Special Operations Group
Drop Commando OCC

Drop Commando in DC Armor and carrying a Particle Pulse PistolThe Drop Commandos are from an alternate dimension in which the primary human galactic organization is the Terran Confederation of Allied Worlds (TCAW). Approximately 500 years ago the human race had colonies spread throughout a fair percentage of their home galaxy. Different colonies had been founded by varying Terran cultures and thus there was competition and animosity between many of the worlds. Fortunately (or perhaps unfortunately) there was not a great extent of armed conflict, most of it was economic, and thus not a need for a large or advanced military. For the next hundred years the worlds traded among themselves. They grew complacent, for they had not found any trace of other sentient races in all of their travels.

Finally, an unarmed transport fleet, which had somehow been thrown off course, stumbled upon an outpost of another race. The fleet tried to contact the new race by every means at their disposal, but to no avail. Suddenly, a burst of roaring sound came over their ancient back-up radio system. The sound was immediately followed by the sight of alien warships racing toward them. The fleet commander, fearing the worst, ordered four of the transports to leave the system and attempt to find their way back to the colony worlds, while the rest stayed behind to try to establish contact with the aliens. Only one ship from the entire fleet made it back to a colony world.

The news of the race, and their apparent hostility, sent the independent worlds into a panic, and chaos quickly followed. The small defense forces of the independent worlds were mobilized and sent to defend outlying worlds. Soon the most distant colonies began to be attacked and destroyed by the mysterious alien race. It became obvious that a government and military force would have to be established. Hastily, representatives from the different worlds met and discussed the problem. Soon a rough government, the TCAW, was hashed out.

However, there remained a problem just as desperate: the need for a military force. The technology of the new TCAW was highly advanced, except in the areas of weapons and combat technologies such as warships. Immediately, massive research efforts were initiated, but they needed time to get results. There was a need for immediate defense, so they turned to areas in which their technology was advanced: cybernetics, computers, pharmaceuticals, and other fields. The idea was to combine these technologies to make a super-soldier. Scientists had soon devised a way to combine these to create soldiers that were stronger, tougher, faster, and deadlier than any other soldiers known. Training and implementation of the program was quickly started. Due to time limitations, the new soldiers were organized into special forces teams called Special Operations Groups (SOGs). These teams were to both wage guerilla warfare on the enemy and help train local resistance groups. Thus was born the SOG Drop Commando.

The Drop Commandos were an incredible success. They bought the TCAW enough time to get other new technologies produced. Eventually, the TCAW fought the invading aliens to a standstill. However, this was not before over 35% of their worlds and billions of people were obliterated.

After the war ended the government was finalized and instituted. The SOG Drop Commandos were deemed a complete success and it was decided that the program should continue (though in a more subdued fashion) and be upgraded as newer technologies became available. The current Drop Commandos are the finest soldiers in the TCAW military, and have yet to find their equal.

Note: There are only about fifty SOG Drop Commandos in Rifts Earth/Phase World universe. A combat transport carrying two platoons of Drop Commandos had a Hyper-Jump drive malfunction and was transported into the Rifts Megaverse where they seem to be trapped, at least for now.


Alignment: Any, but only 8% are either Diabolic or Miscreant.
Attribute Requirements: IQ 13, ME 13, PS 11, PP 11, PE 11

Drop Commando Augmentation System:

Note: All Drop Commando (DC) augmentations are rendered out-of-phase (see Phase World) after being installed. This renders them invisible to any means of detection except by those able to sense phase technology.

  1. Cybernetics: Each DC's body is enhanced through the implantation of the most advanced cybernetics in the TCAW. Note: These systems are decades ahead (in terms of size and complexity) of anything that can be achieved on Rifts Earth, with the possible exception of Atlantis.

    Multi-Optic Eyes: These are the same as in the basic book, but are indistinguishable from normal eyes.
    Headjack with Long-range Radio
    Amplified Hearing and Sound Filtration

  2. Chemical Drug Dispenser: DCs are outfitted with a drug dispenser which is implanted in the skull behind one ear. The dispenser, when activated by thought, releases a dose of a drug, commonly referred to by the DC's as "The Rush", into the blood stream. Once released, the drug has an incredible effect on the DC's reflexes, speed, reaction and agility. However, the effects only last for one hour per dose and are followed by violent nausea and headaches. The access for the drug port is located behind one ear and is unnoticeable under even fairly close inspection.

    Note: Bonuses are effective one action after activated.
    +1 attack per melee
    +3 to parry and dodge
    +3 to initiative

  3. Servo, Muscle, and Bone Augmentation: At each major joint of the DC's body, power-enhancing servos are implanted. All major muscle groups are augmented with the addition of artificial bio-organic muscle fibers. In addition, all of the primary bones of the body are coated with a carbon-graphite ceramic laminae that effectively makes each bone more than ten times stronger than before.

    +1D6 to PS
    +2D4 to PE and PP
    +3D4x10 to SDC

  4. Nano-Computer and Servo Control System: Implanted in the skull of each DC is an incredibly small and efficient nano-computer (NC) and a control system/interface for the joint servos. This combination essentially gives the DC computer controlled combat reflexes. It also acts as an interface for all of the augmentations, thus allowing mental control of the cybernetics.

    Effect: If the DC is in immediate, potentially life-threatening, danger (i.e. being shot at, etc.) and fails to avoid danger by either dodging, parrying, etc. the NC/servo system will automatically attempt to save the DC from the danger. The NC/servo system will assume momentary control of the DC's movement and attempt to dodge, parry, or roll with damage, depending on the circumstances.
    Note: the NC/servo system will attempt to save the DC without his conscious thought whether the DC wants it to or not. The DC has no conscious control over the system.

  5. Psionic Dampers: Each DC has advanced electro-magnetic anti-psionic fields and mental enhancers installed.
    +1D6 to ME


  6. Combat Bonuses: These include bonuses from all of the augmentation systems except the Drug Dispenser.

    +1 attack per melee
    +2 to roll with punch, fall, or impact
    +2 to pull punch
    +3 to parry
    +4 to dodge
    +2 to strike
    +6 to save vs. psionics
    +5 to initiative

OCC Skills:

Lang/Lit: (Native) at 98%
Lang/Lit: Any (+20%)
Radio: Basic (+10%)
Basic Electronics (+10%)
Intelligence (+10%)
Detect: Concealment (+15%)
Tracking (+10%)
Pilot: Contra-grav (+10%)
Pilot: One of Choice (+10%)
Prowl (+25%)
Read Sensory Equip. (+10%)
Weapon Systems (+10%)
Gymnastics (+10%)
Boxing
WP: E-Rifle
WP: E-Pistol
WP: Knife
HtH: Martial Arts

OCC Related: Select 6 other skills from the list below, plus 2 at level 3, and 1 at levels 6, 9, and 12

Communications: Any
Domestic: Any
Electrical: Any
Espionage: Any (+10%)
Mechanical: Any (+5%)
Medical: First Aid or Paramedic Only
Military: Any (+10%)
Physical: Any (+5%)
Pilot: Any (+5%)
Pilot Related: Any (+5%)
Rogue: Any (+10%)
Science: Any
Technical: Any
WP: Any
Wilderness: Any

Secondary Skills: Select 5 skills as from the OCC related list. These do not get any of the bonuses listed in parenthesis.

Standard Equipment: Normal dress, covert op clothing, backpack, utility belt, survival kit (equivalent to the NG-S2), gas mask, air filter, hand-cuffs, 75 feet of super-lightweight rope and grappling hook, flashlight, sunglasses, personal items, etc.

Armor: Drop Commando Environmental Combat Armor
This is the standard armor issued to all DCs. It is suitable for outer- space or underwater work , and has all of the standard features.
Special Features: All features are built in to the armor.

Defensive Phase Field
Language Translator
Contra-grav Pack
Survival Kit
Maneuvering Thrusters (for movement in space and water only)
Chameleon System (equivalent to the Silver Hawk system in Phase World)
Weight: 30 lbs (13.6 kg)
Prowl Penalty: -5%
MDC: 80

Weapons: E-Rifle or heavy weapon, E-Pistol, 2 modern weapons of choice, 1 vibro-knife (2D4 MD), and 1 other ancient weapon of choice. Each weapon has 1D6 clips. (As an option, in place of the E-Rifle and E-Pistol, the DC may have the Gravitonic Assault Cannon and Particle Pulse Pistol, both described below.)


 

Optional Drop Commando Weapons

Note: The following weapons are the standard issue weapons for a DC. They are incredibly powerful compared to normal pistols and rifles.

1. Gravitonic Assault Cannon: The GAC employs the latest discoveries concerning the manipulation of gravity.

Weight: 30 lbs (13.6 kg)
MD: 4D6 for one round, 2D6x10 for a burst of 5, and 3D6x10 for a burst of 10
ROF: Single shot, or a 5 or 10 round burst
Range: 5000 ft (1520 m)
Payload: 35 rounds per half-clip. Every clip is actually 2 half-clips connected facing opposite directions.
Note: Targeting systems add a +2 to strike on aimed and a +1 to bursts.

2. Particle Pulse Pistol: This weapon uses a recently perfected technology: Confined Charged Particle Pulse Acceleration. Charged particles are confined in small electro-magnetic packets. These packets are then accelerated to near relativistic velocities. When the packets impact they release an incredible amount of energy.

Weight: 7 lbs (3.2 kg)
MD: 4D6 for a single shot, 1D6x10+10 for a burst of 5
ROF: Single shot or a 5 round burst.
Range: 1100 ft (335 m)
Payload: 25 shot Energy clip. (Normal Earth-type E-clips, or the weapon itself, could probably be modified to work together.)
Note: Targeting systems add a +1 to strike on aimed shots.


Designed by Chris Curtis (curtis@thepentagon.com).

Artwork originally from Image Comics' title Black-Ops. Edited by Chris Curtis.

Character class partly inspired by David Weber's book Path of the Fury, and by Timothy Zahn's Blackcollar and Cobra series'.