a Wilk' s 320 Laser Pistol. Guards (about 1 00) in the under
ground complex wear body armor, a personal force field ( 1 50
M.D.C.), and use a Vallax Force Rifle.
Note:
There are a total of 4000 androids in Newtown; 500
can be found in the secret subterranean complex. Without the
Vallax to lead them, the androids all self destruct (as will the
UTI complex and all underground facilities. All traces of alien
technology will be lost).
The Vallax R.C.C.
The Vallax are insect-like aliens from another part of the uni
verse. The disgusting creatures have four legs, a long thorax, two
arms equipped with two additional "armlets" that protrude from
their forearms, and four thin vestigial limbs that may have been
used to climb, but which no longer have any use. Two very large
eyes are located toward the tip of the head, with two long, chain
like antennae located near the back. The creatures never wear ar
mor or clothing of any kind; their tough carapaces allow them to
withstand severe temperature extremes and injury that would kill
a human. The creatures communicate via chemical secretions
and ultra-sonic frequencies that humans (and even Dog Boys)
can't hear. The chemicals
a variety of smells, many of
which are quite revolting to humans, who can sometimes smell a
Vallax as far as 200 feet (6 1 .0 m) away (triple for Dog Boys) !
153
The aliens on Rifts Earth are the survivors of a dimensional
anomaly that sent their spacecraft crashing into a swamp. Ag
gressive conquerors, Vallax have been using androids created in
the shape of the dominant indigenous life form as spies and infil
trators for centuries. Researchers developed the Techno-Zombie
250 years ago and have used it with terrifying efficiency. Conse
quently, their infiltration of Newtown and plans for conquest are
standard operating procedure.
Alignment:
Anarchist or evil only.
M.D.C.:
By Force Field only.
S.D.C./Hit Points:
Carapace adds 3 D4 x I O S.D.C. in addition to
that gained by Physical skills. Hit Points : P.E. plus I D6 per
level of experience .
Attributes:
I .Q. 306+6, M.E. 306, M.A. 306, P.S. 206, P.P.
3 04, P.E. 3 04, P.B. I D6, Spd. 304.
Horror Factor:
1 0
P.P. E. :
3 06
Average Life Span :
Thanks to their advanced technology, Val
lax can live for 1 , 500 years. Apparently, however, the same
anti-aging processes have reduced their fertility to the point
that less than one in a hundred ever manages to procreate.
Natural Abilities :
Communicate via chemical emanations
(smells); can use a chemical "shout" that will nauseate hu
man s not equipped with nose filters or gas mask (save versus
non- lethal poison or racked by nausea: lose initiative, and
halve bonuses and melee attacks); resistant to heat and cold
extremes, up to 1 50 degrees Fahrenheit or -20 degrees Fahr
enheit without ill effect.
R.c.c. Skil ls :
Can select IO skills from any category at + 1 5% and
1 5 at + I 0%; the Vallax have the most extensive educational li
braries in the Megaverse. Plus select
8
Secondary Skills.
Experience Level:
Average I D4+5
Com bat:
As per Hand to Hand skills.
Dam age:
Bite does 204 S .O.c. C law strike does I D6 S .O.c.
Bon uses :
+2 save vs magic, + I to save vs Horror Factor, + I to
Perception Rol ls.
Magic Powers :
None; Val lax understand some principles of
magic, but never practice it, preferring to rely on their ad
vanced technology.
Psionic Powers :
Only 1 0% have psionic abilities (and then on ly
minor psion ics).
Vulnerabil itieslPenalties :
None.
Alliances and Allies:
None on Rifts Earth; rely on android
slaves or Techno-Zombies .
Note :
There are only 1 2 Val lax aliens; eight are in the com
plex, four others are elsewhere in Newtown.
Vallax Weapons & Equipment
The Vallax technology is among the highest in the Megav
erse; their weapons and equipment are incredibly sophisticated,
centuries ahead of anything produced on Earth (or even such
technological enclaves as Phase World). Fortunately, the aliens
trapped on Earth had very limited resources available to them.
Even what little alien technology that has been salvaged or rec
reated at the UTI complex and secret underground facility, will
be lost to the player characters and the people of Rifts Earth. As
a precautionary measure, Vallax weapons and equipment have
built in "safeties" that bio-scan anybody holding them; only Val
lax, Newcomers, Techno-Zombies (under the control of the
nano-enslavers) and Phoenix Juicers can use them. If an unrec
ognized user tries to operate the device, all systems shut down. If
the unrecognized user tries to take the item apart, it self-de
structs. Furthermore, the entire Vallax complex and all weapons
and equipment have self-destruct mechanisms that will detonate
and destroy absolutely all traces of the alien technology - this
includes the Phoenix Chip and nano-enslavers (killing the beings
who have them inside them) ! The Vallax are very thorough.
Vallax Force Field
This defensive force field protects the wearer with 1 50
M.D.C., and regenerates damage at the rate of 2D6 M.D.C. per
melee round. The field is generated by a small ring or bracelet
that can be adjusted to fit over almost every wrist size; its charge
lasts for 20 hours of continuous use.
Vallax Force Pistol
The Vallax weapons use a "variable energy" beam that can be
modulated to produce almost any form of energy. The gun has a
micro-computer that will analyze the effect of the first blast and
will adjust the beam accordingly ! After the first shot, the beam
will affect targets protected by the invulnerable to energy spells,
vampires, intangible entities, and even cosmo-knights !
Weight: 3 Ibs. ( 1 .35 kg).
Mega-Damage: 5D6 M.D. per shot; single shots only.
Rate of Fire: Single shot.
Effective Range: 1 000 feet (305 m)
Payload: 30 shots.
Cost: Not available. Even the Splugorth have never heard of the
Vallax.
Vallax Force Rifle
A larger version of the Force Pistol, with more power and
range.
Weight: 5 Ibs. (2.25 kg)
Mega-Damage: I D6x l O M.D. per shot. Single shots only.
Rate of Fire: Single shot.
Effective Range: 2000 feet (6 1 0 m)
Payload: 40 shots.
Cost: Not available.
Truth
&
Consequences
I f the Player Characters manage to infiltrate the facility, or
capture a live Vallax alien, or somehow manage to uncover the
entire alien plot, a number of things will/can happen. Again, it is
up to the G.M. exactly how things unfold; follow the player
characters' lead to determine how things tum out in the end. The
player characters cannot possibly stop the Vallax themselves,
but they have an entire army at their disposal.
The Juicers:
The Juicers will not take kindly to learning that
they have been played the fool by aliens from another world.
154
They will leave no stone unturned until they are certain that
every single alien, newcomer/android, and Techno-Zombie is
destroyed (a certainty if the UTI complex blows up). In the proc
ess, Newtown will be decimated and hundreds of innocent hu
mans will be killed in the mad frenzy that will be part of this
"purge."
Julian the First will lead the way. When his work is done, he
will find that he still has some 6000+ I D6x 1 000 Juicers and mer
cenaries looking to him for guidance. These forces are likely to
decide to offer their services to Tolkeen (or other CS enemy) in
their campaign against the Coalition. Julian and many of his men
will never forget or forgive the Coalition States ' attempt to use
them with their lies (but mainly for giving so many hope and
then taking it away). In his eyes, the CS is no better than the
alien "bugs" they have destroyed. The others will resume their
lives the best they can. In the end, an estimated 3000 Juicers will
have perished as a result of the Prometheus Treatment and Juicer
Uprising. Thousands of followers and innocent people will also
perish.
Note:
One way or another, the Juicers will find out about the
Vallax and destroy them.
Newtown:
Newtown is decimated. Hundreds will be slain,
thousands injured, their industry (UTI) destroyed, and they will
be forever branded as the pawns of ruthless alien invaders. The
Juicers abandon the city, without ever getting a ransom.
The Coalition:
Colonel Lyboc, through one of his Juicer
spies in Newtown, is the first person in the Coalition States to
learn of the involvement of the aliens. He uses this information
to help the CS erase much of the tarnish to their image as a result
of the Prometheus Treatment and Juicer Uprising debacles.
The CS formally announces that they were the victims of
conniving, bloodthirsty and ruthless alien invaders. They place
the blame entirely on the "dupes and traitors" at Newtown, who
had unwittingly harbored and supported alien monsters for
years. They are quick to point out that it was the Newtown aliens
who had deceived the CS with their "human pawns" that the
Prometheus Treatment was real. They insist they "honestly be
lieved" the Prometheus Treatment was "a cure" for Juicers.
Joseph Prosek the Second, actually apologizes to the Juicers who
fell victim to this "insidious alien plot" and as proof of his sin
cerity, the CS gives all Juicers involved in the Newtown Upris
ing amnesty for any and all crimes "provoked by the aliens'
deception." They are free to leave and return to their homes. The
CS goes as far as to call the Juicers of the Uprising, "heroes who
have saved us from yet another inhuman menace." As a result,
the CS will keep its plans to add Juicers to its Armed Forces, and
then tum the entire incident into a rousing campaign for the de
struction of nonhumans, and the danger represented by such
places as Tolkeen, Kingsdale and Lazlo who refuse to recognize
the threat these "monsters" (all nonhumans) represent.
Furthermore, Colonel Lyboc is publicly proclaimed a hero
and reveal how he was suspicious about Newtown and had sent
"special agents" to investigate Ultra-Tech Industries. According
to CS propaganda, Lyboc ' s spies had uncovered the alien plot
and the CS was about to take action when the Juicers uncovered
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