With this version, you can instantly create disposable grunts, either as generic riflemen, or as one of a dozen specialist roles, including corresponding skills, timeline-appropriate equipment, and experience level from 1 to 15! Both old and new styles are made to be printed front and back on a single sheet of paper.
Ladies and gentlemen, I present:
What is this? A chart that provides all the important combat stats and bonuses for an average pre-Tolkeen war C.S. Grunt from level 1 to 15 using standard-issue equipment. All the G.M. needs to do is select a level for the N.P.C. All the stats are generated, all bonuses are cross-referenced and summed up, and there's no on-the-fly guesswork or extensive preparation.
Why make this? Many Rifts books devote considerable space to the stats of individual N.P.C.'s, and most of those N.P.C.'s have exceptional stats and abilities. These N.P.C.'s can be useful for some encounters, but my experience has been that most groups have many encounters with ordinary soldiers, bandits, and the like. These are the stormtroopers, the red-shirted ensigns, the disposable N.P.C.'s who aren't special, but can still represent obstacles and threats to the characters. There are no good sets of stats for these N.P.C.'s in the books, forcing G.M.'s to either make some up on the fly or spend valuable time preparing them.
How was it made? In a spreadsheet program, using Rifts: Ultimate Edition (RUE). These are the guidelines I used for creating this N.P.C. generator:
1. The N.P.C. is generated as an average human with his/her) O.C.C. skills and abilities only. All O.C.C. related and secondary skills are assumed to be unrelated to combat. This generator also does not include any special abilities like psionics.
2. All single dice rolls come out as the average result, rounded down. If multiple dice are used, then I alternate rounding down and up. For example, the I.Q. attribute of 3D6 is computed as 3+4+3=10.
3. Any “of choice” skill in the O.C.C. skills reflects the character's standard equipment. In this case, the CS grunt has a survival knife and 2 grenades. Given that the CS cares enough about melee combat to train their grunts with Hand-to-hand: Expert, I chose W.P. Knife.
4. Only the stats and bonuses that would realistically get used in an encounter are included. See below for a list of omissions.
5. I try to use the latest books for stats and rules, so I use the RUE ranged weapon rules and W.P.'s, and the old-style CS laser rifle has a pulsed mode, rather than the older high-power shot.
What's next? That depends. This CS Grunt spreadsheet is a prototype. I'd appreciate your feedback.
What can I do to improve this? What do you think of the format/structure, presentation, and the stats included? What do you think of my process?
Would you like to see more N.P.C. generators? What O.C.C./R.C.C. would you like to see next?
Current Issues:
-The “Special Attacks row takes up excessive space. I'm not sure how to fix this beyond what I've already done.
-It's a bare-bones stat block, and the artist in me wants to include some thematic icons/thumbnails, have a more Coalition military font, or something else to make it a bit more attractive and cool.
Omitted Content and Simplifications:
-The Weapon Systems skill strike bonus is included, but the percentage isn't, because I honestly have no idea what circumstances would call for such a roll for a disposable N.P.C. In a game. I've never seen it rolled against.
-The “Non-Energy Weapon of Choice” is omitted from the equipment; I thought about giving him a Vibro-knife, since I gave him W.P. knife, but decided against it; this is a standard-issue grunt with standard-issue only gear.
-Pull Punch. I've never used it, and I don't see why a disposable N.P.C. would.
-The modern weapons don't include scenario modifiers; I omitted these due to space concerns, and there's a pretty good list in RUE p361.
-The Called Shot rows assume a -4 penalty, but this is variable with a book-given value of -3 or -4, sometimes more.
-Personal property. This is a soldier in the field who isn't bringing his stuff along, other than 200 credits of pocket money.
Oddities I've noticed in the creation of this N.P.C. template:
-CS Grunts get Robot Combat: basic, but do not have Pilot Robots/Power Armor, which is a prerequisite skill for the Robot Combat skill. To make this agree with the rules as written, either this skill had to be ignored, or I had to give the grunt an additional skill. After thinking it over, I elected to include the pilot Robots/Power Armor skill without bonuses. In a pinch, the grunt could serve as a pilot, gunner or radar/radio man, but he's no pilot-type, lacking the elite training and the Heavy Weapons weapon proficiency.
-The old C-12 heavy assault rifle, as described in RUE, is significantly superior to the “newer” CP-40 assault rifle. It can hold 60 shots in the weapon, does exactly the same damage, and has a +1 to strike with aimed shots. The CP-40 text says that it has laser targeting, but there is no bonus.
-The RUE ranged combat rules are a little weird. I went with them as written. Regular single shots and “pulse” mode attacks have the full W.P. bonus, but an aimed pulse has only half the bonus, so a regular pulse attack has a bonus to strike equal to or more accurate than an aimed pulse attack starting at level 4, even though aimed pulses use up 2 attacks.