// Men of Arms · bio-augmentation

Redliner

Inspired by Rifts Ultimate Edition, p. 99 STR/DEX-key

Overview

The Redliner is Rifts' bio-augmented combat specialist: a human who has voluntarily had a complete bio-mechanical rig installed — hormone injectors, neural accelerators, dermal plating, reflex boosters — that grants superhuman speed, strength, and reaction time at the cost of an inescapable burnout clock. Most Redliners live five to seven years after activation before their body can no longer keep up with the demands the rig places on it. They know this when they sign up. The class is defined by that bargain: the best years of a soldier's career, compressed into a brief candle that burns at both ends.

Redliners in canon are jittery, paranoid, fast-talking, and constantly running on a chemical edge. They're not magical, not psionic, not particularly heavily armored — they're biology pushed past its limits, and the limits push back.

The rig is biology, not arcana. It cannot be unequipped or set aside — it is the class. You fight as a fast, hard-hitting martial whose every burst of augmented power feeds a Burnout track that grants real combat benefits at higher tiers while threatening to drop you into a debilitating Crash. Pushing the rig is always a tactical decision, never pure cost.

At a glance

Key abilitySTR or DEX (player choice at L1)
Class DCSTR
Hit Points10 + CON per level
Key skillsAthletics, Acrobatics, Survival + 2 chosen
PerceptionExpert at L1 → Master at L7 → Legendary at L15
SavesFort Expert / Ref Expert / Will Trained at L1. Fort Master at L9. Ref Master at L13. Will Expert at L15.
WeaponsTrained in simple, martial, and advanced. Expert at L5, Master at L13, Legendary at L19.
ArmorTrained in unarmored, light, medium, heavy (no power armor). Expert at L7, Master at L15.
Juice poolSmall focus-style pool. 1 point at L1 → 2 at L5 → 3 at L9. Refilled by standard Refocus (10 min, 1 point per cycle).
Burnout track0–4 counter. Each Juice expenditure advances by 1 (capped at 4). Resets to 0 on daily rest. Stim Shot (L3) can reset early.
Signature systemsCyberware (cyberware-native, 4 starting bio-augmentations) · Deployment States (Burnout state machine driven by a Juice-expenditure counter)

Two chassis notes worth flagging. The rig boosts physical resilience and reaction speed simultaneously, so you start both Fort and Ref Expert at L1 — unusual for a martial. But the augmentation isn't a mental enhancement: Redliners are notoriously easy to charm, panic, and manipulate, so you begin only Will Trained. Your mental fragility is part of the class, not a weakness to paper over — your entire identity is physical.

Class features by level

L1start
  • Bio-Augmentation Rig. You start play with a Redliner augmentation rig — a complete bio-mechanical system surgically integrated into your body during character creation. The rig consists of 4 starting bio-augmentations installed at no cyber cost, per the Cyberware cyberware-native allowance:
    • Hormone Injector (torso slot). +2 status bonus to STR-based skill checks and to damage rolls with melee Strikes. +5 ft Speed.
    • Neural Accelerator (head/neural slot). +2 status bonus to initiative rolls. +1 status bonus to Acrobatics checks.
    • Dermal Plating (torso slot, second). Grants Hardness 3 (light combat armor tier, per Megadamage & Hardness). Stacks with worn armor via the "highest applicable applies" rule.
    • Reflex Boosters (spine/core slot). When you would be flat-footed against an attack, attempt a flat DC 11 check; on success, you are not flat-footed for that attack.
    These four augmentations occupy specific cyberware slots and cannot be moved or substituted at L1. As you gain class levels, additional augmentation slots become accessible (see Augmentation Upgrades below). Removing or destroying the rig is functionally equivalent to character retirement; the Redliner cannot function as a class without it (see Rig integrity and removal below).
  • Juice Pool. You have a small focus-style pool of Juice points: 1 at L1, increasing to 2 at L5 and 3 at L9. Each Juice point fuels one Redliner feature use (Redliner Strike, Adrenaline Burst, etc.). Refilled by standard Refocus (10-minute rest, 1 point per cycle).
  • Burnout Track. The Redliner's central pressure mechanic. Burnout is a discrete 0–4 counter. Each time you spend a Juice point on a Redliner feature, advance Burnout by 1 (capped at 4). Burnout resets to 0 on a full 8-hour rest. Stim Shot (L3) can reset it early. Burnout drives the Redliner's state machine per Deployment States; each state imposes both benefits and drawbacks, making the decision to push into higher Burnout a tactical choice rather than pure cost (see the table below). The +5 ft Speed at Fresh is your "Redliner baseline" — the rig keeps you faster than a baseline human even when you haven't pushed. Crash suppresses the entire rig and imposes Drained 2; Drained 2 reduces by 1 per long rest, so a Crash leaves a real multi-day mark. Speed bonuses across all states scale via Augmentation Mastery at L9 and L17.
  • Redliner Strike. Spend 1 Juice point. Make a Strike with a melee weapon. The Strike gains a +1 status bonus to the attack roll and deals an additional 1d6 damage of the weapon's damage type. Damage bonus scales at L5 (1d8), L7 (2d6), L13 (3d6). Advances Burnout by 1.
  • Burnout Clock (lore). From the moment your rig activated, your lifespan is reduced — approximately 5 to 7 years of active use before the augmentation overwhelms your biology and forces retirement or death. The GM tracks this narratively. This is the central tragedy of the class: write your character to have lived a life before, or to know they're sprinting toward an ending.
L2
  • Class feat. Skill feat.
L3
  • Stim Shot. Spend your entire Juice pool to use it. Reset your Burnout track to 0 immediately, regardless of your current Burnout state. You can use Stim Shot in any state (including Crash). It does not refill Juice — pool refill still requires Refocus — and it does not clear the Drained condition if you used it to exit Crash. Drained 2 from a Crash persists and recovers normally (1 per long rest). Stim Shot is an emergency reset of the state; the physical toll of a Crash takes time to clear.
  • Skill increase. General feat.
L4
  • Class feat. Skill feat.
L5
  • Ability boost. Skill increase.
  • Redliner Strike Improvement I. Damage bonus 1d8.
  • Weapon Expertise. Expert in simple, martial, and advanced weapons.
L6
  • Class feat. Skill feat.
L7
  • Skill increase. General feat.
  • Master Perception.
  • Expert Armor.
  • Redliner Strike Mastery. Damage bonus 2d6.
  • Augmentation Upgrade I. Install one additional bio-augmentation at no cyber cost (5th total). Choose from: Adrenal Pump (recover 1 additional Juice point during any 1-hour rest; time-gated, no daily cap), Cardiac Stabilizer (Resistance 5 to physical damage while in Fresh state), Sensor Enhancement (+2 status to Perception), or any item-level 7–10 cyberware from the cyberware catalog.
L8
  • Class feat. Skill feat.
L9
  • Skill increase.
  • Fort Master.
  • Augmentation Mastery I. All Speed bonuses in the Burnout state table increase by 5 ft (Fresh +10 ft, Fatiguing +10 ft, Burnout +15 ft, Crashing +20 ft; Crash still 0).
  • Adrenaline Burst. Spend 1 Juice point on your turn to take an additional action (effectively a fourth action that turn). Once per round. Cannot be used in Crash state. Advances Burnout by 1.
L10
  • Ability boost. Class feat. Skill feat.
L11
  • Skill increase. General feat.
  • Stim Shot Mastery. Stim Shot now costs only half your Juice pool (rounded up) to use, rather than your entire pool.
L12
  • Class feat. Skill feat.
L13
  • Skill increase.
  • Redliner Strike Legendary. Damage bonus 3d6.
  • Ref Master.
  • Master Weapon Expertise.
  • Augmentation Upgrade II. Install one additional bio-augmentation at no cyber cost (6th total). Same selection as L7.
L14
  • Class feat. Skill feat.
L15
  • Ability boost. Skill increase. General feat.
  • Will Expert.
  • Master Armor.
  • Legendary Perception.
L16
  • Class feat. Skill feat.
L17
  • Skill increase.
  • Augmentation Mastery II. All Speed bonuses in the Burnout state table increase by another 5 ft, stacking with Augmentation Mastery I (Fresh +15 ft, Fatiguing +15 ft, Burnout +20 ft, Crashing +25 ft; Crash still 0).
  • Crash Resilience. When you enter Crash state, you can choose to fall into a controlled shutdown instead of suffering the full Drained 2. Under controlled shutdown, you are Drained 1 instead of Drained 2, and you can clear that Drained 1 with 1 hour of rest (vs. the standard long-rest cycle).
L18
  • Class feat. Skill feat.
L19
  • Skill increase. General feat.
  • Legendary Weapon Expertise.
  • Augmentation Veteran. All Will-save penalties from Burnout states are reduced by 1 step (Fatiguing −1 becomes 0; Burnout −2 becomes −1; Crashing −3 becomes −2). You've grown experienced enough to maintain mental discipline through the augmentation surge.
L20capstone
  • Ability boost. Class feat. Skill feat.
  • Override the Clock. You can declare Override. For the next 24 hours, your Burnout track is locked at 0 (Fresh state) regardless of how many Juice points you spend. You can spend Juice freely; Burnout does not advance. Juice still refills via standard Refocus only. At the end of the 24 hours, Burnout immediately jumps to 4 (Crash), you take 30 damage that cannot be reduced by Hardness, Resistance, or temporary HP, and you suffer Drained 4 (recovers 1 per long rest, so 4 days of rest to clear). If the 30 damage drops you to 0 HP, you must save against death normally. This is the Redliner pushing past the burnout clock at obvious, severe cost.

Burnout states

StateBurnoutSpeedDamage (Strikes)Other benefitsDrawbacks
Fresh0+5 ft
Fatiguing1+5 ft+1 status−1 status to Will saves
Burnout2+10 ft+2 status−2 status to Will saves; −1 status to fine-motor skills (Crafting, Thievery, lockpicking, similar)
Crashing3+15 ft+3 status+1 status to attack rolls−3 status to Will saves; −2 status to all skill checks; −1 status to AC
Crash40 (rig suppressed)Cannot spend Juice on Redliner features; Drained 2; rig suppressed (no baseline Speed bonus, no Bio-Augmentation effects)

Speed bonuses in this table represent the L1 baseline. Augmentation Mastery I (L9) and II (L17) add +5 ft each to every state except Crash.

Variants

The Standard Redliner described throughout this page is the default. Rifts has heavier and stranger rigs that play as alternative builds:

Standard Redliner (default)

The iconic combat juicer. Balanced augmentation rig, 5–7 year lifespan, standard burnout curve.

Mega-Redliner

  • 6 starting bio-augmentations instead of 4 (extra hormone systems, secondary neural rig).
  • +1 status to damage on all Strikes, +5 ft additional Speed in all Burnout states.
  • Lifespan compressed to 2–3 years. The clock runs much faster.
  • Each Juice expenditure advances Burnout by 2 instead of 1. The Mega-Redliner hits Crash dramatically sooner — a few spends push them straight into shutdown.

Phaseline Redliner

Experimental variant integrating limited reality-bending tech into the bio-rig:

  • One starting bio-augmentation slot replaced with a Phase Generator ( short-range teleportation, 30 ft, spend 1 Juice point).
  • Resistance 5 to force damage in Fresh state.
  • Higher cost of failure: a critical failure on a Burnout save causes a brief involuntary phase shift (1d4 force damage to self).

Class feats

Class feats available at each feat level — you gain one at every even level, and can always pick a feat of your level or lower.

Level 1

  • Combat Reflexes. Trigger: an adjacent enemy moves out of your reach. Spend 1 Juice and make a melee Strike against them. Once per round.
  • Augmented Recovery. You gain early access to Stim Shot at L1 (instead of L3). Other Stim Shot mechanics unchanged.
  • Iron Augmentation. Your starting cyberware allowance increases by 1 (5 starting bio-augmentations instead of 4). Choose the 5th from L7's Augmentation Upgrade list.
  • Wired Reflexes. Your Reflex Boosters are finely tuned: the flat check to negate being flat-footed improves from DC 11 to DC 6, and you gain a +1 circumstance bonus to initiative.

Level 2

  • Adrenaline Junkie. When you advance your Burnout track, you can gain temporary Hit Points equal to your level until the start of your next turn. Once per round. The surge that frays your nerves also armors your body for a moment.
  • Combat Tumbling. You can Tumble Through using Athletics in place of Acrobatics, and the first time each turn you move out of a creature's reach you don't trigger reactions from that movement.
  • Intimidating Twitch. You can Demoralize using Athletics or your class DC's key statistic instead of Intimidation, and while you're in Burnout 2 or higher, Demoralize is a single action for you.

Level 4

  • Bio-Adrenal Surge. Spend 2 Juice to gain +20 ft Speed and a free Stride for 1 round.
  • Pain Threshold. Reduce damage from each Strike that hits you by your CON modifier. The augmentation chemicals dull pain signals.
  • Headlong Rush. Stride twice, then make a melee Strike. If you moved at least 10 ft in a straight line toward the target, the Strike deals 1d6 additional damage of the weapon's type.

Level 6

  • Reactive Surge. Trigger: you take damage from a Strike or are critically hit. Spend 1 Juice to Step and gain +10 ft Speed until the start of your next turn. Advances Burnout by 1.
  • Overclocked Strike. When you use Redliner Strike, you may advance your Burnout track by an additional 1 to add another damage die of the same type to that Strike.
  • Adaptive Metabolism. When you Refocus to recover Juice, you also reduce your Burnout track by 1. The downtime that recharges your rig lets it bleed off heat.

Level 8

  • Multi-Strike. Spend 1 Juice to make a Strike at full attack value (no multiple attack penalty applied to this Strike). Cannot trigger more than once per turn.
  • Steel Will. +2 status bonus to Will saves while not in Crash state. Helps cover the Redliner's iconic Will weakness.
  • Bloodlust. When you reduce an enemy to 0 HP with a Strike, regain 1 Juice point (up to your maximum) and gain a +10 ft status bonus to Speed until the end of your turn. The kill feeds the rig.

Level 10

  • Whirlwind Augmentation. Spend 1 Juice. Make a melee Strike against each enemy within your reach, each at your current multiple attack penalty. Advances Burnout by 1.
  • Hardened Augments. Your Dermal Plating Hardness increases by 2, and it continues to function even in Crash state (when the rest of your rig is suppressed).
  • Relentless. You are immune to the fatigued condition, and the Drained value you suffer from entering Crash is reduced by 1.

Level 12

  • Augmentation Reroute. 10-minute activity (no daily cap). Reduce your Burnout track by 2 (without resetting Juice or clearing any Drained from a prior Crash). A planned "tune-up" that lets you manage the clock proactively — distinct from Stim Shot (full reset, costs your whole Juice pool) and from Refocus (refills Juice, doesn't touch Burnout). The 10-minute cost keeps it out of combat.
  • Crystalline Reflexes. Gain Resistance 5 to physical damage while in Fresh state (Burnout 0). Lost the moment you advance to Burnout 1 or higher.
  • Berserk Surge. Toggle. While active and you are in Burnout 2 or higher, your melee Strikes deal 1 additional damage die of the weapon's type, but you take a −1 status penalty to AC.

Level 14

  • Apex Predator. The first Redliner Strike you make each round costs no Juice and does not advance your Burnout track. The motion has become instinct.
  • Overdrive Heart. Your Juice pool maximum increases by 1.
  • Pain Is Fuel. When damage brings you below half your maximum Hit Points, regain 1 Juice point (up to your maximum). Once per round.

Level 16

  • Burnout Veteran. Reduce the Will-save penalty from your current Burnout state by 1 step (stacks additively with L19 Augmentation Veteran if both are taken — combined, Fatiguing's −1 becomes +1 net, Burnout's −2 becomes 0, Crashing's −3 becomes −1).
  • Death Defier. Trigger: damage would reduce you to 0 HP from any source. Attempt a flat DC 20 check. On success, you remain at 1 HP, your Juice pool is depleted, and you enter Crash state (advancing Burnout to 4 with Drained 2 applying). This is the augmentation's final reserve burning to keep you alive.
  • Unkillable Edge. While in Crashing state (Burnout 3), you gain Resistance to all physical damage equal to half your level — the body floods with everything it has left in the moment before the Crash.

Level 18

  • Master Augmentation. Install two additional bio-augmentations at no cyber cost (from the L7 Augmentation Upgrade list), and you may swap which bio-augmentations you have installed during a daily rest.
  • Adrenal Apex. Your Adrenaline Burst (L9) no longer advances your Burnout track, letting you push for a fourth action each round without burning toward the Crash.
  • Living Weapon. Your unarmed Strikes and Redliner Strikes use your highest weapon proficiency, gain a +2 circumstance bonus to damage, and can never be disarmed or sundered — the weapon is your body.

Level 20

  • Eternal Engine. Spending Juice can no longer push you into Crash: when your Burnout track would advance to 4, it instead stays at 3 (Crashing) and you take 5 damage that can't be reduced. You can still be driven to Crash by outside effects (such as Death Defier).
  • Perfect Metabolism. You are immune to the Drained condition, and Stim Shot now also refills your Juice pool when used.
  • Apex Redliner. While in Crashing state (Burnout 3), you gain its benefits (Speed, +damage, +attack) but suffer none of its drawbacks (no Will, skill, or AC penalty). You have learned to live on the edge of the Crash.

The rig is the class

The Redliner's "gear" is integrated into their body. There is no out-of-gear state in the Chromeboy or Linewalker sense — the rig cannot be unequipped, set aside, or temporarily removed in play. The rig is the class. Without it, the character is a normal person (statline of a Soldier of class level −5, no class features) and the class is effectively retired.

Rig integrity and removal

  • Damage to the rig. The rig is internal and protected by your body. Direct damage to it requires either highly specific surgical intervention or extraordinary trauma (the kind of attack that would kill a normal character outright). Standard combat damage does not threaten the rig.
  • Voluntary removal. A Redliner can have their rig removed by a qualified surgeon (cyberdoc or comparable). The procedure is non-trivial — DC 35 Medicine check, 1 week of downtime, significant cost. Failure causes severe complications; critical failure can kill the character.
  • After removal. The character is no longer a Redliner. They retain their levels in the class for narrative purposes (training, history, contacts) but lose all class features. Their statline reverts to non-augmented baseline.

Burnout clock end-state

When the character's narrative lifespan (5–7 years from rig activation) runs out, the GM and player should agree on a transition:

  • Retirement. The character voluntarily steps back from active Redliner life. They retain limited use of the rig (treat as Fatiguing state permanently) but cannot enter Fresh or use most class features. They become an NPC or shift to a different role.
  • System collapse. The character dies from rig failure — usually at a dramatic moment of the GM's and player's choosing. The Redliner goes out with one final Stim Shot and a Boom-Gun-loud death.

This is not a mechanical fail-state that triggers in active play (unless the campaign runs a literal multi-year in-game span). It's a narrative anchor for the class's identity.

Where the class fits the scene

The Redliner is always playing the spotlight it has — it doesn't have an off-mode. The genuine off-spotlight scenarios:

  • Indoor / urban / social: twitchy and intimidating, but lacking the social tools of a Psi-Knight or Chromeboy. Plays as the party's enforcer, not the negotiator.
  • Magical / dimensional / cosmic: the Redliner has no tools here; the party's casters carry these scenes. The Redliner can still fight things, but the interesting obstacle is non-physical.
  • Stealth: speed helps, but the augmented body is heavy, mechanical, and hard to hide. Possible, not their strength.