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Rifter 70 Cover Super SAMAS vs DRAGON

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The upcoming Cover for the Rifter#70, published by Palladiumbooks.

palladium-store.com/1001/produ…

 

“I’m gonna hit the brakes and he’ll fly right by, lol”

With this being RIFTS 25th Anniversary, I wanted to do a cover that captured the essence of what I view as core RIFTS;  State-of-the-art advanced technology and honed skills versus the mystic supernatural prowess and incarnations of magic, deadly instincts and raw nature.

  The epitome of a classic RIFTS RPG Table-top encounter that I would enjoy seeing in a video game or cinema, an ace Coalition States (CS) pilot flying a PA-09A Super SAMAS that is just intruded into a hungry, sub-adult Lazlo alliance horned dragon’s no fly zone.

The Super SAMAS Quick Stats:

 Running speed: 40 mph (64 km), with flight pack attached 60 mph (96.5 km)

Leaping: Jet thrusted leaps can propel the power armor 200 feet (61 m) high and 300 feet across (91.5m).

Flight: The Super SAMAS’s flight pack and feet thrusters enable the power armor to hover, stationary in mid-air at any altitude up to a ceiling of 3 miles (4.8 km), and fly at speeds reaching a maximum of 500 mph (804.5 km), and cruising speed at 150-200 mph (240-321.8 km) otherwise. The nuclear power supply provides the SAMAS a 20 year life supply of power, but the rockets get red hot and need to cool down after 8 hours of continuous flight at speeds above cruising, 16 hours of cruising and indefinite with rests stops every few hours.

Underwater: Can walk along the bottom of the sea up to a maximum depth of 3000 feet at 25% normal running speed, can ravel the surface of water at 100 mph/160 km (85 knots) and 70 mph/112.6 km (59.5 knots).

Height: 10 feet (3 m). The top of the Intakes add an additional 3 feet (0.9 m).

Weight: 2.4 tons without rail gun or other heavy hand held weapons.

 Weapon Systems:

1.  SS-09 Dual Plasma (over) & Laser (under)Weapon Systems (2): Mounted above and behind the shoulders on the flight pack, is a dual weapon system used for aerial combat and strafing. Each weapon can operate independently or in synchronization with each other.   Both can rotate side to side 180 degrees and can move up and down to provide a 90 degree arc of fire with a range of 1600 feet (488 km) for the plasma cannons and 2000 feet (610 m) for the lasers.

2. Forearm Grenade Launchers (2): The top part of the bulbous forearm housing contains a rapid-fire grenade launcher that fires grenades (convention assault rifle explosive or smoke types or micro-fusion) up to a range of 1000 feet (305 m).

3. Forearm Vibro-Blades (6): Each of the arms has a set of three large, fin-like vibro sabers used to stab and slash enemy power armor, robots, aircraft and fling creatures. Flying at high-speeds however, places his tactic as a high risk as it can backfire, causing the SAMAS to get caught up or slung off course or break off some of the blades in the process.

4. Rail Gun



VERSUS


Sub-Adult (600+year) Dragon Quick Stats:

Length from Tip of Snout to tip of the Tail: 30-40 feet (9.1 to 12.2 m).

Weight: 4-9 tons.

Natural Abilities
: Breath weapon, Bio regeneration, Enhanced Vision, Supernatural Strength, No need to feed or Drink being creature of magic, they sustain themselves by absorbing magical energy.  

Magic Knowledge: All Draons have a full understanding of magic, but they know no spells at first level as a Hatchling (Sub adults are another story).  However, they can intuitively use all types of Techno-Wizard devices without instruction, recognize and use other types of magical weapons, can read magic, use scrolls and recognize magic circles and enchantments. Can also sense ley lines and nexus points (Range 20 miles/32 km) as well as other dragons, even when they are using metamorphosis to disguise their true nature (Range visual 4000 feet/1219 m).  

 Spells are learned at the beginning of second level. By the third level the Hatchling Dragon will have learned 2D4+2 (3 to 10) magical spells from levels 1-3, and another 2D4+2 (3 to 10) by level five from levels 3-8. The Hatchling can learn 3 new spells per level of experience hereafter, up to its own level of experience. The young dragon gains a +1 to Spell Strength at level nine. (Just the array of spells at a decent leveled Hatchling or sub-adult dragon might might be too much for the Ace Pilot of a Super SAMAS, hmmmmmmm......)

Psionics: Most dragons possess some range of psychic ability and a Hatchling can select a possible 6-10 Minor Psychic powers from the categories of Sensitive, healing and or Physical.  

Teleport: Teleportation is a special power common to most dragons. The Dragon can teleport at will, up to 5 miles(8 km) away. At the Hatchling stage, the dragon can only teleport itself.  

Metamorphosis: A natural ability common to most dragons enabling the magical creature to completely alter its physical shape, transforming itself to look like any living animal, from human being to cats. There are some limitations. The dragon cannot metamorphosize into inanimate objects or insects. The minimum size is about the size of a cat and he maximum size cannot exceed he dragon's own. The transformation can last 2 hours per level of experience, however if on or near a ley lien or nexus point (within 2 miles/ 3.2 km), the time is tripled.  Note: Regardless of shape, a dragon is a dragon and can utilize all of its natural powers and abilities.  So a Dragon metamorphed into a cat or Wolverine can still talk, cast spells and kick with the power and strength of a dragon.   


Running speed: Hatchling (3D6+12 = 15 to 30 mph).  

Flight: Hatchling (1D6X10+55 = 65 to 105 mph).

Breath Weapon:


 

 Will add more to this description at later date so that you can place your bets and debate the outcome of this one.

I do wonder though, if your the pilot, and you know your contending with a supernatural, armored like skinned, super regenerating, fire breathing, magical wielding, cunning dragon that is clearly ticked, what do you do?

Tried some new techniques I picked up on watching Feng Zhu’s Design cinema FREE tutorials on Youtube.  Subscribe, tell him Chuck Walton sent yam watch, try them out and enjoy if you haven’t already. Art is a continuous journey, but his tutorials, imho, make it so much more enjoyable and easier. 

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Th3F0rge's avatar

That's a new take on the classic Knight vs Dragon.