Terran Confederacy Armor and Weapons
(Version 1.01 - Last Modified: 12/02/2005)
Introduction
The Terran Confederacy has had years to develop and refine its military equipment. Although the lack
of free market competition in the military industry has stunted development the Terran Confederacy
has developed very sophisticated armor and weapons, on par with those used by the Coalition States
on Rifts Earth. However, the Terran Confederacy does not use simple body armor for the majority of
its troops. Instead, the marines, firebats, medics, and ghost operatives use exo-skeleton suits to
enhance the wearer's speed and strength and increase the wearer's endurance. The military leaders of
the Terran Confederacy have also developed specialized weapons that are standard throughout the
Terran Confederacy. Although the weapons and armor slowly change with advancing technology, no major
breakthroughs have occurred during the last twenty years, ensuring the standard armor and weapons
listed below are very common throughout the military forces of the Terran Confederacy.
Standard Body Armor Features
- Advanced Life Support:
All suits of armor have a computer controlled life support system with artificial air
circulation, gas filtration, and humidifier. It also has an independent oxygen supply which
automatically engages in conditions of low oxygen and contaminated air and has a five hour
oxygen supply. The armor displays the present atmospheric conditions, including toxins in
the air and amount of oxygen remaining.
- Compass and Clock Calendar:
The armor contains a highly accurate compass and a clock that can measure units of time as
small as milliseconds (0.001 seconds).
- High Temperature Insulation:
The suits of armor are designed to resist temperatures up to 200 degrees centigrade. Normal
fires inflict no damage, but extremely high temperature fires, such as plasma and magic fire,
inflict full damage.
- Internal Support Computer:
The armor contains a second voice actuated support computer and database. This secondary
computer provides mathematical computations and serves as a database of basic military data,
protocol, rules, laws, and procedures. It also includes troop and vehicle recognition /
identification based on verbal description or optical link.
- Loudspeaker:
The armor is equipped with a loudspeaker that can amplify the voice of the wearer up to 80
decibels.
- Nightvision Optics:
Uses amplified light to make a picture that is visible to the wearer, this device emits no
light but will not work in absolute darkness. The system can be dazzled by sudden bright
lights, but this does not blind the wearer. This system has a range of 2000' (610 m).
- Protective Visor:
The visor is polarized and is light sensitive. It adjusts tinting to protect the wearer’s
eyes. Polarization darkens quickly to protect against sudden bright lights as well as
darkening more slowly to deal with powerful light conditions.
- Radiation Shielding:
The armor has simple radiation shielding and is equipped with sensors to monitor the amount
of radiation that the body armor is exposed to. The information is displayed on the inside
of the armor's helmet.
- Short Range Radio:
A directional, short-range radio is built into the helmet of the body armor. The radio has a
range of 20 miles (32.2 km). The helmet is equipped with a radio scrambler to prevent others
from easily listening in on communications, unless they have the proper code.
- Temperature Control:
Has an internal cooling system and temperature control. Temperature can be set for wearer
preferences. The system displays the temperature, humidity, and barometric pressure.
- Thermo-Imager:
Finds the infrared radiations of objects that are warm and displays them on the armor's visor.
Also enables the pilot to see into and through smoke, shadows, and total darkness. This system
can be detected by infrared sensors and has a range of 2000' (610 m).
Standard Body Armor
Although the major combat troops in the Terran Confederacy wear one type of exo-armor or another, the
vast majority of soldiers do not. Instead the troops wear a standard issue suit of flexible body armor.
The body armor is suitable to be worn while piloting a vehicle or while operating on a battlefield,
providing protection without hindering the wearer unnecessarily.
- Type: TC-01 Body Armor
- Size: Human equivalent
- Weight: 12 lbs (5.4 kg)
- Mobility: Very good; -5% to climb and -10% to prowl, swim, acrobatics, and similar
physical skills.
- M.D.C. Armor Rating: 6
- M.D.C. by Location:
- Head / Helmet - 70
- Arms (2) - 55 each
- Legs (2) - 70 each
- Main Body - 80
Standard Exo-Armor Features
- Body Armor Features:
All of the standard body armor features are available on Exo-Armors.
- Computer & Video Link:
The helmet can be patched into computers, televisions, cameras, monitors, and sensory
equipment. This means video transmissions and encoded audio or video signals can be displayed
directly on the HUD. This requires "plugging in." Located in the ear section of the helmet in
a universal headjack.
- Extraordinary Strength:
The wearer's strength becomes extraordinary, allowing the wearer to inflict more damage in
hand-to-hand combat and lift much heavier weights then normal.
- HUD Multi-Screen:
A Heads-Up-Display (HUD) screen that can project data, charts, or transmissions on the visor
of the helmet for the wearer to see. As many as six different HUD viewing screens / images can
be projected without impairing the vision of the wearer.
- Laser Distance Measurer:
Measures and indicates the exact distance of a target or item. The maximum effective range is
1000' (305 m), but the maximum possible range is 2000' (610 m), but the margin for error
increases to 20%.
- Laser Targeting:
A Laser Targeting device is built into the helmet of the exo-armor. The device adds a bonus of
+1 to strike with all ranged weapons. This system has a range of 2000' (610 m).
- Macro-Lens Optics:
Allows the wearer to view objects that are very small as if looking through a microscope.
Allows up to 6x magnification.
- Telescopic Vision:
Allows the wearer to view objects that are very far away as if looking through binoculars.
Allows up to 10x magnification and has a maximum effective range of 6000' (1830 m).
Standard Exo-Armor
Although the Terran Confederacy has a useful suit of body armor, its main combat troops, the combat
marines, wear much better protection. The suits of exo-armor enhance the wearer's strength and speed.
There are three types of exo-armor that are widely used in the Terran Confederacy and one type that
is very rare and very distinctive.
Combat Marine Exo-Armor
The combat marines wear a durable and highly reliable suit of exo-armor. The suit has been tested in
hundreds of battles and has been used virtually unchanged for the past fifty years. The armor has no
built-in weapons or features other then those standard for a suit of exo-armor, but it is heavily
armored, which is all that most marines ask for.
- Type: TC-10 Combat Exo-Armor
- Size: 6' 6" (2 m) to 7' 6" (2.3 m) depending on the height of the wearer
- Weight: 60 lbs (27.2 kg)
- Mobility: Reasonable; -30% to prowl and -10% to swim, acrobatics, and similar physical
skills.
- Bonuses: The exo-armor provides the following bonuses to the wearer: +8 to PS
attribute, +14 to Spd attribute, +10' (3 m) to the length and height of leaps, and reduce
the rate of fatigue by 50%. PS attribute becomes Extraordinary Strength.
- Special Features:
- Drug Dispenser: The marine armor is equipped with a simple drug dispenser unit
that can inject a drug directly into the wearer's bloodstream. The dispenser is capable
of delivering four doses of drugs and each dose is held in a separate chamber allowing
each chamber to hold a different drug. A standard load of drugs would include 1 dose of
Strength Enhancing drugs, 1 dose of Agility Enhancing drugs, 1 dose of Speed Enhancing
drugs, and 1 dose of the Super Soldier drug.
- M.D.C. Armor Rating: 7
- M.D.C. by Location:
- Head / Helmet - 100
- Arms (2) - 100 each
- Legs (2) - 120 each
- Main Body - 150
Firebat Exo-Armor
The firebats wear a specialized version of the combat marine exo-armor. The major differences between
the two suits is that the firebat suit has slightly better armor and it is equipped with two builtin
weapons, the Perdition Flame Throwers.
- Type: TC-12 Firebat Exo-Armor
- Size: 6' 6" (2 m) to 7' 6" (2.3 m) depending on the height of the wearer
- Weight: 70 lbs (31.8 kg)
- Mobility: Reasonable; -30% to prowl and -10% to swim, acrobatics, and similar physical
skills.
- Bonuses: The exo-armor provides the following bonuses to the wearer: +10 to PS
attribute, +12 to Spd attribute, +10' (3 m) to the length and height of leaps, and reduce
the rate of fatigue by 50%. PS attribute becomes Extraordinary Strength.
- Special Features:
- Drug Dispenser: The firebat armor is equipped with a simple drug dispenser unit
that can inject a drug directly into the wearer's bloodstream. The dispenser is capable
of delivering two doses of drugs and each dose is held in a separate chamber allowing
each chamber to hold a different drug. A standard load of drugs would include 1 dose of
Agility Enhancing drugs and 1 dose of Speed Enhancing drugs.
- Weapon Ports: On each forearm of the firebat armor is a special port that can be
used to attach a Perdition Flame Thrower. Once locked in place, the weapons cannot be
removed without destroying the armor and they can be connected to the armor's internal
ammunition supply.
- Ammunition Supply: Located within the Firebat Exo-Armor are small pouches filled
with the volatile liquids used by the Perdition Flame Thrower. Although deadly when used
by the weapon, they are normally inert, so the armor's wearer has nothing to worry about
if the pouches are breached through damage to the armor. The armor has a payload of 50
extra shots for the flamethrowers, but if two weapons are attached to the armor, they
both share these extra shots.
- M.D.C. Armor Rating: 7
- M.D.C. by Location:
- Head / Helmet - 110
- Arms (2) - 110 each
- Legs (2) - 130 each
- Main Body - 175
Medic Exo-Armor
Although the medics do not engage in actual combat, or at least try not to, they can still be targets
on the battlefield. To help ensure they survive, the a special suit of exo-armor was developed. The
armor is not as heavily armored as the other suits, but it provides increased speed and has a special
delivery system for drugs that can be used on other troops, mostly to deliver the Healer Drug.
- Type: TC-18 Medic Exo-Armor
- Size: 6' 6" (2 m) to 7' 6" (2.3 m) depending on the height of the wearer
- Weight: 55 lbs (24.9 kg)
- Mobility: Reasonable; -30% to prowl and -10% to swim, acrobatics, and similar physical
skills.
- Bonuses: The exo-armor provides the following bonuses to the wearer: +2 to PS
attribute, +20 to Spd attribute, +15' (4.6 m) to the length and height of leaps, and reduce
the rate of fatigue by 50%. PS attribute becomes Extraordinary Strength.
- Special Features:
- Drug Dispenser: The medic marine armor is equipped with a two drug dispenser
units in the armor's forearms. The dispensers are connected to a special chamber
located in each arm. Each dispenser can hold enough drugs to deliver twenty doses,
but each dispenser must contain the same drug. Usually both dispensers will be
equipped with the Healer Drug, but it is not uncommon for one to be equipped with the
Healer Drug and the other to be used for a different type of drug.
- M.D.C. Armor Rating: 7
- M.D.C. by Location:
- Head / Helmet - 100
- Arms (2) - 85 each
- Legs (2) - 95 each
- Main Body - 130
Ghost Exo-Armor
The secretive Ghost Operatives use a special exo-armor that is lighter then the other suits, but it
is just as heavily armored. Built for stealth and agility, the armor is incredibly quiet, especially
compared to the other suits of exo-armor, allowing the deadly assassins to be well protected and
stealthy.
- Type: TC-26 Ghost Exo-Armor
- Size: 6' 6" (2 m) to 7' 6" (2.3 m) depending on the height of the wearer
- Weight: 55 lbs (24.9 kg)
- Mobility: Excellent; -5% to prowl, swim, acrobatics, and similar physical skills.
- Bonuses: The exo-armor provides the following bonuses to the wearer: +8 to PS
attribute, +6 to PP attribute, +16 to Spd attribute, +15' (4.6 m) to the length and height
of leaps, and reduce the rate of fatigue by 50%. PS attribute becomes Extraordinary
Strength.
- Special Features:
- Drug Dispenser: The ghost armor is equipped with a simple drug dispenser unit
that can inject a drug directly into the wearer's bloodstream. The dispenser is capable
of delivering two doses of drugs and each dose is held in a separate chamber allowing
each chamber to hold a different drug. A standard load of drugs would include 1 dose of
Agility Enhancing drugs and 1 dose of Speed Enhancing drugs.
- Garrote Cord: A simple garrote cord made from M.D.C. material is located in the
left wrist of the exo-armor and is used to silently choke unarmored targets.
- M.D.C. Armor Rating: 7
- M.D.C. by Location:
- Head / Helmet - 110
- Arms (2) - 100 each
- Legs (2) - 125 each
- Main Body - 160
Standard Military Weapons
Like the suits of armor and exo-armor, the Terran Confederacy has had decades to develop weapons
for its military forces. During this time, it has gone through many different versions of its
main weapons, like the assault rifle, but similar to the armor, the weapons have not had a recent
upgrade in many years, making the versions universally used, even on the most distant outposts.
C-3 Assault Pistol
The C-3 Assault Pistol is the standard issue sidearm for the Terran Confederacy. Using specially
designed, armor piercing slugs originally developed in the Kel-Morian Combine, the weapon packs
quite a punch and will kill unarmored people almost instantly.
- Type: Automatic Pistol
- Weight: 3.5 lbs (1.6 kg)
- Range: 400' (121.9 m)
- Damage: 2D4 M.D. per single shot
- M.D.C. Weapon Rating: 10
- Rate of Fire: Standard
- Payload: 12 shots per clip
C-14 Impaler Gauss Rifle
The standard assault rifle of the Terran Confederacy. The Impaler Gauss Rifle uses a special
magnetic system to propel the weapon's ammunition to incredible speeds. The weapon is sturdy,
reliable, and is capable of firing a lot of lead into the air, very quickly.
- Type: Rail Gun
- Weight: 75 lbs (34 kg), includes both the weapon and a fully loaded ammo-drum.
- Range: 1800' (548.6 m)
- Damage: 1D4 M.D. per single shot and 5D6 M.D. per 30 round burst.
- M.D.C. Weapon Rating: 10
- Rate of Fire: Single shots or bursts of 30 rounds. Each burst requires only
one melee attack to perform.
- Payload: 900 rounds per ammo-drum, capable of firing 30 bursts.
Perdition Flame Thrower
The Perdition Flame Thrower is in actual fact a short range plasma launcher. Very sturdy and
capable of inflicting heavy damage, the weapon is used in direct assault operations and is
wielded by the specially trained Firebat soldiers.
- Type: Plasma Cannon
- Weight: 52 lbs (23.6 kg)
- Range: 1400' (426.7 m)
- Damage: 6D6 M.D. per single shot
- M.D.C. Weapon Rating: 9
- Rate of Fire: Single shots only
- Payload: 10 shots per clip
C-10 Canister Rifle
A specially designed weapon used exclusively by the Ghost Operatives, the C-10 Canister Rifle
combines excellent range with impressive stopping power. Although not as directly damaging as
the Perdition Flame Thrower, it's longer range and stability often make it a more deadly
weapon.
- Type: Assault Rifle / Sniper Rifle
- Weight: 40 lbs (18.1 kg)
- Range: 2000' (610 m) with setting one and 4000' (1220 m) with setting two.
- Damage: 4D6 M.D. per single shot with setting one and 1D6x10 M.D. per single
shot with setting two.
- M.D.C. Weapon Rating: 10
- Rate of Fire: Standard with setting one and single shots only with setting two.
- Payload: 20 shots per clip
- Bonuses: +1 to strike with aimed shots on setting one and +3 to strike with
aimed shots one setting two.
- Note: Each shot from setting two requires two melee attacks and only aimed shots
can be fired on setting two.
Combat Vibro-Knife
The Terran Confederacy has only recently developed rudimentary vibro-blade technology. Currently
only a simple combat knife is available and it has a limited amount of time it can be activated
before the energy battery located in the handle of the knife needs to be replaced. When not
activated, the knife functions as a standard combat bush knife, but when it is activated, it
vibrates at a very specific frequency, which allows it to cut through almost any material.
- Type: Automatic Pistol
- Weight: 1.3 lbs (0.6 kg)
- Range: Melee range only, the blade is 3" (7.6 cm) long
- S.D.C. Damage: 1D6 points of damage per strike
- Mega-Damage: 1D4 M.D. per strike
- M.D.C. Weapon Rating: 10, but is increased by the strength of the wielder.
- Payload: Can remain active for up to three hours straight before the energy battery
must be replaced.