Rifts® & Rifts Mechanoids & Xeno Skills

Mechanical

Xeno List End  Complete List

Aircraft Mechanics

This skill provides the character with a fundamental understanding of aerodynamics and the training to repair, build, modify, and redesign conventional aircraft and helicopters. Included in this is knowledge relating to single, twin, and multi engined propeller and jet aircraft, single and twin rotor helicopters, and air cushion hovercraft. Because of the similarity in design and build the character can also repair, modify, and build Fighters at a -20% penalty and Shuttles at a -40% penalty. There is an additional penalty of -40% when working on alien or extremely unfamiliar designs. Base Skill: 25%+5% per level of experience. Notes: Whilst the character can allow for the inclusion of weapons and armour in the design they do not have the skills to maintain the weapons once installed and are at a penalty of -10% when attempting to patch and repair armour. Requires: Mechanical Engineering.

Automotive Mechanics

This skill provides the character with the ability to design, build, rebuild, modify, and repair conventional ground vehicles. It also includes the fundamentals of designing, building, and modifying fossile fuel engines and the requirements for installation and maintenance of nuclear or electric engines. When working on hover jet systems, nuclear or electric engines the character suffers the following skill penalties: Hover Jets -20%, Electric Engines -20%, Nuclear Engines -40%. Base Skill: 25%+5% per level of experience.

Armourer *

The ability to design, manufacture, and repair all forms of Armour (Both MDC and SDC). Also allows the addition, modification, and repair of vehicle, aircraft, fighter, shuttle, dropship, and robot armour. The character is an expert welder and machine operator. The first number indicates the character's skill at repairing existing armour. The second number represents the character's skill at designing and scratch building suits of armour. Add 10% for if modifying or scratch building standard designs. Base Skill: 45%/25% +5% per level of experience. Requires: Mechanical Engineering. Add appropriate engineering skills for environmental systems, installation and fitting of weapons systems, etc.

Basic Mechanics

As per Rifts® World Book 11 - Coalition War Machine™ or Rifts® World Book 17 - Warlords of Russia™

Bioware Mechanics

The ability to design, redesign, build, modify, and repair all forms of cybernetic and bionic prosthesis, and cybernetic and bionic implants. There is an additional penalty of -40% when working on alien or extremely unfamiliar designs. Base Skill: 25%+5% per level of experience. Requires: Mechanical Engineering, Electronic Engineering, Biology, Nano-Technology, Optics.

CG Engineer *#

This skill provides the character with a fundamental understanding contra-gravity systems and the training to repair, build, modify, and redesign such systems. Systems covered by this skill include contra-gravity packs and harnesses, contra-gravity flight systems for vehicle, fighters, shuttles, and stellar vehicles, artificial gravity systems for vehicle, fighters, shuttles, stellar and orbital vehicles. There is an additional penalty of -40% when working on alien or extremely unfamiliar designs. Base Skill: 25%+5% per level of experience. Requires: Mechanical Engineering and Electrical Engineering.

Drive Systems - Basic *#

This skill provides the character with a fundamental understanding of the five STL drive systems used by space faring races prior to the discovery of contra-gravity drives and the training to repair, build, modify, and redesign such systems. Systems covered by this skill include chemical, ion, plasma, solar, and traction drive systems. There is an additional penalty of -40% when working on alien or extremely unfamiliar designs. Base Skill: 25%+5% per level of experience. Requires: Mechanical Engineering and Electrical Engineering.

Drive Systems - Warp *#

This skill provides the character with a fundamental understanding of the three FTL drive systems used by space faring races other than contra-gravity drives and the training to repair, build, modify, and redesign such systems. Systems covered by this skill include Phase, Rift, and Space-Fold drive systems. There is an additional penalty of -40% when working on alien or extremely unfamiliar designs. Base Skill: 25%+5% per level of experience. Requires: Mechanical Engineering and Electrical Engineering.

Fighter & Shuttle Mechanics *#

This skill provides the character with a fundamental understanding of aerodynamics, orbital reentry requirements, escape velocity requirements, space flight requirements and the training to repair, build, modify, and redesign Fighters, Dropships, and Shuttle Craft. Because of the similarity in design and build the character can also repair, modify, and build conventional aircraft at a -20% penalty. There is an additional penalty of -40% when working on alien or extremely unfamiliar designs. Base Skill: 25%+5% per level of experience. Notes: Whilst the character can allow for the inclusion of contra-gravity systems, weapons and armour in the design they do not have the skills to install and maintain the contra-gravity system, maintain the weapons once installed and are at a penalty of -10% when attempting to patch and repair armour. Requires: Mechanical Engineering, and Electrical Engineering.

Locksmith

This skill provides the character with the fundamental knowledge of the design of locks and locking mechanisms, and the training to design, build, rebuild, modify, maintain, open, and bypass such mechanisms. Base Skill: 25%+5% per level of experience. Requires: Mechanical Engineering, Electronic Engineering, and for very complex high security locks Computer Operations, Computer Programming, and Computer Hacking. See Rifts Core Rules for additional notes.

Mechanical Engineer *

This skill provides the character with a fundamental understanding of how machinery is designed, built, and operated, the properties of materials and how to select them to meet particular design criteria, and training in the design, construction, modification, sabotage, and repair of machinery, and the manipulation of materials, including molding, joining, fastening, shaping, and reinforcing. Base Skill: 25%+5% per level of experience. Requires: Mathematics-Advance, Literacy, Physics, and Chemistry-Advanced. Note: There is a -30% penalty when working on alien or extremely unfamiliar mechanical devices. This includes techno-wizard devices. The character may be able to puzzle out some of the basic aspects of the device created by techno-wizardry, and may be able to figure out how to operate the device, but will not be able to fully fathom how it works nor repair it. Bonuses: Adds a one time +10% bonus to the following skills Automotive Mechanics, Basic Mechanics.

Robot Mechanics *

As per Rifts® Core Rule Book except Requires: Mechanical Engineering, Electronic Engineering, and Electrical Engineering.

Satellite Systems *#

This skill provides the character with a fundamental understanding of the design and construction of satellites and the training to design, build, repair, and maintain (excluding the electronic control systems) satellites. When working on alien or unfamiliar electronic systems and additional -40% penalty is also imposed. Base Skill: 30%+5% per level of experience. Requires: Mechanical Engineering and Electrical Engineering.

Stellar Vehicle Mechanics *#

This skill provides the character with a fundamental understanding of space dynamics, orbital escape velocity requirements, deep space flight requirements and the training to repair, build, modify, and redesign stellar craft. There is an additional penalty of -40% when working on alien or extremely unfamiliar designs. Base Skill: 25%+5% per level of experience. Notes: Whilst the character can allow for the inclusion of contra-gravity systems, power plants, life-support and environmental systems, weapons and armour in the design they do not have the skills to install and maintain the contra-gravity systems, power plants, life-support and environmental systems, maintain the weapons once installed and are at a penalty of -10% when attempting to patch and repair armour. Requires: Mechanical Engineering and Electrical Engineering.

Stellar Vehicle Systems Engineer *#

This skill provides the character with a fundamental knowledge and understanding of life support and environmental systems and the training to design, build, rebuild, modify, and repair such systems. There is an additional penalty of -40% when working on alien or extremely unfamiliar designs. Base Skill: 25%+5% per level of experience. Requires: Mechanical Engineering, Electronic Engineering, Electrical Engineering, Chemistry-Basic, and Biology.

Submersible Mechanics *

As per Rifts® World Book 7 - Underseas™ except Other engineers can effect repairs but are at a penalty -15% for Mechanical Engineers, -45% for Aircraft, Fighter & Shuttle Engineers, -25% for Robot Mechanics (except when repairing robots). Requires: Mechanical Engineering and Electrical Engineering.

Weapons Engineer *

This skill provides the character with a fundamental understanding of the design and construction of weapons and weapons systems and the training to design, build, repair, and maintain them. When working on alien or unfamiliar electronic systems and additional -40% penalty is also imposed. Base Skill: 30%+5% per level of experience. Requires: Mechanical Engineering, Electrical Engineering, and Electronic Engineering.



Xeno List Top  Complete List




Rifts® is a registered trademark owned by Kevin Siembieda and Palladium Books Inc.
Underseas™, Coalition War Machine™ and Warlords of Russia™ are trademarks owned by Kevin Siembieda and Palladium Books Inc.



Site Created and Maintained by Kevin Cowley©Azer Cybertech Ltd 2002
Page Created 20/03/2000 Last Updated 22/06/2002