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The Explosive Ordnance Disposal (EOD) Specialist is a highly trained soldier in the use, handling and disposal of explosives and other dangerous substances. This is one of the few areas of training that requires advanced Energon training, and other advanced forms of energy. Individuals in this program are taught to understand and use of compound and mixing of different explosive substances, fuses, primers, blasting caps, timers, and triggering devices, along with basic electronics. The soldier learns the best techniques and methods to deploy explosives in combat operations, and improvisation techniques in the manufacture of homemade explosives as well as simple but effective traps. Many EOD Specialists regardless of faction are also taught a number of basic espionage skills because they are often members of Special Forces teams and engage in acts of espionage, sabotage, and strategic strikes. These characters tend to be daring souls with a knack for tinkering, steady hands and nerves of

steel. Most are resourceful and inventive.

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Special Skills Exclusive to the EOD Specialist: Homemade Explosives Skill: A base skill of 40% +4% per level of experience to manufacture homemade explosives. With the proper amount of time and equipment the character can make explosive substances, increase the killing power of existing explosives and set booby traps. The following is a list of the different types of homemade explosives the Specialist can create. Molatov Cocktail: A flammable substance in a glass jar or bottle that is lit and thrown. The container shatters upon impact and the flaming liquid covers the area. Effective Range: Thrown 50 feet (15.2 m); -3 to strike man-sized targets. Damage: !D4xlO S.D.C. Effective Casualty Radius: 6 feet (1.8 m); plus may set surrounding combustible materials on fire. Cost to Make: 5 credits each.

Exploding Canister: A nonlethal device in which a simple, small explosion "pops" open a canister and sprays its victim with its contents; typically a fluid like paint, perfume, rotten eggs, beans, etc., when used as a prank, or gasoline, acid, poison, skin irritant, paint (blinds or marks victim), and similar when used as a weapon. Effective Range: About 5 feet (1.5 m); -2 to strike man-sized targets. Damage: Depends on the substance released. Effective Casualty Radius: 3 feet (0.9 m). Cost to Make: 8 credits each.

Homemade Flash Bomb/Grenade: Typically a mixture of materials that ignites in a brilliant flash, often accompanied by a popping sound and a puff of smoke. Range: Thrown about 50 feet (15.2 m). Damage: None; creates a flash that distracts and may temporarily blind those within 20 feet (6 m) of the flash. Everybody in the radius of affect loses one melee action/attack and must roll a 16 or higher to save vs momentary blindness when used in the dark (only needs a 12 or higher in light). A fail roll means blindness for one melee round (15 seconds); -9 to strike, parry and dodge. Radius of Affect: 10 feet (3 m). Cost to Make: 15 credits each.

Homemade Tear Gas: This device is most typically used in traps or to create a distraction. It often uses ammonia mixed with other chemicals to create a cloud of smoke or vapors that burns the eyes and irritates the nose and throat. Range: Thrown about 50 feet (15.2 m). Damage: None; releases noxious gas and may temporally blind those within the radius of affect. Everybody in the radius of affect must roll a 16 or higher to save vs momentary blindness and coughing. Duration: The homemade vapors last for 1D6 minutes. The effects of the vapors lasts 1D4 minutes after the character leaves the area of affect. Penalties: Blindness, coughing and irritation: -2 on initiative, -5 to strike, parry and dodge and -1 melee action/attack per melee affected. Radius of Affect: 6 feet (1.8 m). Cost to Make: 25 credits each. Homemade Smoke Bomb/Grenade: Typically a mix of saltpeter and other common components in a homemade package. Range: Thrown about 100 feet (30 m). Damage: None; creates a smoke-filled area to provide protective cover (opponents cannot see into or through smoke) or as a signal. Opponents whose vision is obscured by the smoke are -6 to strike, parry and dodge. Color range: Black, grey, red or yellow. Radius of Affect: 20 feet (6 m). Cost to Make: 25 credits each. Homemade S.D.C. Grenade: A weak grenade using a homemade explosive mixture created from readily available materials. The package will either be of improvised design or a refurbished military grenade. Range: Thrown about 100 feet (30 m). Damage: !D4xlO S.D.C. Effective Casualty Radius: 10 feet (3 m). Cost to Make: 40 credits each.

High-Powered Homemade Grenade (light M.D.): Similar to a regular S.D.C. grenade but made from a higher grade explosive substance, yet still inferior to typical military grade mixtures. The grenade can be a refurbished military grenade casing or pipe casing. Range: 100 feet (30 m). Damage: 1D4 M.D. (or 104x100 S.D.C.). Effective Casualty Radius: 20 feet (6 m). Cost to Make: 100 credits each.

Homemade Explosive Charge: Explosive substances of varying strengths can be manufactured from readily available materials. All that is required is a propellant substance and a booster or accelerant. Nitrogen rich fertilizer combined with a flammable substance as a booster is one example of a homemade charge which in a large enough quantity can cause extreme devastation. A homemade explosive charge is less effective than military grade counterparts and is usually huge by comparison. Damage: 1D6 S.D.C. per six ounces (0.25 kg) or 1D4 M.D. (!D4xlOO S.D.C.) per ten pounds (4.5 kg). Effective Casualty Radius: 10 feet (3 m) for small bombs (under 50 lbs/22.6 kg) or 20 feet for large bombs (100 lbs/45 kg or more). Cost to Make: 10-20 credits per half pound (0.25 kg).

Homemade Mine: An improvised mine consists of a quantity of homemade explosive packed into a refurbished land mine casing or a container of homemade design. To improve the damaging capability of the mine, the designer can "shape" the charge to increase power at the expense of area effect. Such a mine is fairly weak and not suited for use against modern mega-damage combat vehicles, but can be devastating to S.D.C. equivalents. Damage: 5D6 M.D. or !D4xlO M.D. for a shaped charge. Effective Casualty Radius: 15 feet (4.5 m), or 3 feet (0.9 m) for a shaped charge. Cost to Make: 300 credits each. Military Grade Grenade: Rather than using a homemade explosive substance, a demolitions expert character can recover the military grade explosives from an unexploded bomb or missile. Since the grenade canister/package is typically of homemade design, the grenade is not quite as powerful as a military equivalent. Range: Thrown about 100 feet (30 m). Damage: 1D6+2 or 2D4+2 M.D. Effective Casualty Radius: 10 feet (3 m). Cost to Make: 12 credits each if the majority of the parts and materials are all salvaged from existing items; 400 credits to construct a military grade M.D. grenade with military grade materials, but from scratch.

Military Grade Mine: Basically a quantity of military grade explosives recovered from dud bombs or missiles packed into a mine casing complete with a pressure detonator. The charge is quite powerful and is usually shaped to increase damage potential but is still slightly inferior to military issue land mines. Regardless this explosive device is extremely effective. Damage: !D4xlO M.D. for anti-personnel or 2D4xlO M.D. for anti-armor mines. Effective Casualty Radius: 50 feet (15m) for anti-personnel, 10 feet (3 m) for anti-armor mines. Cost to Make: 750 credits for anti-personnel, 3,100 credits for anti-armor mines. Retooled Military Explosives: A demolitions specialist character can use his knowledge of explosives to increase the destructive power of a military explosive by 25%. For example, a fragmentation grenade normally inflicting 2D6 M.D. can be augmented to cause 4D4 M.D. or 2D6+4 M.D. A retooled plasma mini-missiles inflicts 2D4xlO M.D. instead of the usual !D6xlO M.D. It takes the character at least an hour to alter an explosive device and typically he or she will only have the chance to retool a dozen or so explosives before a combat operation.

Attribute Requirements: I.Q. 16, M.E. 15, P.P. 15 or higher, E.C. 20 or higher

O.C.C. Skills: Literacy: American (+20%) Basic Math (+25%) Radio: Basic (10%) Computer Operations (+10%) Basic Electronics (+15%) Mechanical Engineer (10%) Demolitions (+20%) Demolitions Disposal (+20%) Underwater Demolitions (+10%) Nuclear, Biological, & Chemical Warfare (+10%) Trap Construction (+15% only when explosives are involved) Trap/Mine Detection (14%) Pilot Hovercraft (+10%) W.P.: Energy Rifle Hand to Hand: Basic Hand to Hand: Basic can be changed to expert at the cost of two "O.C.C. Related Skills" or martial arts for the cost of three skill selections. O.C.C. Related Skills: Select six other skills. Plus select two additional skills at level three, and one at levels six, nine, and twelve. All new skills start at level one proficiency. Communications: Any (+5%) Domestic: Any Electrical: Any (+10%) Espionage: Any (+10%), except Sniper and Tracking. Mechanical: Any (+10%) Medical: First aid only. Military: Any (+10%) Physical: Any, except acrobatics and wrestling. Pilot: Any (+5%); except robot, power armor, tank, APC and most combat aircraft skills. Pilot Related: Any (+5%) Rogue: Any Science: Any (+10%) Technical: Any (+5%; +10% for literacy and language skills) W.P.: Any

Wilderness: Land Navigation and Hunting only. Secondary Skills: The character also gets to select five secondary skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.

Standard Equipment: A suit of light or heavy "Dead Boy" body armor, a set of black clothing with ski-mask, uniform, dress uniform, fine leather gloves, a box of disposable surgical gloves (100 per box), tinted goggles, a doctor's stethoscope, PC-3000 hand-held computer, PDD pocket audio recorder, pocket laser distancer, pocket flashlight, portable tool kit, laser scalpel (equivalent to Wilk's model), survival knife, CP-40 or C-12 energy rifle, four additional E-clips for the weapon, knapsack, backpack, two satchels, utility belt, utility/combat harness, air filter, and canteen.

Equipment Available Upon Assignment: 1D6+6 hand grenades of choice, 4 smoke grenades, 1D4 shape charges, 2D4 flares, and access to virtually any type of explosives and EOD equipment necessary for the mission, from plastique/shape charges to fusion blocks! The character may also be given access to rocket launchers, mini-missiles, optical enhancements, camera equipment, mine detection equipment, EOD equipment, radiation suit (remember the "Dead Boy" body armor is not an environmental suit), hovercycle or other vehicle, food rations and so on. In addition, the character has access to military facilities. Most EOD Specialists have mid-level security clearance, while top officers may have highest security clearance. Money: Base pay is a salary of 1800 credits a month, plus hazard pay and combat pay. Starts with one month's basic salary.

Cybernetics: None to start, but augmented hearing, sight and sensor hands are common. Any of the bionics and cybernetics described in the Rifts® RPG may be available. In addition, the Game Master may consider and allow any of the systems described in Rifts® Japan, Rifts® Underseas and Rifts® Triax and the NGR. The availability of bionic systems from other World Books is left entirely to the discretion of the Game Master. Note that soldiers cannot purchase unauthorized bionic systems.

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