The Splice Must Flow...
The Nanobot Plague
The bottom line is this, ALL metal is infected with the nanobot plague and reacts to human contact. In fact, it will react to contact with any mammal – human, ape, dog cat, horse, rat, etc. – with the same deadly consequences. The only exceptions are precious metals, which can be handled by anyone, and Technojackers, who are unaffected by the plague for reasons unknown to the Splicers.
If a player character has contact with metal or a device with metal content, the nanobots inside the metal react and attack. How quickly the nanobot plague responds varies with the level of sophistication of the device. The more advanced the device is, the faster the plague seizes control and attacks.
The first of the following tables indicates how quickly the infected device responds
The second table indicates what that response is. The penalty percentage from the first table is added to the character’s roll on the Hostile Response Table. The higher the number rolled the more aggressive, damaging and terrible the attack.
Length of Time Before the Nanobots React
No random roll is necessary for this table, but rather the reaction time goes by the type or class of item exposed to the nanites. Ironically, the more complex and modern the item, the faster the nanobot plague seizes control of the item and attacks. Thus, a simple item like a knife, spoon or chunk of metal can take a minute of exposure to human flesh before it is taken over and attacks. On the other hand, high-tech gear, like energy weapons, electronics, etc., are taken over and attack in a matter of seconds.
Hostile Response Table:
Roll percentile dice and add any possible Exposure Penalty from the chart above to determine how the nanobot plague manipulates the metal object. This also indicates the method of attack and subsequent damage. The higher the result, the more devastating the attack.
The penalty percentage from the first table is added to the character’s percentile roll on this table. The higher the number rolled, the more aggressive, damaging and terrible the attack. For example, if 30 is wiled on percentile dice (without a penalty percentage), the metal item simply crumbles into dust, but if a penalty of +30% is added to the mil of 30, the total outcome is 60% on the Hostile Response Table, and results in a damaging static charge. If the penalty was +50% the total result would be 80% and the item takes on a life of its own. And so it goes. Remember, only the Technojacker O.C.C. can handle metal items without fear of activating the nanobot plague (the nanobots remain inert and dormant when metal weapons and tools are used by Technojackers).
The Plague on Rifts Earth
Splicers characters brought to Rifts Earth carry the plague inside of them, so any metal they handle or carry for more than a minute will see the nanobot plague invade it and elicit the same Hostile Response. Thankfully, the nanobots of the plague are not self-replicating and cannot be spread to the world visited by Splicer characters. In addition, the nanobots within the characters are likely to attack only metal weapons and items held, carried or worn by the infected individuals, and not passed to the vehicles they may ride in, nor to robots, power armor, cyborgs, machines, doors, etc. that they touch or lean against. Meaning the Splicer character cannot deliberately harm/infest a metal blast door, Skelebot or SAMAS by pressing his hand against it; at least not when on an alien world.
If a player character has contact with metal or a device with metal content, the nanobots inside the metal react and attack. How quickly the nanobot plague responds varies with the level of sophistication of the device. The more advanced the device is, the faster the plague seizes control and attacks.
The first of the following tables indicates how quickly the infected device responds
The second table indicates what that response is. The penalty percentage from the first table is added to the character’s roll on the Hostile Response Table. The higher the number rolled the more aggressive, damaging and terrible the attack.
Length of Time Before the Nanobots React
No random roll is necessary for this table, but rather the reaction time goes by the type or class of item exposed to the nanites. Ironically, the more complex and modern the item, the faster the nanobot plague seizes control of the item and attacks. Thus, a simple item like a knife, spoon or chunk of metal can take a minute of exposure to human flesh before it is taken over and attacks. On the other hand, high-tech gear, like energy weapons, electronics, etc., are taken over and attack in a matter of seconds.
- Exposure to Simple Metal Items: This includes items such as simple metal weapons and tools, like knives, swords, maces, pliers, hammers, etc., as well as S.D.C. metal armor like plate mail, chain mail, etc., and even simple everyday items, like pots, pans, spoons, forks and so on. Length of Contact Required: 1D4+1 melee rounds. Penalty Percentage: No penalty is added to the roll on the Hostile Response Table.
- Exposure to Complex Metal Items: This includes items such as metal weapons with moving parts, gears, etc., like S.D.C. pistols, rifles and revolvers, simple mechanical devices like pencil sharpeners, toys with simple engines or movable metal parts, to M.D.C. metal body armor, projectile weapons, vibro-blades, and so on. Length of Contact Required: 1D4 melee rounds. Penalty Percentage: +10% added to the roll on the Hostile Response Table.
- Exposure to Simple Powered Items: This includes items such as an electric can-opener, light switch, radio, T.V., power tools, batteries, vacuum cleaner, generator, fan, air conditioner, home appliances, computers (including military), environmental M.D.C. body armor, M.D.C. energy weapons, vibro-blades, rail guns and most types of modern weapons made of metal components, shoulder supported missile launchers, and similar. Length of Contact Required: One melee round. Penalty Percentage: +30% added to the roll on the Hostile Response Table
- Exposure to Complex Powered Items: This includes items such as robots and power armor, and vehicles of all types. Length of Contact Required: 4 to 7 seconds (1 or 2 melee actions). Penalty Percentage: +50% added to the roll on the Hostile Response Table.
Hostile Response Table:
Roll percentile dice and add any possible Exposure Penalty from the chart above to determine how the nanobot plague manipulates the metal object. This also indicates the method of attack and subsequent damage. The higher the result, the more devastating the attack.
The penalty percentage from the first table is added to the character’s percentile roll on this table. The higher the number rolled, the more aggressive, damaging and terrible the attack. For example, if 30 is wiled on percentile dice (without a penalty percentage), the metal item simply crumbles into dust, but if a penalty of +30% is added to the mil of 30, the total outcome is 60% on the Hostile Response Table, and results in a damaging static charge. If the penalty was +50% the total result would be 80% and the item takes on a life of its own. And so it goes. Remember, only the Technojacker O.C.C. can handle metal items without fear of activating the nanobot plague (the nanobots remain inert and dormant when metal weapons and tools are used by Technojackers).
- 01-10% The metal item begins to twist and bend in impossible directions and ways, contorting itself into a useless pretzel. If the item was an object worn by the character he takes 3D6 M.D./S.D. If it was implanted inside of him or attached to him, the character suffers 1D6x10 M.D./S.D. Otherwise, it is ruined and rendered useless.
- 11-20% Object sprouts 2D4 very sharp blades that stab into the character holding the metal item. Each of the blades does 1D4 damage and pierces M.D.C. and S.D.C. items equally well (same damage to each, doing S.D. damage to S.D.C. structures and Mega-Damage to M.D. structures).
- 21-30% The metal item dissolves into a pile of metal shavings (dissolved on a molecular level), without harming the person using it.
- 31-40% The metal item bursts into flame and bums to metallic ash or a molten pool in 1D4 seconds (one melee action), due to molecular agitation. The character holding/touching the item takes 6D6 M.D. (double damage if it was his body armor) from the super-hot flame.
- 41-50% Contact with the metal item generates a nano-created, lethal metallic poison (similar to mercury poisoning), roll to save; needs a roll of 14 or better to save. If the roll fails, the character suffers 4D6 damage direct to Hit Points (or to M.D.C. if a Mega-Damage being or wearing organic armor), and feels very ill for the next 2D6 hours (reduce the character's attacks/actions per melee by half, as well as -3 to initiative, strike, parry and dodge).
- 51-60% A powerful static charge builds up in the item, and it does 3D6 M.D. per melee to anyone touching the metal object.
- 61-70% The item temporarily malfunctions/short-circuits. Sensors momentarily blink out, etc., and sparks fly. The device works again 1D4 seconds later (must roll again on this table at that time), but the human loses the initiative (if he had it) and one melee attack/action.
- 71-80% The metal weapon/item alters its aim of its own accord (this may be obvious or subtle) and fires itself, attacking the nearest living thing, other than the person touching it. Thus, even handheld weapons will strike and slash, and guns fire at a nearby target as if they were animated and had a mind of their own. The weapon attacks with a +1 to strike, in addition to any specific bonuses for the item due to targeting sights, etc. The damage is the normal damage for that weapon or 2D6 M D. for items that were not a weapon to begin with. The weapon/item will keep attacking (and using up one of the character’s actions per each attack it makes) until it is dropped. Note: When the infected weapon is aimed and fired at another one of the Machine’s drones or devices, the aim is altered to make the shooter miss (-6 to strike) or the weapon jams (blasting the shooter if he aims the gun toward himself or a comrade in an attempt to un-jam the weapon).
- 81-90% Tentacles or limbs sprout from the device, enabling it to move and attack on its own as one of the Machine’s robot drones. It has the following basic statistics:
Attributes: I.Q. 1D4 (low robot-like intelligence), M.E. and M.A. are not applicable, P.S. 6, up to 12 for large items (robotic P,S.), P.P. and P.E. are not applicable, Speed: 44 (30 mph/48 km)
Number of Attacks Per Melee: Three attacks/actions per melee round,
Combat Bonuses: +1 on initiative, +2 to strike with any attacks, +1 to parry (if possible), and +2 to dodge. These bonuses are in addition to any specific bonuses the item may have had to begin with due to any sensor or targeting sights, etc.
Mega-Damage: 1D6 M.D. for non-combat items. 2D6 M.D. for an item that was a weapon to begin with, plus the Mega-Damage it inflicted as the original weapon. Example: A vibro-blade that did 1D6 M.D, before, now does 3D6 MD. as a combat drone (probably with a slashing weapon limb). G.M.s may adjust damage downward if they deem it appropriate, but damage is never less than 2D6 MD, for weapons and 1D6 M D, for non-weapons.
M.D.C. of the Drone Itself: The usual M.D.C./S.D.C. for the item +4D6 points.
Note: This change is permanent and the item is now one of the Machine’s drones. - 91-100% The nanobots begin dissolving any flesh or organic technology touching the item, doing 4D6 M.D./S.D.C. (based on the nature of what’s touching it) per melee or until the contact with the item is broken, but the acidic effect lingers for an additional 1D4 melee rounds after the initial contact, inflicting 2D6 M.D./S.D.C. per round. Also anyone touching the area where the victim is burned will also experience the same dissolving effect.
- 101-110% A surge of power builds up within the metal item (even if it does not normally have a power source), causing it to explode with enormous force, totally destroying the item and inflicting 1D4x10 M.D. to a radius of 30 feet (9.1 m).
- 111-120% The affected metal item mysteriously loses all power; batteries and E-Clips go complete empty, electrical systems shut down (targeting optics, etc.) and even nuclear generators stop functioning for 1D6 minutes (after which the nuclear generator powers up again). Gasoline powered machines have a fried fuel pump and the gas line is choked and clogged (repairs will take at least one hour and require parts, labor and tools). If the character remains in contact with the infected device he will have to ROLL again on this table 2D4 minutes after the initial power loss for an additional Hostile Response, mutation and trouble from the nanites.
- 121-130% The device (or vehicle) fails to respond to its controls (trigger, buttons, steering wheel, etc.), guns won't fire (or will fire on their own), vehicles are out of control (and weapon systems may be firing on their own at allied forces), sensors are unreliable (may show false images and provide incorrect data), and all other systems are locked (including communications, doors and hatches), If it is a vehicle, it will crash within 2D4 minutes Since the item will no longer respond, it is now permanently and completely useless to humans. Within another 2D4 minutes it will become a drone (same as 81-90%).
- 131-140% The weapon, robot, power armor or vehicle suddenly sets its power source to explode, doing at least 2D4x10 M.D. to a radius of 100 feet (30.5 m; double that damage if it is a large vehicle, or military vehicle, power armor or giant robot), or the vehicle’s normal self-destruct damage +1D6x10 M D., whichever damage is greater.
- 141-150% If a weapon or piece of equipment up to the size of a desk, it turns into a drone (same as 81-90% but with +1 attack per melee round and +6D6 M.D.C. for the drone itself). If an actual robot, power armor or vehicle is infected, first controls cease to respond (same as 121-130%, above), it then ejects its pilot and passengers, and then transforms into one of the Machine’s robot units within 1D4 melee rounds (15-60 seconds). The robot has the following basic statistics:
Attributes: I.Q. 1D6+4 (average robot intelligence), M.E. and M.A. are not applicable, P.S. becomes 2D6+30 (Robotic P.S., or the unit’s normal P.S., whichever is higher), P.P. and P.E. are not applicable, Speed and methods of travel are unchanged, but the walking/driving speed is a minimum of 60 mph (96 km).
Number of Attacks Per Melee: Four attacks/actions per melee round.
Combat Bonuses: +3 on initiative, +2 to strike with built-in weapons, +2 to parry (if possible), and +3 to dodge. These bonuses are in addition to any specific bonuses the drone may have resulting from any sensor or targeting systems, etc., and the normal Robot/Power Armor Elite Combat Training bonuses also apply for robot or power armor taken over by N.E.X.U.S.
Damage: As per the unit’s built-in weapon systems, each with a bonus 1D6 M.D. Punch and kick damage as per Robotic P.S.
M.D.C. of the Robot Itself: The usual M.D.C./S.D.C. for the item +1D6x10 points.
Note: This change is permanent and the vehicle, robot or power armor is now a part of the Machine’s robot legions.
The Plague on Rifts Earth
Splicers characters brought to Rifts Earth carry the plague inside of them, so any metal they handle or carry for more than a minute will see the nanobot plague invade it and elicit the same Hostile Response. Thankfully, the nanobots of the plague are not self-replicating and cannot be spread to the world visited by Splicer characters. In addition, the nanobots within the characters are likely to attack only metal weapons and items held, carried or worn by the infected individuals, and not passed to the vehicles they may ride in, nor to robots, power armor, cyborgs, machines, doors, etc. that they touch or lean against. Meaning the Splicer character cannot deliberately harm/infest a metal blast door, Skelebot or SAMAS by pressing his hand against it; at least not when on an alien world.