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Transient Movement Factor Rules

By: Stan Bundy (stusbund@acs.eku.edu)


You can use TMF in RIFTS with the following rules:

  • Most mechanical TMFs for 20th Century flying craft are 1-7, with futuristic stuff being 7-10
  • Mutant Animals (and heroes?) with flight power have TMF equal to their Physical Prowess.
  • Conventional-type items are figured out as in TMNT, etc.

Suggested TMF for Rifts items:

  • Robot Vehicles have a maximum TMF of 8; figure as 10 - (Vehicle's weight [tons]/4)

Robotech Aerial Mecha have variable TMF:

  • Jet Mode = 1/4 the Pilot's PP, +2
  • Guardian = 1/2 the Pilot's PP, +4
  • Battloid = 1/2 the Pilot's PP, +6.

Power Armor:

  • Winged (generally use high speed flight as primary movement; examples: SAMAS, Titan): 1/2 Pilot's PP.
  • Jet Pack (low speed flight or flight-optional types, such as Cyclones, T-21).
  • Body armors with jet packs or TW flight, and the Fly Spell on an object): 3/4 Pilot's PP.
  • Magical flight (Fly as the Eagle), Natural flight: as PP.

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