: 3,000 feet (914.4 meters) Mega Damage: Single shot does 1D4 and 40 round burst does 5D6. Rate of Fire: Equal to combined hand to hand attacks of gunner Payload: 800 rounds (20 bursts).

FA AA-66 Squad Automatic Pulse Laser Rifle With the Rail Gun, the pulse laser rifle replaces the heavy machinegun. Which weapon is carried depends on mission. The weapon has the advantage of not needing ammo but is shorter ranged. It is also much lighter weight than either the heavy machine-gun or the rail gun. The pulse laser rifle is normally carried when the power armor is used in underwater amphibious operations. Weight: 18 lbs (8.2 lbs) Maximum Effective Range: 2000 ft (610 meters) in atmosphere, 1500 ft (458 meters) underwater, and 16,000 ft (6,080 meters) in space Mega Damage: 2D6 per single shot, 6D6 for a rapid fire three shot burst, or use machine gun burst rules for higher burst setting. Rate of Fire: Single Shot, Three Round Burst, and Extended Bursts (Use Machine Gun burst rules). Payload: Effectively Unlimited when plugged into power armor's main power supply (40 shots short E-Clip, 50 Shots each long E-Clip if not plugged into the power armor) FA AA-131 Rail Gun: Basically this is a licensed copy of the American USAM31 rail gun fitted to the PA-04A SAMS. The power armor computer has special software that fires the main thrusters just as the cannon is fired to compensate for the cannons recoil. This is the standard weapon for flight operations. Weight: 110 lbs (50 kg) for the Rail gun and 190 lbs (86.2 kg) for the ammo drum. Maximum Effective Range: 4,000 feet (1,200 m) in an earthlike atmosphere and 32,000 feet (9,600 meters) in space Mega-Damage: a burst of 40 rounds does 1D6x10, a single round does 1D4+1. Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6). Payload: 2000 round drum for 50 bursts. When reloading, the used drum must be manually removed by another power armor or character with a strength of 26 or higher before it can be replaced with the new one. Reloading a drum will take about five minutes for those not trained, but a mere one minute by somebody trained in the use of the Lafayette power armor. Special Features: Due to construction has +1 bonus to strike in atmosphere. Fusil Automatique FA-440 Automatic Grenade Launcher: Weapon is very similar to the American AGL-40 Automatic Grenade Launcher. This weapon was used in the Chevillon Light Tank as well as being used on tripod mounts and the Lafayette power armors. It can fire single shot or bursts of ten rounds and can inflict heavy damage when burst fired. If weapon is not tripod mounted, the person using the weapon needs strength of 24 and is at -1 to strike. The grenade launcher can use either a 40-round magazine or 200-round belt. Weight: 64 kg (141.1 lb). Each magazine weighs 2 kg (4.4 lbs) and each

belt weighs 10 kg (22 lbs) Maximum Effective Range: 3,000 ft (914 meters) Mega-Damage: 3D6 for Fragmentation with a blast area of 12 ft and 5D6 for Armor Piercing with a blast area of 3 ft, burst of 10 rounds does 2D4x10 for Fragmentation with a blast area of 40 ft and 2D6x10 for Armor Piercing with a blast area of 8 ft. Other special rounds are available. Rate of Fire: Single Shot or Ten round bursts Payload: 40 Round Magazine or 200 Round Belt. Modular, Interchangeable Backpack Systems: Instead of a propulsion pack, the Lafayette power armor can be fitted with one of several optional backpack systems. These systems were initially purchased from the American Stoner Arms Manufacturing Company, but were modified to fit the Lafayette power armor and use the armors power system. Only one type of pack can be worn at a time with enhanced armor. Detachable Flight Pack: This unit was the same type used by the British Gypsy Moth. The lighter weight of the Lafayette gave it speed equal to the SAMAS and better maneuverability than the British power armor. The flight pack is locked onto the armor but has a special quick release system to be ditched quickly. In addition to flight pack, special thrusters are mounted in the boots of the armor. Flight Pack Weight: 55.1 lbs (25 kg) Maximum Speed: The rocket propulsion system enables the Lafayette to hover in a stationary position up to 200 feet (61 m) or fly. Maximum flying speed is 341 mph (550 kph), but cruising speed is considered to be 186 mph (300 kph). Maximum normal altitude is limited to about 667 feet (200 meters) but can reach altitudes as high as 6,561 feet (2000 meters). Range: The nuclear power system gives the Lafayette decades of life, but the jet rockets get hot and need to cool after a maximum of eight hours of flight when traveling at speeds above cruising, and sixteen hours at cruising speed, but can fly indefinitely with rest stops. Cost: 60,000 Credits for flight pack Detachable Underwater Thruster Pack: An underwater propulsion pack similar in nature to the one used by the American APA-15 Semper-Fi. The flight pack is locked onto the armor but has a special quick release system to be ditched quickly. In addition to flight pack, special thrusters are mounted in the boots of the armor. Underwater Thruster Pack Weight: 55.1 lbs (25 kg) Maximum Speed: Using the water thrusters, the Lafayette can travel underwater at 74.5 mph (120 kph/64.6 knots) Range: Unlimited. Cost: 70,000 Credits for flight pack. Detachable Space Pack: For use in space and consisted of two main jet thrusters that required no air to operate, so intakes are not needed. While the engines are powerful enough for some limited flight ability even in an atmosphere, the engines are far more efficient in space than in an

atmosphere. Space Thruster Pack Weight: 77.2 lbs (35 kg) Maximum Speed: The power armor does not have an effective top speed but is limited by acceleration. The power armor can reach a top acceleration of 0.6 G Range: Conditionally unlimited, while the fusion reactor gives power for two decades of service, when the power armor is using thrusters, it is limited by the power armor reaction mass. The reaction mass consists of mainly Deuterium (Hydrogen 2) and Helium 3. The power armor can be refueled at ground based facilities, space stations, and star ships as long as they have the refueling equipment. The tanks are on either side of the thrusters and can be replaced in two minutes each. The power armor carries 4 hours of reaction mass for travel at 0.6 G of acceleration. If the power armor uses more than half of its reaction mass when accelerating, the power armor will be unable to decelerate fully and the power armor will normally only use a third or less of its fuel on accelerating so it does not run into a problem. If the power armor runs out of fuel then it must be recovered by another vehicle traveling faster or be lost. The power armor can operate with engines on standby to increase engines range. Cost: 60,000 Credits for flight pack AA-2047 Detachable Mini-Missile Pack: Mini-Missile pack carries a total of ten mini-missiles and is controlled through linkages from the armor. The launcher is locked onto the armor, but has a special quick release system to be ditched quickly. The mini-missile launcher can be reloaded in 30 seconds with practice. Launcher Weight: 33.1 lbs (15 kg) empty and 52.9 lbs (24 kg) fully loaded with ten mini-missiles. Each mini- missile weigh about 2 lbs (0.9 kg) Maximum Effective Range: As per mini-missile type (Go to Revised bomb and missile table) Mega Damage: As per mini-missile type (Go to Revised bomb and missile table) Rate of Fire: On at a time or in volley of two, four, or six. Payload: 10 Mini-Missiles Penalties: -2 to dodge , -10% to prowl skill if on land Cost: 50,000 Credits for launcher Detachable Life Support Backpack: Addition tanks of atmosphere to increase amount of time the wearer can survive without a breathable atmosphere. Useful for underwater, toxic atmosphere, and space use. Gives an additional eight hours of atmosphere. Like other packs, this pack cannot be used with other packs. The Sensor and Communication pack is locked onto the armor but has a special quick release system to be ditched quickly. Life Support Pack Weight: 33.1 lbs (15 kg) Life Support Capacity: Gives an extra 8 hours of life support (20 hours with life support pack and internal capacity). Can be attached and detached while in hazardous atmosphere without interrupting life support.

Penalties: -10% to prowl skill if on land, -10% speed if on land Cost: 15,000 Credits Camouflage Stealth System: Planned future system for the Lafayette power armor for ground operations for use by the Commandement des Oprations Spciales ( French Special Operations Command, COS). System is similar to that on the British ER-7 Stealth Body Armor. Special systems causes the armor to blend into its surroundings with color and patterns. The suit works by blending into its surroundings by changing colors and patterns. When moving the system does not have the ability to change fast enough, so all that is achieved is a blurring of the outlines of the suit. This is slightly disconcerting for someone who watches this for the first time. While nowhere near as effective as the Naruni camouflage suit, it is still quite effective. The system was not fully developed and only a few dozen prototypes were known to exist at the time of the Great Cataclysm. Bonuses: -15% to other to detect ambush and detect concealment, +1 to Initiative, +5% to prowl skill, 30% even if no prowl skill if not moving, also reduces thermal signal by 40%. Cost: 200,000 Credits (Manufacturing Cost). If a Camouflage system was found, the cost would probably be worth over 2 million credits. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in megadamage hand-to-hand combat. See Power Armor Combat Training in the Robot Combat section. Special Bonuses/Penalties: With Flight Pack: +1 to Initiative, +2 to Parry, +3 to Dodge, and +2 to roll with punch, fall, and impact while flying due to being lightweight and having excellent response times. -2 to Dodge on ground, -10% to prowl skill, -15% running speed if on land. These are in addition to other bonuses. With Underwater Thruster Pack: +1 to Initiative, +2 to Dodge, and +1 to roll with punch, fall, and impact while underwater due to special thrusters. -2 to Dodge on ground, -10% to prowl skill, -15% running speed if on land. These are in addition to other bonuses. With Space Pack: +1 to Initiative, +4 to Dodge, and +2 to roll with punch, fall, and impact while in space due to small mass and having excellent response times. -2 to Dodge in an atmosphere. -2 to dodge on ground, -10% to prowl skill, -15% running speed if on land. These are in addition to other bonuses.

The Harasser Missile Platform

Model Type: Missile Vehicle Class: Mobile Artillery Crew: Three Driver, Gunner, and Commander M.D.C. by location Missile Turret-320 Light Rail Guns (2) 40 each Main body-225 Speed: 100 mph on all surfaces including water Range is unlimited on nuclear engines and 600 miles on liquid fuel or electric motors Height: 9ft 9in Width: 10ft 6in Length: 20ft Weight is 10 tons Power source: Nuclear, Electric, or liquid fuel Cargo Capacity: Minimal Crew weapons only. Black Market Cost; 200,000 credits Weapon systems: 1 Main Missile launcher Combo long range and medium rang launcher Payload is 10 standard LRMs, 50 MRMs and 16 Tomahawk Cruise missiles or 8 AGM -86 Axe Missiles. Missile Damage varies by type loaded mostly plasma or heavy missiles. The only exception is for Nuclear tipped Missiles they do 1d6x1000 at immediate ground zero and 1d4 x1000 to a three mile area surrounding the blast area. Enfield / Solaris LMG-60 Squad Automatic Pulse Laser Rifle With the Rail Gun, the pulse laser rifle replaces the heavy machinegun. Which weapon is carried depends on mission. The weapon has the advantage of not needing ammo but is shorter ranged. It is also much lighter weight than either the heavy machine-gun or the rail gun. The pulse laser rifle is normally carried when the power armor is used underwater. Weight: 21 lbs (9.5 kg) Maximum Effective Range: 2000 feet (610 meters). Mega-Damage: 2D6 per single shot, 6D6 for a rapid fire three shot burst, or use machine

gun burst rules for higher burst setting. Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6.) Single Shot, Three Round Burst, and Extended Bursts (See Machine Gun burst rules). are all available. Payload: Effectively Unlimited when plugged into power armor's main power supply (40 shots short E-Clip, 50 Shots each long E-Clip if not plugged into the power armor)

History of the REF of NVMI


In 2058 earth time the REF launched an exploratory mission to look for more of the Robotech masters factory satellites. The Mission was named operation Hesphestus named after the Greek god of the forge. The mission task force included 1 Izumo Class battle fortress, 20 garfish class destroyers, 5 marathon class transports, 1 Montgolfier class mobile space dock, 1 Icarus Command Carrier, 30 Tokugawa class Cruisers, 10 Banshee Class Destroyers, 10 Gremlin Class Destroyers, 15 Tristar Class Battlecruisers, 5 Argonaut Battlecruisers, 20 Exeter Class Escorts, 2 Ikazuchi Command Carrier, 1Thuveral Salan Destroyer, 1Quiltra Queleul Landing ship,2 Sian Macross Class Battle fortresses, 1 Valivarre Class Battleship, and 4 A.R.M.D. Space Platforms includes also 900 Auxiliaries. All of these ships accept 20 were torn apart and given to Gina for reclamation and also for study so she could manufacture them if the need arose. The 20 ships left were sent back into space to orbit the earth as a satellite network as well as another base in space. These ships also protect a reentry pod that Gina had launched as a Satellite. Only ground communications have been established. No attempt at talking to the moon has been received even though attacks have been rebuffed as well as taking out several thousand killer satellites. About 50 of the auxiliaries were kept including Predator Landing Craft as well as Horizont ships and several hundred detachable bunkers as well. All of the mecha have been spread out among the REF and NVMI as well as adding to Blue water naval fleet with the Prometheus Submersible Carrier and the Beachmaster Class Submersible Landing Ship.

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