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Rifts Mercenaries: A Giant Sourcebook for Rifts

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Title: Rifts Mercenaries: A Giant Sourcebook for Rifts
by C.J. Carella, Kevin Siembieda
ISBN: 0-916211-70-3
Publisher: Palladium Books
Pub. Date: 01 September, 1994
Format: Paperback
List Price(USD): $16.95
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Average Customer Rating: 4 (12 reviews)

Customer Reviews

Rating: 4
Summary: Rifts Mercenaries-A Good Guide to Soldiers of Fortune
Comment: I liked the book Rifts Mercenaries. It had lots of good weaponry and a great guide to making up fictional mercenary companies. I LOVED the new Coalition vehicles which were added in. However, I thought that there were too many descriptions of non-player character mercenaries, which don't do much except fill up space. However, for the most part, this sourcebook was informative and useful.

Rating: 5
Summary: This book is Cresent-Fresh(^_^)
Comment: This book helps with making many very cool merc. characters for RIFTS(which is a cool RPG). Anyway, if you want that ultimate Special Forces O.C.C. youve been wanting get this BOOK!!!!!!!!!!

Rating: 4
Summary: A solid sourcebook with good potential
Comment: Mercenaries gives the GM an outline of what merc companies are like in Rifts North America and gives you some new OCCs and (of course!) a lot of new hardware, including some pretty new things, like ships, retrofitted SDC weapons, and ultra-cheap power armor. It's not just new Wilk's, Triax, and NG product lines.

The character classes fill out the basic set pretty well: we now have forgers, spies, and bounty hunters, to name a couple, and while I have yet to put one of those OCCs through a campaign, I think they look pretty good. The Coalition military OCCs in the original Rifts book were very limited, and this gives you some needed depth.

My biggest gripe is the big mercenary companies that they profile. As they did with Carnivals in World Book I, or with spy organizations in Ninjas and Superspies, Palladium presents a point-based system for designing mercenary companies. They also give you about 5 of the chief mercenary companies in North America as example units. I think that some of them get pretty cheesy, especially when some of the chief NPCs for those merc companies cross-over from other Palladium games, such as a couple super-heroes from Heroes Unlimited, and a ninja (who is a mega-damage creature!) from Ninjas and Superspies. Yes, the nature of Rifts lets you blend many things into your campaigns, and that's cool, but if you abuse it, the system is no longer a tight story but a random pastiche of leftovers from other campaigns.

But a GM is not forced to use those things, and I would definitely edit the merc companies before placing one in one of my campaigns. Otherwise, this sourcebook is a good return to the atmosphere of the first few Rifts books, with dusty adventurers and gritty frontier towns. I like it a lot.

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