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Pal

l um Books® Pr
adi esent
s:

Ri
ft
sMer
cOps
® ™

byPat
rickNowak
Car
menBel l
air
e
&Kevi
nSi embieda
Warning!
Violence, War, Magic & the Supernatural
The fictional worlds of Rifts® and Phase World® are violent, deadly and filled with aliens, war
and supernatural monsters. Other-dimensional beings often referred to as "demons," torment, stalk and
prey on humans. Alien life forms, monsters, gods and demigods, as well as magic, insanity, and combat
are all elements in this book.
Some parents may find the violence, magic and supernatural elements of the game inappropriate for
young readers/players. We suggest parental discretion.
Please note that none of us at Palladium Books® condone or encourage the occult, the practice of
magic, the use of drugs, or violence.

An epic sourcebook for the Rifts® series.


Compatible with the entire Palladium Books® Megaverse®
1
Dedication

Dedicated to the soldiers of 3 1 B - and all our troops and allies fighting the good fight overseas and at home. We salute you.

- Nowak, Siembieda, & Bellaire - 2005

The cover, by John Zeleznik, depicts a Juicer Merc snagging himself a bounty on a Crazy desperado somewhere in MercTown .

PDF Edition - November 2 0 1 6

First Printing - May 2005

No part of this publication may be scanned, OCRed or reproduced in any way for electronic publication on the web/internet or any
other medium.

Copyright 2005 Palladium B ooks Inc. & Kevin Siembieda


All rights reserved, worldwide, under the Universal Copyright Convention. No part of this book may be reproduced in part or
whole, in any form or by any means, without permission from the publisher, except for brief quotes for use in reviews. All incidents,
situations, institutions, governments and people are fictional and any s imilarity, without satiric intent, of characters or persons living
or dead, is strictly coincidental.

Rifts® , The Rifter®, Phase World®, Megaverse®, The Mechanoids® , The Mechanoid Invasion® , After the Bomb®, Coalition
Wars® and Palladium Books® are registered trademarks owned and licensed by Palladium Books Inc . and Kevin Siembieda.
Merc Ops, MercTown, Rifts® Merc Ops, Chaos Earth, Heroes Unlimited, Aliens Un limited, Rifts® Game Master Guide, Rifts®
Book of M agic, Rifts® Mercenaries, Splynn Dimensional Market, Dinosaur Swamp, Rifts Earth, Wilk ' s , Wellington, Northern Gun,
Golden Age Weaponsmiths, Naruni, N aruni Enterpri ses, MageFire, Manistique Imperium, Coalition States, CS, Free Quebec,
Tolkeen, Federation of Magic, Stormspire, Lazlo, New Lazlo, Iron Heart, the ' Burbs, Chi-Town, Pecos Empire, Bandito Arms, L one
Star, Cyber-Knights, Repo-Bots, Juicer, Crazy, Shifter, B iomancer, B io-Wizardry, Ley Line Walker, Mind Melter, Tattooed M an,
Maxi-Man, Undead Slayer, Shifter, Techno-Wizard, Temporal Raider, ' Burb, ' B org, B io-Borg, ' B ot, Cyber-Doc, Body Fixer,
Cyber-Doc, Full Convers ion Cyborg, Headhunter, Archie-3 , E-Clip, Mega-Damage, M. D .C . , S .D .C . , I .S .P. , P.P.E. , Splugorth,
Splugorth S laver, Splugorth High Lord, Splynncryth, Sp lynn, Kittani, Powerlord, Sunaj , and other names, titles, characters, character
likenesses and slogans are trademarks owned by Kevin S iembieda and Palladium Books Inc.

Palladium Online: www. palladium books.com

Rifts® Merc OpSTM is published by Pallad ium B ooks Inc. , 39074 Webb Court, Westland, MI 48185. Printed in the USA .

2
Palladium Books® Presents:

Rifts® Mere OpSTM


A Rifts® sourcebook

Written by: P atrick Nowak, C armen B ellaire & Kevin Siembieda

Editors: Alex Marcin iszyn


Wayne Smith
Kevin Siembieda

Proofreader: Julius Rosenstein

Cover Painting: John Zeleznik

Interior Artists:
Kent B u ries
Michael Dubisch
Drunken Style Studio (DSS)
B randon C. Clark (DSS)
Mark Dudley (DSS)
Ka Xiong (DSS)
Apollo Okamura
Freddie E. Williams II

Art Direction & Keylining: Kevin Siembieda

Typography: Wayn e Smith

Based on the RPG rules, text, characters,


concepts and Megaverse® created by Kevin Siembieda.

Special Thanks to Pat Nowak, whose work and ideas have inspired four books, Wayne and Alex for their
suggestions and input, Carmen for his zany enthusiasm and writing, John Zeleznik for another great cover, to all
the artists who worked on this book and to the hardworking crew at Palladium Books, Julius, Hank, Kathy, and
the rest.

3
Contents Chipwell Body Armor . . . . . . . . . . 73
Merc Ops . . 7 Northern Gun Power Armor . .
. . . . 73
Private or Exclusive Bounties . 7 NG- I 1 F Red Hawk F lying Power Armor· 73
Public Bounties . . . . 8 NG-NX I 2 Beach-Stormer Marine Power Armor· 76
Merc Ops Broker Fees 8 NG-X 1 3 Samson Missleman Infantry Power Armor · 78
Commonly Available Bounties· 8 NG-Dragonfly Combat Hover-Chopper 79
Proof of Service . . . . . . . 9 NG-Skybunker Hover Carrier (APC) . 81
Common Bounties, Crimes & Punishment· 9 Titan Robots & Power Armor . . 82
Mercenary Operations . . . . . . 11 TR-004 Titan Heavy Combat Robot 82
Mercenaries & the Business of War 11 Titan Footman Power Armor 85
Mercenary Missions· 12 Tech Weapons & Gear 87
Police Operations 12 Northern Gun . . . 87
Muscle/Hired Gun 13 M .D .C . Body Armor 87
Mil itary Ops & Special Ops 13 Northern Gun Weapons· 90
Search & Rescue . 16 NG Blue-Green Laser Underwater Conversion Kit· 90
Tolkeen Operations . 16 NG-LP25 Laser Pulse Submachine-Gun 90
Working for the Coalition 16 NG-MC 1 Mega-Crossbow . . . 91
Working for the To lkeen Resistance· 17 NG- T6 Taser Neural D istruptor . 91
A final note on mercs . . . . . . . . 18 NG-303 Infantry M ini-Rail Gun 93
Merc Ops Top Ten Most Wanted' 19 NG-404 Heavy Rail Gun . . . . 94
Gunther Black . 19 NG- 1 0 1 ARG Automated Rail Gun 95
True Stats 21 NG-Military Grade Exp losives & Mines 96
Carl Dansinger ·24 Wellington Industries . . . . 98
True Stats . 27 WI-LP24 L aser Pistol · . . . . 98
Frederic Hollingsworth 30 WI-AL 1 8 Assault Laser Rifle· 99
True Stats . . . . . 32 WI-GL8 Automatic Shotgun/Grenade Launcher 1 00
Doctor Dan iel Simmons 34 WI-23 A 1 SAWS Remote Missile Launcher· 101
True Stats . . . 36 Wilk's Laser Industries, Inc. . . . . . 1 02
Martin Cots woller . 38 Wilk' s 300 Hideaway Laser P istol . . 1 02
True Stats . . . 41 Wilk' s 577 Double-Threat Laser Rifle 1 03
Kindra & Catrina Maxwell 42 Notable Wi lk ' s Optic Systems· . . . . 1 04
True Stats . . . 44 & 45 Notable Wilk ' s Communications & Sensor Systems 1 05
Auto-G R.C .C. 48 Miscellaneous Equipmen t 107
Quinn ' Qualja . . 50 Weapons · . . . . . . . 1 07
True Stats . . 52 Neural Dusters . . . 108
Quick Draw Jerem iah . 54 Olterak Mace Spray 108
True Stats 56 Clothing, Specialized 1 09
Krane T' zaka 57 Communications Equipment 1 10
True Stats 59 Communications & Survei llance Equipment 111
The Blue Dragoons 60 Chemicals/Performance Enhancing Drugs 111
Old Glory, The Tank· 61 Construction Equipment . 1 12
Sgt. Chris Schultz . . 63 Explosives & Detonators 1 13
Power Arm or & Vehicles 70 EOD Equipment · 1 14
Chipwell A rmam ents, Inc. 70 Diving Equipment 1 15
Vampire Combat Armor Mark II 70 Field Equipment . 116
Sky Power Armor . . . . . . . . 72 Fortification Materials . 1 18

4
Megacrete ' . . . . . . . . . . . 1 18 MageFire TW Grenades 1 49
Optic Gear' . . . . . . . . . . . . 1 19 Beehive Grenade 1 50
Golden Age Weaponsm iths Inc . . 1 19 Nexus Grenade . 151
Body Armor ' . . . . . . . 1 20 Void Grenade ' . 151
GA W Old Style Firearms 120 MageFire Specialty Equipment & Weapons 1 52
Common Weapons ' . . . . 1 20 Skorblades . . . . . . 1 52
Golden Age Ammunition . 121 Mystic Assault Glove 1 52
Firearm Accessories . 1 22 Death Ray B laster . . 1 53
Incendiary Weapons . 123 MageFire Mystic Power Armor . 1 53
Modem S.D .C. Knives 1 24 MA-2 TW Combat Mage Armor . 1 53
Miscellaneous Modem Weapons . 1 24 MA-W l TW Wraith Suit . . . . . 1 54
Light Mega-Damage Weapons . . 124 MA-75 Shining Swordsman TW Armor 1 54
Golden Age Howitzers . . . . . 125 Atlas Enhanced Strength Power Armor 1 55
GA W Mortars . . . . . . . . . . 1 26 Flying Dragon Power Armor 1 56
New (GA WS) Com bat Vehicles 127 Missile Chart· . . . . . . 158
GA W-M I A3 Improved Abrams B attle Tank 1 27 Rifts® Ultim ate Edition 1 59

GAW-M 1 1 3 Improved APC ' . 128


GAW-998 Improved Hummer ' 129 Quick Find
Special Ops Dune Buggy . . . 130 Assassin NPC Villain (see Maxwel l Twins) · 42
GA W-A- I O Improved Thunderbolt II F ighter· 131 Auto-G NPC Villains (see Maxwell Twins) · 42
GA W- 1 3 0 Improved Hercules Airplane ' 133 Auto-G R.C .C. . . . . . . . . . . . .
.. . · 48
GA W-64 Improved Apache Helicopter . 1 34 . . .
Bounties, Dealing w ith CS . . . . . . . . . . . . . . . 7
GA W-47 Improved Chinook . . . . . . 137 Bounties, Suspect Wanted for Questioning· . . . . . . . IO
.

Techno-Wizard Devices . . . . . . . . 138 Bounties, Types Listed . . . . . . . . . . . . . . . . . . . . 9


Arm strong TW A rmam ents Co. ' . 138 Bounties, W ilderness . . . . . . . . . . 11
Bug Zapper TW Rifle . . 139 Cyber-Doc NPC V illain (see S immons) 34
Thunderbolt TW Shotgun 139 Devilman NPC Villain (see ' Qualj a) . . 50
Bolter TW Sniper Rifle . 1 40 Dragon, Nightstalker NPC Villain (see Gunther B lack) 19
D-Pocket Pistol (TW Derringer) . 141 Dragon Juicer NPC Villain (see Hollingsworth) 30
Para-Stunner Pistol . . . . 141 Field Equipment 1 . . . . . . . . . . . . . . . . 16
Windscream TW Cannon . 1 42 Innocent NPC (see Cotswoller) . . . . . . . . . 38
Swarm Bow TW Crossbow 1 42 Merc Broker (see Merc Ops) . . . . . . . . . . . . . . 7 & 8
TW Lightning Dagger . 1 43 Merc Operations: M issions . . . . . . . . . . . . . . . . . 1 2
Demonbane Halberd . 1 43 Merc Operations: Special Ops . . . . . . . . . . . . . . . 1 3
Medusa Goggles . . . 1 44 Merc Ops, the Organization . . . . . . . . . . . . . . . . . 7
Mind Shatter Helmet· 1 44 Merc Ops Most Wanted ' . . . . . . . . . . . . 19
MageFire Weapon ry, Inc. 1 45 Merc Squad NPC Villains (see Blue Dragoons) 60
MP- l TW Laser Pistol . . . . 1 45 Quick-Flex Alien NPC Villain (see Jeremaih) . 54
MP-3 MageFire Bolt Pistol . 1 46 S .D .C. Ammunition 1 22
MPR-4 E-Mag Splinter Pistol 1 46 S .D .C. Explosives 1 13
MP-6 Firebolt Pisto l . . . .
. 146 S .D .C. Guns . . . 1 20
MR- I O Magefire Bolt Rife . 1 46 S .D .C. Knives . . 1 24
MR- 1 2 E-Mag Spl inter Rifle 1 47 Super-Soldier NPC Villain (see Dansinger) . . . . . . . . 24
MR- 1 5 TW Particle Beam Rifle ' 1 47 Techno-Wizard Grenades . . . . . . . . . 1 49
MSR- l "Vampire" Sniper Rifle 147 Techno-Wizard Items . . . . . . . . . . . 138
ML-20 TK Grenade Launcher· 148 Techno-Wizard Item Theft (see T' zaka) 57
TW EMP Cannon . . . . . . . 148 Titan Robot Killer (see TR-004) . . . . 82

5
Mere Op s
practitioner of magic or other "official" enemy of the States as
pawns and villains to be used and betrayed for the Coalition' s
own gain. Thus, s uch brigands in the eyes of the C S are fair
By Carmen Bellai re and Kevin Siem bieda game and there is no shame in tricking, cheating or term inating
D-Bees or sorcerers, especially m ages after the massacre of the
Merc Ops is the name of an organization that brokers jobs to Sorcerers ' Revenge in the last year of the Siege on Tolkeen .
mercenaries, freelancers and opportunists . A lthough supposedly Mercs who associate with or work for the Coa lition States
an independent organization, some people believe Merc Ops is a shou ld also be aware that they may be looked upon with suspi­
covert arm of the North American Black Market . Such individu­ cion and disdain by their fellow mercenaries and adventurers ,
als are quick to po int out that there seems to be a Merc Ops of­ many of whom have survived their own clashes with the CS
fice found wherever the Black Market has more than a foothold. (which is the majority) or lost friends or loved ones in the war
All bounties brokered by Merc Ops are secured by bond to (which is about half of them). "Coalition lackeys and lap dogs,"
ensure that any mercenary taking one of these bounties will be as they are called, are not to be trusted and may find themselves
paid promptly, minus Merc Ops' usual 1 5% broker fee . These at the business end of an energy rifle or a hand grenade if they
bounties come from all over North America and may even in­ push their luck. There is an unspoken sense of fraternity among
clude bounties from the Coalition States, Free Quebec, the Fed­ mercenaries that makes them all kindred spirits . That means
eration of Magic and A tlantis. As long as the bounty is secured when push comes to shove, most mercs usually side with, and
by bond, the organ ization may accept it. So far, the only excep ­ try to help, their merc brethren . Most will not rat out one of their
tion has been Coalition State bounties p laced on the heads of own even if they don 't personally know the mercenaries in
Tolkeen refugees . A lot, an estimated 40%, of its mercenary cli­ question or they suspect th e mercs of wrongdoing . That also cre­
ents have fought in the To lkeen-C oalition War or done work for ates a general consensus that the CS is trouble and that one is
Tolkeen in the last ten years, and an estimated 8 3 % knew some­ best to avo id Coalition entanglement if they want to live to a
one who fought or died on the side of Tolkeen, making such ripe old age. Gam e Master Note: For a list of Coalition
bounties a delicate subj ect for mercs . The fact that so many of Bounties, see Rifts® Coalition Wars® Two : Coalition Over·
Merc Ops ' clients are D-Bees or practitioners of magic also kill, pages 48-50, and/or Rifts® Aftermath, pages 1 6- 1 7 . Both
makes bounties on Tolkeen citizens, sorcerers, freedom fighters list CS bounties and how to collect on them .
and po litical figures a touchy subj ect. When Merc Ops does offer jobs on behalf of the Coalition
Merc Ops always reserves the right to rej ect or accept a States, the company uses tact and finesse, and charges a larger
bounty without having to explain itself to the sponsor, as well as broker fee (25%) to act as the m iddlem an. This is actually good,
which bounties it decides to endorse and publicize . Conse­ because as middleman, M erc Ops conceals the mercenaries '
quently, it has chosen not to broker Tolkeen bounties that in­ identity, de livers the fugitive or suspect to the Coalition States,
volve clients and friends from the past who are wanted by the collects the bounty and pays the balance (m inus its cut) to the
Coalition States (at least at this time). That includes lucrative mercs who made the bounty. The CS never knows who actually
bounties like the 10 mill ion credits on the head of former did the j ob, and the mercs involved safely keep their anonym ity
Tolkeen King, Robert Creed, and other members of the Tolkeen to avoid treachery at the hands of the CS or retribution by
ruling body and military . friends of the person or people on whom the bounty was col­
Don ' t get all misty-eyed and start thinking that the folks who lected.
run Merc Ops are noble, humanitarians or anti-Coalition . This is Long time associates of M erc Ops will notice that the broker
a business decision, and right now there is more money and op­ has added a new bounty sponsor they bel ieve to be reliable, the
portun ity in offering quiet support to the hundreds - perhaps newly independent nation of Free Quebec. For mercs who can
thousands - of Tolkeen Retribution Squads, Freedom Fighting overlook Free Quebec ' s long history as human supremacists and
organizations, revolutionaries and thousands of refugees from having once been a card-carrying member of the Coalition
the fallen kingdom than a short term windfall collecting on a States, this new bounty sponsor offers a variety of unique and
few CS bounties . It is simply politically beneficial to exhibit profitable opportun ities, and on a no questions-asked basis . Free
sympathy and support for the survivors, people and memory of Quebec has agreed to let Merc Ops serve as their middleman, so
Tolkeen, as well as to the multitude of people who still fight (or even D-Bees and sorcerers can take work from Quebec without
seek revenge) in the kingdom ' s name. And that includes a huge ever having direct contact with the nation, there is no risk and
percentage of warriors in the mercenary community to which their anonymity is preserved. According to Merc Ops, Free Que­
Merc Ops caters . bec' s liaisons insist they only care about the results and have no
interest in the detai ls of where, how, or who got the job done. Of
Of course, the CS has made such bounties known to the pub­
course, Merc Ops charges a prem ium for this service (20%), but
lic and throughout adventurer and mercenary circ les. Mercs with
the Free Quebec offerings are still well worth a merc ' s while.
no history or loyalty to Tolkeen are certainly free to take their
chances in dealing with the Coalition States directly . D-Bee Private or Exclus ive Bou nties : These are bounties quietly
mercs would be wise to remember who they are dealing with , offered thro ugh a m iddlem an or broker such as Merc Ops, rather
however, and be extremely careful with any invo lvement in Co­ than a public frenzy. An exclusive bounty can only be collected
aliti on affairs. They would not be the first to get double-crossed, by going through the offering agentlbroker - the client's identity
set-up or gunned down by agents of the Coalition States . The may also be kept a secret. These are the best, because the bounty
CS has no honor when dealing with nonhumans or practitioners is typically offered to only one or two different man-hunters at a
of magic, and most Coalition representatives see any D-Bee, time, not dozens or thousands. The notion that some competition

7
is good and will motivate both teams to win the bounty first is fee. However, an estimated 77% of all professional Bounty
why a private or exclusive bounty is often (though not always) Hunters and 59% of all m ercenaries use this service to protect
assigned to two rival groups or individuals. Such bounty offers their identities from the client and the public - including the vic­
usually have a performance clause and a timetable. The former tim ' s friends, family, business partners and associates who
is typically a bonus of 5-3 0% if the j ob is done quickly or by a might seek revenge .
specific date and/or certain provisions are carried out; i.e ., the Note: Involving Merc Ops as one ' s agent/go-between always
police are not involved, the j ob is done without publicity, the costs an extra 1 0% of the bounty, the 1 5% comes off the top
item stolen is also recovered, the subj e ct of the bounty is re­ from any bounty offered by Merc Ops whether the mercs collect
turned unharmed, or killed slowly and painfully, or quickly and the bounty in person or through Merc Ops .
mercifully, or the target' s partner or innocent bystanders are not Other Jobs. Merc Ops seems to have connections every­
harm ed, there are no witnesses, and so on . where outs ide of the Coalition States . Being so we ll "con­
The timetab le for delivering on a bounty is typically a "fair nected" means they know who is looking for a "crew" of
play" provi sion in which the two rival merc outfits or bounty mercenaries, adventurers or specialists for military, police ,
hunters put on the job are told that if they have not succeeded guard, man-hunting, monster stomping and espionage work. As
with in "X" amount of time (two days, a week, several weeks, a usual, the company takes a 1 5% commission out of the mercs '
month, or a specific date), another couple of crews will be given pay as a finder's and placement fee . The 1 5% is usually de­
the assignm ent. The first teams m ay still collect on the bounty ducted from the employee ' s pay by the employer and sent di­
after the timetable expires, but they will not get a bonus and rectly to Merc Ops, so the hired gun never even sees that
they know that the competition has increased and that additional money .
man-hunters are on the j ob looking for their quarry as time goes
on . Still, the competition is much less than widely publicized
bounties .
Com monly Available Bounties
Many public and private bounties are available w ithout actu­
Pub lic Bounties : These are the classic Wanted Posters plas­
ally being bonded w ith a broker like Merc Ops, but these are of­
tered all over the walls of communities . The poster indicates the
ten smaller bounties for regional criminals wanted by a
price, basic terms (alive, dead, etc .), who is offering the bounty
particular kingdom , city, town, organization or individual per­
and contact information. Public offerings usually reflect a cer­
son. The bounty is also small, ranging from 1 ,000 to 40,000
tain level of desperateness on the part of the organization or per­
credits . Merc Ops does offer a listing of these region specific
son offering the bounty, or a high level of animosity (hate) for
the target, because it is offered to anyone and everyone. The and smalltime bounties, but only a bounty bonded with Merc
Ops guarantees payment and may be handled directly by Merc
problem with a Public Bounty is that it often becomes a free­
Ops uponfulfillm ent of the bounty .
for-all in which two to twenty, to thousands of B ounty Hunters ,
mercenary outfits, adventurers and even ordinary people are all The real trick for mercs and bounty hunters is collecting on
out looking to make a " kill" or "capture" to collect on the the reward offered by the sponsor. Many times the individual,
bounty . That means a great deal of competition and the very real group or government offering the bounty doesn ' t really have al l
likel ihood of being attacked, tricked, sabotaged, or killed by a the money and can ' t pay up, at least not in Universal Credits. In
rival individual or team . It is common for a team to capture the these cases , 30% to 60% of the bounty is paid in Universal
target of a public bounty only to find their prisoner kidnaped Credits, with the balance being paid in "trade" of goods and/or
when they weren' t looking, or taken after a firefight with un­ services; sometimes even land, homes, an interest in a bus iness ,
known assailants. The most ruthless and evil bounty hunters slaves or livestock. Not necessarily a bad deal, but definitely in­
have no qualms about lying to, stealing from, and killing fellow convenient and sometimes problematic . What ' s a mercenary
mercs or innocent people to collect on a bounty for themselves . outfit going to do with a hundred heads of cattle or sheep, or in­
The bigger the bounty, the greater the number of predators on terest in a dairy farm, if they don 't have a buyer for them or an
the prowl, and the more extreme measures they are wiling to immediate use for them , or somebody to watch out for their in­
take . terest? As for an interest in a business, 90% of al l businesses fai l
within the first three years (and that' s true o f our own modem
Mere Ops Broker Fees : 1 5% is the typical fee to broker any
era, let alone the dangerous period of Rifts Earth) . This is why
bounty or j ob offered by Merc Ops. The fee comes out of the re­
Mere Ops and other brokers try to specialize in bonded boun­
ward paid to the representative making a bona fide, verifiable
ties and merc operations - the broker may take his 1 5% to 25%
claim . An additional fee of 1 0% is charged for a Merc Ops rep­
cut, but the money is guaranteed at the end of the job . Each
resentative to act on an individual ' s or mercenary team ' s behal f
bounty accepted by Merc Ops is only listed after the bounty has
to collect a bounty from the Coalition States and similar trouble­
been paid out in full and the money put into an escrow account
som e or difficult bounty sponsors .
until it can be collected or the bounty is withdrawn . Note: Most
The advantage of using Merc Ops as the official rep or go­ large bounties range from 5 00,000 credits to a few million .
between is that the mercenaries ' identities are kept completely While these get the most publicity, they are the least common .
secret, Merc Ops cashes any credit vouchers, and pays out the Medium bounties range from 1 00,000 to 450,000 credits . Smal l
balance of the bounty to the proper claim ant in untraceable Uni­ bounties are the most common and numerous and range from
versal Credits, cash or in trade for B lack Market goods (further 1 ,000 to 90,000 credits, with 1 ,000-40,000 being the largest
evidence of a connection to the Black Market). range. Merc Ops never offers a bounty for less than 1 ,000 cred­
The disadvantage of using Merc Ops as one's rep/go-between its, and specializes in medium and large, prem ium, bounties .
is that they take an additional 1 0% of the bounty as their service Anything smaller is not worth the organization ' s involvement.
8
However, local or visiting mercs, adventurers and C ity Rats
(and those just starting off in the merc or bounty hunting busi­
ness) may find small, local jobs like 500 credits to recover a sto­ Common Bounties,
len item or to identify a gang of vandals , or to capture a crook
Crimes and Punishment
burglarizing local homes or businesses to be easy work, and a
means to put a little extra spending money in their pockets or to The following are some of the crimes, the typical range of the
pay bills when times are tough and work is sparse . bounty, and the typical punishment for the crime(s) committed .
The amount offered in the bounty is limited by the resources of
Proof of Service. The other problem with collecting on
the organization or individual placing the bounty . All amounts
bounties is proving/validating the success of the c laim, espe­
noted are the common range offered as bounties, there are al­
cially when involv ing a "kill ." The best is to have the physical
ways exceptions. Also remember, what is a crime in one com­
body , dead or alive . Oftentimes just the head( ! ) will do, particu­
mun ity may be completely legal in another. For example,
larly if it involves a common enemy or monster. Ki lling a public
buying and selling (even using) magic or distributing h istorical
figure or infamous criminal can usually be verified from news
artifacts and contraband books is a serious crime punishable by
reports, the authorities and spies, however, sometimes other
death in the Coalition States, while perfectly legal and open in
bounty hunters or mercenary groups will make a false claim to
most other independent kingdoms and nations .
the reward unless the outfit that is truly responsible can offer
proof If there are two or more claimants w ithout supporting evi­ The Crime - Average Bounty - Typical Sentence:
dence, the bounty may be withheld indefinitely or withdrawn Treason - 1 00,000 to 2 million credits (dead or alive) - court
,,: ithout payment made to anybody (the broker still getting half martial if m ilitary treason and execution or life imprisonment.
hIS usual percentage from the sponsor for brokering the deal and
Gen ocide - 250,000 to 20 million credits (dead or alive) - ex­
man aging the dispute regardless of the outcome) . Only after one
ecution. Note: Genocide usually involves the systematic exter­
of the claimants presents undisputable evidence of the ir claim ,
mination of a particular people based on race, occupation,
confirmed and warranted by Merc Ops, will the funds (m inus
rel igion or beliefs and involves the murder or attempted murder
the broker fee) be released in the form of Universal Credits .
of hundreds , thousands or millions of people.
Payment may be transferred to the account of the bounty hunter
Mass Murder - 250,000 to 5 million credits (dead or alive) -
or directly to a local bank.
execution . Note : Typically involves the murder or attempted
9
murder of dozens to hundreds, sometimes thousands of people, Assault: Felonious (With Intent to Kill) - 5,000 to 50 ,000
and may include terrorists and cultists. credits (dead or alive) - 5 - 1 5 years imprisonment. May involve
Serial Murder - 1 0,000 to 250,000 credits (dead or alive)­ the use of magic or psionics.
execution or life imprisonment. Note : A serial killer is someone Assault: Unarmed - 2,000 to 1 0 ,000 credits (alive) - 6
who regularly targets spec ific individuals, usually one at a time , months to 2 years of imprisonment.
for murder over a period of time. Arson or Sabotage (Deliberate, Massive Dam age to Prop­
Mu rder, First Degree - 25 ,000 to 500,000 credits (dead or erty) 2,000-2 50,000 credits (dead or alive) - 8-20 years im­
-

alive) - execution or 25 years to life . Note: Includes assassina­ prisonment, life or execution if people died as a direct result of
tions and hits for h ire. said criminal act.
Mu rder, Second Degree - 1 0 ,000 to 1 50,000 credits (dead Vandalism - (typically on a large scale or serial basis) -
or alive) - 1 5 years to life. 1 ,000 to 1 0 ,000 credits (alive) - 4 months to two years impris­
Attempted Murder - 5 ,000 to 75 ,000 credits (dead or alive) - onment, plus fines and restitution ; a reduced or suspended sen­
5 to 1 5 years . Note: Includes attempted assassinations and crim­ tence is possible for first-time and youthful offenders, or due to
inal hit attempts. mitigating circumstances.
Terrorism Using Summ oned or Controlled Monsters/ Racketeering (Most Organized Crim e Operation s) -
Dem ons/Anim ated Dead (nam ely Sh ifting/Sum moning o r 1 0,000 to 250,000 credits (alive) - 1 0 to 20 years imprisonment.
Necromancy) - 1 0,000 to 2 5 0,000 credits (dead or alive) - 10 to Note: Includes protection rackets, numbers running, money
30 years imprisonment (death in the CS) . Note: Includes raids laundering, and most crim inal operations that have a network of
on villages, supply depots, and transport vehic les using mon­ agents and operatives or involve a criminal organization that ex­
sters . torts and handles money.
Using Monsters o r Anim ated Dead in the Com mission of Res isting Arrest - 500 to 5 ,000 credits (al ive) - 1 to 2 years
a Crime - 5,000 to 1 5 0,000 credits (dead or alive) - 5 to 20 imprisonment, plus fines . A reduced or suspended sentence is
years imprisonment (death in the CS). Note : Inc ludes raids on poss ible for first-time and youthful offenders, or due to mitigat­
towns, supply depots, and transport vehic les and, in effect, using ing c ircumstances. Also see Suspect.
monsters to intimidate or rob - fundamentally the same as an Rob bery, Armed - 5 ,000 to 25 ,000 credits (dead or alive) - 5
armed robbery. to 20 years imprisonment .
Cyber-Snatching - 5,000 to 50,000 credits (dead or al ive) - Rob bery, Bank - 1 0,000 to 50,000 credits (dead or alive) -
3 to 1 2 years imprisonment for robbery without killing . 1 5 years 20 years imprisonment.
to life or execution for committing murder in the process of Rob bery, Horse/Cattle Rustling - 5 ,000 to 3 0,000 credits
Cyber-Snatching. Note: The sentence depends on the severity of (dead or alive) - 2- 1 2 years imprisonment.
the crime and the number of victims. Cyber-Snatching typically Rob bery, Unarmed - 1 ,000 to 5 ,000 credits (alive) - six
involves mutilation and murder. Sadly, this is a crime that is of­ months to 4 years imprisonment.
ten overlooked on the mean streets of h igh-tech cities, despite
Sex Crimes - 25 ,000 to 1 50,000 credits (dead or alive) - I to
the level of violence. In other cases, the perpetrator is charged
25 years depending on the type of crime.
with multip le counts of first degree murder. Cyber-Snatchers are
often dealt with outside the law (Le . a bounty for "dead") with Slaving - 1 0,000 to 75 ,000 credits (dead or alive) 1 0-20
-

bounties sponsored by private individuals, family members and years imprisonment, death in some communities . Note: The
vigilante groups. practice of capturing sentient life forms (humans, D-Bees and
others) for resale against their will as slaves.
Cybernetic Body-Chop-Shop Operations - 2,000 to 75,000
credits (alive) - One to 8 years imprisonment for running or par­ Sus pect Wanted for Questioning - 1 ,000 to 1 00,000 credits
ticipating in the operation of an illegal cybernetics ring that (alive) - wanted for questioning or further investigation ; crimi­
buys, sells and installs stolen and/or defective used bionics and nal charges may be made at a later date .
cybernetics . Another crime that is frequently ignored by the law . Smuggling -1 0,000- 1 00,000 credits (alive) depending on
Cyber-Smu ggling (Black Market Contraband) - 1 ,000 to what is being smuggled and who is placing the bounty.
25,000 credits (alive) - One to 6 years imprisonment for buying, Contraband : Alien Technology (dangerous or illegal) -
selling, trading, smuggling and installing illegal, Black Market 1 0,000 to 1 00,000 credits (dead or alive) - 2 to 1 0 years impris­
cybernetics . Another crime that is frequently ignored by the law . onment (death in the CS).
Manslaughter - 2 0,000 to 3 0,000 credits (alive) - 2-8 years Con traband : Books & Historical Docum ents - 1 ,000 to
of imprisonment; reduced or suspended sentence is possible due 50,000 credits (alive) - 1 -5 years imprisonment (death in CS).
to extenuating circumstances . Con traban d : Drug Prod uction & S m u ggling - 20,000 to
Negligent Homicide (Accidenta l Death) - 5,000 to 5 0,000 1 00,000 credits (dead or alive) - 5 - 1 0 years imprisonment .
credits (alive) - 1 -4 years; reduced or suspended sentence is pos­ Con traban d : Dem onslDangerous Animals - 20,000 to
sible due to extenuating circumstances . 200,000 credits (dead or alive) - 6-30 years imprisonment (death
Kid naping - 5 ,000 to 25 0,000 credits (alive) - 1 0-20 years in the CS) .
imprisonment; reduced or suspended sentence is possible due to Contraband : Magic - 50,000 to 1 0 0,000 credits (dead or
extenuating circumstances . alive) - 5 to 1 5 years (death in the CS).
Assault: A rmed (Use of a Deadly Weapon) - 1 ,000 to Contraba n d : P re-Rifts A rtifacts (or fo rgeries of artifacts)
25 ,000 credits (dead or alive) - 1 -8 years imprisonment . 1 ,000 to 5 0,000 credits (alive) - 1 - 8 years imprisonment
(death in CS).
10
Con traban d : Slaves - 5 ,000 to 50,000 credits (dead or alive) 2,000 credits per head of a Daemonix (CS).
- 1 0-20 years to life . 1 ,000 credits per head of a demon or Dyvalian.
Con traband : Weapons - 1 0,000 t o 1 00,000 credits (dead or 2,000 credits per head of a supernatural monster.
alive) - 5- 1 5 years to life (death in the CS if weapons are alien 3 ,000 credits per head of a were-creature.
technology or magic based).
1 00-300 credits per Wild Vampire (southwest).
Con traband : Weapons of Mass Destruction 50,000 to I
-

3 00- 1 000 credits per Secondary Vampire (southwest).


mill ion credits (dead or al ive) - execution or life imprisonment
(death in the CS). 1 0,000 credits per head of a Naruni/Uteni Alien or Molock
(CS).
ExtortionlB lackm ail - 2 5 ,000 to 250,000 credits (dead or
alive) - 1 0 to 20 years imprisonment.
Espionage, State (Stealing Government Secrets) 500,000 -

to 5 million credits (dead or alive) - execution or life imprison­ Mercen ary


ment.
Espionage, Industrial (Stealing Proprietary Inform ation)
- 25 ,000-5 million credits (dead or alive, but usually alive) -
Op eration s
5- 1 5 years imprisonment or M ind Wipe, plus possible civil ac­
tion for restitution. By Kevin Siem bieda
Forgery, C u rrency/Credits - 5 ,000 to 50,000 credits (alive)
Mercenary Code of Conduct
- 10 to 25 years imprisonment.
It's easy to say that mercenaries are hired guns, and they are,
Forged Documents - 5 00 to 1 0,000 credits (alive) - 1 to 4
but mercs engage in all manner of military, parami litary, police,
years imprisonment.
and detective operations, from security and defense to initiating
Forgery, Identity Docum ents - 5,000 to 5 0,000 credits or coordinating acts of aggression .
(dead or alive) - 3 - 1 2 years imprisonment (death in CS if the
The difference between a soldier and a mercenary is that a
papers/IDs were to get into a fortified city like Chi-Town).
soldier typically serves a nation and fights for a cause he be­
Forgery, P re-Rifts Artifacts 1 ,000 to 50,000 credits - 1 - 8
-
lieves in . Mercenaries are in it for the money.
years ( a beating and destruction o f property to death i n the CS).
A dventurers may be mercenaries or borderline mercenaries in
Illegal Augmentation/Genetic Manipu lation 1 0,000 to
-
it for the money, but more often than not, they are heroes who
200,000 credits (dead or al ive) - 1 5-30 years, possibly execution fight for a cause, even if it is personal revenge or personal gain.
(death in CS). Note: Double the bounty and the punishment if it
Mercenaries may consider themselves heroes and even be re­
invo lves kidnaping and experimentation against the subj ect' s
garded as such by the public, especially if they carefully choose
will.
and pick their assignments, but many "j obs" may be seen as
Impersonation - 5 ,000 to 1 00,000 credits (dead or alive ; crim inal or heartless, even evil by their victims or one side or
typically alive) - 5 - 1 0 years imprisonment, poss ibly life or exe­ another.
cution for impersonating a high ranking military or political
leader (death in the CS).
Man-Eater, Feeding on Human Flesh o r Blood - 1 0,000 to Mercenaries and the Business of War
1 00,000 credits (dead or alive) - 10 to 20 years imprisonment For a merc, war is business and the character must approach
(death in CS). his work with an eye toward logistics, overhead, cost effective­
Mind Con trol, Psionics (Misuse of Psionics) - 1 5 ,000 to ness, profits and loss. If a job is not worth taking or the risk of
200,000 credits (dead or alive) 2- 1 2 years (double in the CS,
- loss is too great (loss in equipment as well as manpower), the
loss of citizenship and expulsion out of the fortified cities) . merc will tum the j ob down.
Note: Includes using psionic abilities in a crime that involves al­ As a rule, most mercs m ake a deliberate effort not to become
tering or eliminating a person' s memories, mind control and emotional ly involved or attached to a cl ient, country or cause .
mental manipulation, harassment (bad dreams and illusi ons) and They live by the three G 's - get in, get the job done, and get out.
similar acts of mind control or mental torture. It' s better that way for everyone. Emotional invo lvement can get
Min d Control, Magic 20,000 to 200,000 credits (dead or
- in the way of good business and get messy. If the employer sud­
alive) - 2- 8 years (death in the CS). Note : Using magic to denly can't pay, the mercs have to be ready and willing to walk
charm, dominate, enslave , mind control, or torment one ' s vic­ away regardless of the consequence to their employer or the in­
tim, includes the use of illusions. nocent people their actions might impact. The same holds true
when accepting a j ob - innocent civilians are likely to get hurt,
Notable Bounties Wanted Dead Only and the mercenaries are likely to be the ones putting on the hurt.
That ' s the ugly s ide of war. People suffer and die. Conse­
- applicable only to select wilderness communities
quently, most mercenaries try to stay aloof and focused on busi­
50 credits per head of a Xiticix. ness. That means avoiding fraternization with the locals,
1 00 credits per head of a Brodkil, S imvan or Gargoyle. avoiding, even denigrating or vilifying, the indigenous people
200 credits per head of a Mega-Damage monster. (if you don 't like or respect your employer or his people, it' s
500 credits per head of a B lack Faerie or Witchling. easy to walk away or do whatever becomes necessary), and fo­
cus on the work at hand. L ikewise, mercs try not to identify with
11
or understand the enemy 's side or position. For a merc, the en­ down and putting an end to dangerous fugitives (capture or kill),
emy of his employer is his enemy, plain and simple. and generally defending the public (and in some cases, their spe­
Trust. A mercenary ' s cold heart and indifferent attitude (for cific employer) from danger in whatever form it may take. The
those who can do it) enab les the warrior to work for one side mercs' combat training and experience makes them prone to
this year and, perhaps the rival side the next. That having been take a more direct and vio lent hand in dealing w ith "bad guys,"
said, mercenaries are usually very fastidious about fulfilling and they are not afraid to engage in gunfights or tackle forces
their contract, and l iving by the letter of that agreement. When that outnum ber them, especially if the mercenaries determine
the obligations of that contract are ended, then, and only then , their opponents to be inexperienced, afraid or desperate.
will the mercenary outfit consider taking a new one. That means Note: Mercs are seldom as lenient or forgiving as true police
a reputable mercenary company will NOT switch sides in the officers, and tend to use strong-arm tactics and lethal force at
middle of a con tlict because the other side seems to have the up­ the slightest provocation. Likewise, some of the more aggres­
per hand, or offers them more money to abandon their current sive merc outfits may not be concerned about civilian endanger­
emp loyer and walk away or j oin the rival . ment and casualties. As soldiers, they expect collateral damage ,
Living up to one' s contractual ob ligations is sound business, and the most aggressive may engage in gunfights where numer­
and should not be construed as a sense of duty or loyalty. To do ous civi lians are injured or killed.
otherwise is to get a reputation for being unreliable or worse, Adventure Ideas : If the player group is being h ired to serve
untrustworthy. A mercenary with a reputation that they can be as the local lawmen/sheriffs/police officers, they may fmd them­
bought by the highest b idder will quickly find nobody is willing selves embroiled in all kinds of adventures against criminal
to h ire them . There has to be some kind of code of ethics and masterminds, street gangs, organized crime, roving gangs of
some measure of assurance between the employer and his hired bandits or raiders from outside the community they protect,
guns, or there can be no trust. Without trust, there is anarchy and magic-based threats (say a Shifter and his legion of monstrous
treachery. Thus, unless a m ercenary outfit is cheated, tricked or misfits engaging in criminal pursuits), random violence, terror­
betrayed by their employer first, they will stick out the worst ist/hostage situations, hostile (criminal or foreign government)
tour of duty until the bitter end. Ah, but that end is conditional . takeover attempts, smuggling, cultists, vampires (and other de­
Most mercs (unless they ' ve gone and done the unthinkable mons or monsters), spies from the Coal ition or other powerful
and become personally involved) will not fight to the death for nations or organizations, to conspiracies involving powerful lo­
their employer. When the outcome of a con tlict seems obvious , cal business people, politicians, or criminal masterminds .
most mercs will surrender on the condition that they are allowed The police/lawman angle can make for a few nights of fun or
to walk away with only their own gear, and let the vanquishing a m ini-campaign where the characters take the police work as a
army ride in to claim their spoils. Again, the merc outfit' s word
of honor is paramount, and once the mercenary company agrees
to walk away, they must live up to the bargain and keep on
walking without serious altercations. If the mercenary outfit re­
neges and attacks the vanquishing force from a better position
because they were allowed to leave under a surrender agree­
ment, the m ercs will be shown no quarter in combat and exe­
cuted to the last m an if their treachery fails. A merc company
that earns a reputation for being untrustworthy may not be al­
lowed to surrender in the future and certainly will never be
trusted by an opponent.

Mercenary Missions
The following are descriptions of common mercenary mis­
sions, assignments and tours of duty . The ir exact wages (usually
paid every other week or monthly) will vary depending on the
wealth of the employer and the level of need.

Police Operations
I n communities and situations where there is no formal po­
lice department or law enforcement, or even a volunteer militia,
mercenaries may be hired as police and peacekeepers. This
could be a single squad acting as sheriff and deputies, or an en­
tire company or brigade serving as a larger police force.
The duties of these h ired policemen would be exactly what
you ' d think they 'd be, and will include keeping the peace, en­
forc ing the law, enforcing curfews, handling domestic disputes,
investigating crimes, locking horns with crim inals, tracking
12
temporary j ob to make money, or to build their reputation, be­ mercs are h ired to protect one faction ' s leader from the other' s
fore moving on to bigger and better things, to a full-fledged henchmen, hit men or dirty tricks - even if he is just as bad or
campaign that could run for months or years ! Give it some worse.
thought. 3) The person the mercs are to protect is a political leader
(good, selfish or evil) who has been targeted by rivals who don ' t
like h i s pol itical agenda . The mercs ' j ob, t o keep their employer
Muscle/Hired Gun alive and safe.
AssassinIHit Man . The m erc o r merc squad is hired t o kill a 4) The person(s) the mercs have been hired to protect is a
particular person, group or members of an organization. Their good guy or social leader who has dared to op pose a nasty bad
j ob is to find the target(s) and liquidate them . An assassin typi­ guy or evil organization, and he (and his family, partners, etc.)
cally arranges an ambush, hides in wait, and strikes from a dis­ has been marked for death. Their job, to keep him alive at al \
tance or with the element of surprise, and leaves . His only costs.
concern is the specified target. No one else. Hit man is the crim­ 5) The person the mercs are hired to protect is an innocent
inal vernacular for an assassin, somebody who is sent out to who has seen something he or she shouldn 't have, and is threat­
elim inate people causing a problem for his boss . Ultimately, any ened by the person or peop le that information would hurt.
assassin or hit man job involves killing a specified target.
Note: The above is the passive assignment, where the hired
Enforcer. Work as an enforcer may involve assassinations or guns react to attacks and defend their charge. The aggressive al­
hits, but u ltimate ly the goal it to enforce the will of their em­ ternative is being hired to identify and neutralize the source of
p loyer or to arrange for the employer' s desired outcome by any
these threats or attacks. "Neutral ize" could be anything from
means necessary . While that may include murder, it is more outright assassination or murder, to finding evidence that can be
likely to involve threats, blackmail, bribes, coercion, leg break­ used against the evildoer(s) to get him arrested and locked away
ing and other means and m ethods to intim idate people into com­ by the authorities, or to leverage him (b lackmail or threats) to
pliance with their employer' s desires . The same tactics are used get him to relent, and s im ilar operations . This can inc lude the
to enforce the rules, edicts and operations of a crime boss or 10- classic detective search and confront adventure to the "time is
cal leader. In every case, a designated crew (or crews) functions running out" adventure where the heroes have to find and stop
as the boss ' enforcer team to make it all happen according to the assassin before he can strike again, or before the big political
plan . Enforcers may also punish those w ho fai l to comply via rally on Sunday, and so on.
more strong-arm tactics . A hit man/assassin may be called in for
Note: Adventures with a political backdrop should be filled
the fmal word.
with intrigue, backstabbing, surprise tw ists, red herrings and
Guard: Convoys and Merchant Caravans. Rifts Earth is a subp lots .
wild and wooly place with an ever-changing landscape . Oppor­
Political Intrigue. This could include aspects outlined unde l
tunists, crooks, raiders, mercs, monsters, enemies and rivals may
Personal Bodyguard, as well as extend into areas of espionage
all have a reason to attack cargo transports, even if it' s as simple
and sabotage. The mercs may have been hired to find dirt on
and basic as to steal the goods or hurt a rival . Mercenaries are
somebody, create a scandal, or frame, threaten, blackmail, kid­
frequently h ired to ride shotgun and protect convoys and cara­
nap or kill someone as instructed by their employer, all for polit­
vans trans porting valuable goods (sometimes people) and keep
ical reasons . Note : Depending on the characters ' alignments,
them safe from harm .
they may need a good reason, a noble cause or to be working for
Guard: Personal Bodygu ards. The most likely scenario is the good guys to hurt the bad, or they may not care about any­
being hired by someone w ith power, money and influence for thing but the money and be willing to work for any side willing
protection or to protect his wife, a family member, or a vital per­ to hire them .
son or persons in his organization. Bodyguards may also be
hired to protect a group of individuals or organization and its of­
ficers or its people/workers/followers. Military Ops & Special Ops
Adventure Ideas : Most guard assignments of this sort proba­
bly involve one of the following themes complicated by political Assault o n a Fortified Position. The employer needs t o neu­
in trigue, lies, betrayal, dirty deal ings, an d manipulative people tralize an entrenched enemy force . The enemy may be a crimi­
in power. nal base, guerilla encampment, h ideout, stronghold, m onster' s
1) The employer is either a scumbag who has rattled the cage lair, etc . , requiring a comm ando style surgical strike designed to
of the wrong people and they are out to kill him, or he is a polit­ penetrate and destroy the strategic position or to rout and chase
ical or military leader whose enem ies would like to see the char­ away or destroy the enemy within .
acter "neutralized. " That could mean killed, blackmailed into Com bat Operations. Stand up combat missions of every
compliance or framed to destroy his career and undermine his kind . This involves missions to take a strategic position or en­
power and level of influence. It is the mercenaries' job to pre­ emy resource, rout an enemy stronghold, and other engagements
vent any of this from happening. that are fundamental infantry combat situations.
2) The nasty side of politics where political intrigue and ma­ Com mando Raid. Typically a surgical strike that uti lizes the
neuvering may obscure who the good guys are and who the real element of surprise and confusion to effect a jailbreak, rescue,
bad guys are. Or it may draw the characters into a political hot­ capture of enemy personnel, targeted sabotage, assassination or
bed that could lead to scandal, a secret war, or outright war be­ neutralizing attack (knock out a bridge , supply depot, enemy
tween two rival nations or political powers. In this case, the squad or outpost, etc . ) .

13
Cou nter-Terrorism . Another type o f surgical strike or com­
mando raid in which the mercenary team , unseen, penetrates a
position held by terrorists (barricaded gunmen , hostage situa­
tion, sniper ' s nest, etc .), gets into optimal strike positions and
then launches a quick siege attack designed to k i l l each terrorist
with as little collateral dam age and loss of civilian life as possi­
ble. May involve Demolitions Disposal .
Defend This Town (or Strategic Position). In the violent
world of Rifts Earth, cities, towns, and communities need de­
fenders to protect them from raiders, bandits, slavers, monsters ,
conquering armies and madmen . When they are given advanced
warning of such a threat (or fear it as a result of events happen­
ing to their neighbors), they hire Mercs as a deterrent and cham­
pions to fight on their behal f. When a community has fallen to a
tyrant, evildoers, or monster, a representative may sneak out to
find a mercenary outfit or adventurers to remove the vi llain and
his henchmen (see Liberation).
Similarly, the merc team may be called upon to defend a po­
sition or resource of military significance (stronghold, factory,
artifact, a battlefield vantage point, etc .). The goal, to rebuff and
kill all takers.
DragoniMonster Slayers. All manner of alien invaders, de­
mons, and monsters threaten the people of Rifts Earth. Some are
long-time adversaries or predators of humans, others are strange
new arrivals recently emerged from a Rift. Whatever they are,
wherever they' re from, a person , community or business may
need specialists to help protect them from the creature(s), chase
it away, and/or to hunt it down and destroy it.
Extraction and Insertion . The mercenary squad is responsi­
ble for the inserting/dropping off and picking up/extraction of
reconnaissance teams, Special Ops and other units at predesig­
nated zones , and bringing them back to base safely. Requires the
appropriate vehicle (ground, air or water vessel), pilots and de­
fenders who are willing to die protecting and retrieving the
team .
Find and Neutralize Enemy Positions. This can include lo­
cating and seizing, sabotaging or destroying enemy supply de­
pots, bunkers, hideouts, safe houses, drop zones, sniper nests ,
strategic observation points, and so on.
Find and Neutralize Enemy Mines and Traps. The danger­
ous j ob of locating hidden mines, booby traps and explosives .
Includes clearing m ine fields (or finding a safe trail through a
m ine field), deactivating bombs (EOD), springing traps and sim­
ilar work.
Guard & Escort. A military escort to defend and protect
military supply convoys, designated teams or individuals, re­
sources and strategic position, etc .
Guerilla Warfare. Hit and run tactics, ambushes, traps, and
relentless harassment of the enemy to create confusion, fear, di­
minish their combat capabilities and/or resources and ultimately
capture or destroy the enemy.
Harassment. Rather than open warfare, the mercs engage in
acts of harassment using h it and run tactics. Most attacks are de­
signed to unnerve, confuse, prevent sleep, keep the enemy un­
nerved and hurt him is small ways (cause damage, jam radio
transmissions, steal or damage supplies, block supply lines, ruin
food or water supply, interfere with rest or sleep, create an aura
of fear or suspicion, etc.).

14
Kid naping/Abduction. At first glance, this may sound more want t o tangle with the h ired guns . However, i f that doesn ' t
like a criminal act, but there are a lot of military reasons why work and the bad guys d o attack, i t is the mercenaries' j ob to
one might kidnap an individual or enemy . The target could be a make them regret it, while protecting their employer (which
spy, a doub le-agent, a head of state, high ranking military per­ may be the entire town and all of its citizens). Putting mercs in
sonnel, or individuals with spec ialized knowledge (including the role of champions and defenders is very common on Rifts
scientists, experts, practitioners of magic , psychics, etc .) for in­ Earth.
terrogation and intelligence . Abduction of an enemy ' s friend, Military: Training of Others in Combat Basics. Mercs are
loved one, business partner, associate or other individual whose frequently hired to train the armies, militias, police and defend­
captivity can be used to leverage , threaten, intimidate, distract, ers of a community or fighting force.
misdirect, harass or provoke the enemy is another motive for Patrols. May be a foot, water or air patrol along a border,
kidnap operations, as is blackmail . perimeter line, secured facility, strategic position, etc. to make
Kill My Enemy. This operation has a lot of different names, sure it is free from enemy incursion.
but the bottom line is that mercenaries have been hired to find Reconnaissance. Th is may sound boring, but in all wars,
and kill one particular person, a group or combat force for what­ knowing where the enemy is and what he is doing is essential .
ever reason . It could have military and strategic significance or The challenge comes from the mercs being inserted into an area
be motivated by hate, greed, rivalry or revenge.
where unknown numbers of the enemy are deployed. They must
Liberation . This could be something as simple as "go slay survive and get the information back to their employer. Radios
the dragon," or the tyrant king, or evil gang, sorcerer, m erc, etc . may not be an option for getting information out depending on
(and his henchmen) who have taken over a community or re­ the expertise of the enemy (someone m ight pick up the trans­
source . Note: On a larger scale, the merc team could lead a coup m ission). Mercs are valuable for reconnaissance because they
attempt to topple an entire government or seize control of an offer plausible den iability; i .e . , they could be on their own, pass­
army and leverage the government out (i. e ., a bloodless coup). ing through, or working for anybody (including the enemy, so
Magic Neutralization . Magic (and psionics) are common­ beware). They do not wear the insignia of any army or nation ,
place on Rifts Earth. Those with the knowledge and the power and they are often hired by middlemen (trusted middlemen) .
have an upper hand and can become a problem . Mercs, particu­ Furthermore, mercs are usually kept out of the loop, so even if
larly those wielding or versed in anti-magic combat strategies captured, all they can reveal is the identity of their employer (or
and tactics, may be called in to dispatch a problem involving his m iddleman) and be unable to provide any info on any other
sorcery, magic item s, demons and creatures of m agic . part of the employer's operation. Merc reconnaissance teams ap­
Merc vs Merc. This can be any of the missions outlined in pear l ike ghosts and vanish .
this section in which the opponent or opposing force is another Special Ops: Recovery. Stealing or getting back items of
mercenary outfit. Hopefully, not one known and liked by the value or strategic importance in the possession of the enemy, or
group. Typ ically involves small squad tactics and combat. to acquire the item to prevent the enemy from obtaining it. May
Military: Advisors. On the surface, military advisors are include weapons, documents, plans, schematics, layouts , and, on
hired as expert counsel to offer information, insight, observa­ occasion, even an important individual (scientist, spy, head of
tions, strategies, tactics, and suggestions for the best course of state, prisoner, etc .) . Special Ops : Sabotage. Typically a small
action under the c ircumstance. H owever, most military "advi­ squad operation to infiltrate enemy lines and undermine the en­
sors" play a much more active and direct hand. Thus, they may emy ' s position or resources by eliminating strategic targets ; i .e . ,
engage in direct dialogues and negotiations (and threats), lead knocking out a communications tower, destroying a bridge, de­
military teams and operations, and be members of an elite mer­ stroying a supply depot, water supply, ammunition dump, de­
cenary/combat team that personally engage in Special Forces stroying a bunker, pillbox or other fortified position, sabotaging
operations, surgical strikes, and acts of sabotage and/or assassi­ vehicles or artillery, etc. , to weaken the enemy ' s defenses or of­
nation. Such are the benefits of expert "military advisors" who fensive combat capabilities .
enjoy getting their hands dirty . Special Ops: Search and Destroy. Typical ly a small squad
Adventure Hooks : This type of "work" can involve every operation charged with locating an enemy force, stronghold,
type of esp ionage and black ops scenario one might imagine . base camp, operation or resource and destroying it.
However, the "advisors" might find themselves hamstrung and Special Ops: S urgical Strike. Typically a commando style
compromised at times by behind the scenes political intrigue, hit and run assault designed to take out one particular aspect of
and must be careful not to be exploited and hung out to dry (left the enemy ' s capabilities. The target may be inanimate (weapon,
on their own and/or used as scapegoats) by the powers that be; bridge, bunker, communications, piece of equipment, magic ar­
perhaps by the very person(s) who hired them. Wartime politics tifact, etc.) or live (a key officer, informant, scientist, etc.) . Also
can be trickier and more deadly for soldiers than any battlefield see Special Ops Sabotage and Commando Raid.
fire fight. Mercs, most of whom tend to be straightforward and Special Ops: Sniper. The difference between a sniper and an
live by some type of miliary or honorable code of conduct, may assassin or hit man, is that the sniper only engages military tar­
find themse lves ill-prepared for the treachery of politics behind gets , and provides support for his own troops (i .e. , picks off ad­
every war. vancing enemy troops, officers, other snipers, etc.). In th is case,
Military Deterrent. Th e mercs' very presence is meant as a there is no one specific person or target, but a wide range of
deterrent to keep trouble away . This typ ically includes raiders , strategic military targets.
bandits, slavers and powerful beings . The best case scenario is Special Ops : Sniper Elim ination . The dangerous mission of
that the bad guys will stay away or go away because they won ' t locating (via observation , traj ectory of attacks, and fighting
15
knowledge) the position of an enemy sniper and moving in and mine the most effective way in, the best way out (least
behind him without being seen and becoming one of his targets . resistance and/or fastest ex it) and how to impair or prevent pur­
The goal is to get into a position where the enemy sniper can be su it.
neutralized. Prison Transportation Break. H itting a prisoner transport
Special Ops: Starting a War/Conflict. The mercenaries are vehicle even with armed guards or heavy-duty escorts is easier
hired to provoke an armed conflict - incite war. This may be ac­ than breaking into a prison, and perfect for an ambush and hit
complished by planting incriminating evidence, planting false and run tactics . Level of difficulty is moderate to high depend­
evidence to frame a highly placed leader or officer, assassinat­ ing on the level of security (magic, supernatural, power armor,
ing or kidnaping a top military or political leader (and, perhaps , robots, etc. ) and how quickly reinforcements (police, military,
planting evidence to incrim inate one side or another), acts of ter­ mages, etc . ) can respond once the transport is disabled . Some­
rorism, sabotage or destruction, issuing a public chal lenge or times difficulty is low, especially in backwater towns without
creating a public embarrassment or a demand for revenge, technology or magic.
blackmail and so forth . Med ical Relief. Getting m edical personnel to those who
On a purely military level, this may include acts of escalating need medical assistance, protecting the medical team and the in­
aggression and threats, worrisome m ilitary exercises, land jured, and escorting the team and the injured to safe ground,
claims and strategic position ing (like a chess game) that forces base camp or a full medical facility .
the rival/enemy force to respond or fal l into a compromised or Military Rescue. A downed airman, lost pilot or ground pa­
weakened defensive position. There are a lot of ways to instigate trol has gone missing and may be inj ured, pinned down in en­
war. emy territory, or taken prisoner. It is the squad' s mission to
Theft. An item that was either wrongfully acquired by the track the m issing personnel, rescue and bring him (or them)
target and wanted back by the mercs ' employer, or something of home alive . Could turn into a surgical attack or a jailbreak de­
strategic or political importance that the employer wants for pending on the circumstances. Wilderness and tracking skills
himself (perhaps to rally his forces or to demoral ize the enemy ' s usually a must.
forces) or t o give h is forces the upper hand i n raw power, cour­ VIP Rescue. A Very Important Person has gone missing or
age, righteousness, etc. is known to have fallen into enemy hands. This person could be
a diplomat, spy, a celebrity, a wealthy person, head of a large or
influential company, a political prisoner, a military operative,
Search and Rescu e Operations undercover cop, and so forth. May require some detective or
tracking work, espionage and possibly a j ail break or surgical
This could be a military operation that carries th e mercs into strike.
hostile enemy territory, or a civilian operation that takes them
Wilderness Sea rch & Rescue. An individual or group of
into hostile wilderness or the urban jungle (i.e . , anti-terrorism ,
people (chi ld, civilians, escaped prisoner) has gone miss ing, last
kidnaping, riot control, missing persons who may be victims or
seen in a wilderness area and is presumed to be lost in the wil­
party to crim inal and or military action, etc.) .
derness. The missing persons may be simply lost or inj ured, or
Disaster Relief. Finding, freeing, treating and rescuing peo­
captured by hostile forces . Wilderness and tracking skills usu­
ple from toppled buildings and debris, the wreckage of a hurri­ ally a must; medical skills may be required.
cane, earthquake or other natural disaster, providing evacuation
and/or medical services, as well as defending survivors and/or
property or a strategic location or resource from looters, raiders , Tolkeen Merc Operations
bandits, slavers, predatory monsters, and so on. Working for t h e C o alition
Evacuation & Group Rescue. Locate and escort troop per­ In the aftermath of war, there is plenty of work for skilled
sonnel, injured or designated people out of a danger zone and mercenaries hired by the victorious.
harm ' s way . These could be POWs, combat troops or c ivilians .
Why would any self-respecting merc h ire out to the CS?
The setting may be wilderness, urban or combat zone. May in­
There are p lenty of reasons :
volve transport veh icles and aircraft.
1 ) Sometimes there isn't other work available and a merc will
Hostage Rescue. A combat sty le raid in which the hostage is
take undesirable jobs or garbage work to make ends meet.
rescued and the perpetrators are neutralized.
2) Others e ither don 't care and/or don 't see the CS as "evil"
Jailbreak. A targeted operation to hit a j ail house, sheriff' s
and believe what they do is good or at least fair game. This atti­
office (with jail cells) or police station (the prisoner i s i n one of
tude would certain ly apply to fellow human supremacists and
the holding cells). To avo id an all-out gunfight with (innocent)
merc outfits who have a hate on for demons, dragons, monsters ,
authorities, the mercs are likely to create a distraction or com­
D-Bees, Daemonix, Necromancers or other practitioners of
motion while part of their team (Special Ops) sneak into the fa­
magic, as well as s cum-sucking opportunists who hope to come
cility or outside the j ail cell and break out their comrade, friend,
upon treasure, magical loot or valuables they can acquire and
or a designated prisoner. Level of difficu lty is m oderate . Explo­
sell behind the Coalition' s back while "officially" serving the
sives, heavy weapons, power armor, or m agic may be required .
CS . There are always carpetbaggers and vultures looking to
Prison Break. A prison is, in effect, a fortified compound profit or feast from every war . It can't be avoided .
with an outer perimeter fence or wal l , observation towers ,
3) Coalition loyalists and sympath izers would see this as both
guards and defense force . Level of difficulty is h igh. The libera­
an honor and an opportunity to be recognized by the CS to help
tors will have to learn exactly where the target is located, deter-
ensure they can get future work.
16
Types of C oalition Missions in Tolkeen border incursions and Xiticix extermination raids conducted in
such a way as to not literally "stir up a hornets nest." L ikewise,
The CS hires mercs to do some of their dirty work and to
the team on Xiticix duty is to make sure insurgents are not up to
handle assignments that are deemed hazardous to CS personnel .
anything that might bring down a Xiticix swarm on CS forces.
(Why risk the life of a CS soldier when you can get a no-name
merc to do it or die trying .) If captured or questioned by the en­
emy, the mercenaries are to deny any involvement with the Co­
alition Army.

Anti-Insurgency Personnel. Rooting out bands of insur­


gents, resistance cells, freedom fighters and Retribution Squads .
This probably means going up against forces whose m embers
include practitioners of magic, psychics, and inhuman creatures
(dragons, demons, Witchlings, Brodkil, etc.).
Anti-Insurgency Operations. Tracking down and locating
rebel lairs, meeting places, safe houses, supply depots, lines of
communication and similar places, people and resources that
keep rebel insurgency active in the region .
Assassination. Eliminating key rebel leaders , Tolkeen patri­
ots and other CS designated targets without implicating the CS .
Covert Ops. The CS likes to hire mercenaries for missions Tolkeen Jobs
where the CS does not want to be implicated - a mysterious dis­
Working for the Tolkeen Resistance
appearance, a tragic accident, assassination, theft or destruction
of a rare magic item, plans, etc., and especially the capture or Pushing the Coalition Army out of the Kingdom of To lkeen
term ination of wanted Tolkeen war crim inals and fugitives in and reestabl ishing the Tolkeen government is a pipedream . All
the protective custody of other nations, kingdoms, and organiza­ resistance is a losing battle , however there are still vital ongoing
tions (like the Cyber-Knights, Tundra Rangers, the Black Mar­ operations sponsored by the Tolkeen government, Tolkeen Re­
ket, and mercenary companies). sistance Forces and outside humanitarian groups like Lazlo, the
Guarding and patrolling su pply routes and dispatching re­ Cyber-Knights, Kingsdale and various independent kingdoms .
bels and suspicious characters. Then there is the not-so-humanitarian agenda of the Federa­
Infiltration Operations. The merc team is to infiltrate resis­ tion of Magic, other Coalition haters, Retribution Squads and
tance cells posing as mercenaries for hire or Tolkeen sympathiz­ opportunists .
ers . The purpose of the infiltration may be to supply the CS with
inte lligence, to identify and locate rebel leaders, strongholds and Types of Missions in Tolkeen
secret base camps, or to undermine rebel operations, and/or (at
Here are some common assignm ents available at Tolkeen,
some point) capture or terminate the rebel cell.
among others .
Locating and Elim inating Enemy Strongholds. May in­
Defend Strategic Position/Hold ing. Defend and protect a
clude infiltration, sabotage or military siege operation.
secret rebel base camp, supply depot, safe house, factory, escape
Reconnaissance into Enemy Held Territories. Scouting route (tunnel, ley line, Rifts/dimensional portal , etc .), precious
and intelligence m issions in and around Tolkeen to locate rebel resource (magic item, energy source, etc.) or other holding.
operations, strongholds and operatives. Combat is to be avoided, Defend Refugee Camp. A civilian community, town or band
engaging in gunplay only when attacked first and only in suffi­
of refugees (entirely human or m ixed group) still l iving in
cient amount to make good an escape. If captured, the merc Tolkeen and probably waiting for an escort to a safe territory . I f
team is to deny any involvement w ith the Coalition Army. entirely human, the mercs w i l l keep a low profile and observe,
Search and Destroy Monster Squads. Tracking and de­ attacking only when the refugees are threatened by the CS,
stroy ing Monster Squads, dragons, and bands of demons and mercs, bandits, slavers or other danger.
monsters still operating in the occupied Tolkeen region.
Defend, Guard & Escort Strategic Figure. A political or
Search and Destroy Practition ers of Magic. The merc military figure who is currently active in the fight against the
squad is charged with hunting down and term inating all practi­ Coalition occupation force or reestablishing the Tolkeen govern­
tioners of magic (including creatures of magic) in the van­ ment. May be a positive, well intentioned rebel leader or a hate­
qu ished territory; may pursue targets into surrounding regions at filled Retributionist or terrorist (human, D-Bee or monster)
the unit's di scretion . whose only goal is to hurt CS military operations in Tolkeen and
Su rgical Strikes. Special Ops missions to eliminate power­ kill as many Coalition soldiers as possible before they get h im
ful leaders, rebel squads, base camps, strongholds, TW factories, and his team .
magic weapons, weapon depots and other strategic targets. Defend, Guard & Escort Strategic Figu re. A political, mil­
Xiticix Duty. Patrols along the border of Xiticix territory itary or civilian leader, inventor, scientist or mage who once
where the m erc squad observes th e insectoids ' activities and ex­ served the toppled kingdom of Tolkeen and is marked for death
term inates those who are active beyond the current Xiticix bor­ by the CS whether the individual fought against the Coalition
der and/or threaten CS troops or holdings. Is likely to include Army or not. The individual remains in Tolkeen territory to con-

17
tinue to help the refugees and perform other humanitarian ser­ party forces before the C S gets them. May include stealing from
vices (medical treatment, guidance, etc.). the Coalition forces, Tolkeen freedom fighters, other mercs, in­
Recovery. May include works of art, historical documents, nocent civilians, churches, schools, and just about anyone.
books of all kinds (especially pre-Rifts books and books of Whether violence, murder or combat is involved will depend on
magic), magic weapons, magic components, magic vehicles, se­ who has the coveted item(s) and how bad the merc team or their
cret documents, military documents, plans for Techno-Wizard employer wants it.
devices, rel ics, and so on. Theft/Raiding Coalition Forces. If working for the Tolkeen
RescuelEscort Refugees out of Minnesota and into free Res istance, raiding CS convoys and supply depots may have the
lands where they can make their own way. Requires scouting twin result of supplying th e Resistance or helping fugitives, and
and wilderness skills and may involve armed conflict against undermining CS operations.
Coalition troops, mercenaries working for the CS, bandits, slav­ If opportun ists, these mercs or adventurers can raid, loot and
ers and other hostile forces out to kill or prey upon the refugees . rob the Coalition forces and have bandits or the Tolkeen Resis­
Typically a squad of 4- 1 0 mercs will escort a band of 20- 1 00 tance fighters blamed. Stolen goods can then be sold or traded to
refugees. the Resistance or third parties like other mercs and adventurers ,
Rescue Refugees Trapped in Enem y Held Territory. the Black Market, the Pecos Emp ire, other kingdoms, or at open
These are specifically D-Bees, dragons, other creatures of magic markets like the one in MercTown .
and practitioners of magic trapped in CS occupied territories .
They are currently in hiding, but need help (a diversion, an es-
cort, protection) to escape from the Coalition occupied and
dom inated town, city or bombed out ruin . The C S has standing
orders to terminate all such individuals whether they fought
against the CS or not.
Rescue To lkeen P risoners of War. All prisoners taken by
Coalition Forces (including mercs and adventurers in their em­
ploy) are ultimately executed by the CS. Th is includes all
D-Bees and non-humans, all practitioners of magic, and all
known Tolkeen soldiers/defenders and leaders . Fewer than 25%
of all humans taken in for questioning for suspicion of collusion
with Tolkeen insurgents are ever released, the rest are interro­
gated for 1 D4 days and executed as war criminals. Rescue team s
must act quickly, ideally while the prisoner(s) is en route to a A final note on meres
CS base camp or holding facility.
Unlike soldiers in the regular military of any country, includ­
Rescue: Prison Break. Breaking one or more (dozens?) pris­ ing Special Operations, mercenaries have much greater latitude .
oners out of a Coalition holding facility . The rescue team has They can work outside the law or military ethics, and do what­
only 4D6+ 1 8 hours before the typical pri soner brought to such a ever they must to get the j ob done. They are often the invisible
facil ity is questioned, found gui lty and executed; half that time arm, spies, defenders and agents of nations and groups who
if a D-Bee. can ' t afford to become directly involved, making mercs shadow
Revenge Operatio ns Against the CS. Harassment, combat, warriors working for forces (good, selfish and evil) behind the
sabotage and killing of Coalition Forces entirely out of revenge . scenes.
Merc teams who take th is assignment should share a blood­ A lthough soldiers for h ire, money is seldom the true motivat­
thirsty hate for the CS, otherwise they w ill find themselves in a ing factor and most mercenaries never get rich on the job. Many
compromis ing pos ition. are ex-military who l ive for the thrill of combat, believe they are
Revenge Operations Against Tolkeen Faction. The merc born warriors, or who believe they provide a necessary and even
team or their employer has it out for som e person, group or or­ noble and heroic service. This sentiment is especially true in the
gan ization within Tolkeen (the government, the military, a busi­ sprawling wilderness and unstab le political empires of Rifts
ness rival, col lege of magic, an occupation like N ecromancers, a Earth . Danger lurks everywhere, the law and even military pro­
race like Daemonix or Larmac, etc.) and is using the cover of tection is sparse to non-existent in 80% of the world, making
war and CS occupation to extract his revenge against them . Re­ mercenaries with good intentions and heroic souls wandering
venge may involve theft, sabotage, scandal, murder or mili­ ronin - masterless samurai warriors - willing and able to fight
tary-style conflict. for a just cause provided they get a little cash and respect for
Search and Rescue V.I.P. Going into h ostile, enemy-held their troubles . Others are motivated by a sense of adventure or
territory to locate a missing person of strategic, political or hu­ wanderlust, and still others just don't have any other trade and
man itarian significance (the latter can be a doctorihealer, great resign themselves to do what they know best whether they enjoy
teacher or theologian, scientist, etc.) believed to be alive and re­ it or not. The worst of the lot are one step away from being raid­
ported in the target area. The team ' s mission, locate, rescue and ers, brigands and killers who enj oy violence and feel powerful
bring him to back alive. as warriors.
TheftlLooting Tolkeen 's Treasu res. Outright robbery. Steal Hero or vil lain, m ercs come in every size, shape, color and
valuables (treasure , gold, gems, j ewelry, works of art, artifacts , area of expertise, from psychics and spell casters, to mutants ,
etc .) and/or magic items, weapons or secrets for resale to third monsters and ordinary soldiers.
18
Mere Ops Top Ten Most Wanted
By Carmen Bellaire & Kevin Siembieda

Merc Ops and other information brokers routinely list and


post bounties. The following are the current Ten Most Wanted
bounties in North America (excluding Tolkeen fugitives wanted
by the CS) . The bounty may be l im ited to one individual or an
entire group of desperados .

Gu nth er Black
Wanted Dead or Alive
Merc Ops Number One Most Wanted

Bounty Commissioned by New Lazlo


5,000,000 Credits payable upon receipt of the fugitive .
2,000,000 Credits payable upon receipt of the corpse.
Pos itive identification is a must in either case.

Known Statistics
Full Nam e: Gunther Black.
Known Aliases : Paul Murphy, Alex Wind-Runner .
Race: Human .
Sex : Male .
Age : 42 .
Height: 5 feet, 8 inches ( 1 .68 m).
Weight: 1 92 lbs (86 kg).
Build: Athletic, toned and muscular.
Eye Color: Green.
Hair Color: Black. the Mayor' s life. The suspect incinerated the Mayor' s secre­
Skin Color: Caucasian . tarial assistant, one Patricia Bradshaw, with some type of devas­
Distinguishing Featu res : None . tating magic fire spell. The spell may have been Elemental in
Th reat Level: Medium to high; presumed armed and danger­ nature, there are no eyewitness accounts and study of security
ous . tapes were inconclusive . Two paid bodyguards of Mayor
Patrovick responded to the woman ' s screams and commotion in
Known Capabilities : Spell caster believed to be a mid to
the reception lobby . Both guards were quickly slain by electrical
high-level L ey Line Walker. Possesses spell casting abilities and
discharge, probably another magic spell . Reception clerk, Mike
has a number of stolen Techno-Wizard items .
Lang, rushed to the scene j ust in time to make a positive identi­
Previous Known Accomplices : None. May be associated with
fication of the perpetrator and ran to get help when he saw Mr .
factions in the Federation of Magic. B lack smash through light ( 1 5 M. D .C .) re inforced doors into the
Last Known Location : The outskirts of New Lazlo. The fugi­ Mayor's office.
tive was seen fleeing New Lazlo south in the direction of the As the suspect, Gunther B lack, was ripping through the doors
Magic Zone and the Federation of Magic . Most authorities be­ to Mayor Patrovick' s inner office, New Lazlo Police Mages,
lieve that the fugitive will be heading for the City of Brass or Corporal Jack Collen and Sergeant Hurby Smith , arrived on the
Stormspire. scene. A spell exchange between the officers and the suspect re­
Arrest Warrant For: S ix counts of m urder, four counts of ag­ sulted in serious property damage and the death of one innocent
gravated assault, one count of attempted assassination of a gov­ bystander inside the May or's office, identified as ombudsman
ernm ent official, six counts of grand theft . Mary Jenkins .
Criminal Record : No previous arrest record in New Lazlo, but During the battle, suspect B lack managed to strike Mayor
may be wanted in other jurisdictions. Patrovick in the chest with a bolt of fire . The Mayor survived,
History: On the m orning of September 3 , 1 08 P.A., a single, but sustained bums on 3 1 % of his body . Officers Collen and
white male known as Gunther Black, an advisor to the Mayor of Smith were not so lucky. Both were slain by the suspect, tom
New Lazlo, teleported into the office of Mayor Damien limb from limb by a supernatural force unleashed by the mur­
Patrovick, and began an unchecked murder spree and attempt on derous sorcerer. It is believed that Mayor Patrovick was the true
19
target of the assault and that it was the suspect' s intention to as­ survival . He knows that if the "police" catch him, he will be
sass inate the Mayor for po litical reasons. killed for sure, either gunned down "resisting arrest" or "die
When additional officers arrived on the location, the suspect mysteriously" som etime during his incarceration and transport
teleported away, leaving no trail to follow . Several video cam­ back to New Lazlo, "maybe they ' ll make it look like suicide."
eras in the Mayor' s office caught much of the attack and mur­ "Please, won 't you let me go?" The desperate fugitive will
ders on video-disk. No fmgerprints or DNA evidence, however, plead. Adding, "If you want to stop an evildoer, you need to in­
were recovered at the crime scene . vestigate the Mayor of New Lazlo before he hurts more people. "
The bounty has been issued by the Mayor of New Lazlo, per­ As for why Gunther ran away? " What e lse could I do?" he
sonally, and is held on retainer by Merc Ops until the apprehen­ says . "If I stayed, I knew I was a dead m an, so I fled . And look,
sion of the fugitive and confirmation of receipt of the prisoner because I know so much and he ' s afraid I ' ll tell someone the
(or his corpse) by the authorities at New Lazlo . truth , he ' s put a bounty on my head. And . . . well, here you are .
Just another set of pawns to do th is scum ' s dirty work. Don't let
him use you like he did me ."
The Fugitive's Story Then with a growl and a b it of a threatening tone, he says, " I
When Gunther B lack is finally tracked down, his side of the know you 're just pawns i n this power-mad politician ' s schemes,
story will be rather different from that of the police back in New and I don't want to hurt you, but I will not surrender. If you at­
Lazlo. tack me, I wiII fight as if my life depends on it, because it does .
Gunther will claim that he is the victim of an elaborate frame Better to die free out here than like a beaten dog in a cage back
up, insisting that Mayor Patrovick was us ing him, and taking ad­ at N ew Lazlo."
vantage of his unfamiliarity with this world, as well as the laws If the bounty hunters do let Gunther go, he will give them the
and customs of New Lazlo, and that the battle was self-defense. 200,000+ credits and a couple of the TW weapons he stole form
Gunther will weave his tale with a practiced indignation, ap­ Armstrong Armam ents . Gunther insists he just wants to put the
parent sincerity and flare. His story is that of a lonely traveler whole incident behind h im and get as far away from New Lazlo
lost in a strange land. Shortly after his arrival, he was taken in as possible, find a quiet place to settle down and build a new
by the Mayor of New Lazlo. The man seemed kind and caring, life.
but Gunther would later realize that the Mayor had recognized
his unique powers and ignorance and "tricked" him into using Gam e Master Notes :
his abilities to rig the Mayor ' s re-election . The Mayor had Gun­
ther eliminate his rivals by planting false evidence against them, The True Story
then using blackmail and threats of reputation-destroying disclo­
sure , or threats of violence and other nefarious means to get The following is the real story behind this attack and addi­
tional background on the wanted fugitive . Only some serious in­
them to withdraw from the race. The Mayor j ustified these foul
vestigation and/or coming across the right person will reveal any
deeds, Gunther claims, by telling h im these were all wicked men
of this information to the player characters; Game Master dis­
who would misuse the Mayoral office to the detriment of the
cretion.
people and the fine city-state of New Lazlo. Gunther claims he
believed the Mayor, falling into his web of lies, ruining or The above story is nothing but lies . "Gunther" will lie
threatening one good man after another. It took him many through his teeth to get away from the player characters, and do
months to figure out that it was the Mayor who was "evil" (he ' s so convincingly. H owever, examination of the tapes will show
actually Anarchist) and that h e had been tricked into do ing very they have not been tampered w ith, the Mayor was not smil ing,
bad things . Recogn izing his folly, Gunther went to confront the the attack appears unprovoked, and other incons istencies . Like­
Mayor, but was threatened by members of the Mayor' s staff and wise, while the Mayor has a b it of a questionable past and is
attacked by "corrupt police officers on his payro ll." The people known for pulling dirty tricks and using smear campaigns, he is
he killed were all villains out to "kill him ." The battle was all not an evil man nor has he ever resorted to violence. Further­
"self-defense." more, the police are not in his pocket.
Gunther claims once the battle began, he knew he had to Gungraal (a.k.a. G u nther Black) was a sullen and pathetic
fight for his life, or be slain on the spot while Patrovick looked excuse for a dragon even before coming to Rifts Earth. The
on grinning with satisfaction. The fight was terrible and Gunther creature has always been more interested in his own pleasure
was forced to kill many of the Mayor' s evil henchmen before he and selfish needs than anything e lse. The N ight Stalker dragon
was able to flee the building. To his deepest sorrow, he regrets had matured on a primitive world, among a tribe of savage L iz­
having killed anyone, but it was a panic situation and he truly ard Men whom he forced into worshiping him as a living god .
believed it was him or them . Gunther has seen cuts of the "video Cruel and spiteful, Gungraal abused his subjects, using most as
tape" and the crime scene from m edia reports, but he claims the his personal slaves and playthings. Those he disliked or who
film has been tampered w ith to m ake the Mayor look like more dared to speak against him were eaten alive !
of a victim via computer generated images. Gunther says he The dragon grew fat and l azy living among the tribe, indulg­
can ' t go to the authorities because they are all in the Mayor' s ing all his dark delights, and would never have voluntarily left
pocket, and he can 't go to someone else because who would be­ this private little p aradise, but fate would deal Gungraal a just
lieve him? Besides , the M ayor of New Lazlo has a long reach. hand and set the L izard people he had subjugated free.
Gunther knows that he has committed other crimes during his Gungraal is a dragon who enj oys flirting with all manner of
run from New Lazlo, but did so, he insists, only in his bid for dark passions and magic . Cold-hearted and evil, the monster en-

20
j oyed using ritual sacrifice to supplement his own magical pow­ servient by a mere mortal was more than the creature could
ers (P.P.E.) and for the simple pleasure of torturing and killing bear. Over the next few days the creature ' s rage boiled inside of
his hapless sacrificial victims. During one of Gungraal ' s mid­ him until the dragon snapped. The Mayor was a maggot! How
night incurs ions into the hidden secrets of magic, under the light dare he be little any dragon, let alone one as great as he,
of a full moon during an eclipse, a terrible mistake was made . Gungraal the Dark ! ? Before Mayor Patrovick knew what was
Gungraal had meant this to be a triumph of his control over the happening, Gungraal had bashed his way into his office, killing
forces of m agic. Instead, the mystic energy spiraled out of his anyone who got in his way .
control, creating a Rift through time and space. An unstable di­ The creature still smolders with hate and anger, and the
mensional anomaly that grew, swallowed the dragon whole. The Mayor knows he has made an enemy for life . He also knows a
dimensional forces tore the beast from his home dimension and dragon' s revenge is often lingering and terrible, and that the
flung him to Rifts Earth. Before Gungraal could react, the Rift people of New Lazlo could end up paying for his indiscretions .
closed and vanished. Not knowing what else to do, the Mayor put up most of his own,
Gungraal found himself in a strange world of humanoids, cut personal fortune to have the fiend brought in for trial and just
off from the realm he dominated and the reptilian slaves he once punishment, or (and this is the Mayor' s secretly hope) killed be­
commanded . This new world was a strange and wondrous place, fore he can do any more harm and before anyone realizes he had
and the dragon could feel the magic in the air, but it lacked the emp loyed the beast to strong-arm his competition in the last
comforts to which he had grown accustomed. In vain, Gungraal election. Afraid that his political skullduggery might come out if
tried for many years to find his way back to his own place and people knew Gunther B lack was a dragon, he has left that part
time, but even his own natural dimension hopping abilities out, instead claiming that he doesn 't know why Mr. Black
could not return him to his paradise. Finding no means to return would want to harm him, and suggesting "the man" is a rogue
home, the evil dragon resolved to create a new paradise for him­ Ley Line Walker of considerable power apparently hired to kill
self, and to build a new kingdom where he ' d be worshiped, him for reasons unknown . "You make your fair share of ene­
feared and adored. That agenda brought Gungraal to New Lazlo mies in politics," the Mayor is fond of saying. "There' s always
in the summer of 1 06 P.A. There, the dragon met Damien someone you ' ve angered or dissatisfied who wants to get back
Patrovick, the Mayor of the city. The two quickly struck a work­ at you."
ing relationship. The Mayor agreed to provide the dragon with
the splendor and servants he was accustomed to if the dragon
wou ld eliminate the Mayor' s many political enemies . This was
True Stats for Gunther Black
an arrangement that Gungraal could enj oy, and soon the Race: An adult Night Stalker dragon, named Gungraal . His
Mayor' s most ardent political rivals began to have accidents , most common disguise is as the human male, Gunther B lack.
suddenly withdrew from running or were smeared by something The cunning dragon can assume any guise through metamor­
terrible (and untrue) leaked to the media and the public. In re­ phosis, but will not hide from humans and D-Bees, so he
turn , Patrovick set the dragon up in one of his most splendid continues to use the Gunther Black appearance as a gesture
apartments, and paid for a butler, cook and maid for his human of defiance and a display of his power.
advisor, Gunther B lack. Black was the human identity of Alignment: Diabolic.
Gungraal, and served as Damien Patrovick ' s secret, personal Attributes : I . Q . 22, M.E. 24, M.A. 1 6, P.S. 30 (Supernatural
"political advisor." In addition, the dragon was given a figure­ Strength), P.P. 1 4 , P.E. 26, P . B . 1 2 , Spd. 50 running (33
head position within the c ity, and a very generous wage at the mph/52 km) and 70 flying (75 mph/ l 20 km).
people ' s expense. M.D.C.: 3200.
Life was fine for the Mayor and Gungraal for the first couple Height: 10 feet (3 m) tall, 40 feet ( 1 2 m) long, and a 60 foot
of years of their relationship. However, it was impossible for ( 1 8 . 3 m) w ingspan , Weight: 2 . 8 tons.
Gungraal to repress his dark nature and the beast began to be a
Age : Unknown, presumably he is over 4,000 years old (he has
problem . The dragon began to demand m ore money and special
actually lost track of his age), Sex: Male.
priv ileges, but then began to indulge his murderous ways .
P.P.E. : 882, I.S.P. : 1 1 4.
Money was one thing, but harming innocent constituents was
another thing entirely. Somehow, Gungraal had imagined him­ Experience Level: 1 2th level adult dragon.
self as the true power behind the figurehead of the Mayor, but Insanities: Sadistic, obsessed with power and being worshiped
Patrovick was no figurehead nor a weakling. He confronted the by lesser beings, and a sociopath who cares only about him­
dragon and quickly put the monster in his place. He told the evil self.
creature that he had done a l ittle investigating of his own and Disposition : Gungraal is truly a creature of darkness. Among
knew the dragon had begun to indulge in his old hobbies of tor­ his better v irtues are s loth, envy, selfishness, ruthlessness,
ture, mutilation and feasting on the tender flesh of young hu­ cruelty, and a sadistic pleasure in hurting and enslaving lesser
manoids . When young women and men of New Lazlo began to beings like humans and D-Bees . He cares only about himself
disappear at a rate of one or two a month, it did not take the and his wants, needs, and image. The dragon enj oys tricking,
Mayor too long to figure out that Gungraal was behind it. The ruining and hurting others, which is why he initially enjoyed
Mayor was unscrupulous and ruthless, but not a murderer or a helping Patrovick. Inflicting suffering upon others makes
madman, so he demanded the dragon stop his depravity in "his" Gungraal feel important and powerful, especially when they
city-state, or else. fall on their knees in fear or agony, begging him for mercy
The Mayor had intended the beast no harm, but to a dragon which never comes. When Patrovick treated him like an un­
who had once been worshiped as a god, being treated like a sub- derling, it was the ultimate insult to this power-crazed beast,
21
and when the Mayor did not quake in fear and let the dragon magic and poison, +6 to save vs psionics and insanity, +20%
dom inate him, it sent Gungraal into a s low burning rage. to save vs coma/death, and +4 on all other saving throws .
Now, Gungraal plans on destroying New Lazlo one constitu­ Other Com bat Info: Restrained punch : 5D6+ 1 5 S .D .C. dam­
ent at a time to make the Mayor suffer s lowly. age, full strength punch : 3 D6 M.D . , power punch : 6D6 M.D.
The dragon has also developed a taste for human and hu­ (counts as two attacks), kick or slashing tail attack: 2D6
manoid flesh and b lood, and believes the meat of his victims M.D., bite: 2D6 M.D., or by Black F lame s Breath.
tastes best when the person realizes he is about to be slain B lack Flames Breath (Special) : Like all adult Night Stalkers,
and eaten, to the point that the foul beast starts to eat his vic­ Gungraal can breathe forth a magical black flame that stings
tims alive. Note : The Mayor was not aware of this horren­ more than it bums. Range : 1 00 feet (30 . 5 m), six feet wide
dous proclivity when he first engaged the monster' s service, ( 1 . 8 m) and inflicts 2D6 S .D.C. damage to mortal beings (or
but came to learn of it over time. As ruthless as the Mayor 4D6 M.D. if the mortal is wearing M . D . C . armor, or is an
can be, he is not a murderer and could not indulge Gungraal ' s M . D. C. mortal being), or 4D6 M . D . to demons and other su­
murderous acts. While the Mayor hopes to come out o f this pernatural creatures. It can be used as often as four times per
without serious damage to his reputation, he puts the well­ melee round and the width of the blast enables the dragon to
being of New Lazlo before his own and will do whatever it strike several opponents (2-6) simultaneously if they are hud­
takes to save lives and stop the dragon before others die. dled closely together.
Horror Factor: 1 4 . Mortal characters who fail to make a saving throw vs
Skills o f Note: Advanced and Basic Math (98%), Cardsharp magic ( 1 4 or higher) have candle-size licks of black flames
(72%), Computer Operation (75%), Computer Programming flickering around their head and shoulders, plus their eyes
(65%), Demon & Monster Lore (98%), Detect Concealment tum completely black. These victims are temporarily con­
(90%), Faerie Lore (98%) , Forgery (90%), Gambling (90%), sumed by dark emotions and fears that may compel them to
Holistic Medicine (98%), IdentifY Plants & Fruits (98%), In­ perform selfish, foul, vindictive and hateful things contrary to
terrogation (75%), Navigation (98%), Pick Locks (9 5%), their alignment (lie, cheat, steal, abandon a friend in need,
Pick Pockets (90%), Pilot: Hovercraft (Ground) (8 5%), torture, kill, etc.).
Prow l (90%), Radio : Basic (98%), Radio : Scramblers (9 8%), Every dark thought and emotion comes flooding uncon­
Read & Speak American, Dragonese, Faerie and Techno-Can trollably into their mind. To fight these ideas and desires is a
(98%), Seduction (60%), Streetwise (84%), Surveillance Sys­ huge emotional and mental strain. It can be done, but the vic­
tems (95%), Tracking (98%), W.P. B lunt, W.P. Energy Pis­ tim suffers the following penalties: No initiative, and melee
tol, W.P. Energy Rifle, W.P. Heavy Energy Weapons, W.P. attacks/actions, combat bonuses and skill performance are all
Heavy Weapons, W.P. Knife and W.P. Sword. reduced by half unless it is to do something bad . Duration of
Magical Knowled ge : Gungraal has a good range of mystical Enchantment: I D6+ I melee rounds (reduce by half if the vic­
know ledge. He knows all Invocations levels one through tim ' s M.E. is 20 or higher) . Note: The Black F lames only af­
eight, as well as these spell s : Remove Curse ( 1 40), Create fect humans and other m ortal beings (even mortal M.D.C.
Mummy ( 1 60), Create Zombie (2 50), Summon Lesser Be ing beings), including those in environmental body armor, but
(425), Summon Shadow Beast ( 1 40), Resurrection (65 0), not those inside power armor, robots or vehicles . Supernatu­
Restoration (750), Ensorcel (400), Soultwist ( 1 70), Impene­ ral beings, demons, gods, and creatures of magic are impervi­
trable Wall of Force (600), C lose Rift (200+), Reality F lux ous to this dark magic.
(75) and Create Magic S croll ( 1 00). Spell descriptions are Favorite Weapons : In his human disguise, the dragon likes to
found in the Rifts® Book of Magic. use heavy weapons, claiming that the strength necessary to
Psionics : Considered a Maj or Psychic, and has all Sensitive use them comes from one of his many spells. Unfortunately
psi-powers (see the Rifts® RPG or Rifts® Game Master for him, the only h eavy weapon he was able to get away with
Guide for descriptions). was a Wellington grenade launcher rifle and eight grenades,
Natural Abilities : Nightvision: 600 feet ( 1 83 m; can see in total but he has recently stolen a half dozen Techno-Wizard weap­
darkness), poor day vision (about half of a human ' s and ex­ ons from A rmstrong TW A rmaments Co.
tremely bright light blinds him), see the invisible, track by Body Armor: He does not wear armor in dragon form, but
sme ll (84%), bio-regeneration I D4x l O M.D.C. per m inute, wears light body armor (30-50 M .D.C.) as a disguise when
resistance to fire and cold (does half damage, including M.D. he is playing the role of Gunther Black, along with all the
magic fire and plasma energy), m etamorphosis at will (up to usual trappings of a Ley L ine Walker.
48 hours at a time), teleport self (90%), dimensional teleport Personal Vehicle : None, Gungraal typically walks, flies or
(72%) and all other dimensional powers common to all true teleports wherever he needs to go.
dragons . Other Equipment: Only what he has managed to gather while
Com bat Training: Natural combat abi lity . on the run from the authorities, including 235 ,000 in Univer­
Attacks Per Melee: Six attacks per melee round, or four fire sal Credits, 45 ,000 credits in j ewelry and raw gems, and the
breath and two physical, or two by magic. Favorite weapons six Techno-Wizard items stolen from Armstrong TW Arma­
are heavy weapons (grenade launchers and miss iles mostly), ments Co. (G.M. ' s discretion as to their worth and exactly
his natural breath weapon and the use of spell magic. what they are), plus a few personal items that Gungraal could
Com bat Bonuses : +4 to initiative, +6 to strike, +7 to parry and not bear to part with when he fled from New Lazlo.
dodge, +4 to pull punch, +4 to roll w ith impact, +7 to save vs

22
Hook, Line & Sinker Adventures at least slow them down (at this point, he should already have a
one or two day head start and could be anywhere). The monsters
Sighting in Blackberry have been told they can kill and eat anyone who tries to rescue
the children, wait four days and then eat the kids! Truth is, the
Hook: Gunther B l ack was spotted in a small rural town
beasts have had to use great restraint to keep from eating the
known as Blackberry, near the old Ohio/Kentucky border.
youngsters already, and welcome the chance to kill and eat any
B lackberry is a modest town of about 300 humans and D-Bees
heroes or fools who come their way . If our heroes defeat the
dedicated to agriculture and woodworking. Gunther blew
monsters and free the children (and they should), the oldest
through town about two days ago and was recognized from
child will remember something the "bad man" said - a valuable
some wanted posters handed out in town a while back. The
clue (or outright location) that will enable them to continue their
townsfolk are scared that a dangerous and wanted killer could
pursuit.
be h iding nearby. Many of the town ' s residents ask the player
Alternate Sinker: In the alternative, this could be a fun sub­
characters if they are mercenarieslbounty hunters tracking down
plot and side adventure that turns out to have been a false lead.
Gunther. If any of the characters answer yes, the town' s mayor
In th is scenario, our heroes track the kids down, only to discover
will be called to speak with them . If they answer no, the towns­
people will still invite strangers, especially those who look like that Gunther Black is not the kidnapper, but some other villain
or group is responsible. Slavers, Psi-Goblins, cultists, etc ., might
they might be adventurers or practitioners of magic, to hunt the
have snatched the children. The situation is no less dire, but it
fugitive down and collect the reward - they ' ll show the heroes
has nothing to do with Gunther Black; keep looking. Then
the wanted posters . If the group said yes or seem l ikely candi­
again, the kidnappers m ay have a clue or some information
dates to take the job, the mayor will speak to them and offer the
about B lack ' s whereabouts or plans (saw him at such and such,
player group a free place to stay in the town and a hot meal,
heard about a guy who . . . and so on). However, they may try to
along with the recharging of any E-Clips (on the town' s old gen­
barter the information for their freedom or leniency .
erator) if they will make sure that Gunther does not return to
B lackberry . The mayor feels that the presence of some armed
mercenaries will deter the fugitive ' s return. Everyone in town is Following the Trail
sincerely afraid of falling victim to this rogue sorcerer. Hook: On the fugitive ' s trail south from B lackberry, the
Lin e: While scouting the local area and asking the townsfolk man-hunters encounter a large group of destroyed S.D.C. trucks ,
what they saw of Gunther, a middle-aged woman approaches cars and buses (an Operator O . C . C . wil l find enough working
the group . She exp lains that her two smal l children went missing parts to rebuild one of the trucks, if given enough time; at least
yesterday. One of the neighbors i s certain she saw them talking I D4+ 1 hours). L ittered, here and there, around the destroyed ve­
to the man in the wanted poster! A few other townspeople think hicles are the scattered remains of 1 0 to 14 humans and a few
they saw the man in the same general area the day before, D-Bees. It is impossible to know for sure how many victim s
watching the children play . The local men have been unable to there were as it appears a few were dismembered and possibly
find their trail, even using hounds, and the desperate woman eaten. Note : Searching the gory remains will uncover 3D6x 1 00
begs them to find and save her children . It is an impassioned in Universal Credits . As the characters poke around the ruined
plea that no character of a good alignment will be able to tum vehicles, one of them spots a discarded sheet of paper. It looks
down, and even Unprincipled and Aberrant characters will be as if it had been used to w ipe the blood from someone ' s hands .
touched by her words . She also offers them her prize cow, six C loser inspection reveals that the paper bears the governmental
chickens and a hot meal - it is all she can afford to pay. The fact seal of New Lazlo from the Mayor's office. A wanted poster for
that this maniac has the children m akes finding h im all the more Gunther Black is also nearby, stuck to a bit of shrubbery .
time sensitive. The fiend is not l ikely to keep them alive for Line: While the b lood soaked paper is unreadable, if a psy­
more than 72 hours. Mr. B lack may have kidnaped them to be chic Object Reads the paper, it will reveal that the paper' s
slaves, or to torture and kill, or to be eaten alive. Or he might be owner is an evil, angry, medium level Ley Line Walker. The
planning to sacrifice them in a magic ritual. psychic will also get an image of three or four old-style
Sinker: Should the group accept the j ob of looking for the SAMAS, repainted in mercenary colors, blasting away at a
children or working as m an-hunters trying to capture (or kill) group of civilians in trucks. A b lack haired man stands in the
Gunther Black, they stumble across a small wooden shack deep middle of the carnage, several people already dead at his feet. It
in the surrounding forest. The sounds of weeping and crying can is this man who is wiping blood from his hands with the paper.
be heard coming from inside the building, along with the growl­ The psychic reading ends with the man ' s and the SAMA S going
ing of something "unnatural ." When the players investigate, down the southern trail, but just before the vision stops, the psy­
they will di scover the two children locked in a steel cage . Stand­ chic sees the man ' s face . It is definitely Gunther Black. Our
ing guard over them, outside the cage, are a pair of Serpent heroes stand at that very trail . Gunther B lack and the SAMAS
Hounds (see Rifts® World Book 1 8 : Mystic Russia, page 40. can' t have more than a six hour lead on them. (In the alternative,
The G.M. may add a hound or m ay substitute Serpent Hounds any type of Wilderness Scout/Woodsman should be ab le to tel l
with some other appropriate monster or lesser demon, but what­ that those responsible went down the southern trail.)
ever it is, they should be deadly). The guardian monsters attack Sinker: Traveling south, down the trail, the player group
the first intruder they see and will fight to the death, eating any­ runs across the four repainted SAMAS j ust as the brigands are
one who falls prey to them . preparing to take flight. H owever, the man is not with them ,
The monsters and the children have been left behind as a there is only the four 3 rd level power armor p ilots clad in re­
ploy to throw any do-gooders follow ing Gunther off his trail, or built, old style SAMAS (each suit only has 2D6x l 0+50 M.D.C .

23
remaining, but all weapon systems are functioning fine). These gitive 's story of lies and pleads for the characters to leave him in
weasels make a living raiding and robbing, killing is just a fun peace. If he believes the heroes have honestly fallen for his yam,
perk for them. They hooked up with Gunther a few days ago and Gunther m ay even suggest that they go back to New Lazlo to­
have been working together ever since - they like his style . gether, wipe out the Mayor' s henchmen (i.e . , the Mage Police),
Somehow Gunther knew bounty hunters were on his tail, so he publ icly execute the Mayor, and liberate the city-state from that
gave each of the raiders a couple thousand credits in gems, and adm inistration ' s tyranny . Of course, Gunther plans to take the
told them to hang back, ambush any pursuers and that he ' d pay seat of government for himself, kill anyone who gets in his way
1 0,000 credits for every head they brought back to him . Thus , (read: the player group) and begin to build his new k ingdom .
they attack as soon as they see the player group . The above in­ However, GungraaVGunther is no fool, and if he senses the
fonnation is provided by any of the power annor pilots who sur­ slightest bit of trickery and insincerity, the dragon will know the
vive the battle. Likewise, in exchange for his freedom, one of heroes are just leading him on, and he ' l l play along only long
them can show our heroes Gunther ' s secret hideout just north o f enough to lure them into the open where he can destroy them .
Stonnspire, i n the Federation of M agic. Likewise, if one or more of the player characters challenge the
Alternative Sinker: The four SAMA S clad raiders don' t facts or suggest he ' s lying, the dragon is quick to anger and will
know Gunther at a ll, but they are also o n h i s trai l, hoping to col­ launch his own attack. Gunther/Gungraal will also attack if he
lect the bounty on his head. They notice the player group, figure sees that his diary is in their possession or missing. If he is at­
they are after Gunther too, and attack the player characters to tacked first, Gunther will assume his true dragon fonn, and the
elim inate the competition. Night Stalker will attack them without remorse . Gungraal will
not be locked in a jail cell and will fight to the death to avoid
such an ignoble fate. If defeated, all the valuables that the
A Dragon by the Tail
dragon had are hidden here in the cave, under the pillows in a
Hook: The group ' s most recent lead has brought them to the small depression dug in the ground.
hideout of Gunther B lack . To the ir surprise, it is nothing more
than a large cave in the side of one of the many m ountains in the
area. Approaching the cave entrance reveals that it is guarded by
four Serpent Hounds (or lesser demons or other type of monster Carl Dansinger
suitable for the task like a couple of B rodkil or B lack Faeries or
Witchlings) . The vicious guards are patrolling the mouth of the
Wanted Dead or Alive
cave and attack at the sight of fresh meat. If the player group
Merc Ops Number Two Most Wanted
manages to defeat the guards quickly, they can enter the cave
without further trouble. Bounty Commissioned by Free Quebec
Line: Searching the cave reveals no furniture, just a large 7,000,000 Credits payable upon receipt of the fugitive.
pile of pillows to one side of the cave, surrounded by books , 4,000,000 Credits payable upon receipt of the corpse.
files and other papers, many of which bear the seal of New
Lazlo. Several of the papers and files detail the illegal activities Known Statistics
of Mayor Patrovick and the part Gunther p layed in them. The Full Nam e : Carl Edward Dansinger, fonnerly held the rank of
papers reveal that the good Mayor ran a dirty campaign, al­ Corporal .
though one has to wonder how much he actually knew about
Known Aliases : No known aliases .
Gunther/Gungraal ' s tactics. It' s not so much that the Mayor of
New Lazlo told Gunther what to do, but rather that he focused Race: Human .
on results, no questions asked. How his henchman accomplished Sex : Male.
that end was better left alone, giving the Mayor a convenient Age : 3 3 .
out. Closer inspection of the books may (0 1 -5 0% chance) un­ Height: 6 feet ( 1 . 8 3 m) .
cover the personal diary of Gunther, a.k . a. Gungraal the Night Weight: 202 lbs (9 1 kg).
Stalker dragon. The diary talks about his history, situation and
Build: Muscular and well built.
the fact that he is trapped on Rifts Earth ; somehow his natural
Eye Color: Brown.
ability to dimensional teleport ceased functioning on his violent
trip to Earth . The diary talks about how the dragon has given up Hair Color: Grey.
his struggle to find a way back to his own dimension, dreams of Skin Color : Well-tanned Caucasian; possibly of mixed racial
building an empire on Rifts Earth, and his bloody plans for re­ heritage.
venge upon Mayor Patrovick and the people of New Lazlo. Distinguish ing Featu res : Large scar across the eye and left s ide
There are also gory accounts of his killings and other despicable of the face, three M .O.M. style implants protruding from the top
acts , almost as if he is proud of his despicable acts. of his head and a tattoo on his right shoulder of a Coalition
Sinker: Shortly after the player invades the hideout and finds Death' s Head emblem w ith three bullet holes in the forehead.
bits of evidence (and poss ibly the diary), Gunther returns home . Known Capabilities : Believed to be a Burster or a Zapper or a
Even if the group has hidden the bodies of the s lain guards, the mutant hybrid of both. He is a Master level psychic with a vari­
dragon will smell their spilled blood and the scent of humans. ety of physical psionic powers, including Electrokinesis,
Seeing that the bounty hunters have trailed him to his sanctum , Pyrokinesis and Telekinesis. The full range of his abilities is un­
he tries to speak to the party from the mouth of the cave. Hoping known, and they m ake the fugitive anned and dangerous even
they haven 't yet figured out h e ' s a dragon, Gunther tells his fu -
when he is without any obvious weapon.
24
The suspect was later positively identified as the deserter
Corporal Carl Edward Dansinger, by Ie Surete du Quebec (civil
secret intelligence) . The C ivil Secret Service also has released
information that Dansinger has stolen a case of 1 2 heavy fusion
blocks and that he is severely mentally unstable and may be
plotting a terrorist strike on Free Quebec or the surrounding
communities. Dans inger is believed to be a Psychic Zapper with
a range of Burster pyrokinetic abilities, making him extremely
dangerous even when he appears to be unarmed. Deadly force
has been authorized in the apprehension of this disturbed felon.
Corroborating Data: Additional military reports released to
civilian authorities indicate that C arl Dansinger was a volunteer
in a Mind Over Matter (M .O.M.) implantation experiment by a
rogue cell within the military designed to create a superman .
Corp . Dansinger seemed to be a success in the illegal experi­
ment, but subsequently exhibited increasing paranoid delusions
and violent behavior. It is believed that his delusions now con­
trol his mind and emotions, and that the once decorated soldier
now believes Free Quebec, the Coalition States and most au­
thority figures to be his enemy and the enemy of the people.
Tragically, Dansinger ' s acts of murder and attempts to unleash
mas s destruction are his misguided attempts to save lives and
liberate Free Quebec from an invading force. He harbors the de­
lusion that the Quebec governm ent surrendered to Emperor
Prosek, and that the Coal ition Army has seized control of Free
Quebec and rules over the nation with an iron fist. Anyone in a
uniform is perceived to be an evil Coalition Soldier.

GM. 's Notes : The True Story


The following is the real background on this character. Only
Accom plices : A lthough he often works alone, he sometimes
some serious investigation and/or coming across the right peo­
leads bands of pirates and bandits to raid military targets and
ple will reveal any of this information. Game Masters, use your
commercial cargo vehicles. He is disenfranchised from his for­
discretion.
mer Free Quebec military unit.
Carl Dans inger was an upstanding soldier twice decorated
Last Known Location : O ld B ones in the Trade Center District
for heroics in the field of combat and scheduled for a promotion.
of town, just outside the Riverside Hydroelectric Power Plant.
He was part of an elite Special Ops unit where he was noticed
Arrest Warrant For: Military arrest warrant for one count of
by the unit ' s superiors . They had a secret program that needed
striking a superior officer and thirteen counts of murder.
volunteers like Dansinger, and true to form, when approached,
Crim inal Record : None, but he is suspected of terrorism and as he accepted. The program was radical, a revolutionary way to
many as 3 6 different murders in the nation of Free Quebec
instill superhuman abilities into ordinary soldiers. The process
alone.
involved using brain implants similar to those used in M.O.M.
History: Most Recent Incident: At 5 : 3 5 PM, March 8 , 1 09 P . A . , conversions to create Crazies . The main difference was that the
the suspect entered door J 2 , level one of the m ega-city o f Free implants were not supposed to unleash psychic abilities (the
Quebec. The subject was stopped and inspected by customs, people of Free Quebec don' t trust psychics), but bring out other
where the individual passed the customary exam inations and superhuman abilities such as energy expulsion. When told about
questioning. a program designed to create super-soldiers to fight in Free Que­
A s ingle soldier returning from the Chi-Town front recog­ bec ' s struggle for true independence, the Corporal volunteered
nized the suspect, and screamed out to Customs Officials that without hes itation. This occurred j ust a few months after Free
the person in question was a murderer and deserter. At that time, Quebec split from the Coalition States and Coalition forces were
the subject released his psionic m asking, allowing our psi-sen­ gathering on the borders of Quebec .
sors to detect him, and launched into an attack. The suspect re­ What Dans inger didn' t know was that his unit was controlled
leased a bolt of electricity that killed the soldier who identified by a rogue cell within the Quebec military. A covert group of
him and then turned his attention on Customs Officers, killing super-patriots who skirted the line when it came to the govern­
them and nine civilians w ith bolts of fire and e lectricity before ment ' s long-standing position on psychic abilities - for what
fleeing through the same door he had entered. The entire melee else could these brain implants be doing, but finding a way to
lasted 96 seconds and was captured by surveillance cameras. tap into the psychic potential of the subject? The ability to chan­
Outs ide of the mega-city, he stole a Free Quebec armed nel electrical energy l ike a Zapper and/or pyrokinesis like a
forces Cougar Hover Jeep and some weapons. Burster was the goal of the program, and both were psychics .
This rogue outfit, however, had convinced itself that if their ef-
25
forts were a success, their superiors would thank them and en­ When High Command arrested Dansinger ' s Spec Ops leaders
dorse further human augmentation. After all, technically thi s for engaging in illegal psychic experimentation and sent a squad
was NOT psionic augmentation, because the test subject was not to remove h im from duty, it proved what the voices were saying
a psychic, but an artificial means of inducing abilities to control was true. That the CS had gotten to his comm anders and the
electricity and fire without being psychic. At least that was the government leaders. A true patriot, Dansinger decided to defy
rationale. his orders to stand down and continued to fight the CS occupa­
Dansinger underwent brain surgery and was given with three tion force and the traitors who sold out their own people. The
brain amplifying implants that the rogue scientists were certain collection team - members of his own squad - sent for
could tap into the part of the m ind that could influence and con­ Dansinger were the first to feel his righteous wrath. They tried
trol energy fields outside the body. The surgery went well and to reason with him , but the voices said, " Look, son of Free Que­
Dansinger came out of it in good spirits. At first he exhibited no bec, look how deep the treachery reaches. Even your brothers
special powers . His only peculiarity, a fear and distrust of the tum against you and their heritage. You are alone now. Only
doctors and nurses that were helping him recover from the sur­ you can liberate the motherland. Only you can defy the Coali­
gery . By his third week of recovery, however, C orp. Dansinger tion, destroy the traitors and inspire the people to rise up and de­
was manifesting a number of abi l ities . For one, he was almost mand their independence."
completely healed. For an other, he could control fire and expe l Dansinger didn't want to believe the voices. He screamed
bolts of electrical energy from his hands . Moreover, the soldier and pleaded with his teammates to stop fighting him. To stand at
wanted to get back to the field of combat where he could test his his side and to defy the leaders who betrayed them all. To fight
newfound powers and help defend his beloved country from the the Coalition tyrants with their last dying breath so that the peo­
Coalition forces. ple of Quebec could live free . He didn ' t stop his pleas until his
Unknown to his doctors and handlers, Dansinger was also be­ teammates laid at his feet dead or defeated.
ginn ing to hear voices and a constant machine noise in his head. Ironically, Free Quebec ' s independence came one month af­
When the Corporal finally confessed about the constant machine ter Dansinger ' s break with reality. The Coalition Army pulled
noise and " confusi on" (not voices), the rogue team leaders de­ its troops out of the country long ago, and Emperor Prosek has
cided to ignore the problem as a m inor complication of the im­ signed a treaty acknowledging Free Quebec' s sovereignty.
plants. They had the doctors give him some medication to help For Corporal Dans inger, however, the war continues. Every
quiet the noise in his head and enable him to concentrate better, person he sees in a uniform is either a C oalition Solider or trai­
and other m edication to help him sleep. Then they posted him tor in the Quebec Army. A diehard patriot, Dansinger strikes out
back with his old Special Ops unit with an observer attached to at Quebec ' s defensive fortifications, m i litary patrols, ammuni­
watch his progress. Things seemed to go well for the first few tion depots , Quebec Glitter Boys, communication towers, sol­
months. Dansinger showed a wide range of abilities involving diers, police officers and other authority figures in an ongoing
electricity and fire, and phenomenal control over both. He pos­ campaign to "harass the enemy," for he does not see his own
sessed nearly the ful l range of Zapper and Burster abilities, and people, but occupying Coalition Soldiers. He ' s also come to
if that was not enough, Dansinger seemed to exh ibit an intuitive trust the voices complete ly, for they never lie, and kills only
understanding of how best to use them . when they tell him to (which is with increasing frequency), or
Despite this wonderful news, his handler reported increas­ when he fears for his life or capture by the enemy . Dansinger
ingly erratic behavior by D ansinger, and suggested removing the also surfaces to make impassioned pleas to the people of the
Corporal from active service for a psychological evaluation un­ Quebec ' Burbs and outly ing communities beyond the fortress
der control led conditions. Chief among the handler' s concerns city of Quebec. When someone chastises him, tries to reason
was that he suspected Dansinger was developing other psychic with him or calls h im crazy, Dansinger sees only Coalition spies
abilities, which was bad, that he was lying about them, and or traitors. When the authorities arrive on the scene, or anyone
worse, that he was regularly taking wild risks that put himself tries to apprehend him (Le., the player characters, mercs, bounty
and the rest of his unit in severe danger. H owever, the leaders of hunters and well intentioned heroes), the mentally ill super-sol­
this rogue unit decided to keep D ansinger in the field and sent dier sees Coalition troops coming to kill him ! The voices concur
him and his squad on several dangerous covert operations and encourage him to fight back, unleashing fire and lightning
against the Coalition invasion force where a superman would with deadly force and ruthless savagery.
come in handy. Corporal Dansinger performed beyond expecta­ Lately, Dansinger' s assaults have become even more diverse,
tions, so they ignored the fact that the Corporal' s displays of with him attacking commercial trucks, ships and vehicles he be­
Pyrokinetics and Electrokinetic powers injured and scarred sev­ lieves are enemy convoys of tanks, giant robots or supply trains .
eral members of his own s quad. I n short, the rogue leaders only And now he has issued a threat to the Quebec government :
heard what they wanted to hear, and they didn ' t want to hear Throw out the Coalition invasion force and compel the people to
that a) their hard work was a failure or b) they may have ruined fight for their freedom, or be destroyed. There is evidence (the
the life of a soldier who was a genuine hero. fusion blocks for one) that he plans to destroy the heads of par­
By the time the unit ' s leaders recognized that Dansinger had liament in acts of terrorism to wake up the citizens of Quebec
become a liability, it was too late. The Corporal was l iving in and incite them to rise up against the (imaginary) CS tyrants and
his own fantasy world and trusting only the voices in his head . traitorous leaders who subvert their freedom and happiness.
Voices that told him the Military High C ommand was out to get Perhaps unnecessary to say, Dans inger is terrorizing and kill­
him and his squad, and that the government leaders of Free Que­ ing the very people of Fre e Quebec he believes he is fighting to
bec planned to sell out the people of Quebec, surrender, and let liberate. He has already destroyed private and public property to
the Coalition Army place the nation under its military control .
26
the tune of millions of credits, has set hundreds of fires, injured Dansinger is not proud of the things he has been forced to do
thousands, and killed several dozen civilians (his rap sheet does by c ircumstance, but as any good soldier knows, war is hell and
NOT include the two scores of m ilitary people he has killed or one must do what needs to be done. Dansinger may seem evil,
the hundreds of so ldiers he has injured attempting to bring him but in his mind he is a hero fighting for a noble cause. A cause
in). Many more will suffer from Dansinger' s increasingly vio­ for which he is willing to die. He doesn' t realize the war is over
lent and expanding m i litary operations against the imaginary en­ or that he has killed innocent civilians . Even if it can be proven
emy . In his tortured m ind, bringing down the government is a to him, there is always co llateral damage in war; innocent peo­
logical strategy, and anyone who stands in his way will be fried. ple die, it' s the high price of war and can ' t be avoided.
The Quebec military and police have their own plans and op­ Dansinger ' s only purpose is to force the Coalition Army to
erations in mind to stop this lunatic - one way or the other - but vacate Free Quebec and recognize its independence as a sover­
so far, he has managed to elude all such attempts. Dansinger is eign nation . Nothing can convince him that this has already
using hit and run guerilla tactics against Free Quebec and its transpired and he is fighting a phantom war. Any "evidence"
military, while ho ling up outside the city proper. In recent that is produced wiII be deemed by him as fakes and forgeries to
months, he has enlisted rogue mercenaries, pirates, rebels, raid­ confuse and trick him. The voices will reinforce that notion. As
ers and other criminals and madmen in his schemes. All of them for hi s o ld Special Ops unit and other commandos, he sees them
go along w ith the insane warrior because he leads them on raids all as traitors and rel ishes the idea of revenge against his old
to rob and loot Free Quebec ' s military depots, bases, convoys teammates and superiors .
and Navy ships, and now commercial cargo haulers. Loot which Dansinger wiII never acknowledge that he is insane or that
the bandits divide up and sell on the B lack Market and to other the voices in his head are pushing him further into insanity. He
brigands. Of course, Corporal Dansinger thinks they are all cou­ wiII insist that any suggestion of insanity is a conspiracy to
rageous freedom fighters whom he has come to trust. This has fram e him and discredit his patriotic actions in the eyes of the
led the government of Free Quebec to post a bounty on public.
Dansinger' s head in the hopes that one of these greedy brigands It is believed by most experts that removing the brain im­
will kill him for the money, or some other merc outfit will inter­ plants will eliminate Dansinger' s super abilities and leave him a
vene and bring him to justice. So far, that hasn' t happened. The vegetable. A tiny handful fear that removing the implants at this
problem is that the leaders of the bandits, pirates, and raiders are point wiII have no effect, except to make him angrier and set off
protecting h im . They are realizing h igher profits than they have a berserker rage, or allow him to feign incapacitation long
ever seen, thanks to this lunatic and his "military raids." He' s enough to make good an escape . An escape that can only lead to
their "golden goose," and they aren 't going to let anything hap­ a new campaign of murder and terror, thus, they advocate the
pen to him if they can prevent it. Consequently, they hate it only way to be safe is to kiII the poor soul.
when Dansinger sneaks off on one of his imaginary solo mis­
The real tragedy in all this is that Corporal Dansinger is a
sions.
good man and a loyal soldier. It' s not his fault h e ' s doing these
Dansinger' s recent attempt at using his psionic powers to terrible things, he was a pawn in a bigger game that went wrong,
mask his true identity is only his first attempt to slip into the and he is truly delusional . If there is any alternative to removing
mega-city undetected, with Fusion Blocks in hand. His plan, to the implants and rendering him catatonic, or killing him , it is a
blow up parliament ! Thi s time he was recognized, but what
solution that will have to be found and implemented by an
about next time? And although he was discovered and was
outside source (i.e., the player characters). However, it certainly
forced to flee, ten more innocent people died in Dansinger's at­ appears that the only viable solution is to put Dansinger down
tempt. Unless he is stopped, disaster awaits . like a mad dog.

The Fugitive 's Story True Stats for Carl Dansinger


Dansinger is a true, blue patriot fighting for his people, plain Race: Human .
and simple . He is completely lost in his delusions and perma­ Alignment: Scrupulous, but his delusions have him acting more
nently insane. At this stage, removing the brain implants will like Diabolic or Aberrant evil.
have no positive effect on his mental state .
Attributes : I . Q . 1 3 , M . E. 28, M.A. 1 4, P.S. 1 5 , P.P. 1 7, P.E. 25,
If Dansinger is ever captured he will do everything in his P.B. 1 4, Spd. 20.
power to escape. If he can ' t escape, h e ' l l fight to the death, tak­
Hit Points: 56. S.D.C. : 43 .
ing as many of the enemy as he can with him . H owever, the one
thing Dansinger is not, is suicidal . The madman is brilliant, wel l Height: 6 feet ( 1 . 8 m). Weight: 202 1bs (9 1 kg) of muscle.
trained in Special Ops, and extremely resourceful. He will play Age : 3 3 , Sex: Mal e .
possum or seem to cooperate while he secretly waits for the P.P.E. : 4.
right opportunity to escape or wreak mayhem upon the enemy. I.S.P. : 2 8 7 .
A career so ldier and special operative of Quebec ' s elite Com­ Experience Level : Equal t o a 9th level Commando and 5th
man do Division, he has been trained to resist torture, drugs and level Zapper and B urster.
other forms of coercion, and will be reluctant to tell his side of
Insanities: Dansinger is a classic paranoid schizophrenic who
events even under the most gruesome torture or most pleasant hears imaginary machine noise and voices in his head. He is
and hospitable conditions . Any sort of incarceration, even a hos­ also afraid of flying, extremely aggressive, ruthless, and ob­
pital , wiII be seen as an interrogation camp, and everyone work­ sessed with his delusions - namely driving Coalition occupa-
ing there an enemy .
27
tion forces from his homeland, making traitors pay for their Com bat Bonuses : +2 to initiative, +4 to strike, +6 to parry and
treachery and seeing Free Quebec become a free, independ­ dodge, +2 to disarm , +6 to pull punch, +5 to roll with punch,
ent nation. He has no remorse or hesitation at killing the en­ fall or impact, +4 to save vs Horror Factor, +7 to save vs
emy (i.e., those he believes are Coalition soldiers, traitors, psionics and insanity (Master psychic; needs a 1 0 to save vs
spies, assassins or anyone out to get him), and shows no psionics), +20% to save vs coma/death, +5 to save vs magic,
mercy in dealing w ith them. He reacts with mindless aggres­ poisons, toxins, and disease.
sion and a homicidal fight response when cornered. He also Other Com bat Info : Kick does 1 D6 S . D . C . damage, Critical
has a phobia about doctors and anyone in the medical profes­ Strike on an unmodified roll of 1 8, 1 9 or 20, W.P. Paired
sion (including Psychic H ealers ; part of his extreme para­ Weapons, and Judo-style body throwlflip; does I D6 S .D .C.
noia), and a god complex in which he believes only he can damage, and the victim loses initiative and one melee at­
get the people of Quebec to rise up and throw off the CS tack/action.
shackles of subjugation, and that the voices are angels guid­ Favorite Weapons : Although Dansinger tends to rely on his
ing him. Otherwise, his day to day routine is an unrelenting
psionic abilities, he still uses a few military weapons; carries
motivation to harass, kill and repel the enemy. 14 Micro-fusion grenades, 6 standard E-Clips and 4 long
Disposition : Carl Dansinger was once a nice guy, but has been E-C lips . Dansinger tends to pick up new grenades or E-Clips
driven insane as a result of the brain implants that gave h im off the bodies of his victims as he needs them .
his incredible psionic abilities. He is so completely lost in his Q I-02 "Stopper" Ion Pistol : Mega-Damage: 4D6+4 M.D.
delusions that nothing can shake his beliefs, making him all per single blast. The pistol cannot fire bursts. Rate of Fire :
the more dangerous. Sem i-automatic, each shot counts as one melee action.
Horror Factor: 10 to soldiers, 1 5 to the public/civilians . Range : 200 feet (6 1 m). Payload: 12 shots per standard
Skills of Note : B asic Math (90%), B asic Electronics (98%), Ba­ E-C lip or 24 per long E-Clip.
sic Mechanics (70%), Body Building, B oxing, Demolitions CP-50 Dragonfire: Mega-Damage : 2D6 M.D. per single
(89%), L iterate in American and French (75%), Climbing blast or 6D6 M.D. per triple-blast. Micro-fusion grenades,
(85175%), Navigation ( 8 5 %), P ilot: Hovercraft (Ground) fired from the underbarrel grenade launcher, do 6D6 M.D. to
(98%), Prowl (65%), Read Sensory Equipment (80%), Radio : a 12 foot (3 .6 m) diameter blast area. Rate of F ire : Laser fires
Basic (98%), Running, Speak American and French (9 5%), single shots or triple-bursts. Grenade launcher fires s ingle
Streetwise (56%), Trap Construction (59%), Wilderness Sur­ shots or bursts of four rounds. Range: 2000 feet (6 1 0 m).
vival (70%), Wrestling, W.P. Energy Pistol, W.P. Energy Ri­ Payload : 30 laser blasts per long E-C lip and 1 2 grenades in
fle and W.P. Knife . the grenade launcher.
Magical Knowledge : None . Body Arm or: Free Quebec QEBA- 1 0 body armor, currently
Psionics : All the standard abilities of the Zapper at 5th level and has 63 M.D.C. remaining.
all O . C.C. abilities and ps ionic powers of the Burster also at Personal Vehicle: A stolen Cougar Hover Jeep from Free Que­
5th level, p lus the following: Alter Aura (2), Bio-Regenerate bec; the vehicle still has 220 M . D . C . , but all of its weapons
(self; 6), Brain Scan ( 1 0), Deaden Senses (4), Impervious to have been stripped. It was in for repairs and refit when
Electricity (no l . S . P . ; half damage from all energy attacks), Dansinger stole the vehicle .
Sense Electricity (2), Electrical Aura & Radiate Electricity
Other Equipment: The madman has stolen no less than 1 2
( 5 ; electrified body protection : 3 8 M . D .C.), E lectrical Ab­
heavy fusion blocks (4D6x l O M.D.C. each) ! He intends on
sorption (4), Electrokines is (varies; double normal range),
using them to blow up the parliam entary offices in Free Que­
Mask l . S .P. & Psionics (7), Mind B lock (4), Nightvision (4),
bec and other government buildings and personnel. Personal
Presence Sense (4), See Aura (6), See the Invisible (4), Speed
items are limited, m ost are basic mi litary gear.
Reading (2), Summon Inner Strength (4), Telekinesis (super;
Money: Spends money he acquires on explosives, equipment
1 0+), Telekinetic Force F ield (30, 225 M . D.C.), Telekinetic
and efforts that support his delusional quest. Currently has
Acceleration Attack ( 1 0/20), Telekinetic Leap (8), Teleki­
200,000 credits on various credit sticks stolen from his vic­
netic Lift (6), Telekinetic Punch (6), Telekinetic Push (4),
tim s.
and Telepathy (4).
Most Notable Fire Powers : Impervious to F ire and Heat (no
l . S . P . cost) , Extinguish F ires (4 l . S . P . ; 95 feet/29 m), Fire Hook, Line & Sinker Adventures
Bolt (2 l . S . P . and does 7D6 S.D.C . damage, or 4 l . S .P. to in­
flict 3 D6 M . D . ; 1 9 0 feetl58 m), Fire Eruption ( 1 0/20; dam­
No B o n e s About It
age varies + I D6; 1 40 feetl42 m) and Pyrokinesis (varies;
does I D6 additional M.D.), p lus all the other Burster ps ionic Hook: The player group is sitting around in a pub in Old
abilities. Dansinger just grows more and more powerful with Bones, looking through the Merc Ops list of new bounties .
every passing week, although most experts believe he has Many of them appear to be out of the characters ' league, or are
"peaked" and will not develop any additional powers from just small fries not worth their time. At that moment, as fate
th is point on. would have it, one of the characters recognizes a man entering
Psi-Implants: Psionic Actuator implant, Psionic Booster im­ the bar. It is none other than Carl Dans inger, the second most
plant, and Psionic Eruptor implant. wanted fugitive on the M erc Ops bounty list. A big score !
Dansinger moves quickly through the crowd and out the back
Com bat Training: Hand to Hand: Expert.
door of the pub.
Attacks Per Melee : Seven.
28
Line: If the characters rush out the back door they see the fu­ j eep when the characters catch up to him . If they stop to try and
gitive setting up a pair of heavy fusion blocks outside of the bar. prevent the bomb from going off, they are likely to be caught in
The bar is packed with off-duty Free Quebec soldiers having a its blast radius (full damage to those within five feetl 1 . 5 meters ,
good time, but to the delusional Dansinger, they are Coalition with the rest taking half damage, 2D4x l 0 M.D. ! ). As the coun­
soldiers and CS sympathizers laughing about how they push ter is too far along to stop, without some kind of magical or psy­
around the people of Free Quebec . The blast will certainly kill chic powers, their best bet is probably to dive for cover. If the
I D4x l O+ 12 soldiers and injure 2D6x l O other patrons when the group goes after Dansinger instead of the bomb, he leaps into
fusion blocks exp lode. After setting the bombs, Dans inger his idling hover jeep and speeds through town. If they give pur­
jumps into his Cougar Hover Jeep and flees the scene. suit, he will throw armed hand grenades (he has 24 at this point)
The characters have time to stop the simple timer, or they can out of the j eep to stop them. He is only concerned with getting
chase after the madman, not both, unless they split up. away, not fighting, but still, innocent people are likely to get
Those who chase after him will be led out of town, until they hurt.
eventually lose sight of h im in a small market bazaar just out­ Sinker: At some point in the chase our heroes will find a
side of town. nasty surprise. Dansinger realized some time ago that the player
Disarming the bombs or grabbing them and runn ing them out group was better at tracking him than he was at running away,
someplace where there are no or few people, will save dozens of so he booby trapped his Cougar H over Jeep w ith one of his sto­
lives and earn the heroes the gratitude of the locals (particularly len fusion blocks . Once he is out of sight of his trackers, he
the bar owner and the soldiers ins ide). This could help the group parks and gets out of his vehicle, waiting nearby with a radio
with problems in the future and/or getting clues and information controlled detonator. Once a few of the characters begin to
to help them track down Dansinger. snoop around his j eep, Dansinger will b low it to h igh heaven,
doing a combined damage of 4D6x l 0 M . D . to a blast radius of
Sinker: Dansinger' s jeep is found hidden under an old tent at
20 feet (6. 1 m) ! He hopes to kill or damage them enough to get
the old bazaar, but he is nowhere to be seen. When the group
them off his tail. Note : He realizes they are bounty hunters, but
fans out to look for him, they come up empty-handed. Unfortu­
has never liked warriors willing to hunt down other men for
nate ly for them, Dansinger has paid a gang, giving them 1 0,000
money rather than a noble cause . To h im, they are just hired
credits, to "get rid of anybody who fol lows him." (The eight
guns working for his enem ies.
gang members are 4th to 6th level C ity Rats and Cyber­
Snatchers, armed w ith laser pistols that do 2D4 M.D. , Vibro­
Blades that do I D6 M . D . , and wearing body armor with 3 0-45 One Final Blast
M.D.C.) He also gave them two hand grenades (4D6 M.D.) just
Hook: A new lead has taken our heroes (who hopefully sur­
in case. The boys in the gang are quite happy to get rid of the
vived the previous explosive encounter with Dansinger) to a
player characters, steal the ir valuables and chop ' em up for cy­
wooded area. The fugitive ' s trail is easy for any type of tracker
bernetic parts. They are also satisfied with simply running them
to follow through the northern Ontario countryside . While
off. The gang is large enough where they will try to surround the
Dansinger' s trail is easy to folIow, our heroes will have to fol­
interlopers and jump them . Police don ' t come to this part o f
low him on foot due to the nature of tracking and the thick natu­
town, so the player characters could fi n d themselves in a pro­
ral terrain. Faster methods of travel make it impossible to follow
tracted battle. There is also a 0 1 -5 0% chance that the battle will
the trail.
be j oined by I D6+ I additional thugs or Cyber-Snatchers if it
Lin e: Follow ing the fugitive' s trail is not as easy as it first
lasts for more than two or three minutes.
appears. Dansinger has set six different explosive traps (2D4x l O
M.D. each) along the trail to blow up anyone stupid enough to
follow him. The explosions will also alert him that he ' s being
Your Bomb or Mine
pursued and help indicate the location of his pursuers . (G.M.s,
Hoo k: Dansinger flees south after the player characters en­ have some fun with the traps as listed in the Rifts® Game Mas­
countered h im in O ld Bones. The lunatic has connections with ter's Guide, page 63 -64, don't make it too easy for the characters
the Pirates of Montreal as well as other pirates and brigands up to fmd and avoid them all). Dansinger has grown tired of this
and down the St. Lawrence and active in the Great Lakes. Not to constant pursuit and figures the only way he can rid himself of
mention other brigands and mercs he believes to be freedom them is to maim or kill all of them. Watch your step !
fighters, so he could be headed almost anywhere. Surprisingly, Sinker: Dansinger knows the bounty hunters are coming
his trail has been relatively easy to follow, as he has been blow­ long before they can get to the little hunting shack (400 S . D . C . )
ing up Free Quebec and real Coal ition base camps, outposts and where he is hiding. Tipped off b y the noise of explosions and h i s
patrols alI the way to Iron Heart! While following the trail , Psychic Sensitive powers, Dansinger w i l l b e ready for a final
somewhere i n the o l d Canadian province of Ontario, near the confrontation. He' s tired of running, and if his enemy gets this
town of New Hope, the player group catches a glimpse of the far, he plans to stand his ground and fight. Inside are alI his
fugitive. When they see him, he is in the midst of planting an­ weapons set out for easy access, like in some O ld West movie.
other fusion block, outside of another bar, this time with some Dansinger w i ll shield himself w ith hi s psi-powers and blast
off-duty CS troops partying it up inside . No one else seems to away at the characters until he runs out of grenades and ammu­
see Dansinger at work and his bomb looks nearly complete. nition . Then he wiJI light up his Zapper, Burster and other offen­
Lin e: While our heroes may have had time to stop his last at­ sive psychic powers to lay waste to them once and for all. The
tack, this time Dansinger has set a fusion block for a very short super-soldier is tired of being hounded, angry, and ready for a
delay - just 1 0 seconds - and he is already running for his hover showdown, so he will not pull any punches. Unless the player
29
characters are able to disable and/or restrain Dansinger, he will
fight to the death rather than be captured. His psionic powers
will make it highly unlikely that the characters will be able to
catch him by surprise, and their best chance for success is team­
work, coordinated attack and a bit of luck. Actually, setting their
own trap and laying in wait in ambush is better yet. Although a
well placed sniper ' s shot is not a hero ' s preferred way, it may be
the group' s best course of action. Magic and psionics may also
help even the odds in a standup battle. This war story is not
likely to have a happy ending. Note: If the group should tum
back in retreat, Dansinger will not pursue them, satisfied with
running them off for what he assumes will be the last time. I f
they should cross paths after this, he w i l l kill every last one of
them without hesitation.

Frederic Hollin gsworth


Wanted Alive Only
Merc Ops Number T h ree Most Wanted

Bounty Commissioned by Storm spire


6,000,000 Credits p ayable upon receipt of the fugitive.
There is no bounty payable upon receipt of a corpse. The fugi­
tive must be delivered alive.

Known Statistics
Full Name : Frederic A llen Hollingsworth.
Known Aliases : Dragon Freddy.
Race : Human . such victim s found in just under one month. Psychic and magi­
Sex : Male. cal examinations of the bodies and crime scenes point to
Frederic Allen Hollingsworth as the most probable suspect. Sus­
Age : 23, but 3 rd month as a Juicer.
pect Hollingsworth was the recent recipient of Dragon Juicer
Height: 6 feet, 2 inches ( 1 . 8 8 m).
augmentation, and according to the technicians, he was unstable
Weight: 200 lbs (90 kg), all muscle. and may have turned psychotic after beingju i ce d.
Build: Typical Juicer's overly muscular build. It is believed that the suspect is unable to contain his urges to
Eye Color: Blue. kill, has become a serial killer, and is likely to leave a trail of
Hair Color : Blonde. bodies wherever he goes. Hollingsworth is important to
Skin Color : Caucasian with very pale skin . Stormspire for political reasons, so the bounty is for a live cap­
Distinguish ing Features : Both forearms are covered in large ture only. It is possible that he has already fled the city of
tattoos; a tattoo of a knight in full armor on his left forearm and Stormspire and is headed to another location in the Magic Zone,
a tattoo of a beautiful dancing girl on his right forearm . with Dweomer or the City of Brass being the most l ikely desti­
nation. However, Lazlo, New Lazlo or similar magic communi­
Known Capabilities : Dragon Freddy is a fully enhanced
ties may also be a destination, as might MercTown or
Dragon Juicer, he is presumed armed and dangerous. (See
Kingsdale, both common destinations for Juicers . His capture is
Rifts® Wo rld Book 10: Juicer Uprising for complete details
of paramount importance because this disturbed young m an can­
on different types of Juicers .)
not stop killing. Unless he is apprehended, many more innocent
Previous Accomplices : It is believed that Frederic has ties to young women will perish.
Lord Dunscon and the Federation of Magic.
Last Known Location : Headed for Dweomer, exact location
unknown. The Fugitive's Story
Arrest Wa rrant For: Multip le counts of kidnaping, rape and According to all the experts, including the technicians who
murder, the actual number (3 0+) of counts is still unknown. performed the Dragon Juicer augmentation, the experience has
Criminal Record : None. Hollingsworth was a fine, upstanding driven Frederic Hollingsworth insane. Most subj ects suffer
member of Stormspire until he underwent the Juicer process. some form of mental illness as a result, but seldom this extreme .
History: Jane May was found murdered on the morning of Au­ Dragon Freddy, however, insists he is N O T crim inally insane.
gust 6, 1 09 P.A., she had been sexually assaulted, slain and her Anyone who finally captures this fellow will quickly realize
body horribly mutilated. She was the first of an estimated thirty that Freddy truly believes he is a dragon . Freddy denies being

30
crazy and is indignant that mere "mortals" were able to capture Frederic Hollingsworth. With the fall of Tolkeen and Lord
him, a dragon. However, instead of trying to fight his abductors Dunscon calling for a War of Retribution against the Coalition
any further, he seems resigned to his fate and lets them take him States, Stormspire is being forced to provide Juicer augmenta­
wherever it is they p lan to go - Stormspire or wherever. On the tion to the Federation of Magic at cost, including the dangerous
way, Frederic will accurately recount how he was recruited by and unstable process for creating Dragon Juicers. The candi­
Lord Dunscon to become a Dragon Juicer and what an honor dates being chosen by L ord Dunscon are often emotionally
and privilege it was to be chosen by such a great leader. It' s af­ and/or mentally unstable, homicidal maniacs and bloodthirsty
ter the treatment that his tale falls into the realm of fantasy. thugs who should never receive Juicer augmentation . K' zaa,
According to Freddy, he really is a dragon. He doesn't know Lord of Stormspire, has no choice in the matter, unless he wants
how, but his enemies have worked some dark magic upon him to defy Lord Dunscon, so he ends up ''juicing'' people like
to wipe away his memory and make him forget his true self. The Frederic Hollingsworth. Ironically, Frederic appeared to be one
Great Lord Dunscon must have known this and that's why he of the better candidates. He was a nice kid from the City of
had him undergo the Dragon Juicer process . . . because Brass and an admirer of Lord Dunscon. He was chosen for his
Dunscon must have known it would awaken his true dragon self. loyalty to L ord Dunscon and his disdain for the Coalition States.
Unfortunately, lam ents Freddy, the process was only a partial Lord Dunscon has been hand-picking zealots to serve in his
success, and though he now remembers being dragon, he is still new, elite corps of Dragon Juicer Commandoes. Frederic was an
locked in human form and has very few memories of his life as obvious choice and sent to K' zaa along w ith the appropriate
a dragon. Freddy suspects his dragon self is exerting itself, how­ amount of dragon ' s blood. The doctors and technicians at
ever, and may take control of him and do dragon things, which Stormspire performed the enhancement, and the procedure went
is why he experiences blackouts and doesn 't remember anything off without any problems.
while the dragon is in control. If he has actually killed any Shortly after his augmentation, Frederic awoke from his an­
women, and Freddy denies it, he can only assume it was the esthesia cal ling himself Dragon Freddy. Within a matter of min­
dragon inside of him. At least that ' s what Freddy claims. Sup­ utes, the doctors realized Frederic saw h imself not as a Dragon
posedly, he can't remember what he has done during these Juicer, but as an actual dragon. This meant Dragon Freddy saw
blacked out periods . If he thinks those listening to his tale are all other humans and D-Bees as inferior beings to serve his ev­
sympathetic, he adds that he was afraid he m ight have had ery whim and to be used and abused as he chose. At first the
something to do with the murders, and that is why he fled abuse was verbal, but quickly e scalated to physical violence,
Stormspire - in the hope that if he got away from the source of beating those who were unfortunate enough to get in his way or
the Juicer convers ion that the blackouts might stop and then , invoke his ire. Regrettably, these were only the first signs of his
maybe, nobody else would have to die. grow ing instability and vile change of nature.
If the player characters insist that he be taken back to Two weeks later, the hospital discovered a murdered nurse
Stormspire (for the bounty, trial or psychotherapy) Freddy begs laying next to Hollingsworth ' s empty bed. The first kidnaping
them to let him go. He say s fears he can't control his dragon-self occurred the very next day, 1 7 year old Jessica Adams. Her
and that if he ' s around lesser beings (Le . , humans and D-Bees) body was found in an alley three days later. Like all the women
the dragon will emerge and kill again. He seems very sincere who would follow, she was found beaten, abused and savagely
and passionate about this. If he can 't convince his captors to let murdered. Her corpse, beyond recognition, was identified
him go, he suggests it would be best if they took him to the City
through psychic means. Nice 01' Frederic had been transformed
of Brass where Lord Dunscon or one of his esteemed advi sors into a hom icidal maniac w ith the brute strength and endurance
should know how to contain the dragon inside of him. In truth, of a demigod. A brutal, sadistic, serial killer without any sort of
Freddy hopes they will be able to unleash him from his mortal emotional restraint, Dragon Freddie has a compulsion to kill,
form so that he may become a dragon again. Freddy wants to be and he enjoys all acts of violence. Even in a world as violent as
a dragon more than anything, and once that happens, he ' ll make Rifts Earth, the murders of Dragon Freddy are extreme, fright­
those who have hounded and hurt him pay for their callous inso­ ening and excessively violent.
lenc e ! Until then, or until he finds a genuine chance to escape,
he pretends to be contrite and doc ile. When Lord Dunscon tried to have his new pet Juicer returned
to the C ity of Brass, Freddy j ust slipped away from Dunscon ' s
It is beneath him (a dragon) to subj ect h imself to the will of
men and continued on with his killing spree. Even with the help
others, especially m ere humans, s o if his captors do not buy the
of Stormspire ' s guards, they have not been able to rein in
innocent playacting, Freddy denies that he had anything to do
Holl ingsworth, leaving four dead men in the wake of their at­
with the murders and insists that such things are not worth a real
tempt. The whole affair is very embarrassing to Lord Dunscon
dragon' s time. Dragon Freddy doesn 't care about the bounty ,
and the fact that the town guards cannot catch the maniac is an
who wants him or why, he just wants to be free and find a way
even greater embarrassment. The posting of the bounty has sent
to resume his real dragon form . He will not allow himself to be
everyone scrambling to get Dragon Freddy, but the demented
caged and will fight l ike, um, a dragon if threatened with being
young man has turned it all into a game of cat and mouse, and
put behind bars of any kind.
he ' s the predator.
Lord K'zaa ' s sees the sad fate of Freddy Hollingsworth and
Gam e Master Notes - The True Story his victims as an opportunity. If his agents can capture the
The following is the real background on this character. Only Juicer, K ' zaa can tum "Dragon Freddy" into the poster child to
some serious investigation or happening across the right peopl e expose Lord Dunscon ' s at-any-cost hatred of the Coalition
will reveal any of this information . Game Master discretion. States and that the cost of Dunscon ' s War of Retribution against

31
the CS is too great. He hopes to show that Lord Dunscon does­ Magical Knowledge: None.
n't really care about the citizens of Stormspire, and that Psionics: None.
Storm spire needs to break its allegiance w ith the Federation and Natural Abilities : Supernatural Strength and Endurance, leap
align itself with Dweomer against Dunscon' s mad dreams be­ 20 feet (6. 1 m) by 40 feet ( 1 2.2 m) with a short run; auto­
fore he brings ruination to them all. The advantage of Lord matic parry or dodge on all attacks, N ightvision 1 00 feet
K' zaa getting the young man is that h e ' l l actually try to get (3 0 . 5 m), see the invisible, hawk-like vision, keen sense of
Freddy help, not just execute him or throw him on the front-line smell, impervious to disease, normal heat and cold, and bio­
to kill as many of the enemy as he can before he dies in the regenerates 406 M.D.C. every minute.
name of glory for the Federation of Magic.
Com bat Train ing: Hand to Hand: Assassin .
Meanwhile Lord Dunscon wants Hollingsworth to hide the
Attacks Pe r Melee : S ix.
truth and prevent Lord K ' zaa or other enemies from using thi s
"unfortunate incident" against h i m (and resolve the problem by Com bat Bonuses : +4 to initiative, +5 to strike, +6 to parry and
sending Hollingsworth to his doom on a suicide mission). He dodge, +23 to damage, + 1 to disarm, +4 to pull punch, +6 to
needs to keep Stormspire a member of the Federation of Magic roll with punch, fall or impact, +5 to save vs Horror Factor,
and to keep the people of Stormspire rallied for war. All of thi s +2 to save vs psionics, +4 to save vs mind control, +40% to
has turned Frederic into a political hot potato with numerous save vs coma/death, +5 to save vs magic, + 1 0 to save vs poi­
factions looking to capture him for their own agenda. sons , toxins, gases and other drugs.
The bounty has sent Dragon Freddy into hiding and on the Oth er Com bat Info : Knockout or p in/incapacitate on an un­
run, but it has not stopped him from killing, though it has modified ro ll of 1 8 , 1 9 or 20, W.P. Paired Weapons, and can
slowed the body count to about one every three days. The Juicer inflict Mega-Damage with his bare hands : Punch : 406 M . D . ,
plans on fleeing to Dweomer or maybe New Lazlo, at least for Power Punch 1 D4x l O M . D. (counts a s 2 attacks), o r Kick
the time being. He ' s recently heard about the Pecos Empire and 506 M.D.
likes the idea of j oining one of the Pecos gangs, because it Favorite Weapon s : Dragon Freddy uses a pair of NG Ion pis­
would give him the opportunity to raid and kill Coalition troops . tols most of the t ime : Mega-Damage : 3 06 M . D . per shot.
No plans are etched in stone and Dragon Freddy will probably Rate of Fire: S ingle shots only. Range: 500 feet ( 1 52 m).
end up wherever the w ind happens to blow. How many women Payload : 1 0 shots per standard E-Clip or 20 shots from a long
will die along the way will depend on how fast somebody (and E-C lip. Freddy generally carries six standard E-Clips and
who) captures the l ad. four long E-Clips.
A pair of large Vibro-Swords : Mega-Damage : 206 M.D.
True Stats for Hollingsworth each and may be used as Paired Weapons and in simulta­
Race: Human . neous attacks (406 M.D., but Freddy cannot dodge or parry
Alignment: Diabolic. immediately after delivering a simultaneous attack).
Attributes : I.Q. 9, M.E. 8 , M.A. 1 2, P. S . 32 (Supernatural TW Fire Dagger: Mega-Damage : 206 M.D. (double dam­
Strength), P .P . 24, P.E. 2 5 , P. B . 8, Spd. 6 5 . age to beings vulnerable to flame) plus the fiery dagger re­
turns when thrown. P.P.E. Cost to Activate: 6 P.P.E. (or 1 2
M.D.C. : 245 .
I . S .P . ) to activate the dagger for 2 0 minutes.
Weight: 200 lbs (90 kg), Height: 6 feet, one inch ( 1 . 8 5 m).
Body Armor: Owns a suit of dragon skin armor ( 1 40 M.D.C.)
Age : 23, but 1 st year as a Juicer, Sex : Male .
and a light suit of NG Range Rider armor (30 M.D.C.).
P.P.E. : 62, I.S.P. : None.
Personal Vehicle: A.T.V. Speedster H over Cycle: 220 mph
Experience Level: 1 st level Dragon Juicer. (352 km), 75 M.D.C. with a single laser ( 1 06 M.D., 1 200
Insanities: Frederic believes he is a real dragon, and as such, he feet/3 66 m, unlimited payload) and mini-missile launchers ;
has the right to prey upon those lesser beings around him . each launcher fires two m ini-missiles (armed with plasma
Disposition : Although Frederic was once friendly and outgoing, 1 06x 1 0 M.D.C.).
but a bit unstable, now he is a brutal, sadistic murderer. Other Equipment: Techno-Wizard bio-comp, bio-data and
Dragon Freddy, as he is known, lost his humanity when he bio-feedback implants, drug harness and dragon blood sup­
underwent the Juicer process. Shortly after his conversion, ply, an IRMSS kit, utility belt, backpack, passive nightsight
Hollingsworth ' s personality changed and he became a cruel, binoculars, sunglasses, two canteens, pair of handcuffs, 3 0
cold-hearted killer who enj oys inflicting pain and suffering. feet (9. 1 m ) o f rope, and some personal items.
Horror Factor: Dragon Freddy is a serial killer notorious Money: 27,000 credits in cash.
throughout the Magic Zone. This reputation has earned h im a
Horror Factor of 1 2 , 1 5 for women.
Skills of Note : Athletics (Aerobics & General), Basic Math Hook, Line & Sinker Adventures
(70%), Boxing, Demon & Monster Lore (3 5%), Find Contra­
Freddy t h e Ripper
band (30%), General Maintenance & Repair (3 5%), Land
Navigation (3 6%), Pilot: Hovercycle (6 8%), Prowl (3 0%), Hook: In one of the many one horse towns on the way to
Radio: Basic (50%), Read American (50%), Speak American Dweomer, the bodies of three prostitutes are found gruesomely
and Dragonese (5 0%), Streetwise (32%), Wilderness Sur­ butchered. All were rather young and attractive. The attacks
vival (35%), Wrestling, W.P. Energy Pistol, W.P. Energy Ri­ only started about a week ago and the local authorities have no
fle, W.P. Heavy Energy Weapons . idea who the culprit may be. The townspeople, however, are
32
abuzz with talk about the killings and fingers point at every terror and arrive just in time to see the Dragon Juicer holding a
stranger in town. The authorities do not have psychics or even a wom an with one hand and big knife in the other. She ' s stil l
mage who could assist in finding the killer, so when the player alive, but won't b e in the next 3 0 seconds unless somebody in­
group comes to town, the local lawmen ask if they wouldn ' t tervenes.
mind lending them a hand. The player characters are approached Sooner or later, the evidence should point to Freddy the
for two reasons, I ) they l ook l ike hero (or capable mercenary) Juicer and a fight will ensue. The Juicer will fight until he is
types and 2) they weren't in town when the murders happened, physically subdued or killed. Or, consider the fol lowing alterna­
so they can be ruled out as suspects. Although the lawmen can­ tive.
not pay much for their services, they can offer to recharge any
E-C lips, give our heroes room and board, a hot supper, and their
eternal gratitude. C atching the Killer
Lin e: The locals suspect every stranger, but the local authori­ Hoo k: The basic setup is the same as the previous Hook,
ties have three suspects, a gang o f five bawdy roughnecks who L ine and S inker, in which our heroes are approached by the
like smacking women around (2 third level Headhunters, 2 Wil­ town leaders or local authorities and agree to lend a helping
derness Scouts and a Second leve l Necromancer; all Anarchist), hand.
a pair of oddballs named Merk and Smirk (a 4th level Bounty Sinker: The townspeople seem uncooperative and nervous
Hunter and a 6th level Professional Thief; both M iscreant) and a around our heroes, giving them the eye, pointing and whispering
quiet, brooding loner whom they think is named Freddy. The among themselves. When they are approached, the townspeople
last guy usually keeps to himself, but there w as one incident scurry away like rats, or refuse to talk. Eventually, word on the
where he got drunk and became boisterous and violent, starting street gets back to the player group that the reason the towns­
a fight in the local pub, taking on and besting s ix visiting mercs, people are acting so odd is that they suspect them as the killers
and then trying to pick up the barmaid who rebuffed his ad­ and are afraid to trust them. Apparently, someone (Freddy) has
vances. The bruiser named Freddy didn ' t l ike being rej ected by started a rumor that the group has been camped out in the woods
the barmaid, smashed a table in a temper tantrum and made the for the last week and could have easily slipped into town to rob
comment, " I ' ve had a hundred witches l ike you, and left better and kill. Further investigation of this rumor eventually points to
ones laying dead in alleys ." However, except for this scary out­ Freddy the Juicer as its author.
burst, the young Juicer has kept to h imself and (seems to have) Lin e: The Juicer isn' t at his apartment and can ' t be located.
stayed out of trouble. Personally, the locals suspect the gang o f Finally, one of the townspeople (perhaps the bartender who
five . The lawmen offer t h e information for the player group' s likes the group) says he saw him go out back with Sally about a
consideration, nothing more, and lets the characters make their half hour ago. Checking out that location, our heroes fmd poor
own decisions on who to investigate and in what order. All three Sally dead in a pool of her own blood. Before they can react
groups of suspects have been in town for about a week or so. A s they hear a voice shout, " There, see ! I told you they were the
for the townsfo lk, they suspect everyone and even talk about the killers ! " Freddy and the gang of five (and/or the two other sus­
poss ibility of a demon or monster walking the streets. Indeed, pects) have just stepped out from around the comer. They look
Freddy the Juicer, whom the local authorities have on their sus­ both angry and happy to have cornered the killers responsible
pect list, has claimed that he knows a dragon walks among for the recent carnage.
them , disguised as a man. Hearing this claim, the gang of five
Freddy takes a step back, smiles and urges them to attack,
threw a party, buying everyone drinks in the bar that night,
saying, "What other proof do you need? Get ' em before they
stripped themselves half-naked and crawled around on all fours
make a run for it." The gang is convinced and charges. They are
pretending to be dragons and harassing the female patrons and
reckless yahoos who have a nasty habit of shooting first and
barmaids until the barkeeper finally pulled out his trusty 01' par­
asking questions later. If our heroes look like they are on the
ticle beam rifle (he ' s a retired, 6th level merc himself), and in­
verge of escaping or defeating the gang of five, Freddy will join
sisted the party was over and it was time for the boys to call it a
the battle, otherwise he stays out of it. If he j oins the fight, it is
night. The Necromancer in the group (the only one not drunk or
for fun as much as to kill the heroes and fram e them for his
acting like a dragon) growled that the barkeep would be sorry
crimes. If the local lawmen intervene or the group prevails in
for this insult. The next morning, the third victim was found
the battle, the Juicer will slip away, grab his gear and head out
dead behind the b ar. Written in blood on the wall, the words ,
of town toward the Pecos Empire, but first stop, Merc Town.
"Dragon be here."
Sinker: I f the group was already on Freddy ' s trai l, they
know he is the kil ler and have no troub le locating where he' s Can it be true?
staying. They will have p lenty of time to plot and set a trap or Hook: After a ferocious confrontation, Dragon Freddy drops
ambush. to his knees, raises his hands and surrenders .
If the player group doesn ' t know about the bounty and have­ Lin e: While in the custody of our heroes, Freddy exhibits a
n't heard about the serial killer in Storm spire, then they might variety of abilities common to dragons and above and beyond
investigate one or both of the other suspects first. The gang does the normal capabilities of a Dragon Juicer. These include bio­
indeed sound suspicious, especially considering their threat to regeneration at a rate of I D4x l O per melee round (completely
the barkeeper the n ight of the third murder. If the investigation healed in a matter of minutes, not a scratch on him), he can
takes more than a day and a half, a fourth woman will be slain . breathe fire ( l D6 M.D.) when angry, a See Aura or Sense Magic
Or the heroes, if patrolling the streets at night, hear a scream of shows Freddy is magical (as in creature of magic) although it

33
doesn't look or fee l right for a dragon, he understands Eye Color: Brown .
Dragonese/Elven at 9 8%, and other l ittle things. Hair Color: Greying, brown, curly hair.
Hook: At some point Freddy tries to escape or is provoked or Skin Color: African American; medium complexion.
attacked by a third party . He flies into a rage, snaps any re­ Distinguishing Featu res : His left eye is cybernetic, a large, sur­
straints and suddenly transforms into a Great Homed dragon ! gical macro-eye.
He is thrilled by this transformation into his true self and feels
Known Ca pabilities : Doctor S immons is a skilled surgeon,
vindicated. All the natural abilities of the dragon are known to
with some psychic healing abi lities.
him, he can breathe fire (2D6 M . D. per attack) and he can cast a
dozen first and second level magic spells plus Escape, Invisibil­ Previous Accomp lices : None . Simmons h ires his nurses and
ity: Simple, Fireblast and F irebolt. medical assistants as needed.
If any member of the player group apologizes, Freddy feels Last Known Locatio n: Kingsmen Medical Center in Kings­
vindicated and, if they do NOT attack or threaten him, the dale, where he was last seen packing for a getaway before he
dragon does not harm them . In fact, he thanks them for helping could be captured. Authorities believe that he was headed north­
him find himself, but does so in a condescending tone. Then he west for either New Lazlo or Chi-Town.
mutters something about needing to figure out who did this to Arrest Wa rrant For: Four counts of criminal surgical malprac­
him, and that his memories are stil l incomplete, with many large tice and organ trafficking, and suspicion of i llegal black market
holes, but first he' s going to get revenge on those who mocked Body-Chop-Shop operations. Private bounty.
him, hounded him, or threatened h im in any way, including law­ Criminal Record : Doctor S immons has been previously ar­
men who desired to bring him to justice. With that, he flaps his rested twice for illegal organ trafficking, although he has since
wings, rises into the air, tells the player characters he hopes been pardoned of those and related charges.
never to cross their paths again, adds that he l ikes to kill women History: George Edward Wallis was suffering from acute chest
and nobody ' s going to stop him, and flies away . Whoever or pain when he checked himself into the K ingsmen Medical Cen­
whatever he is, Freddy is D iabolic evil through and through. He ter in Kingsdale. He had been suffering pain for several days
is a natural born killer, despicable and vindictive. Fortunately , and was afraid that he was having a heart attack. Once admitted
h e is only a 5th level Hatchl ing without the fu l l range o f h i s to the Medical Center, George was told that he needed a quadru­
mystic knowledge. ple bypass immed iately. They rushed him into a surgical suite .
The player group is faced with a decision. Move on and hope He woke up two days later still suffering with chest pain, but
they never cross Freddy ' s path again, or hunt h im down a sec­ also stomach pain and shortness of breath. Upon being dis­
ond time and put an end to his evil once and for all. Dragons are charged, Mr. Wal lis thanked the good doctor and proceeded
known to carry grudges to ridiculous levels, and Freddy is just straight to another clinic for a second opinion .
the type of cretin to go back and destroy every person, establish­
ment and lawman that ever stood up to him, starting with the
town that asked our heroes for help. Furthermore, it' s clear that
he intends to keep on kil ling women. If the characters choose
the latter, at least they know what they 're dealing with.

D r. Daniel S immo ns
Wanted Dead or Alive
Merc Ops Number Four Most Wanted

Bounty Commissioned by Geo rge Edward Wallis


of Kingsdale
3,500,000 Credits payable upon receipt of the fugitive.
5,000,000 Credits payable upon receipt of the corpse; condi­
tional (read on) .

Known Statistics
Full Name : Dr. Daniel S immons .
Known Aliases : None.
Race: Human .
Sex : Male.
Age : 42 .
Height: 5 feet, 6 inches ( l .68 m).
Weight: 1 89 1bs (85 kg) .
Build: Short, stocky, brick of a man.

34
The second cl inic perfonned a complete medical exam , in­ where these kinds of disturbing mistakes can't happen. Really,
clud ing blood work, physical exam, MRI scan and gastroscope the staff should have caught it. A brilliant surgeon like himself
and concluded Mr. Wallis was suffering from acute gastric re­ shouldn't have to deal with clerical matters, after all, but h e ' l l
flux disease, not a heart attack. More amazing was that one of take responsibility . Simmons would fi x t h e situation if he could,
Mr. Wallis ' s kidneys, one lung, a long length of intestine and but now it has all spiraled out of control , making him the victim
half his liver were missing. Shocked, he went to the local au­ of a witch-hunt. In fact, the doctor explains, the irony of it all is
thorities to report the crime and get Doctor Simmons arrested . that the organs were used in free transplants for those who can­
The local police took the report, but no action was taken on the not afford bio-systems/cybernetic/bionic implants. He ' d be glad
case . Mr. Wallis would have sued, but Kingsdale ' s civil courts to te ll them who those three people were, but he lost the records
are notoriously slow and corrupt. With no other recourse, Mr. when he was attacked by bandits a few weeks ago. The ruffians
Wallis decided to launch a public campaign to warn others of took half of everything he owned, including some valuable cy­
Dr. Simmons ' criminal activities. bernetic components, medical equipment and a briefcase with
Doctor Simmons had his share of civil officials and law en­ the medical records - they must have thought it contained drugs
forcement in his pocket, but Mr. Wallis' campaign was proving or other valuables. "My just deserts," he says with his head hung
to be extremely effective, had attracted local media, and three low, "for my cowardice back at Kingsdale, but it' s taught me a
other "victims" had stepped forward. The Doctor knew his time lesson. The thieves got away with half my money too, but here . . . "
in Kingsdale was finished when several of his paid officials re­ To make restitution he offers any Bounty Hunters who find him
fused to return his calls. Fearing that his nefarious medical prac­ 1 .2 million to give to Mr. Wallis . . . or . . . to keep for their
tices were about to be completely uncovered, Dr. Simmons took troubles. He wishes it were more, but that leaves him with only
basic medical equipment, a number of bio-systems and cyber­ a few thousand to rebuild his life . Won ' t they please have mercy
netics, and two or three million credits from the clinic (although on him and take the money ? It won' t happen again, he promises .
it is believed he was cooking the books and may have skimmed Please?
off several times that amount), and fled to parts unknown. There Simmons pleads with the characters not to condemn h im to
is reason to believe that the suspect has relocated to Merc Town death for an "honest mistake" that really wasn ' t even his fault
or the Chi- Town 'Burbs . (someone else ' s clerical mistake, remember) . He vows to make
Mr. George Wallis, on behalf of himself and several other amends if they let him, by starting a free clinic in his spare time
victims, has turned to Merc Ops to find satisfaction. He'd like to help the poor and needy . He also vows that this type of horri­
Dr. Simmons captured and brought back to Kingsdale where the ble mistake will never happen again ! Not on his watch ! I f
doctor will be charged for criminal misconduct. I f possib le, Mr. pressed for more cash h e grudgingly ups the ante t o two million
Wallis would like his missing organs returned or replaced with credits, but insists that ' s all he has other than 20,000 credits for
life-like bio-system s by Dr. Simmons under the scrutiny of himself, and if he must, he can cough that up too, leaving him
trustworthy representatives with a medical background (this penniless but free. He will also offer his services as a doctor, for
could be the player characters, or at least those of them with any character who may need medical treatment.
medical knowledge) at no cost, and 1 2 m illion credits in restitu­ I f the bounty hunters take the money, Doctor Simmons goes
tion from the good Doctor to be divided nine ways to the other, on his way to set up shop, using an alias, someplace new. I f
unspecified claimants . Mr. Wallis is a ( 1 0th level) Techno-Wiz­ questioned about the purpose of the multiple organ transplants ,
ard with means, and Merc Ops, serving as the broker of this j ob, Simmons claims that the organ donations are voluntary and
is holding the full sum of the bounty in escrow , waiting to be most of the donations come from those who have been saved at
collected. the clinic at some time in the past. The doctor ensures them that
If the acquisition team for this bounty detennines that Doctor the entire system is above board and it is the only hope for many
Simmons can NOT make the aforementioned restitution, the cli­ of the peop le that came to his old clinic. He only was striving to
ent is willing to pay an uncharacteristic higher bounty for proof help the poor and now he will be condemned to die for it.
of Doctor Simmons' untimely demise . A corpse and medical The coward will offer just about anything to avoid being
confinnation of the deceased' s identity is a must to collect pay­ taken in. Doctor S immons is sure that the authorities at Kings­
ment. dale must have been bought off by now and that they will exe­
cute him if he returns there. He ' s sure of it. The fact that the
bounty on his head is higher for a corpse would seem to confinn
The Fugitive's Story his fears , and characters of a good alignment might take that
Dr. Simmons is no fighter, although he will fight when cor­ into consideration.
nered. If pressed to tell his side of the story, he will admit to
what he did to Mr . Wallis, but insists he is not a bad man. He
simply made a mistake, a huge medical error. He got Mr. Wallis
Gam e Master Notes - The True Story
confused with Mr. Walls, another patient, who was making a The following is the real background on this fugitive. Only
multiple organ donation. The similarity between the two names some serious investigation and/or coming across the right peo­
was the cause of the whole situation, leading to the disastrous ple (through research or purely by accident) will provide any of
mistake . Regrettably, he . . . um , the clinic, made a few other this information ; Game Master discretion.
mistakes and when it all went pub l ic, well, he panicked and fled Dr . Dan iel Simmons is, indeed, a brilliant and talented sur­
instead of facing the music l ike he should have . He took only geon . He comes from a wealthy fami ly from an O ld Town ' Burb
what belonged to him, a l ittle money in his bank account, and outs ide of Chi-Town and his skills almost won him citizenship
hopes to get a clean start at a more reputable clinic or hospital in the fortress city of Chi-Town itself. At least until the authori-

35
ties discovered he put himself through school working in illegal (good as real) Bio-Systems or mechanical alternatives offered
B lack Market B ody-Chop -Shops. In fact, the good doctor has a through cybernetics. Customers who could afford to pay tens of
long history of working for the B lack Market and unethical thousands to hundreds of thousands of credits for the organs
practices. Chi-Town screens out criminals and undesirables, so they desired. Best of all, s ince D octor S immons had stolen the
Daniel S immons was kicked off the coveted CS Citizen ' s Can­ organs, this operation was almost entirely pure profit, because
didate List. This al so resulted in the removal of all family mem­ the organs were "free." Simmons also offered Black Market cli­
bers from the list, which has made him a pariah among the ents , criminals and fugitives "new face" cosmetic procedures
Simmons c lan in the ' Burb s . out of the backdoor, as well as the installation of B lack Market
Feeling the heat in Chi-Town, young Doctor Simmons found cybernetics.
some work in the ' Burbs at Iron Heart until a scandal prompted As usual, Doctor S immons ' downfall was his greed and arro­
him to move his practice to Old B ones. There he prospered until gance, pushing the limits of his illegal practice without ever
he was caught skimming m oney from the B lack Market organi­ considering the consequences for his patients or himself. Like
zation for whom he was working. Over the next ten years he most crooks, he never thought h e ' d get caught. And if he did,
bounced from one southern Canadian town to another until land­ he ' d weasel his way out of trouble and skip town to set up his
ing in Kingsdale where he set up a "legitimate" clinic with his shingle someplace new like he always did. And that ' s exactly
own funds. He thought he had finally found the place to plant what he ' s trying to do now .
some roots until that loudm outh Wallis blew the whistle and The monkey wrench in his plan is that he messed with the
those other crybabies j oined Wallis' public crusade against him . wrong person. George Edward Wallis is not a man without re­
Its not like he kil led anybody for God' s sake. Wallis will re­ sources. He is angry beyond words to discover his body violated
cover completely and never miss those organs. That ' s how in such a callous manner. His own investigation found a half­
skilled Doctor S immons is at his j ob (and how impressive ad­ dozen other victims (and s ince going pub lic, 23 others in Kings­
vanced medicine can be on Rifts Earth for those who can afford dale have been uncovered, with undoubtedly scores of others) .
it). Doctor S immons is also a Maj or Psychic with natural heal­ He wants justice an d is willing t o pay for it.
ing abilities which he uses during each surgery, reducing the re­ If the player characters should fall for The Fugitive 's Story,
covery time for his patients by half, and the amount of time he Doctor Simmons will set up shop in the Warrens of MercTown
has to spend in surgery by one third, so he can enj oy the finer where h e ' l l start "harvesting organs" from the poor who live
things in life. there and the many transients who pass through MercTown. In
His clinic in Kingsdale was the best operation he had going fact, he doesn't know why he didn' t think of MercTown sooner.
yet, until Wallis ruined it all for him . At first it was an honest It' s perfect ! He is still in good standing with the B lack Market
clinic that catered to wealthy residents and mercenaries in need (that little indiscretion of his youth taken care of and long for­
of a superior surgeon. However, the good doctor became disen­ gotten) and will also open up his own Body-Chop-Shop dealing
chanted with being a simple healer and it wasn't long before he in B lack Market cybernetic goods and services.
had made connections with the B lack Market to "harvest" hu­
man organs . Technology was advanced enough to allow said True Stats for Simmons
harvesting from "living donors" w ith modest danger for the do­ Alias: The bounty on his head has forced Daniel Simmons to as­
nor. Simmons ' natural surgical skill and psionic healing powers sume an alias for the first time in his life. As a private joke he
reduced the risk to virtual ly zero . That meant he could harvest
has taken the name Wallis E. George, after the man who put
organs from "donors" without even asking permission because the bounty on his head, George Edward Wallis.
they wouldn 't even notice until years later, if ever. Cal lous and
Race: Human .
self-centered, the doctor never stopped to consider what the con­
sequences of such harvesting might mean to the peop le from Alignment : Miscreant.
whom he stole organs. There were bionics and artificial Bio­ Attributes : I.Q. 24, M.E. 1 1 , M.A. 1 5 , P . S . 7, P.P. 1 7, P.E. 8,
Systems they could purchase if need be - assuming they could P.B. 9, Spd . 1 2 .
afford them . It wasn't his problem if they couldn 't. Hit Points: 4 3 , S.D.C. : 3 1 .
To help cover his trail, Doctor S immons opened a branch of Height : 5 feet, 1 0 inches ( 1 .66 m). Weight: 1 89 lbs (85 kg).
the clinic to indigents and poor people, "to give back to the Age : 42, Sex: Male.
community," he said. In reality, he was harvesting their organs , P.P. E.: 2, I.S.P.: 82.
replacing them with cheap, secondhand bionic and Bio- Systems Experience Level: 9th level Cyber-Doc.
he acquired from Cyber-Snatchers or mercs who died on the op­
Insanities: None, although he is conceited, selfish and callous
erating table, claiming their organs and bionics as "fair pay­
to the point of feeling no remorse about stealing organs of in­
ment" for his efforts; few friends argued about it. Meanwhile,
nocent victims or any of his crimes. He can ' t help it if he ' s
the poor he "treated" had no idea that they were being mutilated
smarter and better than others .
and robbed of their body parts . The arrogant Doctor Simmons
Disposition : Doctor Simmons seems like a kind and caring
became so arrogant that he even began to harvest hearts and
hom e-town doctor and surgeon that oozes the k ind of confi­
other "one of a kind" organs, replacing them w ith substandard
dence one wants in a surgeon . This help s him to lie without
cybernetic counterparts .
blinking an eye. In reality, S immons is a conniving, greedy,
All the genuine organs being harvested went to a growing un­ self-serving low life who desires the best things in life and
derground customer base within the B lack Market who pre­ takes them at the expense of others. He uses his wonderful
ferred real human organs rather than the artificially grown gifts of healing to abuse and muti late his victims for his own

36
profit. Everything the doctor does is motivated by greed and scalpels, clamps, suture, needles, etc.), m edical kit (first-aid
self-preservation. D octor S immons is a h ighly educated, soft kit, bandages, antiseptics, protein healing salve, aspirin, pain­
spoken, and easy-going p erson who seems calm even under killer, antibiotics, pen flashlight, hypodermic gun, stetho­
duress. He wears his superior intellect and ability l ike a scope), I RMSS and RMK, handheld computer, handheld
badge, and is always rather aloof and condescending even to blood pressure machine (computerized), thermometer, sev­
people of h igh station. While he is getting older, Daniel still eral unbreakable vials, computerized drug dispenser, portable
considers himself a ladies-man and regularly hangs out in laboratory, four Wilk ' s Laser Scalpels and similar.
pubs, bars and discos. Money: Has three million credits on him at all times. An addi­
Horror Factor: None. In fact, Doctor Simmons inspires confi­ tional 9 million is on deposit at the NGMI Bank (#23
dence even as he puts one under with anaesthesia to steal a MercTown), two m illion credits are held in a private account
kidney or a lung. at the Palace Hotel & Casino (#20 MercTown) and another
Skills of Note : Anthropology (75%), Archaeology (75%), Ath­ 23 million is hidden safe ly away somewhere in one of the
letics (General), B asic E lectronics (85%), Basic and Ad­ Chi- Town ' Burbs. And that ' s after investing 3 8 million cred­
vanced Math (98%), Basic Radio (98%), Biology (9 8%), its in his new clinic in the Warrens District of MercTown, the
Body Building, B otany (80%), Boxing, Chem istry (8 5%), New Start Clinic (across from # 1 64 Robyn' s Rib Rack on
Chemistry : Analytical (80%), Cooking (8 5%), Criminal Sci­ Cyber Street) .
ence & Forensics (98%), F ield Surgery (73%), Holistic Med­
icine (85%), Horsemanship: General (70/5 0%), Juicer Hook, Line & Sinker Adventures
Technology (78%), Medical Doctor (98/98%), M.D. in Cy­
bernetics (8 8/9 8%), Pathology (98%), Pilot Autom obile Is There a Doctor i n t h e House?
(8 1 %), Read American (9 8%), Speak American and Spanish
Hook: One of the player characters (or an NPC member of
(98%), Swimming (75%), Sewing (90%), W.P. Energy Pistol
the group) comes down w ith an illness, or suffers an inj ury or
and W.P. Knife.
combat wound and needs to get to a clinic for help. The Doctor
Magical Knowledge: None .
at the New Start Clinic is supposed to be amazing and charges
Psionics: Major psych ic: Bio-Regenerate (self; 6), Deaden Pain mercs and adventurers half the usual rate for surgery ! What a
(4), Healing Touch (6), Induce S leep (4), Psychic Diagnosis godsend.
(4), Psychic Purification (8), Psychic Surgery ( 1 4) and Sup­ Lin e: No surprise here, it ' s Doctor S immons under the alias
press Fear (8). of Wallis E. George, and he ' s up to his old tricks again. The
Natural Abilities : See Psionics and Attributes. clinic is fairly modem and clean, the doctor is busy treating pa­
Com bat Train ing: Hand to Hand: Basic. tients when the characters arrive. The wounded/il l player char­
Attacks Per Melee : S even. acter is rushed into one of the doctor' s treatment rooms. The
Com bat Bonuses : + 1 to strike, +5 to parry and dodge, +2 to others are told that their friend will be okay and that they should
damage, +4 to pull punch, +4 to roll with punch, fall or im­ go find themselves a room for a few days while their friend re­
pact. covers .
Other Com bat I n fo: Kick does I D6 S . D . C . damage, Critical Sinker: Indeed, Doctor George is a m iracle worker. The
Strike on an unmodified rol l of 19 or 20, Knockout on a Nat­ character has never felt better and the bill is more than reason­
ural 20, and Judo-style body throwlflip ; does I D6 S . D . C . able . (And he ' s only missing one kidney ! ) While a patient, the
damage, and the victim loses initiative and one melee at­ character has seen the doctor and his crew perform numerous
tack/action. acts of kindness and charity. Consequently, the recovering char­
acter and any of his buddies present to take him home/to camp
Favorite Weapon s :
are quick to protect the Doctor when he is threatened by a
Wilk's Pocket Laser. Dam age : 4D6+2 S.D.C. or I D4 M.D.
crazed Headhunter (4th level). The man is out of his head and
Rate of Fire : Standard. Range: 1 50 feet (45 . 7 m). Payload: 1 0 keeps shouting about how he (the doctor) "stole my insides ! "
S . D . C . shots or four M . D . ; has two rechargeable batteries for
And keeps repeating it, without ever offering any details .
it. Whether the Headhunter is alone or accompanied by a couple of
Wilk's 300 "Hideaway" Laser Pistol. Damage : 1 0 8 M . D. pals is up to the G .M. In either case, unless this troubl e can be
Rate of Fire : Standard. Range: 600 feet ( 1 83 m). Payload : 20 put to a quick end, innocent people (patients and staff) are going
blasts per standard E-Clip . Bonus: + 1 to strike on an aimed to get hurt.
shot. Has three extra clips for it. The Real Sinker: Later, perhaps a few days or weeks later,
Wilk's Laser Scalpel. Damage : 1 06 S.D.C. Range : Hand to the members of the player group are kicking back in a bar hav­
hand combat. Note: Skilled with the use of any type of knife ing a few drinks and relaxing before they begin their next ad­
or scalpel, including Vibro-Knive s . venture or mission . One of the characters gets access to the
Body A rmor: Plain clothes armor (1 4 M.D. C . ). Merc Ops boards and is fl ipping through the wanted posters . He
Personal Vehicle: A rebuilt, pre-Rifts sedan style autom obile comes across the poster of Doctor Daniel Simmons . There is a
(25 0 S.D.C.). 0 1 - 5 0% chance anyone looking at the screen will recognize that
he is Doctor Georg e ! The hair is now a mustard blond color and
Other Equ ipm ent: The facilities of a medical c l inic and Cyber­
the skin is lighter, but Doctor Simmons sure looks a great deal
netics Body-Chop-Shop. Portable gear includes surgical
like . . . the doctor who j ust treated him (or his friend) a short
gowns, box of 1 00 surgical gloves, surgical kit (includes
time ago ! Could it be? What next? An investigation? B lackmail
37
the Doctor to keep his secret? Collect on the bounty? Go get a
CAT scan ! ? !

A Case o f Mistaken Identity


The Hook: The Doctor hires the player characters as body­
guards, telling them that it seems he rather resembles an unscru­
pulous character named Simmons something-or-other. Someone
has placed a bounty on th is S immons person and, from time to
time, a bounty hunter or merc team mistakes him for this cad.
Line: A friend (a B lack Market connection) has warned him
that there is a band of mercs at the Gold Nugget Hotel. Rumor
has it they plan on bringin g him in "dead." He'd like the player
group to, a) provide around the clock protection (pay ing 500
credits per day, per each character), b) try to reason with them
(i.e. , vouch for his good character and convince them they are
m istaken), and fail ing that, c) arrange to dispatch them (beat up
and boot them out of town, leav ing them too scared to come
back, or kill them). There is a 20,000 credit bonus or 60,000 in a
non-cash line of credit toward cybernetic augmentation in it for
the group if it comes down to the latter, plus the Doctor ' s clinic
will take care of any injuries sustained in the line of duty free of
charge .
Hoo k: Investigating or roughing up these guys will reveal
they are murderous raiders working for the Coalition Army, in­
cluding two undercover C S spie s ! They are in town trying to
find fugitives from Tolkeen.
This is a s etup, a favor for his B lack Market buddies who
don' t want Coalition blood on the ir hands, but need to see these
goons eliminated. Our heroes will find themselves in a situation
where they will have no choice but to kill or be killed by this co­
vert group. Fortunately, the Doctor (and his Black Market con­ Build: Very thin, tall and lanky man.
nections) will help the player characters get off without criminal Eye Color: Green.
charges. Which m ight strengthen their friendship with Doctor
Hai r Color: Salt and pepper hair, w ith white moustache and
George and line them up for future work from him (mainly as
beard.
dupes doing the Black Market ' s dirty work).
Skin Color: Caucasian.
Distinguishing Featu res : Large, deep scar through his chin.

Martin Cotswoller Known Capabilities : Martin is a brilliant scientist, he is be­


lieved to be armed and dangerous .
Wanted Dead or Alive Previous Accomp lices : Unknown, h e may have had assistance
in accomplishing his jailbreak.
Merc Ops Number Five Most Wanted Last Known Location : Ishpeming, the Northern Gun research
complex.
Bounty Commissioned by Northern Gun, Ishpeming
Arrest Wa rrant For: Four counts of murder and 1 2 counts of
4,000,000 Credits payable upon receipt of the fugitive. industrial espionage and theft of intellectual properties.
3,000,000 Credits payable upon receipt of the corpse. Criminal Record : None, he has worked as a company scientist
6,000,000 Credit bonus payable upon the return of stolen docu­ for the last 40 years .
ments. History: Martin Cotswol ler was arrested and charged for the
murder of his daughter and her husband, leaving three orphaned
Known Statistics children, as well as multiple counts of industrial espionage and
Full Name: Martin Louis Cotswoller. theft of intellectual properties uncovered by Northern Gun. He
Known Aliases : Mark Louis , Luke Merrick, Carlos Swan. was being held in the Ishpeming prison when a Hunter Mobile
Gun giant robot tore out the wall to the prison cell and escaped
Race: Human .
with Cotswoller. Authorities surmise that Cotswoller may have
Sex : Male . been piloting the robot by remote control to make his getaway.
Age : 65 .
Cotswoller is presumed to be armed with a 34 ton robot at his
Height: 6 feet, 3 inches ( 1 .9 m). disposal . Current whereabouts are unknown, but the Hunter dis­
Weight: 1 60 Ibs (72 kg). abled three police NG Samsons on its way out of Ishpeming .

38
Police assume that the escaped prisoner is headed for a kingdom go-getter bucking for a promotion . He wants to be the youngest
that does not have extradition laws with the CS or its allies. executive to control his own research wing and oversee the most
Northern Gun executives have revealed that Cotswoller stole prestigious NG proj ects. A lthough Alvin is a skilled technician ,
many of their new research plan s and had yet to reveal where h e is a rotten manager, w ith no people skills and n o loyalty or
they were hidden before he broke out of j ail. Cotswoller was at regard for the peop le working under him. No loyalty to the com­
odds with Northern Gun executives and went berserk when told pany either, Martin would wager. Alvin is an unimaginative lit­
they were forcing him out of the company and replacing him tle worm w ith delusions of grandeur and aspirations for power.
with a younger designer. He' s best at tackling straightforward prob lems and getting under
It is believed that Cotswoller intends to sell the stolen de­ the skin of the people who are doing all the real work. He and
signs to one or more of Northern Gun ' s competitors on condi­ Martin went at it head to head con stantly, with Cotswoller inter­
tion that they take him on as a lead robot/weapons engineer. ceding on behalf of his design team whenever Alvin would
Such a sale will comprom ise the future o f Northern Gun and the press them for unreasonab le deadl ines or encourage them to take
national security of Ishpeming as an independent state. This shortcuts that would endanger the integrity and safety of the
could also violate I shpeming ' s treaty with the Coalition States . proj ect. "You can ' t take shortcuts on weapon designs without
taking lives ," growls Cots woller, "and I wasn't going to endan­
It should be noted that the bounty contract is only to be paid
ger the lives of the men and women under me for that little sy­
out upon receipt of a corpse that can be positively I.D.ed as the
cophant."
fugitive, or alive and in condition for questioning. Recovery of
the stolen documents (design schematics) before they can be Cotswoller goes on to exp lain that Alvin Johnson had tried to
sold or distributed earns the recovery team a six million credit get him transferred or fired on several occasions, but he has 49
bonus. years at the company, an exemplary work record and plenty of
connections, so neither were going to happen. In fact, A lvin got
Martin Cotswoller could be headed anywhere in North Amer­
reprimanded for not working with his top engineer and was told
ica, but he is most likely to be seeking s omeone in the robotics
to resolve his problems w ith Cotswoller and learn to work to­
business, perhaps the Titan Robotics headquarters in the town of
gether. Things only got worse after that.
New Cedarville. It is believed Cotswoller may have ties with the
weapon des igners and executives at that company. The fugitive To make a long story short, Cotswoller explains he discov­
could also be headed for Chipwell Armaments, Wellington ered the "Little Worm" had gone behind his back to intercept
Industries, Golden Age Weaponsmiths or elsewhere ; the stolen test results that showed errors that resulted in dangerous stress
designs could put any robotics or weapon programs several fractures making their proj ect unstable. (Even now, the old man
years ahead of their current level. is careful NOT to reveal any company secrets to people who
don ' t need to know what "proj ect" he and his department were
working on .) "To go back and fix the problem now," says
The Fugitive's Story Cotswoller, "would put us back nine m onths, at least. Some­
Martin Cotswoller is happy to tell his side of the story. body ' s head was going to roll for this and it wasn 't m ine or any­
When questioned about stolen plans and designs, he has no one on my team. It turns out Alvin was falsifying our tests all
idea what the bounty hunters are talking about. He never took along. I found some other underhanded stuff about the Little
any plans and he would never compromise Northern Gun. The Worm and was going to blow the lid off the whole shebang,
company has been his life for almost fifty years and he expected only Alvin found out and beat me to the punch. Things went to
to put in 2 1 more before he retired. Sure he was having trouble hell after that. My guess is that . . . that son of a . . ."
with the manager of his current proj ect, but hurt the company? Cotswoller' s voice chokes out and his clenched fists tremble.
Never. "He did this to save his can. Killed my sweetheart and her hus­
He claims he doesn 't have the robot or access to one, al­ band - he was a good man too, Johnny was - and left three girls
though he certainly was busted out of jail by someone in a orphans. I can see going after me, I guess, but not sweet Crystal
Hunter ' bot. It m ight have been one of his old assistants or some and . . . "
other friend from Northern Gun - he has a lot of them - he did­ Cotswoller has to stop for a minute to collect h imself. "The
n't stop to ask, he j ust ran . The robot dumped him in the wilder­ Little Worm is responsible for this. I know it. Trouble is he' s
ness, with few a thousand credits , a week' s worth of water and fram ed me good. And I bet you boys aren't buying any of this.
food rations, and an ion pistol. ' I ' m innocent, ' that ' s what all the guilty people say, isn't it?
He figured he ' d get a j ob as an Operator and lose himself in The greater tragedy is that I ' m sure he ' ll make it look like I was
some two garage town until he could figure out what to do next hiding the test results, then he ' ll make a few quick, half-cocked
to prove his innocence. In the meanwhile, he' s been working in patches over the problem, push the project through and more
a garage as an Operator who specializes in combat vehicles and people are going to die because of it. A lot more people, damn
robot repairs for m ercenaries. him ! "
Martin' s eyes fill w ith tears when he talks about his daughter Cotswoller knows i t i s going t o take a great deal o f money to
and her husband. He insists he had nothing to do with their buy the lawyers he' ll need to "prove" his innocence and doesn ' t
deaths . He had never hurt a hair on her head his entire life . He know if that' s even possible. The Little Worm has had plenty of
loves his grandchildren and fears for what will become of them. time to forge documents and pile the evidence up against the old
He doesn' t know who killed them , but he has his suspicions. man . "I bet those stress tests and other documents will tu m up
When pressed, he says his bet is on A lvin Johnson, the executive any day now show ing me as a rat. I wouldn ' t be surprised if it' s
in charge of his department. A lvin Johnson is a ruthless Alvin who uncovers the plot. It' d be just like him to want the
39
spotlight as the hero when h e ' s really the murdering scum be­ shortcuts and wants results when he wants them . He felt it was
hind all of this." time for an old-timer like Martin Cotswoller to step down and
If the characters buy Cotswoller ' s story they have a few allow the younger designers to take over. After coming out on
choices to make. The simplest is letting him go and walking the losing end of several critical design decisions, deadl ines and
away from the bounty, and letting things fal l where they may . personnel issues, A lvin began to look at Cotswoller not only as
The more complicated choice is trying t o help Martin a career obstacle but as a m onster who was ruining his career as­
Cotswoller clear his name and get evidence on A lvin Johnson as pirations and making him look bad while doing it. When his su­
the culprit behind all this. If Cotswoller is telling the truth, more periors took Cotswoller' s side and told the Little Worm to play
people may die, and there isn ' t any family to take the three little nice with others and try to learn from a man like Martin
girls . They have already lost the ir mom and dad, it would be Cotswoller, it stuck in his craw. Cotswoller thought the whol e
nice to put them w ith their granddad, especially if he is inno­ thing blew over after that night, but Alvin made it his mission to
cent. The old man is right about one thing, the evidence is give Cotswoller more grief than ever.
stacked against him . This won 't be easy. And if they are wrong, It was eight days later when the L ittle Worm heard from one
they could be helping a wily industrial spy or turncoat. It would­ of his bootlicking stooges that Cotswoller had discovered in­
n't be the first time a trusted emp loyee turned against the com ­ criminating evidences of A lvin ' s misconduct and was gathering
pany he works for, especially to m ake millions and retire to live it for presentation to the B oard of Directors . The evidence was
in the lap of luxury . But killing his daughter and a lot of other so damning that there could be no doubt of Alvin Johnson ' s
things just don't seem to add up. criminal misconduct - falsifying documents, concealing vital
machine failure, stress fractures and other life-threatening de­
Worst of al l, they 'd be walking away from a lucrative bounty
sign flaws, as well as gross incompetence and ignoring warnings
and taking on a charity case that could be more grief than it' s
and questions from none other than Martin Cotswoller.
worth. That's why it' s said the best bounty hunters and mercs
Cotswoller, always Martin Cotswoller.
don ' t ask questions and don't get involved, they just do the j ob
and take their money. Problem is, that ' s easier said than done, Alvin ' s hatred made it an easy thing for him to kil l . He
especially if the mercs have a heart or fancy themselves as wanted to take away the things the old man loved most in the
heroes . On the other hand, Northern Gun would probably pay world, just l ike Cotswoller was do ing to him . That meant taking
them a nice gratuity - at least a cool million credits - for right­ away the j ob, his reputation, and most importantly, the man ' s
ing this inj ustice, revealing the true villain, returning a valued daughter and grandchildren who he talked about with such con­
employee, and saving them from millions in liability lawsuits temptible fondness . Alvin surpri sed himself. He didn ' t feel a
when the "proj ect" hurts m ore people. Maybe they can be talked thing when he vaporized the woman ' s head with a single blast
up to paying out two million. Certainly Cotswoller will support from the ion pistol. No, that ' s not true, he felt excited. When the
their position. husband came around the corner shouting, it made him fright­
Dec ision time. ened. He hated being scared. It reminded him of Cotswoller and
when his father used to yell at h im , so he felt good when the up­
per half of the husband vanished in a red mist. Killing him made
Gam e Master Notes - The True Story Alvin feel powerful. In control . The children weren' t home. He
found out later that the kids were off at a friend ' s house so the
The following is the real background on this character. It will
husband and wife could have a romantic evening alone. Another
only be uncovered if the player characters do a little investigat­
disappointment, but their deaths would do . An anonymous caller
ing or it just happens to fall in the ir laps from the right person at
tipped the police that Martin Cotswoller had an argument with
the right time; Game Master discretion .
his daughter and son-in-law about moving away to another city .
Ma rtin Cots wolle r is a true mechanical genius. He has been The husband didn 't want t o work at Northern Gun even if it
the mind behind m any of Northern Gun ' s most succes sful de­ meant better pay and the two men had a strong argument about
signs and has helped develop and produce many others. Some of
it. That ' s what Cotswoller gets for talking about his family all
his accomplishments include : the Red Hawk Flying Power Ar­ the time. It gave the L ittle Worm a motive to hang on the old
mor, Missileman Power Armor, NG-V7 Hunter Mobile Gun
NG-M56 Multi-Bot and all of N G ' s labor bot designs, alon � man . A crime of passion, dear, dear.
Cotswoller was arrested the next day when Alvin ' s stooge
with other less well known creations, including heavy construc­
found the murder weapon with the old man ' s prints tossed into a
tion machines and factory robots . Martin has also worked with
trash bin scheduled for atomization along with some hazardous
several of the weapon design team s, and his experience with NG
materials. Sure enough, the gun was a souvenir of one of
weapons, robots, vehicles and technology is unsurpassed. Al­
Cotswoller' s original award winning designs. The micro-splat­
though much of his work has been in the area of robots and
ters of blood on the barrel proved it was used in the double ho­
weapons, he alway s considered it his life ' s work to help protect
micide . The Northern Gun R&D design studio is a top secret
humanity, not making weapons that kill people. It is his weap­
facil ity, so there are no security cameras inside the lab to prove
ons and robot designs that have helped to keep Ishpem ing and
Martin Cotswoller was actually in the studio at the time of the
other communities safe all these years.
crime. The police theorize that he was actually killing the family
Martin ' s current problems began when a young hotshot exec­ when he was supposedly in his lab. Martin had easy access to
utive, Alvin Johnson, was assigned as the new department head the facility and knew all its secrets, including ways to slip in and
of his current project. A lvin, or the "Little Worm" as Cotswoller out unseen. Robots, power armor and weapons were all accessi­
and the rest of the department members are fond of call ing him, ble to his level of security. By the end of the day, Cotswoller
is a petty tyrant who pushes people unreasonably, likes to take was charged with two counts of first degree murder, booked and
40
held in the Ishpem ing jail awaiting further investigation and an openly about greater tolerance of D-Bees , many of whom he
appearance before the grand jury to set bail. sees as misunderstood victims of cruel fate. He would never
Alvin the Little Worm was proud of himself. His plan was all hurt a fly, loves children and adored his daughter and her
going so well. However, it wouldn ' t do for an actual trial, the fam ily which is why he didn' t want them to move far away .
slippery old goat would probably be proven innocent, and more He has countless friends and acquaintances who would do
importantly, he ' d still have time to report Alvin. No, that would­ anything for him . He is also 1 00% loyal to Northern Gun.
n't do. So the Little Worm hired a merc to steal a 32 foot (9. 7 Horror Factor: None .
m ) tall Hunter Mobile Gun from the police compound (Alvin Skills of Note: Advanced and Basic Math (98%), Aircraft Me­
had all guard schedules and security override commands) to rip chan ics (85%), Anthropology (98%), Archaeology (9 8%),
through the outside wall of his cell and whisk the man away in Artificial Intelligence (98%), Automotive Mechanics (8 5%),
its steel arm s. Until the robot punched through the wall, every­ Chemistry (98%), Chemi stry: Analytical (98%), Computer
one thought it was a police 'bot on patrol . The L ittle Worm then Hacking (90%), Computer Operation (98%), Computer Pro­
stole the project documents, including the files that incriminated gramming (98%), Computer Repair (98%), Electrical Engi­
him, and blamed Cotswoller. He also suggested the bounty, neer (98%), Field Armorer (98%), Land Navigation (9 8%),
"dead or alive ." Locksmith (70%), Mechanical Engineer (98%), Pilot: Auto­
Running from Ishpeming was a painful affair for Martin mobile (98%), P i lot: Robots & Power Armor (9 8%), Radio :
Cotswoller. He was leaving behind his entire life and the three Basic (98%), Read American (9 8%), Read Sensory Equip­
people he loved most in the world, but he was afraid that the ment (98%), Robot Electronics (98%), Robot Mechanics
frame job on him was too tight. He figured he could work a few (98%), Speak American (98%), Submersible Vehicle Me­
months or a year, save up his money and hire a private investi­ chanics (70%), Vehicle A rmorer (98%), Weapons Engineer
gator. A psychic, if possible. This left him a fugitive on the run (98%), W . P . Energy Pistol, W. P . Energy Rifle, and W.P.
with nothing but a credit stick and a light ion pistol thrown on Heavy Energy Weapons.
the ground near him. Martin still doesn 't know that the pistol is
Magical Knowled ge: None.
the same one that killed his family. The other gun was at the
Psionics: None.
scene, but it' s not the weapon that did the actual shooting. Just
one more bit of revenge for Alvin Johnson. Natural Abilities : Trust/Intimidate of 55% and Charm/Impress
of 3 5%.
Breaking n ews on the Ma rtin Cotswoller story : "It has just
been disclosed that computer files were uncovered show ing that Com bat Train ing: Hand to Hand: Basic.
Martin Cotswoller had been concealing vital documents and fal­ Attacks Pe r Melee : Six.
sifying reports to cover up his own criminal negligence. A Com bat Bonuses : +2 to strike, +5 to parry and dodge, +2 to
spokesperson for Northern Gun m ade this brief statement: "The damage, +6 to pull punch , +5 to rol l with punch, fal l or im­
consequences of this misconduct could have had tragic conse­ pact.
quences. We applaud A lvin Johnson for his diligence in uncov­ Other Com bat Info : Kick does l D6 S . D . C . damage, Critical
ering this evidence and the courage for coming forward with it Strike on an unmodified roll of 1 9 or 20, Critical Strike or
to his superiors . Mr. Johnson displays the integrity that has Knockout from behind, Knockout on an unmodified rol l of
made Northern Gun a trusted industry leader." 20, and Judo-style body throwlflip ; does 1 D6 S . D . C . damage,
and the victim loses initiative and one melee attack/action.
True Stats for Martin Cotswoller Favorite Weapons :
Race: Human . NG-56 Light I o n Pistol: M ega-Damage : 2D6 M.D. per shot.
Rate of Fire : Standard. Range : 400 feet ( 1 22 m) . Payload: 6
Alignment: Scrupulous.
shots per standard E-Clip or 1 2 shots long E-Clip. Only has
Attributes : L Q . 29, M . E. 24, M.A. 1 9, P.S. 9, P.P. 7, P.E. 1 3 ,
one standard E-Clip, which is in the weapon.
P . B . l 7, Spd. 1 1 .
Body Armor: None, Martin fled Ishpeming with just the
Hit Points: 6 7 . S.D.C . : 23 .
clothes on his back .
Height: 6 foot, 3 inches ( 1 .9 m ).
Personal Vehicle: None, he has not had enough money to buy
Weight: 1 60 Ib s ( 7 2 kg). or lease a vehicle while on the run .
Age : 69, looks more l ike 59 (remember the longer life span of Other Equ ipment: A basic tool kit, canteen, ion pistol, and ba­
most people living in the h igh-tech cities of Rifts Earth). sic personal items.
Sex : Male. Money: He ' s only earned a few hundred credits . All his others
P.P.E. : 4. assets have been frozen by the law pending a full investiga­
I.S.P. : None. tion .
Experience Level : 1 3 th level OperatorlEngineer and Develop­
mental Scientist specializing in robotics and weapons. Hook, Line & Sinker Adventures
Insanities: None.
Disposition : Martin is an old softy, a gentle soul with a good A Slip of t h e Tongue
heart. He loves engineering work, especially research and de­ Hook: The group' s equipment has been on the fritz for days
velopment, and sees his work in robotics and weapons devel­ with battle damaged and armor, bots and power armor in serious
opment as helping people, not killing. He has even spoken need of repair. They have heard through contacts that there is a

41
whiz of an Operator in a nearby town that can fix just about any­ Sinker: Word of "the Wizard" has spread throughout the net­
thing and at reasonable rates too ! The group makes it to the work of small towns in the area, so when a transport vehicle
town and checks out the garage where the guy works. The place broke down, the soldiers escorting the transport went to get the
is a hole in the wall, set up in an old industrial warehouse. Sev­ Wizard.
eral vehicles, a pair of giant robots and s ome suits of power ar­ Problem Number One: The soldiers, for they are Coalition
mor, as well as two farm tractors and several other vehicles, are soldiers assigned as the convoy ' s protectors .
located throughout the fac ility. When they ask for "the Wizard," Prob lem Number Two: The convoy is transporting military
they ' re told by the owner of the bus iness that, " This guy is the supp lies (trade goods) to Free Quebec/rom Northern Gun where
best I ' ve ever seen, boys. He ' s tripled my business in just a few the "Cotswoller Story" has been big news and everybody has
weeks. I ' m telling you, if you didn ' t know better, you ' d believe seen Martin ' s face.
he ' s the guy who invented the damn things."
Problem Number Three: Even if our heroes have proven the
The Wizard, is an aging, muscular man w ith white hair and a man ' s innocence, word of it is only being aired in Ishpeming
wrinkled face that only seems to add to his character. He' s re­ and it most definitely hasn ' t reached these people, and can 't out
pairing an ancient S.D . C . motorcycle w ith the shabbiest, rusty here in the boondocks . In their m inds, Martin Cotswoller is a
old tools the characters have ever seen. Recognizing the look on murderer and a traitor.
their faces, he says, "Don ' t let these relics fool you, gentlemen .
Prob lem Number Four: Northern Gun ' s Coalition States al­
They ' re like me and still have plenty of good years in them if
lies are certain to arrest Cotswoller and they aren' t likely to have
you know how to use them . Now, how can I help you?" The en­
any sympathy for a man alleged to have killed his own daugh­
gine of the motorcycle is purring like a kitten in the background.
ter! Moreover, they might conspire to shoot the man and have
Line: The characters bring in their equipment and the Opera­
one of the civilian drivers claim the bounty reward and secretly
tor looks it over and, if asked his name, introduces himself as
split it between them. Of course, good soldiers wouldn ' t do that,
Art Young (otherw ise he goes by the Wizard). He seems a bit but the Coalition ' s reputation is such that there is no telling
melancholy, sticks to bus iness and doesn 't engage in friendly whether these are good Coalition soldiers or corrupt troops. And
banter. A young m echanic butts in to say that Art don ' t like to even if they ' re good guys, are they going to believe a group of
talk about personal things l ike family, before being shooed characters like the player group (any mages or D-Bees present
away. "Art" breaks out some whiskey while they discuss how will destroy their credibility)?
much it will cost and how long it will take to fix everything .
Or does the hired Wilderness Scout recognize Cotswoller,
When someone comments on his lack of tools, Art agrees, but
abandons his position with the CS convoy, and circle back with
he says this isn ' t quite the career he had in mind at this age, and
some merc or bandit buddies to get the old man? Again, they
then changes the subj ect back to their gear. After one too many
aren 't going to believe he ' s been found innocent (the Merc Ops
drinks with the characters, the old man lets it s lip that his family
data file won't be updated for another week ! ), and it' s not un­
was killed and that he ' s, "a gol ' dam fugeeative from juftice, kin
common for unscrupulous mercs and bandits to steal another in­
yooos belif it? Me a foogatiff? Justif. There ' s no juftif for me."
dependent team ' s bounty, especially when he ' s worth as much
Sinker: A simple check on the Merc Ops data base will pull as Cotswoller.
up the file for Martin Cotswoller, a fugitive matching the old
What to do? Wait to see how things unfold and hope nobody
man ' s description. The characters cannot believe their good for­
notices? Launch a mock attack and whisk Martin away in the
tune the old man is worth 4 million credits, and an easy catch .
confusion? What?
Lik: taking candy from a baby! Only characters with a heart
will wonder how this guy they drank with, and who the whole Game Masters, have fun.
town seems to have fallen in love with in just a few weeks ,
could be a killer. C onfronting Cotswoller and asking him for his
story (See The Fugitive 's Story) on ly raises more doubt and is
likely to take them to Northern Gun to prove the man ' s inno­
Kindra & C atrina Maxwell
cence. Whether Cotswoller comes back to NG (he ' d want to) or a.k. a. the Gemini Twins
not depends on the group and the Game Master.
Wanted Dead or Alive
The Other G uys
Merc Ops Number Six Most Wanted
Hook: Cotswoll er is gone.
Line: If he doesn ' t come with them to prove his innocence Bounty Commissioned by the Black M arket
(our heroes m ight think it too dangerous and insist he stay be­ 6,000,000 Credits payable upon receipt of each of the fugitives .
hind, for now), the townspeople tell the returning heroes that he 2,000,000 Credits payable upon receipt of each of their corpses.
was confronted by some so ldiers and he went away with them .
If Cotswoller was to join the group to head back to Northern Known Statistics
Gun, he doesn ' t show up at the designated meeting place. Going Full Names: Kindra and Catrina Maxwell.
to the shack at the back of the garage where he's been living, Known Aliases: Kindra and Catrina Black, Gemini One and
our heroes find signs of a struggle and Martin gone . A photo­ Two, and The Twins.
graph is found of him playing w ith three young girls, and a
Race: Human, although there has been some conjecture as to
wom an (his daughter) looking on the scene with dismay . The
whether or not they wield magic or ps ionic abilities that can
photo has the heel imprint of a m i litary boot.
mask or disguise their appearance .
42
Sex : Both are female. as the broker in this bounty arrangement, as we always do, and
Age : 23 year old tw ins. trust our clients don ' t m in d that our client is the B lack Market.
Height: Both are 5 feet, 6 inches ( 1 . 7 m) tall . The bounty has already been taken in bond by Merc Ops to en­
sure that any mercenary taking these bounties will be paid
Weight: Kindra is 1 20 lbs ( 5 4 kg), Catrina is a l ittle heavier at
promptly. Our normal brokerage fee applies. The fugitives may
1 3 0 lbs (5 8 . 5 kg).
be turned in to any B lack Market operatives in North America.
Build: B oth are slight and small ; Kindra is thin and Catrina is a Upon confirmation of receipt of goods, Merc Ops will make the
little more buxom . payment in person or wire the funds to a designated location
Eye Color: Brown . with our banking partners.
Hair Color: Kindra ' s hair is black, but Catrina' s IS blonde History: The Chi-Town B lack Market has suffered a series of
(dyed). information thefts, with valuable data stolen concerning some of
Skin Color: Caucasian . its most important operations . There ha s also been some data
Distinguishing Features : None, only their hair color and their corruption and sabotage.
builds are slightly different. The break- ins are known to be the work of the notorious
Known Capabilities: Skil led assassins, spies and thieves. Gem ini Twins, masters in the arts of theft, assassination and es­
Previous Accom plices : The sisters are each other' s only known pionage. The client has reported they found one of their loca­
ally. tions compromised, the database purged (and presumably the
files stolen as per the Tw ins ' M.O.). Among the data stolen
Last Known Location : The Gemini Twins were last seen in the
were the schematics and plans for Bandito Arms Sidewinder and
Chi-Town ' Burb known as Firetown.
Wild Weasel SAMAS w ith the full design specifications for
Arrest Warrant For: The ft of secrets from the B lack Market
building and reproducing these deadly power armors . The two
and the assassination of Black Market operatives .
also killed several personnel, including guards , scientists and
Crim inal Record : The Gemini Twins are known assassins technicians in their escape from the facility .
wanted in multiple jurisdictions for murder, blackmai l, extor­ The B lack Market representatives believe that Kindra and
tion, robbery, information thefts , identification fraud, forgery
Catrina are planning to tum the location of the, now abandoned,
and a list of other crimes as long as one ' s arm. Among their vic­ base camp and the SAMAS designs over to the Coalition States
tims, the Black Market. for a huge reward. The CS has been out to stop the Black Mar­
DISCLAIMER: Merc Ops tries to keep its operations free of ket and Bandito Arms for some time and the Gemini Twins
B lack Market entanglement and is an independent organization could have given them all they need to cripple B lack Market op­
with no ties to the B lack Market network. We are serving only erations in the region. This is why the Black Market is willing to
place such a high bounty on the twins. The executives of the
Black Market hope to learn how two mere women could have
made it into the center of their operations, even if they were as­
sisted by magic or psionics. The base camp' s security should
have been impregnable. S ecurity camera film is being exam­
ined .

The Fugitives ' Story


Yes, we ' re naughty girls. What are you going to do about it?

Gam e Master Notes - The True Story


The follow ing is the real background on these characters .
Only some serious investigation or luck will reveal any of this
information ; Game Master discretion.
The Gem ini Twins. As toddlers, the twins were found in the
most rundown section of the Chi-Town ' Burbs. They have no
memories of their parents , nor do they know where they origi­
nate . Their earliest memories are of growing up in Camp Fire­
place, an orphanage, dodging the adults and running wild in the
streets . No one had to show them how to use their shape-shifting
abilities, they seemed to know. The same was true of their
psionic powers.
The twins, who quickly became known as the Gem ini Twins
because they looked so much alike, would use their powers to
impersonate others , even as children . They would use this "gift"
to steal toys, food, money , blankets, clothes, and anything else
they needed or wanted. However, they kept their shape-shifting
abilities a secret, so no one could ever figure out how they could

43
get away with the things they did without being seen. Their Kindra is the muscle of the team . She is the one who usually
early years passed quickly , but the twins did a good j ob of learn­ brings the firepower to the missions, and she is the one who
ing the ropes of life on the street as thieves and con artists. generally kilIs when it comes time to eliminate a mark. She
As teens, the twins were taken under the wing of a notorious doesn 't take any crap from anyone, and the fool who gets be­
mercenary group known as Crow ' s Commandoes, and by one tween her and her sister, or threatens or endangers one of them,
woman in particu lar, Sonya "The Face" Schu ltz. Under her is dealt with harshly, and is one of the exceptions to h er three
guidance, the two girls learned to become competent spies and strikes, you 're dead rule.
saboteurs . Sonya helped the twins to mold and refine their natu­
Race: Auto-G (a hum an mutant who can take on other forms).
ral shape-shifting abilities, which were s imilar to her own . She
also taught them basic combat skills. However, the girls proved Alignment: Diabolic.
to be incorrigible and of loose morals. Sonj a didn 't care for how Attributes : I.Q. 1 4 , M . E. 1 8, M.A. 1 2, P.S. 2 5 , P.P. 1 7, P.E. 20,
the Twins seemed to view everyone as outsiders, marks, chumps P.B . 20, Spd. 16 (has no cybernetics/bionics).
and victims and after a year and a half, cut them loose as un­ Hit Points: 42, S.D.C. : 1 08 .
trustworthy and dangerous to the rest of the Commandoes. In­ Weight: 1 2 0 l b s ( 5 4 kg).
deed, both girls learned to use their fem inine wiles to use men
Height: 5 feet, 6 inches ( 1 .7 m).
and gain entry into anywhere they wanted. Most men only have
Age : 2 1 , Sex: Female.
one thing on their minds when dealing with attractive women,
especially gorgeous twins, making them easy to manipulate - P.P. E . : 80, I.S.P. : 72.
and kill. Experience Level: 6th level A ssassin.
The twins found other teachers and training over time. Insanities: Plenty. Sadistic sociopath who hates men, enjoys vi­
Kindra, the darker of the two, chose the path of the assassin, in olence, enj oys kilIing, enj oys intim idating others , and doesn't
direct violation of everything Sonya of Crow ' s Commandoes trust anyone other than her sister. Wil I kill anybody who
had tried to teach her. Meanwhile Catrina focused on being a threatens or harms her sister.
Professional Spy and Thief, even though she had a better knack Disposition : Kindra is the ice queen of the Gemini Twins, she is
for tricking men than her sister. It was also C atrina who set cool, collected and calculating in the same way as a predator.
down the rules that the twins l ive by: A true cold-blooded, brutal killer, she enjoys stalking and
1 ) Never let anyone know that they are Auto-Gs (Only S onya killing, and enj oys intimidating and hurting men. Even when
of Crow ' s Commandoes and Crow, himself, know that they are she is just relaxing, Kindra is withdrawn and focused. She
shape-shifters) . has a hard time letting her guard down and relaxing. Instead,
2) N ever trust anyone. she ' s constantly s izing up those around her and plotting in
her mind how to take them down if the need should arise.
3) Never betray each other, no m atter what, especially for a
She never drinks alcohol or takes drugs and only really feels
man .
fulfilled when she is taking a life . She adores her sister and
4 ) Teamwork can overcom e anyth ing.
considers her the pretty one.
5) Live life to the fullest, to Hell with the rules, and die rich
Horror Factor: 10, if it is realized she is an Auto-G .
and beautiful.
Skills of Note: Athletics (Aerobics & General), Basic Math
The Gemin i Twins quickly becam e known on the mercenary
(90%), Boxing, Detect Ambush (65%), Detect Concealment
circuit as one of the best espionage and assassin teams available .
(60%), Escape Artist (65%), Find Contraband (66%), Gen­
They have been contracted for some of the best jobs available,
eral Repair and Maintenance (60%), Intelligence (62%), In­
snatching work from many of the estab lished spies and assas­
terrogation (65%), Pilot: Automotive (8 0%), Pilot:
sins, as well as earning themselves enormous wages. This has
Motorcycle (90%), Prowl (55%), Radio: Basic (80%), Radio:
brought them both their share of credits and enemies.
Surveillance Systems (70%), Read American (75%), Recog­
nize Weapon Quality (60%), Speak American (98%), Speak
Dragonese (95%), Seduction (3 6%), Streetwise (5 0%),
Kindra Maxwell
Sniper, Tracking: Humanoids (70%), TraplMine Detection
Even as a child, Kindra was the sadistic one of the pair. She (60%), W.P. Blunt, W.P. Energy Pistol, W.P. Energy Rifle,
would torture puppies and skin kittens . For her this was all just W.P. Knife, W.P. Paired Weapons, and W.P. Sword.
good fun. K indra was also the most aggressive, daring and vio­
Magical Knowled ge: She cannot perform magic of any kind,
lent. Her first kill carne at the tender age of eleven, when one of
nor can her P.P.E. be siphoned away by sorcerers or P .P.E.
the boys who lived near Camp F ireplace insulted her sister.
vampires. Additionally, her P . P . E. drops by 70% for 24 hours
Kindra followed him to his family ' s shack and strangled the boy
after a transformation into a nonhuman life form.
with his own yo-yo string. He would be the first of many. Any­
Psionics: Alter Aura (2), Death Trance ( 1 ), Mask I . S . P . &
time someone dares to attack or insult Kindra or her sister
Psionics (7 ) , Mask P.P.E. (4 ) , M ind B lock (4), Nightvision
Catrina, they might as well sign their own death certificate .
(4) and Summon Inner Strength (4).
However, Kindra also enj oys cat and mouse games and psycho­
logical torture, so she has developed a game where she only de­ Natural Ab ilities : To assume the identity of another race, be it
feats male opponents, leaving them unconscious or at the brink Dog Boy, D-Bee or alien, the Auto-G must actually have
of death the first time she encounters them. She leaves them a something with that being ' s genetic signature. This requires
little worse off the second time (may be scarred, maimed, etc . ) the shape-shifter to chew and swallow a bit of the subject tar­
and kills them outright the third time - what s h e l ikes to call her geted for replication, such as a bit of hair, fingernail, dry
"three strikes, you' re dead rule." 44
skin, or a tiny drop of blood. Other than this abil ity to change Body Armor: Kindra wears matte black explorer body armor
their physical bodies and DNA, they are effectively mutant (70 M.D.C.), with no reflective surfaces. Dark armor enables
humans with the same fundamental abilities and characteris­ her to better hide in shadows and contributes to her intimida­
tics. When replicating an inhuman race, the character has all tion factor. She h as a stylized death ' s head faceplate . She
the natural abilities of that race, other than spell casting or also has a Naruni, personal force field ( 1 5 0 M.D.C.).
psionics. Personal Vehicle: NE-DD6 "Rover" SUV : 220 mph (3 52 km),
Com bat Train ing: Hand to Hand: Martial Arts. 220 M.D.C . , and it' s an open topped vehicle.
Attacks Per Melee : Seven. Other Equipment: A pair of V ibro-B lades ( I D6 M.D .), 4 small
Com bat Bonuses : +4 to initiative, +5 to strike, +7 to parry and silver, plated knives ( I D6 S . D . C . damage), a gold cross neck­
dodge, + 1 2 to damage, +3 to disarm, + 1 to entangle, + 1 0 to lace, six fragmentation hand grenades (2D6 M.D. to a 1 0
pull punch, +6 to roll with punch, fall or impact. +5 to save foot/3 m blast radius), gas mask and air filter, high-impact
vs magic and magical illusions, +8 to save vs possession, +7 sunglasses, knapsack, traveling c lothes, bedroll, tent, back­
to save vs Horror Factor, + 1 5% to save vs coma/death, +3 to pack, RMK and IRMSS kits, some personal item s and 2 mil­
save vs poisons, toxins and disease, +2 to save vs psionics, lion credits in cash. Kindra is the one with the plans for the
insanity and mind control, she is considered a maj or psychic, Bandito Arms Sidewinder and Wild Weasel SAMAS and the
and needs a 12 or higher to save vs psionics. Charm/Impress location of the B lack Market Area 5 1 base.
of 80%. Money: Always h as at least 1 00 ,000 credits on her, with an­
Other Com bat Info: Karate Kick does 2D4 S .D . C . damage, other half million credits within easy access. Has approxi­
Jump Kick (Critical Strike), Critical Strike on an unmodified mately 12 million stashed in various accounts and h iding
roll of 1 8, 1 9 or 20, Knockout or a Pin/Incapacitate on an un­ places throughout the Midwest.
modified ro ll of 20.
Favorite Weapons: Kindra's favorite weapons are a pair of
Wilk's 247 "Hero" Dual Pistols : Mega-Damage : Medium
Catrina Maxwell
Laser: 2D6 M.D. ; Heavy Laser 3 D6 M . D . Rate of Fire : Stan­ Catrina is the thinker and planner of the two, she is the one
dard. Range : Medium Laser: 1 000 feet (305 m). Heavy L a­ who picks the contracts they will undertake, and the one who is
ser: 500 feet ( 1 52 m). Payload: Medium Laser: 20 shots. responsible for everything going off as planned. She ensures
Heavy Laser: 32 shots with a long E-Clip ( 1 6 with a standard that the two of them have the gear, documents, weapons, and
"short" clip) . Bonus to Strike : +2 bonus to strike on an aimed other items they need to pull off the mission at hand, as well as a
shot when used with two hands; no bonus if fired with one method of e scape and a patsy to take the fall for their operation .
hand or wild. She can ' t believe that things went as bad as they did concerning
TX-30 Triax Ion Pulse Rifle : Mega-Damage: 2D6 M . D . the Black Market, and that they could have ended up with a
single shot, o r 6D6 multip le pulse burst (three simultaneous bounty on their heads. Catrina is hoping that if they can get the
shots). Rate of Fire : Standard. Range : 1 ,600 feet (48 8 m). plans and location to the C S , the Coalition will cripple the Black
Payload : 40 shots for a short E-Clip or 50 shots for a long Market before they are able to capture them . Of course, she also
E-C lip. wants to make a big score by selling that information to the CS .
In the alternative, she wonders if they m ight not be able to sen
She has 8 short E-Clips and 4 long E-Clips.
the information back to the B lack Market for even more money.
Q4-40 "Mu le" Assault Rifle: Mega-Damage : One explosive Her first objective is to see what the CS will pay, then give the
round does 2D6 M . D . , a rapid-fire triple burst fired at the Black Market a crack at it, and hopefully start a b idding war that
same target does 6D6 M . D . Rate of F ire : Equal to the number will make them 200 million credits or more.
of combined hand to hand attacks ; each shot or triple burst
Race: Auto-G .
counts as one melee attack. Range : 800 feet (244 m). Pay­
Alignment: Miscreant.
load : 1 2 total; six held in the weapon, six in the standard clip.
The clip can be replaced with a 24 round drum, for a total Attributes : I . Q . 1 9, M . E . 1 7, M.A. 2 1 , P . S . 1 9, P.P. 24, P.E. 20,
payload of 30 rounds. She carries two drums, four clips and P.B. 2 1 , Spd. 1 4 .
60 rounds. Hit Points : 4 2 . S.D.C. : 7 6 .
T.W. Battle Fury Blade: Mega-Damage : 6D6 M.D., M . D . C . Height: 5 feet, 6 inches ( 1 .68 m).
o f t h e Fury Blade: 200, regenerates 20 M.D.C. per day. Weight: 130 Ibs (5 8 kg).
Powers: By channeling 40 P .P.E. (or 80 I . S . P.) into the Age : 2 1 , Sex: Female.
weapon, the wielder can invoke the Battle Fury . While this
P.P. E. : 60, I.S.P. : 1 32 .
fearsome abi lity is active, the weapon inflicts a whopping
Experience Level: 6th level Super-Spy.
I D6x l 0 M . D . with every hit, and the wielder gets an extra,
second attacks with each successful strike. This second, al­ Insanities: None.
most instantaneous second strike comes with such blistering Disposition : Catrina is a lot more laid back than her sister, and
speed that opponents are -5 to parry the unexpected super­ while she is a professional on the j ob, she does know how to
quick attack . Finally, for the duration of the enchantment, the relax. Catrina likes to kick back in a bar, letting the locals fall
sword wielder is encased in a suit of magical force with 1 00 all over each other to buy her a beer. She knows how beauti­
M . D . C . (Subtract damage from it first). Duration : Battle Fury ful the two of them really are and likes to flaunt it. While she
lasts for 1 2 melee rounds/3 minutes. does not use her beauty for seduction in the manner her sister
does, she does love to out charm the local women and seduce
45
the local men. She can never have too many men on her does 2D6 M . D . to a blast area of 1 2 feet (3 .6 m). Rate of
down time. She adores her sister, and considers her the strong Fire : Each single or triple laser blast or fired grenade counts
one . as one melee attack. Range : Laser is 2000 feet (6 1 0 m); gre­
Horror Factor: 1 0, if it is realized she is an Auto-G . nade is 1 200 feet (365 m). Payload: 2 1 M.D. single shots or 7
Skills of Note: Basic Math (95%), B asic Electronics (60%), triple pulse shots from a standard E-Clip or 30 single shots
Computer Hacking (5 1 %), Computer Operation (75%), Com­ ( 1 0 triple pulses) from a long E-Clip. Grenade launcher holds
puter Programming (60%), Cryptography (65%), Disguise 12 grenades . Laser Targeting Bonus : Add + 1 to strike on an
(65%), Forgery (55 %), Intel ligence (72%), Imitate Voices & aimed shot. Catrina has 4 long E-clips for the laser, 2 stan­
Impersonation (66/46%), Palm ing (70%), Pick L ocks (6 5%), dard E-Clips and 1 2 grenades in the launcher, with another
Pick Pockets (50%), Prow l (65%), Radio : Basic (85%), Ra­ 24 spare grenades .
dio: Scramblers (75%), Read American (90%), S peak Ameri­ T.W. Flam ing Dagger: Mega-Damage : 2D6 M.D. Range :
can and Dragonese (98%), Seduction (40%), W.P. Knife, and Hand to hand. P.P.E. Cost to Activate: Seven points.
W.P. Energy Pistol. Body Armor: Catrina wears the same matte black explorer
Magical Knowled ge: She cannot p erform magic of any kind, body armor (70 M .D.C.) as her sister Kindra, and also has a
nor can her P.P.E. be siphoned away by sorcerers or P .P.E. personal force field ( 1 5 0 M . D.C.) purchased from Narun i En­
vampires. Additionally, her P.P.E. drops by 70% for 24 hours terprises.
after transformation into a nonhuman life form . Personal Vehicle: Catrina rides with Kindra in her NE-DD6
Psionics : Alter Aura (2), Death Trance ( 1 ), Mask I . S . P . & Rover.
Psionics (7), Mask P.P.E. (4), Mind B lock (4), Nightvision Oth er Equipment: B lack fatigues for espionage, traveling
(4), Bio-Regenerate (self; 6), Suppress Fear (8), Detect clothes, portable DVD player and headphones, language
Psionics (6), Telekinesis (varies), Deaden Senses (4), Levita­ translator, hand-held computer and m icro-printer, multi­
tion (varies), Machine Ghost ( 1 2), Psychic B ody Field (30), function digital camera w ith telescopic lenses, micro-film
Psionic Invisibility ( 1 0) and Hypnotic Suggestion (6). camera, pen flashl ight, gas mask and air filter, high-impact
Natural Abilities : To assume the identity of another race, be it sunglasses, knapsack, bedroll, tent, backpack, and some per­
Elf, Dog Boy, D-B ee or alien, the Auto-G must actually have sonal items .
something with that being ' s genetic signature . This requires Money : Always has at least 50,000 credits on her, plus another
the shape-shifter to chew and swallow a bit of the subject tar­ 30,000 credits worth of j ewelry. Has approximately 9 million
geted for replication, such as a bit of hair, fingernail, dry stashed in various accounts and hiding places throughout the
skin, or a tiny drop of blood. Other than this abil ity to change Midwest. Catrina spends her money more freely and care­
their physical bodies and DNA, they are effectively human lessly than her sister.
with the same fundamental abilities and characteristics.
When replicating an inhuman race, the character has all the
natural abilities of that race, other than spe l l casting or Hook, Line & Sinker Adventures
psionics.
Com bat Train ing: Hand to Hand: Martial Arts . Let's Make Deal
Attacks Per Melee : S ix. Hook : The heroes fmd the Gemini Twins and have them cor­
Com bat Bonuses: + 1 to initiative , +7 to strike, + 1 0 to parry and nered. Catrina does the talking for the both of them while
dodge, +4 to damage, + 1 to entangle, +3 to pull punch, +5 to Kindra stands silent and ready for action l ike a viper.
roll with punch, fal l or impact. +5 to save vs magic and mag­ Lin e: Catrina adm its that they have stolen some data from
ical illusions, + 1 0% to save vs coma/death, +6 to save vs the Black Market, but she ' s sure there are those among them
possession, +3 to save vs Horror Factor, +3 to save vs poi­ who have done worse and others who have no love for the B lack
sons, toxins and disease, + 1 to save vs psionics and insanity , Market. So this makes the contract entirely business. She smiles
she is considered a master psychic, and needs a 1 0 or higher slyly and invites them to "talk business." She points out that the
to save vs psionics . Trust/Intimidate of 65% and Charm/Im­ bounties on their heads are high ones, six million credits each, if
press of 80%. they are brought back alive, but that ' s not going to happen. Even
Oth er Com bat I n fo: Karate Kick does 2D4 S.D.C. damage, if, by some miracle, the group did manage to capture them (and
Jump Kick (Critical Strike), Critical Strike on an unmodified she giggles at the mere suggestion, while Kindra only sneers),
roll of 1 8, 1 9 or 20, Knockout or a Pin/Incapacitate on an un­ somebody, probably several somebodies, is going to get hurt, or
modified roll of 2 0 . oops , killed, and nobody wants that now, do they?
Favorite Weapons : Catrina always carries a pistol i n her boot. If the bounty hunters should manage to kill them both, the
Wilk's 320 Laser Pistol: Mega-Damage : I D6 M.D. Rate of bounty for the corpses is only two million each and they have
Fire : Standard: aimed, burst or wild. Range: 1 000 feet (305 that much cash on them right now . Catrina giggles again, winks
m). Payload: 20 shots with a standard short E-C lip, 40 shots and points out that she wouldn ' t be much of a business woman
with a long E-Clip . Bonus to Strike : +2 bonus to strike on an to just hand over the cash. After all, the bounty hunters have to
aimed shots . She has three standard E-Clips for the pistol. rem ember that every business deal is a compromise, and they
CP-50 "D ragonfire" P ulse Laser Rifle & Grenade will be walking away with their lives, uninjured if they accept
Launcher: Mega-Damage : 2D6 M.D. per single laser blast 250 ,000 credits for the each of them . A half million credits for
or 6D6 M . D . per rapid-fire triple pulse. Standard Grenade walking away. Deal?

46
Sinker: If the bounty hunters complain or make a counter of­ 4) One or m ore run-ins w ith a band of thugs from the Black
fer, Kindra growls, Catrina giggles and m akes a new suggestion . Market looking to recover the data without having to shell out a
Her deal is this: If the bounty hunters will escort them to the Co­ few million credits to an independent contractor. This appeals to
alition State of Chi-Town, they will pay each man who survives soldiers and agents in the Black Market because it will advance
the trip, FIVE MILLION credits. That ' s five million for each their station in the organi zation as well as get them a 1 00,000
person in the merc group, not a m easly 4 or 1 2 million to be di­ credit bonus.
vide how many ways. Deal? 5) A squad of (6-1 0) Coalition soldiers hoping to secure the
If the bounty hunters are willing to work with the Gemini data without their government having to shell out money to
Twins, instead of trying to take them in (and someone is likely criminals or D-Bees. Of course, their actions are not known to
to get killed in the attempt), all of them can m ake some real or sanctioned by the Coalition government who already has a
money. Good characters might think of themselves as Robin tentative verbal deal with the Twins . Only the transfer of goods ,
Hoods stealing from the big, bad criminal underground that is the final sum, and the means of payment are yet to be finalized.
the B lack Market and giving to the . . . um, themselves or the 6) A dventurers, psychics and practitioners of magic and any­
poor or whomever they please. B esides the CS is, arguably, the body willing to risk their neck for a few million credits might
rightful owners of the SAMAS designs. take a shot at the characters, including nice 01' Farmer Brown
Anarchist and evil characters should salivate over such an and his family.
opportunity . If anything, their downfall will be fighting their Ah, and then there are the women ' s dangerous proclivities.
own greed and the idea of stealing the data from the women and Who knows what the women might do along the way that m ight
selling it themselves. incite trouble and conflict. Kindra is a murdering hot head who
Siss ies who fear retribution from the B lack Market should settles insults and rudeness with her fists, a Vibro-Blade or a
also be afraid of tangling with these two, and accept the original gun . Catrina is a manipulative, scheming little witch who likes
bribe, take the money and run. to mess with people for the fun of it.
Can the Maxwell Twins be trusted?
Now its Kindra's tum to smile as she tosses the group ' s ap­ Bounty Hunters Out of Necessity
parent leader a Universal Credit debit card and says, "Consider
Hook: The player characters are visiting some Black Market
this a down payment, handsome." A quick scan shows there' s
contacts to get some new equipment or information . While
1 00,000 credits on the card ! Besides, the Twins have a reputa­
things seem to have been going okay, one of the characters says
tion for being honest in their business deals, one has to be when
something suspicious to the black-marketeers and a gunfight
your business is that of an assas sin and thief, otherwise you ' d
erupts. When the dust clears a large am ount of Black Market
never get any clients.
goods are damaged and the characters are subdued. The Black
On a more personal note, the twins will try to tum on the
Market operators are uncharacteristically understanding about it
charm with any human or attractive D-B ee males in the group .
all and offer a "solution" to the trouble
After all, there could be other benefits to a working relationship
between the bounty hunters and the women. If one of the char­ Lin e: The "solution" is to catch the Gemini Twins or recover
acters looks particularly vulnerable to this type of persuasion the stolen computer data. The B lack Market has a problem with
one of the twins will try to work on that character and get him to a pair of espionage agents that broke into their establishment
trust her if not fal l head over hee ls in love. Of course, any ro­ and stole some important data. The black-marketeers want the
mantic entanglement with Kindra is like a romance with a black characters to track them down, retrieve the data and either kill
widow spider (the female spider kills and eats the male after the spies or bring them back for the Black Market to deal with .
procreation), and Catrina is not the flighty little sweetheart she They give our heroes their most recent lead and a warning. Fail,
pretends to be ! Good luck, you ' ll need it. and never come back to this part of the country. Succeed and all
is forgiven.
Adventu re Conflict Notes: This is not the sweetheart deal it
may first appear to be. There are a lot of fortune hunters looking Sinker: There is one catch (beyond the fact that the charac­
for the Twins, so our heroes (and we use the term loosely in this ters may not be bounty hunters or equipped to deal with the
case) should face several (that ' s 4-8) attacks from different fac­ Twins), there is an open bounty of six m illion credits each, but
tions on their j ourney to Chi-Town . the Black Market expects the group NOT to collect on the
bounty. Black Market operators say that the whole amount will
Likely Adversaries (listed in no particular order): go to cover the damages the characters caused, so the characters
1) One or more mercenary or adventurer groups (3-6 charac­ will not see a penny of the bounty .
ters per group). Actually, there ' s another problem . Every merc and broke ad­
2) A lone thief or bounty hunter figuring one man may suc­ venturer within a thousand miles ( 1 600 km) is looking for the
ceed where a group might fail. Gemini Twins and there are a lot of very nasty mercs after those
3) A large gang of I D6+8 low level (first and second) ban­ bounties.
dits hoping they can succeed where one man or a small group
might fail. The hope to w in by sheer weight of numbers (the
bandits will run off as soon as things get ugly and half their
number are killed or severely wounded). These losers are poorly
equipped and no m atch for the Twins let alone the player char­
acters .

47
tions - one of which is an unusually high amount of P.P.E., but
Auto-G R.C.C. whether these small differences from what he remembers are
enough to m ake him suspicious is another matter entirely. Note:
Rep rinted from Coalition Wars® 3 : Sorcerers ' Revenge™ Auto-Gs are so incredibly rare that most people do not believe
they are real. In fact, most ordinary people (95%) have never
Auto-Gs are presumed to be extremely rare. Whether they are even heard of Auto-Gs, and even many (60%) of the learned
mutants, aliens or the product of some genetic experiment gone scholars, adventurers and practitioners of magic who have heard
awry (CS perhaps) is unknown. They consider themselves to be of them, believe they are mythical creatures that never really ex­
Earthlings, if not entirely human . To that end they claim their isted . A fictional boogie-man from the paranoid time of the
natural shape and appearance is "human," however, an Auto-G Dark Ages.
can take on the appearance and nature of most mortal human­
oids . The Coalition, Splugorth and other groups consider these Auto-G R. C . C . S pecial Abilities,
strange beings to be the ultimate shape-changer without actually Transformation , & Bonuses
being a supernatural being or true creature of magic . Unlike
other shape-shifters, the Auto-G can completely transform into 1 . T rue form . The Auto-G can only assume one of two forms ,
whatever particular race it chooses, right down to the natural the current person o r race he is copying, and the creature ' s
abilities. This means if the race they are copying has w ings and (supposedly) natural human /arm . Most Auto-Gs ' natural ap­
flies, or can teleport, or tum invisible, etc . , so can the Auto-G pearance is that of a very attractive human with a P.B. of 1 2
while in that form . If killed while in its unnatural form , that ' s or h igher. Most Auto-Gs have a healthy, youthful appearance
the way the body remains . I t does not revert t o its true (alleg­ and even those in their nineties look to be in their forties .
edly) human appearance. An Auto-G has a definite male or female gender, but they
The transformation can go far b eyond imitating a specific can assume the "appearance" of the opposite sex when they
race, the Auto-G can study and duplicate a specific individual to transform into a different race. A ssuming the opposite sex
every detai l, right down to his or her unique genetic structure ! and acting the part can prove difficult, as the shape-changer
The Auto-G ' s transformation is so complete that the imposter may be a male in a female body and vice versa, with all his
has identical fingerprints and can fool retinal scans, blood tests , normal male attitudes and instincts. Acting the part of a fe­
voice pattern identification , DNA examination and similar tests ! male (and v ice versa) may be harder than one thinks.
Even a spouse or the character' s own m other can not tell the When abandoning the false identity, the Auto-G can only
original from the genetic duplicate. This places Auto-Gs among revert back to his human-looking natural form . To change
the very best and most dangerous of spies, assassins, kidnap­ into another race, he must consume some DNA from that life
pers , thieves, blackmailers, and masters of "the frame" in the form .
world. 2. DNA sample required to cha nge. To assume the identity of
Of course, the Auto-G does not possess or copy the skills, another race, be it Elf, Dog Boy, D-Bee or alien, the Auto-G
memories, or pers onality of the character (or race) they are must actual ly have someth ing with that being's genetic s igna­
mim icking, which can give them away to those who know them ture . This requires the shape-shifter to chew and swallow a
best . Nor can they generate bionic implants or artificial append­ bit of the subject targeted for replication, such as a bit of hair,
ages, only the actual, physical form . This means questioning can fingernail, dry skin, or a tiny drop of blood. One m inute (four
sometimes be used to ferret out an Auto-G impersonator, how­ melee rounds) after consumption, the Auto-G is able to repli­
ever, one is more l ikely to simply believe their cohort, friend or cate the exact genetic structure of that race and transform
loved one is angry, confused or ill rather than jump to the con­ himself into a convincing copy ! This only enables the
clusion that he has been replaced by a shape-changer. Auto-G to tum into a member of that race, not an exact copy
Psionic powers can also help uncover an Auto-G, however, of a specific individual. Note : As long as the creature copied
these beings pass casual inspection by Dog Boys, Psi- Stalkers is mortal, whether it is an S . D . C . or M.D.C . being, the
and psychics with ease. S ince they are whatever race they are Auto-G can replicate it right down to additional limbs, natu­
impersonating they do NOT register as being supernatural or ral abilities and its genetic code. An Auto-G can NOT repli­
creatures of magic . Thus, the keen psychic senses of these races cate a supernatural being, creature of magic or a being who is
are useless against Auto-Gs, for they can even disguise their extremely alien (i.e. an intelligent blob, talking cockroach or
P.P.E. and alter their auras . Telepathic scans may be able to tree-person is out of the question) .
pluck out surface thoughts, but only an interrogation and 3. To replicate a specific individual, the Auto-G must be able
pointed questions are likely to stimulate thoughts that m ight be­ to thorough ly exam ine the subj ect (dead or alive) for at least
tray the impostor - a casual scan of surface thoughts will rarely 1 5 minutes (20-3 0 is better), consume a large DNA sample
reveal anything suspicious or incriminating. A psychic Mind (one ounce minimum) and be within 1 2 feet (3 .6 m) of said
Bond will always reveal the truth but most psychics avoid using individual when the change takes place . After the appropriate
this invasive and distasteful power. Meanwhile, using a See amount of time, concentration and meditation, the Auto-G
Aura is likely to display a very normal looking aura for that will tum into an identical-looking twin down to the smallest
race . Unless the psychic has studied the character' s aura before detail and genetic composition . Fingerprints, voice, eye
being impersonated, he wi l l not know if it looks different. How­ color, hair growth, hair style, and natural moles, as well as
ever, if the psychic is very familiar with the real McCoy 's aura scars and blemishes caused by injury or b irth defect, are all
(typ ically a friend, loved one or somebody important) he is replicated 99.7 percent. B ionic implants, tattoos and
likely to notice some subtle and disturbing differences or aberra- piercings can not be replicated and if the imposter is to com-
48
plete the charade, the character rnust be physically altered Auto-G R.C.C.
(Le. get an identical tattoo, irnplant, etc . ). Strangely, while Note: "Auto-G" is s lang for "auto-genetic" a term coined to
the Auto-G can not rnake a tattoo appear when he changes describe their ability to duplicate the genetic structure and phys­
his form , the tattoo will disappear when he reverts back to ical appearance of other races.
his natural, hurnan form. L ikewise, any cybernetic irnp lants
Alignment: Any, but professional assassins and spies lean to­
or bionic lirnbs will be harmlessly dispelled and the Auto-G
ward Anarchist, Aberrant, Miscreant and Diabolic.
will regenerate any rnissing lirnbs or organs. In fact, if a
bionic arm or leg is required for the disguise (typically only Player Cha racter Attribu tes : The nurnber of dice to roll are as
necessary when replicating a specific individual), the Auto-G follows: I .Q . : 2D6+8, M.E . : 2D6+8 (roll another I D6 if the
will appear without that lirnb when he transforms (awaiting a initial generated nurnber is 1 7 or higher), M.A . : 3 D6, P . S . :
bion ic supplernent to be attached to cornplete the transforma­ 3D6, P.P. : 3 D6, P . E . 2D6+8 , P . B . : 3 D6+6, Spd. 3D6
tion). Note: Full bionic conversion is not possible for Hit Points : P.E. number is the base, plus I D6 per level of expe­
Auto-Gs and will kill thern if atternpted . In fact, the beings rience.
will die if more than 40% of their body is replaced with rna­ S.D.C. : 24 +P.E. attribute nurnber and any additional S . D.C.
chine parts . Consequently, rn ost try to avoid cybernetics at all points acquired through skills or O.C.C . ; tend to be a bit
costs, even if it ' s only ternporary. tougher than normal hurnans.
When assurn ing the exact identity of a specific individual, Mega-Dam age: Auto-Gs can becorne M.D.C. beings whenever
there is no necessity to kill the genuine article. Auto-Gs who they alter their genetic structure to replicate a mortal
respect life will usually irnprison and h ide the person until Mega-Dam age creature. However, rnore likely than not, they
they no longer have any need for the charade, and release rnust wear M . D . C . armor to protect thernselves .
hirn or extort valuables for his location or safe return. On the Horror Factor: 1 0
other hand, evil and ruthless Auto-Gs (rnany of whorn are Size : Same as a hurnan, 5-7 feet ( l . 5 to 2. 1 01); Weight: 1 20 to
professional assass ins and spies) kill those they impersonate 240 lbs (54 to 1 08 kg).
and destroy the body (or at least dispose of it) to prevent ac­
Life Span : Unknown, but seerns to be a bit better than an ordi­
cidental escape or discovery.
nary hurnan, with a typical life expectancy of 1 40 to 200
4. Unusually high level of P.P.E . Auto-Gs have 2D4x l O +P. E . years.
attribute number i n P.P.E., roughly 1 0- 3 0 tirnes rnore than
P.P. E . : 2D4x l O +P. E . attribute nurnber.
the average hurnan adult. Yet despite this, Auto-Gs can NOT
perform rnagic of any kin d nor can their P.P.E. be syphoned Natural Abilities: Other than the ability to alter their physical
away by sorcerers or P.P.E. varnpires. Additionally, the indi­ structure on a genetic leve l and change their physical bodies,
vidual ' s P.P.E. drops by 70% for 24 hours after a transforma­ they are effectively hurnan with the sarne fundarnental abili­
tion into a nonhurn an life form . Presurnably, the expenditure ties and characteristics. When replicating an inhurnan race,
of P.P.E. at the rnornent of transformation is necessary for the the character has all the natural abilities of that race, other
Auto-G to change his genetic structure and appearance. This than spell casting.
rnay rnean these enigmatic beings are actually rninor crea­ Available O.C.C.s : Auto-Gs tend toward the following: Master
tures of rnagic of sorne kind. Assassin, Super-Spy, ThieflBandit, Highway Man, Srnug­
5. Instant adaptation to a lien fo rm . The Auto-G instantly and gler, Con Artist, Soldier, Bounty Hunter, C ity Rat, Wilder­
intuitively understands the new body, even if it is cornpletely ness Scout, Drifter, Vagabond and rnost any of the Scholar &
alien and has additional appendages and inhurnan powers Adventurer o . c . c . s . Note: Can not select any O . C . C . that ar­
(psionics, instincts, wings and flight, aquatic capabilities, tificially augrnents the body, including Cyborg, Cyber­
M.D .C. body, superhuman P . S . , and so forth). They are irn­ Knight, Crazy, Juicer, Headhunter, nor any Practitioner of
rnediately cornfortable with their new bodies and whatever Magic O. C. C. or P sychic R . C . C .
power and abilities that rnay corne with thern. For exarnple, if Attacks p e r Melee : As p e r O . C . C . and current race.
an Auto-G turns into a Simvan, he has the power to control Bon uses See Special R.C.C. Abilities earlier.
and cornrnand anirnals. If he turns into a Psi-Stalker or Dog Dam age: Varies with race or weapon.
Boy, the Auto-G possesses and understands the abilities of Magic Powers : None, and can not practice rnagic of any kind.
that race (including instincts, heightened senses and natural
Psionics : Mind Block, Mask P.P.E., Mask I . S . P . & Psionics, Al-
needs to sustain that body), and so on.
ter Aura, Death Trance, Nightvision and Surnrnon Inner
6. R.C.C. Bon uses : +2 to save vs rnagic, including rnagic illu­ Strength. Considered a M aj or psychic and needs a 1 2 or
sions, +3 to save vs Horror Factor, and +2 to save vs posses­ higher to save vs psionic attack. I.S.P.: M . E . attribute nurn­
sion at leve ls 2, 4, 6, 8, I I and 1 5 . Needs a 1 2 or higher to ber plus a roll of 4D6. Add an additional I D6+ l per level of
save vs psionic attacks. Also see attributes, psionics, and experience.
other stats.
Bion ics : A void it whenever possible . Never rnake rnore than
7. Restrictions: Can not repl icate the genetic structure or ap­ 40% of their body cybernetic (any rnore will kill thern).
pearance of nonliving rnaterials, anirnals, lower life forms,
Weapons: None per se; varies with personal preference and
creatures of rnagic, supernatural beings, or truly alien crea­
O. C. C.
tures (Le. a pile of tentacles, an intelligent plant, etc.), only
other rnortal hurnanoids . Can not cast spells or draw upon Allies: Nobody i n particular. Those w ho pursue crirninal profes­
rnagic. Can not have its P.P.E. drained by outside forces, in­ sions tend to associate with like-rn inded evildoers and power­
cluding allied rnages. brokers . A number of Auto-Gs are rurnored to be rnernbers of
and/or work with the Federation of Magic.
49
Enemies : Most people fear and distrust them and many will Merc Ops Number S even Most Wanted
slay Auto-Gs whenever they are discovered, just to be on the
Bounty Commissioned by the Three Lords of
safe side. The CS has an ongoing campaign of genocide to
eradicate the Auto-Gs (be they human mutants or weird Dweomer
aliens) from the face of the planet. The CS also has the 2,500,000 Credits payable upon receipt of the fugitive.
know ledge and means to identify these beings . Otherwise, 500,000 Credits payable upon receipt of the corpse.
enem ies are anybody who gets in their way or threatens their
existence.
Known Statistics
Habitat : Bas ically the same as any human or whatever race
they are impersonating. Auto-Gs are believed to originate Full Name : Quinn Xoj a ' Qualja.
from North America. Long ago they primarily inhabited the Known Aliases : None.
Midwest, but since they are so feared and hunted, they hide Race: D 'norr Devilman.
their true natures. Theoretically, anybody, human or D-Bee,
Sex : Male .
could be an Auto-G . Since most people believe them to be
nothing more than myth or legend, nobody other than the Co­ Age : 44 .
alition States has any tests in place to identify them. Height: 5 feet ( l . 5 m).
Note: It is believed there are fewer than six hundred Auto-Gs in Weight: 1 80 lbs (8 1 kg).
all of North America and most people don ' t believe they ever Build: Short and portly .
really existed. The CS suspects there are half that number, Eye Color: Dark blue.
but even that is too many . Of course, no one knows how Hair Color: Red; dark red on the back and top portion of the
many exist and since they could be almost anybody, there head, with tiny red spines where the hair would be on a human.
cou ld be thousands living among the many human and D-Bee
Skin Color: Light reddish-tan .
communities undetected.
Distinguish ing Features : Large, dark purple-black horns .
Known Capabilities : He is a Lord Magus, a spell caster of in­
credible skill.
Previous Accomp lices : He was once a part of the Dweomer
Defense Forces.
Last Known Locatio n: Quinn was seen trying to slip out of the
Magic Zone, headed for either New Lazlo or Lazlo.
Arrest Warrant For: Quinn 'Qualja is wanted for the mass
murders of 63 Tolkeen refugees on their way to the city of
Dweomer.
Criminal Record : None, until this rampage.
History: Once a dedicated soldier and scholar, the suspect
seems to have snapped. Since the collapse of Tolkeen, refugees
have been flooding over the Mississippi River to make it to the
safety of the Magic Zone. Many are fleeing to Dweomer to find
sanctuary and rebuild their lives. The three Lords of Magic have
dedicated their forces to that effort, so it came as a huge surprise
at Dweomer when one of their own Lord Magi turned on the
refugees in a bloody display on the banks of the Mississippi
River.
The slaughter left 63 bodies spread over a 40 foot ( 1 2 .2 m)
area. Most of the carnage was completed before the Dweomer
Defense Forces arrived. The only survivor was a young woman
the accused tried to incinerated with a gout of Mega-Damage
fire. One of the m embers of the Defense Force blocked the
flames in the nick of time while the rest tried to apprehend the
man responsible. Unfortunately, he was too quick, first Shadow
Melding and then fleeing off into the night. The Dweomer
Forces were able to bring the young wom an back to the city of
Dweomer, where the victim was healed of her minor injuries ,
counseled and abl e to identify the person responsible, Quinn
' Qualja. According to her testimony, the attacker was a practi­
tioner of magic who fled w ith them/rom Tolkeen.
Qu inn ' Qu alj a By running her description through the Dweomer criminal
and military records along with records salvaged from Tolkeen,
Wanted Dead or Alive the authorities came up with the name of Quinn ' Qualja, one of
50
the Lord Magi and formally a member of the Dweomer Defense many people saw their families tom apart by the dimensional
Forces. Quinn was one of the Magi who went to fight on warping of space and time as the ripples of what was happening
Tolkeen ' s behalf in the war. Thus, it is hard to believe that he on Rifts Earth were felt throughout the space-time continuum .
would slaughter six dozen of the very people he has been fight­ Quinn was also lucky that he had two loving parents who adored
ing to protect. The Lords of Magic suspect he may have been their little boy, giving him a loving childhood. As he ap­
under the control of a dem on or monstrous influence released by proached puberty, Quinn was hand-picked for training in the
the Tolkeen defenders in their last bid for survival. For this rea­ arts of magic and soon made the choice to become a Lord Ma­
son, they want him back alive, but will accept a corpse if it is gus (see Rifts® Fed eration of Magic for complete detai ls on
abso lutely necessary. this O.C .C.). His early training was flawless and he graduated
into the Dweomer Defense Force . Quinn moved through the
ranks quickly to b ecome one of the youngest Captains among
The Fugitive's Story the defense force, and his future seemed bright.
Quinn will first use every last point of P .P.E. to try and kill When the war at Tolkeen erupted, however, Quinn was one
those looking to capture and imprison him. After expending all of Dweomer' s Lord Magi who chose to go to fight on Tolkeen' s
of his spells, P. P . E. , ammunition and weapons, he will try to behalf, rather than obey the Lords of Magic and their decision
fight the bounty hunters tooth and claw . It turns out that Quinn that all citizens and warrior-mages of Dweomer should stay out
truly believes he is a Deevil, a lesser supernatural being from the of the war . Quinn understood their position, but he just couldn ' t
Hellish plane known as Dyval . Only once he has been beaten d o it. He felt a duty t o help Tolkeen and went t o join the battle
and restrained will anyone be able to talk to him at all . Binding against the CS invaders. H e fought and distinguished himself in
his hands and feet will be necessary to stop him from running many battles, and was on the Northern border of Tolkeen when
away or trying to attack them again. Once suitably restrained, General Holmes ' Army swept down from the Xiticix Hivelands,
he ' l l talk, but only when spoken to and only if prodded. When cutting a swath of destruction right into the heart of the King­
asked about the Mississipp i River slaughter, he will says he was dom . It was a move that would bring Tolkeen to her knees.
possessed. That it was not his fault, he was not in control of his The street to street fighting was intense, the atrocities com­
own body, and that he can only speak now because they have mitted by both sides of the conflict were terrible . Quinn had es­
beaten the beast within him into submission - for the moment. caped participation in the Sorcerers ' Revenge, but this was just
The Devilman tells them to leave him before his strength re­ as bad, maybe worse, for the toppl ing of Tolkeen was more than
turns and the possessing force is able to strike back at them and the loss of a great m agic nation, it was the death of an ideal .
kill them . They should flee immediately, while they still can , Ultimately, it was more than Quinn' s generous soul could en­
their lives are not worth the money they will be paid for captur­ dure . To his fragmenting mind, the atroc ities seemed more like
ing him . They should just leave him and run. something he could imagine a dem on doing, but not humans or
If roughed up, or if the group has a Shifter to pressure him, Devilmen, or any m ortal beings. It was beyond reason and terri­
Quinn will say that he is a Deevil summoned here from a hellish ble - the noise, the scream ing, the tears, the destruction, the bru­
dimension to kill Coalition soldiers . But those who summoned tality - it was all more than he could bear to watch. Through it
him are dead, and he is free to kill as h e pleases . He will not all, he kept telling himself it was worth the sacrifice and horror
bow to the will of a new mortal m aster either, the group can kiss to save Tolkeen, to save everything the kingdom represented.
his . . . (you get the drift). If the group has a Shifter (or just
Quinn, like all the others, was stunned when Tolkeen ' s de­
someone who can pretend to be one well enough), Quinn can be
fenses collapsed and seem ingly endless, black waves of Coali­
tricked into a "Battle of Wills" in which he will stare at the
tion soldiers and robots swept over them like hungry locusts or
"Shifter" and if the Shifter can go longer than him without
an angry sea. Overhead, through the billows of smoke and
blinking, he will bow to the ground before the Shifter (or pre­
flashes from aerial combat, Quinn could see the Dragon Kings
tender), say ing, "Oh I am not worthy master! I shall do as you
take wing . Not to fight, but to flee . He remembers thinking, "If
command. Please forgive my outburst. Do not punish me ! "
the Dragon Kings fled before the might of the Coalition, what
Quinn appears to b e truly insane and believes that h e i s under
chance do us mere mortals have?" They are the last thoughts he
the Shifter' s "control" and will do whatever that man asks of
remembers clearly . After that, Tolkeen' s fighters and citizens
him, but with a devilish tw ist whenever possible, just like a real
fled in all directions as the Coalition swarmed through the
Deevil might.
streets, killing all in their path . The defenders staggered back to
a ho lding position and kept fighting, but their task seemed im­
Game Master Notes - The True Story possible. The end was near. As Quinn counted the minutes of
life he still had left, he saw a pair of Shifters open a dimensional
The following is the real background on this character. Only portal and unleash a horde of Deevils summoned up straight
som e serious investigation or stumbling across the right person from the plane of Dyval. They leapt into combat without hesita­
will reveal any of it; Game Master discretion . tion and fought the Coalition Dead Boys with tooth, claw and
Quinn 'QuaJj a was born to parents who had been tom from spell, but they too were overwhe lmed. It was then that Quinn
their native world and flung to Rifts Earth by a cosmic upheaval decided to step into the nearby ley line and phase out of the city
on their planet. Without any way to return home, the and the war.
Devilman ' s parents made the best life they could for them­ The next th ing he remembers, is being en route to Dweomer
selves. A short time later, a child was bom. Quinn was actually amongst a group of shell-shocked refugees . What happened in
one of the lucky ones, his parents were Rifted to Earth together; Tolkeen, how he got here, was all a blur. A dim, shattered recol-

51
lection of fighting Coalition soldiers like a demon among the Imagining he is a demonic creature has helped him cope with
Deevils . It was a battle no mortal could have survived. And the terrible things he witnessed and the killing he, himself,
that ' s when it struck him, he wasn't a D-Bee, he was a Deevil. had to do. He feels removed and estranged from ordinary
Somehow, he had become one of them. Perhaps he had always people and ordinary life. He is also subj ect to b lackouts and
been one. That would explain why magic came so easy for him unable to remember what he may have done during them.
and why, when the call to arms came, he felt compelled to an­ Whether drugs and/or therapy might soothes his fevered
swer it. He was a Deevil . A true being of supernatural power. mind and break him out of his delusions is unknown at this
No longer were the problems of others his concern. No longer time .
did he have to worry about who lived or who died. No longer Disposition : Quinn is no longer the carefree, devilish charmer
did the edicts of the Lords of Magic concern him . He was above he once was, but a confused wanderer who believes himself
such things . Quinn was free from all the moralities of those to be a demonic monster. So he tends to be cool, indifferent
around him . and uncaring about ordinary people and their troubles. At the
Even now, he doesn' t remember exactly what transpired at same time, he cannot abide acts of wanton cruelty, torture or
the river. He remembers walking like a zombie, lost in his reve­ injustice and strikes out against them . He also has a short
lation and newfound immortality as a supernatural being, when temper when it comes to authority figures, soldiers, police,
a child said, "Look, mommy. A devil ." " Hush," the mother said, and slavers , especially if they are roughing people up or are
"that' s no devil. That's a man." Quinn remembers saying some­ corrupt, and lashes out at them in a fury . While he can still
thing like, "No I'm not. The child is correct, I am a demon . . . a tum on the charm to get his way, Quinn is more inclined to
Deevil from the sulfur pits of Dyval ." Then, he remembers faces use intimidation, threats and violence nowadays . He is a
laughing. A sea of fingers pointing and faces laughing. Only the Deevil, after all, and tries to behave as he imagines a Deevil
child seemed frightened. He knew in h er innocence, she saw wou ld.
him for what he really was, and so he made a point of killing her Half the time he seems in a daze without purpose or direc­
quickly, before she even knew what happened . The rest - he tion, and only reacting to situations as they come at him.
doesn 't real ly remember the rest . The screaming and shouting, it When attacked, however, he automatically uses deadly force
all gets confused with the streets of Tolkeen and him fighting and fights l ike an angry tiger and with amazing skill .
with his Deevil brethren . And when the swirl of emotions , Horror Factor: 1 2 , at least until one gets to know him .
sound and memories subs ided, he found himself surrounded by
Skills of Note: Advanced and Basic Math (95%), all Lore Skills
the bodies of those who had been laughing. All of them silent in
(at base+45%), Anthropo logy (60%), Art (75%), Ath letics
death and turning the banks of the m ighty Mississippi red with
(Aerobics & General), Computer Operation (80%), Computer
blood. Over sixty lay dead at his feet and Quinn drunk deep in
Programming (70%), Disguise (65%), Find Contraband
the silence born from the chaos of only a moment ago. Only one
(55%), Forgery (60%), Intelligence (66%), Interrogation
was left standing, so he struck out at her only to have his blast
(70%), Land Navigation (66%), Law (Genera; 65%), Military
intercepted by a Dweomer Defender, another Magus like him . .
Etiquette (70%), Mythology (70%), Pick Locks (70%), Pick
. er, like he had once been . Then he simply ran off, leaving be­
Pockets (65 %), Read American and Dragonese (80%), Re­
hind one survivor and a squad of horrified defenders who had
search (80%), Running, Speak American, Demongogian and
come to the river' s edge in search of refugees to escort back to
Dragonese (98%), W.P . Energy Pistol, W.P. Energy Rifle
Dweomer.
and W . P. Sword .
Now it was Quinn who was the hunted. Of course, he thought
Magical Knowledge: Knows all Level One and Two spell invo­
to himself. Mortals fear and hate the supernatural, as well they
cations, and has a vast knowledge of spell magic, including
should, for they are nothing to beings such as he. Nothing but
the following:
cattle and playthings to do with as he pleases.
Level Three: Armor of Ithan ( 1 0), Magic Shield (6), Orb of
True Stats Cold (6), Telekinesis (6).
Level Four: Astral Proj ection ( 1 0), Electric Arc (8), Fireblast
Race: D' norr Devil Man.
(8), Fist of Fury ( 1 0 or 5 0), Magic Net (7), Reflection (7),
Alignment: He claims he is evil incarnate (Miscreant?) and acts Ricochet Strike ( 1 2), Shadow Meld ( 1 0), Watchguard ( 1 0),
like a ruffian. His alignment was Scrupulous until his mental Weight of Duty ( 1 0).
breakdown .
Level Five : Circle of Flame ( 1 0), Horrific Illusion ( 1 0),
Attributes : I .Q . 1 4, M .E. 1 3 , M .A . 24, P. S . 1 0, P.P. 1 3 , P.E . 22, Lifeblast ( 1 5), Mental B last ( 1 5).
P.B . 6, Spd . 22 .
Level Six: B arrage ( 1 5), Call Lightning ( 1 5), I llusion Booster
Hit Points : 64 . S.D.C. : 4 1 .
( 1 5), Illusory Wall ( 1 5 or 3 0), Magic Pigeon (20), Targeted
Height: 5 feet ( 1 .5 m) . Deflection ( 1 5), Teleport: Lesser ( 1 5), Time Slip (20) .
Weight: 1 80 Ibs (8 1 kg). Level Seven: Ballistic Fire (25), Fire Gout (20), F ly as the
Age : 44, Sex: Male. Eagle (25), Heal Self (20), Invulnerability (25), Life Drain
P.P. E. : 3 1 2, I.S.P. : None. (25), Negate Mechanics (20), Sonic B last (2 5), Spinning
Experience Level: 7th level Lord Magus . B lades (20) , Sub-Particle Acceleration (20).
Insanities: Quinn is one of countless victims in the Coali­ Level Eight: Forcebonds (25), Hallucination (30), Shock­
tion-Tolkeen War. His own appearance contributed to his wave (3 5), Sorcerous Fury (70).
malady and convinced him he is a "real" supernatural Deevil . Level Nine : Illusion Manipulation (25-60).

52
Level Ten: Il lusory Forest (45-90), Mystic Portal (60). Other Equipm ent: A canteen, backpack and on ly the most ba­
Level Eleven: Illusory Terrain (55- 1 20). sic gear, in addition to the weapons and armor noted above .
Psionics: None . Money: Only 500 Universal Credits.
Natural Abilities : Fatigues at half the normal rate, can hold his
breath for three minutes . Spells, psionic attacks, drugs and
disease that cause confusion, dizziness or dull the senses are
Hook, Line & Sinker Adventures
half as effective (reduce penalties by halt). Become invisible
Making a Deal with the Devil
at will, regenerate 2D6 H it Points/S . D. C . per m inute, has
double normal spe ll range, impervious to possession, ages Hoo k: While the characters are in some small town (a stop­
one year for every five, magic heat and fire do half damage. over between adventures), they meet a strange looking D-Bee
Sense ley lines, ley line phasing, and ley l ine rejuvenation, all that resemb les a Deevil (he is a D 'norr Devilman, if they have
as a Ley Line Walker. Recovers P.P .E. at a rate of 6 P .P.E. encountered that race before). The Devilman asks if the charac­
per hour of rest or sleep; 1 2 P.P.E . per hour through medita­ ters are looking for work . You see, some D-Bee haters have
tion . been hunting him down for the last few days and he is looking
for some able-bodied men to tie them up for a while, so that he
Com bat Train ing: Hand to Hand: Martial Arts.
can make his escape. The strange little fellow has a way with
Attacks Pe r Melee : S ix (more when using the Fury Blade).
words, even if he sounds a little cold and confused. He does not
Com bat Bonuses : +3 to initiative, +4 to strike, +6 to parry, +4 want the characters to kill anyone or to put themselves at any
to dodge, +2 to kick damage, +3 to disarm, + 1 to entangle, real risk. Just foul up his pursuers ' vehicle, get them drunk, have
+7 to pull punch, +5 to roll with punch, fal l or impact. - I a friendly bar fight, or something similar, to slow them down a
(minus) to save vs insanity, +4 to save vs mind control, +3 to bit, or better yet, send them on a wild goose chase in the wrong
save vs possession and illusions, +2 to save vs Horror Factor, direction. He will give them 500 credits in cash now and if he
+6 to save vs magic, +4 to save vs poison, toxins and dis­ makes it away, he will meet them at the next town (they plan
eases, + 1 9% to save vs coma/death. +2 Spell Strength. which one) for the remainder of the payment, another 9,500
Trust/Intimidate of 80%. credits. He shows the group the credits first so they know he is
Other Com bat Info: Karate Kick does 2D4 S .D .C . damage, up front about everything . He would give them more up front,
Jump Kick (Critical Strike), Critical Strike on an unmodified but if they can ' t slow down the guys chasing him, he may need
roll of 1 8 , 19 or 20 . W.P . Paired Weapons . Head butt with that money to buy h imself out later.
horns does 2D4 S.D .C . damage + P. S . bonus. Lin e: The little D-Bee Devilman does, indeed, head off and
Favorite Weapons : One of the few weapons he escaped with in the direction they discussed. Not too soon after, a party of
was a Dragonfire Flam eth rower : Mega-Damage : I D6x l 0 mean looking characters arrives in town. While they don 't look
M.D. to everything in its 1 00 foot (3 0. 5 m) length of fire. too tough (low level), there are eight of them, more than that lit­
Rate of Fire: Single shots only. However, the flame can be tle fellow could possibly handle. The player group can work to
whipped back and forth, striking multiple targets in both di­ slow them up and/or point them in the wrong direction any way
rections . Moving it back and forth will hit everything in a they can.
corridor 1 0 feet (3 m) wide and 1 00 feet (3 0 . 5 m) long, but Sinker: The roughnecks after the Devilman are all rude,
uses three melee attacks/actions. Range : 1 00 feet (3 0 . 5 m). crude bounty hunters of Anarchist or evil alignment . Depending
Payload : 5 blasts per P. P.E . clip. on how things unfold, our heroes m ay fmd out that the little guy
TW Battle Fury Blade: Mega-Damage : 6D6 M .D . M .D.C . of they just helped is wanted for murdering 60+ refugees and has a
the Fury Blade : 200, regenerates 20 M.D .C. per day. Powers : price on his head. They can, however, make things right, by cap­
By channel ing 40 P.P.E. (or 80 I . S .P .) into the weapon, the turing him themselves (and getting a nice bounty to boot).
wielder can invoke the Battle Fury. While this fearsome abil­ On the other hand, they may not realize anything, do their j ob
ity is active, the weapon inflicts a whopping I D6x l 0 M .D . and meet up with the Devilman in the next town to get paid. As
with every hit, and the wielder gets an extra, second attack it turns out, he doesn' t have the money and never did, it was al l
with each successful strike . Thi s second, almost instanta­ a fake (only the 500 credits was real) . With a new confidence he
neous strike comes with such blistering speed that opponents tells them to buzz off before he gets angry and hurts one of
are -5 to parry the unexpected super-quick attack. Finally, for them . When asked what he thinks he's doing (or a similar open­
the duration of the enchantment, the sword wielder is encased ing) he ' ll say, "Wh at do y ou expect from a Deevil? Now, buzz
in a suit of magical force with 1 00 M.D. C. (Subtract damage off. If they persist, he ' ll hit the most threatening one with Call
from it first.) Duration : Battle Fury lasts for 1 2 melee Lightning and continue to boast about be ing a great and power­
rounds/3 m inutes . ful Deevil . He threatens to kill them all if they don ' t leave him
Body Arm or: Heavy Lord M agus body armor (90 M . D.C . ) and alone. Now what?
helmet (45 M .D .C .) . The helmet, modified for his horns, has
a crustacean appearance with insect-like eyes, open pin­ The Face of Evil
cer- like mouth area, and a long, segmented hood that extends
Hook: Whatever the player group ' s previous experience with
beyond the head, down the back. The fmgers are tipped with
Quinn, they finally confront him in a small town and manage to
ceramic spike-like claws (adds I D6 S .D .C. damage to hand
to hand damage). subdue and capture him . (Note: He' ll pass out or surrender
when 70% of his P .P.E. is used up or he ' s clearly outnumbered
Personal Vehicle: None. He wanders everywhere.
and realizes he can ' t win . )

53
Lin e: At the end of the battle, confused townspeople come
over to talk . They explain that just a few hours (or a day) before,
Quinn rescued the townspeople from a gang of slavers who
were pushing peop le around, killed their two defenders and had
collected a couple dozen young women and children to haul
away to the slave market. It was an impressive fight and the
Devilman fought valiantly. When the slavers fled, the hero
turned down money and livestock as a reward, saying a Deevi l
had no need for such things. He then went on to conduct himself
like a gentleman. Not exactly the behavior of a Deevil or a
killer.
Sinker: If the group has a psychic/mind reader or healer
among them , that character can assess Quinn as a shell-shocked
lunatic living a delusion , but he doesn' t seem to be the
cold-blooded killer he (and some others) believes himself to be.
Furthermore, an attempt to read his mind gives the psychic frag­
mented visions of a beautiful young girl killing refugees along a
riverbank. The addled Quinn could do nothing but watch in hor­
ror. When the slaughter ended a few short minutes later, the girl
turned to him, her eyes glowing red, her gown covered in b lood.
Other thought fragments show Quinn speculating that she must
be a fellow demon, yet at the same time he was thinking how
terrible this is and he should do something . . . k ill her . . . stop
her before she kills more innocent people . . . but wait . . . isn ' t
this what demons and Deevils do? F inally, h e shot a fiery blast
at her, but Dweomer Defenders appeared on the scene while he
was distracted and intervened. Confused and not wanting to
fight old allies, Quinn ran away and pushed the entire affair
from his mind. If asked about it, he takes responsibility for the
slaughter, pontificating about how that' s what D eevils do. Only
it' s not true. The real monster has been taken to the city of
Dweomer! God only knows the kind of damage she . . . it, m ight
do there. "Qu ick D raw " Jerem iah
If the player group doesn 't have such a character in their
team or he/she doesn 't probe Quinn ' s mind, this information a.k.a. Butch Cassidy
will be presented by a psychic in town who had the opportunity
to read his mind after his battle with the slavers. She told the
Wanted Dead or Alive
group because they seem to be heroes and, well somebody Merc Ops Number Eight Most Wanted
should know the truth and warn the authorities at Dweomer.
G.M. Note : Exactly what the girl is, we leave to your imagi­ Bounty Commissioned by Sundance of the Pecos
nation, but she is wicked and powerful, and up to no good. True Empire
heroes would never let Quinn take the blame for a heinous crime 2,000,000 Credits payable upon receipt of the fugitive.
he didn 't commit, nor leave the unsuspecting people of 2,000,000 Credits payable upon receipt of the corpse.
Dweomer to a questionable fate at the hands of some terrible
creature. Heck, for all they know , she could be some kind of Known Statistics
shape-changing demon or dark god or powerful sorcerer out to Full Nam e : Quick Draw Jeremiah.
kill the Three Lords of Magic or who knows what. Unleash your Known Aliases: Butch Cassidy .
imaginations and have fun . Race: Quick-F lex Alien.
Also note that despite his aberrant behavior and claims of be­ Sex : Male.
ing an evil Deevil, Quinn will want to accompany them and he
Age : 26.
will fight to destroy the demonic teenager, and could die in bat­
tle saving one of the player characters or saving the day. He' d Height: 5 feet, 6 inches ( 1 .65 m).
rather be dead than be forced to live with all the suffering and Weight: 1 5 0 lbs (67 . 5 kg) .
horror he has seen, and dying a hero would make him happy. Build : Light, thin frame which is typical of his race.
Eye Color: Emerald green .
Hai r Color: Jet black.
Skin Color : Pale white.
Distinguishing Features: His arms and chest are adorned with
tattoos of skulls and roses.
54
Known Capabilities : He has been implanted with Danger Re­ Game Master Notes - The True Story
sponse M.O.M. implants that enhance his already quick re­
flexes. The follow ing is the real background behind this fugitive.
Only a serious investigation or plain dumb luck will reveal any
Previous Accom p lices : He was a member of Warlord Don
of th is information ; Game Master discretion .
Marco 's gang in the Pecos Empire, at least until he flipped and
started to think of h imself as a new Butch Cassidy. "Quick Draw" Jerem iah (claiming to be Butch Cassidy)
Last Known Location : The Pecos Empire, he was headed out grew up in the badlands of the Pecos Empire, running from one
into the New West when last seen . little town to another, avoiding the gangs, the gunslingers, and
Arrest Wa rrant For: Personal bounty placed on Jeremiah for the vampires. His natural reflexes helped him a lot with the
impersonating the "true B utch C assidy" of Rifts Earth (obvi­ quick draw and gun handling, but even so, he was never quite
ously another character who has taken the name of the Old West fast enough . That all changed when he s igned up with Warlord
outlaw for h imself, but his partner, Sundance, doesn 't appreciate Don Marco and the Silver Daggers gang. The Silver Daggers
others riding on his old pal ' s reputation). were looking to get some faster guns so that they could do some
Crim inal Record : Butch/Jerem iah has been arrested now and real damage to the other gangs. Warlord Don Marco saw that
again for m inor crimes, but they have nothing to do with this the kid was fast and told him they could make him faster.
warrant. Within a few hours of the lad agreeing, they had him inside a
History: According to Sundance, it' s simple: "Jeremiah says he Black Market Body-Chop-Shop for enhancement to become a
is Butch Cassidy, I says he ain 't. He don ' t want to quit claiming Wired Gunslinger.
he is my oid saddle buddy, so [ want his ass dead ! Bring me h im The "enhancement" was the Danger Response M.O.M. im­
or just his head and I ' ll give ya 2 million credits ! It' s as simple plants. This odd little variation on M.O.M. technology does not
as that." have all the powers or side effects of the normal augmentation ,
but it does enhance the reflexes and reaction times incredibly .
When combined w ith Jeremiah ' s natural reflexes as a Quick­
The Fugitive's Story Flex Alien, he became faster than most professional Gunsling­
"Butch" is easy going and fairly laid back, so he is easy to ers. At first, everything was great with the new implants and the
get talking, but if anyone even flinches as if he ' s pulling a lad quickly developed a reputation as Quick Draw Jerem iah,
weapon, his guns will be out and ready to shoot before anyone one of the fastest guns in the New West.
knows what's happening. The affable B utch Cas sidy (Jeremiah) Don Marco wasted no time in putting him to work and was
likes to gab, and once he gets going, he is pleased to talk about impressed with Jeremiah ' s success rate. Finally, he sent him to
his exploits and positively raves about all of his and Sundance ' s whack Warlord Sabre Lasar ' s hired guns one at a time. Thi s
old pre-Rifts adventures (the ones in the pre-Rifts movies). Fur­ made Jeremiah' s face w e l l known throughout the Pecos Empire
thermore, he can't understand why Sundance would call him an as he went from p lace to place calling out gunmen for show­
imposter and put a bounty on his head. H e ' s half convinced this downs in the street. He also took on all comers, and seemed to
bounty is from a "pretender" out to trick him. Either that, or this live a charmed life by coming out of each confrontation, ambush
is some kinda trick on the part of Sundance or somebody in the and trap alive. In between his gun-slinging, Jeremiah also col­
Wild Bunch . lected a huge number of pre-Rifts movies and earned a lot of
Wh ile Butch would like to work things out with Sundance, credits collecting on bounties and doing j obs that required some­
he is not going to let anyone bring him in for a reward . Butch one good with a gun .
(Jeremiah) knows that if he meets Sundance without his guns, in The problem with any kind o f augmentation that affects the
the middle of the Wild Bunch, he is as good as dead. So he brain is that mental illness is a likely side effect. Before long,
might as well just shoot it out with the bounty hunters instead of Quick Draw Jeremiah was acting more like a Hollywood movie
letting them tie him up like some calf. On the other hand, if the cowboy than a real gunslinger. Worse, he started to "become"
bounty hunters are willing to j oin his gang (they being the only movie characters, assuming their name, habits, disposition and
gang members), they could go see Sundance together and try to personality quirks. He'd typically assume an identity and hold
straighten everything out. This B utch Cassidy (Jeremiah) actu­ on to the persona for a few weeks to several months before
ally believes that Sundance will recognize him as Butch Cassidy changing into somebody new. Six months ago, somebody gave
if they met eye to eye. A c lever group cou ld use this ploy to lead Quick Draw Jerem iah the pre-Rifts movie, Butch Cassidy and
Butch Cassidy to Sundance without gun play, at least until the the Sundance Kid, starring P aul Newman and Robert Redford.
two meet. But if the characters in sist that Jeremiah is not Butch Jeremiah loved it, and it wasn 't long before he began running
Cass idy, or that he is not even human, Jeremiah will laugh, and around the Pecos Empire calling himself Butch Cassidy. Prob­
call them crazy. If he feels threatened or that he's being set up lem is, either Butch is his favorite persona and he won ' t give it
for a trap, Butch whips out his guns and starts shooting at any­ up, or he ' s locked into thi s identity. Whatever the case may be,
one involved in taking him in. Likewise, anyone who threatens he ' s been B utch C assidy for six months with no sign of snap­
to question his vers ion of reality is likely to be called a l iar and a ping out of it. He has gunned down a bunch of lawmen under
yellow coward, and challenged to a showdown in the street. The the name of Butch Cassidy and robbed a few Techno-Wizard
slightest inappropriate movement will get the individual(s) shot trains, both of which have caught the attention of Sundance and
where he stands - Butch don't take unnecessary chances, friend. his Wild Bunch. Sundance believes that if he survived the jour­
Extreme caution is recomm ended. ney to Rifts Earth, then so did Butch Cassidy, and he is not go­
ing to let anyone take Butch ' s name, especially a D-Bee loser.

55
Sundance (see Rifts® Lone Star for details on who Sundance When combat starts, however, he becomes a w i l d man, bold,
is, his past, and the new Wild Bunch) has an open offer of two cocky and overconfident, quick to kill and fast as lightning.
mill ion credits to anyone who can bring him the imposter. This Insanely gung-ho in a battle, he takes unnecessary risks and
has put "Butch" on the run from his own "best friend" (he has loves to be flamboyant. Jeremiah sees himself as a dashing
never met Sundance, except in his own imagination), and he and daring anti-hero, the loveable rogue. To him, fighting the
can 't figure out why. Maybe it is time he and Sundance had a good fight and defying laws that l imit one ' s freedoms is what
little talk. it is all about. This is probably why he' s so attracted to the
Butch Cass idy movie persona.
True Stats for Quick D raw Jeremiah
Horror Factor: + 1 1 reputation (+2 against ordinary folks).
Race: Quick-F lex Alien. Skills of Note: Athletics (Aerobics & General), Basic Math
Alignment: Anarchist. (60%), Boxing, D-Bee Lore (45%), Detect Ambush (4 5%),
Attributes : I . Q . 7 , M.E. 1 3 , M.A. 22, P . S . 1 7, P.P. 26, P.E. 20, Detect Concealment (40%), Find Contraband (3 6%), Horse­
P . B . 7, Spd . 86. manship (General; 46/26%), Interrogation (45%), Land Navi­
Hit Points: 4 8 . S.D.C. : 1 44 . gation (52%), Palming (40%), Prowl (5 0%) , Recognize
Weapon Quality (5 0%), Running, Speak American,
Height: 5 feet, 6 inches ( 1 .65 m ).
Dragonese, French and Spanish (95%), Streetwise (3 6%),
Weight: 1 5 0 lb s (67 . 5 kg).
Wrestling, W.P. A utomatic Pistol , W.P. Energy Pistol, W.P.
Age : 26. Energy Rifle, W.P. Heavy Energy Weapon, W.P. Knife,
Sex : Male. W.P. Revolver (inc ludes Derringers) and W.P. Sharpshooting
P.P.E. : 6, I.S.P.: None. (Revolvers and Pistols).
Experience Level: 5th level Wired Gunslinger. Magical Knowledge: None .
Insanities : Assuming False I dentities : Along with the more typ­ Psionics : None.
ical insanities for a Wired Gunslinger, Jeremiah is obsessed Natural Abilities: Basically the same as a human except for hy­
with pre-Rifts cowboy movies, to the point that he believes peractivity, enhanced reflexes, great running speed and can
he is one of the characters from the movies. For a while he leap 8 feet (2.4 m) high or lengthwise from a standing still
was the Harmonica Man (Charles Bronson from Once Upon position ! A dd an additional 4 feet ( 1 .2 m) from a running
a Time in the West), then the M an with No Name (Clint start.
Eastwood Spaghetti Western), then Jeremiah Johnson (Rob­ Com bat Training: Hand to Hand: Martial Arts.
ert Redford), Wyatt Earp (not only the Kurt Russell and
Attacks Per Melee: Eight, +2 melee attacks when using Re­
Kevin Costner versions, but Burt Lancaster as well), then
volvers and Pistols (any type).
Josey Wales (Clint Eastwood), then the Duke (actually, sev­
eral versions of John Wayne ' s cowboys), High Noon Sheriff Com bat Bonuses : + 1 3 (+3 more when using Revolvers and
(Gary Cooper), Shane (Alan Ladd), and then Chris (Yul Pistols) on initiative, +2 to strike using modem weaponsl
Brenner from the Magnificent S even ; that one lasted three guns, bow and arrow and thrown weapons, +8 to strike other­
months), the Unforgiven (Clint again), Roy Rogers the sing­ wise, + 1 3 to parry, + 1 4 to dodge (automatic dodge on all at­
ing cowboy (thankfully, Roy only lasted for a week and a tacks), +4 to damage, + 1 to disarm, + 1 to entangle, +8 to pull
half, and he has never seen any Hopalong Cassidy fl icks), punch, +8 to rol l w ith punch, fall or impact, +4 to save vs
and now, Butch Cassidy. He really believes he is Butch Horror Factor, +3 to save vs psionics and insanity, +3 to save
Cass idy, as he does every character' s identity he assumes. vs magic, poison, toxins and diseases, + 1 0% to save vs
Butch, however, is his longest and most intense obsession coma/death .
yet, and after six months he still c lings to that identity as his Oth er Com bat Info : Danger Response (spec ial), Karate Kick
own . does 2D4 S . D . C . damage, Jump Kick (Critical Strike), W.P.
Obs essive Disdain for the Law and Lawmen: Quick Draw Paired Weapons (including paired Revolvers & Pistols, am­
Jeremiah ignores all laws (unless he ' s assumed the role of a bidextrous), Knockout or a Pin/Incapacitate on an unmodi­
lawman) and openly belittles, defies and challenges lawmen fied roll of 20.
- he especially loves it when they draw on him or challenge Favorite Weapons : Butch always has several loaded revolvers
him to a showdown . on his person.
Obsessed with Being the Fastest: And welcomes showdowns, Two BigBore Revolvers : Mega-Damage: I D6 M.D . per
quick draw contests, sharpshooting and taking on gunslingers round, plus human-sized targets must roll a 20-sided die to
and others who claim to be good w ith a gun . Most such "con­ maintain their footing. This balance roll must equal or sur­
tests" are to the death. pass the attacker' s roll to strike. A failed roll means the vic­
Phobia: Crazies and clowns, he trie s to avoid them, backs tim is knocked off his feet, falls back onto the ground (fall
down from them, avoids shows including them, and even ac­ back I D4 feet), loses initiative (if he had it) and loses one
cepts their mocking him . F ights them on ly when backed into melee attack/action ! Even those in M.D .C. body armor will
a comer. be knocked down. Rate o f Fire : Single shots only ! Range :
Disposition : Jeremiah is a nice guy; friendly, courteous and 200 feet (6 1 m). Payload: S ix shot revolver. He has a box of
hosp itable even now. He loves to talk, share stories, drink 1 44 rounds .
and have a good time. Saloons and taverns are among his fa­ A pair of NE-6 "Magnum" Plasma Cartridge Re­
vorite places, along with dance halls and gambling casinos . volvers : Mega-Damage : I D4x l 0 M.D. per each plasma
56
round. Rate of Fire : Single shots only ! Range: 500 feet ( 1 52 Will the group try to apprehend Butch for the bounty or let
m). Payload: 6 shot cylinder. Reloading the weapon takes him go? Or will they hang for awh ile? Butch can be a good guy,
one melee action per cartridge, or one melee action to load all and if the group is in a jam, he ' s always glad to help a drinking
six if a speed loader is used. He has two speed loaders and 60 buddy, ' specially if there ' s a gunfight involved.
plasma rounds. In the alternative, our heroes might find themselves he lping
A pair of NG-45LP "Long Pistols": Mega-Damage : 5 D6 out 01' Butch.
M.D. per shot. Rate of F ire : S ingle shots only . Range : 1 200
feet (365 m). Payload : 8 shots per standard E-Clip or 1 3
shots long E-Clip.
A pair of Wilk' s 330 Sniper Laser Pistols : Mega-Dam­
�: 2D6 M.D. Rate of F ire: Standard. Range : 1 ,000 feet
(305 m). Payload: 1 2 shots with a standard E-Clip, 24 shots
with a long E-Clip. Bonus to Strike : +3 bonus to strike on an
aimed shots. Butch has a dozen standard E-Cl ips and four
long E-Clips for his energy pistols.
Body Arm or: NG "Maverick" Riding Armor (36 M .D.C.) and a
Branaghan armored overcoat (28 M . D . C . ) .
Personal Vehicle: Appaloosa robot horse, w ith 200 M . D . C . , 75
mph ( 1 20 km), leap 1 0 feet (3 m) high and 20 feet (6 . 1 m)
long .
Oth er Equ ipment : A quality cowboy hat, set of riding clothes,
fancy suit for town (and when an acting sheriff), flashlight,
binoculars, laser distancer, pocket language translator, gun
cleaning kit, cigarette lighter, pair of handcuffs , two V ibro­
Knives ( I D6 M.D.), gun belt with holsters , util ity belt, sad­
dlebags, saddle, tack and harness, two canteens, and some
common personal items.
Cybernetics/Bionics : Clock Calendar, Multi-Optic Eyes, Am­
plified Hearing, Sound Filtration System and Ultra-Ears .
Money: 25 ,322 in Universal Credits .

Hook, Line & Sinker Adventure


The Quick & the Drunk
Hook: While stopped over in a small town (in the New West,
MercTown, or anywhere in the west) the p layer characters are
having a few drinks. One of them accidentally bumps into a
guns linger drinking at the bar next to them . No time is wasted in
the gunfighter calling the player character out for a showdown.
Krane T 'zaka
Lin e: If the player character s incerely apologizes, the gun­ Wanted Alive Only
slinger offers to buy him a drink and introduces himself as
Butch Cassidy . Merc Ops Number Nine Most Wanted
If the pair step out o f the bar for t h e gunfight, the Gunslinger Bounty Commissioned by Colorado Baronies
introduces himself as Butch Cassidy and tells the player charac­
1 ,000,000 Credits payable upon receipt of the fugitive.
ter that it is unfortunate that he must die. B utch doesn 't really
want to kill him, but if he doesn ' t others might think he is get­ There is no bounty payable for a corpse.
ting soft. He tells the character not to worry about it, h e ' l l just
Known Statistics
bounce a B B or two off his armor to save face and if he drops
his gun or staggers and falls to the ground, Butch is the winner Full Name: Krane T ' zaka.
and he ' ll buy him a drink . If they really shoot it out . . . well, Known Aliases : Bob.
let ' s hope that doesn 't happen. Race: Human .
Sinker: After the "gunfight," Butch goes back to the bar with Sex : Male.
the group for a few drinks . If the group knows there' s a bounty Age : 3 3 .
on his head, they ' l l have to figure out what they do next. If they
Height: 6 feet, 2 inches ( 1 .9 m).
don ' t they ' ll notice a wanted poster on the outside wall of the
bar, and a mustache drawn on it with magic marker. "I dun Weight: 240 Ibs ( 1 0 8 kg).
that," coos a cheerful Butch Cassidy, "I think it makes me look Build : Large, muscular and athletic.
more distinguished, don't you?" Eye Color: Green.
57
Hair Color: Black, curly hair. side information - and if that were true, then more could be
Skin Color : African American, dark brown. waiting ahead.
Distinguish ing Featu res : He has one large scar that runs He felt like a sitting duck out there in a vehicle full of very
around his throat, as if someone tried to cut off his head. expensive Techno-Wizard weapons and with nowhere to take
Known Capabilities: Krane is suspected to be some type of them , so he decided to take a back road he knew about, and head
practitioner of magic, although no one knows for sure. for the nearest town where there would at least be other people.
When he got there, he bumped into a mercenary company com­
Previous Accomp lices : He is always accompanied by his two
plaining about getting cheated out o f their pay, having the CS on
pet coyotes, both are scraggly and scrawny.
their tail, and being low on weapons and ammo. They had come
Last Known Location : Silvereno in the Colorado Baronies, but from Tolkeen, where they said the kingdom ' s days were num­
he may be headed further west or south into the heart of the bered and that they were lucky to get out when they did. Among
Pecos Empire. the group were numerous Line Walkers and other practitioners
Arrest Warrant For: The h ighjacking of a shipment of of m agic who could use TW weapons, so Krane approached one
Techno-Wizard weapons bound for the Tolkeen defenders. of the lieutenants and offered him the shipment, at bargain
Crim inal Record : N one, while Krane has been suspected of prices. Truth was, he didn ' t know what was in the truck or what
other crimes, he has never been convicted. it might be worth . The mercs did, because they were acting like
History: Near the end of the Tolkeen-Coalition War, a large children on Christmas morning. They offered him 5 5 ,000 in
shipment of Techno-Wizard weapons was en route from the Universal Credits, another 50,000 in trade item s, and let him
Colorado B aronies to the besieged Kingdom of Tolkeen . The or­ keep the truck (worth 60,000 credits all by itself). He just
der was collected from all around the Baronies and loaded onto wanted to get the stuff off his hands, and escape CS scrutiny .
a single, large hover cargo truck for transport to Tolkeen. The Let these mercs worry about it. B esides, if Tolkeen ' s days were
driver for the truck was to be one Krane T' zaka, a young ad­ numbered then they didn ' t really need the cargo and wouldn ' t
venturer with some magical talents. While he was somewhat have been able t o pay for it. Either way the Baronies were going
new to the area, the leaders of the community trusted him. Six to lose out. This way, at least, the magic items wouldn't fall into
guards were assigned to escort and protect the cargo, and a Wil­ the Coalition ' s hands, and people who could use them, maybe to
derness Scout to get them to Tolkeen safely. fight the CS, would get them. Meanwhile, he ' d score a nice nest
The six guards and the scout were found four days later, all egg and get a truck that he could use to make cargo and supply
dead . There was no sign of the hover cargo trucks, the load or runs . A good deal for everyone.
the driver. It is suspected that the entire shipment was stolen by He knew he couldn 't return to the Baron ies, so he headed
the driver, or that he was the "inside man" for the heist. Whether south and has been working making cargo runs to various places
or not he pu lled the trigger, he ' s still responsible for thes e men ' s in Arizona and the Pecos Empire (Texas). He swears that ' s the
murders. H e i s wanted b y the Colorado B aronies alive, because truth and pleads for his captors to let him go free. If a bribe is
they want more information, what became of the shipped goods , required, he can pay 25 ,000 credits - it' s all he has left.
where are they, who were his accomplices, was he working for
the Coalition States, and so on. Gam e Master Notes - The True Story
The following is the real background on this character. Only
The Fugitive's Story serious investigation and/or dumb luck will reveal any of this in­
If captured, Krane T' zaka will admit to selling the weapons formation; Game Master discretion.
shipment, but he c laims he really didn ' t steal them, and denies A lot of what Krane T'zaka claims as his story is true. He
killing the guards and the scout. had no plan to steal the magic items, he did not kill anybody, the
The way he tells it, everything was going as planned when a CS really did jump them from an ambush position (a traitor in
CS mechanized scout force found them. The seven of them de­ the Colorado Baronies?), the CS did kill everybody, and he re­
cided to hold off the Coalition while he escaped with the hover ally was scared spitless. H owever, Krane is not as dumb as he
truck. The guards pulled out some of the heaviest Techno-Wiz­ pretends. A lthough he is not a spell caster, he knew dam well
ard weapons he had ever seen, and laid down some cover fire as that his cargo was worth millions , especially east of the Missis­
he took the hover truck over a ridge. From his vantage point, sippi in the Magic Zone. There was no point in getting himself
Krane could see the battle down below, the seven of them in a killed trying to make the delivery to ToIkeen, besides, according
deep ditch trying to hold off two Helltires and a Spider-Skul l to a merc outfit from Tolkeen, the kingdom ' s days really were
Walker. They didn 't have a chance. It only took 90 seconds for over, so Krane decided som ebody should profit from this sad
the CS 'bots to eliminate them, but not before the defenders tum of events, and that somebody was him. He'd go east and
were ab le to immobilize the three robots vehicles and com­ sell it for millions of credits !
pletely knockout the Spider-Sku l l Walker! While the seven of The problem was the cargo was too hot and the CS had the
them died, the remaining Coalition troops were stranded and un­ Mississippi sealed off. H e ' d have to wait. Krane has hidden
able to follow Krane as he fled with the arms shipment. The away 90% of the cargo in an abandoned mine and sold off 5% at
only problem was that he did not know any direct route to the bargain price of 5 80,000 credits to make his wait more com­
Tolkeen, and now he was scared. It seemed obvious to him, that fortable. That sale was more than he ' s ever seen in his life and
somebody had sold him and the escorts out. Why else would the will keep him happy for another s ix months until the CS lets up
CS troops have been laying in ambush? There ' s seldom Coali­ and he can get to the Magic Zone . He figures the cargo is worth
tion troops this far west - somebody had to have given them in- at least 20 Million (try 5 times that amount) and all he has to do
is sit back and enjoy the good life .
58
If he should need anything, he ' ll just sell off a few items A F ire Bal l Pistol : Mega-Dam age : 2D6 M . D . Rate of Fire :
piecemeal or he could head south, except he ' s afraid of vam­ Standard/each shot counts as one melee attack. Range : 200
pires. He's also considered trying to sell them at MercTown or feet (6 1 m). Payload: Three shots . I . S .P. Cost to Activate : 1 0
Arzno, but is afraid that someone will get wise and cause him (half that in P.P.E.) per every three fire balls.
grief. Body Armor: NG Range Rider Armor (30 M.D.C. main body
This is his windfall, the money that will enable him to retire +28 when wearing an M .D . C . duster over it), plus has an am­
in the lap of luxury, and no amount of threats or coercion or ulet of Armor of Ithan ( 1 00 M.D. C . , three times per 24
even physical torture will force him to reveal the location of his hours).
treasure. He ' d rather die than let someone else find it. Personal Vehicle: The hover truck, hidden away, and a Bronco
Note: Krane has no love for the C S . The jagged scar around Scooter ( 1 1 0 M.D.C. main body, 1 90 mph/3 04 km max
his neck, ear to ear, is from a sadistic CS officer who threatened speed, 60 foot/ 1 8.3 m maximum altitude) .
to cut his head off if he didn ' t tel l him where a group of D-Bee Other Equ ipment: Basic wilderness gear, tent, sleeping bag,
outlaws were hiding. Krane knew they were innocent and he canteen, air filter, gas mask, goggles, sunglasses, traveling
liked them, so he took the torture and almost died. One of the clothes, and personal items, plus a TW F ield Generator, TW
D-Bees he protected with his silence healed him . Magic Optic system, and the entire shipment of TW weapons
and equipment still in the truck h idden away in a mine shaft;
True Stats for Krane T ' zaka the hover-truck too .
Race : Human . Pets : Krane always has a pair of tame coyotes at his side (Bi l ly
Alignment: Anarchist. has 34 S.D.C. and Fang has 3 1 S . D . C . ; their b ites do 2D4
Attributes : I . Q . 1 2 , M . E. 1 4, M.A. 1 0, P . S . 1 7, P.P. 1 2, P.E. 1 3 , S. D. C. damage and they can run 30 mph/4 8 km when they
P .B . 1 0, Spd. 9. have to) . Both are friends and companions for long hauls and
Hit Points: 62, S.D.C.: 92 . wilderness travel.
Height: 6 feet, 4 inches ( 1 .92 m). Money: He still has 1 47,000 credits left and the remaining TW
weapons are worth 96 mil lion on the open market at low end
Weight: 220 Ibs (99 kg).
retail prices ! Krane should be able to get at least 4D6+3 mil­
Age : 2 3 . lion for it as a lot, more if he sells it him self piece by piece,
Sex : Male. but that ' s more dangerous and time consuming. He plans on
P.P. E. : 3. I.S.P. : 3 9 . retiring someplace nice, the Chi-Town ' Burbs perhaps, or
Experience Level: 5th level Vagabond/Trucker/Laborer. Kingsdale, or even Lazlo.
Insanities: None.
Horror Factor: None . Hook, Line & Sinker Adventure
Skills of Note: Athletics (Aerobics & G eneral), Astronomy
(85%), Basic Math (89%), Brewing (45/50%), Cook (6 5%), Stand-Off in the Desert
Demon & Monster Lore (45%), Dowsing (50%), Find Con­
Hook: The player group has run afoul of a Coalition Long­
traband (3 8%), Land Navigation (66%), First Aid (75%), Range Reconnaissance team looking for fugitives and war crim­
Pick Pockets (55%), Prowl (45%), Pilot: Hovercraft (Ground; inals from Tolkeen . For whatever reason , the team has targeted
90%), Pilot: Hovercycle (82%), Pilot: Truck (70%), Running, the group for termination or mistaken them for the ones the sol­
Speak American (98%), Swimming (75 %), Track: Animals diers are looking for.
(40%), Wilderness Survival (5 0%), W.P. Energy Rifle and
Lin e: They are pinned down when a man on a flying horse
W. P. Energy Pistol.
appears in the distance behind them and motions them to come
Magical Knowledge: None . his way. If they do, he has a secret hiding place (another aban­
Psionics : Minor psychic with Mind B lock (4) and Obj ect Read doned mine) that the CS should not be able to fmd.
(4). Sinker: Their rescuer is a wanted man. How bad do they
Natural Ab ilities : Not applicable. need money , or do they try to figure out his story and see if they
Com bat Train ing: Hand to Hand: Basic. can find the missing magic weaponry for themselves? Krane
Atta cks Per Melee : Five. will j oin the group (as a Non-Player Character, of course) be­
Com bat Bonuses : + 1 to in itiative, + 1 to strike, +2 to parry, +3 cause he feels up to a little adventure. This could lead to them
to dodge, +3 to damage, + 1 to disarm, +2 to pull punch, +2 to becoming friends, their protecting him from bounty hunters or
roll with punch, fal l or impact. angry Tolkeen refugees, and so on. Whether he ever te lls them
about his treasure, or shares any of it with the group, will de­
Favorite Weapons : Wilk ' s 227 Pulse Pisto l : Mega-Damage :
pend on how things work out over several months of role-play­
2D6 M.D. per single blast and 4D6 per double b last. Rate of
ing. They' d have to become damn good friends for Krane to
Fire : Each single blast or pulse counts as one melee attack.
share his fortune.
Range : 900 feet (274 m). Payload: 1 2 double pulse shots.
Note : Has four extra E-Clips. The Tolkeen Equation : Unfortunately for Krane T' zaka, the
bounty has made his face known to thousands of mercs, bounty
A TK-Rifle : Mega-Damage : 3 D6 M .D. Rate of F ire: Stan­
hunters, adventurers and Tolkeen refugees, all of whom think
dard/each shot counts as one melee attack. Range : 1 600 feet
he ' s a murderous s leeze bag who betrayed Tolkeen and hurt its
(488 m). Payload: 12 shots . I . S .P. Cost to Activate : 30 (half
chances for survival out of greed . Many Tolkeen survivors and
that in P.P.E.).
59
freedom fighters take that an unrealistic step farther, and claim Last Known Location: Leaving the Coalition State of Missouri
that if T' zaka had made his delivery, Tolkeen might have suc­ after hitting a Tolkeen Freedom Fighter supply convoy and a
cessfully won the s iege against them. This makes Krane a loath­ platoon of Coalition troops. Heading south towards the Pecos
some figure who should be hunted down and executed for Emp ire or the Coalition State of Lone Star.
commending the great kingdom to its doom . It ' s not true, but Arrest Wa rrant For: The mercenary unit is respons ible for nu­
that ' s how many Tolkeenites see it. This makes Krane T'zaka a merous raids on communities in Coalition held territories as
target of Retribution Squads and other Tolkeen extremists, pos­ well as raids on CS mi litary outposts, supply convoys and
sibly some dragons, Monster Squads and other Tolkeen loyal­ troops.
ists . This could lead to a lot of conflicts, problems and adventure
Criminal Record : Raiders and bandits operating throughout the
if he ' s an NPC member of the player group. Think about it.
American Midwest and Southwest.
History: The B lue Dragoons have been raiding military outfits,
base camps, and towns throughout the Midwest and Southwest
Th e "Blu e D ragoons " for three years now . What their exact origins may be remains a
mystery.
- Mercenary Squad Do NOT be fooled! A lthough the current bounty has been
posted by the Coalition States in the south, the Blue Dragoons
Wanted Alive Only have attacked countless communities and merc companies with
no affiliation with the CS, including the city-state of Arzno and
Merc Ops Number Ten Most Wanted a few Kingsdale border towns. These men are raiders and oppor­
tunists who will attack whenever the opportunity presents itself.
Bounty Commissioned by the C oalition States of
EVERYONE is a potential target. The fact that they tend to di­
El Dorado and Lone Star; also wanted in other rect the majority (80%) of their attacks against military targets ,
j urisdictions, but the C S has the best bounty. including the Coalition, mercenary and adventurer groups, and
500,000 Credits payable upon receipt of each of the fugitives. nomads does not make them friendly toward independent com­
munities or small bands.
There are no bounties payable upon receipt of their corpses.

Known Statistics
Full Names: Christopher S chultz, Christoff Wosik, Kevin
The Fugitives ' Sto ry
Thibert, Oskar Horyd, Stanley Burk and Steve Turner. "Ain 't nobody ' s business why we do what we do . Maybe it' s
because w e can, and there ain 't nobody to stop us. Now hand
Known Aliases : B lue Dragoons.
over your gear, real slow and gentle like, if you want to stay in
Race: It is believed that all the members of the B lue Dragoons
one piece."
are humans .
Sex : All the Blue Dragoons are male.
Age : Varies from their early twenties, to the late fifties . Gam e Master Notes - The True Story
Height: Varies, although they all are of roughly average heights. The following is the real background on this group of charac­
Weight: Varies, although they all appear to be well fit. ters . Only serious investigation and/or coming across the right
Build: Average . person will reveal any of this information ; Game Master discre­
Eye Color: Unknown. tion .

Hair Color: Unknown.


Skin Color: All the members appear to be Caucasian. The Blue Dragoons
Distinguish ing Features : Unknown, nobody has gotten a good
The simple story is the B lue Dragoons are bad t o the bone .
look at the fugitives and those who know aren't talking. Each member of the squad has his own origin story, but all share
Known Capabilities : They are a mercenary squad with no a common mean streak and love the thrill of combat, killing and
known psionic or magical capabilities, but possess limited cy­ looting. All of them have served in somebody ' s army or worked
berneticslbionics and heavy military weapons and equipment, as m ercs for years before hooking up together. The squad has
including a modified, heavy combat hover tank . Only the six­ quickly become one of the most notorious group of raiders in
man tank team is ever identified (the tank crew), but there may North America and just doesn 't care about anybody but them­
be other members of the B lue Dragoons outfit as well as mercs selves. U ltimately, they expect to get rich and have fun doing it,
or bandits hired on an as-needed basis. but the B lue Dragoons spend most of their money as fast as they
Previous Accomplices : Known to have connections and buyers make it.
with numerous factions w ithin the Pecos Empire, and are sus­ The crew h as all kinds of connections with the bandits of the
pected of having ties (at least as a purchasing agent for their sto­ Pecos Empire who, collectively, are the mercs' biggest customer
len weapons and goods) with B andito Arms and the B lack for military hardware, especially CS gear. They also have strong
Market in general . May have connections to the MercTown ties with pirates in the Great Lakes and in the Gu lf. When things
Black Market or Thieves' Guild as well . Suspected of working get too hot, they lay low in the Pecos Empire or along the Mexi­
with and selling booty to pirates operating in the Great Lakes can border, or in Mexico where the CS never goes and most
and the Gulf of Mexico. mercs avoid.
60
The Dragoons enj oy their infamy and are thril led to be fa­ where he got the idea from , but the rest of the crew likes it, they
mous. For m ost of them, power and fame is half the thril l . think it sounds snappy and they' ve decided to keep it.
Anyone w h o opposes them are killed. Anyone who hunts
them are killed or lured to their doom in the Southwest via ban­ Old Glory - The Tank
dits, dinosaurs, monsters or vampires.
Old Glory i s a modified NE-J2 Juggernaut Heavy Hover
The team h as no loyalty for other mercs or adventurers , dis­ Tank, with the optional force field generator and the following
trusts magic, and don't like vampires, although they have made additional changes, additions and souped-up features . This type
a few friends and contacts w ith the undead in Ciudad Juarez and of vehicle is rare in North America. The CS systematically hunts
a couple of Mexican border towns . Recently, the B lue Dragoons them down and destroys them so relentlessly that few merc
have aided Tolkeen military forces and Splugorth Slavers and companies or kingdoms buy them anymore. The vehicle is also
recovery teams (trying to recover magic items and Tolkeen ' s out of the price range of most mercenary companies.
T W secrets) . The B lue Dragoons don ' t trust magic, but that
Model Type: NE-J2
doesn't preclude them from stealing it and selling it.
Crew: Four: one pilot, two gunners and a commander; can ac­
Although the B lue Dragoons tend to avoi d working with oth­
commodate one passenger.
ers (they don't trust anybody) they do sometimes accept boun­
M.D.C. by Location:
ties and sometimes hook up with other small m ercenary units ,
Pecos Bandits and pirates, but only for a short while and only if Main Turret - 700 (souped up)
the money sounds good. Then again, the B lue Dragoons also act Particle Beam Cannon in Turret - 250
on whim, and the breeze catches them just right, who knows Mini-Missile Launchers in Turret (8) - 50 each
what they might get involved in. RG- 1 4 Rail Gun on Cupola - 1 00
Sarge came up with the name for the group during a weekend Side-mounted Medium Range Missile L aunchers (8) - 75
of binge drinking with an ice dragon. He doesn't remember each

61
Front Mounted Artillery Turret ( 1 ) - 1 50 an RG- 1 4 Rail Gun on a cupola have been fitted as secondary
Short-Range Missile Launchers (2) - 3 5 each weapons for the turret gunner.
Mob ile Mine Deployment System ( 1 ; rear) - 5 5 3 . Forward A rtillery Cannon Turret (1) : This weapon re­
* Fan Skirts - 3 5 0 places the standard bow-mounted rail gun cannon (damaged
in combat and unable to be replaced). The weapon is con­
Rein forced Crew Compartment - 200
trolled by a gunner inside the tank although the commander
* * Main Body - 1 1 00 (souped up)
or the secondary gunner can also take over in an emergency .
Force Field - 400 Turret can rotate 45 degrees side to side and has a 45 degree
* Destroying the Fan Skirts will destroy the hovercraft sys­ arc of fire.
tem, grounding the vehicle and rendering it immobile. Field re­ Primary Purpose : Anti-Vehicle.
pairs will take at least I D6 hours (and there is a 5 0% chance that Secondary Purpose : Defense .
the tank will need maj or repairs). Hitting the fan skirts requires
Mega-Damage : I D6x l O M . D. per plasma round blast.
a Called Shot (no penalty) .
Rate of Fire: Each blast counts as one of the gunner' s melee at­
* * Depleting the M . D . C . of the m ain body destroys the vehi­
tacks .
cle.
Effective Range: 8 ,000 feet (243 8 .4 m).
Speed : Driving over ground: Technically, the Juggernaught
Payload: 40 rounds .
hovers over the ground, but it cannot lift itself more than five
feet ( 1 . 5 m) off any surface . 4. RG- 1 4 Rapid Acceleration E lectrom agnetic Rail Gun ( 1 ;
on top of the main gun): This "Boom Gun" replaces the
Maximum speed is a n impressive 1 70 m p h (272 km) o n land
original cupola mounted laser battery on the tank, the mas­
(slower than the standard 200 mph/320 km due to the extra ar­
sive recoil handled by the enormous weight of the tank and
mor modifications). The Juggemaught can travel over swamps
adjustments to the hover system. The Boom Gun is fired by
and mud normally, but it is too heavy to go over water (it will
the tank commander, e ither by using the gun ' s trigger or by
sink like a stone) .
an e lectroni c control rigged up inside the tank.
Statistical Data :
Primary Purpose: Anti-Armor/Assault.
Height: 20 feet (6. 1 m).
Secondary Purpose: Anti-Aircraft/Defense.
Width: 26 feet (7.9 m) .
Mega-Damage : One Boom Gun F lechette round holds 200 slugs
Length: 3 5 feet ( 1 0. 6 m).
that inflict 3 D6x l 0 M.D.
Weight: 200 tons. Effects of the Sonic Boom : The tank is insulated from the shock
Cargo : Minimal storage space : about four feet ( 1 .2 m) for extra waves of the Boom Gun, however, everybody within 200 feet
clothing, weapons and personal items. Four NE- 1 5 rifles and (6 1 m) will be temporari ly deafened. Characters without any
four NE-60 rocket rifles with 1 0 magazineslE-Clips each are type of headlear protection will be temporarily deafened for 2D4
stored in locked overhead compartments. m inutes and are -8 on initiative and -3 to parry and dodge. Char­
Power System: Nuclear; average energy life is 1 5 years. acters who are in protective body or power armor will have
Cost: 80 million credits w ith the force field. some protection, but are still temporarily deafened for I D4 m in­
Weapon Systems: utes ; same penalties apply . Each sonic boom adds to the dura­
tion of the deafness. The sonic boom will also affect the
1 . I m p roved Armor: The armor on the main body of the tank
physical surroundings by shaking buildings and shattering
has been improved from 900 M . D . C . to 1 1 00 M.D.C. and the
S . D . C . windows within 3 00 feet (9 1 .4 m) of the sonic boom .
armor on the main turret has been improved from 600
M . D . C . to 700 M . D . C . , but this has reduced the tank ' s speed Rate o f Fire: Each blast counts a s one o f the gunner' s melee at­
by 1 5%. A l l are noted in the stats. tacks. Bursts and sprays are not possibl e !
Effective Range : 1 1 ,000 feet (about two miles/3 . 2 km).
2. Naruni Particle Beam Cannon (main gun): This cannon re­
quires a special capacitor that is charged by the nuclear en­ Payload: 40 rounds, the rounds are held in a GB ammo carrying
gine at a slow rate . The weapon is controlled by a gunner in drum (it has 30 M.D.C.) attached to the side of the cupola, but
the turret, although the commander or the secondary gunner the Boom Gun must be reloaded by hand, one round at a time. It
can also take over in an emergency . Turret can rotate 3 60 de­ will take about 1 5 minutes to load approximately 40 rounds.
grees and has a 45 degree arc of fire. 5. Short-Range Missile Launchers (2) : Bracketing the front of
Primary Purpose : Anti-Vehicle. the tank, along the hover skirts, is a pair of short-range mis­
sile launchers . These are tube style auxiliary launchers, simi­
Secondary Purpose : Defense.
lar to those mounted on some helicopters, with 35 M.D .C.
Mega-Damage: 5 D6x l O M . D . per blast.
each .
Rate of Fire: Each blast counts as one of the gunner ' s melee at­ Primary Purpose: Anti-Aircraft.
tacks .
Secondary Purpose : Anti-Armor.
Effective Range : 1 1 ,000 feet (about two m iles/3 . 2 km).
Mega-Dam age : Varies with missile type.
Payload : Effectively un lim ited but restricted. Fully charged, the
Missile Type: Any short-range missile can be used, but they
cannon has 60 blasts. The cannon recharges at the rate of one
have it armed with plasma (2D6x l 0 M . D . ) .
energy blast per m inute. To compensate for the possible lapse in
particle beam firing power, several mini-missile launchers and Rate o f Fire : One at a time or volleys of 2, 4, 6, or 8 .
Effective Range : 5 miles (8 km).
62
Payload: 24 total missiles; 1 2 short-range missiles in each of the Sgt. Chris Schultz (a.k.a. Sarge)
launchers.
Schultz was your typical army brat who would never have
6. Mobile Mine Deploym ent System ( 1 ) : Mounted on the rear made it through basic training if it weren 't for his daddy, a CS
of the vehicle is a salvaged m inelaying system. This Army colonel. Chris spent more time in the stockade during his
voice-activated weapon tracks pursuing vehicles (including basic training than he did in the field. He was caught pushing
robots and power armor in excess of 7 feet/2 . 1 m tall), then drugs, pimping prostitutes , running illegal gambl ing, and a vari­
releases one of three grades of NG anti-vehicle p lasma m ines ety of other schemes that would tum him a quick buck. The final
designated by the pilot: light, medium, or heavy . The system straw was when Schultz was arrested for loan sharking . His fa­
then detonates the mine by radio command. A built-in safety ther finally had enough and refused to bail Schultz out. Chris
prevents a mine from being detonated within range of the did three years in the stockade and was forced to repeat his basic
tank . Pursuers may alter course to avoid the mines, but in so training. Upon completion of his second boot camp, it was no­
doing, lose considerable ground . The m ines can also be ticed that he had a natural aptitude for the water, so he was reas­
dropped and set to be activated when a target comes into signed to the fledgl ing C S Naval Infantry .
range (30-70 feet/9 . l to 2 1 .3 m). The m ine deployment sys­
At the Naval Infantry Institute, he found a place where he
tem has 50 M.D.C.
could excel, even if he didn't feel like he was really a sailor and
Mega-Damage : Varies by m ine type (carries all three types); hated the military' s rigid rules and code of ethics more with ev­
ideal for blowing out tires and damaging the feet of robots. ery passing day. His own aptitudes leane d more toward anarchy
Rate of Fire : One per melee round ( 1 5 seconds). and crime. Still, he was doing well in the Navy, and it only took
Effective Range : The radio transmitter has a roughly 3 00 0 foot another year for Schultz to be promoted to a Reconnaissance
(9 1 4 m)range. Landing Team as a Commando. This also earned him a promo­
Payload: 1 2 total ; various types tion to Corporal and some additional training that few infantry­
7. Rechargeable Force F ield : A Mega-Damage capacity force men receive. Schultz liked being an RL T Commando and it
field generator can be added to the tank, at extra cost. The didn 't take long for him to be promoted to the rank of Sergeant.
force field can be engaged at any time, usually at the begin­ Even though he was put second in charge of their RL T, he still
ning of heavy combat, thus letting the rechargeable field take wanted out of the service. He liked the work, but not the restric­
the brunt of the initial combat damage. tions of rank and the responsibilities of duty.
The two drawbacks of the field are that the cupola Boom After a few years at sea, the Revenge class destroyer he was
Gun cannot be fired and the Particle Beam Cannon will not assigned to was sunk by a Splugorth Slaver ship. Rather than
recharge as long as the field is operating. The Particle Beam stay ing to fight a hopeless battle, he took this opportunity to
Cannon can fire its current payload, however, and the cannon desert. (The CS had him l isted MIA for a long time.) He joined
and missiles are unaffected. Depleting the 400 M.D.C. of the a band of pirates and did a three year stint with them . He en­
force field will automatically shut the field generating system j oyed piracy and raid operations, but eventually decided to go
down and all subsequent damage is subtracted from the body off on his own .
of the tank. A depleted force field requires a full 24 hours to He and his crew don't hate the CS, it' s just that he knows
regenerate to full capacity . Even m inor damage ( 1 00 M . D . C . them so well that they are easy and lucrative targets . After all,
o r less) w i l l require eight h ours t o restore t o fu l l power. he ' s in this business as a raider for the money and glory. For
S. Mini-m issile Launchers in Tu rret (S) : These launchers Sgt. Chris Shultz, money isn't everything . . . it' s the only thing.
come four on each side of the turret, and are controlled by the Race: Human.
turret gunner. Alignment: Anarchist.
Primary Purpose : Anti-Armor. Attributes : I.Q. 1 2 , M.E. 1 0, M.A. 2 1 , P . S . 1 8, P.P. 2 3 , P.E. 1 9,
Mega-Damage: Varies with missile type. High Explosive P . B. I O , Spd. 1 7 .
( 1 D4x l O M.D.) is standard for Old Glory. Hit Points : 3 2 . S.D.C. : 9 1 .
Rate of F ire : One at a time, or in volleys of two, four, or eight. Height: 6 feet, 2 inches ( 1 .9 m).
Effective Range: About one mile ( 1 .6 km). Weight: 1 95 1bs (87.75 kg) .
Payload: 48, six missiles per launcher. Age : 29.
9. Side-mounted Medium Range Missile Launchers (S) : Four Sex: Male.
missile tubes are m ounted on each side of the tank' s main P.P. E . : 7. I.S.P. : None.
body . They can be fired by either the secondary gunner or the Experience Level : 6th level CS Naval Commando turned Mer­
driver. cenary.
Primary Purpose : Anti-Vehicle and Anti-Aircraft. Description : A well-built, tall Caucasian male with short, dark
Mega-Damage : Varies with missile type. brown hair and green eyes . He has a CS Naval Infantry tattoo
Rate of Fire : One at a time, or volleys of 2, 4, or 8 . on his left forearm and a tattoo of a falcon on his right upper
Effective Range : 40 miles (64 km). arm . Chris also has a deep scar across his right wrist.
Payload: 48 missiles (six missiles per tube). Insanities : None.
Disposition : Schultz is rather cocky and arrogant of his abili­
ties, not because he is a big-mouth , but because he is a highly
trained specialist and his attitude reflects this. Sarge' s atti-

63
tude still gets him into more trouble than his teammates foot/ 1 2.2 m blast area). Payload: 1 0 shots per detachable cir­
sometimes think he is worth. Schultz doesn' t realize it, but cular drum magazine. Schultz currently has 40 torpedo-gre­
the only thing that ' s kept him in place as Sergaent and team nades and 1 2 micro-fusion grenades.
leader is his knowledge of CS operations, procedures and Body Arm or: Repainted (red) Shark Naval Infantry Armor
troop movements, as well as his ties to p irates and his Spe­ ( 1 00 M.D.C .), but w ith a customized demon-faced helmet.
cial Ops skills. Furthermore, he excels in times of crisis and Personal Vehicle: He rides in "Old G lory" with the rest of the
thinks fast on his feet. Unfortunately, his daily lifestyle of B lue Dragoons, normally acting as the Tank Commander and
"writing checks his body can't cash" is going to catch up to Squad Leader.
him someday.
Other Equ ipment : A creature of habit, Schultz always carries
Horror Factor: None . at least three fragmentation and two plasma grenades, two
Skills of Note: Athletics (Aerobics & General), B ody Building, signal flares, two V ibro-Knives ( 1 D6 M . D .), survival knife,
Boxing, Climbing (75/65 %), Demolitions (89%), Demoli­ utility belt, first aid kit, air filter and gas m ask, fatigues, dress
tions Disposal (89%), Demolition s : Underwater (82%), First uniform, combat boots, backpack, a canteen, a 3 D camou­
Aid (70%), Land Navigation (73 %), Parachuting (80%), Pi­ flage suit that fits over his body armor (+ 1 0% to Prow I and
lot: Tanks & APCs (68%), Prowl (65%), Radio: Basic (80%), Cam ouflage skills), black j umpsuit for n ight operations, two
Read Sensory Equipment (60%), Running, S .C. U. B. A . fusion blocks, swim fins, heavy-duty rucksack, tinted gog­
(85%), Sniper, Speak American (98%), Swimming (95%), gles , distancing binoculars, I RM S S & RMK, water purifica­
Weapon Systems (75%), Wilderness Survival (65%), Wres­ tion kit, a week of freeze-dried rations, and some personal
tling, W.P. Energy Pistol , W.P. Energy Rifle, W.P. Heavy effects .
Energy Weapon and W.P. Knife. Money: 1 2 ,000 credits on him at any given time and 4 8,600
Magical Knowledge: None. credits salted away in a bank at M ercTown, but that ' s a pit­
Psionics: None . tance compared to what he ' s made over the last few years .
Natural Abilities : Trust/Intimidate of 65%.
Com bat Training: Hand to Hand: Commando. Christoff Wosik (a. k.a. Wrench)
Attacks Per Melee : S even.
Even i n h i s childhood Chris, called " Wrench" b y h i s friends,
Com bat Bonuses: +3 to initiative, +6 to strike, + 1 0 to parry and was known for tearing apart and rebuilding anything he could
dodge, +5 to damage, + 1 to disarm, +7 to pull punch, +6 to get his hands on. It seems he was a natural born Operator. He
rol l with punch, fal l or impact, +3 to save vs Horror Factor, loved electronics, robots, vehicles, and machines of all kinds .
+8% to save vs coma/death, +2 to save vs magic, +3 to save Tinkering and repairing things was the way he spent his days,
vs poison, toxins, and diseases. even though he was born in Lazlo and his parents wanted him to
Other Com bat Info: Karate Kick does 2 D4 S.D.C. damage, learn magic, like a good boy . Techno-Wizardry, perhaps, since
Knockout or a Pin/Incapacitate on an unmodified roll of 20. he l iked machines so much. But Wrench would hear none of it,
Favorite Weapon s : Schultz still has several of his old CS he wanted to apprentice w ith a mechanic and learn to design and
weapons, he has 4 standard E-Clips and 6 long E-Clips. build vehicles, robots and other machines for his living.
He has a pair of C-18 Laser Pistols : Mega-Damage: 2D4 A lthough there were plenty of Operators to learn from in
M.D. Rate of F ire : Standard. Range: 800 feet (244 m). Pay­ Lazlo, Wrench found the person he wanted to apprentice under
load : 1 0 shots. Chris has had the opportunity to replace them in a mercenary company that was traveling through the area.
with better pistols, but has a fondness for these old ones. The merc group may have been a little small, but they special­
CP-40 Pulse Laser Rifle : Mega-Damage : Setting One : 2D6 ized in armored combat. The unit had two NE Juggernaut Heavy
M . D . or Setting Two: 6D6 M . D . S . D . C . Damage: Setting Hover Tanks, four Glitter Boys, six Iron Hammer MBTs, and
Three: 3D6 S . D . C . or Setting Four: 1 D6x l O S.D.C. Rate of four NG Hunter Mobile Gun robots, along with a collection of
Fire: Each blast, whether S . D . C . or M.D.C., single shot or tri­ secondary and maintenance vehicles. Once Wrench was taken
ple pulse counts as one melee action. Range : 2,000 feet (6 1 0 on as an apprentice he had the opportunity to work on a wide
m). Payload: 2 1 M.D. single shots or 7 triple pulse shots variety of combat vehicles, more than he would have been ex­
from a standard E-Clip, or 30 single shots ( 1 0 triple pulses) posed to at Lazlo. He quickly took to working on these heavy
from a long E-Clip. Note that s ix S . D . C . shots equal one combat vehicles and became one of the best combat mechanics
Mega-Dam age blast. Laser Targeting: Add + I to strike on an in the company. Wrench was assigned the role of driver for one
aimed shot only. of the Juggernauts and because that squad ' s dedicated Operator.
CSN-T30 Torpedo-Grenade Launcher: Mega-Damage : Things went great for Wrench for a long time. He enj oyed pi­
4D6 M.D. to a blast area of 1 5 feet (4 .6 m) per regular tor­ loting the huge tank and combat was a thrill, although he tried
pedo-grenade, or I D4x l 0 M. D . to a blast area of 60 feet not to think of the poor bastards on the receiving end of their
( 1 8 . 3 m) with a new micro-fusion grenade. Rate of Fire : One main gun . The mercs fought many battles and Wrench remained
at a time, or up to six torpedo-grenades fired in rapid succes­ with them for over six years. It was not until a battle at Tolkeen
sion (burst if all at the same target, wild if sprayed into an that the merc company ' s luck ran out. They went up against an
area). Range : 400 feet ( 1 22 m) underwater. Torpedo-gre­ armored robot company of the Coalition Army and had their
nades can be fired on the surface, but have a minuscule range butts handed to them. The battle was fierce, their unit had never
of 3 0 feet (9 m), have a b last radius of 1 0 feet (3 m) and do went up against a force equal to them before, and the CS forces
less damage (3 D6 M . D . ; micro-fusion 6D6 M.D. to a 40 hammered them . When the retreat was called, only Wrench' s

64
tank and a lone Glitter B oy made it out. H is tank had been badly Natural Abilities: None .
damaged and the Glitter Boy pilot died shortly thereafter, his Com bat Training: Hand to Hand: Martial Arts.
left arm had been blown off during the battle . Likewise, his own Attacks Per Melee : S ix.
tank crew was badly chewed up, two died, two others deserted,
Com bat Bonuses : + 1 to strike, +5 to parry and dodge, +4 to
leaving him in sole possession of the tank. That was about two
damage, + 1 to disarm, +5 to pull punch, +5 to roll with
years before the fall of Tolkeen.
punch, fall or impact, + 1 4% to save vs coma/death, +4 to
After a short time being solo and working on tank repairs, he
save vs magic, poison, toxins, and diseases.
ran into Sarge . The two h it it off instantly and Sarge plunked
Other Com bat I n fo : Kick does I D6 S . D . C . damage, Critical
down 420,000 credits from a huge score he ' d just made into the
Strike on an unmodified roll of 1 9 or 20, and Knockout on an
repairs of the tank. Wrench fixed up his tank and the pair began
unmodified roll of 20.
their career as heavyweight raiders, picking up the rest of the
crew and making connections along the way . A year ago, Favorite Weapons : His tank.
Wrench made the final additions to the armor and weapons on Body Armor: T- 1 3 Field Mechanic body armor (80 M.D.C.),
Old G lory, an NE-J2 Juggernaut Heavy Hover Tank, making the this is his brand new armor and it' s never even been
vehicle more deadly than ever. scratched yet.
Race : Human . Personal Vehicle: He owns the "Old G lory" and is the tank' s
Alignment: Anarchist. driver (he won't let anyone else drive it).

Attributes : I . Q . 24, M.E. 9, M.A. 1 0, P. S . 1 2, P.P. 1 2, P.E. 2 1 , Other Equ ipment: Portable tool kit w ith an electric screw­
P . B . 1 1 , Spd. 3 1 . driver and additional interchangeable heads, wrenches, etc . ,
large tool kit, soldering iron, laser torch (for welding), lots of
Hit Points: 5 4 . S.D.C. : 5 2 .
duct & electrical tape, pen flashlight, large flashlight, a dozen
Height: 5 feet, 6 inches ( 1 . 68 m). flares, portable language translator, protective goggles, work
Weight: 1 76 1bs (79 .2 kg). gloves, diagnostic equipment & computer, multi-optics head­
Age : 23 . band, air filter and gas mask, binoculars, stethoscope, flexible
Sex : Male. telescopic mini-periscope and some personal items .
P.P.E. : 4, I.S.P.: 5 8 . Money: 20 ,000 credits o n him a t any given time and 1 68,000
credits salted away at various banks and locations in the Mid­
Experience Level: 7th level Operator and tank driver.
west. Wrench is a saver.
Description : Wrench is an average looking guy with wild,
bright red hair and pale skin and ample freckles, so without a
helmet he stands out in a crowd. Kevin Thibert
Insanities: None. As the oldest member of the B lue Dragoons, Kevin does not
Disposition : Wrench is very friendly and outgoing, and can be a like to reflect on his past. He began as a simple bounty hunter
real ladies ' man on the prowl after a few drinks . While a pro­ out in the New West. He earned a good reputation as a capable
fessional at his craft, he tries not to let that get in his way bounty hunter and brought many a Gunsl inger and bandit to jus­
when he is having fun working on some new toy , or adding a tice, although it was usual ly the justice of the grave. He becam e
new weapon system to his hover tank "Old Glory." Old known for taking out deadly Gunfighters by sniping them from
Glory is his true pride and j oy, and while he will let the other long-range, killing the bounty from a range that no Gunfighter
Blue Dragoons command the tank and fire its guns, only "he" or Gunslinger could match . While some called h im a coward, a
is permitted to drive the vehicle and make improvements and yellow bellied snake, for using such low-down tactics as
modifications. If the team ever breaks up, the tank goes with long-range sniper attacks, ambushes and surprise, he didn't care .
him . And if the person got too outspoken or threatening, Kevin would
Horror Factor: None . shut him up with the butt of a rifle or a deadly energy blast. He
Skills of Note: Advanced and Basic Math (98%), Aircraft Me­ wasn't a coward, he just always felt that it wasn 't worth risking
chanics (75 %), Athletics (Aerobics & General), Automotive his neck just to bring in a fugitive alive, not when the bounty
was also paid for a corpse.
Mechanics (75%), Body Building, Boxing, Computer Opera­
tion (90%), Computer Programming (80%), Computer Re­ When Kevin headed east, he found his old skills as a sniper
pair (75%), Electrical Engineer (90%), Mechanical Engineer and bounty hunter were in demand among many of the merce­
(85%), Photography (85%), Pilot: Hover Craft (Ground; nary units . He plied his trade with several different units and is
98%), Pilot : Motorcycle (9 8%), P ilot: Tanks & APCs (8 5%), well known as a top notch sniper. He even worked for a few of
Radio: Basic (90%), Radio : Scramblers (80%), Read Ameri­ the larger units, like Larsen ' s Brigade and Braddock' s B ad Boys
can and Techno-Can (80%), Read Sensory Equipment (90%), for a while, but realized that his skills were best suited to
Robot Electronics (80%), Robot Mechanics (70%), Speak smaller operations. That led Kevin in and out of many small
American and Techno-Can (98%), Vehicle Armorer (8 0%), merc units . Although he s imply packed up and left a number of
Weapons Engineer (80%), Weapon Systems (90%), W.P. units, others weren't left so much as survived. As a unit' s
B lunt and W.P. Energy Pistol. sniper, he is often hidden away in a secluded sniper 's nest, while
Magical Knowledge: None. the squad he is covering is engaged in more conventional face to
face combat. This has led him to be rather grumpy and detached
Psionics: Maj or psychic but only has three powers: Mind B lock,
from his comrades, so that he doesn't get to close too them, just
Obj ect Read and the super-psionic power of Telemechanics.
in case he ends up watching them all die, again .
65
He is one of the newest members of the B lue Dragoons, j oin­ +3 to automatic body flip/throw, + 1 1 to pull punch, +8 to roll
ing them after his last unit was double-crossed and eliminated with punch, fall or impact, +6 to save vs Horror Factor,
by Armageddon Unlimited about a year ago . Many would ex­ + 1 0% to save vs coma/death, +3 to save vs magic, poison,
pect Kevin to want to get revenge on A rmageddon Unlimited, toxins, and diseases.
but he realizes that they were just looking to maxim ize their Other Com bat Info : Karate Kick does 2D6 S.D.C. damage,
profits by disposing of the hired help. Since Kevin real izes this Jump Kick (Critical Strike), W.P. Paired Weapons, Knockout
is just the way the merc game is played, he is not taking it per­ or PinlIncapacitate on an unmodified roll of 20, Critical
sonally, but if he does get a chance to "pop" a few of their men, Body Flip/Throw (double damage), Backward Sweep Kick:
he is likely to do so. Kevin is just in the business to save up Used only against opponents com ing up behind the character.
enough credits for a long overdue retirement. Does no damage; it is purely a knockdown attack (same pen­
Race: Human . alties as body flip) but cannot be parried (an opponent can try
Alignment: Diabolic. to dodge it but is -2 to do so). Death B low on a Natural
Attributes : I.Q. 10, M .E. 9, M.A. 6, P.S. 1 9, P.P. 20, P.E. 20, 1 8-20 !
P.B. 9, Spd . 26. Favorite Weapon s : Kevin ' s "working" weapon an NE-75H
Hit Points : 5 3 . S.D.C. : 7 8 . Shoulder Cannon : Mega-Damage : 2D4x l O+20 M . D . per
shot from a heavy plasma cartridge. Rate of F ire : Each shot
Height: 5 feet, 5 inches ( 1 .6 m).
counts as one melee attack. Range : 6,000 feet ( 1 ,829 m).
Weight: 1 65 Ibs (74 .25 kg) .
Payload: 8 cartridges in magazine. He has four magazines for
Age : 5 2 . the weapon and a total of 64 heavy plasma cartridges.
Sex : Male. For simple self-defense he uses an NG-IP7 Ion Pulse Ri­
P.P.E. : 2, I.S.P.: None . fle: Mega-Damage : Single shot for 3D6 M . D . , or triple pulse
Experience Level : 9th level Bounty Hunter (as found in Rifts® burst for I D4x l 0 M . D . Rate of Fire : Standard. Range : 1 ,600
New West ) . feet (48 8 m). Payload: 1 8 with a standard E-Clip, 30 shots
Description : Kevin is a grey bearded, o ld war dog, with white with a long clip. Kevin always has two standard E-Clips and
hair and old b lue eyes that have seen too many battles. He is six long E-C lips on him for the pulse rifle .
covered in old battle scars , and is starting to get a pot-belly, Tucked in his boot is a TX-5 Triax Pum p Pistol : Mega­
but his short frame bears his age well. Damage : 4D6 M.D. Rate of Fire : Standard. Range : 800 feet
Insanities: None. (244 m). Payload: 5 rounds, loaded manually, one round per
melee action. He has 30 rounds for his pump pistol.
Disposition : Kevin is m ean, ornery, gruff, grumpy and surly,
and these are just his good points . He has been jaded to the Body Armor: Kevin has suit of NE-BA-50 "Raider" Heavy
world from years of bounty hunting, both in the New West Battle Armor ( 1 40 M.D. C . , which takes half damage from
and in eastern North America. He has seen too many fights, M.D. fire, heat, plasma and kinetic attacks, like explosions,
battles and wars to be incl ined to go on any more great ad­ rail guns, bullets, missiles, grenades, etc . , and masks infrared
ventures . No, he would like to just pack it all in, but cannot emissions) .
afford to. He is a free spender and has never gotten around to Personal Vehicle: Kevin ' s hovercycle was destroyed some time
saving any credits for his old age, so he is forced to work as a ago, so he has been riding shotgun in Steve ' s Pathfinder.
mercenary sniper. But he would prefer to just find a nice plot Other Equ ipment: An extra suit of light armor (50 M . D . C .),
of land out west and set himself up a l ittle ranch and learn several sets of clothing, camouflage fatigues, a gas mask and
how to ride a horse . air filter, tinted goggles or sunglasses, infrared distancing
Horror Factor: None. binoculars, portable language trans lator, a dozen tracer bugs,
Skills of Note: Athletics (Aerobics & General), Basic Math a pocket scrambler, 4 sets of handcuffs , util ity belt, back­
(98%), Body Building, B oxing, Climbing (80/70%), Detect pack, a pair of Vibro-Bowie knives (2D4 M.D.), Neural­
Ambush (8 0%), D etect C oncealment (70%), Escape Artist Mace, a dozen tear gas grenades, passive nightvision gog­
(75%), Find Contraband (68%), Intelligence (79%), Interro­ gles , and some personal items .
gation (80%), Land Navigation (83%), Pilot: Hovercycle Money: 8,000 credits, with 90,000 credits in a bank and a home
(98%), Pilot: Motorcycle (98%), Prowl (65%), Radio: Basic in Kingsdale.
(98%), Sniper, Speak American and Spanish (98%), Surveil­
lance Systems (80%), Streetwise (50%), Swimming (9 8%),
Track : Humanoids (80%), TraplMine Detection (70%), Wil­ Oskar Horyd
derness Survival ( 8 5 %), Wrestling, W.P. Energy Pistol, W.P. Oskar was born into poverty and was orphaned by the time
Energy Rifle and W.P. Sharpshooting. he was six. Struggl ing to survive, he eventually lost his left hand
Magical Knowledge: None . as a punishment for stealing from the receiving plate of a reli­
Psionics : None. gious cult. As a teenager, his opinion of the world grew particu­
larly grim . However, fortune smiled on him when a locksmith
Natural Abilities : None.
took him on as an apprentice. The old locksmith took Horyd off
Com bat Training: Hand to Hand: Commando. the streets and taught him a worthy trade, eventually helping
Attacks Per Melee : S even. him to earn enough credits to replace his lost hand.
Com bat Bonuses: +6 to initiative, +5 to strike, +9 to parry and One fateful evening a safe with a faulty lock was delivered to
dodge, +3 to automatic dodge, +8 to damage, +2 to disarm, the shop to be opened. That night, as Oskar was keeping an eye
66
on the safe, a thief broke in and he told the kid to open it, or Com bat Training: Hand to Hand: Basic.
else. Of course, Oskar did as he was told and was surprised to Attacks Per Melee : F ive.
hear the thief offer him a share of the loot for doing so. Com­ Com bat Bon uses: +3 to initiative, + 1 to strike, +5 to parry and
pletely on impulse, Oskar took his share and asked the thief i f h e dodge, +2 to pull punch, +2 to rol l with punch, fall or impact.
could join him . He was looking for a n e w mentor t o teach him
Oth er Com bat Info : Kick does I D6 S.D.C. damage.
new things . He was tired of the tedious work around the shop
and wanted a life of adventure and fortune. The thief agreed and Favorite Weapon s : Oskar carries few weapons but does have a
Wilk's 320 Laser Pistol: Mega-Damage : I D6 M.D. Rate of
the two ran out into the night.
Fire : Standard, aimed, burst, wild. Range : 1 000 feet (305 m).
The relationship w ith his new mentor lasted until Oskar de­
Payload: 20 shots with a standard short E-Clip, 40 shots with
cided to break into the same church that lopped off his hand .
a long E-Clip. Bonus to Strike : +2 bonus to strike on an
The thief wouldn't cross that line, so the two went their separate
aimed shot because of the light weight and superior balance.
ways. Shortly thereafter, O skar broke into that church and stole
every credit in the coffers as well as all the financial records that Wilk's 447 Traditional Laser Rifle: M ega-Damage : 3D6
could prove the church' s connections to criminal operatives in M.D. Rate of Fire: Standard. Range : 2,000 feet (6 1 0 m). Pay­
the town. He anonymously handed the data over to the local au­ load : 20 shots standard E-Clip, can not use a long E-Clip.
thorities, so they c ould shut down the crime ring and bring jus­ Bonus to Strike : + 1 to strike on an aimed shot. Oskar carries
tice to the corrupt church. Mission accomplished, Oskar felt six standard E-Clips that he uses for both the laser rifle and
good about himself and was able to finally close the book on the laser pistol.
that painful chapter of his life . It didn ' t take h im too long to Body Arm or: Urban Warrior body armor (5 0 M.D. C.) with a
meet up with the boys in B lue Dragoons, a fine crew that was in custom brushed black finish.
need of a thief w ith his special talents for opening things . Personal Vehicle: He rides in "Old G lory" w ith the rest of the
Race: Human . Blue Dragoons, normally acting as the radio/missile operator.
Alignment: Miscreant. Other Equ ipment: Several sets of clothing, a set of black fa­
Attributes : I . Q . 1 3 , M .E. 1 4 , M.A. 1 2, P . S . 1 0, P.P. 1 4, P.E. 1 0, tigues, fine leather gloves, ski-mask to h ide his face, stetho­
P . B . 24, Spd. 1 1 . scope, tinted goggles, PC-3000 handheld computer, PDD,
audio recorder, laser distancer, flashlight, portable too l kit,
Hit Points: 3 8 . S.D.C. : 24.
automatic lock pick gun, lock picking kit, first-aid kit,
Height: 5 feet, 10 inches ( 1 .7 m).
IRM S S & RMK, 1 2 explosive hand grenades, 6 smoke gre­
Weight: 1 80 Ibs (8 1 kg). nades, 8 flares, 20 shaped charges, five pounds (2 .25 kg) of
Age : 2 6 . plastique, 4 standard fusion blocks, and an entire case of dy­
Sex : Male. nam ite sticks .
P.P.E. : 4 . I.S.P. : None . Cyb ernetics/Bionics : Amplified Hearing, Sound F iltration Sys­
Experience Level: 5th level Safecracker/Thief. tem, Ultra-Ears and a Sensor Hand for his left arm .
Description : Average height, fair skin, an average build. He is Money: 24,000 credits.
always clean shaven, has brown eyes and short-cropped
brown hair.
Stanley Burk
Insanities : None.
Born into the mercenary life, Burk is the son of two mercs
Disposition : Outwardly , Oskar is an outgoing person who gen­
who operated in the Canadian North and around demon-plagued
erally puts others before h imself. Most of the members of the
Calgary . His earliest memories are of cleaning energy weapons,
Blue Dragoons enjoy having him around as he always has
recharging E-Clips and handling explosives. Death and killing is
something insightful to add to the conversation. However,
as natural to Burk, as breathing is to most other people, so it was
when forced to interrogate a prisoner, his cruel steak comes
only natural that Burk would become a mercenary himself.
out and it has earned him the nickname "Mr. Horrid." Hor­
While he stayed in his parents mercenary company for some
ror Factor : 1 0, but only when he is torturing a prisoner.
time, eventually he decided to strike out on his own and he
Skills of Note: Basic Electronics (65%), Basic Math (85%),
headed east, where the guns-for-hire work was flowing. How­
Climbing (60/5 0%), Computer Hacking (3 9%), Computer
ever, upon his arrival in Ontario, Burk found that much of the
Operation (70%), C omputer Programming (50%), Computer
work had dried up, thanks to the Coalition States and Free Que­
Repair (45%), Cooking (5 5 %), Cryptography (45%), Demo­
bec coming to a mutual understanding. While there was merce­
litions (87%), Demolitions Disposal (87%), First Aid (5 5%),
nary work to be had, it was grunt work for chump change .
Gemology (5 0%), Intel ligence (53 %), Locksmith (65%) , Me­
Like most professional warriors, Burk has seen h i s share o f
chanical Engineer (5 5%), Pick Locks (65%), Pilot: Hover­
ups and downs. I n one engagement he simultaneously lost an
craft (Ground) (80%), Prowl (45%), Read American (6 5%),
arm , eye and lung, all along his right side. He was caught in the
Read Sensory Equipment (50%), Research (60%), Speak
blast radius of a m issile that took out the tank he was using for
American (98%), Streetwise (40%), Surveillance Systems
cover. While he lived, he needed massive bionic reconstruction
(55%) and W.P. Energy Pistol.
which he got by agreeing to serve a six year stint with the mer�
Magical Knowledge: None .
company that had originally hired him for special operations .
Psionics: None . Burk didn't mind much. The state of bionics had improved dra­
Natu ral Abilities : Charm/Impress of 70%. matically s ince the "early days," and he had seen p lenty of

67
bionic limbs among mercs so it seemed a natural progression , & APCs (66%), Radio: Basic (85%), Radio: Scramblers
maybe even a badge o f honor t o get h i s own bionics. (70%), Read Sensory Equipment (65%), Recognize Weapon
Burk is a real Techno-Hound, but he tends to prefer gadgets Quality (65%), Running, Speak American and French (9 8%),
that he can carry as opposed to those which are implanted in Swimming (60%), Tracking (60%), Trap Construction
one ' s body . (55%), TraplMine Detection (60%), Weapon Systems (75%),
He got out of his service agreem ent when the company he Wilderness Survival (65%), Wrestling, W.P. Blunt, W.P. En­
worked for was devastated in a brutal ambush . It was pure luck ergy Pistol, W . P . Energy Rifle, W.P. Heavy Energy
Weapons, W.P. Paired F irearms, W.P. Sharpshooting (En­
that Burk and one other had been sent to check on a lead in the
ergy Pistol and Energy Rifle) and W.P. Sword.
opposite direction. On his own again, Burk worked solo as a
mercenary until he ran into a band of mercs in Upper Michigan Magical Knowledge: None .
- the B lue Dragoons . The group had need of a reliable extra Psio nics: None .
man, and the tank crew hit it off with Burk right from the start. Natural Abilities : None.
They made him feel l ike he fit in, so he joined the team . He Com bat Training: Hand to Hand: Expert.
liked the idea of being a part of a small unit that specialized in
Attacks Per Melee : S ix.
smash and grab operations, supplementing their income with a
Com bat Bonuses : +2 to initiative, +3 to strike, +6 to parry and
little smuggl ing, a little bounty hunting and a little piracy. B urk
dodge, +8 to damage, +2 to disarm, +8 to pull punch, +5 to
was tired of putting his butt on the line every day in large scale
roll with punch, fall or impact, +3 to save vs Horror Factor,
war, and liked these small scale operations. He also liked having
+2 to save vs psionics and insanity, +26% to save vs coma!
the heavily modified NE-J2 Juggernaut hover tank as their main
death, +4 to save vs magic, +4 to save vs poison, toxins , and
vehicle and source of power. Burk has never regretted his deci­
diseases.
sion to sign on with the B lue Dragoons, and has a copy of the
current bounty notice tucked away in a scrapbook for Ma and Other Com bat Info : Kick does I D6 S . D . C . damage, Critical
Pop . Strike on an unmodified roll of 1 8, 1 9 or 20, and Knockout
or a Pin/Incapacitate on an unmodified rol l o f 2 0 .
Race: Human .
Favorite Weapons : Always ready for action, Burk always car­
Alignment: Anarchist with leanings toward Miscreant.
ries 12 standard E-Clips and eight long E-Clips.
Attributes : I . Q . 1 3 , M .E. 1 9 , M.A. 1 3 , P . S . 2 1 (bionic; right
arm), P.P. 1 3 , P.E. 2 3 , P . B . 1 2, Spd. 1 9 . Has a pair of Wilk's 227 Pulse Pistols : Mega-Damage :
Hit Points: 1 9 . S.D.C. : 9 7 . 2D6 M.D. per single blast, or 4D6 per double blast. Rate of
Height: 6 feet ( 1 . 8 3 m) . Fire : Standard. Range : 900 feet (274 . 3 m). Payload: 12 dou­
ble pulse shots with a standard short E-C lip, 24 shots with a
Weight: 202 Ibs (9 1 . 5 kg).
long E-Clip . Bonus to Strike : +2 bonus to strike on an aimed
Age : 3 8 .
shot because of the light weight and superior balance.
Sex : Male.
A pair of NG-57 Northern G u n Heavy-Duty Ion
P.P.E. : 3. I.S.P.: None . Blasters: Mega-Damage: Two settings, 2D4 or 3 D6 M . D .
Experience Level : 6th level Techno-Hound Headhunter. Rate o f Fire : Standard. Range : 500 feet ( 1 52 m). Payload: 1 0
Description : B urk is a battle-hardened warrior, covered in scars shots per standard E-Clip, or 1 8 w ith a long E-C l ip.
and old war wounds . His right arm has been replaced with a His favorite weapon for heavy combat is an NG-E 1 2
bionic one for quite some time. His right eye and lung are Heavy Plasma Ej ector: Mega-Dam age: I D6x 1 O M.D. Rate
also bionic. B urk ' s salt and pepper hair is always kept crew­ of Fire: Standard. Range : 2000 feet (6 1 0 m). Payload: 4 shots
cut length and his face clean shaven, except for a well kept standard E-Clip, or 8 shots long E-Clip.
moustache. With startling green eyes, an impressive build WI-23 Missile Launcher: Mega-Damage : Any type of
and stature, Burk can often intim idate rivals just by his im­ m ini-missile can be used, but he normally uses plasma
posing presence and stem demeanor. mini-missiles ( I D6x 1 0 M .D.). Rate of Fire : Equal to the
Insanities: None. user ' s number of attacks per melee (max imum 6); reloading
Disposition : B urk is a rough, tough, serious warrior who rarely the magazine takes three m elee actions if using a box maga­
smiles and never allows anyone to call him "Stan" only zine, or one full melee round if reloading loose missiles.
"Burk." He does have his friendly and jocular side, which co­ Range : One mile ( 1 .6 km) . Payload: Six missiles per maga­
mes out in the bar among friends . In battle, Burk is the no­ zine . Has two sets of replacement plasma m ini-m issiles.
nonsense soldier who only takes the risks necessary to com­ WI-GL4 Revolving G renade Launcher: Mega-Damage :
plete the m ission at hand and to ensure the enemy is killed. Fragmentary: 4D6 M . D. to a blast area of 1 2 feet (3 .6 m). Ar­
Horror Factor: None . mor-Piercing: I D4x l 0 M . D. to a blast area of 3 feet (0. 9 m).
Skills of Note: Athl etics (Aerobics & General), B ody Building, Can also fire smoke, illumination and chemical rounds . Rate
Boxing, C amouflage (60%), C omputer Operation (75%), of Fire : As many as hand to hand attacks per melee.
D-Bee Lore (60%), Demon & Monster Lore (60%), Detect Reloading the tubes takes two full melee rounds. Range :
Ambush (6 5%), D etect Concealment (65%), Faerie Lore 1 ,000 feet (305 m). Payload : 24 rounds. B urk has 48 extra
(60%), Find Contraband (68%), Land Navigation (66%), grenades stored on the outside of the hover tank.
Parachuting (80%), Pilot: Automotive (80%), Pilot: Hover­ Body Armor: He wears a suit of custom ized Coalition CA-6EX
craft (Ground) ( 8 5 %), Pilot: Motorcycle (90%), Pilot: Tanks Heavy Armor (200 M.D.C .), with the sku ll motif removed.

68
Personal Vehicle: He rides on "Old G lory" w ith the rest of the demning them to the bowels of the city) . So he decided to be­
B lue Dragoons, normally acting as the tank' s gunner. come a smuggler, bringing products who people wanted to those
Other Equ ipm ent: Several s ets of street clothes, one set of that could afford them .
dress clothes, camouflage outfit for covert operations, com­ Wh ile smuggling solo went well for many, many years, even­
bat boots, a Neural-Mace, six Vibro-Knives ( I D6 M.D.), two tual ly Steve decided to hook up w ith a mercenary group and try
fragmentation grenades, gas mask and air fi lter, bedroll, to break into the more lucrative business of running guns and
high-impact sunglasses, a hatchet for cutting wood, knap­ energy weapons. He rolled over his profits to get a vehicle that
sack, tent and backpack, canteen, and some personal item s. could handle the new line of work and began his hunt for a merc
Cybernetics/Bionics : Right arm is bionic with retractable crew with which to partner. As luck would have it, he found the
Vibro-Blades (2D6 M . D . ) and concealed Arm Laser ( I D6 B lue Dragoons and established a good working relationship
M . D . , range : 800 feetl244 m) . B ionic Lung with Oxygen with them . He finds it' s a matter of providence that he and the
Storage Cell, Multi-Optic Eye, Cyber-Armor (50 M.D.C.) boys regularly target the Coalition Army for the ir raids, and he
and Universal Headj ack. takes great pleasure in inflicting with disgrace and loss. When­
ever a CS target is availab le, Steve is quick to support tackling
Money: 3 5 ,000 credits is carried on him , he has "sent home"
more than 2 00,000 credits and he has another 200,000 tucked it.
away for bionic repairs and upgrades as needed. Race: Human .
Alignment: Aberrant.
Attributes: I.Q. 1 1 , M.E. 1 0, M . A . 1 5 , P . S . 1 5 , P.P. 1 9, P.E. 1 1 ,
Steve Turner P . B . 1 3 , Spd. 1 0 .
Steve began life a s a child o f prestige and privilege living in Hit Points : 2 8 . S.D.C. : 3 4 .
the upper levels of the famed Chi-Town fortress city. He at­ Height: 6 feet, 3 inches ( 1 . 9 m).
tended the best of schools reserved for the Coalition' s elite and
Weight: 1 90 Ibs (85 . 5 kg).
had everything money and power could buy. Everything but his
parents ' time and affection . He was a bit of a loner and trouble­ Age : 3 5 .
maker in school, but his parents money always got him through Sex : Male.
any difficulties he may have created. Steve ' s life of luxury fell P.P. E . : 5 . I.S.P. : 2 8 .
apart when it was revealed that his father, a producer of parts for Experience Level: 3rd level Smuggler.
Coalition vehicles, had been overcharging the CS Armed Forces Description : A tall, good looking white male w ith l ight blond
by almost 3 0% on every part his company produced. Steve' s hair and sparkling blue eyes .
family was disgraced, dishonored and discredited. The courts
Insanities : Deep, seated resentment for the Coalition Army and
forced his father to surrender the family business as punishment
a borderline obsession to bring them hurt and disgrace.
and restitution, and the fam i ly was forced to move out of their
Disposition : Steve is a quiet man with a tendency to be a loner.
privileged upper-level hom e to the squalor and artificial light of
He is not the outgoing, fast-talking scoundrel one often pic­
the lower levels. Without the money and the business, the fam­
tures when they imagine how a smuggler should be. While he
ily was cast into impoverished shame. It didn't take long before
is friendly enough on a personal level, he is also reserved and
his parents couldn ' t stand the life of the poor and destitute. Late
calculating, always looking for his "edge" in any negotia­
one evening, Steve heard two gunshots, ran into his parents tiny
tions, as well as traps and trouble that might be coming his
bedroom and found his mother and father both dead. His mother
way .
had shot his dad through the head, then turned the gun on her­
self. He was 1 7 and he had lost everything. Horror Factor: None .
He declined an offer to j oin the C S military (he blames them Skills of Note: Art (55%), Basic Math (85%), Basic Mechanics
for his parents ' deaths and all his problems), cashed out every­ (40%), Body Building, Computer Operation (65%), Conceal­
thing that his fami ly had left, which wasn 't much, and moved ment (3 8%), Cryptography (45%), Detect Ambush (5 5%),
out of the great c ity of Chi-Town permanently . It didn' t take Detect Concealment (45 %), Disguise (45%), Electronic
long to find someone who would buy his identity and citizen­ Countermeasures (5 0%), Find Contraband (3 5 %), Forgery
ship documents from him . In the ' Burbs there are thousands o f (45%), General Repair & Maintenance (55%), Navigation
people striving t o get into the great fortified city and very few (5 5%), Palming (40%), Pilot: Automobible (69%), Pilot:
trying to leave it permanently. This meant that he was able to Hovercraft (Ground; 65%), Pilot: Truck ( 5 3 %), Read Ameri­
get 5 0,000 credits for his old life and put that money into build­ can (65%), Radio: Basic (70%), Radio: Scramblers (5 5%),
ing a new one. ( Note: Being a pampered city kid, Steve had no Recognize Weapon Quality (35%), Speak American (9 8%),
idea his identity was easily worth 5 00,000 to a million credits . Speak Euro and Spanish ( 80%), Streetwise (45%), W.P. En­
He was happy to get 50,000.) ergy Pistol, W.P. Energy Rifle and W.P. Knife.
Steven knew what commodities the rich and corrupt people Magical Knowled ge: None .
of Chi-Town wanted, and what they would pay for them. After Psionics : Minor psychic with Mind B lock (4) and Sixth Sense (2).
all, as the son of a rich m an he had seen his father and his cro­ Natural Abilities : None.
nies buy a large number of illegal books and films from Black Com bat Training: Hand to Hand: Basic.
Market runners who visited the upper levels. B ooks and films
Attacks Per Melee : Four.
his father had paid huge sums of credits to obtain (and the last
Com bat Bonuses : +1 to initiative, +2 to strike, +4 to parry and
nail in his family ' s coffin when investigated for fraud, con-
dodge, +2 to pul l punch, +2 to rol l with punch, fall or impact.
69
Other Com bat Info : Kick does I D6 S .D . C . damage. which is used to store the group ' s equipment and whatever he
Favorite Weapons: L-20 P u lse Rifle: Mega-Damage : 206 is trying to smuggle at the time. It can hold 1 8 tons of cargo
M.D. single shot, or 606 triple-pulse burst. Rate of F ire : in a 30 foot (9. 1 m) storage area.
Standard. Range : 1 600 feet (48 8 m). Payload: 40 shots per Other Equipment: He has a huge wardrobe, with casual, dress,
standard E-Clip or 50 shots long E-Clip. Only has two stan­ travel and work c lothes, a PC-3 000 hand-held computer, a
dard E-Clip s . full-sized computer in the ATVR, language translator, POD,
Body Armo r: He has Explorer body armor (70 M.D. C.), but he pocket flashlight, gas mask and air filter, tinted goggles and
rarely has t o u s e it, a s he is not o n e of the squad' s fighters . more personal items than the rest of B lue Dragoons put to­
Personal Vehicle: He owns an NE Pathfinder ATVR3 (3 60 gether.
M.D.C., 200 mph/3 20 km) that he practically lives in, but Money: 1 5 ,000 in Universal Credits and 3 00,000 credits worth
of B lack Market trading items.

Power Armor & Vehicles


Chipwell Armaments, Inc.
Ch ipwell Armaments is an arms dealer who specializes in can Southwest and Mexico, the undead are a nightmare and
low-end robotics, and business has never been better. very, very real and dangerous. This suit is perfect for those liv­
The Coaliti on ' s war on Tolkeen has created an aura of fear ing in vampire territory like Texas, Arizona, New Mexico and
and concern that has encouraged kingdoms large and small, as the wastelands of California, because it is comparative ly inex­
well as mercenary companies and, especially, D-Bee groups, to pensive but fits most people ' s basic needs. "People" meaning
upgrade, improve and expand their defenses and weaponry . regional wealthy cattlemen and landowners, lawmen, mercs, ad­
Chipwell ' s best customers are small towns and kingdoms with­ venturers, explorers and vampire hunters on a budget.
out a lot of money t o throw around, but w h o have a n immediate On one hand, the Undead are superhuman beings invulnera­
need for power armor protection . Small-time mercenary compa­ ble to most conventional weapons, even Mega-Damage ones .
nies and adventurer groups also use Chipwell suits frequently . On the other, vampires are tragically flawed and susceptible to
Professional soldiers and the best supplied mercs scoff at these certain ordinary things, many of which have been incorporated
inexpensive suits and robots, and would die of embarrassment if into the Chipwell V ampire Combat Armor. Ordinary wood, sil­
they were forced to use one. However, such elitism and snob­ ver, running water, and holy symbols are all capable of inflict­
bery vanishes on the field of combat, and if forced to choose be­ ing serious damage to vampires, and from Chipwell ' s point of
tween Chipwell armor and weapons versus no suits or gear at view , this is wonderful, because all these materi als are inexpen­
all, every single merc wou ld welcome Chipwell gear and proba­ sive, espec ially compared to M.D.C. armor and M.D. energy
bly find it surprisingly adequate. weapons. Thus, Vampire Combat Armor incorporates silver­
Despite Chipwell ' s reputation for simple, bargain basement plated claws, small searchl ights, and a water-spraying gun to be­
weapons, armor, and robotics, the manufacturer has a large cus­ come an effective vampire killing machine. It also works as a
tomer base and manages to fmd and fill niches left open by simple deterrent, because the undead see people clad in Vampire
other companies. The following are a handful of new (at least to Armor as someone prepared for them and probably best to avoid
the Midwest and East), inexpensive power armor suits . (there are plenty of human cattle for them to feed upon). Of
course, against other supernatural creatures and mortal threats ,
the Chipwell Vampire suit is greatly inferior, but in the vam­
Vampire Comb at Armor pire-ridden American Southwest and Mexico, these armored
suits are being scooped up like crazy, leaving better armed
Mark II troops to deal with other threats and monsters .
Model Type: CAI-V50 Mark II
B y Kevin Siem bieda a n d Mark Sumim oto
Class: Light Anti-Vampire Combat Armor.
(Inspired by material that first appeared in The Rifter® #4) Crew: One .
The Mark 1 1 is fundamentally an improved version of the dis­ M.D.C. by Locati o n :
continued Mark I. It is a simple suit of power armor made of
Water Cannon (back, slung o n the back) - 2 2
heavy body armor, standard environmental systems and aug­
mented by a light exoskeleton which makes it a light, basic suit Water Drum - 1 8
of power armor. Designed to fight vampires, the suit is ex­ Wooden Claws (2, retractable; left arm) - 3 0 S.D.C. each
tremely popular in the Southwest where vampires have been an Silver Forearm Claws (2, retractable; right arm) - 1 0 each
ongoing and escalating problem. For people living in what was Arms (2) - 26 each
once the old American and Canadian Empires, vampires are the Legs (2) - 55 each
stuff of legend and scary stories, but to the people of the Ameri-
* Head - 50
70
High-Powered Water Gun - 5 Effective Range : 1 00 feet (30 . 5 m).
* * Main Body - 1 3 0 Payload : 60 water blasts.
* Destroying the h elmetlhead covering will elim inate all op­ 2. CAI-V Cross Spotlight (1): This is just a conventional spot­
tics and sensor systems and has a 0 1 -70% chance of knocking light with a crucifix pattern on it. The spotlight may come as
the pilot unconscious. If stil l conscious, the pilot must rely on a should mounted mechanism that slides behind the shoulder
his own vision and senses . No power armor combat bonuses to when not in use, or as a handheld " light gun" - many mercs
strike, parry, and dodge. Note: The head is a small and difficult and vampire hunters feel more comfortable using a gun-like
target to hit, especially on a moving target. Therefore, the at­ device. This incredibly simple projection mechanism (basi­
tacker suffers a penalty of -3 to strike even on a Called Shot. cally a durable, high-impact flashlight shaped as a gun) is
** Depleting the M . D . C . of the main body will shut down the very effective against vampires, particularly Wild and young
armor, rendering it useless . (under 50 years old as an undead) Secondary Vampires.
Speed : Primary Purpose : Anti-Vampire.
Running: 40 mph (64 km) maximum ; the act of running tires the Secondary Purpose : Flashlight/Illumination.
pilot, but at 20% of the usual fatigue rate thanks to the robot Damage : None to ordinary people, 2D6 H it Point damage to
exoskeleton . Wild Vampires, I D6 H.P. damage to Secondary Vampires and
Leaping: The robot can leap up to 1 5 feet (4 .6 m) straight up or only I D4 points of S . D . C . damage to Master Vampires. The
across. damage results from the shadow of the cross, but the shadow
cross must be clearly defined, whole and recognizable; most ef­
Flying: Possible only with a j et pack (sold separately).
fective at ranges under 1 20 feet (3 6.6 m), beyond that the image
Underwater Capabilities: Not designed w ith underwater opera­ begins to distort and becomes unrecognizable. Shining the im­
tions in mind, the suit has very p oor mobility underwater. The age of the cross in front o f a lesser vampire may also stop the
best it can do is walk along the bottom at 1 0 mph ( 1 6 km) . fie�d from stepping into its shadow and may hold the creature at
Losing even half of its M . D . C . will allow water to leak into the bay .
suit and fill it in a matter of minutes, drowning the pilot.
Rate of Fire: Works like a flashlight, with each display of the
Maximum Ocean Depth: 400 feet ( 1 22 m).
image counting as one of the operator' s attacks/actions.
Range : The suit operates on batteries that have a life of 24 hours
Effective Range : 1 20 feet (3 6 . 6 m).
before requiring a recharge. This gives it a practical range of
Payload: Hours, as long as the suit ' s or gun ' s batteries are
only 5 00 miles (800 km). The suit ' s primary function requires
charged.
that it operate at night, extending the charge of the batteries, and
providing a lot of time to recharge and replace the batteries the 3. CAI-V Anti-Va m pire Silver Claws (2) : These are extend­
next day. May be substituted with a standard fusion power sup­ ible and retractable silver-plated claws typically mounted on
ply, but adds one m illion credits to the cost and is just not worth the right forearm of the suit.
it. Primary Purpose : Anti-Vamp ire.
Statistical Data : Damage : 3D6 S . D . C . damage plus P . S . damage bonus, double
Height: 6-7 feet ( 1 . 8 to 2 . 1 m); human-sized. damage to vampire s.
Width: 3 feet ( .9 m). 4 CAI-V Anti-Vam pire Wooden Blades or Shooter (2) :
These are extendible and retractable hard wood claws typi­
Length: 3 feet (.9 m).
cally mounted on the left forearm of the suit. A wooden stake
Weight: 1 5 0 Ibs (67 .5 kg) without the water gun and drum.
shooter may be substituted .
Physical Strength : Equal to a Cyborg/Augmented Human P . S .
Primary Purpose : Anti-Vamp ire.
of 2 1 .
Damage : 2D6 S . D . C . damage, plus P . S . damage bonus; double
Cargo : None. damage to vampire s.
Power System : Electrical batteries, providing a life of 24 hours
A Wooden Stake Shooter does 2D6 S.D.C. damage per stake
before requiring recharging.
launched.
Cost: 89,500 credits for a new, undamaged, ful ly powered suit Range : Hand to hand for the blades, or 1 00 feet (3 0 . 5 m) for the
with full weapon systems . Very p opular in human cities in Mex­
forearm stake shooter.
ico and Southwestern United States.
Payload: Two retractable blades or a launcher that can hold and
Weapon System s : fire two wooden stakes (one at a time or simultaneously) . Takes
1 . CAI-V Water Cannon : This is just a conventional, portable three melee actions to reload two new stakes into the shooter.
water cannon with the tank and rifle-like gun mounted on the Extra stakes can be carrie d in a shoulder satchel, backpack or
back of the suit. sack.
Primary Purpose: Anti-Vamp ire. 5. Handheld Wea pons: Other weapons are often added to the
Secondary Purpose : Fire-Fighting. suit ' s arsenal to make it somewhat effective against other op­
ponents, but are not a part of the suit's standard equipment.
Weight: 1 1 Ibs (5 kg), plus 35 Ibs ( 1 5 . 8 kg) with a full tank.
6. Hand to Hand Combat: Rather than use a vampire weapon,
Damage : I D6x 1 O Hit Point damage to vampires and other crea­
the power armor pi lot can engage in Mega-Damage hand to
tures vulnerable to water w ith every "super-soaker" strike.
hand combat or use any type of weapon, which is highly sug­
Rate of F ire : Each water blast counts as one melee attack. gested against foes that are not vampires.

71
Power Armor Punch : I D4 M.D. or 2D8 for a Power Punch
(counts as two melee attacks/actions).
Leap Kick: 2D4 M . D .
7. Special Features:
A) A basic visual enhancement package : Laser targeting,
telescopic, passive nightvision, and polarized lenses.
B) It also has a bui lt-in short-range radio system .
C) S ilver neck studs . Silver-plated bolts rim the neck and
center of the chest, and will supposedly bum the hand of any
vampire who tries to grab the armored warrior around the neck
or remove his helmet. (Note: It' s a good thought, but doesn't ac­
tually work like that. Still, it gives many buyers a false sense o f
security. )
D ) White, yellow or red cross painted o n the chest. Intended
to hold vampires at bay and prevent them from grappl ing with
the armored warrior. However, this simple approach only has
any effect on Wild Vampires who are distracted by the holy
symbol and suffer the following penalties when fighting some­
one in CAI-V50 Vampire Combat armor: -2 on initiative, - 1 to
parry and strike. It has no negative impact on Secondary and
Master Vampires.
E) Has connectors for any style of conventional j et pack.
Note: A lso see other vampire-fighter equipment in this book
and in Rifts® World Book One: Vampire Kingdoms.

Sky Power Armor


B y Kevin Siembieda (inspired by ideas from Mark Model Type: CAI-77 SPA
Sumimoto that ap peared in The Rifter® #4) Also Known as: The Little Dragonfly, a common nickname.
Class: L ight Reconnaissance F light Armor (usually advertised
It is said that only a Crazy or a Juicer would consider using
as light power armor) .
Sky Power Armor in an all out battle, because is it a light ar­
mored unit that is comparatively s low, lacks maneuverability Crew: One .
and has no anti-aircraft capabilities. Sky Power Armor is a far M.D.C. by Location:
cry from the fast, heavily armored suits being produced by the Wings (2) - 28 each
Coalition States, Northern Gun, Triax and others, but the light­ Jet Pack ( I ; back) - 32
weight flying armor makes a decent air reconnaissance unit,
Arms (2) - 26 each
scout or escort where no, little or light combat is anticipated.
Legs (2) - 50 each
The Sky Power Armor has a pair of foldin g wings reminiscent
to the SAMAS, but made of a durable, flexible M . D .C. plastic Bui lt-in Jet Pack ( I ; rear) - 23
that gives them a fragile dragonfly appearance ; they actually * Head - 40
flutter, like a sail, in the w ind. The overall fl ight system is about * * Main Body - 1 42
half as loud as a SAMAS and other flying power armors, and
* Destroying the head eliminates all optics and sensor sys­
the Sky is capable of silent gliding. Flight cap abilities are pro­
tems and has a 0 1 -70% chance of knocking the pilot uncon­
vided by an electric jet pack that is a l ight, built-in version of the
scious. If still conscious, the pilot must rely on his own vision
more powerful portable j et packs .
and senses. No power armor combat bonuses to strike, parry ,
Against a SAMAS or even F lying Titan power armor, the and dodge. Note: The head is a small and difficult target to hit,
wearer of this suit doesn ' t have much of a prayer. However, especial ly on a moving target. Therefore, it can only be hit on a
against land-bound civilians or light troops w ithout anything Called Shot at a penalty of -4 to strike, the same goes for the jet
heavier than standard energy rifles, the Sky is an adequate war pack and w ings .
machine . It is popular among high-tech Wilderness Scouts, ex­ * * Depleting the M . D . C . of the m ain body will shut down the
plorers, Operators, mail couriers, some Headhunters, bandits , armor, rendering it useless .
espionage operatives and adventurers. The armor offers better
Speed :
than average protection compared to most suits of body armor
(not power armor) and provides low cost and efficient aerial Running: 40 mph (64 km) maximum. Note that the act of run­
transportation. The Sky Power Armor' s affordabi lity has made it ning tires the pilot, but at 20% of the usual fatigue rate thanks to
nearly as popular as the Triax Terrain Hopper among many wil­ the robot exoskeleton.
derness communities, scouts and adventurers . Leaping: 1 5 feet (4 . 6 m) straight up or up to 60 feet ( 1 8 . 3 m)

72
emergency, the suit' s power can be routed to the j et pack to in­
crease the range by 8 0 miles ( 1 28 Ian) per every hour of charge.
Cost: 1 64,000 credits for a new, undamaged, fully powered suit.
Weapon System s : None per se. Weapons are limited to what­
ever the user carrie s with him (i.e . , pistols, rifles, etc.), although
forearm Vibro-Blades, and forearm and shoulder weapon sys­
tems like those used by cyborgs can be mounted on the Sky at
additional cost (sam e as bionic equivalents).
Featu res and Sensor Systems:
A) The helmet is only equipped w ith bas ic optic systems : La­
ser targeting, telescopic, passive nightvision, and polarized
lenses.
B) Short-range radio, 20 miles (32 Ian). Long-range radio
system (400 miles/640 Ian) is optional but requires an antenna
and costs an extra 1 0,000 credits.
C) Built-in compass and altitude reader displayed via Head's
Up system in the helmet.
D) Simple radar that can track up to 32 different aerial tar­
gets ; 80 mile ( 1 28 Ian) range.

C hipwell Body Armor


Chipwell sells its own versions o f all common body armor,
including the Crus ader (5 5 M.D. C.), Gladiator (70), Huntsman
(40), Juicer Armor (45 ; basic), Plastic Man (35), Urban Warrior
(50), and Bushman (60) at the standard l ist rates, as well as the
Land Roamer Power Arm or (the Sky Power Armor without the
across when unfurling the wings to glide ; double that range wings and jet pack ; 1 3 5 M . D . C . main body, no weapons; costs
when gliding down from a h igh position to begin with (at least 1 02,000 credits).
six stories or higher).
Flying: Maximum speed is 1 30 mph (208 Ian), but cruising
speed and g liding speed are 40-60 mph (64-96 Ian). Maximum
altitude is only 3000 feet (9 1 4 m), but that's still beyond the Northern Gun
range of most handheld weapons.
Flying Range : The flight system runs on electrical batteries that
have a range of about 600 miles (960 Ian) or about 9- 1 0 hours of
NG- I I F "Red H awk"
continuous flight, otherwise good for 48 hours of use with inter­ Flying Power Arm or
mittent flying under ten hours total. Takes two hours to recharge
For decades Northern Gun has produced the Sam son as their
the batters, six minutes to swap out spent batteries for fresh
primary power armor suit for export and sale. While an excel­
ones.
lent robotic augmentation in its own right, the Samson lacks full
Underwater Capabilities: None and sinks l ike a rock. flight capability and is showing the signs of age. People want
Colors : Standard colors are Silver, white, grey, or black with op­ new designs, and Northern Gun has its R&D teams working
tional red, b lue or gold trim and h ighlights, and camouflage. overtime on several new suits of power armor. The Red Hawk is
Statistical Data : one of NG' s new designs, a SAMAS equivalent flying power ar­
Height: 7 feet (2 . 1 m). mor.
Width: 3 feet ( . 9 m)from shoulder to shoulder, 1 4 feet (4 . 2 m) Anyone with an eye for design or engineering will recognize
with wings fully extended. the propulsion system and wing elements to be a clear knock-off
Length: 3 feet ( .9 m). of the Coalition ' s original SAMAS. (Northern Gun designers
prefer the term "inspired.") Surprisingly, the C oalition States
Weight: 200 lbs (90 kg) .
have not protested about Northern Gun ' s SAMA S " inspired" ar­
Physical Strength: Equal to a Cyborg/Augmented Human P . S . mor, which has led some to speculate that the I shpeming gov­
of 2 5 . ernment has either licensed the design from the CS or is being
Cargo: Straps and clamps allow the suit to carry a maximum of allowed to use the design as part of a secret deal - an arrange­
200 additional pounds (90 kg). ment some have speculated includes the manufacturing of old
Power System : Electrical batteries, providing a life of 24 hours (and/or new) style SAMAS for the government of the C oalition
before requiring recharging, plus the flight system has a separate States. If this speculation proves to be true, then it would be the
power supply that gives it an average of 1 0 hours of use. In an first time that the CS has ever allowed an outside manufacturer

73
been introduced into the m arketplace and is gaining popularity
with mercenary companies, independent military forces and the
armed forces of numerous kingdoms.
Model Type: NG- I I F Red Hawk PA
Class: Armored Flying Infantry Assault Suit.
Crew: One .
M.D.e. by Location:
Shoulder W ings (2) - 45 each
Main Rear Jets (2) - 50 each
Rocket Jet ( 1 ; lower) - 60
* Lower Maneuvering Jets (3) - 20 each
* Hands (2) - 1 5 each
Arms (2) - 50 each
Legs (2) - 90 each
NG-202 Rai l Gun - 5 0
Ammo Drum (rear) - 3 0
* Forearm B lades (2) - 2 5 each
* Forearm M ini-Missile Launcher or Laser (1 or 2) - 1 5 each
* W ing Mounted M ini-Missiles ( 1 2) - 1 0 each
* * Head - 6 5
* * * Main B ody - 1 92

* A l l areas that are marked with a single asterisk are small


and difficult targets to hit. They can only be hit when an attacker
makes a called shot, and even then he is -4 to strike ( includes
the head).
* * Destroy ing the head/helmet has a 0 1 -70% chance of
knocking the pilot unconscious. If conscious, the pilot has two
problems: 1 ) No power armor combat bonuses to strike, parry,
and dodge, and 2) the human head is now vulnerable to attack .
The head is a small and difficult target to hit. Thus, it can only
be hit when a character makes a Called Shot with a penalty of -5
to strike.
* * * Depleting the M . D . C . of the main body will shut the ar­
mor down completely, and the pilot will be vulnerable to attack .
to make war machines for them, suggesting that the alliance be­
Destroying one of the wings makes flight impossible, but the
tween the Coalition States and IshpemingINorthem Gun (and
suit can stil l make j et assisted leaps.
the Manistique Imperium) goes deeper than many people origi­
nally imagined. Note: The Ishpeming armed forces also use a Speed :
variation of the Red Hawk. Running: 60 mph (96 km) maximum . The act of running does
Red Hawk power armor is an advanced, heavily armed and tire out its operator, but at 1 0% of the usual fatigue rate thanks
agile system that is, arguably, superior to the original CS to the robot exoske leton .
SAMAS suit. In most aspects it is roughly on par to the original Leaping: The powerful robot legs can leap up to 1 5 feet (4 .6 m)
SAMAS, but has a special, heavy j et thruster that can be en­ high or across unassisted by the j et boosters. A jet booster as­
gaged in short spurts to give the Red Hawk bursts of rocket sisted leap can propel the unit up to 1 00 feet (3 0 . 5 m) high and
speed to attain a higher altitude or to zoom in and out of combat 200 feet (6 1 m) across without attaining flight.
at great speed. The rest of the power armor looks noth ing like Flying: The rocket propulsion system enables the Red Hawk to
the Coalition ' s SAMAS. The reinforced helmet has a very hover stationary up to 400 feet ( 1 22 m) or fly . Maximum flying
hawklbird of prey appearance and is protected from behind by speed is 290 mph (464 km), but cruising speed is considered to
part of the j et thruster housing. Another cosmetic variation is a be 1 50 mph (240 km). Note : When the super-thruster is en­
pair of scythe-like Vibro-B lades that extend from the forearm . A gaged, the Red Hawk rockets at a speed of 490 mph (784 km)
mini-missile or short-range laser can also be mounted on one or but only for 90 seconds and a ll combat bonuses are reduced by
both arms. The Red Hawk is not nearly as capable as many of half due to the high velocity and shaky movement. Great for
the newer Coalition SAMAS variants in the CS arsenal, as re­ surprise dive attacks, quick getaways and hot pursuits. Note:
cently debuted during the Siege on Tolkeen, but it can hold its The Super-Thruster can be engaged six times per hour. An inter­
own with the old style Sam s and most styles of flying power ar­ nal automatic shut-off switch won 't allow more uses than that to
mor offered in North America. The Red Hawk has only recently prevent overheating and thruster burnout.
74
Maximum Altitude : Lim ited to 2000 feet (6 1 0 m); up to 4000 Effective Range : One mile ( 1 .6 km).
feet ( 1 2 1 9 m) when the super-thruster is engaged, but the Red Payload : 1 2 total, six per wing.
Hawk slowly descends to its normal 2000 foot (6 1 0 m) altitude. 3. Forearm Ranged Weapon : Mini-Missile Launcher and/or
Flying Range: The nuclear power system gives the Red Hawk Laser (1 per arm ) : A m ini-missile launcher or a short-range
1 5 years of life, but the j et rockets get hot and need to cool after laser can be mounted on one or both of the forearms of the
a maximum of eight hours of flight; can fly indefinitely with rest armor suit. The two-shot forearm mini-missile launcher is
stops . identical to the one used on the NO Samson power armor.
Underwater Capabilities: The Red Hawk is not designed for un­ Primary Purpose : Anti-Armor.
derwater combat, but is capable of functioning underwater. It Secondary Purpose : Assault.
cannot fly underwater, but can swim underwater at about four
Mega-Damage : Laser: 206+ I M.D.
mph (6.4 km) or walk or run on the floor of rivers, oceans and
Mini-Missile (varies w ith missile type): Any m ini-missile can
lakes at about 25% of its normal running speed ( 1 5 mph/24 km).
be used, but standard issue is armor piercing ( I D4x l O M.D.) or
Maximum Ocean Depth: 1 000 feet (3 05 m).
plasma ( I D6x l O M.D.).
Statistical Data :
Rate of Fire: Laser: One at a time or two simultaneous blasts ;
Height: Approximately 8 feet (2 .4 m) from head to toe , 9 feet each single or double blast counts as one melee attack.
(2 . 7 m) to the top of the propulsion system .
Mini-Missiles: One at a time or a volley of two.
Width: 4 feet ( 1 .2 m) with w ings folded, and 1 3 feet (3 .9 m)
Effective Range : Laser: 1 000 feet (305 m). Mini-Missile: One
with wings extended.
mile ( 1 .6 km).
Length: 4 feet, 8 inches ( 1 .45 m).
Payload: Laser: Effectively unlimited (taps into the suit ' s power
Weight: 5 5 0 lbs (247. 5 kg). supply). Mini-Missile Launcher: Two per launcher (two launch­
Physical Strength : Equal to a Cyborg/Augmented Human P . S . ers maximum).
of 2 8 . 4. Scythe-Forea rm Vibro-Blades (2) : A scythe-like
Cargo: None. Vibro-Blade can be extended and retracted from each of the
Power System : Nuclear, average life is 1 2 years. Red-Hawk' s forearms. These blades can be used in hand to
Cost: 2 million credits for a new, undamaged, fully powered suit hand combat and speed slashing runs. The pilot must be care­
complete with rail gun, ammunition and missiles. Poor to fair ful, however, especially in high speed dives and runs, for if
availability at most Northern Gun outlets, but good availability he m isses his intended target it is possible that he might hit
at Kingsdale and Arzno, and excellent availability at Ishpeming/ an ally or collide into his opponent, or someone or something
Upper Michigan and MercTown. else (aircraft, wall , tree, the ground, etc.) and takes 1 0 1 0
M . D. for every 1 00 mph ( 1 60 km) of speed he is traveling. A
Weapon System s :
failed roll to strike means the pilot must roll under his pilot­
1 . NG-202 Rail G u n : A standard NG-202 rail gun i s the pri­ ing skill with a -30% penalty. A failed piloting skill means
mary weapon system for the Red Hawk. The weapon draws the Red Hawk collides w ith its target or something nearby .
power from the nuclear power plant and ammunition is fed High speed attacks and dive attacks always have a piloting
from a drum magazine mounted on the back of the power ar­ penalty of -30%.
mor. Primary Purpos e : Anti-Power Armor.
Primary Purpose: Assault. Secondary Purpose : Defense.
Secondary Purpose: Defense. Mega-Damage : 204 M . D . per strike in hand to hand combat at
Mega-Dam age : 1 04 M.D. for a single round, or 306 M .D. for a cruising speeds or slower. 404 M . D . at speeds of 6 1 - 1 50 mph
burst of 20 rounds or I D4x l O M . D . for a burst of 40 rounds . (97 .6 to 240 km), and 506 M . D . for attacks at speeds greater
Rate of Fire : Each burst counts as one melee attack. than that. Dive attacks count as two melee attacks/actions.
Effective Range : 4000 feet ( 1 2 1 9 m). 5. Hand to Hand Com bat: Rather than use a weapon, the pilot
Payload: 2800 round drum for 1 4 0 medium (306 M .D.) bursts can engage in Mega-Damage hand to hand combat (punches
or 70 heavy ( I D4x l O M.D.) bursts . Reloading a drum takes and kicks).
about 5 minutes for those not trained, but only about 90 seconds Restrained Punch: I D4 M.D.
by somebody trained in the use of power armor. Full Strength Punch: I D6 M.D.
2. Wing Mounted Mini-Missile Launchers : As many as six Power Punch: 206 M.D., but counts as two melee attacks.
m ini-missiles can be attached to each of the Red Hawk' s Power Dive Punch : 306 M . D . , but counts as two melee at-
wings. These are m ainly used i n air-to-air combat against en­ tacks and all combat bonuses except to strike are reduced by
emy aircraft or air to surface attack. half, including roll with impact.
Primary Purpose : Anti-Aircraft. Kick: I D6 M.D.
Secondary Purpose : Air to ground assault. Leap Kick: 206 M . D . , but counts as two melee attacks.
Mega-Damage : Varies w ith missile type . May also use other handheld weapons (guns, clubs, etc.).
Missile Type: Any mini-missile can be used, but standard issue
is armor piercing ( 1 D4x 1 0 M.D.) or plasma ( I D6x l O M.D.).
Rate of Fire : One at a time or volleys of 2, 4 or 6.

75
Model Type: NG-NX I 2
NG-NX1 2 "Beach-Stormer" Class: Amphibious Infantry Assault Suit
Marine Power Armor Crew: One.
M.D.C. by Location:
A recent addition t o the Northern Gun family o f naval weap­
Hydro-Jet Propulsion Pack - 3 0
ons system s is the NG-NX I 2 "B each-Stormer" power armor.
Hands (2) - 8 each
Just like its land-based counterparts, this marine power armor
suit was developed to fill the gap between robot vehicles and Arms (2) - 45 each
regular body armor. Northern Gun executives recognized that Legs (2) - 65 each
marine infantry forms an essential element of naval combat Feet/Flippers (2) - I I each
forces, and that no North American arms manufacturers offered * NG-P67 - 1 5
any marine armor suits besides s imple body armor. Even the * NG-M I OO Underwater Rifle - 3 0
folks at Iron Heart Armaments supplied only regular flying
* Head - 50
power armor with their ships, not aquatic suits capable of com­
bat diving and prolonged underwater maneuvers. The Beach­ ** Main Body - 1 7 0
Stormer is Northern Gun ' s first marine power armor suit, and it * A l l o f the targets marked with an asterisk are small and dif­
has been instantly accepted by naval forces, mercenaries, pirates ficult to hit. Thus , they can only be struck when a character
and mariners of all kinds. makes a Called Shot, and even then the attacker is -3 to strike .
The NG-NX I 2 is somewhat of a "mongrel" creation that Destroying the head of the power armor will elim inate all forms
combines features of existing Northern Gun power armor with of optical enhancement and sensory systems. The pilot must rely
an underwater propulsion system. It has the durability and on his own human vision and senses ; no bonuses to strike, parry
strength of the NG-X9 Samson, the NG -EX I O Gladius' inex­ or dodge from power armor combat - and will suffer from expo­
pensive construction and quickness, as well as a reliable hy­ sure to deep sea pressure at depths greater than 220 feet (67 m ;
dro-jet propulsion pack that enables the power armor to travel at takes 2D6 S .D . C .lHit Point damage per melee round and all bo­
speeds of up to 3 5 mph (56 km) on the surface of water and 20 nuses are reduced by half) !
mph (32 krn) under the water. T h e suit also h a s a n impressive * * Depleting the M . D . C . of the main body will shut the ar­
array of standard-issue underwater and surface weapons, mak­ mor down completely, making it useless.
ing it a formidable water to surface combat machine. The Speed :
NG-NX I 2 is excellent for all aspects of amphibious warfare op­
Running: 40 mph (64 km) maximum . Removing the detachable
erations, including scouting, underwater demolition, sabotage,
hydro-j et propulsion pack adds + 1 0 mph ( 1 6 krn) to the top
search and rescue, exploration, beach reconnaissance, and of
speed. The act of running tires out the operator, but at 1 0% of
course, amphibious landings and assaults .
the usual fatigue rate thanks to the robot exoskeleton .

o
o

o o D
o
° 0

o 0

76
Leaping: The powerful robot legs can leap up to 1 5 feet (4. 5 m) 2. NG-MIOO Mu lti-Weapon Underwater Rifle: The
high or 2 5 feet (7.6 m) across. NG-M I 00 is the standard-issue underwater weapon of the
Flying: F light is no possible . Beach-Stormer power armor, and is also one of Northern
Underwater Capabilities : The hydro-jet propulsion pack enables Gun ' s most exotic creations. It is not a built-in weapon sys­
the power armor to travel at 35 mph (56 km) on the surface of tem, but rather a rifle that comes standard with the suit. The
the water or when submerged. NG-M I 00 is an over-under combination weapon that consists
of a stubby ion blaster mounted atop a smooth-bore semi- au­
Maximum Range : Restricted to 8 hours by the needs of the pi lot
tomatic missile launcher. The ion blaster is unremarkable ex­
and the lack of an air recycling system.
cept that it is capab le of firing above and underwater.
Maximum Depth : 3 ,000 feet (9 1 5 m).
A great deal more can be said of the launcher which is
Statistical Data : based on the WI-23 of Wellington Industries. Like the
Height: 7.2 feet (2.2 m). WI-23 , the launcher portion of this rifle is an auto-loading
Width: 4 feet ( 1 .2 m). weapon fed by a top-mounted detachable box magazine. But,
Length: 5 feet ( 1 .5 m) with hydro-j et pack; 3 feet, 4 inches ( I m) unlike the WI-23, this launcher is capable of firing both gre­
without. nades and m icro-torpedoes w ith no more adjustment needed
Weight: 326 Ibs ( 1 46 . 7 kg) total ; 280 Ibs ( 1 26 kg) without than simply changing magazines ! There is no rear opening on
weapons. the launcher, because grenades and torpedoes are launched
' cold' by compressed air; the motors don't ignite until the
Physical Strength: Equal to a Cyborg/Augmented Human P . S .
torpedo has traveled five feet ( 1 . 5 m) from the launcher.
of 24.
Primary Purpose: Anti-Sea Monster/Anti-Ship.
Cargo : None.
Secondary Purpose: Defense.
Power System : A rechargeable battery that holds enough power
for 96 hours of continuous use. It can be recharged by any vehi­ Weight: 20 Ibs (9 kg); grenade and micro-torpedo magazines
cle or faci lity with a nuclear power plant or other generator weigh 12 Ibs (5.4 kg) each .
(takes about 2 hours to recharge) . A fusion battery pack can be Mega-Dam age : The ion blaster inflicts 4D6 M . D .
substituted but adds 1 .2 million credits to the cost; 1 5 year life . Grenades do 4D6 M.D. each.
Cost: 340 ,000 credits for a brand new, fully charged suit com­ Micro-torpedoes do 5D6 M.D. each; both grenades and torpe­
plete with the P-Beam Short-Gun, Multi-Rifle, 1 0 E-Clips, and a does are considered armor piercing and have a 3 foot (0 .9 m)
payload of grenades or torpedoes. blast radius .
Weapon Systems : Rate of Fire : Each blast counts as one melee attack/action.
Effective Range : Ion Blaster: 800 feet (244 m). Grenades or Mi­
1 . NG-P67 Particle Beam Short-Gun: This i s an underwater
cro-Torpedoes : 1 400 feet (426 . 7 m).
version of the NG-P7 particle beam rifle. It is a large,
heavy-duty weapon and, although somewhat smaller than the Payload: Ion Blaster: 1 0 shots from a standard E-Clip . Grenades
rifle, the gun is sti l l awkward to fire by those without robotic or Micro-Torpedoes have 20 rounds per magazine.
or Supernatural Strength (-2 penalty to strike for a human Cost: The NG-M I 00 can be purchased separately from the
P . S . under 26). There is a serious drawback to the NG-P67 Beach-Stormer power armor at a cost of 34,000 credits for a ri­
Short-Gun, that being a limited payload: a regular E-Clip fle and one grenade or torpedo magazine . Additional magazines
provides just 1 0 shots. To offset this lim itation, a power ca­ cost 5 ,000 credits, which includes the cost of the explosive am­
ble extending from the NG-NX I 2 ' s forearm connects the gun munition .
to the suit ' s battery . This is a stopgap solution to the payload 3. Hand to Hand Com bat: Rather than use a weapon, the pilot
problem at best, because for every 30 shots fired from the can engage in Mega-Damage hand to hand combat. Combat
gun one hour (or 2 m inutes per shot fired) is drained from the abilities are identical to Basic Power Armor Training.
battery (not applicable to fusion p ower supplies). 4. Systems of Note : The suit has all the sensors and systems
Primary Purpose : Assault. common to power armor, except for the nuclear power plant.
Secondary Purpose: Antipersonnel . Instead, the suit runs off a rechargeable battery that holds
Weight: 1 6 Ibs (7.2 kg) . enough power for 96 hours of continuous use (good for 4- 1 2
Mega-Damage : 6D6 M.D. per shot. days depending o n how often it' s used. The battery can b e re­
charged from any nuclear power plant. Takes about 2 hours
Rate of Fire : Each blast counts as one melee attack.
to recharge), mak ing it much more affordable than most
Effective Range : 1 000 feet (3 05 m) in an atmosphere/air, 700 types of power armor.
feet (2 1 3 .3 m) underwater. , 0

Payload: 1 0 from a standard E-Clip or the weapon can draw on


the suit's power supply, but every 30 shots drains one hour ' s op­
(J . �cU o

o C() � o
eration time from the battery. o 0
o
o
Cost: It is possible to buy the NG-P67 Short-Gun separately
from the B each-Stormer at a cost of 2 5 ,600 credits . Note: A
u
normal Particle Beam weapon has half its normal range and half
its normal damage underwater. 0 <..)
o

77
flanked by ground troops or escorted by lighter, faster power ar­
mor or flyers. It is especially popular among mercenary groups
that engage in heavy combat and assault fortified positions, and
anti-robot specialists.

Model Type: NG-X 1 3 Missileman


Class : Armored Infantry Assault Suit.
Crew: One.
M.D.e. by Locati o n :
Scissor Short-Range Missile Launchers (2 ; back) - 7 0 each
NG-S202 Rail Gun - 5 0
Ammo Drum (rear) - 3 0
* Hands (2) - 20 each
Arms (2) - 65 each
*Forearm M ini-Missile Launchers (2) - 1 5
Legs (2) - 9 5 each
* Mini-Missile Launchers (2; shoulders) - 50 each
* * Head - 9 0
* * * Main B ody - 2 8 5

* All areas that are marked with a single asterisk are small
and difficult targets to hit. They can only be hit when a character
makes a cal led shot, and even then the attacker is -4 to strike.
** Destroy ing the head/helmet has a 0 1 -70% chance of
knocking the pilot unconscious . If conscious, the pilot has two
problems: 1 ) no power armor combat bonuses to strike, parry,
and dodge, and 2) the human head is now vulnerable to attack.
The head is a small and difficult target to hit. Thus, it can only
be hit when a character makes a called shot and even then the at­
tacker is -4 to strike.
* * * Depleting the M.D.C. of the main body will shut the ar­
mor down completely, and the pilot will be vulnerable to attack.
Speed :
Running : 80 mph ( 1 28 km) maximum . The act of running does
tire out its operator, but at 1 0% of the usual fatigue rate thanks
to the robot exoskeleton.
Leaping: The powerful robot legs can leap up to 5 feet ( 1 .5 m)
NG-X13 "Samson Missileman" high or 1 0 feet (3 m) across even with the awkward addition of
the missile racks. No feet or rear j et boosters .
Heavy Infa ntry Power Armor
F lying: Flight is not possible.
The growing number of heavy armored vehicles such as
Underwater Capab ilities : The Samson Missileman is not de­
tanks, robots and IFVs in North America has left the infantry
signed for underwater combat, but is capable of functioning un­
soldier vulnerable on the modem battlefield. Man portable mis­
derwater. It cannot swim underwater, but can walk or run on the
sile launchers and power armor suits are versatile and critical
floor of rivers, oceans and lakes at a maximum speed of 20 mph
equalizers, but even they are not always up to the task of engag­
(32 km).
ing tanks and giant robots. To give the infantry soldier a fighting
Maximum Ocean Depth : 2000 feet (6 1 0 m).
chance, the designers at Northern Gun have created a suit o f
heavy infantry power armor designed specifically t o fight Main Statistical Data :
Battle Tanks, giant robots, supernatural menaces and s imilarly Height: 1 1 feet (3 .3 m) - 16 feet (4. 9 m) with the short-range
heavily armored enemy targets . In short, the NG-X 1 3 Samson missile launchers engaged.
Missileman is equipped w ith an arsenal of missiles, making the Width: 5 feet, 6 inches ( 1 .7 m).
operator a walking pillbox able to take on and destroy tanks and Length: 5 feet, 6 inches ( 1 . 7 m).
similar vehicles.
Weight: 900 lbs (405 kg), fully loaded.
Missileman armor is built upon the basic chassis of the NO
Physical Strength : Equal to a Robotic P . S . o f 2 8 .
Samson, with heavier armor plating and missile launchers
Cargo : None.
mounted on the back, shoulders and forearms. The additional
weapons ground the power armor (cannot fly or leap), and for Power System: Nuclear, average life is 1 5 years.
the unit to survive on the modem battlefield, it really should be Cost: 1 .2 million credits for a new, undamaged, fully powered

78
suit complete with rail gun, one ammo-drum and full missile 6. Sensor System Note: The Samson Missileman has all of the
complement. Fair availability . standard features and systems of power armor suits, plus a
Weapon Systems :
complete optics package, including laser targeting, telescopic
(up to l Ox magnification, range is 2 miles/3 .2 km), passive
1 . NG-S202 Super Rail G u n : A n NG- S202 Super Rail Gun is nightvision (2000 footl6 1 0 m range), thermal-imaging ( 1 000
the standard issue infantry weapon for the Samson foot/3 05 m range).
Missileman . The weapon draws power from the nuclear
Robot Combat & S ensor B onuses : + I to strike.
power plant and ammunition is fed from a drum magazine
mounted on the back of the power armor.
Primary Purpose : Assault.
Secondary Purpose : Defense.
NG D ragonfly
Mega-Dam age : I D6 M . D . for a s ingle round, or l D6x l 0 M.D. Combat Hover-Ch opper
for a burst of 60 rounds .
Rate of Fire : Each burst counts as one melee attack.
Effective Range : 4000 feet ( 1 2 1 9 m).
Payload: 6000 round drum for 1 00 bursts. Reloading a drum
takes about 5 minutes for those not trained, but a mere one m in­
ute by somebody trained in the use of power armor.
2. S cissor Short-Range Missile Launch ers (2) : A scissor-style
m issile launcher similar to that of the NG-M56 Multi-Bot is
attached to the back of the bot. When the system is readied
for combat the twin, five-shot missile arm s snap up and lock
into a V shape for firing. This system is included for
anti-armor and anti-dragon combat.
Primary Purpose: Anti-Armor/Anti-Dragon.
Secondary Purpose : A ssault.
Mega-Damage : Varies w ith missile type .
Missile Type: Any short range missile can be used, but standard Northern Gun ' s alternative to the modem combat helicopter,
issue is armor piercing (2D6x l 0 M . D. to a 5 ftl 1 .5 m radius) or the Dragonfly is a hybrid combination of Sky Cycle or Sky King
plasma (2D6x l O M . D . to a 1 5 ftl4 .6 m blast radius). and olden day helicopter gunship . The vehicle utilizes a hover
Rate of Fire : One at a time or volleys of 2, 4, 6, or 8 . propulsion system which provides flight capabilities sim ilar to a
helicopter - VTOL (Vertical Takeoffs & Landings), hover and
Effective Range : Five miles (8 krn).
low altitude flying and low to moderate speed fl ight, h igh ma­
Payload : 1 0 total, five m issiles per scissor arm .
neuverability in an urban or wilderness setting, and so forth .
3. Mini-Missile Launchers (2): Attached to the shoulders of Have no doubt however, this is no reconnaissance or medical
the Samson Missileman are eight-shot m ini-missile launch­ evacuation vehicle, but an all-out combat vehicle designed as a
ers . The forearms have the standard two-shot model. tank and giant robot (or dragon) killer. In the armies of
Primary Purpose : Anti-Aircraft. Ishpeming, the Dragonfly enj oys widespread use as a tank and
Secondary Purpose : AssaultlDefense. robot buster as well as heavy troop support. Several naval forces
Mega-Damage : Varies with missile type . also use the Dragonfly for coastal patrols, anti-submarine war­
Missile Type: Any m ini-missile can be used, but standard issue fare, and blasting pirates and sea serpents out of the water. Some
is armor piercing ( l D4x l O M.D.) or plasma ( l D6x l O M.D.). of the largest warships have a w ing of Dragonflies stowed on
deck.
Rate of Fire : One at a time or volleys of 2, 4, 6, 8 or twelve.
In an urban setting and field conditions with a good deal of
Effective Range : One mile ( 1 .6 krn).
ground cover, and wherever low altitude flying and surgical
Payload : 20 total, e ight missiles per shoulder launcher and two strikes are desired (coming over a rise, or from around a build­
in each forearm launcher. ing, to strike enemy tanks and robots is one of its specialties),
4. Knuckle Blades: Three vicious looking blades extend from the Dragonfly performs admirably with capabilities that rival the
the knuckles of the hand for use in hand to hand combat. Add Coalition' s Black Lightning combat helicop ter. However, in an
l D6+2 M . D . to punch attacks. open field of combat, the slow moving and somewhat awk­
5. Hand to Hand Combat: Rather than use a weapon, the pilot wardly balanced Dragonfly is a sitting duck for smaller, fast
can engage in Mega-Damage hand to hand combat. mov ing power armor, larger and faster aircraft, and even en­
Restrained Punch: I D4 M . D . trenched ground positions. That having been said, it is one of the
Normal Punch: l D6 M.D. best combat vehicles of its kind on the m arket, and is especially
popular in the north and northeast, around the Great Lakes and
Power Punch: 2D6 M . D. , but counts as two melee attacks.
Saint Lawrence Seaway. Even the Tundra Rangers and Free
Kick: l D6 M . D . Quebec have purchased some for their combat forces.
Leap Kick: 2 D 6 M . D . , but counts a s two melee attacks. Model Type: NG-HC l OOO Dragonfly

79
Class: Hover Combat Gunship. Power System : Nuclear, average energy life is 1 5 years.
Crew: Two; a pilot and a gunner. A third, human-sized passen­ Cost: 2.8 million credits . Excellent availability in Ishpeming and
ger (or equipment) can be squeezed into the cockpit, but the fit MercTown, only fair availability elsewhere. Northern Gun is
is tight, there is no seat for the third person and the cramped considering offering a liquid fuel version for around one million
conditions inflict a - 1 0% penalty to the piloting skill. credits, but fossil fuels are rare and expensive outside the Coali­
M.D.C. by Location: tion States which is likely to limit the interest in that model. I f
Main Jet Thrusters (2 ; rear) - 90 each NG moves forward, i t plans t o debut the liquid fuel model at
MercTown.
* Hover Jets (3 ; undercarriage) - 1 5 each
* Ion Pulse Turret ( 1 ; top turret) - 20 Weapon Systems :
* Dual Rail Cannon Gun Pod ( 1 ; nose) - 5 0 1 . Dual NG-404 Rail Gun Pod : Mounted under the nose o f the
* Min-Miss ile Launchers ( 2 ; side) - 5 0 each Dragonfly gunship is a double-barreled NG-404 heavy rail
* Wing Launch Racks (4; holds short- & medium-range mis- gun turret. These weapons are large bore barrels that are ca­
siles) - 1 0 each pable of turning side to side at a 90 degree angle and can tilt
up and down 40 degrees without having to angle the nose and
* * Wings (2) - 70 each
tilt the entire aircraft.
Reinforced Pilot's Compartment - 65
Primary Purpose: Assault and Strafing Runs/Anti-Personnel.
* * * Main B ody - 1 85
Secondary Purpose : Defense.
* A l l areas that are marked with a single asterisk are small Mega-Damage : I D4x l O M . D. for a single burst or 2D4x l O for a
and difficult targets to hit, requiring an attacker to make a simultaneous double burst from both barrels. A single burst is
Called Shot, and even then he is -4 to strike. 3 0 rounds, a dual burst is 6 0 rounds.
** Destroying one or both of the wings reduces the flight Rate of Fire : Each s ingle or double burst counts as one of the
performance of the vehicle, however as long as the hover system gunner' s melee attacks .
is functional the Dragonfly can continue to hover and fly. Re­ Effective Range : 4000 feet ( 1 2 1 9 m).
duce speed by 3 0% and impose a -20% penalty to the piloting
Payload : 3600 round internal drum fed magazine for 1 20 single
skill when one wing is lost. Reduce speed by an additional 3 0% bursts or 6 0 doub le barrel bursts (60 rounds). Reloading the
(60% total) and impose an additional -20% penalty to the pilot­
drum is a complicated process that requires special equipment, a
ing skill when both wings (or the tail and a w ing) are lost. Note trained ground crew and 1 5 -20 minutes time.
that if either of the wings are destroyed any missiles sti l I
2. Mini-Missile Launchers (2 ; s ide): Mounted on the body of
mounted t o the wing are likely t o detonate (0 1 - 80% l ikelihood,
the gunship, just behind the pilot ' s cockpit, are a pair of
caus ing l D4x l 00 M.D. to the main body of the aircraft).
mini-missile launchers capable of rapid-fire and large volleys
* * * Depleting the M. D . C . of the main body will knock the of m issiles.
bird out of the sky ! Roll under piloting skill -40% for the pilot to
Primary Purpose : Anti-Missile and Anti-Aircraft.
manage a crash-landing from which he, the gunner and any pas­
Secondary Purpose : Anti-Fortification, Assault and Defense .
senger don ' t take damage (the aircraft is scrap metal, but they
survive inside a shattered reinforced pilot ' s compartment). Mega-Damage : Varies w ith missile type.
Speed : Missile Type: Any mini-missile can be used, but standard issue
is armor piercing ( l D4x l O M.D.) or plasma ( l D6x l O M.D.).
Driving on the ground: Not possible.
Rate of Fire: One at a time or volleys of 2, 4, 6, 8, 12 or 24 !
Flying: The hover jet propulsion system of the Dragonfly allows
Each volley, regardless of the number of missiles fired, counts
the vehicle to hover stationary, VTOL, and fly at a maximum
as one melee attack .
speed of 200 mph (320 km).
Effective Range: One mile ( 1 .6 km).
Maximum A ltitude : A max ceilin g altitude of 1 0 ,000 feet (3 04 8
m) and a combat altitude (the height in which air to ground at­ Payload: 48 total missiles (24 in each launcher).
tacks are possible) is limited to 4000 feet ( 1 2 1 9 m); greater 2. Wing Missiles (4 racks): A missile rack hooks onto the wing
when using missile s . and can hold a cluster of s ix short-range missiles or two me­
Flying Range: Its nuclear power supply gives the Dragonfly dium-range missiles per rack (that ' s 12 short- and four me­
years of life, however the hover j ets require cooling after 1 2 dium-range missiles or 24 short-range m issiles if only that
hours o f continuous use. missile type is used).
Statistical Data : Missile Payload Penalty : The weight and bulkiness of
the missiles cause air drag and some imbalance to the air­
Height: 9 feet (2 .7 m); low profile.
craft. Reduce speed by 20% and impose a -20% piloting pen­
Width: 28 foot ( 8 .5 m) wingspan.
alty for dogfighting, evasive and trick m aneuvers as long as
Length: 36 feet ( 1 1 m). even one weapon rack remains fully loaded. Increase the
Weight: 6 tons, seven when fu lly loaded with full m issile com­ speed and eliminate the piloting penalty when ALL m issiles
plement and rail gun ammo. are fired and the wings are empty.
Cargo : A small weapons storage locker is located in the pilot's Short-Range Missi les
compartment that holds up to two rifles, three pistols, a portable Primary Purpose: Anti-Armor & Assault.
radio, food rations for a week, two gallons (7.6 liters) of water,
Secondary Purpose : Assault and Defense.
and an NG-S2 survival kit.
80
Mega-Damage : Varies with missile type. charges are "dropped" and explode on impact or at a set depth.
Missile Type: Any short-range missile can be used, but standard Payload : Four.
issue is armor piercing (2D6x l 0 M . D .) or p lasma (2D6x l O
M.D.).
Rate of Fire : One at a time or volleys of 2, 4, 6, or 1 2 .
Effective Range : 5 miles (8 Ian).
Payload: 1 2 total missiles; six per w ing, usually those toward
JF-=�==----""-::;"' .----=. ----'<
the wing tip .

Medium-Range Missiles
Primary Purpose : Anti-Armor and Anti-Fortification .
Secondary Purpose: Anti-Aircraft, missiles and troops.
Mega-Damage : Varies w ith missile type .
Missile Type: Any medium-range missile can be used, but stan­
dard issue is armor piercing (3D6x l 0 M . D . to a 20 foot/6. 1 m
blast radius) or high explosive (medium : 2D6x l 0 M. D . to a 3 0
foot/9. 1 m blast radius). NG Skyb u nker Hover Carrier
Rate of Fire : One at a time or volleys of 2, 4 or 6 missiles .
The Northern Gun Skybunker i s a flying armored personnel
Effective Range : 40 miles (64 Ian). carrier (APC) that is inspired by the Coalition' s Death Bringer
Payload : Four medium-range missiles total ; two per wing, usu­ and Sky Lifter APes. Like the Coalition ' s flying APCs, the
ally those on the inside of the wing, toward the body of the air­ Skybunker is far more agile, maneuverable and mobile than
craft. The larger, heavier medium-range missiles may be conventional ground vehicle Infantry Field Vehicle designs. The
substituted with six short-range m issiles per wing (for a total of hover carrier is capable of flying over the most rugged terrain
24) as depicted in the illustration. features, including forests, hills, water features and even
3. Double-Barrel Ion Tu rret: A small, dual beam, ion pulse man-made obstacles. In many ways the design is a mating of the
turret is mounted on the top of the aircraft just behind and best features of both a he licopter and Infantry Field Vehicle
above the cockpit and may be controlled by the gunner or the (IFV). It has the heavy armor plating of a tank coupled with the
pi lot. This is a defensive weapon system usually operated to mobility of a helicopter. Northern Gun ' s Sky bunker uses a
engage enemy aircraft, power armor and other flyers attempt­ large, powerful hover propulsion system that provides good lift
ing to dog tail the Dragonfly or drop down from above . The and speed.
ion pulse turret is capable of 200 degree rotation and has a 90 Although it has been a part of the Ishpeming mil itary for sev­
degree arc of fire up and down. eral years, the Skybunker is being offered to the mass market for
Primary Purpose : Defense . the first time to high demand. Numerous kingdoms and large
Secondary Purpose : Anti-Aircraft/flyers. mercenary companies are snatching them up. The vehicle is
ideal for troop transport, vehicle transport, deployment of rapid
Mega-Damage : 4D6+2 M . D . per dual pulse blast.
reaction forces and even to drop paratroopers .
Rate of Fire : Standard.
Model Type: NG-HC2000 Skybunker
Effective Range : 1 400 feet (426.7 m).
Class : Armored Hover Personnel Carrier.
Payload: Effectively unlimited.
Crew: Four; pilot, co-pilot, communications/sensor operator,
4. Fuselage Weapon Hard Points (4): Four hard points are lo­
and gunner.
cated on the undercarriage of the vehicle for mounting
Troop Transport: The troop compartment can hold 30 fully
bombs, torpedoes, or depth charges. The only problem is that
equipped human-s ized troops dressed in regular M.D.C. body
the Dragonfly is not really designed to carry the extra weight
armor, plus 1 8 paratroopers or nine troops in light power armor
and air drag beneath its fuselage , which reduces the maxi­
like the Red Hawk, Samson, F ly ing Titan, Sky Power Armor,
mum speed by 30% and the pilot suffers a -2 penalty to all
T-2 1 Terrain Hopper, or SAMA S . In the alternative, the
combat rolls, but his piloting skill, however, is not affected.
Sky bunker can transport supplies or building materials, or 1 2- 1 8
Primary Purpose : Assault/Anti-Ship.
troops plus 4-8 vehicles depending on their size, such as hover
Secondary Purpose : Anti-Armor/Antipersonnel. cycles, rocket bikes, jeeps, and so on.
Mega-Damage : Varies w ith weapon type; typically I D6x l 0 or M.D.C. by Location:
2D4x l O M . D .
Main Jet Thrusters (4; rear) - 90 each
Weapon Type: Any bomb, depth charge, or torpedo can be used
* Hover Jets ( 1 0; undercarriage) - 1 5 each
depending on the vehicle ' s mission. For example, a Dragonfly
* Laser Turrets (3) - 65 each
tasked for anti-submarine warfare is likely to be equipped with a
mix of depth charges and heavy torpedoes. Main Cargo Door ( 1 ; rear) - 1 1 0
Rate of Fire : Can drop Standard. Extendable Cargo Ramp ( 1 ; rear) - 80
Effective Range : Except for torpedoes that travel underwater on Side Cabin Door ( 1 ) - 80
their own power after h itting the water, bombs and depth * Searchlight ( 1 ; mounted on top; optional) - 30

81
* Headlights (4) - 1 0 each Mega-Damage : 406 M . D . per simultaneous dual blast.
* Other Lights (4; top and bottom) - 5 each Rate of Fire: Each blast counts as one of the gunner's melee at­
* Window Slit ( 1 ; forward) - 22 tacks .
Reinforced Crew Compartment - 1 20 Effective Range : 2000 feet (6 1 0 m).
* * Main Body - 4 1 0 Payload: Effectively unlimited.
2. Door Gunner: There is a strap and harness at the two side
* All items marked with a single asterisk are small and diffi­ doors (one on each side of the vessel) and three at the rear
cult targets to hit, and even a character making a Called Shot is cargo door in which a soldier in M.D.C. body armor or power
-4 to strike. arm or can " strap-in," open the door and fire at enemy targets
in the air or on the ground using any type of handheld
** Depleting the M.D.C. of the main body will knock the
weapon (laser rifle, rail gun, grenade launcher, etc.).
bird out of the sky ! Roll under piloting skill -45% for the pilot to
manage a crash-landing from which he and the crew don't take 3. T roops : As a troop transport, one of the vehicle ' s potential,
any damage (the aircraft is scrap, but they survive inside the optional weapons is the very troops it carries. Infantry troops
shattered reinforced crew ' s compartment). L ikewise, a success­ can be "dropped" at a landing zone while those on rocket
ful crash-landing means troops or cargo inside suffer only bikes, hovercycles, or c lad in flying power armor can be dis­
I D4x l 0 M.D. each (otherwise they each take 3 D4x l 0+30 M . D . embarked in midair while the vehicle is in full flight.
from a crash).
Speed :
Driving on the Ground: Not possible, but can hug the ground at
TR-004 Titan
up to maximum flying speed. Heavy C o mbat Robot
Flying: Hover stationary, VTOL or fly at a maximum speed of
280 mph (448 km). Cruising speed is considered to be 50-80 A.k.a. Titan Robot Killer
mph (80 to 1 28 km).
Maximum Altitude : Limited to about 4000 feet ( 1 2 1 9 m). The Titan Combat Robot has proven to be a tough, depend­
Flying Range : Its nuclear power supply gives the S kybunker able war machine for a little more than a decade. While a rea­
more than a decade of life, however the hover j ets require cool­ sonable match for the UAR- l Enforcer and other giant combat
ing after 6-8 hours of continuous use. robots, and large monsters , the robot falls short compared to the
Statistical Data : latest Coalition combat robots . To maintain the Titan robots '
popularity and battlefield effectiveness, Titan Robotics has re­
Height: 1 7 feet (5 .2 m).
leased an upgraded and improved model, the Titan Heavy Com­
Width: 23 feet (7 m) w ingspan . bat Robot better known as the " Robot Killer." Another secret
Length: 44 feet ( 1 3 .4 m). creation of the enigmatic ARCHIE Three, inspired by concepts
Weight: 34 tons. from his human partner, Hagan Lonovich, the TR-004 Robot
Cargo: Up to 1 0 tons. Designed as a troop transport, cargo is Killer arguably represents the most powerful robot released by
usually soldiers ; troops and their basic gear: pack, weapons and Titan Robotics.
equipment, or crates of supplies. Additional cargo may be The TR-004 retains the basic styling of the early editions, but
strapped to the outside of the APC and troops may also ride on abandons the bulky, brushed metal hide for a sleeker body with
top of it, but maximum speed is 40 mph (64 km) . Going any improved speed and mobility while retaining much of the same
faster will knock soldiers off the roof and has a 0 1 -30% chance M.D.C. as the earlier, bulkier Combat Titan (still avai lable on
of tearing away cargo strapped to the vehicle (roll for every 1 5 the market) . Designed for combat, one arm is a powerful, long­
minutes). range cannon, the other the classic Titan two-fingered, clawed
Power System : Nuclear, average energy life is 1 3 years. hand. A belly gun, reminiscent to the Coalition ' s fAR- I, is de­
signed to keep enemy infantry troops at bay, and an array of
Cost: 2 8 . 5 million credits . Fair availability at Ishpeming and
MercTown, poor everywhere else . The high demand for this mini-missiles gives the ' bot additional heavy hitting power. The
product has caught Northern Gun by surprise and it cannot keep Robot Killer has also caught the attention of the Coalition
up w ith demand. Army. The CS has been suspicious of Titan for years, and this
recent release utilizing the weapon styling of the CS (belly gun,
Weapon Systems : sensor tower, chest mini-m issiles, and leg rockets) and the alien
Shemarrians (e.g. the cannon-arm resembles the Shermarrian ' s
1 . Laser Turrets (3) : Three double-barreled laser turrets are
rail gun) has piqued the Coalition ' s interest i n this rogue weap­
mounted on the top of the vehicle. There are two in the for­
ons manufacturer. The TR- 1 000 has only been made available
ward section, behind the cockpit, and one at the rear. These
in the last six months, and already the Coalition Army has had
are defensive weap on systems, operated by the gunner and/or
four clashes with one or more of them . This Heavy Combat Ti­
co-pilot (or, in a pinch, a passenger) to engage enemy air­
tan appears to have struck the fancy of numerous CS enemies,
craft. Each turret is capable of rotating 360 degrees and has a
mercenary companies and independent operatives. The entire
45 degree arc of fire up and down.
Titan line of robots are sold only in the Manistique Imperium
Primary Purpos e : Defense. and Kingsdale, but recent rumors suggest a Titan Robotics deal­
Secondary Purpose : Anti-Aircraft/Flyers. ership may soon be opening in M ercTown. Until production in-

82
83
creases to match demand, however, the H eavy Titan is not likely Cargo : Minimal storage space; about four feet ( 1 .2 m) for extra
to be found elsewhere. Titan Robotics h as a nasty habit of low clothing, weapons, and personal items.
production runs and underselling their products, despite high de­ Power System: Nuclear; average energy life is 1 5 years.
mand. A habit that frustrates mercs from coast to coast. Cost: 3 0 million credits for a new, undamaged Heavy Combat
Titan complete w ith rail gun ammunition and missiles. Poor
Model Type: TR-004 availability outside of maj or trading centers.
Class: Anti-Robot Infantry A ssault Robot. Weapon Systems :
Crew: One pilot, a co-pi lot/communications officer, and can ac­
1 . Rail Gun Arm ( 1 ) : The right arm o f the Heavy Combat Titan
commodate one passenger, two under cramped conditions.
ends in a large bore rail gun rather than a hand. This weapon
M.D.C. by Location: is no standard rail gun, but a canister-launching, rail cannon
Rail Gun Arm ( 1 ; right arm) - 200 similar to the infamous Boom Gun. In actual fact, this system
* Chest Mini-Miss ile Launchers (2) - 60 each is a slightly modified copy of the Shemarrian Rail Gun is­
* Chest Lasers (2; low profile) - 2 0 each sued by A .R.C . H . I.E. Three to his female robot warriors.
Like the Shemarrian ' s weapon, this rail gun uses an electro­
Belly Ion Turret - 40
magnetic m ass driver to launch s ingle cartridges which break
* Vibro-Blade (1 giant-size ; left arm) - 90
open during flight, releasing hundreds of flechette shards .
Lower Leg Multi-Grenade Launchers (2) - 2 5 each The Heavy Combat Titan ' s rai l gun arm is equipped w ith a
* Hand ( 1 ) - 50 suppressor system to reduce recoil and mume the rail can­
Arms (2) - 1 70 each non ' s sonic boom . It does prevent a sonic boom, but the shot
Shoulder Plates (2) - 1 50 e ach (protects head, chest & arms) is still extremely l oud, like a shotgun b last or small explo­
sion . This weapon alone gives the TR-004 its robot killer
Legs (2) - 200 each
power, providing the ' bot with a weapon of superior range
Head - 1 00
and destructive power compared to most robots on the conti­
* * Sensor Tower ( 1 ; right shoulder) - 20 nent.
* * * Main Body - 3 50 Note: At present, the CS believes Titan Robotics has man­
Reinforced Pilot's Compartment - 1 00 aged to copy the rail gun of the alien warrior women known
as Shemarrians, but this could be a tactical error on the part
* All items marked with a single asterisk are small and diffi­ of ARCHIE Three . It could lead to the Coalition States real­
cult targets to hit, and even a character m aking a Called Shot is izing that the Shemarrians are not cybernetic aliens, but the
-3 to strike . robot creations of Titan Robotics! This will send the Coali­
* * Destroy ing the sensor turret on the right shoulder of the tion Army to raid and shut down Titan Robotics and place it
on the CS Enemies list. Under the CS alliance pact with
Heavy Combat Titan will destroy the radar and targeting sys­
tem . The pilot must now re ly on his own human vision and other Ishpeming and Manistique, both nations agree they will not
knowingly harbor an alien or dangerous threat to the security
optical enhancements of the robot. The turret is a small and dif­
of the Coalition States - and ARCHIE is just that. Conse­
ficult target to hit, requiring an attacker to make a Called Shot
quently, ne ither nation will challenge or interfere with the
and even then, the attacker is -2 to strike.
Coalition ' s attack on Titan Robotics (which also eliminates a
* * * Depleting the M.D.C. of the main body will shut the ro­
serious competitor) . Such a turn of events seems only a mat­
bot down complete ly, rendering it useless .
ter of time, and will also cause the Coalition to launch an in­
Speed : tense and extensive investigation into the Shem arrian tribes
Running: 1 00 mph ( 1 60 km) maximum , which is faster than of the east. Such an investigation could, in tum, lead to the
most robots in its size-clas s. discovery of ARCHIE Thre e ' s factory compound and lair in
Leaping: The powerful robot legs can leap up to 20 feet (6. 1 m) Maryland (and possibly the discovery of the Republicans as
high or across. Add 1 0 feet (3 m) with a running start. well).
Flying: Flight is not possible. Primary Purpose : Assault.
Underwater Capab ilities: The TR-004 Heavy Combat Robot is Secondary Purpose : Anti-Aircraft!Anti -Armor/Anti-Robot.
not designed for underwater combat, but is capable of function­ Mega-Dam age : 2D6x l O M.D. per round.
ing underwater. It cannot swim or fly underwater, however the
Rate of Fire: Single shot flechette round only . Each shot counts
robot can walk or run on the floor of rivers, oceans and lakes at
as one melee attack .
a maximum speed of 3 0 mph (48 km).
Effective Range : 6000 feet ( 1 828 m).
Maximum Ocean D epth : 1 000 feet (305 m).
Payload: 220 rounds in an internal drum magazine. Reloading
Statistical Data :
the internal drum requires a trained mechanic or Operator, spe­
Height: 24 feet (7.3 m). cial tools and about 30 minutes.
Width: 1 3 feet, 6 inche s (4 . 1 m). 2. Chest Lasers (2): A pair of small, single- shot ball lasers are
Length: 9 feet, 4 inches (2 . 8 m). built into the center of the chest above the Ion Belly Turret.
Weight: 1 9 tons fully loaded. These weapons can be fired independently or simultaneously
Physical Strength : Equal to Robotic P . S . 3 8 . at the same target. Each laser turret is capable of rotating 1 80
degrees in all directions .
84
Primary Purpose: Defense and Anti-Personnel. Long-Range Bonuses: Rail Gun: + 1 to strike at levels 1 , 4, 8 ,
Secondary Purpose: Assault. and 1 2 o n a n Aimed o r Called Shot.
Mega-Dam age : 2D6 M . D . per single blast or 4D6 M . D . per dou­ Laser, Ion Cannon, Mini-Missiles and Grenades : + 1 to strike
ble s imultaneous blast. These weapons are typically controlled at levels 1 , 5 , and 1 0 (plus the gunner' s bonuses from the Heavy
by the pilot. Weapons skill, if any).
Rate of Fire : Standard. Hand to Hand Combat Bonuses : Applicable only if the pilot has
Effective Range : 1 200 feet (3 66 m). Elite Robot Combat in this style of robot, otherw ise he gets the
first level bonus only, no other.
Payload : Effectively unlim ited.
+ 1 on initiative at levels 2, 6 and 1 2 .
3. " Belly G un" - Double-Barreled Ion Ball T urret: A heavy
ion cannon is mounted in the belly of the robot to deal with + 1 t o strike at levels 1 , 4, 8 , and 1 2 .
attacking ground troops and close-range targets . The turret + 1 to parry, disarm , and dodge at levels 1 , 3 , 6, 9, and 1 2 .
can rotate 1 80 degrees in all directions. + 1 t o roll with impact at levels 1 , 5 , 1 0 and 1 5 .
Primary Purpose : Assault and Anti-Personnel. Hand to Hand Mega-Dam age : As per Robotic P . S . and notable
Secondary Purpose : Anti-Aircraft and Defense. special features.
Mega-Dam age : 4D6 M . D . for a single b last or I D4x l O M.D. per Restrained Punch - 1 D4 M .D.
dual simultaneous blast. Full Strength Punch - 2D6 M.D.
Rate of Fire: Each blast counts as one melee attack. Thi s Power Punch - 4D6 M.D., but counts as two melee attacks.
weapon is typically controlled b y the gunner o r co-pilot. Claw Strike - 2D6+4 M . D . ; not available as a power punch.
Effective Range : 1 200 feet (3 66 m). Kick - 3D8 M.D.
Payload: Effectively unlimited. Leap Kick - 5D8 M.D., but counts as two melee attacks .
4. Chest Mini-Missile Launchers (2) : Rapid-fire, multiple shot Stomp Attack - 1 D6 M . D . ; effective only against targets
min i-missile launchers are built into each side of the Robot smaller than 1 0 feet (3 m) tal l .
Killer's chest. Body B lock/Tackle/Ram - 3 D6 M . D. plus there is a 0 1 -50%
Primary Purpose : Antipersonnel and Anti-Missile. chance of knocking a comparable sized opponent off his feet
Secondary Purpose : Assault and Defense. (0 1 - 80% if the target is smaller than 1 8 feet/5 . 5 m). Victims of a
Mega-Dam age : Varies w ith missile type. knockdown ram/tackle lose initiative and two melee attacks .
Missile Type: Any mini-missile can be used, but standard issue Triple the damage if performed at or near full running speed, but
is fragmentation (5D6 M.D.), armor piercing ( I D4x l O) or counts as four melee attacks.
plasma ( I D6x l O M.D.). 8. Sensor Systems of Note : Standard robot vehicle sensor sys­
Rate of Fire : One at a time or in volleys of 2 , 3 , 4, or 6. tem includes full optical system, infrared, ultraviolet, tele­
scopic, thermal-imaging, polarization, radar, and laser
Effective Range : One mile ( 1 .6 km).
targeting. Advanced radar targeting and combat computer
Payload : 24 total, 1 2 mini-missiles per each side of the chest. adds to the robot' s quick assault capabilities . Note: Unknown
S. Lower Leg Mu lti-Grenade Launchers (2) : Mounted on the to the purchaser, there is a hidden recording device simi lar to
calf of each leg is a multi-grenade launcher. These weapons the black box of an aircraft, known to and accessible by Titan
are typically used to release smoke screens or to engage in­ Robotics and ARCHIE Three whenever the giant robot is
fantry, monsters or animals attacking the feet of the vehicle. brought into a Titan repair or maintenance facility (or comes
Primary Purpose : Antipersonnel and Assault. within close proxim ity of another ARCHIE Three robot) .
Secondary Purpose : Defense.
Mega-Damage : Any grenade can be used, but standard issue is
high explosive (4 D6 M . D .), fragmentation (2D6 M.D.) and
smoke (each smoke grenade covers a 40 foot/ 1 2. 2 m area).
Titan Footman Power Armor
Rate of Fire : One at a time or in volleys of 2, 3 , 4 or 6 . The Titan Footman i s a suit o f heavy infantry power armor
Effective Range : 2000 feet (6 1 0 m). designed for front- line combat, and is a departure for Titan Ro­
Payload: 48 total, 24 grenades per leg launcher. botics which has never offered power armor before. This suit is
6. Retractable Vibro-Blade: A giant-sized Vibro weapon bulky and squat, with large, heavi ly armored shoulders that pro­
slides out of a housing on the left forearm . tect the head and arms. Ultimately, the m an-sized suit looks like
a m iniature version of one of the giant Titan robot vehicles. Its
Primary Purpos e : Hand t o hand combat.
main features are good robot strength, fair speed and impressive
Mega-Damage : 3 D6 M . D . arm or for a man-sized unit. This means the suit enables the
Effective Range : Hand to hand combat. wearer to use most heavy weapons, rail guns and otherwise
7. Hand to Hand Combat: Rather than use a weapon , the robot two-man weapons with relative ease as a one- or two-hand held
pilot can engage in Mega-Damage hand to hand combat. weapon. There are few other power arm or suits that can match
Attacks per Melee Round: Those of the p ilot + 1 at level s 1 , 3 , 5 , the Titan Footman in M.D.C. protection, making for an excel­
8, 1 1 and 1 4. Applicable only i f the pilot has Elite Robot Com­ lent front-line infantry ground unit. The standard Titan Footman
bat in this style of robot, otherwise he gets the first level bonus is not capable of flight unless it sacrifices its back-mounted
only, no other. mini-missile launcher unit for a j et pack. However, it can make

85
* Destroying the headlhelmet has a 0 1 -70% chance of knock­
ing the pilot unconscious . If conscious, the pilot has two prob­
lem s : 1 ) there is no radar or targeting systems, so the pilot has
no power armor combat bonuses to strike, parry, and dodge, and
2) the hum an head is now vulnerable to attack . The head is a
small and difficult target to hit and protected by the shoulder
plates and missile launcher, so attackers must make a Called
Shot and even then are -5 to strike .
* * Depleting the M.D.C. of the main body will shut the
power armor down completely, rendering it useless.
Speed
Running: 50 mph (80 km) maximum, the act of running tires the
user at 1 0% the usual fatigue rate.
Leaping: The powerful robot legs can leap up to 1 2 feet (3 .6 m)
high or across unassisted by j et thrusters. Jump j ets built into the
back of the armor can propel the unit up to 1 0 0 feet (30.5 m)
high and 200 feet (6 1 m) across without actually attaining flight.
Flying: Flight is not possible unless the mini-missile launcher
mounted on the back is replaced by a jet pack. Any standard jet
pack works , but reduce speed by 20% due to the weight of the
Titan Footman power armor.
Underwater Capabilities : The Titan Footman is not designed for
underwater combat, but is capable of functioning underwater
and the j et leap system can propel the armor in short bursts at a
speed of 30 mph (4 8 km). The heavy power armor cannot swim
or fly underwater, but it can walk or run on the floor of rivers ,
oceans and lakes, at a maximum speed of 20 mph (32 km).
Maximum Ocean D epth: 600 feet ( 1 83 m).
Statistical Data :
Height: 7 feet (2 . 1 m) from head to toe, 8 feet, 6 inches (2 .6 m)
including the detachable m ini-missile backpack (may be substi­
tuted with a standard j et pack).
Width: 5 feet, 6 inches ( 1 . 7 m).
Length: 4 feet ( 1 .2 m).
j et-assisted leaps and leap into enemy troops wearing conven­
tional body armor and cut them to pieces. Weight: 650 Ibs (293 kg).

As typical of Titan Robotics, production has been kept to rel­ Physical Strength : Equal to a robotic P . S . 24.
atively low numbers and the armor is available only at the Cargo: None.
Manistique Imperium and MercTown in fair to good supply . Power System : Nuclear; average energy life is 1 5 years.
Rare to impossible to get at most other locales (and usually costs Cost: 1 .4 million credits for a brand new, fully equipped suit.
double the price when a few do become available).
Weapon Systems :
Model Type: TPA- I 0 l 1 . Mini-Missile Backpack Launcher: A large, Mini-Mis sile
Class: Heavy Infantry Assault Power Armor. unit with twin launch towers is standard issue for the Titan
Crew: One. Footman. A hatch opens at the top of each tower from which
M.D.C. by Location: one or a pair of mini-missiles can be simultaneously
launched (one from each launch tower). A new missile is au­
Backpack M ini-Missile Launchers (2 launch towers) - 60
tomatically moved up and into launch position every time a
Belly Laser Turret ( 1 ) - 20
mini-missile is fired for rapid assault.
Forearm Vibro-Swords (2) - 30 each
Primary Purpose: Anti-Armor/Assault.
Leap Jets (2 , back) - 20 each
Secondary Purpose : Anti-Aircraft and Anti-Missile.
Hands (2) - 20 each
Mega-Damage: Varies w ith missile type.
Arms (2) - 60 each
Missile Type: Any m ini-missile can be used, but standard issue
Shoulder Plates (2) - 80 each is fragmentation (5D6 M . D . to a 20 footl6. 1 m blast radius) or
Legs (2) - 1 00 each armor piercing ( I D4x l O M . D . to a 3 foot/0 . 9 m blast rad ius).
* Head - 90 (shielded from the back by m issile launcher) Rate of Fire : One at a time or in volleys of two.
* * M ain Body - 240 Effective Range : One mile ( 1 .6 km).
Payload : 20 total, 1 0 m issiles in each launch tower.
86
2. Belly Gun (1 ): A small laser turret is built into the stomach

Tech Weap ons


area of the Titan F ootman and can be fired via a verbal com­
mand or a concealed button on each of the shoulder plates.
This weapon is often overlooked by opponents who aren't
used to see ing such a weapon on man-sized suit and tend to
be distracted by the m issile launcher, assault rifle, or
Vibro-Swords . The turret can rotate up and down in a 45 de­
gree arc of fire and side to side in 1 80 degrees. One or both
& Gear
barrels can fire.

Northern Gu n
Primary Purpose : Assault and Anti-Personnel.
Secondary Purpose : Defense .
Mega-Damage : 2D4 M . D . for a single shot or 4D4 M .D. for a
The Northern Gun manufacturing corporation of Ishpeming
simultaneous twin blast.
Michigan is the dominant arms m aker in North America. With
Rate of Fire: Each blast counts as one of the character' s melee the exception of the Coalition States A rmy, there is no other
attacks, but the B elly Gun gives the user one extra attack per weapons manufacturer on the continent that can match Northern
melee round. Gun in volume, overall quality or price. Its products are found
Effective Range : 1 000 feet (3 05 m). from coast to coast and everywhere in between. The corporation
Payload: Effectively unlimited . boasts sales numbering into the bi llions of credits, with custom­
3. Retracta ble Vib ro-Blades : A V ibro-Short Sword can be ex­ ers ranging from the Free State of Lazlo to the bandits of the
tended from a housing in each of the forearms for close com­ Pecos Empire, to one horse kingdoms and towns across the con­
bat. tinent. Northern Gun (along w ith the Manistique Imperium and
Primary Purpose: Hand to hand combat. the B lack Market) is also the primary supplier for mercenaries
and adventurers .
Mega-Damage : 2D4 M. D .
In the last two decades, Northern Gun has seen its market
Effective Range : C lose combat.
share decrease due to growing competition from its neighbor,
4. Handheld Weapons: The Titan Footman can use most types the Manistique Imperium/Wel lington Industries, long-time rival
of weapons from p istols to rifles and heavy weapons like rail Wilk ' s and upstart companies like Chipwell, B andito Arms, Ti­
guns. tan Industries, Golden Age Weaponsmiths, various Techno­
5. Hand to Hand Com bat: Rather than use a weapon, the pilot Wizard companies , and even foreign com petition from the likes
can engage in Mega-Damage hand to hand combat. The of Triax, Atlantis and Naruni Enterprises. The upper ranks of
suit ' s Robotic P . S . of 24 means the pilot can inflict Mega­ the corporation are becoming very concerned that their monop­
Damage with his punches and kicks. oly is crumbling despite the fact that Northern Gun still controls
Restrained Punch - 6D6 S . D . C . roughly 57% o f the weapons market in North America (it was
Full Strength Punch - I D4 M . D . 69% only 25 years ago). To stave off the competition, the com­
Power Punch - 2 D 4 M . D . pany has released dozens of new products over the last five
years, and its designers continue to develop new technologies as
Claw Strike - I D6+2 M . D . ; cannot be used a s a power
well as cosmetic improvements to classic favorites in its product
punch .
line. While these measures have stoppe d or slowed Northern
Vibro-B1ades - I D6 M.D. per blade. Gun ' s sliding market share, they have failed to produce any
6. Sensor System s : Standard power armor sensor system in­ mega-hits . . . yet.
cludes full optical system, infrared, ultraviolet, telescopic, A few of the more paranoid corporate bosses have formed a
thermal-imaging, polarization, radar, laser targeting, and tar­ secret council to take more active measures to ensure that
geting and combat computer. Sensor Bonuses: + 1 to initiative Northern Gun stays at the top of their game. Rather than try to
and + 1 to strike using long-range weapons, both are in addi­ win over prospective customers, the council intends to s imply
tion to Robot Combat: Bas ic or Elite training. rem ove the competition through whatever means necessary, in­
Note: Unknown to the purchaser, there is a hidden record­ cluding industrial espionage, hosti le takeovers, blackmail, sabo­
ing device similar to the b lack box of an aircraft, known to tage , and disinformation. Top on their l ist is Naruni Enterprises
and accessible by Titan Robotics and ARCHIE Three when­ followed by Titan Industries, Chipwell, and Bandito Arms.
ever the giant robot is brought into a Titan repair or mainte­ Members of the council are using their personal, political influ­
nance facility (or comes within close proximity of an ence to steer Ishpeming ' s government into conflict with its
ARC HIE Three robot). neighbor Wellington Industries/Manistique adding military
force to their list of acceptable tactics .

M.D.C. Body Armo r


NG Stalker Suit
The Stalker Suit is a new creation from Northern Gun de­
signed for infiltration, sabotage and other covert operations .

87

Stalker S uit

NG-A 1 0 Body Armor

NG-A 1 2 Anti-Bal listic


State of the art, Mega-Dam age polymer woven fabrics and ther­
mal disruption technology are used in the production of this
skin-tight, b lack body suit. It provides the wearer with limited
protection against Mega-Damage weapons, but doesn ' t restrict
NG-A8 Scout Arm or
movement in any way (no penalties to sw im, climb, prowl, etc.) . Based on the popular Huntsman design of light body armor,
Stalker body suits, being skin-tight, can be worn underneath reg­ Northern Gun ' s NG-A8 Scout Armor is a lightweight armor suit
ular clothing or body armor. The suit is ideal for spies, assas­ that provides improved protection. This additional protection
sins, thieves and undercover operatives and is very popular in comes without sacrificing mobility, making it an ideal choice
these circles. for Wilderness Scouts, Psi-Stalkers, Juicers, Assassins, Thieves
and operatives in urban settings. Sales of the Scout Armor have
Class: NG Stalker Suit
been high and its popularity has eclipsed similar suits, such as
Size : Human equivalent.
the Plastic Man and Huntsm an.
Weight: 3 Ibs ( 1 . 3 5 kg).
Class : NG-A8 body armor.
Mobility: Incredible; no penalties to C l imb, Prowl, Swim or
Size : Human equivalent.
perform any other physical activities.
Weight: 12 Ibs (5 .4 kg) .
M.D.C. Protection : 12 (main body), covers entire body, except
for the head ; a separate helmet is suggested. Mobility: Excellent mobil ity; -5% to Climb, Prowl, Swim, per­
form Acrobatics and similar physical skills/performance .
Special Feature:
M.D.C. by Location :
Thermal Reduction : The fabric and strategic padding of the
HeadlHelmet - 3 5
Stalker Suit is specially designed to dissipate the wearer' s IR
heat signature, making him more difficult to detect with thermal Arms - 25 each
imagers and similar heat detection equipment. All attempts to Legs - 40 each
detect the Stalker Suit with thermal systems suffer a penalty of Main Body - 50
-20% to the Read Sensory Equipment skill. Cost: 28,000 credits.
Cost: 1 1 , 1 00 credits.

88
Weight: 25 pounds ( 1 1 .25 kg).
NG-AIO Body Armor
Mobility: Fair mobility; - 1 0% to climb and - 1 5% to prowl, per­
A p lain, non-environmental, but nonetheless robust suit of form acrobatics and similar physical skills/performance.
body armor manufactured for issue to I shpeming military forces
MoDoCo by Location:
as well as for export. The l ightweight suit consists of composite
armor plates strapped over a flexible, padded body suit that HeadlHelmet - 40
closely resembles Bushman armor. NG-A l O armor comes in ol­ Arms - 3 5 each
ive drab color, with no m arkings and is fairly popular for its Legs - 45 each
combination of mobility and protection. Main Body - 80
In addition to the standard human-sized model, Northern Gun Special Features: Impact Absorbing Systems: Armor takes half
manufactures the NG-A 1 0 armor in a giant s ize that is big damage from all kinetic attacks, including punches, kicks, falls,
enough to fit large humanoids like Grackle Tooth, Brodkil, impact damage, and explosions. I f the character also manages to
Ogres, Trolls and others . The larger suit h as increased protection roll with impact/fall, damage is reduced by half again. A lso, the
(with a main body of 1 1 0 M . D . C . , increase all other M . D. C. lo­ character wearing the armor suffers only 25% of the usual dam­
cations by +20), but somewhat reduced m obility (additional -5% age from falls and crashes .
penalty to C limb, Prowl and physical skills). Cost: 68,000 credits, but prices are expected to fall by 1 0% over
Class: NG-A 1 0 body armor. the next few months as production increased to meet demand.
Size : Human equivalent to giant size .
Weight: 1 8 Ibs (8 kg), 44 lbs (20 kg) for giant-size.
Mobility: Good mobility ; - 1 0% to Climb, Prowl, Swim, per­
form Acrobatics and similar physical skills/performance.
MoDoCo by Location:
Head/Helmet - 50
Arms - 3 5 each
Legs - 45 each
Main Body - 72
Cost: 36,000 credits . Giant-size suits cost 5 0,000-75 ,000 credits
depending on the actual size.

NG-A12 Anti-Ballistic Armor


The recently introduced NG-A I 2 represents a departure from
the regular "no-nonsense" design of Northern Gun products, and
is an innovative advance in body armor technology that could be
the company' s next blockbuster product. The NG-A 1 2 was de­
veloped independently by a Northern Gun engineer named Burt
Turner. This armor is a normal environmental suit except that it
provides tremendous protection from kinetic energy attacks . NG-A 1 5 Peacekeeper Body Arm or
When a punch, bullet or explosive blast strikes the suit, a loose
The Peacekeeper is a modular design that can be quickly al­
outer mantle dissipates the force over the entire body armor.
tered to best accommodate the situation. The armor is targeted at
This diminishes the attack ' s penetrating power o f the impact or
law enforcement personnel and military police, but can be used
exp losion and thereby reduces damage to the suit; damage from
by anybody . Here ' s how it works . For routine calls and patrols,
all kinetic attacks is reduced by half.
a law man needs only a basic, light Mega-Damage suit which
There is a further safeguard incorporated into the suit to pro­ offers good mobility and reasonable protection against al l
tect pilots from crashes and falls: The air inside the suit is highly S . D . C . weapons and l ight Mega-Damage attacks. However,
pressurized to form a protective cushion or layer around the when an intense tactical s ituation arises, additional armor plat­
wearer. This air cushion absorbs the majority of the impact from ing can be rapidly attached to the basic structure, augmenting
falls and crashes the ch aracter inside takes only one tenth the
-
the armor in a matter of seconds. It takes 1 D4 melee actions to
regular amount of damage ! An additional benefit of the pressur­ effectively double the suit ' s Mega-Damage capacity. The Peace­
ized air is that it prevents gasses, toxins and germs from enter­ keeper Armor also features a built-in bio-computer monitoring
ing the armor even when it has been breached. This body armor
system that not only alerts the lawman to his physical condition ,
comes in olive green, tan, white, grey and camouflage with no
but is also capable of transm itting the officer's vital signs to a
additional markings. Different colors, logos, and insignias cost
mobile or regional command center/police station. This device
extra (anywhere from a couple thousand credits to as much as
continually monitors the life signs of the person wearing the ar­
1 2,000 for really elaborate custom jobs).
mor and, if anything goes wrong, it is l inked to the internal radio
Class: NG-A 1 2 Anti-Ballistic environmental body armor. and automatically sends a request for backup and homing bea­
Size : Human equivalent. con in case the officer is rendered unconscious or vitals indicate

89
severe bodily injury or removal of the armor. The overall high
quality and special monitoring features have made Peacekeeper
armor very popular with lawmen and police departments
throughout North America, but also among Rogue Scientists and
explorers out in the field.
Class : NG-A 1 5 Peacekeeper Body Armor.
Size : Human equivalent.
Weight: 1 6 pounds (7.2 kg), the additional tactical armor plat­
ing adds a further I I lbs (5 kg) to the overall weight.
Mobility: Excellent mobility ; -5% to Climb, Prowl, perform
Acrobatics and similar physical skills/performance. The tactical
armor increases the penalties to - 1 5%.
M.D.C. by Locati o n : Note that the number in parentheses is the
total M. D.C . when the tactical add-on armor is attached.
Head/Helmet - 5 0 NG-LP25 Laser Pulse
Arms - 25 basic (increases t o 50) each. Submachine-Gun
Legs - 30 basic (increases to 5 5 ) each.
Northern Gun ' s LP25 is a compact, lightweight laser pulse
Main Body - 40 basic (increases to 85). weapon that resembles the MP5 K submachine-gun of ancient
Special Features : 1 . Built-In Radio: Range is about 12 miles times. This weapon is dependable, reasonab ly accurate and due
( 1 9 km) in city environments and 3 0 m i les (48 km) in the wil­ to its compact design, is excellent for VIP protection, urban
derness; a signal booster can increase that range by 5 0% at a warfare, sweeping streets, hostage rescue and special operations
cost of 5 ,000 credits. missions . It packs the sam e punch as a standard l aser rifle, but is
2. V ital Signs Monitor: An integral, miniature life signs mon­ small enough that with a short E-Clip it can be worn in a con­
itor built into the suit that monitors the wearer ' s heart rate , cealed shoulder holster. The LP2 5 enj oy s widespread use with
blood pressure, respiration, body temperature and other vital law enforcement, tactical units, special forces, bodyguards, raid­
signs. It is tuned to the specific life s igns of the armor ' s owner, ers, spies, assassins and street gangs . Thousands have been sold
so that if these drop below registered norms, the system auto­ to customers all across the continent; it is also standard issue for
matically sends a request for backup using the internal radio to the Ishpeming SWAT team .
other officers or a mobile command center, the police depart­ Weight: 4 Ibs ( 1 . 8 kg).
ment, army garrison, etc . ; all calls are routed to a designated lo­ Mega-Damage : 2 D6+ I M . D. per single shot, or 5D6 M.D. per
cation or monitoring unit. rapid-fire, triple shot pulse .
Cost: 40,000 credits including one monitoring unit bui lt into a Rate of Fire: Each blast or triple pulse counts as one melee at­
briefcase-sized portable carrying case. tack.
Effective Range : 1 000 feet (3 05 m).
Payload: 2 1 shots or 7 pulse volleys per standard (short) E-C lip,
NG Blue-Green Laser or 36 shots for a long E-Clip.
Cost: 1 9,000 credits .
Underwater Conversion Kit
For nautical operations and navy combat, Northern Gun of­
fers a basic underwater conversion kit that modifies any stan­ NG-SSL20 Super-Sniper Laser Rifle
dard NG laser weapon to fire blue-green frequency laser beam s . Inspired by Mark Sumim oto (from The Rifter® #4)
The kit is s imple t o u s e and any character with the Basic Me­
This is arguably, the most deadly, high-powered laser sniper
chanics or Field Armorer skill can make the necessary modifi­
rifle on the North American continent. It has state-of-the-art la­
cations in about 1 0 minutes w ith a successfu l skill roll. A
ser targeting and uses computerized weight distribution for
weapon can be converted back to firing its normal laser beam
better balance and a steady shot. It has a powerful energy deliv­
frequency using the same basic kit. It is also possible to use this
ery system and good range, but limited payload due to the pow­
same kit to modify other brands of laser weapons, but all such
erful blasts it delivers . The laser requires careful calibration with
attempts incur a -5% penalty. Northern G un markets the conver­
every shot fired, so it is not an effective assault rifle and uses
sion kit as an alternative to producing a separate line of
two melee attacks/actions to make an aimed shot .
blue-green laser weapons, which they see as an unnecessary and
Weight: 1 0 Ibs (4 . 5 kg).
expensive proposition for a l imited niche market.
Mega-Damage : 6D6+6 M . D . for the laser; single shot only .
Conversion Kit Statistics/Adjustments : The kit itself weighs
about 6 ounces ( 1 70 grams), the Mega-Damage inflicted by the Rate of Fire : Each shot counts as two melee attacks.
converted weapon and its payload remains the same, but re­ Effective Range : 2000 feet (6 1 0 m).
duces the weapon' s range by one quarter underwater, and by Payload: 6 laser blasts per short E-Clip or 1 2 laser blasts per
two-thirds on land. long E-Clip .
Cost: 4,500 credits . Bonus to Strike : + 1 to strike on aimed attacks in addition to the
character' s usual bonuses.
90
Penalty to Strike: - 1 to strike when used for anything other than a bionic P.S. of 20, or a human P.S. o f 26 to cock the MC I
an aimed shot. Mega-Crossbow. Northern Gun does offer a special pu lley sys­
Cost: 60,000 credits. tem to assist in cocking the weapon, allowing a regular human
to reload the weapon, but it bums up I D4+ 1 melee attacks/ac­
tions to wind the hand cranks and cock the crossbow.
This crossbow can be used to fire any kind of crossbow bolt,
including conventional S . D . C . bolts, ones made of Mega-Dam­
age materials and any type of specialized crossbow bolts, in­
cluding flares and those tipped with smoke or explosive
grenades. It is a popular weapon among woodsmen, Psi- Stalkers
and a number of D-Bees . Interestingly enough, most Native
Americans stay away from crossbow weapons . Some snipers
and assassins like having the Mega-Crossbow as part of their ar­
senal because it is a silent weapon and just as deadly in the right

NG-SR3 "Marksm an"


Collapsible Sniper Laser Rifle hands as a laser rifle. The CS has already outlawed the weapon
The Marksman is a precis ion laser rifle built for long-range within its territory.
fire and sniping. It features several laser settings, including a Weight: 1 4 Ibs (6 .3 kg) for the crossbow; Mega-Damage bolts
high intensity beam of the type normally fired by vehicle weigh eight ounces (0.22 kg) to 1 . 5 Ibs (0 .7 kg) each .
mounted laser turrets. Another advantage of the weapon is that it Mega-Damage : Ordinary S . D . C . bolts do 2D6+2 S .D .C. and
can be quickly disassembled and collapsed into five compo­ may shatter on impact. Crossbow bolts made of M.D.C. material
nents, including the barrel, trigger assembly, stock, telescopic (about three times thicker than normal arrows) inflict l D6 M.D.
sight and E-Clip, to fit into a briefcase or backpack. The process each . High-tech speciality bolts with explosive heads typically
of stripping and assembling the weapon takes just one melee do 2D6 M.D. or 3D6 M .D . ; smoke grenade arrows (no damage ,
round ( 1 5 seconds), making the rifle a favorite for snipers, as­ but fills a 40 footl l 2.2 m diameter), flares (3D6 S.D.C. damage ;
sass ins and covert operatives. intended for signaling), and flame grenade types (3D6 M .D.) are
Weight: 8 Ibs (3 . 6 kg). also available.
S.D.C. Damage : The weapon has an S.D.C. setting that inflicts Rate of Fire : Special . It takes about one melee attack/action to
l D6x l O S . D . C . per shot. cock the weapon by individuals w ith a Supernatural, Robotic or
Mega-Damage : 3 D6 M.D. on the medium setting or 4D6 M . D . Bionic P . S . , or a human P . S . of 26 or h igher. Those of lesser
for the high intensity laser setting. P . S . need a special pulley system to cock the weapon, and it
uses up I D4+ 1 melee actions/attacks of the character.
Rate of F ire : Each blast counts as one melee attack.
Effective Range : 2400 feet (73 1 .5 m). Effective Range : 1 ,500 feet (45 7 m).

Payload: Varies . A standard E-Clip provides enough energy for Payload : Up to six bolts can c lip onto the crossbow itself.
Quivers and carrying cases typically hold 1 2, 24 or 32 crossbow
5 high intensity or 1 0 medium M.D. shots ; S.D.C. firing drains
bolts .
far less energy, it takes five S . D . C . blasts to drain the same
power as a single medium M.D. blast. Long E-Clips double the Bonus to Strike : + 1 to strike on an aimed shot when a te lescopic
payload. sight is attached to the crossbow .
Bonus to Strike: +2 to strike on an aimed shot. Cost: 1 8,000 credits for the bow. Basic M . D . C . bolts/quarrels
Note : Comes standard with a b asic telescopic sight and passive cost 1 00 credits each, and modem specialty explosive arrows
nightvision scope (both 2000 feetl6 1 0 m range). cost 400 (2D6 M .D.), 800 (3D6 M.D.), and 1 20 credits for
flare/tracer and smoke bolts.
Cost: 32,000 credits.

NG-T6 Taser Neural Disruptor


NG-MC I Mega-C rossbow The NG-T6 is a non-lethal stun weapon that is the Northern
Inspired by the NA-SW4 compound bow design of the New Gun alternative to the Neural Mace and other stun guns. Thi s
West, Northern Gun has developed an M . D . C . crossbow. It weapon employs the same neural disruption technology a s the
looks like a regular, modem crossbow with a synthetic stock, mace, but can be used to disable targets from a safe distance . It
pulleys and multiple strings, but is constructed of Mega-Damage resembles a typical handgun and when the trigger is pulled, the
materials designed to fire M . D . C . arrows. Once loaded and taser fires tiny metal darts attached to thin, highly conductive,
cocked, anyone, regardless of the ir physical strength attribute, Mega-Damage wires that remain attached to the gun. A pulse of
can pull the trigger to fire the weapon, however, cocking the neural disruptive energy is channeled through the wires to short­
weapon is another story entirely. The string pul l is about 1 ,000 circuit the victim' s nervous system. The victim is knocked un­
Ibs (45 0 kg), so it requires a Supernatural or Robot P . S . of 1 7, or conscious, unless a save vs neural disruption of 1 6 or h igher is

91
use against supernatural beings, creatures of magic like dragons ,
armored combat vehicles, power armor, robots and military for­
tifications. A heavy barrel and air cooling system allows this
weapon to fire the multiple blasts without fear of overheating .
Its weight prevents most humans from using it as anything ex­
cept a tripod or vehicle mounted cannon, but full conversion cy­
borgs, Crazies, and Juicers love it as a heavy assault rifle.
Headhunters and D-Bees with great strength are also starting to
use the NG-E l 5 more often . Characters with an ordinary human
P . S . of 24 or less are -7 to strike with this weapon even when
made. Even if the saving throw is successful, the victim still suf­ aimed. Even those with a P . S . of 25 or greater, or superhuman
fers penalties of -4 to strike, parry and dodge for I D 8 melee P . S . , fire with a penalty of -2 to strike. Standard issue is the NG
rounds . Power Pack, but a standard E-C lip can be substituted in an
A burst of compressed air prope ls the darts to their target, emergency.
with a standard E-C lip as the power source for the neural disrup� Weight: 50 lbs (22 . 5 kg) plus an additional 20 lbs (9 kg) for the
tion pulse. The NG-T6 is capable of firing eight times before Power Pack which can be carried in a hip-pack or backpack.
both the E-Clip and compressed air cartridge need to be re­ Mega-Dam age : 5D6 per single shot or 2D4x l 0 per triple pulse
placed, and the wires need to be rewound . Northern Gun makes burst.
a larger, rifle version called the NG-T8 that fires M.D.C. darts Rate of Fire: Each single blast or triple pulse counts as one me­
propelled by a heavy rifle cartridge that is capable of penetrating lee attack/action.
the skin of Mega-Damage and supernatural creatures . These Effective Range : 1 600 feet (48 8 m).
weapons are standard issue for the Ishpeming police and are
Payload : The Power Pack, provides enough power for 48 single
sold to dozens of law enforcement agencies across the continent .
shots or 16 triple pulse blasts. A long E-Clip has enough power
Weight: 4 lbs ( 1 . 8 kg). for 12 s ingle shots or four pulse shots and a standard E-Clip has
S . D . C . Damage : The impact of the darts inflicts 1 D4 S . D . C . enough for 6 single shots or two pulse blasts .
Plus the victim is rendered unconscious unless a save v s neural Penalty to Strike : -2 for anyone, even those with Supernatural,
stun ( 1 6 or higher) is made. Even those who save suffer penal­ Robot or B ionic P . S . or a human P . S . of 25 or greater. -7 to
ties of -4 to strike, parry and dodge for 1 D8 melee rounds from strike for characters with less strength, and - 1 even when
the disruptive attack. Note: The pistol is not effective against mounted on a tripod or vehicle.
even minor Mega-Damage beings or characters in full environ­
Cost: 62,000 credits for the weapon. The Power Pack costs
mental body armor that has more than 40 M.D.C.
30,000 credits and can be recharged at a cost of 1 0,000 credits
Rate of Fire : Single shot; each counts as one melee attack.
up to 20 times before needing to be replaced.
Effective Range : 1 00 feet (3 0 . 5 m).
Payload : Eight.
Cost: 1 2,000 credits for the basic pistol mode l, the larger taser
rifle costs 1 8,000 credits.
Note : An NG-T8 Rifle is also available. It weigh s 9 lbs (4 kg),
the darts inflict I D6 S . D . C . , has a range of 300 feet (9 1 . 5 m),
and has a 12 shot payload.

NG-GL I O Grenade Launcher


Insp ired b y Mark Sumim oto (from T h e Rifter® #4)
Not to be outdone by Wellington Industries and Triax, North­
ern Gun has released its own grenade launcher. It is a versatile
weapon capable of using fragmentation grenades for anti-per­
sonnel purposes, armor-piercing for anti-armor/monster, as well
as stun, smoke, and tear gas for urban as saults and riot control .
NG-E 1 5 Pulse Plasma Ej ector This makes it a favorite o f characters looking for heavy fire­
Inspired by Mark Sumim oto (from The Rifter® #4) power and versatility. A Physical Strength of 20 or higher is re­
A wet dream for fan of heavy firepower, this heavy energy quired to fire the grenades to avoid a penalty of -2 to strike.
weapon is capable of rapid-firing plasma bursts ! The rapid-fire Weight: 25 lbs ( 1 1 .3 kg), plus the grenades (about one pound!
system is not as efficient as the NG-E 1 2 and has a violent kick 0.45 kg per four grenades).
that reduces accuracy, but offers tremendous firepower ideal for Mega-Damage : 3 D6 M . D . to a 1 2 foot (3 . 7 m) radius for frag-
92
mentation grenades, 4D6 M . D . to a 3 foot (. 9 m) radius for high
explosive/armor piercing grenades, 6D6 M . D . to a five foot ( l . 5 NG-303 Infantry Mini-Rail Gun
m) radius for plasm a grenades, while a smoke grenade covers a
The popularity of light rail guns like the Triax TX-500 and
40 foot ( 1 2 . 2 m) radius in a dense cloud of smoke obscuring vi­
Bandito 5000 series prompted Northern Gun to manufacture its
sion and creating cover, a tear gas grenade covers a 2 5 foot (7.6
own version for heavy infantry soldiers. Rather than simply
m radius) and makes the eyes and nose of victims not protected
copying existing light rail guns, the manufacturer decided to im­
by gas masks or environmental armor bum and tear, as well as
prove on the available designs to produce a model capable of
gag and choke them (- 1 0 to strike , parry, dodge, -3 on initiative
delivering the same firepower as conventional vehicle mounted
and lose one melee attack as long at they are in the gas cloud
rail guns, like the NG- 1 0 1 or C-40R. The NG-3 03 is the result
and for I D6+ I melee rounds after exiting it; protected individu­
of that development, a lightweight, man-portable, high-powered
als suffer no penalties), and stun or flash grenades unleash a
rail gun that has the same high quality and dependability as
bright flash, sparklets and white s moke that make victims - 1 0 to
other Northern Gun products. As with most heavy weapons, the
strike, parry, and dodge, - I on initiative, and lose one m elee at­
NG-3 03 requires a strong individual to operate without penal­
tack for I D4 melee rounds .
ties; requires a min imum P . S . of 2 l . If the operator' s P. S . is less
Rate of Fire: Single shot only, each blast counting as one melee
than 2 1 , he suffers a penalty of -3 to strike and -3 on initiative.
attack/action.
Weight: 27 lbs ( 1 2 .2 kg), which includes the weight of a full
Effective Range : 1 000 feet (3 05 m).
amm unition drum.
Payload : A six grenade clip, or 24 round drum or a backpack
Mega-Damage: I D4 M . D . for a single round, a burst is 1 0
amm o-drum that carries up to 60 rounds .
rounds and inflicts 5D6 M . D .
Cost: 50,000 credits, plus the grenades . 500 credits each for
Rate o f Fire : Each ten round burst counts as one melee attack.
plasma grenades, 3 5 0 for high explosive/armor piercing gre­
nades, 200 credits each for fragmentation grenades, 250 for tear Effective Range : 2000 feet (6 1 0 m).
gas, 200 for stun grenades and 50 credits for smoke grenades. Payload : A standard plastic, detachable drum holds 200 rounds
or 20 bursts. The NG-3 03 uses a long E-Clip, which provides
enough power to fire 40 rounds. Backpack mounted ammo­
drum , typically used by cyborgs and others with bionic or better
P . S . , holds 600 rounds and can fire 60 bursts .
Cost: 5 8,000 credits for the gun, standard drum magazine costs
an additional 1 000 credits, the backpack 2 800 credits .

NG-R50 Mini-Rail Gun Rate of Fire : Each shot counts as one melee attack/action.
B y Mark S u m imoto (from The Rifter® #4) Effective Range : 1 5 00 feet (457.2 m).
This is the smallest rail gun on the market. It fires only single Payload : 1 4 round capacity from a short ammo clip powered by
shots, but uses a heavier round to inflicts decent damage. It also a standard E-Clip or 24 rounds from a banana ammo clip pow­
uses an E-Clip to power its electromagnetic drive. The draw­ ered by a long E-Clip. A small, portable Power Pack can be
backs include a lim ited payload and short range for a rail gun , used as an alternative to provide enough energy to fire 1 92
and it requires a P . S . of 20 or higher to handle properly . A P.S . rounds, but weighs 20 lbs (9 kg) and costs 3 0,000 credits all by
less than 20 imposes a penalty of -3 to strike on the shooter. itself.
This item has become popular among Crazies, Juicers, Head­ Cost: 3 0,000 credits for the m in i-rail gun, two credits per amm o
hunters and raiders as well as large, strong D-Bees. round and extra for E-CJips (standard short E-Clip costs 6,000
Weight: 25 lbs ( 1 1 . 3 kg). credits, a long E-Clip costs 1 1 ,000 credits and typical E-CJip re­
Mega-Damage : 4D6 M . D . charge costs 1 5 00 and 2000 respectively) .

93
NG-404 Heavy Rail Gun NG-ML6 Mini-Missile C annon
A vehicle mounted weapon The NG-ML6 cannon i s a large, oversized gun chambered to
Northern Gun ' s NG-404 is a heavy rail gun pod designed to fire mini-m issiles . Rather than creating a conventional, tube­
be mounted on combat vehicles or used by heavy power armor style launcher, the weapon designers at Northern Gun decided to
and robot vehicles . This three-barreled, G atling style cannon is a stick with what they know best, and developed a multiple shot
complete weapon system that inc ludes an internal drum maga­ m issile gun . This weapon is aimed and fired just like a typical
zine, nuclear power supply and laser targeting. It is far too assault rifle when used by a cyborg or power armor unit, but
heavy to be carried by an individual, even full conversion cy­ otherwise requires a two-man team (one to shoulder the weapon
borgs, mutants, D-Bees and creatures of magic w ith a Supernat­ and one to aim and fire). When the weapon is fired, the missiles
ural strength up to a P . S . of 3 0 are incapable of using the are launched "cold" from the barrel by a small charge that pro­
weapon with any measure of accuracy (- 1 0 to strike if it can be pels the missile out of the tube . This protects the shooter from
pointed at all) - it must be mounted on a vehicle or a heavy tri­ any back blast. The main rockets of the mini-missile kick in ap­
pod anchored to the ground or a fortified position. The NG-404 proximately 50 feet ( 1 5 .2 m) after leaving the weapon to speed
is ideal for tanks, aircraft, giant robots, and other heavily ar­ the warhead to its target.
mored combat veh icles. Mercenary companies and armies pur­ For greater accuracy, the weapon is equipped with a multi­
chase the weapon to replace inferior systems on their vehicles optics targeting sight which provides passive nightvision (3 000
and entrenched defensive fortifications like reinforced guard feet/9 1 4 m range), thermal imaging ( 1 200 feetl3 66 m range) and
towers and bunkers . laser targeting (3000 feetl9 1 4 m range; provides a bonus of + 1
Weight: 460 lbs (207 kg). to strike). Despite the size and weight of the cannon, it can be
Mega-Damage : I D6 M . D . for a s ingle round, or a burst of 20 operated by almost anyone, including normal humans - although
rounds that inflicts I D6x l O+6 M . D . individuals with a P . S . attribute of 1 8 or less suffer a penalty of
Rate o f Fire : Each burst counts as one melee attack. -2 to strike unless the gun is used by a two-man team as noted
earlier. Northern Gun ' s so-called "Rocket Gun" is a popular
Effective Range : 6000 feet ( 1 82 8 m).
weapon among m ercenaries, raiders, cyborgs, Headhunters ,
Payload: 600 rounds (3 0 bursts) in a disintegrating link belt, am­ Juicers, Crazies, Power Armor pilots and anti-robot specialists.
mun ition belts come pre-packaged in metal amm o cans. It takes
Weight: 1 6 lbs (7.3 kg) plus the weight of each mini-missile.
two melee rounds (30 seconds) for a two-man team to reload .
Mega-Damage : Varies w ith m ini-missile type, the cannon can
Energy is provided by a portable power generator which can fire
fire any standard m ini-missile type but standard issue is armor
1 200 bursts before needing to be recharged, or can be l inked to a
piercing ( I D4x l O M . D . ) or plasma ( I D6x l O M.D.).
veh icle ' s nuclear power supply for unlim ited firing capacity.
Rate of F ire : One at a time, with each mini-missile fired count­
Cost: 1 20 ,000 credits for the gun, amm o can isters cost an addi­
tional 2000 credits each. ing as one melee attack.
Effective Range : One mile ( 1 . 6 km).
Payload: 6 m ini-missiles packaged in a disposable box maga­
zine . Reloading the magazine is a simple task that takes just two
melee attacks/actions .
Cost: 72,000 credits for the weapon, additional missiles are
2000 credits for armor p iercing and 3 000 for plasma.

94
treats beyond its range, or a new target passes the original and
gets closer (at which point the gun trains on it and fires).
The robotic nature and programming of the automatic gun
enables it to reposition itself (move) to get the best shot, and it
can be set or signaled to advance upon or pursue an enemy tar­
get, as well as to patrol a particular area, ideally a tunnel, corri­
dor or defensive line, and attack anything that comes within
range. However, the auto-rail gun is not very fast nor intelligent,
takes evasive action only when programmed to do so or radioed
to retreat/return to base, and cannot make arbitrary selections or
focus on any one, specific target (unless it is the nearest, largest
or signaled to do so by a human operator a safe distance away) .

NG- IOOI Robot Rail Rifle


The NG- 1 0 0 1 is a giant, hand-held electromagnetic rifle that
is designed for use by giant robots. It is a rapid-fire rail gun that Note: The robot can be preprogrammed or controlled remotely
can be used by any humanoid style giant robot vehicle with via radio (observed from a distance via binoculars or remote
hands . The weapon is roughly 8 feet (2 .4 m) long and weighs cameras).
350 pounds ( 1 5 8 . 5 kg) ; it is too l arge to be used by humanoids The majority of customers who purchase the NG- I O I ARG
or even power armor suits, but can be operated by big, supernat­ Automated Rail Gun employ this weapon system as a remote
ural beings and giant D-Bees (20 feet/6 . 1 m and larger). Ammu­ sentry device or robot defense force positioned along a set per­
nition is packaged in 920 round detachable drum magazines that imeter. Only the most successful and affluent m erc companies
hook directly to the giant rifle. A separate energy canister can be and communities can afford them, and the Argonauts are not
used to power the weapon, but it is typically cabled to the ro­ recommended for civilian defense as the robot cannot distin­
bot' s power supply . A robot can be equipped with energy ports gu ish between friend and foe, and attacks anyone who enters its
housed in the right or left forearm or shoulder at a cost o f proximity of attack .
3 0,000 credits, or the back for 25 ,000 credits, hooking the Weight: 285 lbs ( 1 28.2 kg).
NG- l OO I to the robot ' s own internal nuclear power plant.
Mega-Damage : 6D6 M . D . per 3 0 round burst.
Weight: 3 50 lbs ( 1 5 8 . 5 kg).
Computer Targeting System: The computerized sensor suite and
Mega-Damage : A burst is 20 rounds and inflicts I D6x l 0 M . D . targeting module has a detection range of one mile ( 1 .6 km)
Rate o f Fire : Each burst counts a s one melee attack/action. with an equivalent Read Sensory Equipment skill of 74%. Its
Effective Range : 4000 feet ( 1 2 1 9 m). targeting computer provides the equivalent of + 3 to strike on a
Payload: 920 rounds or 46 bursts per detachable drum maga­ burst and has three attacks per melee round.
zine . Payload: An ammunition drum that holds 1 200 rounds (40
Cost: 95,000 credits for the rail gun, 2000 credits per ammo­ bursts) is standard and provides full mobility . However, the
drum magazine. Argonaut can be hooked to an ammo-b lock with 4800 rounds
( 1 60 bursts) but the auto-gun is fixed to that position l ike a pit
bull chained to a fence post. It can maneuver and change its di-

NG- I O IARG Automated Rail Gun


The NG- l O I ARG Automated Rail Gun, more commonly
known as the "Argonaut," is a heavy rail gun mounted on a sim­
ple robot. Mercenary companies have gone wild for this weapon
and it seems destined to becom e Northern Gun ' s mega-hit
seller. Simple but effective, the Argonaut is an NG- l O l rail gun
mated to a walking, robot chassis and a very s imple computer
and sensor array . The sensor package is a compact, computer­
ized module that includes short-range radar, motion sensors ,
heat detector and camera eye. When placed on autom atic, the
sensor module detects the presence of human-size or larger tar­
gets and fires - the internal computer and targeting system picks
the target (typically the nearest or largest) and plots the line of
fire to engage the target. Once it has locked onto a target, the au­
tomated gun continues to fire until the target stops moving, re-
recti on, but can 't go more than six feet ( 1 . S m) from the ammo the explosive charge detonates, it hurls nearly two hundred bal l
block without disconnecting itself from it. In any case, once this bearings in a 1 20 degree arc to a distance of 1 00 feet (30.5 m) .
ammo is exhausted the system is rendered harm less, although it This type of mine is normally command detonated, meaning that
can be manually re loaded (operators and loaders carry a sensor it is connected by " detcord" to a detonator held by a person who
that tells the gun that they are "friends") or the unit can be pro­ must trigger the m ine manually . However, the claymore can be
grammed to return to base, a mobile command center or check fitted with a sensor package capable of detecting motion and a
point for more ammo or collection . human-sized target(s) or larger up to six feet ( 1 . S m) away and
Notable Features: In addition to the computer, sensors and com­ detonating.
bat capabil ities already noted, the rail gun can tum I SO degrees Weight: 3 lbs ( 1 .4 kg).
on its robot legs and point up and down in a 30 degree arc of fire Mega-Damage : 4D6 M . D . to everything within six feet ( 1 . S m)
without having to use its legs to reposition. The legs can squat of the initial blast and I D4 to everything else within the blast ra­
and position to provide a greater arc of fire, up to a 45 degree dius .
angle. Blast Radius: This m ine creates a directional, cone shaped blast
Maximum Running Speed : 2 0 mph ( 3 2 km ) and can navigate that is 1 00 feet (3 0 . 5 m) long in a 1 20 degree arc .
rugged terrain, crawl over and under debris, and manage in­ Cost: 750 credits . Add 1 5 00 credits to the cost if fitted with a
clines up to a 50 degree angle. high-tech sensor.
M . D . C . b y Location :
Control Pad ( 1 ) - 6 (attackers are -9 to strike it)
NG NM-9 Plasmore Mine
Legs (6) - 1 5 each (attackers are -4 to strike)
Northern Gun also has developed a modem, high-tech ver­
Rail Gun (main body) - 1 0 0
sion of the ancient US Army M 1 SA 1 c laymore. Unlike the orig­
Cost: 225 ,000 credits for the entire robot unit (gun and legs), inal, this version fires a stream of super-heated plasma in a
5000 per ammo drum ( 1 200 rounds) and I S,OOO credits per directional blast, rather than hundreds of ball bearings. When
ammo-block (the casing has 50 M . D . C . and holds 4S00 rounds) . the Plasm ore detonates it sends gobs of plasma in a 1 20 degree
arc to a distance of 1 00 feet (3 0 . 5 m). This m ine is highly effec­
tive, capable of dis integrating lightly armored troops and minor
NG Military Grade supernatural beings. The plasm ore is usually command deto­
Explosives & Mines nated, mean ing that it is connected to a handheld detonator and
In the realm of modem m i litary operations, mines and explo­ is triggered manually. However, the claymore can be fitted with
sives are inexpensive, highly effective and readily available . a sensor capable of detecting a human-s ized target or larger up
The vast maj ority of military forces and mercenary groups in to 1 2 feet (3 .6 m) away and detonating.
North America make regular use of such explosive devices in Weight: 4 Ibs ( 1 . S kg).
their operations. Northern Gun has come up with a variety of Mega-Damage : I D4x l O M.D. to those caught directly in its
specialty m ines and explosives to increase its overall market blast (within 1 2 feetl3 .6 m) and I D6 M . D . to everyone e lse in its
share. blast radius .
B last Radius: Special. This mine creates a directional, cone
NG NM-3 Firefly Plasma Mine shaped blast that is 1 00 feet (3 0 . 5 m) long in a 1 20 degree arc.
Cost: 1 000 credits. Add 1 500 credits to the cost if fitted with a
One of the most popular m odels in Northern Gun ' s series of
high-tech sensor.
land mines is the F irefly anti-personnel plasma mine. When trig­
gered, a grenade-like plasma charge ignites from the m ine cas­
ing to a height of 3 feet ( I m) before exploding and showering NG NMBS- l l Bio-Sensor Mine
the area with super-heated plasma. The m ine uses two activating
The NMBS- 1 1 is an anti-m onster mine developed by NG for
mechanisms, a pressure detonator that is activated by a weight
its C S allies. It is a simple anti-personnel style explos ive that
of 50 Ibs (22 . 5 kg) or more, or a trip wire that triggers the device
produces a large blast with fragmentation. What makes the
when pulled.
NMBS- 1 1 unique is its high-tech bio-sen sor triggering system -
Weight: 6 lbs (2 . 7 kg). a sensor that recognizes the thermal signature, heart rate and
Mega-Damage : A direct hit by the fiery geyser is 5 D6 M . D . , other vital s igns of humans (and m ost mortal humanoids) versus
otherwise everyone i n the blast radius takes I D6 M . D . supernatural creatures, dragons, and monsters. The bio-sensor is
B last Radius: 40 foot ( 1 2.2 m) diameter. programmed to ignore human and human-like signatures and
Cost: 1 000 credits. will not detonate in their presence, however if the system detects
the presence of any large (man-sized and larger), inhuman crea­
tures, it will automatically explode .
NG NM-4 C laym o re
Thanks to this safety feature, the NMB S- 1 1 is harmless to
Based on the US Army M l SA l of antiquity, this is a modem human beings and many (not all) D-Bees, but at the same time is
claymore design that incorporates Mega-Damage explos ives and high ly effective against monsters . The C S army first deployed
very dense (Le. M .D.C.) ball bearings similar to ammunition these mines in the last two years of the Tolkeen War without
used for the NG- l O I rail gun. The claymore is a directional blast fear of producing any friendly casualties. Around that same time
mine that operates in a fashion similar to a shotgun shell. When the NMBS- i l was also released w idely in North America where
96
it has been purchased by predominantly human communities
like Whykin, El Dorado and GA W towns, as well as mercs and
other outfits .
Weight: 3 Ibs ( 1 .4 kg).

-
Mega-Damage : I D4x l O M.D. at point-blank range (within s ix
feet/ l . 8 m) and 2D6 M.D . to everything e lse in the blast radius.
B last Radius: 1 5 feet (4.6 m), kept deliberately small to avoid
human casualties .
Bio- Sensor: The sophisticated bio-monitoring sensor attached to
the NMBS- 1 1 is capable of detecting the vital signs of life forms
with in the mine ' s blast radius . Moreover, the senor is able to
differentiate between the vital signatures of human beings and
thorized allies . Neither the NM- 1 2C mines or the transponder
monstrous creatures, detonating only when nonhumans are pres­
( 1 200 credits) are sold to the general public . However, they are
ent (Gargoyles, Brodkil, demons, dragons, etc.) . The m ine will
sometimes "captured" and retooled by rogue Operators and the
not explode if a human is within the blast radius ! Can scan as
B lack Market so they can be used by people other than the CS .
many as 12 different signatures at a time.
When available (rare), a ready to go canister costs 1 2,000 cred­
Cost: 2800 credits . Fair availability in North America . its - transponders, 2000 credits each.

NG NM- 1 2 C " S mart" S catter Mines NG NMX- 1 8 Stinger Anti-Flyer Mine

Northern Gun produces the Scatter Mine by the hundreds of The Northern Gun Stinger Mine i s a high-tech, computerized
thousands. The NM- 1 2C is a cluster-style scatter device used by munition similar to the Wellington SAWS, and is des igned to
Northern Gun itself, the Coalition States, and several other CS engage flying targets . Originally conceived as an automated
allies like Whykin and El Dorado. Each individual NM- 1 2C is a weapon defense system to engage dragons, demons, gargoyles
small device about the same size and shape as a hockey puck, and similar low flying supernatural creatures, the Stinger is also
with a micro-fusion charge and high-tech sensor. The sensor effective against low altitude, slow moving aircraft and vehicles
will detect a human-sized creature at a distance of 10 feet (3 m), such as Wing Boards, soldiers with jet packs, helicopters ,
or a cyborg, giant or robot up to 30 feet (9 . 1 m) away. hovercycles, flying power armor, flying sorcerers, and similar
What makes the NM- 1 2C unique is that 20 individual m ines aerial opponents. Thus, the NMX- 1 8 may be programmed to tar­
are packaged in a single canister. The canister is designed to be get any flyer or to recognize and attack specific targets, up to
delivered by aircraft, artill ery or m issile launcher. In the air, the 3200 of them .
canister breaks apart, scattering the twenty mines within a 1 00 When the m ine is placed, it may be programmed to engage a
by 1 00 foot (3 0. 5 x 3 0 . 5 m) area, creating an instant mine field . limited, specific number of targets (such as SAMAS power ar­
According to rumor, NG sells special transponders that are in­ mor, Iron Eagle choppers, Juicer Icarus Flight System, Gar­
stantly recognized and ignored by the NM- 1 2C mine ' s high-tech goyle, etc.) or a broad range (hundreds or thousands) and will
sensor. This means that while these m ines are lethal to all other ignore any others, or set to attack any and all flyers. When such
forces, those with a transponder can walk right through a mine­ a target passes within the system ' s detection range (2 miles/3 .2
field of NM- 1 2Cs without setting off a single one ! km), the m ine is triggered, it releases one or more Stingers and
Weight: 1 Ib (0 .4 5 kg) each. the enemy is engaged . The Stinger is a unique drone warhead
equipped with a hover propulsion engine and targeting system .
Mega-Damage : 3 D6 M .D . per each of the 20 scatter mines to
The drone has limited maneuvering and its maximum speed is
everything in its narrow blast area.
only 3 00 mph (480 km), but that' s sufficient to catch most slow
Blast Radius : 5 feet ( 1 . 5 m) . moving targets as well as to intercept fast moving ones coming
Cost: 4800 credits for a NM- 1 2C canister containing 20 individ­ in its general direction (but at -2 to strike). Furthermore, most
ual land mines. Note : Limited to the Coalition States and its au- civilians, low tech people, adventurers and even a third of all
97
Wellington
Industries
For decades the industrial ized Manistique Imperium had fo­
cused on producing all-purpose vehicles, parts and adventuring
gear, along with weapon knock-offs sold mainly to the B lack
Market. Around 78 P.A . , however, Wellington Industries, the
primary weapons manufacturer in the Manistique Imperium ,
started to produce its own, original weapon designs . In recent
years, it has further expanded its operations by reinvesting its
profits and attempting to compete toe to toe with its neighbor,
Northern Gun. The once second-rate gun maker is now consid­
ered to be one of the maj or p layers in the industry, alongside
mercenaries have never seen or heard of this m ine and misiden­ other corporations l ike Wilk 's Las er Industries and Northern
tify the incoming warheads as b irds, insects or something un­ Gun . Its pos ition has become even more secure with the tripar­
known, causing them to hesitate too long before taking evasive tite alliance in 1 05 P.A . w ith the Coalition States, and more im­
action (-3 on initiative and - 1 to dodge). portantly, w ith Wellington' s main competitor, Northern Gun.
Note : Sometimes called the "poor man ' s mini-missile ." Wellington Industries has also closed a big deal with the armed
Weight of Launch Cube: 45 lbs (20 .3 kg). Stingers are one forces of the Manistique Imperium, signing an exclusive con­
pound (0.45 kg) each . tract to outfit its ground forces. The company has made inroads
Mega-Damage: 5 D6 M.D . plasma warheads p lus I D4 M.D . to into communities in and around Free Quebec, Lazlo, New
everything in the blast radius from flying shrapnel and p lasma. Lazlo, and MercTown, as well as supplying about one fifth of
the small arms sold by the B lack Market to adventurers.
B last Radius : 30 feet (9 . 1 m).
Wel lington Industries rem ains the cheap alternative to those
Effective Range : 3 600 feet ( 1 097 m).
who cannot afford high end products, but still offers durable and
Rate of Fire: One at a time or in vo lleys of 2 or 4 . The launch reliable weaponry. Since the sign ing of the three-way alliance
cube has three attacks/launches (single Stinger or volley) per with the Coalition States and Northern Gun and the Manistique
melee round. Imperium, Wellington operations have increased across the
Computer Targeting System : The NMX- 1 8 is equipped with a board by 22%, and sales of Wellington armaments have in­
radar suite with a 2 mile/3 .2 km range, an effective Read Sen­ creased 43% . Wellington has branched out to produce personal
sory Equipment skil l of 8 8%, and computer recognition package body armor and expanded its line of combat vehicles and field
equal to the Wilk's PC-2020 field identifier with an accuracy of weapons. Wellington Industries still lacks the ability to manu­
94% . All target data is uploaded to the drones prior to firing, facture high-tech robotics, and thus the emphasis of its produc­
making the drone system the equivalent of a smart missile with tion continues to focus on weapons and vehicles. S ince its
bonuses of +3 to strike, + 1 to dodge incoming attacks and three alliance with the CS, sales of WI weapons have grown to give it
attacks/actions per melee round until it finds its target, hits and 1 9% of the North American market (up from 1 2% five years
detonates on impact. earlier), wh ile Northern Gun has struggled to hold steady (but
Payload : 1 2 Stinger drone warheads . The launch unit can be hangs on to a whopping 57% of the market).
phys ically picked up and relocated without disturbing the cube, Some of Wellington ' s latest releases include the following.
however, trying to pry open any of the hatches or deliberately
dam aging the cube (it has 3 1 M .D .C .), will cause the cube to
"retaliate," typically by launching one or two of its drones at the
cause of the disturbance. Reloading takes about 5 minutes.
Note : The maximum speed of the drone is 3 00 mph (400 km)
which means that it cannot effectively engage fast moving air
targets; the system will not even fire at targets traveling faster
than 300 mph (4 80 km) unless it has a chance of intercepting it
should it come within 2000 feet (6 1 0 m) of the launch cube.
Cost: 1 40,000 credits for the launch cube, plus the cost of the in­
dividual Stingers, 2500 credits each. Fair availability in North WI-LP24 Laser Pistol
America wherever Northern Gun products are sold; good to ex­ A laser pistol that features the Forward S liding E-Clip, an in­
cellent avai lability at MercTown . novation that does not seem to be catching on .
Weight: 2 lbs (0 .9 kg) .
Mega-Damage : 2D6 M .D .
Rate of Fire: S ingle shot only . Each blast counts as one melee
attack.
98
Effective Range : 800 feet (244 m).
Payload: 21 shots per Forward Sliding E-Clip .
Cost: 1 5 ,000 credits.

WI-SL 13 Gunfighter Laser Rifle


A solid, rel iable heavy laser rifle that utilizes state of the art
laser targeting, and a forward sliding E-C lip. Fancied by mercs,
bounty hunters, and Wilderness Scouts looking for heavy fire­
power and good range.
Weight: 5 Ibs (2 . 3 kg).
Mega-Damage : 3 D6 M . D . various Wellington Industries rifle grenades with no modifica­
Rate o f Fire : Single shots only, each counts as one attack. tions required.
Effective Range : 1 800 feet (548 . 6 m). Due to its heavy caliber cartridge, the WI-R I 2 rifle can also
Payload: 24 with per Forward S liding E-Clip. fire ramjet rounds . The weapon is inexpensive, can take a beat­
ing in the field and its capability of handling s everal different
Cost: 22,000 credits .
types of ammunition gives it a versatility seldom seen in proj ec­
tile weapons. Sales have been very good, and the WI-R I 2 is
gaining a large following with mercenaries, vampire hunters
(silver bullets), farmers, hunters, bandits, raiders and Wi lderness
Scouts .
Weight: 12 Ibs (5.4 kg) .
Damage : Standard 1 3 mm rounds: 6D6 S . D . C . for a single shot,
or I D6x l 0+3 S . D . C . for a burst of three rounds.
WI- D I 2 Depleted Uranium Armor Piercing Bullets : I D6x 1 O
S . D . C . for a single shot or 3D4x l 0 S . D . C ./one M . D . for a three
WI-AL 1 8 Assault Laser Rifle round burst.
Like some of Wel lington ' s other recent releases, this new Light Ramj et Rounds : One M.D. single shot or I D4 M.D. for
weapon was "inspired" by the weapons of Triax and is basically a three round burst.
a knock-off of their technology . These new, powerful weapons Heavy Ramj et Rounds : I D4 M . D . for a s ingle shot or 2D4
are helping to carve out a greater piece of the arms m arket in M . D . for a three round burst, or 4D4 M . D . for a sustained six
North America for Wel lington Industries, and are easily some of round burst (counts as two melee attacks) .
the best weapons available for the price.
May also use WI-2E explosive rounds (see Rifts® Merce­
Weight: 7 Ibs (3 . 1 kg). na ries, page 1 03).
Mega-Damage: 2D6+2 M . D . per single shot, or 6D6+3 per si­ Rate of Fire: Each single shot or burst counts as one melee at­
multaneous triple pulse. tack .
Rate of Fire: Each single or triple pulse blast counts as one me­ Effective Range : 3 00 feet (9 1 . 5 m).
lee attack.
Payload: 1 00 round banana clip magazine using 1 3 mm rounds,
Effective Range : 1 600 feet (48 8 m). or 50 rounds in the same magazine using DU-rounds or Ramj et
Payload: 2 1 single shots per standard E-C lip, 7 triple pulse ammo.
blasts; double the payload with a long E-Clip. Cost: 8,500 credits for the submachine-gun, 45 credits for a box
Bonus : + 1 to strike. of 5 0 standard 1 3mm cartridges, 200 credits for 50 silver 1 3mm
Cost: 3 8 ,000 credits . rounds (double damage to vampires), 200-600 credits for a box
of 50 depleted uranium rounds (rare in North America), 250-500
credits for L ight Ramj et rounds, or 5 00- 1 500 credits for a box of
WI-R1 2 Multi-Pu rpose 50 Heavy Ramj et rounds (uneven availability; always available
Submachine-Gun at p laces like Manistique and MercTown, but scarce and higher
priced elsewhere, and may not be available at all in small towns
The WI-RI 2 assault rifle is a large submachine-gun that fires
and low-tech or magic communities).
a powerful 1 3mm round that is similar in performance to the old
.50 caliber ( 1 2 . 7 mm) machine-gun cartridge . This rifle features
a bulpup action and an advanced muzzle-brake recoil compensa­ WI-SR1 5 1 5m m Sniper Rifle
tion system which allows even a normal human to fire it from
A heavy duty, automatic assault rifle that can tum into a sin­
the shoulder despite its heavy caliber and overal l weight. Provi­
gle shot sniper rifle with the flip of switch. It fires the same
sions have also been made to allow easy modification of the ri­
1 5mm ammunition as the V iper WI-MG I 5 machine-gun . The ri­
fle by the attachment of an optical sight and a WI-GL8 or other
fle is equipped with a bipod and a basic telescopic sight with
grenade launcher. Additionally, the rifle is capable of firing the
passive n ightvision capability (3000 footl9 1 4 m range) . Due to
99
or m ounted to a fixed position or combat vehicle . Only individu­
als with a P.S. of 26 or higher m ay use it as a two-handed ma­
chine-gun and even then the individual suffers a penalty of -2
-

to strike. Characters with bionic, robotic or Supernatural P . S .


(20 o r higher) can use the heavy weapon without penalty. For
sustained, accurate fire, the Viper should be mounted, braced or
otherwise propped against a sturdy support (wall, iron beam ,
etc.). The WI-MG 1 5 Viper is Wellington' s answer to the rai l
gun, but both the weapon and its ammo are more expensive than
its weight, the SR- 1 5 rifle can on ly be fired from a prone posi­ most medium and heavy rail guns .
tion or supported on its bipod, or by a character with a P . S . of 20
Weight: 60 lbs (27 kg), plus ammo (3 0 lbsl 1 3 . 5 kg per 200
or higher. The rifle has good accuracy and a longer range than
rounds); typically belt fed from an ammo drum.
most energy rifles, but it is too underpowered for major military
S . D . C . Damage : A single S.D.C . round inflicts I D 8x l 0 S . D . C .
applications (it inflicts only 1 - 8 M.D. when using Ramjet
points o f damage, a 1 0 round burst inflicts I D8x 1 00 S .D.C. o r
rounds). However, it can be devastating against S.D.C . oppo­
nents as well as the undead when s ilver S .D.C. rounds are used . the equivalent o f l D 8 M.D. and a 20 round burst does 2 D 8
M . D . (or 4 D 4 M.D.).
It has failed to gain widespread popularity except among big
game hunters, dinosaur hunters, vampire hunters, and adventur­ Mega-Dam age : WJ- J O Light Ramjets: l D l O M.D. per 1 0 round
ers in Xiticix territory who like to take pot-shots at the burst or 3D6 M.D. per 20 round burst.
insectoids from a s afe distance for sport or revenge. WJ-20 Heavy Ramjets: l D4x l 0 M . D . per 1 0 shot burst or
Weight: 2 1 lbs (9.5 kg). 2D4x 1 O M . D. per 20 round burst.
S.D.C. Damage : A s ingle standard round inflicts l D 8x 1 O Rate of Fire : Burst fire only, single shots are not possible. Each
S . D . C . , a three round burst does one M.D. and 1 0 round burst ( 1 0 or 20 round) burst counts as one melee attack .
does l D4 M . D . (or l D4x l 00 S . D . C .). Effective Range : 4000 feet ( 1 2 1 9 m).
Mega-Damage : One W I- 1 O Light Ramjet round: One M . D . ; Payload: 200 round ( 1 0-20 bursts) disintegrating link be lt is
short five round burst I D4 M.D. o r 2D4 M . D . for a 1 0 round standard when used as a handheld heavy weapon by power ar­
burst. mor troops , cyborgs or other strong characters, but additional
WI-20 Heavy Ramjets: 1 D4 M . D . per single round, 4D4 belts can be linked together and WI-MG Vipers mounted to a
M.D. per five shot burst or I D4x l 0 M.D. per 1 0 round burst. combat vehicle or fortified bunker may be hooked to a 4000
Rate of Fire : Single shots and 5- 1 0 round bursts count as one round ammo drum (400 to 200 bursts depending on the size of
melee attack. each burst) . Remember, the weapon can fire 1 5mm S.D.C .
rounds or Light or Heavy Ramjet rounds.
Effective Range : 2600 feet (792 .5 m).
Cost: 1 1 0 ,000 credits for the gun, 1 000-2000 credits per 200
Payload: 50 round banana clip standard.
Light Ramj et round belt or 2000-3 000 credits per 200 round belt
Cost: 1 1 ,5 00 credits for the rifle, 200 credits for a box of 1 00, of Heavy Ramjets. Purchases of 600 or more rounds usually get
1 5mm S.D.C. rounds, triple for silver rounds (double damage to a 5- 1 0% discount.
vampires), 500- 1 000 credits per 1 00 Light Ramj et rounds or
Note: Juicers and Crazies NE VER use this large, clumsy
1 000- 1 500 credits per 1 00 Heavy Ramjet rounds . Purchases of
weapon, but Headhunters , full conversion cyborgs, raiders and
600 or more rounds usually get a 5 - 1 0% discount.
power armor pilots love it.

WI-MG 1 5 "Viper" WI-GLS Automatic


15mm Anti-Infantry Machine-Gun Shotgun/G renade Launcher
The Viper is a 1 5mm heavy machine-gun commonly This weapon i s essentially a smaller, lighter, short-barreled
mounted on combat vehicles, especially by Golden Age vers ion of the WJ-GL4 Grenade Launcher that is also capable of
Weaponsmiths . It is essentially an air-cooled, general purpose firing large-bore conventional shotgun cartridges. It fires the
machine-gun with a long, heavy barrel. It fires belted ammuni­ same standard Wellington grenades as the WI-GL4, but also
tion, has excellent range and good dam age capacity, at least shoots a special large-bore shotgun cartridge, standard rifle gre­
when Ramj ets are used. V ipers are heavy, bulky weapons that nades, and even Triax TX-5 and TX- 1 6 ammunition. Ammuni­
are designed to be used with a bipod and a two-man firing crew, tion comes pre-packaged in ten grenade rounds or 60 shotgun

1 00
rounds, in disposable plastic cyl inders which can be reloaded
quickly (takes three melee actions/attacks) ; far more quickly
than the WI-GL4, which requires reloading by hand and takes
about 5 seconds for every 4 grenades (that' s 3 0 seconds/two full
melee rounds to reload completely) ! WI-23A l SAWS
Weight: 7 lbs (3 .2 kg). Rem ote Missile Launcher
S .D .C. Damage : Large-bore shotgun rounds inflict 6D6 S .D .C.
This is not a new weapon system, but a modification of the
Mega-Damage: Fragmentary: 4D6 M.D . to a blast area of 1 2 WI-23 missile launcher adapted to fire independently. It can be
feet (3 .6 m) . Armor Piercing: I D4x 1 O M .D. to a blast area o f 3 shoulder-fired the same as the old system , or set up to fire auto­
feet (0.9 m). Can also fire smoke, illumination and chemical matically like the Wellington series of SAWS m ines. For inde­
rounds. pendent fire, the weapon is placed in the target area and secured
Rate of Fire : Each shot counts as one melee attack/action . to a solid obj ect (tripod mount, tree trunk, tree stump, large
Effective Range : 800 feet (244 m) . rock, etc.) by means of a special clamp. The system features a
Payload : 1 0 grenades or 60 shotgun rounds . soph isticated computer module that with the flick of a switch
Cost: 3 0,000 credits for the gun, grenades are an additional cost, will automatically target and fire on enemy vehicles. The com­
and a drum of 60 shotgun rounds costs 32 credits . puter module is mounted on the s ide of the launcher, next to the
optics . It has a basic 110 interface port that connects to a Wilk' s
PC-2020 Field IdentifierlLaser Holographic Portable Computer.
WI-GLSO "Predator" Using the Wilk ' s PC-202 0, the system can be programmed to
recognize, target and fire on up to ten specific vehicle models
Super-Grenade Launcher (Le. SAMA S, Grey Falcon, NE Carnivore tank, etc .). When a
A long barreled, single-shot grenade launcher that can fire ri­ vehicle of that specific type comes within range (the sensor has
fle grenades a good distance, much farther than a traditional rifle a 3000 footl9 1 4 m range), the weapon automatically locks on
launcher . It is typically used as a two-man rifle team, in a simi­ target and fires. The launcher shoots only one missile at a time,
lar way as a bazooka team , with one propping the weapon on his but has a six round payload, meaning it can fire up to six times
shoulder and helping to balance and aim it, and the other aiming before reloading is necessary.
and pulling the trigger . May also be used as a two-handed
The WI-23A 1 SAWS is a practical and effective weapon for
weapon by full conversion cyborgs and power armor units.
special forces operations, is lighter and easier to transport than
Weight: 45 lbs (20 .2 kg) plus the grenades . standard Wellington SAWS mines, and can be set up in a matter
Length: Seven feet (2 . 1 m) long . of seconds . The real advantage of the system is that it can be in­
Mega-Damage : HEA T/Armor Piercing Grenade: I D4x 1 O to a filtrated into enemy held territory and camps, and placed at
radius of 3 feet (0 . 9 m) around the target . Fragmentation Gre­ strategic locations to target vehicles or robots traveling along
nade: 4D6 M.D . to everything in a 1 2 foot (3 .6 m) blast radius . roads or located at airstrips, and vehicle assembly points , as well
Other: Smoke, tear gas or other types of grenades may be sub­ as made to target standing structures l ike supply depots, radio
stituted. towers, sentry posts, bunkers and fortifications. Once it has been
Rate of F ire : Single shot, each counting as one melee attack .
Effective Range : 2 1 00 feet (640 m)!
Payload : Six, hand loaded.

. :',:,

Cost: 60,000 credits, not including the grenades. 500 credits


each for armor piercing grenades, 300 credits each for fragmen­
tation grenades, and varies for other types .

1 01
fired, the device is difficult to locate without the enemy comb­ spur renewed interest and increase overall sales of its weapons
ing the area with a large number of personnel. O ften the seekers line. These systems feature the same standard Wilk ' s trademarks
are unable to find the remote launcher because they are likely to of s leek, lightweight, black plastic and ceramic construction ,
be looking for troops and not an automatic weapon system . precision accuracy, long firing range and reliability under the
When used in this fashion the WI-23A I SAWS can have a dra­ most demanding field conditions .
matic disruptive effect, forcing the enemy to m ove its vehicles
or to ground aircraft, and to believe there are more enemy troops
than there really are. Wilk's 1 0 1 Pocket Laser
Weight: 40 Ibs ( 1 8 kg). The Wilk ' s Pocket Laser more resembles a cell phone that
Mega-Damage : Typically Armor Piercing: I D4x 1 O M.D. or fits in the palm of the hand. It has a thin, stubby barrel barely
HEA T/Plasma Mini-Missiles : I D6x 1 O M . D . one inch long that protrudes from the larger/wider end of the
Rate o f Fire : S ingle shot, each counting as one melee attack, but tiny weapon; point and shoot. The Pocket Laser is super easy to
the device has six attacks per melee round and can fire all six palm and conceal (+ 1 0% to the skills Palming and Conceal­
mini-missiles unless programmed to do otherwise (i.e. once, ment) and is virtually undetectable by most security systems . It
twice, four times or all six per 1 5 second melee round). The tac­ is constructed entirely of n on-metallic parts, and uses tiny, con­
tical advantage of fewer shots is to make the enemy believe ductive fiber optic cables instead of normal metal wiring. In­
there are troops firing from a distance at a concealed location. stead of the traditional E-Clip, the Pocket Laser uses a new,
rechargeable battery that i s the size and thickness of a pre-Rifts
Effective Range: 3000 feet (9 1 4 m) in automatic fire mode, due
silver dollar. It is immensely popular among City Rats, Smug­
to the limitations ofthe optical sensor.
glers, Spies , Assassins, Rogue S cholars, women and ordinary
Payload: Six. The launcher can be hand-loaded, one m ini-mis­ folk looking for a l ittle personal protection.
sile at a time, which takes one minute for characters with the
Weight: Eight ounces (haIf a pound/O .23 kg).
Weapon Systems skill and I D4+ I minutes for anyone else.
Damage : Two settings : 4D6+2 S . D . C . and I D4 M.D.
Cost: 50,000 credits, not including the cost of the mini-missiles.
Rate of Fire : Each blast counts as one melee attack/action.
Effective Range : 1 50 feet (45 . 7 m); better than some full-s ized
pistols.
Wilk's L a s er Payload: 10 M.D. shots or 40 S.D.C. blasts (four S . D.C. blasts
equal one M . D . beam).

Indu stries, Inc.


Cost: 1 2,000 credits and in high demand; can't keep the item in
stock.

Laser technology is the hallmark of the Wilk ' s company, ar­


guably the best manufacturer of laser weapons and equipment in
the world. Wilk ' s Laser Industries is one of the oldest weapons
makers in North America and has been producing high quality
laser weapons for more than a century. However, while Wilk' s
may be one of the industry giants , it is not, strictly speaking, an
arm s manufacturer. The corporation does make some of the fin­
est energy weapons in the world, but its focus is more
broad-based than Wellington Industries, Northern Gun and oth­
ers . In fact, Wilk' s earns more profit from sales of its other
product lines than it does from weapons. Wilk's 300 " Hideaway" Laser Pistol
In addition to laser weapons, Wilk ' s also produces top qual­
A high-powered, short-barrel vers ion of the classic 320 pistol
ity commun ication s systems, laser tools, electronics, sensor sys­
that is roughly the size of a human hand. The pistol is easy to
tems (radar/sonar), cybernetic implants (especially optical
conceal (+5% to the Concealm ent and Palming skills) and is vir­
implants), laser range-finders, computers, computer programs,
tually undetectable by most security systems . It is constructed
translator devices, holographic imaging systems, PDD player/re­
entirely of non-metallic parts, and uses tiny conductive fiber op­
corders, and various optical systems, including thermal-imagers ,
tic cables instead of normal metal wiring. The only component
binoculars, nightvision goggles, multi-optic systems, and gun
of the pistol that can be detected by sensors is the ceramic
sights. Numerous other compan ies like Northern Gun and
E-C lip, and it can be detected only by the most soph isticated
Golden Age Weaponsmiths, to name but a few, buy these weapons scanners. The 3 00 Hideaway sacrifices range for in­
Wilk ' s products as components for their own weapons, armor, creased power, but the weapon remains perfect for close combat
robots, power armor and vehicles. In fact, 66% of such items are and urban settings.
made by Wilk' s, the quiet industrial giant.
Since its re lease, the Wilk ' s 300 Hideaway laser has become
Sales of Wilk ' s laser weapons have dragged in recent years, extremely popular with C ity Rats, Spies , Bounty Hunters, law­
dropping about I I %, spurring the company to place a greater men, criminals and civilians looking for a concealed laser
emphasis on developing new laser weapons and military sys­ weapon with some oomph ; nobody else comes close to this little
tems. The corporation has released a number of new weapons to gem .

1 02
Weight: 1 .5 lbs (0.7 kg) . Bonus : + I to strike on an aimed shot with the laser.
Mega-Damage: I D8 M.D . Cost: 36,000 credits for the gun, mini-torpedoes cost 30 credits
Rate of Fire : Each blast counts as one melee attack/action . each.
Effective Range : 600 feet ( 1 83 m).
Payload: 20 shots with a standard E-C lip .
Bonus : + I to strike on an aimed shot.
Cost: 1 1 ,000 credits.

Wilk's 577
"Double-Th reat" Laser Rifle
In a surprise move, the Wilk' s 5 77 combines its traditional
laser (the top barrel) with a particle beam gun (the second, lower
Wilk's 325 "Mariner" barrel). Thi s marks the first time that Wilk ' s has combined two
Pulse Laser Pistol different energy weapon features into a s ingle weapon. This in­
novation has draw high praise from the likes of Juicers, Crazies ,
The Wilk's 325 "Mariner" is a heavy-duty pulse laser pistol Headhunters and other warriors who l ike the versatility and
nearly identical to the 227 pistol, except that it also has a combined firepower. The only drawback of the Wilk' s 577 i s
blue-green laser setting to fire underwater. It is the standard is­ that the energy weapons can only fire one at a time, not simulta­
sue energy pistol of the Lazlo Defense FlotillaJNavy, and is also neously. Still it is a weapon that has just hit the market and is
popular with Marine Commandos, privateers and pirates gaining popularity with every passing day . Some weapon ex­
throughout the Great Lakes region and Mississippi River. perts believe it is the deadliest man-sized rifle on the continent.
Weight: 3 lbs ( 1 .4 kg). Weight: 9 lbs (4 kg) .
Mega-Damage : 2D8 M. D . per single shot, or 4D8 M .D . per dou­ Mega-Damage : Laser: 3D6 - Particle B eam : 5D6+8 M.D.
ble shot pulse. Rate of Fire : S ingle b last from one or the other; each shot count­
Rate of Fire : Each single or dual blast counts as one melee at­ ing as one m elee attack.
tack. Effective Range : Laser 2000 feet (6 1 0 m). Particle Beam : 1 200
Effective Range : 900 feet (274 . 3 m) . feet (365 m) .
Payload : 1 2 double pulse shots with a standard E-Clip, 24 dual Payload: Laser: 20 shots from a standard, short E-C Jip. Particle
shots with a long E-Clip. Beam : 8 blasts from a standard E-Clip or 16 from a long E-Clip .
Bonus : +2 to strike on an aimed shot. Note that the Wilk ' S 577 holds two E-CJips, one in the handle
for the laser and a second in the clip port for the particle beam
Cost: 20,000 credits.
barrel .
Bonus : +2 to strike on an aimed shot for the laser.
Wilk's 459 "Marine" Rifle Cost: 5 5 ,000 credits.
L aser Pulse Rifle & Torpedo-Grenade L auncher
This laser rifle is a modified Wilk ' s 547 Double Dealer, with
a laser rifle that fires a blue-green frequency laser from the top
barrel and a second barrel (with a separate E-C l ip) located un­
derneath that fires a mini-torpedo, similar to a combination la­
ser and grenade launcher. The weapon is popular with pirates ,
privateers and other maritime forces throughout the country.
Weight: 1 3 Ibs (6 kg). Wilk's 587 Sniper Heavy Laser Rifle
Mega-Damage : 3 D6 M . D . per single shot and 4D6 M .D . per The Wilk ' s 5 87 is a high-powered, laser sniper rifle designed
mini-torpedo (blast radius 10 feet!3 m). for accurate long distance shooting. The enhanced scope has a
Rate of Fire : Each laser blast or torpedo counts as one melee at­ range of 4000 feet ( 1 2 1 9 m), the laser has superior range and it
tack. fires a heavy laser beam that can hit targets at ranges approach­
Effective Range : Laser : 1 1 00 feet (3 3 5 m) underwater, 600 feet ing one kilometer (about 3 000 feet!9 1 4 m). And it does so with­
( 1 83 m) on landfin the air . out sacrificing accuracy, weight or style . The rifle has become
Mini-Torpedo launcher: 1 000 feet (3 05 m) underwater, 200 feet an instant favorite of snipers, assassins, dinosaur and big game
(6 1 m) when fired in the air (blast area of 1 0 feet/3 m). hunters, and espionage agents throughout North America.
Payl oad: Laser: 20 shots from a standard E-Clip or 40 from a Weight: 9 1bs (4 kg).
long E-Clip . Mini-Torpedo : Eight . Can be reloaded in one melee Mega-Damage : 4D6+2 M .D .
round.
1 03
Rate of Fire : Single shots only . an adapter cable so that its battery can be recharged with a stan­
Effective Range : 3 000 feet (9 1 4 m). dard E-Clip, a process that takes about 1 0 m inutes. Sales of the
Payload : 1 0 shots with a standard E-Clip, or 1 8 from a long Laser Sword have been disappointing, and Wilk ' s is considering
stopping production altogether.
E-Clip.
Weight: 1 . 5 Ibs (0.7 kg) .
Bonus : +2 to strike on an aimed shot.
Mega-Damage : 5 06 M . D . per strike.
Cost: 60,000 credits.
Rate of Fire: As per hand to hand attacks; W.P. Sword bonuses
apply.
Effective Range : Handheld like any sword; cannot be thrown
(automatic "deadman switch" shut-off feature).
Payload: The built-in battery provides only enough power for
1 5+506 minutes of continuous operation , creating a lim ited and
unpredictab le duration. It can be recharged with an adapter us­
ing a standard E-c1ip, which takes about 1 0 m inutes.
Wilk's 1 000 Pulse Laser Cannon Note : The laser blade cannot be used to parry any type of attack;
The Wilk ' s 1 000 Pulse L aser Cannon is designed t o be a it cuts everything it touches .
manned, mounted gun for combat vehic les and fixed fortified Cost: 24,000 credits, reduced from 32,000. Poor availability and
positions (bunkers, sentry towers, etc.), as well as used by may be discontinued.
power armor, full conversion cyborgs and giant robots under 20
feet (6 . 1 m) tall. Just like a rail gun, it can be mounted on a tri­
pod or gun turret to fire from a static position or gun emplace­ Notable Wilk's
ment. Energy for the cannon is supplied by a power generator
that weighs 30 Ibs ( 1 3 . 5 kg) or cabled into the power supply of Optics Systems
the armor, robot or vehicle. The Wilk ' s 1 000 is a popular alter­ Wilk ' s is a world leader in optical enhancement system s. Its
native to rail guns and machine-guns. products are the state-of-the-art in known human technological
Weight: The cannon itself weighs 40 Ibs ( 1 8 kg) and a portable design. Only Triax comes close, and w ithout question , Wilk' s
power generator weighs 30 Ibs ( 1 3 . 5 kg), for a total combined designs are the most technologically advanced optical system s
weight of 70 pounds (3 1 . 5 kg). in North America.
Mega-Damage: 5 06+3 M.D. for single shots, or 3 D4x l O M.D.
for a three pulse blast. Wilk's Integrated Optics Gun-Sight
Rate of Fire : Each blast or pulse counts as one melee attack. A universal weapon sight designed for quick and easy attach­
Effective Range : 3 000 feet (9 1 4 m). ment to any rifle. The module features cross-hairs, telescopic
Payload: 240 single shots or 80 triple pulse blasts are possible magnification (3000 foot/9 1 4 m range), passive night vision
from a portable generator. The generator recharges at a rate of 8 (3000 foot/9 1 4 m range) and FUR thermal-imaging ( 1 600
blasts per hour, but can be recharged completely using a nuclear foot/48 8 m range), as well as a laser range-finder (one mile/ 1 . 6
power supply in one hour ' s time. The weapon can also be di­ km) and aiming system . The gun-sight i s very reliable, water­
rectly tied to a veh icle or robot' s power supply, effectively pro­ proof, and durable under field conditions, which means it can
viding it with an unlimited payload. survive a considerable amount of punishment without a systems
Cost: 1 50,000 credits . failure. There is only a 0 1 -06% likelihood of the laser targeting
module crashing under stressful and damaging circum stances
(impacts, falls, etc .). However, if the sight, itself, directly sus­
tains 5 M . D . C . or m ore damage it is rendered useless. Weight: 2
Ibs (0.9 kg) . Range: As above. Targeting Bonus: +2 to strike
on aimed shots. Cost: 4,000 credits .

Wilk's Laser Sword


This weapon is essentially a more powerful and larger ver­
Wilk's "Aimer" G un-Sight
sion of the Wilk ' s laser knife. When activated, a three foot (0. 9 A small laser sight module that fits beneath the barrel of most
m ) long, visible laser blade projects from the handle. The laser standard pistols or atop of most standard revolvers . The sight is
sword is more powerful than a V ibro-Sword and inflicts about calibrated so that the weapon will hit whatever the bright red
twice as much damage. However, the b lade drains a consider­ "aiming dot" illuminates . Weight: 6 ounces ( 1 70 grams).
able amount of energy and doesn ' t have anywhere near the op­ Ran ge: 1 200 feet (366 m). Targeting Bonuses: +1 on initiative
erating time as a Vibro-B 1ade weapon. A rechargeable battery and + 1 to strike on aimed shots. Cost: 1 ,000 credits .
built into the hand le provides enough power for 1 5+506 min­
utes of continuous operation, w ith an unpredictable duration .
For many potential buyers this is a frightening prospect, as the Wilk's Infrared Binocula rs
sword can run out of energy right in the middle of a fight, leav­ Basic, first generation, IR Distancing B inoculars. A high­
ing its owner weaponless . The WiIk ' s Laser Sword comes with powered optical enhancement device with an active infrared
1 04
system, cross-hair lines, and digital readout of the approximate launch systems (m ines and guns), armored vehicles, helicopters
distance (within six inchesl 1 5 cm) and estimated rate of travel if and aircraft . All that has to be done is to program the LRD- I 0
the target is moving (70% accuracy). If there is a problem, it is with the laser frequency matching that of the missile, accom­
that the thin, infrared (IR) light beam fired by the binoculars plished using most any handheld, portable computer.
(and similar gun-sights) is visible to other IR optics, drawing a Moreover, it has a rangefinder feature that works the same as
thin red line right back to the exact location of the binocular' s that of the Wilk ' s FUR binoculars (gives digital readout of dis­
user. This can be an obvious liability in stealth and combat situ­ tance, bearing and speed; 96% accuracy) and an integrated re­
ations. Nonetheless, the IR D istancing B inoculars remain ex­ cording system that will record images on standard one inch
tremely popular among civilians, hunters, Psi-Stalkers, Wilder­ discs (great for confirming strikes and bomb damage assess­
ness Scouts and start-up groups of adventurers, and are highly ment). Each disc can record up to four hours of images. Weight:
reliable and relatively inexpensive. Weight: One pound (0 .45 4 Ibs ( 1 . 8 kg). M.D.C.: Two. Range: 6 miles (9 .6 km). Bo­
kg). M.D.C. : One . Range: 2 miles (3 .2 km). Cost: Lists for nuses: Laser-guided rockets and missiles are +3 to strike their
1 ,200 credits, but many retail outlets sell the item new for 900 designated targets . Cost: 1 2,500 credits . Recordable discs cost
credits and used for 600 credits . about 50 credits each.

Wilk's FLIR
Distancing & Recording Binoculars
This is a second generation FUR (Forward Looking Infrared)
optics system that is an improvement over the old style IR dis­
tancing binoculars . It is a passive, thermal-imaging system that
uses ambient infrared radiation which means that, unl ike with
traditional IR binocs, these binoculars do not emit any infrared
light that can be tracked back to the user . The binoculars also
feature a laser distancing module with digital display that pro­
vides an accurate digital readout of the distance, within two cen­
timeters, and the estimated rate of the target' s travel (96%
accurate) if it is moving. Moreover, this device has an integrated
recording module that can be used to record visual images on a
standard one inch disc. Each disc can record up to four hours of
images .
Wilk ' s FUR Distancing & Recording binoculars are ex­
tremely popular, especially among Wilderness S couts, Rangers , Wilk's Portable Thermal-Imager
espionage agents, special forces, mercenaries, explorers and ad­
Wilk ' s Portable Thermal-Imager is a second generation FUR
venturers al l across the continent.
optical system that converts the infrared radiation of warm ob­
Weight: 2 Ibs (0.9 kg). M.D.C. : One. Range: 2 . 5 miles (4
j ects into a visible image. It allows the operator to see in com­
km). Cost: 2,500 credits . Recordable discs cost 50 credits each .
plete darkness, shadows and through smoke. The device is
Note: A lso available as goggles without the recording feature
powered by a standard E-Clip and is electrical ly cooled. This
and with half the range for around 2,000 credits .
system is a rather large and bulky telescopic-sty le optic system .
It can be used as a handheld device like binoculars or attached
to an assault rifle, but is designed for attachment to a tripod
Wilk's LRD-IO
mount. If the thermal-imager is mounted on a rifle the extra
L aser Rangefinder, Designator & Recorder weight (4 Ibs/ 1 . 8 kg) will throw off the weapon ' s balance and
The LRD- I 0 is an upgraded, more sophisticated version of a make shooting more difficult, incurring a penalty of - 1 to strike
simple Wilk 's laser designator. Compared to the generic model, on an aimed shot and -2 to strike on a burst or spray. Weight: 4
the LRD- l O is smaller, lighter, and has a greater range. It incor­ Ibs ( 1 . 8 kg). M.D.C . : 3 . Range : 2,000 feet (6 1 0 m). Bat­
porates the added features of a laser rangefinder/distancer and terylE-Clip Life : A standard E-Clip provides 96 hours of con­
digital recorder available as binoculars (LRD- I 0A) and multi­ tinuous operation. Cost: 3 ,000 credits. Note: Also available as
optics helmet (LRD- I 0B ) package and looks very similar to an attachment to a helmet for an extra 600 credits .
each of these standard items, only 50% larger.
How the LRD- l O works is that it proj ects an invisible laser
beam to target obj ects for precision, laser-guided targeting. To Notable WiIk's Communications
emp loy this feature the operator s imply has to look through the
optical device, place the reticle squarely on the target, then press & Sensor Systems
and hold the "designate" button. Laser-seeking guided missiles Wilk' s communications systems are o n the cutting edge of
and bombs will then hone in on the reflected beam, impacting current human technology . Radios manufactured by the com­
on the specified/laser tagged target. LRD- I 0s are used to guide pany are light, durable, long-ranged and very reliable, although
miss iles fired from any launch platform, inc luding ground prices are steeper than the competition' s . Wilk' s radios are ex-

1 05
tremely popular with top security forces, spies and intelligence video and/or computer data downloads. All transmissions are
operatives, mercenary groups, special forces and the armed processed and encoded by the internal computer and then trans­
forces of numerous kingdoms. lated into a communications laser beam (and vice versa, trans­
lates laser transmissions into voice, data or text) . The computer
aligns the laser transmitter which sends information at an in­
Wilk's PRC-5 Secure Walkie-Talkie credibly high speed. Even long messages of 1 5 -20 pages of text,
An enhanced walkie-talkie personal radio communications maps, artwork/pictures or five m inutes of video/film take only
(PRe) system with a special cryptographic package. The unit I D4 melee rounds ( 1 5-60 seconds) to transmit ! It takes a trained
provides 1 5 channels, all of which have a secure capability as operator 5 - 8 minutes ( I D4+4 m inutes) to assemble the
well as normal scrambling and unscrambled features. For secure LASCOM for transmission. A communications Laser skill
communications, a special cryptographic program is loaded into check is required to assemble the system properly .
the radio us ing a standard Wilk ' s 3 000 (or other handheld) com­ Like the PRC-60 F ield Radio this is a secure system . Only a
puter. Once this program is loaded into the radio, only other ra­ computer loaded with the proper decryption codes can success­
dios with the same program are capable of receiving its trans­ fully decode messages sent by the LASCOM unit. Attempts to
missions . crack this code are extremely difficult, imposing a -30% penalty
For another 200 credits the system comes with a microphone on the Cryptography skill.
and comfortable earpiece headgear for hands-free communica­ Weight: 20 lbs (9 kg). M.D.C. : 1 5 . Range : 1 50 miles (240
tions. Other versions of the PRC-5 system include a wristband­ km). Battery Life: The radio and computer m odule are powered
style radio and a system designed for installation into standard by two standard E-Clips which provide enough power for 6
environmental body armor and helmets . hours of continuous operation. The laser transmitter is powered
Weight: 1 lb (0 .45 kg). M.D. C.: 2. Range: 1 0 miles ( 1 6 independently by a standard E-Clip which provides enough
km). Battery Life : A rechargeable battery provides 96 hours of power for 30 minutes of continuous operation. Cost: 3 5 ,000
continuous operation before needing to be recharged. Secu rity credits .
Note: Due to the soph isticated scrambler program, the Cryptog­
raphy skill has a penalty of -25% to crack the system' s secure
communications feature. Cost: 3 ,000 credits per single unit. Ad­ Wilk's LAS COM PPLC-500
ditional batteries cost 1 ,000 credits, and can be recharged using Field Radio
a portable generator, nuclear power plant or even standard The PPLC- 500 is a large, sophisticated laser communications
E-Clips . (LA SCOM) suite that is designed for command and control
functions. It consists of a 1 5 foot (4 . 5 m) tall and 1 0 foot (3 m)
wide pulse laser dish transmitter and receiver. The system has
Wilk's PRC-60 Secure Field Radio the same security features as the smaller, portable PLC- 1 50 with
The PRC-60 is a man-portable, backpack style field radio the added capability of pulse transmiss ion. Before sending a
with expanded capabilities. Its advantages over the small hand­ transmission the internal computer (which can incidentally also
held radios include a much longer range, 90 channels and a be used to download cryptographic programs) compresses infor­
greater frequency range. This radio uses the same spec ial cryp­ mation so that even the longest messages (numbering thousands
tographic package as the PRC-5 walkie-talkie, meaning that of pages of text) can be sent in a laser pulse that takes only 1 D4
only other radios and walkie-talkies loaded with the same cryp­ melee attacks/actions. It is nearly imposs ible to intercept the la­
tographic program are capable of receiving its transmissions. As ser, let alone decrypt its message, due to the small window of
with the PRC-5, the program must be loaded into the PRC-60 time it takes the pulse to transmit information . Furthermore, the
using a handheld computer. The radio is also capable of normal, tight beam escapes normal radio scans from picking up its signal
unencrypted radio communications. or intercepting even scrambled messages.
Weight: 1 1 lbs (5 kg). M.D.C. : 6 . Range: 60 miles (96 km) Weight: 60 lbs (27 kg). M.D.C. : 20. Range: 500 miles (800
in the city and in the mountains, 1 20 miles ( 1 92 km) in the km) and may be bounced from relay stations to increase the
open/wild. Battery Life : A single standard E-Clip provides range up to 500 miles (800 km) per station. Battery Life: A
enough power for 48 hours of continuous operation. Security portable nuclear battery provides power for the system with 5
Note : Due to the sophisticated scrambler program, all Cryptog­ years of continuous power (typically good for 1 0- 1 2 years under
raphy skill checks have a -25% penalty to crack the system ' s se­ normal use). A lternatively the LASCOM system can be con­
cure communications feature. Cost: 7,500 credits . nected to the power supply of a vehicle, robot or generator.
Cost: 3 00,000 credits.
Wilk's LASCOM PLC- 1 50
Field Radio Wilk's Portable Ultra-Mini-Radar
The Wilk's PLC- 1 50 is a man-portable, backpack style laser A backpack radar unit with tripod and monitor that can be set
communications (LASCOM) system that uses a directional laser up in about 5 minutes. A trained operator (using the Read Sen­
beam to transmit information. This system is packaged in an im­ sory Equipment skill) can positively identify objects, pinpoint
pact resistant case ( 1 5 M.D.C.) with backpack straps and numer­ their location and estimate rate of trave l and direction with a
ous exterior pouches. It is a sophisticated, computerized system 90% accuracy . This system is state-of-the-art and has an in­
that is capable of transmitting and receiving voice, digital text, creased range over older m odels.
1 06
Weight: 23 lbs ( 1 0 . 4 kg). M . D . C . : 1 2 . Range: 20 miles (32 hours of operation (translating into about 6-9 months worth of
km) and can track up to 72 separate targets. Battery Life: The frequent use). The spotlight can also be connected to a power
unit is powered by two standard E-Clips which provide enough pack or generator quadrupling its life . Cost: 8 , 5 00 credits.
energy for 1 44 hours of continuous operation. Cost: 5 ,500 cred­ 60,000 credits for a power pack or generator.
its.

Wilk's Holographic Mini-Camera


This device is about the same size as a small pair of binocu­
lars and records three-dimensional images in the same manner
as an old VHS hand-held camera. Sound and images are re­
corded on three inch computer discs which can be played on the
Wilk ' s PC-2020 Field IdentifierlLaser Holographic Portable
Computer. The discs have enough space to record up to six
hours of images.
Weight: 4 lbs ( 1 . 8 kg). Range : 1 000 feet (305 km). Battery
Life : The mini-camera is powered by a standard E-Clip which
provides enough energy for 72 h ours of continuous operation .
Cost: 1 0,000 credits. Discs cost about 5 0 credits each.

Wilk's Ultra-Pocket Laser Distancer


Wilk's LRF -3 Laser Designator
A small device, roughly the size of a cigarette lighter, that is
used to measure distances . The unit has an LED display with a The LRF-3 Laser Designator is a man-portable device that
built-in calender, c lock and alarm clock capability. proj ects an invisible laser beam to designate or "paint" targets
for laser-guided missiles and bombs. The beam reflected from
Weight: 4 ounces ( 1 1 3 grams). M.D. C . : One . Range : 6000
the "painted" target is a beacon for the laser-seeker guidance
feet ( 1 829 m). Battery Life: A built-in battery provides enough
module in precision CS missiles . This designator is similar to
power for 8 00 hours of operation (which usually translates into
standard rangefinder binoculars in operation and basic design .
5- 1 0 years of norm al use) . It can be recharged with an adapter
The operator views a target through the eyepiece, centers the
using a standard E-Clip, which takes about 1 0 minutes . Cost:
cross-hairs on it and presses the button. Unlike with the
1 , 800 credits .
rangefinder, the laser beam must be left on the target to desig­
nate until the munitions arrive. The L RF-3 can be used to direct
Wilk's Laser Flashlight missiles from the Mark IX to strike identified targets.
Weight: 8 lbs (3 .6 kg). Range : 6 miles ( 1 0 km). Bonuses :
Wilk ' s produces a series of high-powered laser flashlights
Laser-guided munitions are +3 to strike . Cost: 8,000 credits.
that provide greater illumination and range than a normal flash­
The LRF-3 on its own is useless. To be effective it must be used
light. The flashlights have both a visible light and an infrared
in conjunction with the Mark IX or another MLV .
setting, the latter can only be seen by individuals who naturally
see in the infrared spectrum of l ight or are using an IR optics
system or thermal-imager. Wilk' s also sells mounting brackets
so that a laser flashlight can be easily attached to most military
grade rifles . Miscellaneous
Weight: 1 . 5 lbs (0 .7 kg). M . D . C . : One. Range: 1 000 feet
(305 m). Battery Life : A built- in battery provides enough
power for 800 hours of operation (which usually translates into
E quip ment
1 -3 years of normal use) . It can be recharged with an adapter us­
ing a standard E-Clip, which takes about 1 0 minutes. Cost:
Weapons
2,000 credits .
Ballistic Kn ives. A ballistic knife is a combat knife that can,
in addition to normal hand to hand use, propel its blade with le­
Wilk's High-Powered thal force. When the trigger is pressed the blade shoots out from
Laser Floodlight the handle, propelled by means of a powerful coiled spring, and
A large floodlight designed for mounting on a vehicle, tower strikes with several times the force of a normal stab. The ballis­
or wheeled mounting that can be pulled by a vehicle or troops. It tic knife is totally silent, can penetrate light S.D.C. body armor
has two settings, both visible light and infrared, the latter of and is effective to a range of 9 m (3 0 feet). Bal listic knives are
which can only be seen by those w ith IR or thermal-imaging op­ fairly unusual and rare weapons typically used by City Rats ,
tics and individuals who see in the infrared spectrum of light. thieves, bandits, and other criminal elements.
Weight: 25 lbs ( 1 l .25 kg) . M.D.C. : 6 . Range : 1 400 feet Weight: One pound (0.45 kg).
(426.7 m), and illuminates a 1 0 foot (3 m) diameter area. Bat­ S . D . C . Damage : I D 6 S . D . C . from a stab or slash, or 2D6 S.D.C.
tery Life: A built-in battery provides enough power for 800 when fired as a proj ectile.

1 07
Rate of Fire : One.
Effective Range : 3 0 feet (9. 1 m).
Payload : One.
Cost: 600 credits.
Ballistic Vibro-Kn ife. A new twist on an old idea, the ballis­
tic V ibro-Knife is essentially identical in concept to a standard
ballistic knife except that it fires a Vibro-Blade capab le of in­
flicting Mega-Dam age. This weapon is also uncommon, but
somewhat popular in underworld circles and among Head­
hunters.
Weight: 2 Ibs (0 . 9 kg).
Mega-Damage : 1 06 M . D . from a stab or slash, or it inflicts 206
M.D. when fired as a projectile.
Rate of Fire : One.
Effective Range : 3 0 feet (9. 1 m).
Payload: One.
Cost: 8,000 credits .
Garrotte. The garrotte is an ancient strangling weapon that
has been used by assassin s for centuries. It is a simple weapon ,
basically just a length of thin, sharp w ire often with wooden
handles at both ends. To use the garrotte a would-be assassin ap­
proaches his victim from behind, places the wire around the vic­
tim ' s neck, crosses the handles and pulls. If the assassin makes a
successful Prowl skill roll, the victim is caught unawares and
damage from the attack is inflicted direct to Hit Points . Should
the intended victim detect the attacker' s approach, i.e. a failed
Prowl roll, he has the chance to defend h imself and the damage
is subtracted from S . D . C .
Weight: 2 ounces (56.7 grams).
S.D.C. Damage : Inflicts 406 S . D . C . , plus P.S. damage, every
melee round . Damage : 204 S.D.C., plus P . S . damage bonus (if any), as well
Cost: 3 0 credits. as the penalties listed above. Once the stun capabilities are mo­
mentarily used up, the device can be used like brass knuckles,
Vib ro-Garrotte. This is a modernized version of the ancient
adding 1 04 S.D.C. damage to normal punches.
garrotte that channels a Vibro-Energy cutting field along the
wire . As a result, this garrotte is capab le of inflicting Mega­ Payload: Two neural stun attacks. May be recharged four times
Damage, making it a highly lethal weapon (especially to S.D.C . by a standard E-Clip.
creatures). Power for the V ibro-Garrotte is provided by cylindri­ Cost: 9,000 credits .
cal E-Clips housed in the handles at both ends of the wire . In Olterak Mace Spray. Olterak mace is a debilitating chemi­
combat, the Vibro-Garrotte is employed in the exact same way cal spray that comes in a small aerosol canister. This is a
as the conventional S . D . C . version described above (see garrotte non-lethal, personal defense weapon similar to mace or pepper
description for details). The cylin drical E-Clips provide enough spray. The difference is that the spray in this canister uses a syn­
energy for one hour of continuous use. thes ized chemical taken from the musk of a skunk-like creature
Weight: 4 ounces ( 1 1 3 grams). from another dimension. It is far more effective than earth vari­
Mega-Damage : Inflicts 404 M . D . per melee round. ants and works even against supernatural and m agic creatures .
When the victim is sprayed he suffers penalties of no initiative,
Cost: 850 credits for the garrotte, E-Clip cylinders cost 200
-5 to strike, parry and dodge, reduce attacks per melee by half
credits each .
and reduce Speed attribute by one third. If a successful save vs
Neu ral Du sters. Styled after brass knuckles, the Neural non-lethal poison is made, all penalties are reduced by half.
Duster is a compact, easily concealed variation on the Neural Weight: 1 lb (0.45 kg) .
Mace. The weapon fits over the fist and when it strikes, releases
Damage : 1 04 S.D.C. plus penalties listed above.
a neural disruptive pulse that temporarily incapacitates the vic­
tim . If the victim fails to s ave vs Neural Stun, a 1 6 or higher, he Duration : 1 06 melee rounds for the penalties, but the stink lin­
is rendered unconscious . Even if the victim saves and remains gers for 1 06 hours and sprayed victims are +20% to track by
conscious, he will suffer penalties of -8 to strike, parry and Dog Boys and other beings who can track by smell.
dodge, loses two melee attacks, and Spd is halved for 204 me­ Rate of Fire : Each blast counts as one melee attack/action.
lee rounds. Effective Range : 1 0 feet (3 m).
Weight: One pound (0.45 kg). Payload: Six uses.
Cost: 1 000 credits.
1 08
typical web gear the tacvest is lighter, more compact, less cum­
bersome and makes it easier to get at equipment - especially
magazines for weapons. Normally the vest is covered in pock­
ets, pouches and straps for the attachment of essential equip­
ment like portable walkie-talkie radios, ammo clips, grenades ,
Vibro-Knives, handcuffs, Neural Mace or nightstick, etc . On
most models the ammo pouches are removable, meaning that
the user can attach pouches of the appropriate s ize for his per­
sonal weapon. Some tacvests have internal compartments for
Kevlar-style bulletproof materials, effectively making it a frag
vest, useful for S . D . C . settings . Weight: 2 lbs (0 . 9 kg). A.R. : 1 6
(covers the torso only, s o the M . D . C . TacVest has an A.R. simi­
lar to Cyber-Armor) . Cost: 500 credits for an unarmored
TacVest, 2 ,400 credits for a standard S.D.C. model ( 1 20
S.D.C ' / 1 M . D . C.), or 25,000 credits for one with 25 M.D.C. ar­
mor plating.

Cam ouflage: Black Covert Jum psuit. This is a one piece,


black body-suit and hood made of a durable, non-flammable
S . D . C . fabric. Its design is similar to regular combat fatigues
with a multitude of pockets. These suits are typically used by
professional thieves, assassins and spies for miss ions of infiltra­
tion, sabotage and espionage. Cost: 1 00 credits. Bonus: +5% to
Prow I at night.

Cam ouflage: Gh illie Suit. The gh illie suit is a three dimen­


sional camouflage covering that fits over body armor and is de­
signed to help conceal its wearer from observation (+5% bonus
to Prowl and + 1 0% to B lend). Ghillie suits are made from strips
of camouflaged burlap cloth that effectively break up the silhou­
ette of its wearer and make it easy to hide in natural vegetation .
Typically these suits are used by snipers , reconnaissance troops
and game hunters to stalk up on targets unobserved, and are in­
credibly effective even in grassy fields and scrub land. Cost:
500 credits .

Cam ouflage: Stealth G h illie Su it. This is basically an ad­


Clothing: Specialized
vanced version of the basic ghillie suit listed above. The suit is
Armor: Light Tactical Armor. Th is is a light Mega-Dam­ designed to slip over the top of standard body armor, held in
age body suit made from a polymer weave fabric with semi­ place by a harness and tie-downs for the arms and legs. Its exte­
rigid M.D.C. plastic plates that provides the wearer with 6 rior is a many-layered, three dimensional covering made from
M . D . C . It is lightweight, has excellent mobility (no penalty to strips of camouflage cloth to provide visual concealment (+ 1 0%
Prowl) and is completely invulnerable to S . D . C . weaponry . bonus to Prowl and B lend skills). What makes the suit more ad­
Light tactical armor is mainly used by police and security per­ vanced is the interior layer which is electronically cooled by
sonnel in urban areas where Mega-Dam age weaponry is illegal means of a standard E-Clip (48 hours of use) to suppress the
and not easily avai lable. Weight: 6 lbs (2 .7 kg). M.D.C. : 6; pro­ wearer' s thermal pattern. Due to this coo ling system, the stealth
tective helmet additional. Cost: 5 ,000 credits . suit cannot be detected by thermal-imagers at ranges greater
Armor: M.D.C. Flight Su it. B ased on the design of the Glit­ than 200 feet (6 1 m), and even within close range, attempts to
ter Boy pilot suit, this is a non-restrictive, lightweight body suit detect the heat signature of the person inside the suit suffer a
that nonetheless provides its wearer with Mega-Damage protec­ penalty of - 3 0% to the operator' s Read Sensory Equipment skill.
tion . The flight suit is made of multiple layers of a polymer The CS, Northern Gun and Wellington all produce versions of
weave fabric reinforced in vital areas by semi-rigid M.D.C. this suit. Cost: 3 , 5 00 credits .
plastic plates. It is not meant as a front-line armor suit, but de­ Cam ouflage Netting: Not clothing, but camouflage netting
signed for aviators , vehic le crews and power armor pilots as a made from cloth with a special, computer generated pattern at­
last resort protection measure if their vehicle is destroyed, shot tached to a large cargo netting. These nets are used to conceal
down, crashes, or is breached. Weight: 1 1 Ibs (5 kg). Mobility: cases of supplies, cargo, parked vehicles, tents , buildings and
Unrestricted (no penalties). M.D.C. : 22 (main body). Cost: defensive positions. Anyone attempting to detect an item or ob­
20,000 credits. j ect covered by one of these nets suffers a penalty of - 1 5 % to the
Armor: TacVest. The tactical vest is a popular alternative to Detect Concealment skill. A typical net is large enough to cover
standard webbing or utility gear, often used by special forces, a 1 0 by 1 0 foot (3 x 3 m) area, but may be comb ined with other
hostage rescue teams and urban tactical forces. Compared to nets to cover larger surfaces. Cost: 2 5 0 credits .
1 09
Pilot's Survival Kit: Being shot down behind enemy lines or telephone tenninals. It functions in the same way as an intercom
in a hostile wilderness is a real concern for pilots. To give them and once set up, is a non-portable, stationary communications
a better chance for survival and eventual recovery, most militar­ system . The big advantage to the phone system is that unless the
ies issue them a stripped-down, l ightweight basic survival kit. fiber optic cable is severed or broken, there is no way for the en­
The standard design is a pouch-covered, web-vest assembly emy to eavesdrop, interfere or j am transmissions between the
worn over the flight suit at all times. The vest is olive drab, phone tenn inals. Cost: 800 credits per 1 00 feet (3 0 . 5 m) of fiber
somewhat bulky and doubles as a personal flotation device optic cable, and 200 credits per phone term inal.
(+25% to Swimming skill) in addition to containing basic sur­ Cellular Phone: These compact, lightwe ight and portable
vival gear. Includes a shoulder holster for standard-size hand­ hand-held telephones are still available on Rifts Earth, but only
guns (pisto ls or revolvers; including M.D. varieties), two at technologically advanced urban centers. Places in North
additional magazineslE-C l ips, multi-toollknife, heliograph (sig­ America that offer cellular service include all cities in the Coali­
naling mirror), map, compass, minimal first-aid kit, strobe light tion States, Old Town ' Burbs (and some New Town ' Burbs),
& tracking beacon, long-range walkie-talkie ( 1 0 milel 1 6 km Old Bones, MercTown, Northern Gun, Man istique Imperium,
range with 72 continuous hours of battery life), emergency Lazlo, New Lazlo, Free Quebec and Kingsdale, among a smal l
"space" blanket (folds to the size of an envelope), a half-liter handful of others (and the fal len kingdom of Tolkeen, as well as
squeeze bottle of water, water purification tablets, and an emer­ the New Gennan Republic and the tech cities of Japan). Calls
gency food ration (holds a handful of condensed, energy- and are only possible within city limits and, due to the lack of satel­
protein-packed meal replacement bars good for three days) . lites and phone lines, long-distance calls between cities are im­
Weight: 1 5 lbs (6.7 kg). Cost: 500 credits plus the cost of the possible. The biggest problem is that cellular phones are an
sideann . Note : The kit is not meant to support a prolonged sur­ "unsecured" means of communication, they use commercial air­
vival effort, instead it is for a short-distance, limited duration es­ waves and are very easy to trace, track, tap into, monitor and re­
cape and evasion. It is adequate for a period of 24-72 hours , cord . Range : Effectively limited to w ithin city lim its . Weight:
during which, in most cases, the p i lot will be rescued. After that As small as a beeper and as light as 5 ounces ( 1 4 1 . 8 grams) .
time, the individual must rely on his own abilities to forage and Cost: 1 5 0 credits for the phone, 3 0 credits per month for basic
survive in the wilderness . service, plus the cost of air time (probably 50- 1 00 credits per
month for l ight to average use) .
Secu re Cellular Phone: Secure cellular phones are identical
to regular c ivilian models except for the addition of a scrambler
chip . This chip uses a computer-generated algorithm to encrypt
its transmissions, making it difficult for outsiders to tap and
eavesdrop unless the matching phone has a chip loaded with the
identical encryption code or other tapping system is used. At­
tempts to decrypt the transmission suffer a penalty of -20% .
Popular among City Rats, Rogue Scholars, Rogue Scientists, un­
dercover agents/spies and members of the criminal underworld.
Ran ge: Effectively limited to within city limits . Weight: As
small as a beeper and as l ight as 5 ounces ( 1 4 1 . 8 grams). Cost:
5,000 credits, typically only available from the Black Market,
intelligence agencies and elite mil itary personnel .
E a r Mic Radio Receiver and T ransm itter: A tough, reli­
able radio accessory device that p lugs into the ear. With the help
of a transducer connected to a receiver/transmitter device, and
manually activated for speaking or l istening modes, the user can
both listen and speak through the earphone. This is possible be­
cause the ear canal captures outgoing sound (voice), as well as
incoming sounds. It is so effective that the user can transmit
softly spoken words just above that of a whisper. Compatible
with any portable, two-way radio equipped with an external
speaker/microphone or bionic radio systems. Range: One mile
( 1 .6 km). Weigh t: 6 ounces ( 1 70 grams), Cost: 2,200 credits .
Field Expedient A nten n a : It is possible to boost the range
of a tactical radio set by rigging a field expedient antenna. There
are various methods of accomplishing this, but most involve
stringing a specific length of wire, either vertically or horizon­
tally, above the ground or arranged on the ground in a complex
"radiation pattern." To put up or m ake a field expedient antenna,
all that ' s needed is the skill Basic Electronics or Radio: Basic,
Communications Equipm ent the latter at a - 1 0% penalty . Range: Doubles the range of the ra-
Field Telephone: A m il itary version of a standard phone dio set. Weight: 1 0- 1 5 lbs (4 . 5 to 6 . 8 kg) depending on the ma-
system with a fiber optic land line conn ecting individual field terials used . Cost: 1 00 credits for the materials to make one, or
110
300 credits for a m inimal construction necessary, pre-built unit. user. Mercenaries, warriors and athletes use PEDs to get an edge
Note: A laser communications relay station is twice the size and in competitions and combat situations . The downside to these
weight, requires a ready to build kit and costs 1 0,000 credits. chemicals is that some are potentially addictive, they are illegal
substances in numerous kingdoms, including the Coalition
States (with stiff penalties simply for possession), and regular
Com munications & use for as little as a year or two can have a lasting impact on the
Surveillance Equipment user ' s body - typically reducing one ' s life expectancy by 2D6
years, causing joint and muscle stiffness, aches and pain (similar
Note: All surveillance devices are illegal or restricted to po­
to arthritis or gout) by age 40, and often (62% of the time)
lice and government agencies in the Coalition States and most
leadint to substance abuse (drugs and/or alcohol) .
high-tech commun ities. All are available from Wilk's Laser In­
dustries and the Black Market. Dragon Ho rmone, a.k.a. "DH" : This type of PED is a ste­
roid synthes ized from the hormones of giants, dragons and other
Am plified Sound Detector: A device designed for security
supernaturally strong beings. Unlike most other PEDs on the
and espionage purposes to extend the range of normal hearing. It
market, these do not have an immediately noticeable effect but
is a two-piece unit, consisting of headphones and sound detec­
must be taken over a period of several weeks to produce results .
tor, which at first glance, resembles a very large flashlight. The
Duration of Benefits & Bonuses: Permanent, so long as the
detector utilizes a built-in, 3 . 5 inch (9 cm) parabolic dish for
character maintains a strict physical training regimen, including
sound mirror effect. Amplifies normal sound by several thou­
weight lifting, and takes DH on a daily basis. Bonuses :
sand times so that a whisper can be heard at 300 feet (9 1 . 5 m) .
+ I D6x 1 0 lbs in weight/muscle m ass, + I D6+4 to P . S . , + I D4 to
Weight: 2 lbs (0 .9 kg). Cost: 2,400 credits .
P . E . , +3 D6+3 to S .D.C. and raise ordinary human P . S . to the
Cellular Telephone Transmission Intercepto r: A device equal of Bionic/Augmented Human P. s. Level of Addictive­
about the s ize of a handheld computer with an extendable an­ ness : Medium to high. Cost Per Dose: 1 2 5 credits per daily
tenna and earphones designed to pick up nearby cell phone sig­
dose, that ' s 875 credits for a week ' s dosage . Penalties: Serious
nals/transm issions, focus on a specific transmission and listen side effects are likely from these hormones, which are not al­
and record it. Can also trace the transmission from its sender to ways compatible w ith human/mortal biology. Roll on the fol­
the receiver, but only so long as the connection (conversation) is lowing side effects table.
ongoing. Weight: 2 lbs (0.9 kg) . Range: 1 200 feet (366 m).
Cost: 8,000 credits .
Laser Eavesd ropping Device: A h igh-tech eavesdropping
electronic device that uses a focused laser beam . The invisible
beam is projected at the window of the room that the operator
wishes to spy on. When the occupants of the room speak, the
sound waves produce vibrations in the w indow glass, which is
then translated by the laser beam into an audio recording at the
receiving end of the device. Weight: 1 5 lbs (6 . 8 kg). Range:
4000 feet ( 1 2 1 9 m). Cost: 6,500 credits .
Weapon Scanner : This handheld device is used to detect
concealed and cybernetic/bionic weapons. It works by detecting
the presence of metal compounds and energy sources, both of
which are common components of m odem weaponry. The
weapon scanner has a re latively short range, but is powerful
enough to detect even cybernetic and bionic weapons implanted
inside an organic host with an accuracy of 87%. Weight: 5 lbs
(2 . 3 kg) . Range: 1 00 feet (30.5 m). Cost: 1 0,500 credits.
Wh ite Noise Generator: A small electronic device the size
of a cigarette package that generates white noise, which is used
to muffle conversations and distort bugging systems by 40% to
defeat eavesdropping. Weight: 2 lbs (0 . 9 kg). Cost: 2 ,000 cred­
its .

Chemicals/Performance
Enhancing Drugs
Performance enhancing drugs, or PEDs, are narcotics de­
signed to increase physical performance in the areas of agility ,
strength and endurance. These chemicals d o not produce a
"high" in the same manner as recreational narcotics, but can dra­
matically boost physical attributes for short durations which, in
tum , provides an adrenaline buzz and/or emotional high for the

111
01-20% Lucked out, no side effects - yet. Rol l again in six additional 1 04 hours at his normal level before the penalties
months. kick in. Without Q, however, the addict fights poorly, as if all
21-40% Skin becomes noticeably hard and rough, which is combat bonuses and skills are half, and he is - 1 melee attack .
usually a romantic tum off; also reduce P . B . by 1 0%, and skill s Furthermore, the Q-junkie is paranoid in combat without the
requiring a fine o r delicate sense of touch, like Palming, Pick drug and fears he will die in combat. This takes away all bo­
Pockets, Safe-cracking and surgery or mechanics skills are -5%. nuses to dodge and the warrior is -3 to save vs Horror Factor
41-60% Muscle stiffness in the joints. Reduce speed attribute and illusions. Cost Per Dose: 6000 credits, sometimes double.
by 1 0% and -2 on initiative . 0 1 -5 0% chance pain and penalties No Doze Stimulant, a.k.a . " Sleep Away" : Chewab le tablets
are permanent even after the character stops taking DH . containing a moderate strength stimulant that fights the symp­
61- 70% Severe m uscle stiffness. Reduce speed attribute by tom s of fatigue and keeps away s leep. By taking these tablets it
20% and attacks per melee round by one . Permanent, even after is possible to go without sleep for periods of several days with­
the character stops taking DH . out any negative effects . Duration : 1 2 hours per dose. Bonuses :
For the duration of the effect the character does not require any
71-80% Paralyzing muscle cramping when the user is dehy­
sleep and remains alert. Penalties : Once the character stops tak­
drated or exhausted. 0 1 -50% arm cramp and pain renders the
ing Sleep A way he immediately feels the effects of prolonged
limb useless for 1 D6+ 3 m inutes. 5 1 -00% leg cramp and pain
fatigue, fmds it near impossible to stay awake and is - 1 0% to
locks the leg, making it impossible to move; limps at half Spd
perform skills (increase the skil l penalty - 1 0% for every 24
for I D6+3 minutes . The problem persists as long as the drug is
hours without sleep). An exhausted character is -5 on initiative,
taken and there is a 0 1 -30% chance it is permanent and persists
-4 on all combat rolls, Spd is -40%, and reduce attacks per me­
even after one stops using DH.
lee by halt1 Level of Addictiveness: Medium . Junkies are fidg­
81-90% Skin discoloration, itching and flaking. The skin
ety, hyper, seldom sleep more than 3 -4 hours a day, and often go
turns a sickly grey, green or pale tone, and scratching itchy skin
3-6 days at a time without sleep . Cost Per Dose: 1 00 credits.
leaves marks and creates flakes (body dandruff). Reduce P.B . by
Block-Out: A rare chemical imported from an alien dimen­
30% and M .A . by 20%, there can be no denying one uses DH
sion that provides increased res istance to psychic abilities. Use­
(as this is a known symptom), the character is - I on initiative
ful for meres who know they have to confront powerful
and maybe considered diseased or unsanitary. Problem remains
psychics such as the Mind Melter or Mind B leeder and others .
for as long as the drug is used, and may become permanent
Duration: I D6x 1 O minutes. Bonuses : +3 to save vs psionic at­
(0 1 -60% chance) if DH is taken for more than eight years.
tacks, +4 to save vs m ind control and illusions. Penalties : The
91-00% Sexually impotent, no sex drive; applicable to males user tends to be a little irritable and gets a dul l headache that
and females. Drive returns 1 D4 weeks after going off DH, but lasts 1 D4 hours per dose of Block-Out. Taking more than three
the problem remains as long as the drug is used. doses in one day may also interfere with one ' s ability to sleep .
Synthetic A d renaline a. k.a. "Rush" : A substance identical Level of Addictiveness: Low . Cost Per Dose: 1 ,200 credits.
to the adrenaline in the human body, but synthesized from Note: Also see Medical Equipment.
chem ical compounds . When inj ected the character gets a chemi­
cally induced rush or surge of added energy, strength and speed.
This super adrenaline is similar to some of the chemicals used in
the Juicer b io-comp system . Duration: I D I O+ 1 0 minutes. Bo­
nuses : + I D4+2 to P. S . and + 1 D6+6 to Spd attributes, +2 to save
vs poison, drugs or disease, +1 on initiative, +1 to strike, +2 to
parry and dodge and + 1 attack per melee round! Penalties :
Once the effects wear off the character feels exhausted, clumsy
and lethargic . Reduce speed by 30%, -2 attacks per melee round,
-2 on initiative and - 1 to strike, parry, dodge and other combat
moves for one hour. Level of Addictiveness: Medium. Cost
Per Dose: 500 credits.
Qwik-Heal a. k.a. "Q": Qwik-Heal is a combination of coag­
ulant, painkiller, and stimulant with a tissue regenerative com­
pound synthesized from D-Bees with natural bio-regenerative
Construction Equipment
abilities . It is possible to take Qwik-Heal as a preventative mea­ Diam ondback Chainsaw: Similar to a conventional chain­
sure prior to engaging in combat (causing wounds acquired after saw except that the Diamondback is converted to use an electric
taking Qwik-Hea1 to mend before one ' s eyes), or after getting an engine powered by standard E-Cl ips or a heavy e lectrical outlet,
injury. Duration : 4D4x 1 0 minutes. Bonuses : No b lood loss, and the saw blades are made of diamond . The D iamondback is
pain and exhaustion penalties are halved, and bio-regenerates capable of cutting through Mega-Damage materials, including
2D6 S .D .C . or Hit Points every 1 0 minutes. Penalties : When M .D .C . body armor, although it is designed to be used as a tool,
the drug wears off the character feels exhausted and his body not a weapon. Weight: 8 lbs (3 .6 kg). Damage: Inflicts 2D6
aches for 1 D4 hours; reduce Spd and all combat bonuses by M .D . per melee round. Payload: An E-Clip provides enough
half, skill performance is - 1 0% for the duration . Level of Ad­ power for one hour of continuous use. Cost: 5 , 5 00 credits, and
dictiveness : Medium. A ddicts believe they need Q to fight at replacement diamond chainsaw blades cost 1 ,500 credits each.
their top level or to survive serious combat. A h it of Q has the Handheld M.D. Power D rill: This is an extremely powerful,
usual effect for the usual duration, but the addict can fight for an handheld power tool that can be fitted with drill bits, sockets
112
and screwdriver heads. It generates enough torque to tighten or
rem ove bolts on tanks or robot vehicles. Powered by special, re­
chargeable, cylindrical energy cells. Weight: 4 Ibs ( 1 . 8 kg) .
Dam age: Inflicts I D4 M .D. per melee when fitted w ith dia­
mond drill bits . Payload : The rechargeable E-Cel ls provide
enough power for thirty m inutes of continuous use; an E-Clip
adapter unit gives it three hours. Cost: 1 ,200 credits .
Vib ro-Cutters: These are high-tech bolt cutters that use a
Vibro-Energy field to cut through Mega-Damage materials.
Vibro-Cutters are used to cut through thick tree branches, wire,
metal bolts, conduit, locks and similar S.D.C. and M.D.C. struc­
tures. Weigh t: 2 Ibs (0 . 9 kg). Mega-Damage: I D4 M.D. Pay­
load : An energy cell provides enough power for 30 minutes of
continuous use; an E-Clip adapter unit gives it five hours. Cost:
2,400 credits .
Plas m a To rch : A welding and cutting torch that projects a
short stream of superheated plasma. The plasma torch inflicts
Mega-Damage and is des igned to bum through heavy armor
plating l ike that on an M . D . C . main battle tank. Requires a hip
or back mounted plasma canister. Weight: 5 Ibs (2 .2 kg).
Mega-Dam age: Three settings: I D6, 2D6 and 3 D6 M.D.
Ran ge: 2 feet (0 .6 m). Payload : The canister holds enough
super heated plasma for 20 cutting blasts at maximum power.
Cost: 1 0,000 credits .
E lectrom agnetic Nail G u n : A device similar to a conven­
Explosives & Detonators (S.D.C.)
tional rail gun except that this is a tool designed to drive nails There are a large number o f explosive devices availab le on
and bolts into Mega-Damage structures and materials. Power is the open and Black Markets of Rifts Earth. Not all are military
provided by an E-C lip (two hours of constant use) or a backpack grade, Mega-Damage explosives, in fact many of the explosives
or hip power pack (six hours of continuous use) . This device is sold in North America are S . D . C . charges intended for use in
not designed to be used as a weapon but can be employed as one construction, mining and industry. Generally speaking, explo­
in an emergency situation. Weight: 6 lbs (2 . 7 kg). Mega-Dam­ sives are a restricted substance that cannot be purchased except
age : 1 M.D. per shot/nail . Range: Touch or up to 5 0 feet ( 1 5 .2 by legitimate companies and/or military or defense organiza­
m). Payloa d : Nails are loaded in clips of 200. Cost: 8,000 cred­ tions.
its . Dyn am ite: A nitroglycerin based S.D.C. explosive widely
Min iature Fusion Power Plant: A portable, nuclear power used in mining, demolition and road construction . Dynamite can
generator approximately the size of a large suitcase or smal l be detonated with blasting caps and time delay devices, as well
trunk. It provides power output equal to a big robot vehicle en­ as other detonators . Dam age: I D4x 1 O S . D . C . Blast Radius: 1 0
gine . The m iniature fusion plant can be used for any number of feet (3 m). Cost: 3 0 credits per stick.
tasks from providing power for a camp, building or ham let, re­ Liq uid Nitroglycerin : An extremely dangerous, unstable
charging electric engines or E-Clips, powering heavy equipment S . D . C . exp losive concentrate used in the creation of dynamite .
or even as a replacement for a vehicle' s nuclear power plant. A sudden or severe jerk, bump or j ar can cause the liquid nitro­
Weight: 48 lbs (2 1 . 6 kg). Payload : The m iniature plant has an glycerin to detonate (there is a 0 1 -20% l ikelihood, increase that
energy life of 1 0 years . Cost: 2 million credits. to 0 1 -3 5% in heat greater than 82 degrees Fahrenheit) . Mainly
Veh icle Diagnostic Com puter: This is a handhe ld style due to its unstable nature, this explosive is not commonly avail­
computer sensor that when connected to a vehicle, robot or able to anyone but the most skilled and bonafide user. Damage:
power armor suit, detects mechanical, e lectrical and computer 4D4x l 0 S.D.C. (equivalent to one M.D.). Blast Radius: 20 feet
problems. Not only will the Diagnostic Computer locate the (6. 1 m). Cost: 200 credits per ounce/charge.
source of the prob lem, it provides the user with a holographic Cutting Charges : Similar to detcord, this type of explosive
schematic of the malfunctioning mechan ism along with specifi­ is a linear shaped charge that produces a directional b last capa­
cations of the parts that need to be repaired or replaced and the ble of cutting through poles, pipes, cables, doors, windows and
common, recommended procedure to effect the repair. The Ve­ walls. The charge looks like a length of triangular shaped wire
hicle Diagnostic Computer is a valuable tool that quickly identi­ with an adhesive strip along one side for easy attachment to the
fies problems and greatly speeds up repair time . Weight: 3 Ibs target. It is extremely useful for urban combat as it produces
( 1 .3 kg). Accu racy: 92% for common Rifts Earth manufactured only localized damage, meaning that it can be employed safely
vehicles; however, accuracy drops to a mere 30% when dealing without resulting in collateral damage. Cutting charges are often
with alien or extra-dimensional vehicles . Bon us: + 1 0% to ap­ used by special forces and counter-terrorist forces as breaching
propriate M echanics skills. Even someone with Basic Me­ charges to gain entry into target buildings and/or vehicles by l it­
chanics can attempt to make the repair, but without the erally blowing open a doorway. Weight: 9 Ibs (4 kg) per 6 foot
aforementioned bonus. Cost: 8 0,000 credits. ( 1 . 8 m) length . Damage: Available as S . D . C . and M . D . explo-

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sives . S . D.C. Cutting Charge : 2D4x l O damage . Mega-Damage E lectronic Time Delay: An electronic fuse that is set like an
Cutting Charge: 4D6 M . D., in both cases, the damage is done alarm clock for a specifIc time delay of up to 24 hours . At the
only along the line of the surface on which it is placed. Cost: end of the countdown the device releases an electric blast which
S . D .C. : 200 credits per 6 foot ( 1 . 8 m) length, 1 ,2 00 for an M .D . in tum ignites an explosive charge . Weight: 4 ounces ( 1 1 3
equivalent. gram s). Cost: 250 credits.
Blasting Cap: A blasting cap is a small primer charge simi­ Min i-Motion Detector Detonators : Specialty detonators
lar to that used in a conventional bullet. When the cap is struck equipped with m iniature m otion sensors s imilar to the ones used
or ignited it detonates, in tum igniting an explosive charge . in the cybernetic implant. These sensors can be set to detonate
These are small, inexpensive and relatively commonplace. A when the target is within a pre-set interval, anywhere from 1 0
simple blasting cap is capable of setting off most explosive de­ feet (3 m) to 200 feet (6 1 m). Weight: 2 ounces (56.7 grams).
vices . Weight: 4 ounces ( 1 1 3 grams) for a package of 20. Dam ­ Cost: 400 credits .
age: I D4 S .D.C . but is normally used to set off larger explosive Molecular Decaying Detonator: An organic alien fuse that
charges, plastique, etc. Cost: 1 00 credits for a package of 20 . is virtually undetectable by modem sensor devices. The detona­
Electric Blasting Cap: Similar to a regular blasting cap but tor contains an organic compound that has an incredibly short
this style of detonator releases an electric blast to ignite the main half life and degrades at a rapid rate. When the molecules of the
charge rather than exploding. Weight: 4 ounces ( 1 1 3 grams) for compound completely break down they release an electric
a package of 6. Damage: I D4 S .D .C . but is normally used to set charge that can set off other explosive charges. Weight: 4
off larger explosive charges . Cost: 200 credits for a package of ounces ( 1 1 3 grams). Cost: 800 credits, poor and spotty avail­
6. ability.
Detcord : This is used in conj unction with fIring devices to Plunger Detonato r: A m anually operated detonator that is
detonate explosive charges. Detcord is a black cable or cord attached to explosives by means of detcord . When the plunger is
fIlled with a small amount of explosives that bums at a h igh rate turned it releases an electric spark that ignites the detcord which
and ignites other demolition devices or explosives . On its own, in tum causes an explosive charge to detonate. Weight: 2 Ibs
detcord is not especially useful and cannot produce an explo­ (0.9 kg). Cost: 300 credits. Note: This device is reusable and
sion . However, detcord can bum through S .D .C . materials such can be attached to multiple explos ive charges at one time .
as th in branches and wood, the cord is fIrst wrapped around the Imp rovised Detonator: An individual w ith training in de­
object and then ignited; th is is a useful trick for quickly clearing mol itions can make improvised detonators from common mate­
trees for landing zones, defensive positions, etc . Weight: 5 Ibs rials . An improvised detonator can be any type, including
(2.3 kg) per 1 00 feet (3 0 . 5 m) . Dam age: I D6+4 S .D.C . when pressure, pressure release, pul l or even time delay depending on
wrapped around a branch, wooden or plastic handle, etc. Cost: the materials used and the amount of time put into its creation .
Five credits per foot (0 .3 m) or 500 credits for 1 00 feet (30. 5 m) . Weight: Varies. Cost to Make: Anywhere from 1 5 to 1 00 cred­
Tim e Pencils : A type of simple time delay fuse that consists its for materials. Time: 1 - 1 0 hours depending on the complexity
of a spring- loaded fIring pin inside of a copper tube. Also inside of the device. Success Ratio: Equal to the character's Demoli­
the tube is a glass ampule of corrosive liquid and a steel w ire tions skill .
that holds the fIring pin cocked. The corrosive l iquid eats away
at the steel wire, releasing the fIring pin which strikes a blasting
cap after a specific time period. Weight: 7 ounces ( 1 98 grams) EOD Equipment
for a package of six. Dam age: I D4 S.D .C. ; is used to set off Anti-Mine Morta r: This is a special mortar round in a dis­
larger explosive charges . Time Delay: Depending on the type of posable launcher that is used to detonate land m ines from a safe
acid used in the pencil the delay can be anywhere from 10 min­ distance. When fired, the mortar round arcs through the air, into
utes to 15 hours . Cost: 300 credits for a package of six . the minefie ld, setting off a seismic shock wave within the earth
Pressure Fuse: This firing device is a small metal or plastic on impact. This shock wave has a 0 1 -66% chance of detonating
box that is activated when 40 Ibs ( 1 8 kg) of pressure is applied, (doing their normal damage) each land m ine in the target radius .
in a fashion s imilar to a land mine. The box contains a blasting Weight: 6 Ibs (2 .7 kg). Dam age: Only from the m ines set off.
cap that is triggered when pressure is applied, thereby setting off Effective Range: 1 5 0 feet (45 m). Radius of Effect: 60 feet
a larger explosive charge. This style of fuse or firing device is ( 1 8 . 3 m) . Cost: 5 ,000 credits .
commonly used for sabotage purposes, traps and mines . Dem olitions Multi-Tool : This is a pocket multi-tool specifi­
Weight: 2 ounces (56 .7 grams). Cost: 80 credits each. cally designed for demolitions and used for preparing or disarm­
Pressure Release Fuse: A spring loaded firing device that is ing explosives. The multi-tool is made of a non-sparking, non­
already under pressure from a weight placed on top of the fuse . magnetic metal alloy and includes numerous tools, including
When the pressure is released the fuse detonates a blasting cap wire snips, pliers, knife blade, file, thin pick, tiny screwdriver,
and ignites a larger explosive charge . This style of fuse or firing etc. Weight: 4 ounces ( 1 1 3 grams). Cost: 1 2 0 credits.
device is commonly used for sabotage purposes, traps and Dual Purpose Bom b Detector: This handheld sensor com­
mines. Weight: 2 ounces (56 .7 grams). Cost : 1 00 credits each. bines the capabilities of a metal detector and chemical sensor
Pull Firing Device: Similar to a pressure release fuse, this which, in concert, can detect the presence of land mines and ex­
firing device is attached to a trip wire. If the attached wire i s plosives . Despite its limited range, a mere 60 feet ( 1 8 .3 m), this
pulled o r cut the device triggers its blasting cap, thereby igniting sensor is an excellent tool for the military, police and security
an explosive charge. This style of fuse or firing device is com­ forces, and construction crews. The unit detects explosives with
monly used for sabotage purposes, traps and mines. Weigh t: 1 a 0 1 -65% level of accuracy, + 1 5 % when the detector is within
ounce (28 .4 grams) . Cost: 75 credits .
1 14
one foot (0 .3 m) of the explosive (i.e. scanning a box, bag or
person). Weight: 3 lbs ( 1 .4 kg) . E ffective Ran ge: 60 feet ( 1 8 . 3
m ) . Cost: 1 0, 500 credits.
EOD Helm et: A heavy reinforced helmet that can be worn in
conj unction with most body armor suits, with built-in macro­
lens optics with 1 O - 1 00x magnification for close-in work.
Weight: 4 lbs ( l . 8 kg). M.D.C. : 65 . Cost: 1 6,000 credits.
EOD Armor: A suit of very heavily reinforced armor de­
signed for EOD work, and while the suit has good mob ility for
the hands and arms, it is not intended for combat. The EOD ar­
mor is restrictive and cumbersome, but is designed not to inter­
fere with EOD work. Weight: 30 pounds ( 1 3 . 5 kg) . Cost:
26,000 credits . Mobility: Very poor mobility, intended for EOD
work, not combat; -35% to Climb, Swim, Prowl , perform Acro­
batics and similar physical skills/performance. In addition, re­
duce the wearer' s speed attribute by half and he is -2 on all
combat actions . M.D.C. by L ocation : HeadlHelmet - 65; Arms
- 80 each (designed for delicate work, no skill penalties to De­
molitions Disposal, Basic Electronics or similar work); Legs -
1 1 0 each; Main Body - 1 20 .
Min e Detector: A basic, handheld mine detector that has a
0 1 -60% chance of locating mines before they are struck and det­
onated. It is essentially a metal detector, which m eans that it will
also indicate harmless metal fragments as well (fragments must
be the size of a bowling ball or b igger). Weight: 7 lbs (3 .2 kg) .
Effective Range: 1 5 feet (4 . 5 m). Cost : 2,000 credits .
Protective Tinted Goggles: These are a pair of wraparound,
tinted M . D . C . goggles des igned to give the wearer at least mini­
mal protection when dealing with explosive devices. The gog­
gles only protect the eyes. Weight: Six ounces (0.2 kg) . sweep second hand, depth gauge and depth warning alarm (vi­
M.D.C. : 9. Cost: 3 , 6 5 0 credits . brates and flashes) . Waterproof to a depth of 3 ,OOO feet (9 1 4 m) .
Cost: 900 credits.
Dive Beacon : A waterproof beacon and rescue marker that
Diving Equipment can be used on the surface or to a depth of 1 ,000 feet (305 m) .
Snorkel Kit: Consists of a mask, snorkel and fi n package for Operates on a standard E-Clip power source and displays either
shallow diving. All components are designed to fit over standard a visible or infrared strobe light. Cost: 300 credits.
body armor. Swim fins add 20% to swimming speed. Cost: 1 00 Waterproof Bag: A rubberized, waterproof bag with shoul­
credits. der strap that is large enough to hold a standard energy rifle,
S.C.U.B.A. Package: Includes an 80K cylinder (air tank) four extra ammo clips, a walkie-talkie, canteen, flashlight and a
with boot, datacom double console (PSI depth) , regulator, wet few similar, small items. Waterproof to a depth of 1 000 feet
suit, pack power supply and air tank with an oxygen capacity of (305 m). Cost: 1 50 credits.
90 m inutes. Designed to fit over conventional body armor.
Cost: 820 credits.
Self-Contained Rebreather: An underwater respirator lung Field Rations
that uses a special chemical process to recycle breathable air. Field rations, o r "rats," are a necessity for extended field op­
Every time the wearer exhales, the carbon dioxide passes erations . Weapons, ammo and machines may seem more impor­
through a chemical filter that recycles it into breathable oxygen tant but food is a necessity to keep troops fighting fit. History
molecules. The advantage of the rebreather is that it is a self­ has proven an army can survive without resupply of war mate­
contained system, meaning that unlike S .C .U.B .A. gear it does rial for several days but the same force would collapse without a
not release any bubbles to give away the swimmer' s position . steady supply of food. An average soldier needs 2000-3 000 cal­
Unfortunately, the diver cannot swim deeper than 1 3 0 feet (3 9 . 6 ories per day of fighting. Augmented humans - Juicers, Crazies
m) o r the pressure w i l l interfere w ith the chemical filter and the and D-Bees with h igh metabolisms - need to eat as much as
rebreather ceases to recycle oxygen. The rebreather filter pro­ 1 0,000 to 20,000 calories per day ! Unless troops can afford to
vides up to four hours of oxygen before needing to be replaced . waste time foraging in the wild, fresh food is not an option, and
Weight: 4 lbs ( l . 8 kg). Depth Tolerance: 1 30 feet (3 9.6 m). soldiers need to rely on prepared rations.
Oxygen Su pply: 4 hours ; designed to fit over the faceplate of Basic MRE : An MRE, Meal Ready to Eat, is a ful l meal that
standard body armor. Cost: 2,5 00 credits . only requires the soldier to add water, and comes in sealed pack­
Diver's Watch : A multipurpose digital and analog (hands) ages to prevent spoiling. These rations include a main entree ,
display, with an alarm, two time zones , timer, rotating bezel, fruit or dessert, drink mix and crackers or candy bar, and can be
115
eaten either cold or heated by a small, portable field stove . radar suffer a penalty of - 1 0% to the Read Sensory Equipment
MREs normally hold 2,000 to 3 ,000 calories, are fortified with skill. Each can holds enough paint to coat two suits of man­
vitamins and supplements , and are fairly tasty. Cost: 50 credits sized environmental body armor. Cost: 1 ,200 credits per can.
each . Com pass : The most basic and most important navigational
Freeze-Dried Ration : Originally designed in the 20th cen­ aid an exp lorer or an adventurer can have. When in proper
tury for the astronaut program, these rations are freeze-dried to working order and away from metal, magnets or electricity
preserve them over extended periods. While these rats stay good (which interfere with its operation), the compass can accurately
for months or even years , they typically are fairly dry tasting, determine direction . So long as the user knows what direction
and are often compared to cardboard by the troops. Moreover, a he ' s supposed to be heading, the compass will point the way and
freeze-dried ration is not particularly n ourishing compared to keep him from straying off course or traveling in circles. A
MREs or fresh food. Cost: 25 credits each. compass is a simple, rugged device unlikely to fail or break
Instant Heat MRE : B asically a standard MRE w ith the ad­ down in the field. Weight: 2 ounces (56.7 grams), Accuracy:
dition of a non-toxic, edible compound that produces a chemical with in 1 .0 degrees, Cost: 20 credits. Skill Bon us: A compass
reaction when exposed to air. Within a few seconds of opening provides a + I 0% bonus to the Land Navigation skill.
the main entree package its contents are heated just as if they ' d E lectric Heater/Stove : Powered by a regular E-Clip, this de­
been boiled on a cook stove. Cost: 7 0 credits each . vice is both a cook stove and a space heater. It provides a tre­
Mea l Bars : Designed as a meal replacement, these gra­ mendous amount of heat, considering its small size, enough to
nola-style bars are fortified with nutrients. While not particu­ keep an enclosed 1 0 by 1 0 foot (3 x3 m) shelter at room temper­
larly filling, the meal bar provides enough vitam ins and ature even in arctic conditions (at least 58 degrees Fahrenheit;
nutrients to keep a soldier going for a couple of days. Plus they typically 70 degrees in less extreme environments). Each stan­
require no cooking, are easy to carry and can be eaten quickly . dard rifle E-Clip supplies enough power for 6- 1 0 hours of con­
Cost: 5 credits each. tinuous operation (the colder it is, the sooner the energy is used
up). Weight: 5 lbs (2 . 3 kg). Cost: 250 credits.
Flare Gu n : A p lastic handgun that fires signal flares to illu­
minate an area. The flares light up a 300 foot (9 1 . 5 m) area for
about five melee rounds (75 seconds). It is not intended to be
used as a weapon, thus it is not balanced for aiming and W.P.
Handgun skill bonuses do NOT apply. Weight: 2 lbs (0 .9 kg) .
Ran ge: 5 00 feet ( 1 52 m) Damage: 2D6 S.D.C. per melee round
and bums for I D4 rounds. Rate of Fire & Payload : Two. Cost:
1 40 credits for the gun, flares cost 10 credits each .
Hard Dom e Shelter: An easily collapsible dome-style tent
made from a revolutionary, new, waterproof, Mega-Damage
miracle fabric that provides light M.D.C. protection. The dome
shelter has 1 0 M . D . C . and its fabric reacts to the exterior tem­
perature, reflecting heat in the summer and containing heat in
winter. These shelters come in three sizes ; two-man, four-man
and eight-man. Weight: 40, 90 and 200 lbs respectively ( 1 8,
40.5 and 90 kg). M.D.C. : 1 0. Cost: 3 ,500 credits for two-man,
7,000 credits for four-man and 1 4 ,500 credits for the eight-man
version. Poor availability.
IDF Com m ando W ristwatch: This wristwatch is a hallmark
of the Ishpeming Special Forces. Until about five years ago it
was issued only to these commando units, but since then has
been released on the open market by a subsidiary of Northern
Gun . The wristwatch is very durable, impact resistant (A .R. 1 4 ,
6 0 S .D.C.) and waterproof t o a depth of 3 000 feet (9 1 4 m ) . As a
chronometer it is nearly as accurate as an atomic clock, display­
ing the exact time and date . The watch has an alarm feature, one
that vibrates when it goes off (instead of emitting a beep that
can be heard by any nearby enemy) . It also functions as an al­
timeter for parachuting and is designed for use as a detonator for
explosives - either as a plunger when attached to detcord or as a
time delay detonator if the watch is attached to an explosive
Field Equipment charge. Cost: 1 ,3 00 credits .
Black Ball Spray Paint: B lack Ball is a special black matte Inflatable Patrol Boat: This is an e ight-man patrol boat con­
paint that reflects radar pulses. It can be sprayed on any obj ect structed from a rubbery material and is packed in an oversized
to give that piece of equipment a rudimentary stealth capability . rucksack. It is attached to a cylinder of compressed air that in­
Attempts to detect any obj ect coated with Black Ball paint using flates the craft in under a m inute, once it has been unpacked.

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The entire package , including the rucksack, patrol boat and four per foot or two of length (difficult to cut). Cost: 50 credits per
paddles, weighs 70 Ibs (32 kg). The paddles collapse to the size yard/meter of length; uncommon, poor availability.
of a folded entrenching tool, four are carried in pouches on the Metal-Spray: The latest in armor repair equipment from an
rucksack exterior. Additional paddles must be carried separately alien dimension, this spray allows for l imited field repairs on
by the members of the patrol . Weight: 70 Ibs (3 2 kg). S.D.C. : body armor, robots and vehicles. The spray is a super-epoxy and
200 (equal to 2 M.D.C.). Cost: 3 ,200 credits. Note: A silent, metal alloy that seals gaps in armor by becoming a rap id-hard­
E-CJip powered portable electric m otor is designed for this ves­ ening M.D.C. foam . One treatment on a suit of power armor, ro­
sel. The motor weighs 1 5 Ibs (6. 8 kg), runs for up to s ix hours bot or vehicle will repair 4D6 M . D . C . to large structures l ike
on a standard E-Clip and provides a top speed of 5 mph (8 km). veh icles, or 2D6 M.D.C. to small items l ike body armor, a hel­
S.D. C . : 1 001 1 M . D . C . Cost: 1 ,5 00 credits . met, gun handle, etc. The spray will only work if the compo­
Laser Gyro Navigating (LGN) Aid: A hand-held electronic nent/structure/armor has not been completely destroyed (its
device made of hard impact plastic about the size of a paperback rem aining M.D.C. must be two or greater). Only a maximum of
novel . The LGN is essentially a computerized map and compass 24 M.D.C. can be restored as a sort of Mega-Damage Bondo
that uses an internal laser gyroscope to provide precision navi­ material, even with multiple applications . Each spray can has
gation. Loaded into the LGN computer's memory banks are top­ enough juice for three applications. The spray comes in three
ographical maps of North America. Once a fixed point has been colors : black, grey and green, and is exclusively available from ,
entered into the device, either manually or from a remote navi­ you guessed it, Naruni Enterprises. Cost: 1 8,000 credits per can ;
gation relay (found in settled regions of h igh-tech countries like very poor availabil ity even at MercTown.
the Coalition States, Ishpeming, the Manistique Imperium and Moisture Condenser: This is a high-tech dehumidifier that
Lazlo), the device enables its operator to navigate with amazing collects moisture from the atmosphere, condenses and then fil­
accuracy . It can be used to take a bearing, generate a grid refer­ ters it to produce drinkable water. It resembles a regular plastic,
ence or pos ition, or by programm ing a series of way points to 5 gallon ( 1 9 liter) j erry can with a rectangular electronic portion
navigate from one position to another; indicating direction with attached to the top . The evaporator works quickly, and even in
a simple pointer arrow sim ilar to a compass needle. the driest conditions can fill the j erry can attachment in about
The LGN display gives an exact position in latitude and lon­ eight hours (time is dramatically reduced in more humid envi­
gitude, precise time, altitude and rate of travel (average speed) . ronments). Cost: 1 ,3 5 0 credits .
It is fairly accurate, giving grid references within 82 feet (25 Parachute Flare: A signal flare that is fired from a
meters) in most areas of North America; accuracy level is handheld, disposable launch tube and deploys a parachute
roughly 88% in Middle America and Southern Canada, but equipped flare. No visible rocket trail is left behind in its launch
drops to 62% west of the Rocky Mountains and in other remote, path to give away the shooter' s position. Weight: 2 Ibs (0 .9 kg).
unsettled areas like the east coast, Mexico, Central America, and Maximum Height: 1 000 feet (3 05 m). Duratio n : Illuminates
the Pacific Northwest. Weight: 2 Ibs (0 .9 kg), Power Supply: for 60 seconds (4 melee rounds). Cost: 80 credits per gun and
Standard E-Clip. Battery Life : 96 hours of continuous use. flare each .
Skill Bonus: An LGN A id provides a bonus of +20% to the
Land Navigation skill if the operator is reasonably familiar with Pencil Flare Rocket: A lightweight, miniature flare the s ize
the device. Cost: 3 , 500 credits . of an unsharpened pencil that fires tiny flares des igned for spe­
cial forces use. Fired from a single-handed, lightweight, pen­
Maps: Topographical maps are the best aids for navigation,
cil-type launcher. Weight: 2 ounces (57 grams). Maxim um
especially when used in conjunction w ith a compass. These
Height: 320 feet (98 m). Duration : I llum inates for 10 seconds ,
maps show the locations of major terrain features (ridges, hills ,
designed as a signaling device. Cost : 250 credits for the
rivers, streams, roads, trails, etc .) which can then be recognized
launcher and 5 flares. Additional flares cost 5 credits each .
and used to judge an individual ' s position relative to the fea­
tures. When such a map is combined with a compass, the indi­ Basic Parachute: This is a basic military static line para­
vidual is capable of navigating w ith reasonable precision from chute that is strapped to the back of a paratrooper by a harness .
point A to point B . There are numerous map m akers in North It comes complete with a reserve parachute and V-ring attach­
America, including the CS Army Mapping Agency who offer ments for a backpack or rucksack. The static line attaches to a
topographical maps of most areas in North America. Each indi­ cable in an airplane or helicopter, and pulls out the canopy
vidual map sheet is produced in standard 1 : 50,000 military scale which inflates approximately 4 seconds after the paratrooper ex­
and marked with the military grid system to locate a specific its the aircraft. Static line parachutes are essentially foolproof
point on the map with accuracy to within 1 00 m eters (328 feet) . when packed correctly (which requires special training) .
This is the grid scale that is used to generate 6- or 8-digit coordi­ Weight: 40 Ibs ( 1 8 kg), and supports up to 400 Ibs ( 1 80 kg) .
nates or grids that can be used to mark targets for artillery bom­ Cost: 1 ,500 credits . Note : The parachute is reusable but re­
bardment. Cost: 1 00 credits per map sheet, Accuracy: From quires specialized training to pack correctly.
with in 1 00 m (3 28 feet) to within 1 0 m (3 2 . 8 feet) depending on Free Fall Parachute: A rectangular, steerable parachute that
the user's skill . Skill Bon us: +5% bonus to the Land Navigation enables the paratrooper to glide through the air and land with lit­
skill for a topographical map on its own, + 1 5% when the map is tle or no impact. The free fall parachute is used for HALO and
combined with a compass or LGN . HAHO drops and can be used to glide up to 1 00 miles ( 1 60 km)
Mega-Rope: Made from the Mega-Damage fibers of a when deployed at heights of 3 0,000 feet (9 1 44 m). Unlike a
hemp-like alien plant grown in arid regions of North America, static line chute, th is style of parachute requires the operator to
this is a super strong and durable rope. The rope can support up manually open it by pulling a rip cord. Comes complete with a
to 4000 Ibs ( 1 800 kg) of weight and has 200 S . D.C.l2 M.D. C . reserve parachute in case the main canopy malfunctions .
117
Weight: 20 lbs (9 kg), and supports up to 400 lbs ( 1 80 kg). Megacrete : This material is a heavy duty concrete that hard­
Cost: 2,900 credits . Note: The parachute is reusable and can be ens into a Mega-Damage structure. L ike regular concrete,
packed correctly by anyone with the HAHO or HALO Para­ Megacrete is sold in bags of powder that are m ixed with water
chute skill. then poured into forms. Weigh t: A bag of powder weighs 50 lbs
Universal E-Clip Recharger: A nuclear powered, portable (22 . 5 kg). M.D.C.: 1 2 per 6 foot ( 1 . 8 m) area once hardened.
generator approximately the size of a suitcase that weighs 1 5 lbs Cost: 8,000 credits per bag .
(6.8 kg). There are eight ports in the unit, each of which can re­ M.D. Arm or Plating: For u s e i n construction of trenches,
charge a standard E-Clip in about one hour. It also com es with bunkers, pillboxes and similar fortifications, sheets of plating
adapters to enable the device to recharge unusual and alien made from the same material as many body armors are avail­
E-Clips such as those used by Naruni Enterprises and the able . These plates look like sheets of galvanized steel and are
Kittani. Consi dering the number of high-tech devices that use malleable enough that they can be bent or fitted into place .
E-Clips as a power source, everything from j et packs and Naruni Weight: 1 0 lbs (4 .5 kg) per 3 x 5 foot (0 .9x 1 . 5 m) sheet.
force fields to stealth suits and energy weapons, this is a tremen­ M.D.C. : 20 per sheet. Cost: 1 6 ,000 credits per sheet.
dously valuable p iece of equipment. The Universal E-Clip
Recharger has an energy life of 12 years and has a power output
roughly equal to most suits of power armor. Cost: 790,000 cred­ Medical Equipment
its is the list price, but the price is often jacked up to two and Field Medic Kit: A compact yet extensive m edical kit with
three times that in places where supply fails to meet demand . all of the necessary supplies for routine as well as emergency
Fair availability except at places like Ishpeming, Manistique , medical treatment. It contains all of the items typically found in
MercTown, and Arzno. a first-aid kit: sterile bandages, gauze, medical tape, etc .) plus a
Weapon Cleaning Kit: A complete cleaning kit with special miniature d iagnostic computer with a holographic display that is
optical lens cleanser, lens paper, cleaning rods and brushes , capable of monitoring all of a patient ' s vital signs, a complete
swabs and gun o i l . Contained in its own pouch. Cost: 80 credits. set of medical and dental implements/tools, basic medicines and
Weapon Repair Kit: This is a portable weapon repair kit painkillers, a quick hardening chemical cast (consists of two
with a complete set of precision tools, spare parts, screws , chem icals that react to form a hard res in), a fast acting bum
springs and cleaning rods. I t is contained i n a carrying case de­ salve (heals I D6 S .D . C . or 2 Hit Points per appl ication), protein
signed to be easily attached to a harness or utility be lt, slung salve, plus a mini-oxygen supply . Weight: 30 lbs ( 1 3 .5 kg).
over the shoulder by its carrying strap or stuffed into a back­ Cost: 2,500 credits . Robot kits are extra.
pack . Cost: 500 credits .

Fortification Materials
Barbed Wire: Basic cattle w ire with sharp barbs spaced
along its length, this material is used to make fences and obsta­
cles . The wire will not hurt Mega-Dam age body armor but it
still hooks and entangles the feet, snags fabric and impairs
movement - victim s see their speed reduced by 20% until the
wire is rem oved, which could take I D6 minutes. Comes in 500
foot ( 1 52 m) spools. Weight: 3 0 lbs ( 1 3 . 6 kg) per spool . Dam ­
age: One S.D.C. from contact with barbs. Cost: 250 credits.
Con certina Wire: Cyclone-style coils of razor sharp wire
that stand roughly 3 feet (I m) high and are 50 feet ( 1 5.2 m)
long . Concertina wire is quick to set up, light and can be col­
lapsed for ease of transportation, plus the coils can be stacked
atop each other to make a larger barrier. Like barbed w ire, con­ Hypo-Spray Inj ector: The Hypo-Spray is a high-tech alter­
certina does not harm Mega-Damage body armor but hooks and native to a syringe that uses compressed air to inject sedatives,
entangles the feet, snags fabric and impairs movement - victims medicines or even narcotics. Its main advantage is that no train­
see their speed reduced by 30% until the wire is removed, which ing is required to use the hypo-spray, unlike a syringe , and all
could take 2D4 minutes. When concertina is stacked together to that one needs do is place the nozzle against exposed skin and
make a cat wire fence it is very nearly impassable without blast­ push the button. Weight: 2 ounces (57 grams). Cost: 1 20 cred­
ing through it. Weight: 1 5 lbs (6.8 kg) . Dam age: I D4 S . D . C . its.
from contact with razor wire. Cost: 3 5 0 credits per coi l . Mystic Ban dages : A magical strip of cloth that looks like an
Vib ro-Wire: Vibro-Wire looks like ordinary concertina or ordinary ro ll of bandages. However, when it is unrolled and
barbed wire but is made from a super-conductive material capa­ placed on a wound it releases a magical salve, healing injuries
ble of channeling a Vibro-Energy field. For it to function, the and causing the wound to clot, stopping blood flow, and it kick­
Vibro Wire needs to be hooked up to a power source like a fu­ starts tissue regeneration. Heals 4D6 Hit Points or S.D.C. (or
sion generator or engine, otherwise it is just regular barbed wire . I D6 M.D. for Mega-Damage creatures) in 24 hours . Cost:
The main advantage of V ibro-Wire is its abi lity to hurt Mega­ 20,000 credits per foot (0 . 3 m) of two inches (5 cm) wide ban­
Damage structures and armor. Mega-Damage: I D4 M.D. per dage roll, or for a s ix inch (0. 1 5 m) diameter patch. Rare .
contact. Cost: 3 , 5 00 credits per 50 feet ( 1 5 .2 m) of length.
1 18
Protein Healing Salve: A special high protein chemical so­ ser-seeker guidance module in precision munitions. In general
lution that comes in a tube l ike toothpaste. The salve can be ap­ operation and design the designator works like a set of range­
plied to bums, cuts and rashes to increase the rate of healing ; finder binoculars . All the operator needs to do is view the target
double. Cost: 1 00 credits per eight ounce (225 gram) tube. through the eyepiece, center the reticle on it, and press the laser
Qwik-Clot : Comes as a powder or chem ical spray that if ap­ button. Unl ike a rangefinder the laser beam must be left continu­
plied over an open wound cause it to instantly clot and stop ously on the target until the guided munition impacts. The laser
bleeding. This is a life saving chemical agent that is standard is­ designator can be used to d irect guided m issiles from any launch
sue in the armies of most kingdoms and mercenary groups . platform . However, it must be programmed via a computer ter­
Duration : Ten minutes, long enough to apply a permanent ban­ m inal to project the correct laser frequency sought by the mis­
dage or sutures to close the wound and prevent further injury sile ' s guidance module. Weight: 8 Ibs (3 . 6 kg). Range: 2 miles
and complications. Cost: Five credits per typical dose, 1 00 cred­ (3 .2 km). Bonuses : Laser-guided munitions are +3 to strike.
its for a 20 dose aerosol spray can or re-sealable plastic bag. Cost: 8,000 credits .
Universal Anti-Toxin (UAT) : Imported from an alien di­
mension and sold exclusively by Naruni Enterprises, this is a
wide-spectrum antidote that works against 1 00,000 known poi­
sons , venom s, toxins, chemical and biological agents. Its com­
ponents are mutable chem icals that will shift at the molecular
level to neutralize harmful toxic elements . This gives the patient
a bonus of + 10 to save against poisons and toxins . The UA T
will not heal damage already done by the poison, only stop/ne­
gate the poison in a person' s system before it does more harm .
Cost: 4,500 credits per two dose vial.
Note: And don 't forget about the internal and external nano­
robot medical systems, Compu-Drug Dispenser, and portable
lab.

Optics Gea r
Optic Glasses: An optical enhancement system that appears
to be nothing more than regular sunglasses or tinted goggles, but
is, in reality, a set of state of the art, miniaturized optical en­
hancement devices . They are especially popular with security
specialists, spies, m aster thieves, assassins, Rogue Scientists and
City Rats. Various models of these glasses are available . Types
of Enhancement: Passive nightvision, infrared, ultraviolet,
thermal-imaging and telescopic magnification - all come with
light adjusting tinting. Ran ge : 300 feet (9 1 . 5 m) for all models.
Cost: 4,3 00 credits .
Basic Telescopic Sight: A simple, telescopic weapon sight
that is made from rugged, durable materials. It can be fitted on
any rifle, including high-tech energy models, and provides a bo­
nus of + I to strike on an aimed shot. The range of the sight is
3000 feet (9 1 4 m). Cost: 1 000 credits .
Laser Aim er Sight: A small device that attaches to any
small arms l ike a regular telescopic weapon sight and operates
on the same principle. This device proj ects a laser beam that ap­
Golden Age
Weaponsmiths Inc.
pears as a small, bright red dot on the target. If the weapon is
sighted properly, bullets or blasts fired from it will strike where
the laser dot appears . This type of sight allows for rap id target
acqu isition and accurate firing, even from the hip. Military ver­ Golden Age Weaponsmiths (GA W) is known for refitting
sions of the sight project infrared beams that are invisible unless military equipment salvaged from pre-Rifts arsenals and selling
the character is looking through night vision, infrared or ther­ it at discount prices. The company has a reputation for products
mal-imaging optic systems . Range: 3 0 0 feet (9 1 .5 m), double of reasonable quality that, although somewhat inferior to mod­
for military models. Bonuses : + 1 to strike and initiative. Cost: em equipment, retail at a fraction of the cost. Still, most buyers
3 ,500 credits . view Golden Age Weaponsmiths in the same light as Chipwel l
Laser Designator: A laser designator is a handheld, man­ Armaments , a second-rate armaments m anufacturer for nickel
portable device that proj ects an invisible laser beam to designate and dime shoppers who can't afford better. GA W's customers
("paint") targets for laser-guided missiles and bombs. The beam consist mainly of small mercenary outfits, start-up companies ,
reflected from the "painted" target is a beacon for the la- poor kingdoms, wi lderness people and bandits .
119
Things are starting to change for Golden Age Weaponsm iths . GAW Mark II Battlefield Armor
In a giant stroke of luck, GA W was in the process of recovering
pre- Rifts US Navy warships from the submerged Norfolk arse­ Mark II B attlefield Armor i s a Golden Age Weaponsmiths
nal at the same time the Coalition started building a navy of its copy of the US Army ' s standard issue armor for the m id-2 1 st
own . The CS negotiated a treaty to acquire all the warships that century. Before the Coming of the Rifts, this body armor was al­
Golden Age Weaponsmiths recovered (see Rifts® Sou rcebook ready cons idered obsolete and was issued only to National
Fou r : Coa lition Navy, pages 1 6 - 1 7, for details), and in return Guard units, but the battlefield armor does have all the standard
the Coalition provided the manufacturer and the kingdom that features of environmental body armor as listed in the Rifts®
has grown up around it with technical assistance, official recog­ RPG . Golden Age found thousands of these suits, along with
nition of its sovereignty, and gigantic refitting contracts that the Mark I Flight Suits, and has continued production as a cost
earned them bil lions in profit. Profits that were funneled back effective (read: cheap) alternative to many of the other body ar­
into Golden Age Weaponsmiths' ongoing retrieval and retrofit­ mor suits on the market.
ting operations . Class: GA W Mark II B attlefield Armor
This money is being used to fund an extensive recovery oper­ Size : Human equivalent.
ation, uncovering as many pre-Rifts mil itary bases as possible . Weight: 1 8 Ibs (8. 1 kg)
Golden Age Weaponsmiths has also gone beyond refitting Mobility: Poor mobility, - 1 5% to Climb, Prowl, Swim, perform
pre- Rifts designs, like the F- 1 6 Fighters, M3A2 Bradley Acrobatics and similar physical skills/performance.
Fighting Vehicle, or M48A3 Main Battle Tank, to refitting and M.D.C. by Locati o n :
reproducing pre-Rifts small arms, mortars and howitzers. All of
HelmetlHead - 25 M .D .C .
these products represent a qualitative leap over earlier GA W
products, but are still slightly capable compared to the ul­ Arms - 1 0 M . D.C . each
tra-modem equipm ent produced by the likes of the Coalition Legs - 25 M .D.C . each
States, Northern Gun, Wilk' s, Triax, Iron Heart Armaments, and Main Body - 38 M .D .C .
others. Black Market Price : 1 8,000 credits, excellent availability .
Golden Age Weaponsm iths' main thrust continues to be refit­
ting pre-Rifts systems and produc ing S .D .C . weapons and vehi­
cles as well as turning S.D.C . structures into light M.D.C .
combat veh icles . The available features, construction times and
GAW Old Style Firearms
costs remain unchanged (see Rifts® Mercena ries, pages 95-99, Believe it or not, there is a tremendous demand in North
for details). With GA W's recent find of a u . S . Army joint strike America for conventional S.D.C. weapons. Hunters, farmers,
base, they have an all new line up of retrofitted small arms, police and soldiers all have a need for a good, old-fashioned pis­
ground attack aircraft, helicopters , howitzers, and light strike ve­ tol or rifle from time to time. Few arms manufacturers offer
hicles . brand new S .D .C. firearms, which forces people to rely on an­
cient pre-Rifts models that, in many cases, are barely functional .
Golden Age exploited this opportunity and is one of the leading
GAW Mark I Flight Suit Armor independent manufacturers of conventional firearms on the con­
The Mark I Flight Suit Armor i s made o f "soft" armored ma­ tinent, and has been for years . Only Wellington Industries pro­
terials (S .D .C.), but the flight suit has all the standard features of duces more .
environmental body armor as listed in the Rifts® RPG . The Golden Age makes a wide number of pre-Rifts model fire­
hard chest and back plates contain a small, removable flotation arm s for both sporting and military purposes . The company has
device built into the upper back, neck, and shoulders that auto­ modified the designs of these weapons to increase performance .
matically engages upon contact with water. This keeps the pi­ Lightweight Mega-Damage polymers have been used wherever
lot ' s head face-up and shoulders above the water, even if possible, and laser targeting systems or telescopic sights have
unconscious . A built-in oxygen supply is good for up to 1 . 5 been integrated into nearly all models .
hours in hostile environments and high altitude ejection.
Class : GA W Mark I Flight Suit Armor Com mon Weapons
Size : Human equivalent. Some o f the firearm mode ls that G A W produces include the
Weight: 9 Ibs (4 . 1 kg). following. Note that machine-guns and m ini-guns inflict the
Mobility: Fair; - 1 0% to C limb, Prowl, perform Acrobatics and equivalent of Mega-Damage to M .D .C. opponents.
similar physical skills/performance, but + 1 5% to the Swimming Cost:
skill with the built- in flotation device active. Pistols & Revolvers: 3 00-600 credits .
M.D.C. by Location : Submachine-guns: 700-900 credits .
Head/Helmet - 1 0 M .D.C . Rifles (Hunting and Sniping) : 900- 1 400 credits.
Arms - 5 M .D .C. each Assault Rifles: 1 200- I 800 credits .
Legs - 1 0 M .D.C . each Light & Medium Machine-Guns : 3 000-5000 credits
Main Body - 1 6 M .D .C. Heavy Machine-Guns: 8,000- 1 0,000 credits.
Black Market Price : 7,500 credits, good availabil ity. Min i-Guns and Gatling Style Machine-Guns: 1 2 ,000- 1 5 ,000
credits .
1 20
Physical S .D.C. of Anuaments : The S .D.C . the weapon itself 5.56 m m M 1 6A2 Assault Rifle: Damage: 3 D6 S. D.C . per
can sustain ranges from 3 0-50 for small anus, to 1 00 for rifles single shot or 6D6 per three round short burst. Effective Range :
and shotguns, and 300 S . D . C ./3 M.D .C . for machine-guns and 1 900 feet (579 m). Payload: 20, 3 0 or 50 round magazine .
mini-guns . The weapon takes damage only when it is specifi­ 7.56mm Assault Rifle: Damage : 5D6 S .D .C . per single shot
cally targeted for destructi on. or 1 D6x l O per three round short burst. Effective Range : 1 600
feet (48 8 m). Payload : 3 0 to 50 round magazine .
7.56 m m AK-47 Assault Rifle: Damage : 5D6 S.D .C. per sin­
gle shot or 1 D6x 1 0 per three round short burst. Effective Range :
1 000 feet (305 m) . Payload: 3 0 round magazine or 60 round
drum .
. 30 Caliber Light Machine-Gun : Damage: 5D6 S.D . C. per
single shot or 3D6x 1 0 S .D .C. (equal to 1 M.D .) per 1 0 round
burst. Effective Range : 3 000 feet (9 1 4 m). Payload: 200, 3 00 or
600 round disintegrating belt or belt fed drum .
7.62mm Medium Machine-G u n : Damage: 6D6 S . D.C. per
single shot or 4D6x 1 0 S .D .C . (equal to I D4 M.D .) per 1 0 round
burst. Effective Range : 3 000 feet (9 1 4 m). Payload: 200, 3 00 or
600 round disintegrating belt or belt fed drum .
. 50 Caliber Heavy Machine-Gun : Damage: I D6x 1 0 S .D .C .
M9 Beretta or Colt Style 9 m m Pistol: Damage : 3 D6 S .D .C. per single shot or I D6x 1 00 S .D.C . (equal to I D6 M.D .) per 1 0
Effective Range : 1 50 feet (45 .7 m). Payload: 1 5 shot clip. round burst. Effective Range : 6000 feet ( 1 82 8 m). Payload: 3 00,
.45 caliber Pistol : Damage : 4D6 S . D .C . Effective Range : 600 or 1 200 round disintegrating belt or belt fed drum .
1 5 0 feet (45 .7 m). Payload : 7 or 1 3 shot ammo clip. .50 Caliber GECAL Six Barrel Machine-Gun or a Mini­
1 0m m Colt Delta Elite : Damage: 4D6 S .D .C. Effective Gun : Damage : 2D6x l O S .D .C. per single shot or 2D6x 1 00
Range : 1 5 0 feet (45 .7 m) . Payload: 9 or 1 5 shot clip. S .D .C. (equal to 2 D6+3 M .D . ) per 1 0 round burst . Effective
.357 Magn um Revolver or Pistol : Damage : 4D6+2 S .D .C. Range: 8000 feet (243 8 m). Payload : 300, 600 or 1 200 round
Effective Range : 1 50 feet (45 .7 m). Payload: 6 or 1 3 shot clip. disintegrating belt or belt fed drum .
.4 1 Magnum Revolver: Damage : 5D6 S . D.C . Effective 40 m m G renade Laun cher (attaches to assault rifle) :
Range : 1 80 feet (54 . 8 m). Payload : 6 round cylinder. Damage : 2D4x l O S .D .C. Effective Range : 1 200 feet (3 66 m) .
.44 Magnum Revolver: Damage : 6D6 S . D .C . Effective Payload: Single shot.
Range : 1 80 feet (54 . 8 m) . Payload : 6 round cylinder. 40m m M ultiple Grenade Launch erlRifle : Damage :
.38 Sm ith & Wesson and Colt Revolver: Damage : 2D6+2 2D4x 1 0 S .D .C . Effective Range: 1 200 feet (366 m). Payload :
S . D . C. Effective Range : 1 20 feet (36 . 5 m). Payload : 6 round Single shot.
cylinder. Shotguns : The effective range for all shotguns is 1 50 feet
9mm Subm achine-gun : Damage : 3D6 S .D .C . per s ingle (45 .7 m). B uckshot and similar fragmentation rounds will spray
shot or 6D6 per three round short burst. E ffective Range : 650 a 3 foot (0 .9 meter) area. A sawed-off shotgun has a dramati­
feet ( 1 98 m). Payload : 3 0 round magazine . cally reduced barre l size which increases the width of the buck­
shot "spray" (covers a l . 5 m/5 foot area), but reduces the
9mm Ingram Submachine-gu n : Damage: 4D6 S .D .C. per
effective range to 60 feet ( 1 8 m). Semi-automatic/self-Ioading
single shot, 1 D4x 10 per three round short burst. Effective
shotguns can fire a three-round burst that acts as a short burst,
Range : 650 feet ( 1 9 8 m). Payload: 30 or 5 0 round magazine.
but it is -1 to strike .
9mm Uzi Submachine-gu n : Damage : 3 D6 S .D .C . per single
Typical Damage : 4D6 for Buckshot (scatters to cover a 3
shot or 6D6 per three round short burst. Effective Range : 600
ftlO. 9 m area at 3 0 feetl9 . 1 m and a 1 0 feetl3 m area at 60
feet ( 1 83 m). Payload: 3 0 or 50 round magazine.
feetl 1 8 .3 m); 5D6 for solid slug.
9mm Mini-Uzi Submachine-gu n : Damage : 2D6 S .D.C . per
NOTE: Fo r a va riety of specific S.D.C. wea pons of the
single shot or 4D6 per three round short burst. Effective Range :
20th and 2 1 st Century, see the Com pendium of Contem porary
500 feet ( 1 5 2 m). Payload: 1 5 or 3 0 round magazine.
Weapons sourcebook with 700 weapons listed, statted out and
5.6m m Bolt-Action Sniping Rifle : Damage : 5D6 S.D. C. per
illustrated, plus body anuor, grenades, EOD, mortars, and select
single shot. Effective Range: 2 000-2400 feet (6 1 0 to 73 1 .5 m).
anuored vehicles.
Payload: 8- 1 6 round m agazine . Note: Stats vary slightly with
specific weapon models and manufacturers . Golden Age Amm unition
7.6m m Sniping Rifle: Damage : 6D6 S .D .C . per single shot.
Golden Age operates four munitions plants that produce ev­
Effective Range : 2200-2800 feet (670 .56 to 853 .4 m). Payload :
ery conceivable type of ammunition, from S .D.C. types to
8- 1 6 round magazine . Note : Stats vary slightly with specific
Mega-Damage rounds and explosives. Two of these recently
weapon models and manufacturers .
opened in Huntsville as part of the new marketing strategy. The
5.56mm Assault Rifle: Damage : 3D6 S .D.C . per single shot
oldest two are located in Guntersville where for decades the
or 6D6 per three round short burst . Effective Range : 1 200 feet largest factory has been m aking old S .D. C . pistol, rifle, shotgun
(366 m). Payload: 20 to 50 round magazine . and machine-gun cartridges in most standard cal ibers.
1 21
At the two newer ammunition p lants the only ammunition credits each, the cost rises to 8 credits per round for large-size
types made are the heavy-duty, Mega-Damage rounds, depth cannon ammo; double when supplies are short and demand is
charges, torpedoes and missiles of the unguided or " dumb" vari­ high .
ety which are built at one, and Mega-Damage, high-caliber ex­ Depth charges are 2 ,000-6,000 credits each and torpedoes
plos ive, plasma and ramj et shells for auto-cannons and other range in price from 6,000- 1 8,000 credits depending on their
heavy weapons, tank guns, howitzers and cannons and warship size .
cannons are made at the other. Note: GA W does not produce Explosive shells for tank guns, howitzers, and naval guns are
long-range or nuclear missiles. packed in crates of ten which cost 8 ,000 to 26,000 credits each ;
Cost: Golden Age Weaponsmiths ' ammunition prices are double for plasma rounds.
1 0-20% lower than their competitors . Replacement missiles vary greatly in price depending on
Conventional S.D.C. ammunition on average costs 3 0-60 warhead type and range ; m ini-missiles cost 800 to 2000 credits,
credits per box of 1 00 rounds. short-range missiles cost 2 000-4000 credits, and medium-range
Conventional Guns & Am m o : Revolvers, automatic pisto ls missiles cost 6,000 to 1 0,000 credits (high-explosive, armor
and submachine-guns take approximately the same type and cal­ piercing and plasma are the most expensive, fragmentary and
iber of ammunition . smoke m issiles are cheapest).
Prices are per box of 1 00 rounds, but prices will vary greatly
from place to place based on the level of technology and avail­ Firearm Accessories
ability. Weapons and ammo that are especially hard to come by, Battle Harness: Combination of suspenders and belt de­
like heavy weapons, may cost 2-5 times m ore. signed for distributing the weight of ammo pouches and acces­
.22 caliber, 1 5 credits - 2D4 S . D . C . damage. sories. In choice of camouflage, black, grey, brown, cream or
.32 A.C .P. caliber, 20 credits - 2D6 damage. khaki. 1 50 credits.
.32 Long, 30 credits - 3 D6 damage. Battle Pack: Lightweight frame, heavy-duty, water resistant
.38 caliber, 30 credits - 3D6 damage. canvas. Multiple interior and exterior compartments. Fasteners
. 3 8 Power caliber, 40 credits - 4D6 damage. for exterior pouches/grenades. Choice of camouflage, green or
khaki colors. 3 5 0 credits.
045 A.C.P., 42 credits - 4D6 damage.
Field Gun Cleaning Kit: A complete cleaning kit contained
A l Magnum, 50 credits - 5D6 damage.
in its own pouch. 50 credits.
044 Magnum, 60 credits - 6D6 damage.
Flas h Suppressor : An attachment that fits over a gun barrel
. 3 5 7 Magnum, 45 credits - 4D6+2 damage. to m ask the muzzle flash during firing. Characters within 1 00
9mm & 7.65mm (pistol), 3 2 credits - 3D6 damage. feet (3 0 . 5 m) of a suppressed shot have only a 25% chance of
1 0mm (pistol), 40 credits - 4D6 damage. seeing it. Outside of that, suppressed shots are not visible. Cost:
5 . 5 6mm (rifle), 50 credits - 5D6 damage . 400 for pistol or submachine-gun or 900 for a rifle. Note: Com­
7. 5mm (rifle), 55 credits - 5D6 damage. bined silencers and flash suppressors cost 1 ,000 credits for pis­
tol or submachine-gun or 2,000 credits for a rifle, but reduce the
7.62mm (ri fle), 45 credits - 4D6 damage.
weapon' s range by 25% .
. 30 caliber (rifle), 42 credits - 4D6 damage.
Gun Repair Kit: This is a 4 pound ( 1 . 8 kg) gun repair kit.
.50 caliber (rifle), 5 5 credits - 6D6 damage . Each tool is fitted into a separate loop and there ' s plenty of
7.62 Medium Machine-gun, 200 credits - 6D6 S.D.C. dam­ room for spare bolts, screws, springs and cleaning rods. Con­
age per single round. tained in a 12 inch by 8 inch by 2 inch (3 0x20x5 cm) case. Can
.30 Caliber Machine-gun, 1 50 credits - 5D6 S . D . C . damage be attached to a harness or worn over the shoulder with strap ,
per s ingle round. which is included. 250 credits .
. 50 Caliber Machine-gun, 300 credits - I D6x 1 O S.D.C. Dam­ Holster, Ankle: Padded for comfort, with velcro closure.
age per single round. Fits a snub-nosed revolver or any small frame automatic. Can be
Dum Dum (handmade, black market, any caliber), add 1 50 concealed under pant leg. 40 credits.
credits to the cost of the box and + I D4 to S.D.C. dam age per Holster, Inside Trouser Holster: C lips on belt or waistband
round. of pants. 20 credits .
Full Metal Jacketed, add 30 credits to cost of the box and +1 Holster, Side Holster (fits onto belt) : 50 credits .
to damage per round . Holster, Belt Slide Holster: 50 credits.
Hollow Point, add 40 credits - + 1 damage per roundlbul let. Holster, Belt Thumbreak Holster : 60 credits.
Teflon (armor p iercing, not available to the public), add 1 00 Holster, Patrolman, Police-Style Belt and Holster, 24 bul-
credits to the cost of the box and +2 damage per roundlbullet. let loops : 1 00 credits .
Exploding S . D . C . Shell (not available to the pub lic), add 3 00 Holster, Police-style Shoulder Type: 1 1 0 credits.
credits to the cost of the box and +2D6 to S.D.C. damage per Holster, Military-style Shoulder Type: 90 credits.
round. Holster, Horizontal Shou lder Type: 1 00 credits .
Tracer Cartridge, 4 5 credits - no damage . Holster, Scoped Shoulder Holster : 1 20 credits .
40mm Grenade Cartridge, 900 credits (per 1 00). Holster, Concealed Wallet Holster: For small automatic
Ramjet rounds for small caliber weapons are priced at 4-8 weapons ; fits easily into back trouser pocket. 60 credits.
1 22
Holster & Web Belt: Holster, ammo pouches (2-4) and ac­
cessory attachment clips (4); 1 00 credits.
Magazine Ammo Bags : 50 credits. Incendiary Weapons
Magazine Clips: Any weapon, any size, from 7-round pistol
to 3 0-round rifle. 4 credits each. Distress Signal Kit: Consists o f a tube launcher and six red
flares. Maxim u m Height: 900 feet (2 74 m). Duration of Illu­
Magazine Clip Pouch : Each of these specially designed
m ination : 30 seconds . Power: 1 0,000 candela. Cost: 1 40 cred­
amm o pouches is designed for 2 (slimline) or 4 (heavy-duty)
its.
ammo clips . Choice of camouflage, green, khaki or black colors .
Handheld Flares : The hand-held flare is generally used to
Automatic Pistol: 2 clips, 1 0 credits or 4 clips, 30 credits .
mark an area or for signal ing. They are s imilar to those used by
Submachine-gun : 2 magazines is 20 credits, 4 magazines is present day truck drivers . Range: Hand Held. Damage: One
40 . point. Attacks Per Melee : Equal to hand to hand attacks .
5 . 56mm Assault Rifle, 20-round: 2 clips is 20 credits; 4 clips Weight: 6 ounces ( 1 70 grams). Cost: 5 credits each ; wide avail­
40 credits. ability.
5 . 56mm Assault Rifle, 3 0-rnd: 2 clips is 3 0 credits; 4 clips 5 5 Incendiary Hand Grenade: This is a very dangerous
credits. weapon and not just for the enemy. It is difficult or impossible
7.62mm Assault Rifle, 20-rnd: 2 clips is 3 5 credits; 4 clips is to throw it far enough to avoid getting hit with fragments. Dam­
70 credits. age : up to 12 feet (3 . 6 m) from impact - 2D4x l O+20 S.D.C. (or
Metal Ammunition Boxes : These waterproof ammo boxes 1 M.D.C.); 1 2-24 feet (3 . 6 to 7.3 m) away I D6x 1 0; 25-36 feet
are designed for easy storage and carrying. . 5 0 caliber size: 2 5 (7.6- 1 1 m) away - 5D6; 3 7- 1 20 feet ( 1 1 . 3-36.6 m) away - 2D6 .
credits, .30 caliber size : 1 8 credits . Burns for 1 0 melee rounds. Weight: 24 ounces (0 .7 kg) . Time
Multi-Pu rpose Pouch : All around, useful utility pouch de­ Delay Fuse : 4-5 seconds. Cost: 300 credits .
signed for attachment to web belt or battle harness. 1 0 credits. Min i-Sign a l Cartridges : A l ightweight signal cartridge de­
Nylon Cord : A variety of heavy-duty, all-purpose, nylon signed for the military special forces. Fired from a sin­
rope or cord is available. Average tension strength is 600 gle-handed, lightweight, pen-type launcher. Maxim um Height :
pounds (2670 Newtons). Average length is 300 feet (9 1 m). 3 2 0 feet (97 . 5 m). Duration of Illum in ation : 1 0 seconds .
Cost: 1 00 credits; good availability. Power: 1 5 0,000 candela. Colors Available: Green, red or
white. Cost: 250 credits.
Protective Shooting Glasses : Change color and density in
response to changes in light and weather. Also reduces glare and Molotov Cocktai l : A classic incendiary weapon, since it is
improves visibility . Cost: 1 00 credits . so easy to make from commonly available materials . Range
Th rown : 30 feet (9. 1 m). Damage: 3 D6 damage - up to a 1 2
Protective Goggles (simple): 1 0-50 credits depending on the
foot (3 .6 m) area. Bums for 4 melee rounds . Cost: Negligible to
quality .
make or can be purchased ready made at many GA W outlets for
Recoil Dim inishers: A small tube filled with mercury and 1 5 credits.
ball bearings and mounted along the length of the firearm to
Portable Flameth rower: With a solid stream of fire, a sol­
counter recoil during firing . The system is custom built for each
dier could clear out an entire enemy machine-gun nest. In con­
class and type of firearm . Adds + 1 to strike when burst firing .
fined spaces (inside a bunker, foxhole or building), everyone in
Not suitable with machine-guns and other heavy weapons . Cost:
the target area is affected equally . Damage: 5D I 0 S .D.C . plus
1 ,600 credits .
ignition of all combustibl e material. Weight: 42 .5 pounds ( 1 9
Rifle Case, Assault: 90 credits. kg). Feed : Manual . Effective Range: 7 0 feet (2 1 . 3 m), unth ick­
Rifle Case, Hunting/BoIt-Action : 1 1 0 credits. ened; 1 50 feet (45 . 7 m), thickened . Cost: 1 00 credits .
Silencer: An attachment which fits over the barrel of a gun Rocket Flare: This hand-held flare has a disposable, one
to muffle the sound of the report. Perception rolls require a 1 0 to time , launch mechan ism which fires the flare gun. Commonly
detect silenced shots from 20 feet (6 . 1 m) away; outside of that, used for expeditions in the wild. A -3 to strike penalty applies if
silenced shots are inaudible. S ilencers reduce a weapon ' s range used as a weapon. Range: 300 feet (9 1 .4 m) straight up. Dam­
by 1 0%. Cost: 500 credits for a pistol or submachine-gun, 1 ,200 age : 2D6. Attacks Per Melee : One. Capacity: One. Weight : 5
for a rifle . Cannot be used on machine-guns. Reduce the ounces ( 1 40 grams). Cost: 1 5 credits each; wide availability.
weapon' s range by 1 0% .
Rocket Pa rachute Fla re: A signal flare that is fired from a
Shotgun B andoleer: Bandoleers are made o f brown leather, single hand launch tube or flare gun and deploys a para­
with a heavy-duty, brass belt buckle. Shotgun versions will hold chute-support star. No visible rocket trail is left behind in its
56 rounds . 40mm grenade version holds 1 8 rounds. 40 credits . launch wake to give away the shooter' s position. Maxi m u m
Submachine-Gun Case: 90 credits. Height: 1 000 feet (3 05 m). D u ration of Illum ination : 30 sec­
Wrist Cartridge Bandoleer: Perfect for concealing 3 extra onds . Power: 200,000 candela. Cost: 1 5 credits per flare, plus
cartridges. 20 credits each. 300 credits for the flare gun. Available colors : White, red,
Web Belt: Classic military belt complete with buckle and green, and yellow .
pouch fasteners. Choice of camouflage, green or khaki. 40 cred­
its.

1 23
Light Mega-Damage Weapons
Modern S.D.C. Knives
Com bat Bush Knife : Heavy-duty, all-purpose survival GAW-2 1 Laser Assault Rifle
knife . The best carbon steel 7 inch ( 1 7 .7 cm) b lade . Cost: 200 Among the hundreds of M 1 6 series rifles GA W scouts have
credits. Dam age: 1 0 8 . found in the ruins of the m any m i litary bases, the also had un­
Slim pack Throwing Kn ife : With a flat, lambskin sheath, covered was a handful of M-2 1 laser assault rifles. The M-2 1 L
this knife is perfect for concealment. Also a perfectly balanced 6 was selected by the U S Army as its standard-issue rifle in the
inch blade (0. 1 5 m). Cost: 50 credits . Dam age: 1 D6 . middle 2 1 st century. When the Great Cataclysm occurred it was
Belt Throwing Kn ife Set : 4 ultra thin throw ing knives in a just beginning to replace the M- 1 6 in National Guard units . It is
single belt sheath designed for an easy, fast draw. Cost: 200 an over/under weapon that features a conventional S. D.C . as­
credits . Dam age: 1 06 . sault rife mounted above an anti-armor laser. GA W recently be­
Po1ycarbonate Kn ife : This 7 inch ( 1 7 .7 cm) knife (with silk gan producing its own version of the rifle called the GA W-2 1
sheath) is guaranteed not to show up on metal detectors. Bal­ Laser Assault Rifle in an attempt to break into the laser small
anced for throwing, yet with a keen edge for slicing. Cost: 500 arms market. Their version is built of a light Mega-Damage
credits . Dam age: 1 06 . plastic polymer and has a single magazine that holds rifle car­
Small Boot Knife : For easy concealment. Cost: 20 credits. tridges and an additional E-Clip for the laser. The GA W -2 1
Dam age: 1 04 . LAR has failed to m ake a significant dent in a marketplace dom­
inated by Northern Gun and Wilk ' s laser weapons even at its
Bayonet: Attaches to combat rifles . Cost: 1 4 0 credits. Dam ­
low price. However, the GA W-2 1 seem s destined to find its
age : 1 D6+ 1 .
place in the market because of its versatility . The weapon can be
G ra ppling Hook & Line: This is your typical grappling
used for hunting, S .D .C . combat and Mega-Damage skirmishes
hook and line for scaling surfaces. Range : 1 00 feet (3 0. 5 m). as well as sniping.
Dam age: 1 04. Attacks Per Melee: Each strike counts as one
Weight: 1 0 lbs (4 .5 kg).
melee attack. Weight: 2 pounds (0.9 kg). Cost: 1 50 credits for
the hook and 300 feet (9 1 . 5 m) of good line/climbing cord. S .D .C. Dam age: Assault rifle: 406 S .D.C . per s ingle round or
1 D6x l O S.D .C . for a controlled three round burst.
Mega-Damage : The under-barrel laser : 206 M .D. per shot. It
Miscellaneous Modern Weapons can only fire single shots.
Black Jack: A small hand-held c lub, usually handmade, 1 0 Rate of Fire : Each firing of a bullet, burst or laser blast counts as
inch es (25 cm) long, weighing 2 to 4 pounds (0.9 to 1 . 8 kg) . one of the shooter' s attacks per melee round.
Cost: 30 credits . Damage: 1 06 . Effective Range : S .D .C . rifle cartridges : 1 600 feet (48 8 m).
Brass Knuckles : Cost: 20 credits . Dam age: 1 06 plus the Laser: 1 800 feet (548 .6 m) .
character' s usual punch damage and appl icable damage bonuses Payload : Rifle m agazine : 60 (20 bursts) or 96 (32 bursts) round
(P. S ., skill, etc.). clip. Laser: 20 laser blasts for a standard E-Clip.
Cattle Pro d: An electric rod, operated on "C" cell batteries, Cost: 1 4,000 credits.
that emits a 4500 volt shock when it is touched to the skin. 12 or
22 inch (3 0 or 56 cm) lengths . Cost: 45 credits . Dam age: 1 D4 .
Itch ing Powder: Range varies with applications; can be used GAW-AT6 LAW Missile Launcher
as a powder, launched in a grenade, housed in a pellet that rup­
Golden Age Weaponsmiths produces an improved version of
tures on impact, and simi lar devices. Victims are very uncom­
the ancient model M72 L ight Anti-tank Weapon (LAW). This
fortable, distracted and are -3 on initiative. Duration: 1 04
weapon is a single-shot, shoulder-fired, disposable launcher
hours or until washed off. Affects only bare skin . Costs : Only 5
consisting of two concentric tubes. The outer tube carries the
credits per ounce (2 8 g).
trigger and safety mechanisms as well as the sighting assembly .
Sap Glove : S ix ounces (0 .2 kg) of powdered lead is built
The inner aluminum tube extends telescopically rearward.
into each glove just above the knuckles, padding the wearer and
Weight: 3 lbs ( 1 .4 kg).
adding weight and strength to the force of one ' s blow . +2 to
S. D. C. damage. Cost: 30-50 credits . Mega-Damage: Varies w ith missile type .
Fiberglass Nightstick: Cost: 1 5 credits . Damage: 1 D4 . Missile Type: Can fire any standard mini-missile type, but
GA W offers the weapon w ith High Explosive (506 M .D . to a 5
Steel Rod E ncased Nightstick: Cost: 30 credits . Damage:
foot/ 1 . 5 m blast radius) and Fragmentation (506 M .D . to a 20
1 D6 .
foot/6. 1 m blast radius) .
S.W.A.T. E ntry Tool a.k .a. Hooligan Tool: A long, one inch
Rate of Fire : Single shot only .
(2 .5 cm) thick, stress-proof bar, heat treated for durability and
strength. On one end is a large chisel, spike-like, pry bar. On the Effective Range : 3200 feet (975 .3 m); reduced range for the HE
opposite end is a claw/ch isel-point (crowbar-like). Used to pry mini-missile due to the launch mechanism .
open security doors and grilles. Cost: 3 5 0 credits . Damage: Payload : One shot
1 D8 S .D .C . (either end). Pops normal, S .D.C . door locks on a Cost: Disposable Launcher: 200 credits . High Explos ive mini­
roll to strike of 8-20; pops heavy locks and security door locks missile (506 M .D .): 900 credits . Fragmentation mini-missile
on a roll to strike of 1 2-20 . (506 M.D. ): 800 credits. Armor-piercing ( 1 D4x l O M .D . to a 3
1 24
foot/0.9 m blast radius): 1 400 credits, and 2000 credits for a Furthermore, the big howitzers slow down the small, fast
plasma mini-missile ( 1 D6x 1 0 M . D. to a 20 foot/6. 1 m blast ra­ combat units of today ' s armies, and they require heavy vehicles
dius) . for transportation and an entrenched artillery position. En­
trenched positions can become a liability in this new age of
magic, psionics and Mega-Damage individuals, especially if the
GAW RPG-70 position is captured and the artil lery turned on its own troops ,
An old standby of guerrilla and third world forces across the base camp or forti fications. Beside, with large cities beginning
planet, the RPG-7 is another ancient weapon reproduced by to appear in only the last century, traditional artillery is more
Golden Age Weaponsmiths. It is a simplistic, unsophisticated trouble than it' s worth when a company of Mega-Damage capa­
weapon that consists of a launcher and trigger assembly, and a ble soldiers can take most villages, towns and even cities with­
range-finding optical sight with passive nightvision sight (2000 out heavy backup. Lasers, energy weapons, M.D . mini-missiles,
foot/6 1 0 m range) for nighttime use. When fired, large knife­ power armor and m agic are the new "heavy weapons" and mo­
like fins spring out from the rocket-propelled grenade (RPG) bile artillery of the post-Cataclysm world. That having been
round to stabilize it in flight. The system is reasonably accurate said, Golden Age Weapon smiths is trying to give antiquated ar­
when there are no crosswinds, but because the RPGs are tillery a comeback.
"dumb," or unguided, they are erratic in windy conditions (-2 to Note: Any artil lery units brought and the troops responsible
strike). for bringing them onto Coalition controlled territory are targeted
Golden Age decided to reproduce this weapon because it is for immediate destruction. No questions asked. Free Quebec has
durable, reliable and effective against S .D .C . fortifications and a similar po licy, and places like Kingsdale and MercTown insist
does light Mega-Damage . The weapon can withstand the ex­ artillery be kept a minimum of 3 0 miles (48 km) beyond their
treme cold of arctic conditions, the hum idity of the jungle and borders.
also the hot, dusty conditions of a desert environment. More­
over, the GA W RPG-70 weapon is s imple to operate, any
right-handed individual can be taught to use it in less than an GAW- I 02 l 05mm Howitzer
hour (note that gas generated from rocket launch is vented The smallest and oldest of the howitzers. These are rebuilt
through a hole on the left side of the l auncher, which inflicts M 1 02s recovered from Army, Marine and National Guard
3D6x l O S .D.C'/1 M.D . to the head of anyone attempting bases . Golden Age Weaponsmiths recovered a total of 243 ser­
left-handed firing) and is inexpensive to m ake . viceable M l 02s, but there are probably another hundred or more
Weight: 1 7 Ibs (7 .7 kg). scattered across the continent.
Damage : 2D4x l 0 S .D .C . for fragmentation to a 20 foot (6 . 1 m) Length: 1 7 feet (5 . 2 m) .
blast radius, 2D6x 1 0+ 1 2 S .D.C . (equal to 1 04 M.D .) for Ar­ Width : 6 feet, 6 inches (2 m).
mor-PiercingiHEA T, and 4D6 M .D . for a H igh Explosive Height: 5 feet, 3 inches ( 1 .6 m).
Mega-Damage rocket-grenade.
Weight: 3 3 24 pounds ( 1 496 kg).
Rate of Fire : One shot per melee round; reloadable.
Mega-Damage : Varies with ammunition type.
Effective Range : 3 000 feet (9 1 4 m). Ammunition Types : Plasma: 1 06x l 0 M.D. t o 25 foot (7 .6 m)
Payload: One. A trained operator can reload the weapon in just blast radius .
under one melee round, meaning that the RPG-7 can be reloaded High Explosive (HE) : 1 04x l O M . D. to 1 0 foot (3 m) blast ra­
and fired once every melee round. A two-man team with one dius .
designated person to reload can fire the weapon twice per melee
Dual-Purpose (DP) Fragmentary: 6D6 M .D . to 20 foot (6 . 1
round, the act of reloading taking two melee actions plus one ac­
m) blast radius.
tion to aim and fire .
A nti-Personnel (AP) Fragmentary: 5D6 M .D. to 40 foot
Cost: 20, 000 credits for the l auncher. S .D.C. Fragmentation
( 1 2 .2 m) blast radius.
RPG : 1 00 credits ., High Explosive ( 1 04 M.D.): 1 80 credits, or
M .D . Plasma RPG (4D6 M .D. ) : 3 5 0 credits . Smoke: Covers 20 foot (6 . 1 m) blast radius.
Note: May be substituted with S .D .C . munitions .
High Explosive (HE) : 5D6x l O S .D .C . to 1 0 foot (3 m) blast
Golden Age Howitzers
radius.
In the past, artillery has been a vital component for victory on
Dual-Purpose (DP) Fragm entary: 4D6x l O S .D .C. to 20 foot
the battlefield. However, s ince the Great Cataclysm and the ad­
(6 . 1 m) blast radius .
vent of Mega-Damage power armor, bionics and energy weap­
A nti-Personnel (AP) Fragmentary: 3 D6x l 0 S .D .C . to 40 foot
ons that tum ordinary soldiers into walking or flying tanks/
artillery units themselves, big cannons and artillery units have ( 1 2 .2 m) blast radius.
become antiquated and much less effective. It is difficult to tar­ Smoke: Covers 20 foot (6. 1 m) blast radius.
get and hit fast moving augmented warriors who are, in effect, Effective Range : 7 .2 miles ( 1 1 .5 km).
miniaturized artillery units themselves. After all, a squad of 1 0 Rate of Fire : 1 0 rounds per minute.
Glitter Boys or other power armor (or a couple squads of full Crew : 8 total .
conversion cyborgs) are the equivalent of an entire pre-Rifts
M . D .C . of the Weapon : 20.
tank company and a squad of SAMAS the equivalent of 40 heli­
Cost: 1 50,000 credits . Poor availability, little demand.
copter gunships, only the SAMA S are even smaller and more
difficult to hit, more m aneuverabl e and just as deadly.
1 25
GAW- 1 98 1 55mm Howitzer Rate of Fire : 4 rounds per m inute.
Crew : 1 1 total .
In the time before the Rifts the M 1 98 was the main towed
how itzer of US forces. GA W has recovered 1 76 of these heavy­ M.D.C. of the Weapon : 90.
duty weapons. As with the M 1 02, there are probably more of Cost: One million credits . Poor availability, minimal demand.
these weapons scattered across the continent.
Length: 36 feet ( 1 1 m).
GAW Mortars
Width: 27 feet, 1 0 inches (8.5 m).
A m ortar is essentially a man-portable, miniature artillery
Height: 6 feet ( 1 . 8 m).
weapon. It is a lightweight, crew-served indirect fire weapon
Weight: 8 tons (7200 kg).
once used to provide support for front-l ine units . The weapon
Mega-Damage : Varies with amm unition type. can be carried by a small crew of foot soldiers and can be set up
Ammunition Types : virtually anywhere (unlike heavy artillery). Mortars were the ba­
Plasma: 3D4x l 0 M . D . t o 3 0 foot (9. 1 m ) blast radius . sic infantry support weapon and in pre-Rifts times were issued
High Explosive: 2D4x l 0 M.D. t o 1 5 foot (4. 6 m) b last ra­ to heavy weapons formations at the battalion, company and
dius . even platoon level to attack enemy infantry units, defensive po­
sitions and light-skinned vehicles (APC s, IFVs, armored cars
DP Fragmentary: I D6x l O M . D . to 3 0 foot (9. 1 m) blast ra­
and supply trucks) . However, with the advent of Mega-Damage
dius .
mini-missiles, rifle grenades, and long-range, precision energy
AP Fragmentary: I D4x l O M . D . to 50 foot ( 1 5.2 m) blast ra­
weapons, mortars, like arti llery, became obsolete .
dius .
Still, Golden Age Weaponsmiths offers a couple varieties at
Smoke: Covers 40 foot ( 1 2 .2 m) blast radius.
low prices. Most effective against entrenched positions and low
Effective Range : 1 1 .3 miles ( 1 8 . 1 km). tech, S . D . C . opponents.
Rate of Fire : 4 rounds per minute. If the mortar is firing at a stationary or fixed target, like a
Crew : I I total. bunker or building, once the coordinates for the target have been
M.D.C. of the Weapon : 20. determined, every round will hit the target; i.e., in game terms,
Cost: 3 5 0,000 credits . Poor availability, minimal demand. once the mortar has made one successful strike roll, every round
thereafter will automatically hit the "fixed" target (no roll to
strike is necessary as long as the attacker does not change his
GAW- 155 Electromagnetic Howitzers position). The rate of fire is equal to the attacker' s usual number
of hand to hand attacks per melee round. It takes I D4+ I melee
This is the only howitzer designed and manufactured by
attacks to m ake the initial hit/strike, using up one additional me­
Golden Age Weaponsmiths. The GA W- 1 5 5 is a 1 5 5mm howit­
lee attack/action for each adjustment, after each mortar round
zer built along the same lines as the GA W- 1 9 8 , and looks al­
that misses. There is one huge drawback to the weapon, because
most the same upon casual inspection. Unlike the venerable
the mortar is an indirect fire weapon, it has virtually no chance
GAW- 1 9 8 howitzer that it resembles, th is weapon is built en­
of directly hitting small or moving targets (like cyborgs, power
tirely of lightweight Mega-Damage materials. It also has a series
of electrom agnetic coils lining the interior of the barrel to propel armor, robots, tanks, and even foot soldiers, monsters, etc.). It is
also ineffective against small bands of troops who are not clus­
the proj ectile at high speeds and greater distances. The
tered close together. If a mortar gunner wishes to hit such small,
GAW- 1 5 5 rail how itzer fires shells at nearly twice the range of
moving targets a Called Shot is required and h e must roll an un­
the old M 1 9 8 . It can also be used as a direct-fire cannon, like the
modified (Natural) 18, 19 or 20 to hit ! Remember though, even
Boom Gun, to destroy point targets like tanks, APCs and giant
if the mortar gunner fails to score a direct hit, the target may get
robots.
caught in the blast radius, thus taking half damage from the
Length: 36 feet ( 1 1 m). mortar round.
Width: 27 feet, 1 0 inches (8.5 m).
Height: 6 feet ( 1 . 8 m).
GAW Commando 60mm Handheld Mortar
Weight: 9 tons (8 1 00 kg).
Power System: Nuclear, with energy life of 2 years . The Commando mortar is an extremely lightweight, 60mm
weapon that has no bipod, sights or base plate. It is des igned to
Mega-Damage : Varies with ammunition type.
be fired by a single infantryman who literally holds the tube up­
Ammunition Types : right (grasping an insulated hand-grip that protects the shooter
Plasma: 3 D4x l 0 M . D . to 3 0 foot (9 . 1 m) blast radius. from the heat). There is no sight assembly, mean ing that the op­
High Explosive: 2D4x l 0 M.D. to 15 foot (4. 6 m) blast ra­ erator has to align the tube to the target and judge the elevation
dius . on his own. Commando mortars are so light they can be carried
DP Fragmentary: I D6x I 0 M . D . to 30 foot (9. 1 m) blast ra­ in a backpack or slung over the shoulder like a rifle. Then when
dius . it is needed the weapon can be unslung and used to lob shells at
AP Fragmentary: I D4x l O M.D. to 50 foot ( 1 5 .2 m) blast ra­ enemy troops, fortifications and vehicles.
dius . Weight: 8 lbs (3 .6 kg).
Smoke: Covers 40 foot ( 1 2 .2 m) blast radius. Mega-Damage : Varies with ammunition type.
Effective Range : 20 miles (32 km).
1 26
Ammunition�: Uses the equivalent of grenades to inflict
Mega-Damage. New Combat Veh icles
Plasma: 6D6 M.D. to a blast radius of 1 2 feet (3 .6 m).
Military vehicle production is the primary focus of G olden
High Explosive/HE: 4D6 M . D . to a blast radius of 6 feet ( 1 . 8
Age Weaponsmith s ' retrofitting operations. All of these vehicles
m).
are refitted with armor capable of sustaining Mega-Damage and
Fragmentation : 2D6 M .D. to a blast radius of 20 feet (6. 1 m). are equipped with the best h igh-tech computer and electrical
Smoke: Covers an area of 20 feet (6 m) in colored smoke components that are available to them . However, none of these
(black, wh ite and red). Parachute Flares: G lides down and vehicles are new designs, rather they are recovered combat vehi­
bums to illuminate the target area for 1 D6 minutes. cles salvaged by G olden Age Weaponsm iths from ruined bases
Rate of Fire: 1 -2 shots per melee round (characters with 5 or and armories and "souped up" with additional M.D.C. plating,
more attacks/actions per round can fire twice); each shot may weapons and modem features. GA W tries to select what it feels
include a minor adjustment and counts as three m elee attacks. are the most capab le, durable and combat-worthy vehicles - old,
Effective Range : 4000 feet ( 1 2 1 9 m), the weapon has a m ini­ reliable workhorses - and has upgraded them for survival on the
mum range of 1 3 0 feet (40 m). modem battlefields of Rifts Earth. In spite of the age of these
Payload: Single shot, each round manually loaded/fired. designs, the vehicles are still highly effective and have fair to
good levels of overall performance. However, they are "re­
Note : Commando mortars have no sighting device meaning that
builds" of actual old vehicles or M . D . C . redesigns with minimal
the operator must aim the weapon by a process of guesswork,
M.D.C. and basic weapons to keep the cost cheap. The Golden
and thus, typically these mortars are not accurate weapons. For
Age Weaponsmiths' vehicles are very affordable, less expensive
any hope of hitting the target the operator of a Commando mor­
than most other vehicles on the market, but are generally ranked
tar must have the w. P. Mortar skill and even then, he is at -3 to
as second-rate when it comes to heavy combat. Still, sales of
strike.
these vehicles are good, especially among adventurers, smal l
Cost: 2000 credits for the mortar, bombs cost the same as CS mercenary outfits and independent kingdoms.
hand grenades : 250 credits for fragmentation, 275 for H igh Ex­
plos ive, 350 for plasma, 1 8 0 credits for smoke and flares.
GAW-M I A3 Imp roved
GAW Sledgeham mer 8 1 mm Medium Mortar Abrams Main Battle Tank
The Sledgehammer is a larger mortar that fires rounds at The Abram s MBT was once a mainstay of the old U . S . Em­
greater ranges. Before the Rifts these weapons were issued to pire ' s mechanized armored force; quick, tough and well armed,
heavy weapons platoons at the battalion level. When broken improving upon the tank was a relatively straightforward proj ect
down into component parts these mortars can be transported on for the engineers of Go lden Age Weaponsm iths. The new
foot by their crew of five troops. This mortar fires standard HE
Abrams is a fair match for Iron Heart' s medium tank, and
rounds against infantry and soft-skinned vehicles, but with the
weaker than their Iron Hammer MBT, but still, for the cost, the
development of "smart" HEAT m ortar rounds they are also ef­
GA W ' s Improved Abrams cannot be beat.
fective against IFVs and tanks !
Model Type: GAW-M I A 3 Improved Abrams Main B attle Tank
Weight: 89 1bs (40 kg).
Class: Main B attle Tank.
Mega-Damage : Varies with ammunition type.
Crew: Four crewmen, a Tank C ommander/pilot/driver, gunner,
Ammunition Types : Uses the equivalent o f grenades to inflict
loader/Operator/mechanic and communications officer.
Mega-Damage.
M.D.C. by Location:
Plasma: 6D6 M . D . to a blast radius of 1 2 feet (3 .6 m).
Cupola on Turret - 50
High Explosive/HE: 4D6 M.D. to a blast radius of 6 feet ( 1 . 8
Main Turret - 1 20
m).
Improved 1 20 mm Auto-Cannon - 5 0
Fragmentation: 2D6 M . D . to a blast area of 20 feet (6. 1 m).
* Modified .50 cal Coaxial Machine-Gun - 8
Smoke: Covers an area of 20 feet (6 m) in colored smoke
(black, white, and red). Parachute Flares: Glides down and * Modified 7.62 mm Cupo la Machine-Gun - 5
bums to illuminate the target area for I D6 minutes. * Box Style Missile Launchers (2) - 1 5 each
Rate of Fire: 1 -2 shots per melee round (characters with 5 or * * Track Treads (2) - 20 each
more attacks/actions per round can fire twice); each shot may * * * Main B ody - 266
include a minor adjustment and counts as three melee attacks. Reinforced Crew Compartment 25
Effective Range : About 3 miles (4 . 8 km), the weapon has a m in­
imum range of 1 30 feet (40 m). * The items marked by a single asterisk are small and diffi­
Payload: Single shot, must be reloaded by hand. cult to hit (or shielded) and require a Called Shot to strike with
Cost: 4,500 credits for the mortar, bombs cost the same as CS the shooter suffering a penalty of -2 to strike .
hand grenades : 250 credits for fragmentation, 275 for H igh Ex­ * * Depleting the M.D.C. of a tread requires a Called Shot
plosive, 350 for plasma, 1 8 0 credits for smoke and flares. (and -2 to strike), but destroying one set of treads immobilizes
the tank until it can be replaced. Replacing a tread will take
1 D6x 1 0+ 1 0 minutes by a trained crew (2 replacements are car-

1 27
ried on board) or three times as long by an inexperienced crew . Heavy Ramjet Rounds: 1 D4 M . D . per round, doing 1 D4x l O
Changing the tread is only possible when the vehicle is not un­ M.D. per ten round burst. (Cost i s 8 credits per Heavy Ramjet
der attack. round from GA W when purchased in batches of 1 00 or more .
* * * Depleting the M.D.C. of the main body completely de­ Smaller quantities cost 1 0- 1 2 credits each from GA W; fair to
stroys the vehicle. good availability.)
Speed : Rate of Fire : Each burst counts as one of the tank gunner' s hand
Maximum Speed: 60 mph (96 km) max imum, speed cross­ to hand attacks per melee.
country is typically 40 mph (64 km). Effective Range : 6000 feet ( 1 82 8 m).
Range : 500 miles (800 km) before requiring refueling. Payload: 3000 rounds, equal to 300 bursts !
Statistical Data : 3 . Box Style Min i-Miss ile Lau nchers (2): These two box­
Height: 1 8 feet (5 . 5 m). mounted launchers have been added to the sides of the GA W
Abrams for use against lightly armored targets and infantry .
Width: 12 feet (3 .6 m) .
Primary Purpose : Anti-Vehicle and Fortifications.
Length : 36 feet ( 1 0.9 m).
Secondary Purpose : Anti-AircraftlMissiles and Anti-Personnel.
Weight: 40 tons fully loaded.
Mega-Damage : Varies with type of missile.
Cargo : Minimal storage space, just enough room for extra cloth­
ing, weapons and some personal items . Missile Type : Can fire any standard mini-missile type, but
GA W sells the tank with six High Explosive (5D6 M.D. to a 5
Power System : Conventional diesel engine.
foot/ 1 . 5 m blast radius) and six Fragmentation (5D6 M.D. to a
Cost: 200,000 credits . 20 foot!6. 1 m blast radius) mini-m issiles.
Weapon Systems : Rate of Fire : Volleys of I, 2, 4, or 6. F ired by the gunner.
1 . 1 20 mm Auto-Cannon : The Abrams main gun fires explo­ Effective Range : One mile ( 1 . 6 km).
sive shells at visible targets (line up in the targeting sights Payload : 1 2 total. Each missile launcher holds six mini-missiles.
and fire ; but is only + 1 to strike if the target is "painted" with 4. 7 .62 m m Cupola Machine-g u n : A 7 . 62 mm mach ine-gun
a laser designator) . The tank may also operate like an artil­ manned by a gunner protected by the cupola (shielding). May
lery unit, firing at a set of coordinates without actually seeing be loaded with Wellington Industries ' Wl-2E explosive
the target (-2 to strike). The auto-cannon is built into the tur­ rounds, that allow the weapon to inflict greater Mega-Dam­
ret, and the turret can rotate 360 degrees and can aim up and age. The m achine-gun is mounted in the cupola and can be
down in a 60 degree angle, allowing the tank to engage pointed in any direction by the gunner for a 3 60 degree rota­
low-flying aircraft and other types of slow flyers (however, it tion and a 1 20 degree arc of fire up and down.
is -3 to hit flying targets moving faster than 80 mph/ 1 2 8 km). Primary Purpose: Anti-Infantry/Soft Targets .
The gun is control led by a gunner inside the turret compart­
Secondary Purpose: Self-Defense.
ment.
Mega-Damage : 4D6x l O S.D.C. or I D4 M . D . per 1 0 round burst,
Primary Purpose : Anti-Tank!Anti-Robot!Anti-dragon.
2D4 M.D. for a 20 round burst. U sing WI-2E explosive rounds
Secondary Purpose : Self-Defense. doubles the damage noted above (2D4 M . D . per 1 0 round burst
Mega-Damage : 6D6 M . D . per H igh-Explosive (HE) round to a and 4D4 M.D. per 20 round burst) .
1 0 foot (3 m) radius or 1 D4x l O per Armor Piercing round to a 3 Rate of Fire: Each 1 0 round burst counts as one of the gunner' s
foot (0 .9 m) radius, both rounds are designed to take down other attacks per melee. A 2 0 round burst counts a s two.
tanks, armored veh icles, giant robots and fortifications.
Effective Range : 3 000 feet (9 1 4 m).
Rate of Fire: A maximum of three attacks per melee round re­
Payload: 1 600 rounds, equal to 1 60 ten round bursts.
gardless of the gunner' s hand to hand combat numbers .
S. Systems of Note: Vehicular radio with 50 mile (80 km)
Effective Range: 6000 feet ( 1 82 8 m) for all rounds.
range, and passive nightvision with 2000 foot (6 1 0 m) range.
Payload: The tank can carry up to 80 rounds; typically a mix of
half and half, plus six smoke shells (covers a 40 foot! 1 2 .2 m ra­
dius), but m ay be all of one kind (plus smoke) or the other.
GAW-M l 1 3 Imp roved ( APe)
2 . . S O cal Coaxial Machine-gu n : This machine-gun is mounted
under the main cannon, forcing the entire main turret to tum Armored Person nel C arrier
in order to engage new targets. The weapon may fire conven­
The M I 1 3 is a simple all-purpose APC with superior speed
tional ammunition or Wellington Industries M.D. ramjet
and better armor and weapons. The vehicle can deliver combat
rounds (much more expensive).
infantry and supplies to the battlefield in relative safety . Al-
Primary Purpose : Assault and Defense.
though the refitted M I 1 3 are no match for modem APCs, one
Secondary Purpose : Anti-Infantry/Soft Targets. cannot beat the rock bottom price offered by GA W - they 're
Mega-Damage : Conventional . 50 Caliber Rounds: I D6x 1 00 practically giving the M I 1 3 s away .
S . D . C . or I D6 M . D . per burst of 1 0 rounds. Model Type: GA W-M I 1 3 s Improved Armored Personnel Car-
Light Ramjet Rounds: One M.D. per round, doing I D8 +2 rier.
M.D. per ten round burst. (Cost is 4 credits per Light Ramjet Class: Armored Personnel Carrier.
round from GA W when purchased in batches of 1 00 or more .
Crew: Three crewmen : a driver/APC commander, cupola gun-
Smaller quantities cost 5-6 credits each from GA W; fair to good
ner, and a communications officer.
availability.) 1 28
Troop Transport : Comfortably seats either 24 heavy infantry Secondary Purpose : Anti-Vehicle.
soldiers or 1 4 power armor suits. Mega-Damage : Varies with mini-missile type.
M.D.C. by Location: Missile Type : Can fire any standard mini-missile type, but
Turret - 80 GA W sells the tank with six High Explosive (5D6 M.D. to a 5
* Cupola Rail Gun - 50 foot/ 1 . 5 m blast radius) and six Fragmentation (5D6 M.D. to a
* Box Style Mini-Missile Launcher - 1 0 20 footl6. l m blast radius) m ini-m issiles.
* * Track Treads (2) - 1 4 each Rate of Fire : One at a time or volleys of 2, 4, or 6.
* * * Main B ody - 1 6 8 M . D . C . (the main body is reinforced Effective Range : About 1 m ile ( 1 . 6 km).
with modern M.D.C. materials). Payload : Six mini-missiles.
3 . Systems of Note : Vehicular radio with 50 mile (80 km) range
* The items marked by a single asterisk are small and diffi­ and passive nightvision with 2000 foot (6 1 0 m) range.
cult to hit (or shielded) and require a Called Shot to strike with
the shooter suffering a penalty of -2 to strike.
* * Depleting the M.D.C. of a tread requires a Called Shot GAW-998 Imp roved Hummer
(and -2 to strike), but destroying one set of treads immobilizes
the vehicle until it can be replaced. Replacing a tread will take C omb at Utility Vehicle
1 D6x 1 0+ 1 0 minutes by a trained crew (2 replacements are car­ The GA W -998 Hummer is an extremely popular light com­
ried on board) or three times as long by an inexperienced crew . bat and util ity vehicle. As with most vehicles manufactured by
Changing the tread is only possible when the vehicle is not un­ Golden Age Weaponsmiths, the GA W Hummer is a Mega­
der attack. Damage retrofit of a pre-Rifts American military vehicle. In the
* * * Depleting the M.D.C. of the main body completely de­ age before the Com ing of the Rifts, the M-998 series HMMWV,
stroys the vehicle. or High Mobility Multi-purpose Wheeled Vehicle, was one of
Speed: the most widely used vehicles in the modern American military .
Maximum Speed: 8 0 mph ( 1 28 km) maximum, speed Its design stands out for two main reasons, utility and mobility .
cross-country is typ ically 45 mph (72 km). The retrofitted G A W-998 can b e used for dozens o f different
Range: 500 miles (800 km) before requiring refueling. applications, including troop transport, resupply, staff car, re­
connaissance, field ambulance, towing artillery pieces, and
Statistical Data :
when armed with a TOW launcher, as a mobile weapons plat­
Height: 9 feet, 9 inches (2.97 m). form for anti-tank combat. Without much exaggeration, it can be
Width : 8 feet, 4 inches (2.54 m). said that the Hummer can go anywhere. It can go wherever
Length: 2 1 feet, 2 inches (6.45 m). tanks can, ford rivers (up to 2 . 5 feetlO.76 m deep), climb virtu­
Weight: 1 4 tons. ally any hill, scale logs, steps and other obstacles up to two feet
Cargo : Can hold 5,000 Ibs (2,250 kg) worth of equipment. (0.6 m) tal l, and drive across sand, snow and ice with equal
ease . Hummers are incredibly rugged and continue driving at
Power System: Conventional diesel engine.
normal speeds even when all four tires are flat (they all come
Cost: 80,000 credits. with the run-flat tire system). The vehicle can carry a payload of
Weapon Systems : up to 2500 Ibs ( 1 1 25 kg) of cargo or up to 1 0 seated troops in
1. Cupola Rail G u n : This gun is a copy of Northern Gun ' s full gear and tow a maximum pay load of 3 ,400 lbs ( 1 5 3 0 kg); as
NG-202, located i n the cupola (mini-turret). The turret must much as a 1 05mm howitzer. Even the vehicle itself is easy to
be m anned by a gunner, can rotate 360 degrees and has a 90 move; the Hummer can be carried by a GA W-60 Blackhawk he­
degree arc of fire up and down. licopter, and two Hummers can be carrie d by the GA W-47 Chi­
nook.
Primary Purpose : Anti-Aircraft and Anti-Vehicle.
Another winning feature of the vehicle ' s design is that with
Secondary Purpose : Defense and Anti-Personnel.
little effort, all Hummers can be outfitted for combat use. Every
Mega-Damage : I D4x 1 O per 40 rounds burst; one round does Hummer, even ambulance models, come equipped with a
I D4 M.D. weapon mount on the roof on which numerous weapons can be
Rate of Fire: Each burst counts as one of the gunner' s attacks attached when needed. All GA W Hummers also have a basic ra­
per melee round. dio with a 5 mile (8 km) range.
Effective Range : 4000 feet ( 1 2 1 9 m). Model Type: GA W-998 Improved Hummer
Payload: 3 ,200 round drum, for 80 bursts. Reloading the drum Class: High Mobility Multi-purpose Wheeled Vehicle.
takes 1 5 minutes if done by hand, 5 minutes if done with robots Crew: One pilotldriver is all that ' s critical, but it can accommo­
and special equipment. One extra drum can be carried inside the date a four person crew (co-pilot, gunner, and 1 communications
APC . officer, in addition to the pilot, or pilot and three passengers) in
2. Box Style Mini-Missile Launcher : A single box style addition to six seated troops or additional passengers (8 under
mini-missile launcher has been added to the top of the APC cramped conditions). As an ambulance, it easily accommodates
to provide aerial protection for the vehicle and its mecha­ 4 stretchers and 2-4 seated patients or 1 0- 1 2 seated passengers ,
nized infantry, the launcher is fired by the driver. the "crew" being the driver, a doctor and two paramedicslfield
Primary Purpose : Anti-Aircraft. medics.

1 29
MoDoC. by Location: Armament for the FA V, aside from the driver' s personal
Weapon Turret (optional) - 40 weapons, consists of a roof-mounted WI-GL80 "Predator" (or
Ballistic Windows (3 ; forward) - 12 each Super-Grenade Launcher), and a pair of mini-missile launchers .
This impressive array of weaponry gives the three-man FA V
* Headlights (6) - 3 each
crew the firepower of a heavy power armor suit or light combat
* Hardened Tires (4) - 6 each
robot, and enough firepower to engage much larger infantry
Reinforced Pilot's Compartment - 25 units, enemy installations, soft-skinned vehicles and even light
** Main Body - 122 armored vehicles (such as an Iron Maiden APC- I 0, Bradley IFV
or Coalition APC) . The FA V is also easy to transport; one can
* The items marked by a single asterisk are small and diffi­ be carried by a GAW-60 Blackhawk, or two by the GAW-47
cult to hit and require a C alled Shot to strike w ith the shooter Chinook, and the FA V can even be rigged to parachute from
suffering a penalty of -3 to strike. transport aircraft.
* * Depleting the M.D.C. of the main body completely de­ Since it was first offered by Golden Age Weaponsmiths, the
stroys the vehicle. FA V has been purchased for special operations units in many
Speed : armies, including the Manistique Imperium, Ishpeming, Lazlo
Maximum Speed: 90 mph ( 1 44 km) maximum, speed cross­ and Tolkeen, as well as by numerous mercenary and bandit
country is typically 1 5 -3 5 mph (24-56 km). groups. These forces use the FA V in many roles, including re­
Range : 800 miles ( 1 280 km) before requiring refueling. connaissance, patrolling, security , light strike, infantry support,
covert surveillance, covert infiltration, forward air contro l (using
Statistical Data :
laser designators) and for standby combat search and rescue.
Height: 6 feet ( 1 .83 m).
Model Type: GA W Fast Attack Vehicle (FAV)
Width: 9 feet, I inch (2 .75 m).
Class: Fast Attack Vehicle Special Ops Dune Buggy.
Length: 1 6 feet (4 . 72 m).
Crew: Two, driver and gunner, plus 2-4 passengers.
Weight: 5 ,060 Ibs (2277 kg) .
MoDoCo by Location:
Cargo : Can hold 2,500 Ibs ( 1 , 1 25 kg) worth of equipment, plus
* Headlights (4) - 3 each
tow a load of 3 ,400 Ibs ( 1 , 5 3 0 kg) .
* Hardened Tires (4) - 4 each
Power System: Conventional gas engine.
* Roof Gun (typically a WI-GL80 Predator) - 5 0
Cost: 95,000 credits.
* B ox Style Missile Launcher ( 1 ) - 1 0 each
Weapon Systems : Every GA W Hummer has a weapon mount
* Exposed Rear Mounted Engine - 1 2
on the roof of the vehicle. This mount can support numerous
weapons, including most machine-guns, rail guns, We llington * * Main Body - 82
Industries auto-cannons, the WI-GL20 grenade launcher, TOW * The items marked by a single asterisk are small and diffi­
launcher, m ini-missile launcher or any type of rifle style energy cult to hit and require a Called S hot to strike w ith the shooter
weapon. When the Hummer is armed the weapon is accessed suffering a penalty of -3 to strike.
through a hatch from the back seat of the vehicle and must be
* * Depleting the M.D.C. of the main body completely de­
manned by a gunner. Two mini-missile box launchers can also
stroys the vehicle.
be attached to the exterior (back or sides) of the vehicle (six
mini-missiles per launcher). Note: This is not an environmental enclosure, the crew s its
exposed to the elements, but does have the benefits of partial
cover and concealment. Shots directed at the crew suffer a pen­
GAW Fast-Attack Vehicle alty of -2 to strike.
Speed :
Special Ops Dune Buggy Maximum Speed: 1 20 mph ( 1 92 mph), off-road speed is re­
The GAW Fast Attack Vehicle (FAV) is a high speed, duced. A ful ly-loaded FA V travels cross country at speeds vary­
heavily armed, rugged off-road dune buggy-like vehicle de­ ing from 25-60 mph (40 to 96 km) depending on the difficulty
signed for special operations applications . Its bas ic function is to of the terrain.
augment the firepower and mobility of elite troops without sac­ Range : 1 500 miles (2400 km), due to its electric engine .
rificing the ir ability to hide and maneuver covertly. And in so Statistical Data :
doing, the FA V has expanded the capabilities of Special Ops Height: 6 feet, 3 inches ( 1 . 9 m).
personnel.
Width: 6 feet, I I inches (2 . 1 1 m).
FA V s are three-man, all-terrain vehicles that have a top road
Length: 1 3 feet, I I inches (4.25 m).
speed of 90 mph ( 1 44 km). The FAV Dune Buggy is rugged and
Weight: 2,750 Ibs ( 1 ,23 7 . 5 kg).
can negotiate virtually any ground terrain. It drives over steep
inclines, through roadblocks, over tank traps, sand, mud, ditches Cargo: None.
and trenches as we ll as other rough terrain and obstacles (up to 4 Power System: E lectrical engine .
feetl 1 .2 m tall) that are impassable for most other military vehi­ Cost: 270,000 credits .
cles . A fully-loaded FA V travels cross-country at speeds vary­
Weapon Systems :
ing from 25 -60 mph (40 to 96 km), which on average is 5 0%
greater than the off-road speed of the GA W-H99 8 Hummer. 1 . Roof G u n : May b e the WI-GLSO " Predator" S uper-G re-
1 30
nade Launcher or a .50 Caliber Heavy Machine-Gun. This low the pilot to perform stunts that are difficult in other aircraft.
weapon is mounted on a reinforced roll-bar and requires a It' s so well built that the maj or systems are armored, shielded
gunner (typically one of the passengers standing up on his from EMP effects and feature triple redundancy. GA W even in­
seat and strapped into the gunner' s harness). The weapon can stalled an ejection seat system based on the original "zero-zero"
rotate 3 60 degree and has a 90 degree arc of fire up and design . This means that the ej ection system works in flight or on
down. the ground at "zero altitude and zero speed."
Primary Purpose: Assault and Defense. Model Type: GAW-A- l O Improved Thunderbolt II, a.k.a. the
Secondary Purpose: Anti-Personnel. "Warthog"
Mega-Damage : Predator Grenade launcher: HEA T/Armor Pierc­ Class: Close-support ground attack aircraft.
ing Grenade: I D4x l O to a radius of 3 feet (0.9 m) around the Crew: One, pilot.
target. Fragmentation Grenade: 4D6 M.D. to everything in a 1 2 M.D.C. by Location:
foot (3 .6 m ) radius. Other: Smoke, tear gas or other types of Dual-Rudder Tail - 45
grenades may be substituted.
* Landing Gear/Tires (3) - 5 each
.50 Caliber Machine-gun: I D6 M . D . per 1 0 round burst.
* Jet Engines (2) - 55 each
Rate of Fire : Each grenade or machine-gun burst fired counts as
* Avenger Cannon - 20
one of the gunner' s attacks per melee.
* M issile Pylons (9) - 5 each
Effective Range : Grenade Launcher: 2 1 00 feet (640 m). Ma­
chin e-gun : 6000 feet ( 1 828 m). ** Wings (2) - 60 each
Payload: Grenades: 60 grenade belt feed or 800 machine-gun * * Main Body/Fuselage - 1 40
rounds (80 bursts). Reinforced Pilot's Compartment - 60
Note: This weapon m ay be replaced with a mounted laser or * Items marked by a single asterisk are small and/or difficult
other rifle style energy weapons, but requires E-Clips or a sepa­ targets to hit and require a Called Shot to strike w ith a -5 penalty
rate power pack or generator for power. to strike when the aircraft is moving faster than 1 00 mph ( 1 60
2. Box Style Mini-Missile Launchers (2): These two km ; -2 to strike moving slower than that). Destroying the land­
box-mounted launchers on the s ides of the FA V are used ing gear will result in an emergency landing (same as crash
against lightly armored targets and infantry, both of these landing but with 0 1 -77% chance of success). The loss of one en­
launchers are fired by the gunner. gine reduces maximum air speed by half and impose a - 1 5%
Primary Purpose: Anti-Aircraft. penalty to the piloting skill and trick man euvers . There are three
Secondary Purpose : Anti-Vehicle. weapon py lons per wing and three under the fuselage. De­
Mega-Damage : Varies with mini-missile type. stroying a pylon prevents missiles or bombs from being
mounted to the aircraft. Destroying a missile attached to a pylon
Missile Type : Can fire any standard mini-missile type, but
will detonate it and inflict damage to the aircraft.
GA W sells the FA V with six High Explosive (5D6 M.D. to a 5
* * Destroy ing one of the wings or depleting the M.D.C. of
foot/ 1 . 5 m blast radius) and six Fragmentation (5D6 M.D. to a
20 footl6. 1 m blast radius) m ini-m issiles. the main body will knock the bird out of the sky ! Roll under pi­
loting skill -30% for a succes sful crash landing (plane is
Rate of Fire : One at a time or volleys of 2, 4, or 6.
wrecked, but the pi lot comes out alive).
Effective Range : About 1 mile ( 1 . 6 km).
Speed :
Payload : 1 2 , six mini-m issiles per launcher.
Driving on the Ground: Not possible, taxi speed is 5 mph (8 km)
3. Systems of Note: B asic radio with 5 mile (8 km) range, pas­ on paved surfaces, 2 mph (3 .2 km) on rough terrain.
sive nightvision with 2000 foot (6 1 0 m) range, and souped up
F lying: The twin turboj ets enable the Thunderbolt aircraft to
for fast turns and evasive maneuvers (half the usual piloting
reach a maximum speed of 450 mph (720 km) in level flight.
penalties for trick and evasive moves).
Cruising speed is considered 325 mph (520 km). Stall speed is
an impressive 50 mph (80 km) fully loaded. The landing system
GAW-A- I O Improved is reinforced, making landings possible on rough, level terrain
(- 1 0% to -3 0% modifier, any higher results in a controlled crash
Thunderbolt II Fighter Aircraft attempt) and allows it to be positioned near the battlefield. At
max imum weight, takeoff distance is only 70 feet (2 1 .3 m)!
Inspired by Owen Johnson
Maximum Altitude: The maximum altitude of the Warthog is
Adapting this Thunderbolt to the Rifts environment was a 45 ,000 feet ( 1 3 ,7 1 6 m).
maj or undertaking for GA W. Newly rebuilt, it now has modem Range : 1 000 miles ( 1 600 km) before requiring refueling.
medium-range missiles, as well as enhanced sensors. Fully ar­
Statistical Data :
mored throughout, its strong frame is capable of carrying much
heavier armor, living up to its other nickname as the "flying Height: 1 1 feet (3 . 3 m).
tank. " The redesigned seven-barrel GU-A/8 Avenger cannon is Width: 60 foot ( 1 8.2 m) wingspan .
still the centerpiece of the Thunderbolt. Length: 64 feet ( 1 9.5 m).
Top speed of the aircraft has been increased to 450 mph (720 Weight: 1 3 tons empty, 19 tons fully loaded.
km) . It has a low stall speed and is extremely maneuverable. A Cargo : Minimal storage space for extra clothes, weapons and
factor the designers kept in mind, because these low speeds al- personal items.
1 31
Power System : Conventional twin turboj et engines. Effective Range : Five miles (8 km) for short-range missiles, 40
Cost: 38 million credits for a single undamaged and fully armed miles (64 km) for medium-range m issile.
Thunderbolt. Payload : One medium or three short-range missiles.
Weapon Systems : 4. Systems of Note: The Thunderbolt has all the standard fea­
tures of robot vehicles as listed in the Rifts® RPG. In addi­
1 . G U-A/8 Mk. I I Avenger Cannon (1 ; experim ental) : This is
tion to the following special features app licable to characters
the centerpiece of the Thunderbolt. It is 2 1 feet (6.4 m) long
with the Jet Fighter skill; no bonuses for those untrained in
without the ammo drum (32 feet/9 . 8 m with it). It fires spe­
combat aircraft.
cially, shaped armor piercing Mega-Damage proj ectiles using
Special B onuses : One additional melee attack/action per melee
a high-yield propellant. It is high ly accurate, able to concen­
round against ground-based opponents, +1 on initiative, +2 to
trate its firepower inside a two foot (0.6 m) area. The can­
dodge when flying at slow speeds or at low altitude, +4 to dodge
non ' s high rate of fire requires 77 horsepower just to rotate
when flying over 3 2 5 mph (520 km).
the barrels. The on ly exposed part of the gun is the armored 2
foot (0.6 m) section under the nose. The rest of it is inside the Special Enhanced Radar: Can identify and simultaneously track
main body of the aircraft. up to 96 different targets. Range : 3 00 m iles (4 80 km). The radar
is in the nose and faces forward. Only targets in the forward 60
Primary Purpose : Assault/Anti-Armor.
degree arc of the jet can be targeted. Special ground attack mode
Secondary Purpose : Anti-Dragon!Anti-Aircraft.
identifies and tracks ground targets only .
Mega-Damage : 2D6x 1 O M . D . to a two foot (0 .6 m) area per 1 00
Laser Designator/Targeting System : M ounted on the right side
round burst. Ricochets are common against "hard targets" and
of the nose, the laser targeting is used with Avenger Cannon
do 2D6 M . D . to everything in a 1 5 foot (4 .6 m) radius of the
shots. The aiming reticle appears on the HUD for cannon shots .
main target.
Bonuses : + 1 to strike with the cannon . Range : 2 miles (3 .2 km).
Rate of Fire : 1 0 0 round bursts only.
Radar Detectors : Hidden in the wingtips and tail section, these
Effective Range : 5 800 feet ( 1 76 8 m). sensors will display, on a receiver screen, the direction and
Payload : The ammo drum holds 2000 rounds for 20 bursts, but source(s) of radar energy hitting the aircraft. The radar detector
it' s usually enough to get the j ob done. The amm o drum can be system software and sensitivity is so great that it can identify the
hand-loaded inside the aircraft, but that usually takes 2 hours . radar source, direction and type of signal with an accuracy rat­
Normally a belt driven loader, common to all heavy proj ectile ing of 80%.
weapon systems, is used (with reloading only taking 10 min­
utes). Instead of reloading the drum it can be replaced with an­
other one. Requires heavy equipment and/or a robotic P . S . of 25 GAW-F 1 6 C Imp roved Falcon
or more.
Of a l l the newly retrofitted model equipment produced by
2. Wing Mounted Short-Range Missiles Pylons (6) : Three
Golden Age, the GA W-F 1 6C Falcon comes closest in overall
short-range missile are m ounted on each wing. These mis­
performance to the competition. Much of the reason for this is
siles represent the m aj ority of the aircraft ' s firepower and are
that the single-seat multi-role fighter was so capable even before
used against conventional targets .
the modifications were made. Sti ll changes were necessary, in­
Primary Purpose : Anti-Structures/Anti-Vehicle and Anti-Robot. cluding more durable armor plating, improved radar and sen­
Secondary Purpose: Anti-AircraftiAnti-Infantry and Anti­ sors , and a turbofan engine for increased range. The
Dragon. GA W-F 1 6C does have several lim itations in comparison to its
Mega-Damage : Varies with type of missile. competitors , like the lack of a VTOL system - meaning it needs
Missile Type: Any short-range missile can be used, but standard to operate from a full-sized runway - and it has fewer weapons .
issue is Armor Piercing (2D6x 1 0 M.D. to a 5 foot/ 1 .5 m blast To make up for these handicaps the Improved Falcon is mar­
radius) or light High Explosive (2D4x l O M.D.). keted at a very low price, at least half the cost of other aircraft.
Rate of Fire : One at a time or volleys of 2, 4, or 6. Model Type: GA W-F 1 6C Improved Falcon
Effective Range : F ive miles (8 km). Class: Multi-role fighter aircraft.
Payload: Six short-range missiles . Crew: One.
3. Fuselage Mounted Missile Pylons (3): These pylons can M.D.e. by Location:
mount one medium-range missile (3D6x l O M.D. with a 40 * Landing Gear/Tires (3) - 5 each
mile/64 km range) or three additional short-range missiles * Nose Gun ( 1 ) - 1 0
(typically the latter). Used for air to air interception missions * Wing Pylon Mounted Missiles (6) - 2 each
against other aircraft.
** Wings (2) - 43 each
Primary Purpose : Anti-AircraftiAnti-Dragon .
Reinforced Pilot's Compartment - 3 0
Secondary Purpose : Self-Defense.
* * Main Body/Fuselage - 1 00
Mega-Damage : Varies with type of missile.
Missile Type: Any medium-range missile or short-range m is­ * Targets marked by a single asterisk are small and/or diffi­
siles can be used. cult to hit and require a Called Shot to strike with a -3 modifier.
Destroyed landing gear will result in emergency landing rules .
Rate of Fire : One or a volley of 2 or 3 .
Destroying a pylon-mounted missile or bomb will detonate it
and inflict damage to aircraft.
1 32
* * Destroy ing one of the wings or depleting the M . D . C . of 3. Wing Mounted Mini-Missiles ( 1 6) : Eight mini-missiles are
the main body will knock the bird out of the sky ! Roll under pi­ mounted on each of the w ings. They are used for air to air in­
loting skill -40% for a succes sful crash landing (plane is terception missions against other aircraft and missile volleys.
wrecked, but pilot survives with a few scrapes and bruises). Primary Purpose: Anti-Aircraft and Other Flyers .
Speed : Secondary Purpose : Defense and Assault.
Driving on the Ground: Not possible, taxi speed is 5 mph (8 km) Mega-Damage : Varies w ith type of missile.
on paved surfaces, 2 mph (3 .2 km) on rough terrain. Missile Type : Any m ini-missile can be used, but standard issue
Flying: The turbofan engine of the Falcon j et fighter enables the are Armor Piercing and Fragmentation.
aircraft to reach maximum flying speeds of Mach 2 (approxi­ Rate of F ire : Volleys of 2, 4 or 6; each volley counting as one
mately 1 ,320 mph/2, 1 1 2 km). Cruising speeds vary according to melee attack.
the situation but tend to be sub-sonic, usually between 300 and Effective Range : One mile ( 1 . 6 km).
500 mph (4 80 and 800 km). At maximum weight, takeoff dis­
Payload: 1 6 ; eight per w ing.
tance is approximately 600 feet ( 1 83 m).
4. Systems of Note : The Falcon has all the features common to
Maximum Altitude : The max imum altitude for the Falcon is
robot vehic les as listed in the Rifts® RPG . These include
50,000 feet ( 1 5 ,240 m).
standard radio communications, ej ector seats, a fully environ­
Range: 2000 miles (3200 km) before requiring refueling. mental cockpit and a laser targeting system. Additionally, the
Statistical Data : plane has the following :
Height: 1 6 feet, 8 inches (5 m). Enhanced Radar: Can identify and s imultaneously track up to 96
Width : 32 feet, 1 0 inches ( 1 0 m) wingspan . targets. Range : 250 miles (400 km).
Length: 49 feet, 4 inches ( 1 5 m). Pilot and Sensor Systems : H.U.D. helmet, optics include ther­
Weight: 1 8 tons empty, 22 tons fully loaded. mal imager (6000 feetl 1 82 8 m), p assive n ightvision (4000 foot/
1 2 1 9 m range), laser targeting system (+2 to strike w ith M6 1
Cargo : Minimal storage space for extra clothes, weapons and
20mm Gatl ing Cannon), and special fly-by-wire flight controls .
personal items.
These features significantly improve the reaction time of the pi­
Power System: Conventional turbofan, fuel-base engine.
lot for firing weapons (missiles & cannon), providing a bonus of
Cost: 36 million credits for a single undamaged and fully armed + 1 on initiative, + 1 to strike, and +8% skill bonus for pilots with
GA W Improved Falcon. the Jet Fighter skill.
Weapon Systems :
1 . M61 20m m Gatling Cannon: This i s the same pre-Rifts gat­
ling cannon originally installed on the F - 1 4 and F - 1 6 series GAW- 1 3 0 Imp roved
fighters. The cannon is armed w ith Mega-Damage, armor
piercing ramj et ammun ition.
Hercules Airplane
Primary Purpose: Anti-Robot/Anti-Vehicle. A retrofitted C- 1 3 0 Lockheed H ercules, which i s arguably
Secondary Purpose : Assault. the finest military transport plane ever made. Golden Age
Weaponsm iths has retrofitted and sold hundreds of these vehi­
Mega-Damage : 2D6+3 for a short 1 0 round burst, 6D6+6 for a
cles to a variety of users, including m erchants, independent
medium 30 round burst.
kingdoms, shipping companies, mercenary groups and major
Rate of Fire : Each burst (short or medium) counts as one of the
corporations like Wellington Industries and Wilk ' s . The trans­
pilot ' s melee attacks/actions. port can carry 92 fully equipped troops, 64 paratroopers, or
Effective Range : 6000 feet ( 1 829). cargo loads of up to 2 1 ton s !
Payload: 2400 rounds, equal to 240 short bursts or 80 medium Model Type: G A W- 1 3 0 Improved Hercules
bursts. Class: Heavy lift transport aircraft.
2. Air-to-G round Missiles (4) : Two medium-range missiles are Crew: Three, plus up to 92 fully equipped soldiers or 64 para­
mounted on each wing. They are used for air to ground at­ troopers.
tacks, typically to target entrenched fortifications, bunkers,
M.D.C. by Location:
bridges, artillery, communication towers and other fixed po­
sitions, but also to take down or soften up giant robots, tanks * Landing Gear/Tires (3) - 15 each
and monsters, and to punch holes into infantry lines. * Engines (4) - 45 each
Primary Purpose : Anti-Robot and Anti-Vehicle. * * Wings (2) - 80 each
Secondary Purpose : Anti-Structures and Anti-Dragon. * * Main Body/Fus elage - 1 80
Mega-Damage : Varies w ith missile type. Reinforced Pilot's Compartment - 60
Missile Type : Can use any short- or medium-range missiles, but
High Explosive (Heavy): 3D6x l O M.D. or Plasma: 4D6x l 0 * Items marked by a single asterisk are small and/or difficult
M.D., do the most damage . to h it, requ iring an attacker to make a C alled Shot to hit with a
Rate of Fire : One at a time or in volleys of up to nine . penalty of -2 strike .
Effective Range : 40 miles (64 km). Destroyed landing gear will result in emergency landing
rules.
Payload : Four medium-range m issiles .
1 33
The loss of a single engine will reduce maximum air speed (penalties are accumulative with each blade lost). Losing three
by 25% and impos e a - 1 5 % penalty to all piloting rolls (penal­ or all of the rotor b lades will cause the helicopter to crash . Rol l
ties are accumulative with each engine lost). Losing all four en­ under piloting skill -40% for a successful crash landing.
gines will cause the plane to crash . Speed :
* * Destroy ing one of the wings or depleting the M . D . C . of Driving on the ground: Not possible.
the main body will knock the aircraft out of the sky ! Roll under Flying: 1 75 mph (2 80 km), being a helicopter it is capable of
pi loting ski ll -50% for a successful crash landing. hovering and VTOL (Vertical Take-Off & Landing) operations
Speed : as well as low altitude attacks and maneuvering through city
Driving on the Ground: Not possible, taxi speed is 2 mph (3 .2 streets and around buildings.
km) on paved surfaces .
Maximum Altitude : The max imum altitude for the helicopter is
Flying: The powerful engines of the GA W ' s Hercules enable the 1 9, 1 50 feet (5837 m).
plane to reach maximum flying speeds of 3 74 mph (598 km), Range : 1 500 miles (2400 km), due to its electric engine .
even with a maximum load. Cruis ing speeds vary according to
Statistical Data :
the situation but tend to be slow, usually between 1 1 0 and 240
mph ( 1 76 and 3 84 km). At maxim um weight, takeoff distance i s Height: 16 feet, 1 0 inches (5 . 1 3 m) .
approximately 9 0 0 feet (274 m). Width: 5 3 feet, 8 inches ( 1 6.3 m) rotor blades .
Max imum Altitude : The maximum altitude for the Hercules is Length: 50 feet, 1 inch ( 1 5 .26 m) .
3 3 ,000 feet ( 1 0,058 m) . Weight: 6 tons .
Range : 3000 miles (4800 km), due to its newly designed en­ Cargo : Can carry 6 ,000 lbs (2700 kg) suspended from the heli­
gines. copter, in addition to passengers.
Statistical Data : Power System : Electric engine.
Height: 38 feet, 1 inch ( 1 1 . 6 m). Cost: 850,000 credits .
Width: 1 32 feet, 7 inches (40 .4 m) wingspan . Weapon Systems :
Length: 97 feet, 9 inches (29 . 7 m) .
1 . Modified M-23 7.62 m m Machine-G u n : The machine-gun
Weight: 78 tons. is mounted in the nose of the B lack Hawk as a "chin gun," al­
Cargo : Internal cargo stowage of up to 2 1 tons or 92 troops . lowing it a 270 degree arc of fire.
Power System : Conventional jet engines. Primary Purpose: Anti-Infantry/Soft Targets .
Cost: 12 million credits for a single undamaged Hercules . Secondary Purpose: Self-Defense.
Weapon Systems : None, exclusively transport. Mega-Damage : 1 04 M .D . per 1 0 round burst, 204 M .D . per 20
round burst, or 404 M.D . for a 40 round burst.
Rate of Fire : Each burst counts as one melee attack.
GAW-60 Improved Black Hawk Effective Range : 3 000 feet (9 1 4 m).
Assault Helicopter Payload : 4000 rounds, for 400 short bursts, 200 medium bursts
or 1 00 long bursts (404 M .D.) .
The B lack Hawk is an all-purpose utility helicopter that i s
Note : May be substituted w ith an M .D . rail gun or energy
used t o move combat troops and military supplies, for airmobile
weapon but at cons iderably more cost (60,000- 1 2 0,000 credits).
assaults and to transport casualties to medical facilities .
2. Systems of Note: The Black Hawk has all the standard fea­
Model Type : GAW-60 Improved B lack Hawk
tures common to most robot vehicles, plus a radio w ith a
Class: All-purpose utility helicopter. range of 500 m iles (800 km), optics systems include passive
Crew: Two; pilot and gunner, plus up to 1 2 passengers . nightvision (3000 feet/9 1 4 m), thermal imager ( 1 400 feet/
M.D.C. by Locati o n : 426 . 7 m), laser des ignator (+ 1 to strike but targeting uses up
* Landing Gear - 1 2 one of the gunner' s melee attacks) and enhanced radar: tracks
* Main Rotors (4) - 1 0 each 72 targets, with 1 00 mile ( 1 60 km) range.
* Tail Rotor Section - 20
* 7 . 62 mm Machine-Gun - 5
GAW-64 Imp roved
Reinforced Pilot ' s Compartment - 30
** Main Body/Fuselage - 8 5 Ap ache Helicopter
* Items marked b y a single asterisk are small and/or difficult A retrofitted version of the o l d U S A rm y attack helicopter,
to h it, requiring an attacker to make a Called Shot to hit with a the AH-64 Apache combat assault helicopter was upgraded us­
penalty of -3 strike (-5 to strike if the chopper is going 1 00 ing modem M.D .C . materials . A very capable aircraft that ex­
mphl 1 60 km or faster). cels at miss ions of close air support and tank-busting.
Destroyed landing gear will result in emergency landing
rules. Model Type: GA W-64 Improved Apache

The loss of a single main rotor b lade will reduce maximum Class: Ground attack helicopter.
air speed by 1 0% and impose a -2 5% penalty to all piloting rolls Crew: Two; one pilot and one gunner.

1 34
M.D.C. by Location: Hellfire anti-tank missiles, the rails have been adapted to
* Main Rotors (4 b lades) - 15 each carry standard short-range missiles, for use against heavily
* Tail Rotor Section - 20 armored targets, like robot vehicles and main battle tanks .
* G- I 09 Enhanced Rail Gun ( 1 ) - 1 2 Primary Purpose : Anti-Structures, Robots and Vehicles.
* Short-Range Mis sile Rai ls (2) - 3 each Secondary Purpose : Anti-Aircraft.
* Mini-Missile Pods (2) - 1 5 each Mega-Damage : Varies with type of missile.
Rein forced Pilot's Compartment - 3 0 Missile Type: Any short-range missile can be used.
* * Main BodyfFuselage - 1 1 2 Rate of Fire : Volleys of 1 , 2, or 4.
Effective Range : Five miles (8 km).
* Items m arked w ith a single asterisk are small, moving
Payload: Four total. Each rail can mount two short-range mis­
and/or difficult targets to h it and require a Called Shot to strike,
siles .
but even then the attacker is -4 to strike (-6 if the helicopter is
3. Mini-Missile Pods (2) : A mini-missile pod is located on both
flying faster than 1 00 mph/ 1 60 km).
sides of the AH-64 Apache.
Destroying one of the missile pods or an attached missile will
detonate the ordnance and inflict damage to the helicopter. Primary Purpose : Anti-Infantry and Soft Targets .
The loss of a single main rotor b lade will reduce maximum Secondary Purpose: Assault and Defense.
air speed 25% and impose a -25% to all piloting skill rolls (pen­ Mega-Damage : Varies with mini-missiles type.
alties are accumulative with each main rotor lost). Losing three Missile Type: Any mini-missiles can b e used, but standard issue
or four main rotors or losing the tail rotors completely will cause is H igh Explosive (5D6 M.D.) or Armor-Piercing ( I D4x 1 0
the helicopter to crash. M.D.). Fragmentation (5D6 M.D. to a 20 footl6. 1 m radius) will
** Depleting the M . D . C . of the main body will knock the he­ be used for anti-personnel operations.
licopter out of the sky ! Rol l under piloting skill -50% for a suc­ Rate of Fire : One at a time or volleys of 2, 4, or 6.
cessful crash landing by auto-rotating. Effective Range : One mile ( 1 .6 km).
Speed : Payload: 36; 1 8 missiles per launcher.
Driving on the Ground: Not possible. 4. Systems of Note : The Apache has all the standard features of
Flying: 1 84 mph (294 . 5 km), being a helicopter the GA W -64 is robot vehic les as listed in the Rifts® RPG, plus a radio with
capable of hovering and VTOL (Vertical Take-Off & Landing) range of 500 miles (800 km), optics systems include passive
operations as wel l as low altitude attacks and maneuvering nightvision (3 000 footl9 1 4 m range), laser designator (+ 1 to
through city streets and around buildings . strike) and enhanced radar: tracks 48 targets w ithin a 1 20
Maximum A ltitude : The maximum altitude for the Apache is mile ( 1 92 km) range.
20,000 feet (6096 m).
Range : 1 200 miles ( 1 920 km) before requiring refueling.
GAW- I W Imp roved
Statistical Data :
Height: 1 6 feet, 3 inches (4 .95 m). S uper-C obra Gunship
Width: 4 8 feet ( 1 4. 6 m) rotor b lades. Older than the AH-64 Apache, but still very effective the
Length: 50 feet, 9 inches ( 1 5 .47 m). Super Cobra is a popular attack chopper. The engines of the
Weight: 8 tons. Super Cobras have been replaced with h igh-output electric en­
gines to increase their loiter times and increase their flight
Cargo : None .
ranges . The vehicle is smaller and faster than the Apache, but it
Power System : Conventional combustion engine.
doesn 't pack the same pay load of weapons. It m akes an excel­
Cost: 1 .4 million credits . lent light assault helicopter, scout and reconnaissance vehicle .
Weapon Systems : At the same time it is capable of performing m issions of close
air support and tank-busting. Super-Cobras are often used as es­
1 . G - I 09 Rail Gun : A modern rail gun was installed in the nose
cort aircraft for air ambulances and downed p ilot rescue mis­
of the GA W-64 Apache, instead of its old m ini-gun . The
sions.
G- I 09 enhanced rail gun is mounted in the nose, as a "chin
gun," allowing it a 270 degree arc of fire. Model Type: GAW- I W Improved Super Cobra

Primary Purpose : Anti-Robot, Vehicle and Personnel. Class: Ground attack helicopter.

Secondary Purpose : Anti-Aircraft and Anti-Dragon. Crew: Two; one pilot and one gunner.

Mega-Damage : Rail Gun : I D4x l 0 M.D. per 20 round burst. If M.D.C. by Location:
the old sty le Mini-Gun is kept, it does 2D6+3 M.D. per 1 0 * Main Rotors (4) - 12 each
round burst or 4D6+4 M . D . per 20 round burst. * Tail Rotor Section - 1 8
Rate of Fire : Each burst counts as one of the pilot ' s melee at­ * XM- 1 34 7 .62 mm Mini-Gun - 6
tacks. * XM-3 2.7 inch Rocket L aunchers (2) - 8 each
Effective Range : 4000 feet ( 1 2 1 9 m). * Short-Range Missile Rai ls (2) - 4 each
Payload : 4000 rounds for 200 bursts . Reinforced Pilot's Compartment - 3 0
2. Short-Range Missile Rails (2) : Originally used to carry the * * Main Body/Fuselage - 9 0

1 35
* Items marked with a single asterisk are small, moving Mega-Damage: 5D6 M.D . per rocket, to a 20 foot (6. 1 m) blast
and/or difficult targets to hit and require a Called Shot to strike, radius.
and even then the attacker is -4 to strike (-6 if the helicopter is Rate of Fire : One at a time, or in volleys of 2, 4 or 6 rockets .
flying faster than 1 00 mphl 1 60 km).
Effective Range : 5 000 feet ( 1 524 m).
Destroying one of the attached missiles will detonate the ord­ Payload: 48 total, 24 unguided rockets per launcher.
nance and inflict damage to the helicopter.
3. Short-Range Missile Rails (2) : Original used to carry
The loss of a single main rotor blade will reduce maximum anti-tank missiles, the rails have been adapted to carry two
air speed 25% and impose a -25% to all p iloting skill rolls (pen­ standard short-ranged missiles for use against heavily ar­
alties are accumulative with each blade lost). Losing three or all mored targets, like robot vehicles and main battle tanks.
blades or losing the tail rotor completely will cause the helicop­
Primary Purpose: Anti-Structures and Anti-Armored Vehicle.
ter to crash.
Secondary Purpose: Anti-Aircraft.
* * Depleting the M .D .C . of the main body will knock the he­
licopter out of the sky ! Rol l under piloting skill -50% for a suc­ Mega-Damage : Varies w ith type of missile .
cessful crash landing by auto-rotating. Missile Type: Any short-range missile can be used, but standard
Speed : issue is armor piercing (2D6x 1 0 M.D .) or high explosive
(2D4x l O M .D.).
Driving on the Groun d : Not possible .
Rate of Fire : Volleys of 1 , 2, 3 , or 4 .
Flying: 1 96 mph (3 1 4 km), being a helicopter it is capable of
hovering and VTOL (Vertical Take-Off & Landing) operations Effective Range : F ive miles (8 km).
as well as low altitude attacks and maneuvering through city Payload: Four total, two per each rail .
streets and around buildings . 4. Systems of Note: The Super Cobra has all the standard fea­
Maximum A ltitude : The maximum altitude for the helicopter is tures of robot vehic les as listed in the Rifts® RPG, plus a ra­
1 4,750 feet (4496 m). dio with a range of 500 miles (800 km), optics systems
Range : 2000 miles (3200 km), due to its electric engine . include passive nightvision (3000 footl9 1 4 m range), laser
designator (+2 to strike rolls) and enhanced radar: tracks 72
Statistical Data :
targets within a 120 mile ( 1 92 km) range.
Height: 14 feet, 2 inches (4 .3 1 m).
Width : 48 feet ( 1 4.63m) rotor blades.
Length: 5 8 feet ( 1 7.6 8 m) . GAW-58D Imp roved
Weight: 7 tons.
Cargo : None . Kiowa Warrior Helicopter
Power System : E lectric high-output engine. In the American military the Kiowa Warrior was employed
Cost: 1 .2 million credits. as a scout helicopter working in conjunction w ith the AH-64
Apache. It is a small target, difficult to detect, and agile, allow­
Weapon Systems : ing the helicopter to scout for enemy positions and then feed the
1 . XM-134 7.62 m m Min i-Gun : This six-barreled, 7.62 mm targeting data to nearby combat choppers, which can attack
gatling gun is driven by an independent electri c motor that from a distance without risking damage to the Apache. The bird
rotates the gun barrels as they fire, allowing it to achieve in­ remains popular on Rifts Earth with mercenary companies and
credibly high rates of fire without overheating. The mini-gun armed forces as a workhorse reconnaissance and transport heli­
is mounted in the nose of the Super Cobra as a "chin gun," copter with light combat capabilities . Due to the fact that it can
allowing it a 270 degree arc of fire . transport up to 6 passengers it is also used to insert and extract
Primary Purpose: Anti-Robot/Anti-Vehicle. special forces squads into enemy territory .
Secondary Purpose : Anti-Infantry/Soft Targets. Model Type: GA W-58D Improved Kiowa Warrior
Mega-Damage : 2D6+3 M .D . per 1 0 round burst or 4D6+4 M. D. Class: Scout helicopter.
per 20 round burst. Crew: Two, pilot and communications officer, plus up to 6 pas­
Rate of Fire: Each burst, short or medium, counts as one of the sengers .
gunner's attacks per melee round. M.D.C. by Location:
Effective Range : 4000 feet ( 1 2 1 9 m) . * Main Rotors (4) - 8 each
Payload: 2400 rounds for 240 short bursts or 1 2 0 medium * Tail Rotor Section - 1 2
bursts. * .5 0 cal Machine-Gun - 5
2. Modified XM-3 2.7 inch Rocket Launchers (2) : These Reinforced Pilot's Compartment - 1 5
rocket launchers are honeycombed tubes mounted under the * * Main Body/Fus elage - 75
stubby wings of the Super Cobra. The ancient XM-3 2.7 inch
* Items marked w ith a single asterisk are small, moving
rockets have been refitted with a modem fragmentation war­
and/or difficult targets to hit and require a Called Shot to strike,
head by the technicians at Golden Age Weaponsmiths, for
but even then the attacker is -4 to strike (-7 if the helicopter is
anti-infantry missions in a Mega-Damage environment.
flying faster than 1 00 mph/ 1 60 km).
Primary Purpose: Anti-Infantry/Anti-Power Armor.
The loss of a s ingle main rotor b lade will reduce maximum
Secondary Purpose : Area Saturation. air speed 25% and impose a -25% to all piloting skill rolls (pen-
1 36
alties are accumulative with each blade lost). Losing three or all
main rotors, or losing the tail rotors completely, will cause the
helicopter to crash.
** Depleting the M . D . C . of the m ain body will knock the he­
licopter out of the sky ! Roll under piloting skill -40% for a suc­ GAW-47 Imp roved C h inook
cessful crash landing by auto-rotating. Larger than the B lack Hawk, the GAW-47 Chinook i s a
Speed : heavy transport chopper used to move troops, supplies and casu­
Driving on the Ground : Not possible. alties. It can also be used to drop paratroops or power armor
troops, as well as transport supplies and light vehicles like the
Flying: 1 47 mph (23 5 km), being a helicopter it is capable of
G998 Hummer, Fast Attack Vehicle, hovercyc les and similar
hovering and VTOL (Vertical Take-Off & Landing) operations
cargo. The Chinook has two contra-rotating and intermeshing,
as well as low altitude attacks and maneuvering through city
three-bladed rotors which operate in tandem to keep the helicop­
streets and around buildings.
ter flying and moving at high speeds. The Chinook only has a
Maximum A ltitude : The maximum altitude for the helicopter is
basic radio (500 miles/800 km range).
1 5 ,000 feet (45 72 m).
Model Type: GA W-47 Improved Chinook
Range : 1 400 miles (2240 km), due to its electric engine .
Class: Heavy lift, transport helicopter.
Statistical Data :
Crew: Three, plus 56 fully equipped passengers or 42 para­
Height: 1 2 feet, 1 1 inches (3 .94 m) .
troopers or 32 power armor troops .
Width: (rotors) 3 5 feet ( 1 0.67 m).
M.D.C. b y Location:
Length: 42 feet, 2 inches ( 1 2 . 8 5 m). * Landing Gear - 1 0
Weight: 3 tons . * Rotor Blades (6; 3 front and 3 rear) - 1 2 each
Cargo: Minimal, can carry about 1 00 pounds (45 kg) in gear, in
Reinforced Pilot's Compartment - 3 0
addition to pilot and passengers.
* * Main Body/Fus elage - 1 2 5
Power System: E lectric engine.
Cost: 725 ,000 credits .
* Items marked with a single asterisk are small, moving
Weapon Systems : and/or difficult targets to hit and require a Called Shot to strike,
1 . 50 Caliber Machine-Gun : This machine-gun i s mounted
.
but even then the attacker is -3 to strike (-5 if the helicopter is
under the nose of the Kiowa in a fixed forward position, forc­ flying faster than 1 00 mphl 1 60 km).
ing the Kiowa to tum in order to engage new targets. The loss of a single main rotor b lade will reduce maximum
Primary Purpose : Defense and Assault. air speed 25% and impose a -25% to all p iloting skill rolls (pen­
Secondary Purpose : Anti-Infantry and Soft Targets . alties are accumulative with each main rotor b lade lost) . Losing
three of the main rotor blade will cause the helicopter to crash.
Mega-Damage : I D6 M . D . per 1 0 round burst or 2D6 M.D. for a
20 round burst. The weapon m ay substitute Wellington Indus­ ** Depleting the M .D . C . of the main body will knock the he­
tries M.D. ramj et ammun ition for greater damage, but also at licopter out of the sky ! Roll under piloting skill -40% for a suc­
much greater expense. cessful crash landing by auto-rotating.
Speed :
Rate of Fire : Each burst counts as one of the pilot's melee at­
tacks. Driving on the Ground: Not possible.
Effective Range : 6000 feet ( 1 82 8 m). Flying: 1 67 mph (267 km), being a helicopter it is capable of
hovering and VTOL (Vertical Take-Off & Landing) operations
Payload: 1 000 rounds for 1 00 ten round bursts ( L D6 M.D.) or 50
twenty round bursts (2D6 M.D.). as well as low altitude flying.

2. Tube Mini-Missile Launcher ( 1 ) : Mini-missiles can be fired Maximum Altitude : The maximum altitude for the Chinook is
from the side of the helicopter. just 8,450 feet (25 75 m).
Primary Purpose: Anti-Infantry and Anti-Power Armor. Range : 1 3 00 miles (2080 km) before requiring refueling.
Statistical Data :
Secondary Purpose : Assault and Defense.
Mega-Damage : Varies with missile type. Height: 1 6 feet, 1 0 inches ( 5 . 1 3 m) .
Missile Type: C an fire any type of m ini-missile, but typically Width: (rotors) 60 feet ( 1 8 .29 m).
has fragmentation (5D6 M . D .) or high explosive (5D6 M.D.). Length: 52 feet ( 1 5 . 8 m).
Rate of Fire : One at a time, or in volleys 2, 4 or 6 . Weight: 25 tons.
Effective Range : One mile ( 1 . 6 m). Cargo: Can carry 1 2 ,000 Ibs (5400 kg) suspended from the heli­
Payload : 1 2 total mini-missiles in the launch tube. copter, in addition to passengers.
3. Systems of Note : The Kiowa has all the standard features of
Power System: Conventional combustion engine.
robot vehic les as listed in the Rifts® RPG, plus a radio with Cost: 1 . 3 m illion credits .
a range of 500 miles (800 km), optics systems include pas­ Weapon Systems: None.
sive nightvision (6000 footl 1 828 m range), laser designator
(+ 1 to strike) and radar: tracks 96 targets within a 1 00 mile
( 1 60 km) range.
1 37
Techno-Wizard D evices
Armstrong TW Armaments Co.
A Techno-Wizard Arm aments Manufacturer
By Carmen Bellai re & Kevin Siem bied a

In North America there are several dozen, small, Techno­ well as bands of adventurers and small businesses, who want a
Wizard manufacturers located in the various m agic practicing particular " look" or "style" that will distinguish their group from
communities, such as Lazlo, New Lazlo, Kingsdale and the other mercenary outfits . L ikewise, small squad to company­
Magic Zone. Most of these companies are small-time outfits sized outfits are often looking for weapons and gear that step out
compared to the arms-making giants like Northern Gun, Wel­ of the box and address the specific needs of their operations ,
lington Industries and Wilk' s, and employ a minimal staff with personal tastes or unique image or trademark . For example, the
1 0- 1 00 technicians, Operators and Techno-Wizards. One reason Hellfire Company (predominantly composed of Bursters , Mys­
for this is that not everyone can use Techno-Wizard weapons tics, Psi-Stalkers and other psych ics) dress in red body armor,
and equipment; only characters with s ignificant amounts of have a flam ing, demon-homed, laughing skull as their emblem ,
P.P.E. ( 1 0 or more P.P.E. or double that in I . S . P.) can use TW and desire weapons that, a) are red in color, b) have a demonic
item s. As a result, they are really only viable for practiti oners of appearance, and c) shoot plasma and fire bolts as opposed to
magic, psych ics, D-Bees and supernatural beings who possess other types of energy blasts . The Armstrong TW Armaments
large reservoirs of P.P.E. (or I . S . P .). Despite this l imited market, Company was glad to accommodate them, and the Hellfire
most successful Techno-Wizard manufacturers can pull down Company was equally pleased to pay a 20% premium on fire
1 0-40 million credits per year. and heat based weaponry m ade in red and designed to their per­
Based in New Lazlo (built on the site of what was once Ann sonal tastes and company image . Armstrong TW Armaments '
Arbor, Michigan, about 45 miles172 km west of the demon will ingness to cater to the individual and small groups has made
haunted ruins of O ld Detroit), Arm strong TW Armaments them hugely popular among bands of adventurers and merce­
Com pany is a relative newcomer to the Techno- Wizard small nary groups looking for something other than "cookie-cutter"
arm s manufacturing business who is sh aking up the industry . TW weaponry and designs .
The manufacturer has already earned a good reputation for pro­ The Armstrong TW Armaments Company is a family busi­
duc ing durable, high qual ity and stylish Techno-Wizard weap­ ness . The founder and company' s executive officer is Martha
ons at competitive prices - competitive even with the largest "Martie " A rmstrong, a former weapons designer from the TW
Techno-Wizard manufacturers like Stormspire and the now de­ manufacturing capital of North America, Stormspire, located in
funct Kingdom of ToIkeen. If the quality and level of production the Magic Zone. Other fam ily members who work for the com­
can be maintained as the company grows, Armstrong TW Ar­ pany include her brother Edward, sister Lilly, three cousins, a
mam ents could become one of the top leaders in the Techno­ nephew, two nieces and four of Martie ' s own children. The en­
Wizard weapons industry within a year or two. (A fact that has tire family left Storm spire in 1 04 P.A . , moving to New Lazlo,
not gone unnoticed by the Coalition States.) Armstrong TW Ar­ and started a new life w ith their own approach to custom
maments is already the second largest manufacturer of Techno­ Techno-Wizard weaponry . It was Martie who encouraged leav­
Wizard devices in New L azlo, and number one when it comes to ing the Magic Zone over growing disillusionment with life in
weaponry. The company has an extensive distribution network Stormspire. She disliked the unimaginative and ruthless busi­
that extends north to Lazlo, Old Bones and other communities in ness model of its leadership as well as the instability within the
Ontario, to scattered kingdoms and tribes in the east, and to Magic Zone (high crime rates, general lawlessness, the dark in­
Kingsdale, MercTown, Tolkeen resistance fighters, mercs and fluence of the Federation of Magic, etc.). The final straw came
adventurers in the west. when a demon, intent on slaughtering a fam ily of defenseless
One of Armstrong TW Armaments ' advantages over the D-Bees, killed Marti e ' s husband. The Armstrongs packed their
competition, and a big selling po int, is the company ' s willing­ belongings and moved without ever looking back.
ness and abi lity to make custom weap ons and specialty items at In New L azlo the Armstrongs ' custom Techno-Wizard
reasonable costs. Most other Techno-Wizard weapon-makers weaponsmith business has boomed, in part, due to their willing­
produce mass market item s that all look identical, just like tradi­ ness to customize, and in part, due to the ir inventiveness, which
tional weapon manufacturers. However, Armstrong TW Arma­ has given b irth to several magical weapon designs that have be­
ments has recognized a sizeable n iche market that seeks unique come instant smash hits . B ased on the sales of those models, the
designs for distinctive looking weapons and items tailored to the company has expanded and is trying to compete with the "big
needs of the buyer. TW weaponry customized, tweaked and boys ." Armstrong TW Armaments is a m inor player in the arms
modified to a specific group' s particular needs and desires has industry when compared to giant corporations l ike Northern
attracted a large number of mercenary squads and companies, as Gun , Manistique Imperium and Wilk ' s , but is steadily gaining a

1 38
reputation for high quality Techno-Wizard weapons and equip­ not a great infantry assault rifle because it has a short range and
ment. As sales increase, so does the company ' s profile. One small payload. However, it is ideal in close quarters, tunnels,
day, Martie Armstrong hopes to expand her operation enough to sewers, city streets, buildings, and the hive tunnels of the
challenge Stormspire ' s virtual monopoly on the Techno-Wizard Xiti cix. In fact, the Bug Zapper was designed w ith Xiticix com­
arms trade in eastern and central North America. It is a dream bat in mind, and the rifle inflicts double damage to the Xiticix
that may happen sooner, rather than later. and an extra 2D6 M.D . to most other M .D .C . insectoid aliens .
The technic ians and Techno-Wizards at the Armstrong fac­ This property of the rifle has obvious appeal for people living,
tory are capable of modifying most h igh-tech weapons and vehi­ adventuring or involved in military operations in the expanding
cles with any of the traditional features listed under the Techno­ Xiticix territories of Canada and the Middle American north .
Wizard 0. C. C. described in the Rifts® RPG . Physical designs Lazlo has placed orders for a few thousand of these rifles to be
can be given a hard, technological appearance or something used in the ir planned campaign against the hives of Man itoba,
wildly fanciful or alien. Custom orders normal ly require 3 D4 Minnesota and the Dakotas.
days to complete, and cost the list price p lus a 1 0% to 20% pre­ Weight: 6 pounds (2 .7 kg) .
mium to cover the increased amount of labor, artistic craftsman­ Mega-Damage : 5D6 M. D . per shot, double damage (5 D6x2 or
ship and customized magic required for the speciality weapon . I OD6 or I D6x l O) to Xiticix - or 7D6 to all other Mega-Damage
(Most other TW companies charge 50% to double, if they are insects and insect-l ike aliens.
will ing to take a custom job at all, and usual ly require 2D4 Stun Effect: Xiticix and other insects must also roll a 1 4 or
weeks to get it don e.) When the company is working on a major higher to save vs electrical stun attack. A failed roll means the
order, custom work may take longer to complete, as much as creature is stunned for 2D4 melee actions (8-30 seconds). Being
3D6+6 days, but is well worth the wait. stunned reduces the insectoid ' s attacks per melee round to two,
initiative is lost (the bug is the last to attack), skill performance
is -70%, and all combat actions are -6 while stunned. Supernatu­
ral beings who are immune to electricity will take only 1 D6
M .D . and are immune to being stunned, but those vulnerable to
electricity suffer double damage, though they have no fear of
being stunned.
Note: The Bug Zapper also affects characters inside body ar­
mor, exoskeletons and most types of light power armor with un-
der 1 00 M . D .C . - suffering I D6 S .D .C ' /Hit Point damage to
their own body per b last . Vehicles and robots with a reinforced
pilot' s compartment, as well as heavy power armor, heavy body
armor, and medium to heavy cyborg armor, will protect the
wearer or pilot and crew complete ly ; dam age is done on ly to the
vehicle/robot, not the peop le inside.
Rate of Fire : Each b last counts as one melee action/attack.
Effective Range: 600 feet ( 1 83 m).
Payload : 1 0 shots . Requires 25 P .P .E. o r 50 I .S .P. t o fully
charge the rifle (3 P .P .E. or 6 I. S.P . to recharge a single blast).
Cost: 5 5 ,000 credits.

Thunderbolt TW Shotgun
B ig, rugged and intimidating, the Thunderbolt is a
pump-action combat shotgun. It is devastating in close combat
operations and is designed for urban assault, riot control, street­
fighting and police SWAT style m issions . The weapon fires bal l
lightning roughly the size of a basketball, similar to those from
the Air Warlock spell . When the ball lightning strikes a target it
also produces a loud boom, a magical Thunder C lap with a Hor­
ror Factor of 1 0. The boom is startling and provides the shooter
with a +2 bonus on initiative for his next attack against those
lost to fear or panic . A booming barrage of lightning and thun­
Bug Zapper TW Rifle der is likely (0 1 -70% chance) to frighten superstitious people,
prim itive warriors, and civilians (as well as most anim als and
A Techno-Wizard rifle that fires bluish-purple l ightning arcs
green recruits), causing them to flee and/or take shelter . How­
rem iniscent of those seen erupting from L ey Line Storms. It' s an
ever, the barrage will have no negative impact on trained mili­
odd- looking weapon that more resemb les a submachine-gun
tary personal or seasoned adventurers (3rd level or higher) after
with a barrel made from a short fluorescent l ight tube wrapped
the initial volley (even vets may be startled by the first shot or
in coils of copper w ire, with a simple handle. The Bug Zapper is
two) .
1 39
range of up to five hundred yards/meters ! Thus it is no surprise
that the Bolter was an instant hit among Psi-Stalkers, Druids ,
Native American Indians and other wilderness people who pos­
sess at least modest psychic or mystical energy (i.e., have I . S . P .
o r P.P.E.), a s well a s mercenaries , master assassins, bounty
hunters and snipers who have connections with psychics or
practitioners of magic (or have P . P.E.lI . S.P. themselves) to re­
charge the weapon for them before going into the field. Magic­
wielding special forces units throughout North America are tak­
ing a hard look at this exquisite weapon.
Weight: 5 lbs (2 .25 kg) .
Mega-Damage : 3 D6+2 M.D. per single shot; designed for accu­
racy , not heavy firepower.
Rate of Fire : Each shot counts as one melee attack/action.
Effective Range : 2200 feet (670 . 6 m).
Payload: Two shots. To recharge a s ingle Power B o lt requires
1 0 P .P.E. or 20 I. S.P. Remember, this weapon is designed for
long-range precision shooting, it is not an assault rifle.
Bonus : +3 to strike on an aimed shot, in addition to any W.P.
bonuses the character might possess ! Moreover, when using this
rifle , the shooter does not suffer from range penalties of any
sort.
Cost: 1 20,000 credits . These rifles are exceedingly hard to come
by, and, at present, supplies are limited, w ith most models being
sold either at MercTown or directly to the defenders of New
Lazlo.

Thunderbolt shotguns are one of Armstrong' s most popular


weapon designs with sales numbering in the thousands. The
Thunderbolt is New Lazl o ' s standard issue weapon for police
tactical units, as well as for their m ilitia.
Weight: 5 Ibs (2 .25 kg).
Mega-Damage : 4D6+2 M.D. per single shot, plus Horror Factor
of 1 0, and 0 1 -70% likelihood of panicking/scaring untrained
combatants .
Rate of Fire : Each b last counts as one melee attack.
Effective Range : 400 feet ( 1 22 m).
Payload : Eight. 24 P.P.E. or 48 I . S . P . is required t o fully re­
charge the weapon (or 3 P.P.E.l6 I . S.P. for a s ingle blast).
Cost: 50,000 credits.

Armstrong "Bolter" TW Sniper Rifle


The Bolter or "Bolt Gun" is a high quality Techno-Wizard ri­
fle designed for accurate long-range shooting. Its light weight
and zero kick makes it easy to use and accurate to fire. The
weapon is also quiet, emitting a soft "zeewump" sound that
can ' t be heard more than 1 000 feet (3 05 m) away. Designed as
both a military grade sniper and big game hunting rifle, this
weapon fires a magic Power Bolt. Unlike the Power Bolt spell -
which never misses - the shooter of the Bolter rifle must take
time and care to aim at his target. However, the rifle is so well
crafted and lightweight that even a moderately skilled shooter or
talented amateur can center-punch a basketball-size target at a

1 40
Note: Storm spire offers a knock-off version of the B olter Weight: HaIf a pound (0.23 kg) .
they call the "Sure-Shot Sniper Rifle." It has tw ice the payload Mega-Damage : 1 06 M.D. per single shot.
(4 blasts) at half the price, but it also has half the range ( 1 1 00 Rate of Fire : Each blast counts as one melee attack/action.
feet/3 3 5 m), does 208 M.D. and is only + 1 to strike; fair avail­
Effective Range : 1 00 feet (3 0 . 5 m).
abil ity.
Payload: 2 shots, uses a special Wellington Industies "mini-bat­
tery" from the WI-LP3 Pepperbox Laser (described in Rifts®:
Juicer UprisingTM page 72, and also found on page 1 72 of the
Rifts® G.M. Guide, packed with weapons, armor and vehicles
from the first 23 World Books).
Cost: 50,000 credits; each battery costs 1 00 credits, but takes
two melee rounds (3 0 seconds) to remove the battery and re­
place it with a fresh one .
Note: So far, only the tiny laser derringer can be teleported
into a Pocket D imension via this secret TW des ign . Armstrong
Armaments are looking into applying the technique to large and
other types of weapons, but so far, without success (it may be
impossible) .

Para-Stunner Pistol
The Para-Stunner is not in actuality a magical weapon , this
pistol is really little more than a powerful air gun that fires
magic darts . These darts are made of a crystal compound that
dissolves immediately upon making contact with organic matter,
releasing a magical effect that paralyzes its victim. Hum ans and
other (S.D. C.) mortals struck by the darts must save vs magic
( 1 3 or higher) or find their limbs to suddenly becoming heavy
and numb. The Para-Stunner is a popular self-defense weapon in
New Lazlo and Kingsdale, where it is issued to security guards ,
police and similar law enforcement groups .
Weight: 2 Ibs (0 . 9 kg).
S.D.C. Damage : 1 06 S.D.C . from the impact of the dart, plus
penalties from paralysis effect listed below.
Penalties & Effects: -6 on initiative, no combat bonuses (un­
modified die rolls only), skill performance requiring hands or
feet -70%, and reduce Spd and attacks per melee by half for a
D-Pocket Pistol (TW Derringer) duration of 1 04+ 1 m inutes . Note : Three or more shots by the
Para-Stunner in which the victim fails to save, will reduce the
The ultimate "concealed weapon" and a revolutionary break­ number of attacks to one, inflict a -6 penalty on all combat
through in Techno-Wizard technology, the tiny, derringer-style moves and reduce Spd to a crawl.
D-Pocket Laser Pistol was an instant hit among Psi-Stalkers and
Rate of Fire : Each blast counts as one melee attack/action.
psychic and magic wielding assassins, bounty hunters, card­
sharps, spies, thieves and crim inal types. By expending 1 5 Effective Range : 1 20 feet (3 6 . 6 m).
P.P.E. or 3 0 I.S.P., the handgun can actually be transported to a Pay load : Five.
Pocket Dim ension, but can be summoned by its owner, at will, Cost: 3 ,000 credits for the gun, 6,000 credits per each magical
appearing in his hand or a pocket in his clothing. Characters stun dart.
without sufficient P.P.E. themselves can pay a practitioner of
magic (typically for 5 00- 1 500 credits) to spend the necessary
mystic energy to make the weapon disappear into the Pocket Di­
mension for them, but in this case, the weapon will appear in a
predesignated pocket in their clothing when it is summoned.
When the pistol is in the Dimensional Pocket it is absolutely im­
poss ible to detect by physical search or any conventional or me­
chanical means of detection, because it does not exist in our
dimension ! Only a character who can see or sense dimensional
anomalies (Le., Shifters, Temporal Raiders and similar O.C.C.s
that specialize in dimensional magic and energies) can see a di­
mensional disturbance on the person of the indiv idual, s ignaling
that he or she is connected to a tiny Dimensional Pocket.

1 41
S . D . C . dam age, are - I on initiative, but are not uprooted or
hurled backward.
Rate of Fire : Each blast counts as one melee attack/action.
Effective Range : 1 000 feet (3 05 m).
Payload: Four, regardless of which type of w ind blast is used.
Requires 20 P.P.E. or 40 I . S.P. per each blast.
Bonus : +2 to strike on an aimed shot.
Cost: 80,000 credits.

Swarm Bow TW C rossbow


There is a huge market in the magic practicing communities
of North America for magical bow weapons. Many of the D-Bee
groups who have migrated to Rifts Earth come from primitive or
medieval style cultures, and don ' t feel comfortable with modem
weapons. In an attempt to satisfy these customers, Armstrong
TW Armaments has created the Swarm Bow, a TW crossbow
built along the same lines as modem high-tech crossbows, like
Northern Gun ' s NG-MC I Mega-Crossbow.
What separates Armstrong ' s Swarm B ow from conventional
models of crossbows are the enchantments to extend its range
and magically increase its accuracy. The Swarm B ow is as accu­
rate as many precision sniper rifles on the market, and its effec­
tive range is equal to many energy assault rifles. More important
to the average user is that the string pull is m inimal, almost neg­
ligible, allowing it to be easily operated by even puny, untrained
shooters .

Windscream TW Cannon
A heavy-duty support weapon that can b e handled b y a s ingle
soldier. The Winds cream cannon is a powerful weapon that uses
Elemental A ir magic to unleash a hurricane-force blast of wind .
Each time the cannon is fired, it releases a screeching, violent
rush of air with the combined effects of the Air Elemental spells
Wind B last and Howling Wind . Aside from the destruction
caused by the gale force blast, the Windscream cannon produces
a shrill, eerie howl that has an effective Horror Factor of 1 4 ;
anyone who fails t o save vs Horror Factor suffers the usual pen­
alties, plus there is a 0 1 -40% chance that those overcome by
fear will flee the immediate area (applicable to untrained mili­
tary personnel).
Weight: 1 2 lbs (5.4 kg).
Mega-Damage : I D6x l O M.D. per j ackhammer-like blast or the
target can be hit with the equivalent of an enhanced Wind Rush
spell .
The enhanced Wind Rush blast inflicts 6 D 6 S . D . C . damage,
and the short, powerful wind blast knocks human-sized targets
weighing less than 500 pounds (225 kg) off their feet and flying
backward I D6x l O yards/meters (30- 1 80 feet (9. 1 to 54.8 m)
backwards. The victim must roll an 1 8, 1 9, or 20 to hold on to
anything in his hands (P. P. attribute bonuses may be applied)
and he loses 1 D6 melee attacks/actions for that round. Targets
weighing 5 0 1 -2000 pounds (226-900 kg) take half damage, lose
1 D4 melee attacks, have the same trouble holding on to their
poss essions , and are hurled a shorter distance (6D6 feet/ I . 8 to
1 1 m). Opponents weigh ing more than a ton take only 2D6

1 42
Like other Mega-Damage bows on the market, the Swarm
Bow can fire any kind of crossbow bolt, including regular
S . D .C. bolts, ones made of Mega-Damage materials and also
any type of specialized ammunition . The most impressive and
lethal ammunition for this TW weapon are the magic Swarm
Bolts produced only by Armstrong TW Armaments. It is these
which give this crossbow its name. Swarm Bolts are enchanted
crossbow bolts made from M.D . C . materials that, when fired,
magically multiply into a volley of six bolts that all swarm to­
wards the same target. Thus, each Swarm Bolt becomes a volley
of six after being fired and strikes a target with the impact of a
rai l gun .
The Swarm Bow is a popular weapon that has been pur­
chased by countles s adventurers, mercs, assassins, hunters, Psi-
Stalker tribesmen and special forces units due to the weapon ' s
range, accuracy, quietness and lethality. Another added bonus i s
that unlike most Techno-Wizard weapons, the Swarm B ow does
not require any P.P .E. expenditure to use, meaning that it can be
operated by anyone firing non-magical crossbow bolts, and not
just by practitioners of magic or psychics .
Weight: 6 Ibs (2 .7 kg) for the crossbow; bolts weigh about one
pound (0.45 kg) each .
Mega-Damage : Ordinary crossbow bolts inflict 2D6 S .D.C. and
may shatter on impact. B olts made of M .D.C. material (about
three times thicker than S .D .C . ones) inflict 1 D6 M .D. , special­
ity high-tech bolts with explosive heads typically do 2D6 M .D .
or 3 D6 M. D. ; smoke grenade arrows (no damage, but fills a 40
footl 1 2 .2 m diameter) ; flares (3 D6 S .D.C . damage, intended for
signaling), and flame grenade bolts (3D6 M.D.) are also avail­
able . manufacturers in the Free States of Lazlo and New Lazlo . It has
A single magical Swarm Bolt inflicts 6D6+6 M.D. for the to­ only recently been introduced to the open market.
tal volley of six bolts (not for each bolt in the volley). Weight: One pound (0.4 5 kg).
Rate of Fire : Each shot counts as one of the shooter' s attacks per Mega-Damage : Inflicts I D6 M .D . as a hand-held weapon, or
melee round; archery skills and related rate of fire are applica­ 4D4 M .D. when thrown. Note: In the alternative, a charged
ble . A volley of six swarm arrows is initially fired as one, and L ightning Dagger can protect its user from electrical discharge
counts as one melee attack . by absorbing and magical ly dispersing up to 50 M .D. from an
Effective Range : 1 5 00 feet (457 .2 m). electrical attack. This defense, however, uses up on e of its
Payload: One on at a time, easy to hand-load. thrown lightning strike attacks .
Bonus : +2 to strike due to its light weight and mystical proper­ Rate of Fire : One.
ties. Effective Range : 3 0 0 feet (9 1 . 5 m), thrown.
Cost: 3 5 ,000 credits . Basic M.D . C . bolts/quarrels cost 1 00 cred­ Payload : Special. No P .P.E. cost to use as a melee weapon ( l D6
its each, and modem specialty explosive arrows cost 400 (2D6 M .D .), but requires an expenditure of 8 P .P.E. or 1 6 I . S .P. every
M.D .), 800 (3 D6 M .D .), and 1 2 0 credits for flare/tracer and time the dagger is thrown for a lightning strike or to absorb a
smoke bolts . Swarm Bolts cost 2,000 credits each and require 3 lightning attack leveled at the knife ' s owner.
P.P. E. (or 6 I . S .P.) to activate and get to multiply into a volley Cost: 50,000 credits.
of six.

Dem onbane Halberd


TW Lightning Dagger A large, wicked looking pole arm with a dark red axe blade
This weapon is a gold-plated dagger with a jagged-eight inch and a black shaft, forged specifically to fight evil supernatural
(20. 3 cm) blade that resembles a m iniature bolt of lightning. It is beings . As a Demonbane weapon, this halberd inflicts double
a versatile weapon that can be used either as a melee weapon or, dam age to all demons and similar creatures of supernatural evil
when charged with 1 0 P .P . E . (or 20 I . S.P .), thrown like a light­ like the Lipoca, Vyarnect, ani of Japan, Russian demons and
ning bolt, which then returns to the wielder after it hits its target. dark gods . It is also enchanted with a number of spells that can
The TW Lightning Dagger is a unique weapon that is similar to be activated when the owner expends P . P .E., inc luding Armor of
the lightning rod and also the infamous creations forged by the Ithan (appears around the pole arm ' s user), Fire Ball and Exor­
mythical Cyclops. Its method of creation is a secret, known only cism . Furthermore, the halberd is enchanted w ith a protective
to the Armstrong family, as well as to a handful of other TW aura identical to the Protection Circle : Simple, which when acti-

1 43
Medusa Goggles
Intended for personal defense, Medusa Goggles are used to
protect the wearer from the petrifying gaze of a Medusa/Gor­
gon, and Earth Elemental magic that can tum its victim to stone,
or encase its victim in stone. In fact, the wearer is +3 to save
against all types of magical transformations as long as the
glasses are worn over the eyes. This Techno-Wizard device re­
sembles a pair of aviator goggles with green tinted lenses. They
are s imple to operate, requiring only that the wearer spend 1 0
P.P.E. or 20 I.S.P. to activate them .
Weight: 8 ounces (0.22 kg).
Mega-Damage : N one.
Effective Range : Self; defense.

vated makes it impossible for lesser demons to make physical


contact with the halberd ' s wielder.
The Demonbane Halberd is one of Armstrong ' s more un­
usual and spectacular creations . It is an expensive weapon and i s
only produced i n small numbers . Nonetheless the Demonbane
Halberd is gaining popularity among Demon Hunters, Psi­
Stalkers, Cyber-Kn ights and similar characters devoted to fight­
ing supernatural evil.
Weight: 1 0 lbs (4 . 5 kg).
Mega-Damage : B lade: 3 D6 M . D . , doub le damage to supernatu­
ral evil, plus the M.D. punch damage for wielders with supernat­
ural, bionic or robotic strength is added to the overall damage
delivered. Fire Ball Blast: 4D6 M . D .
Rate o f Fire : Each blast counts as one melee attack/action.
Effective Range : Hand to hand combat or 90 feet (27 .4 m) for Payload : Requires 1 0 P .P.E. for three hours o f protection.
the fireball blast. Duration: Three hours per 1 0 P.P.E. or 20 I . S .P.
Payload : Varies, see special features . Cost: 1 70,000 credits .
Special TW Features & P.P.E. Cost (double for I . S . P .): The
number in parentheses indicates the P.P.E. necessary to activate
(double that amount when I . S . P . is used). Enchanted with the Mind Shatter Helmet
spel ls Armor of !than ( 1 0 ; lasts for 1 0 m inutes), Exorcism (30), Something of a m isnomer, the Mind Shatter Helmet prevents
Fire Ball ( 1 0) and Protection C ircle : Simple (3 0); equal to 5th its wearer from suffering the effects of mind shattering attacks
leve l strength when not otherw ise indicated. The magic and from sorcerers, powerful psychics and supernatural beings with
Mega-Damage capabilities of the blade itself are always on and mind powers. It is a regular M.D.C. body armor helmet with a
do not require activation . special lens that goes over one eye, a large crystal affixed to the
Cost: 5 5 0,000 credits . forehead portion and several smaller crystals positioned in vari­
ous locations across its surface. These serve as the focus for a

1 44
MageFire
Weap onry, Inc.
A Techno-Wizard
Arm aments Company
MageFire Weaponry, Inc. is a newcomer to the arms market
in North America. L ike the infamous Naruni Enterprises,
MageFire is a trans-dimensional arms dealer based in anther di­
men sion and has no permanent manufacturing facilities on Rifts
Earth . Its products first appeared in the besieged nation of
Tolkeen in mid- 1 04 P.A . with the opening of a small retail out­
let. The company has been very busy in the years since its ar­
rival, expanding its retail outlet in Tolkeen and opening similar
outlets in select locations in North America, including Lazlo ,
New Lazlo, Kingsdale, and MercTown. It has been run out of
the Magic Zone by the Federation of Magic and rival TW manu­
facturers (and quite possibly, Naruni Enterprises). Its products
are some of the most diverse and unique TW weapons on the
continent.
The weapons makers at MageFire Inc. place a definite em­
phasis on making their products look sleek and alien. Wherever
poss ible, the company avoids using unorthodox or ancient style
patterns, as do many other TW manufacturers . This is done to
increase customer acceptance and easy for brand identification .
Virtually all of the equipment produced by MageFire Inc. are
number of m ind affecting magical spells that allow the wearer to built to resemble firearms, with a few staves, wands, amulets ,
keep his mind and function normally even when under mental and melee weapons.
assault. Thus, the wearer is impervious to mind altering magic
such as Wisps of Confusion, Mental B last, Mental Shock, Dom­
ination, Disharmonize, Charm and Befuddle, as well as Halluci­
nation and magic illusions; +6 to save vs possession and the
World Bizarre spel ls.
Against true psionic attacks, the wearer is +6 to save vs all
Mind Bleeder attacks and +3 to save vs other types of mind con­
trol psionics and psychic illusions .
Weight: 5 lbs (2 .25 kg) .
M.D .C . of the Helmet: 45
Protection : As noted above.
Effective Range : Protects the wearer only . MP- l TW Laser Pistol
Payload : Requires 1 2 P .P.E. (or 24 I . S.P.) per hour of protec­ The MP- l is a basic, TW converted laser pistol that uses
tion, but that energy may come from the wearer or an ally will­ magic or psychic energy as a power source rather than a normal
ing to give up some of his P .P.E . to protect a buddy. energy clip magazine. It is the least powerful handgun produced
Cost: 1 80,000 credits . by the company, but enjoys relative popularity among Wilder­
ness Scouts , gamblers and adventurers.
Weight: 2 lbs (0 .9 kg) .
Mega-Damage : 3 D4 M.D . per shot.
Rate of Fire : Each blast counts as one melee attack/action.
Effective Range: 1 000 feet (3 05 m).
Payload: 12 shots . Requires either 12 P.P .E. or 24 I . S .P. to fully
recharge the weapon.
Cost: 2 1 ,000 credits .

1 45
MP-3 MageFire Bolt Pistol
A robust, heavy-duty p istol for front-line combat. The with the punch of a rail gun round, and upon impact, the
weapon fires bolts of pure MageFire, an intense bluish-purple Telekinetic Force Field immediately dissipates, releasing the
fire that bums nearly as hot as plasma, but only when it makes mini-fireball contained within. Superior range for a pistol,
contact with an object. This magical flame is one of the many nearly equal to a laser.
mystical secrets of the manufacturer. It appeals to bandits and Weight: 4 lbs ( 1 . 8 kg).
mercenaries with sufficient P .P.E . or I . S .P. who are looking for Mega-Damage : I D6 M .D . from the TK impact, +2D6 M .D .
heavy firepower in a small package. from the fireball (unless the target is impervious to fire).
Weight: 4 lbs ( 1 . 8 kg). Rate of Fire : Each single shot counts as one melee attack/action .
Mega-Damage : 3 D6+3 M .D. Effective Range : 800 feet (244 m) .
Rate of Fire : Each blast counts as one melee attack/action . Payload: 10 shots . Requires either 1 5 P.P.E. or 30 I . S .P. to fully
Effective Range : 500 feet ( 1 52 .4 m). charge the weapon .
Payload: 8 shots . Requ ires either 12 P .P .E. or 24 I . S .P. to fully Bonus to Strike : + 1 to strike on aimed shots .
charge the weapon . Cost: 46,000 credits .
Cost: 24,000 credits.

MR- I O MageFire Bolt Rifle


A sleek, dynamic-looking rifle that shoots bluish-purple bolts
of MageFire. Compared to the pistol, this rifle has an extended
MPR-4 E-Mag Splinter Pistol range, greater accuracy and a pulse feature allowing it to fire
The E-Mag - short for "Electric Magnum ," figuring the name multiple-shot bursts . Sales on Rifts Earth have been excellent,
wou ld attract plenty of human buyers - fires powerful electric especially among Techno-Wizards, Psi-Stalkers, psychics, crea­
bolts . The weapon inflicts superior damage but has a short tures of magic and the forces of fallen To lkeen.
range.
Weight: 7 lbs (3 .2 kg).
Weight: 5 lbs (2 .25 kg) .
Mega-Damage: 5D6+3 M .D. per s ingle shot, or I D6x l O+6 M.D .
Mega-Damage : 5 D6+5 M .D. per blast. for a three shot pulse.
Rate of Fire : Each blast counts as one melee attack/action. Rate of Fire : Each single blast or three bolt pulse counts as one
Effective Range : 200 feet (6 1 m). melee attack/action .
Payload : 5 blasts . Requ ires either 20 P .P.E. or 40 I . S .P . to ful ly Effective Range : 1 600 feet (48 8 m) .
recharge the weapon. Payload : 1 8 total blasts for six pulse shots or 1 8 s ingle shots .
Cost: 57,000 cred its . Requires either 20 P.P.E. or 40 I. S .P . to charge the weapon with
nine blasts (three pulse blasts); 40 P .P. E . or 80 I. S . P. to com­
pletely recharge.
MP-6 "Firebolt" Pistol Cost: 56,000 credits .
The MP-6 "Firebolt" pistol is a unique innovation. It shoots
m iniature fire balls encased in Telekinetic Force Fields. When
the weapon is fired, these red, glowing "bullets" strike the target

1 46
MR- 12 E-Mag Splinter Rifle Rate of Fire : Each blast counts as one melee attack/action.
The MR- I 2 E-Mag Splinter rifle is basically the rifle version Effective Range : 1 600 feet (48 8 m).
of the Electric Magnum pistol . It fires powerful electric bolts Payload: 25 blasts, but each payload ofjive blasts requires either
and has good range . 20 P . P . E . or 40 I . S .P. - that ' s 1 00 P .P.E . or 200 I . S .P. to com­
Weight: 1 1 Ibs (5 kg). pletely recharge the weapon !
Mega-Dam age : 1 D4x l O+ 1 0 M .D . per single shot! Cost: 8 8,000 credits.

MR- 1 5 TW Particle Beam Rifle Weight: 9 Ibs (4 kg).


Essentially the MR- 1 5 is s imply a TW converted particle Mega-Dam age : 1 D6x 1 0+ 1 0 per blast.
beam rifle enchanted with the Sub-Particle Acceleration spell. Rate of Fire : Each blast counts as one melee attack/action .
The MR- 1 5 is slightly more powerful than a conventional parti­ Effective Range : 1 200 feet (3 66 m).
cle beam weapon, but suffers from a shorter range and smaller Payload: 7 blasts. Requires either 1 8 P .P.E. or 3 6 I . S .P . to fully
payload. Nonetheless, this weapon has b een adopted by mercs charge the weapon .
and power armor troops looking for real punch.
Cost: 53 ,000 credits.

tures of the Shadow Realm or for whom shadows and magical


MSR- l "Vampire" Sniper Rifle darkness are a part of their nature or being. Only 2D6 S .D.C . to
all other targets.
A long-range, precision m arksmanship rifle that fires a l ight
beam that is effectively sunlight and mystic energy. The weapon Rate of Fire: Each blast counts as one melee attack/action .
is specifically designed to kill vampires, Shadow Beasts and Effective Range : 2000 feet (6 1 0 m).
other Shadow creatures . It has become instantly popular among Payload: 1 0 shots requires either 20 P .P .E. or 40 I . S .P . to com­
vampire hunters and Shifters alike . pletely recharge the weapon.
Weight: 1 0 lbs (4 . 5 kg). Bonus to Strike: +2 to strike on an aimed shot (magically
Damage : 6D6 Hit Po int damage per shot to vampires or as a guided) .
light laser, 5D6 M .D. per shot to Shadow B easts and all crea- Cost: 1 00,000 credits .
1 47
ML-20 TK Grenade Launcher Weight: 1 0 Ibs (4 . 5 kg) .
The ML-20 is a semi-automatic grenade launcher which uses Mega-Damage : Varies w ith the grenade type used.
telekinetic force to propel the grenades . It can be loaded with Rate of Fire : Can fire s ingle grenades or a controlled burst of
any type of grenade from any manufacturer! The storage com­ two grenades (for double the damage).
partment and barrel magically conforms to accommodate the Effective Range : 1 200 feet (3 66 m).
rounds and varying shapes, sizes and firepower (i .e ., can use Payload: 24 total . Grenades are loaded into a tubular style open­
Northern Gun, Coalition Army, WeIlington, etc . , in any combi­ ing at the end of the rifle barrel, similar to a pump action shot­
nation). The ML-20 is des igned so that it can be employed on its gun only it doesn 't have to break to load, just push into the
own, or be mounted on a tripod or vehicle turret. This weapon opening. Requires either 1 2 P.P.E . or 24 I .S .P. to recharge the
was an instant hit and is hugely popular. launcher.
Cost: 48,000 credits and in hot demand; fair to poor availability .

TW EMP C annon
This massive cannon more resembles a rocket than a gun . It Small, light item s such as hand portable computers, radios,
is designed to knockout the instrumentation of power armor, air­ sensor systems, radar, civilian vehicles and all electronics are
craft ground vehicles and giant robots by hitting them with a knocked offline and comp letely stop working for 4D6x \ 0 min­
powerful, magically generated e lectromagnetic pulse (EMP) . utes .
When fired, a crackling blue ball of electricity hurtles at the tar­ Sim ilar electronic systems built into body armor, power a r­
get. Upon impact, the static electrical charge surges through the mor, light robots, and light combat vehicles (anything with
vehicle or machine , completely enveloping it. Unless the target 290 M .D.C . or less) lose ALL sensors, communications, optics,
(vehicle, robot, etc .) is equipped with hardened circuits or is a guidance, targeting, computer, and H.U . D. systems, effectively
magical construct, it suffers a m ajor systems crash. rendering the pilot (and crew) electronically blind, deaf and
1 48
dumb! Response time is s low and the vehicle, power armor or
robot' s response is s luggish. The pilot/operator and crew must
rely entirely on their human senses, NONE of the electronic sys­
tems .
Penalties : Reduce the number of attacks per melee by half,
Spd and altitude are reduced by 3 0%, all combat bonuses are re­
duced to zero unmodified dice rolls only on initiative, strike,
-

parry, dodge, roll, etc . , except for the pilot's natural P.P. (as ap­
plicable), and -40% to p iloting skill when performing trick,
combat or evasive maneuvers. In addition, half the built-in
weapons go offline (don 't work, no response); missiles (al l
types) are AL WA YS knocked offline for the duration.
Duration of System s Failure & Penalties : 2D4x l 0 minutes.
That ' s how long the systems are knocked offline, plus there is a
0 1 -66% likelihood that sensors, radar and targeting combat sys­
tems are completely fried and will need to be replaced (roll for
each).
Heavy power arm o r, ' bots, and combat vehicles with hard­
ened circuitry or that are m agical in nature get a saving throw vs
EMP . Saving Throw : 1 2 or higher. If the saving throw fails they
suffer the same penalties as above . If the saving throw is a suc­
cess, all penalties are half and the duration is 5 D6 minutes, with
no chance of permanent damage.
Bionic systems also suffer from this attack, although the can­
non is typically reserved for large targets (power armor and
larger), not soldiers . Saving Throw : 1 3 or h igher to save, but roll
for each weapon system . Also roll for communications/radio,
radar, targeting optics, camera and other recording systems
(anything already recorded is wiped clean unless the save is
good), all other sensors (as a package ; roll once for all), bionic
P.S. and bionic Spd. Penalties : A successful save means that
particular system is still up and running with no significant
problems except a bit sluggish (- 1 attack per melee round, - I on
initiative, - I on all bonuses and reduce b ionic P . S . and Spd by
1 0%).
A failed roll to save means the bionic system is knocked out
M ageFire TW Grenades
and unavai lable for 2D4x 1 0 minutes, plus the character sees his Like Storm spire, Tolkeen and other T W manufacturers on
attacks per melee round reduced by two, initiative and all com­ Rifts Earth, MageF ire produces a series of Techno-Wizard gre­
bat bonuses reduced by half and bionic P . S . and Spd by halt1 nades. However, the gren ades m anufactured by MageFire em­
Weight: 600 lbs (270 kg); portable via vehicle like a howitzer ploy very different magic than those that originate on Earth, and
cannon, may be mounted on a large vehicle like a trunk, tank or thus produce vastly different effects . MageFire grenades are
giant robot (including the largest Magi Automatons), or trans­ high ly sought after and much more expensive than most TW
ported via magic or along a ley line. (Floats 4- 1 0 feet/ l . 2 to 3 m grenades created by Earth-based Techno-Wizards.
above the ground when on a ley line, and can be pushed or Unless otherwise noted in the individual descriptions below,
pulled like a balloon!) all MageFire grenades have the fo llowing basic statistics :
Mega-Dam age : Via EMP pulse described above . Weight: Half pound (0.23 kg) .
Rate of Fire: Each blast counts as one of the gunner' s melee at­ Rate of Fire : One can be thrown per attack.
tacks/actions. Effective Range : Thrown 1 00 feet (3 0 . 5 m); increase by 3 0% for
Effective Range : 6000 feet ( 1 828 m). augmented (Juicer/Crazy/B ionic) P . S . of 2 1 or greater, increase
Payload: One blast per 3 0 P.P.E. or 5 5 I . S . P. pumped into it. range 5 0% for Robotic P . S . and double the range for Supernatu­
Can hold enough P.P.E. or I . S . P . for a maximum of eight blasts ral P.S. (triple if Supernatural P . S . of 3 1 or greater).
before requiring recharging. P.P.E. Cost to Use: 5 P.P.E. or 10 I . S . P. to activate the explosive
Bonuses : Laser targeting: + 1 to strike. Considered a Heavy device.
Weapon. Cost: High .
Cost: 320,000 credits . Poor availability; uncommon. Availability : Rare, with poor availability o f most types.

1 49
Acid Grenade Door Buster Grenade
This grenade erupts i n a blast of concentrated acid that melts A n explosive device that i s the s ize and shape o f a hockey
only inorganic M D. C. materials, i.e . , Mega-Damage metal, puck (only it is red in color) that delivers a concentrated blast to
metal compounds, plastic, other materials . The only safe inor­ its target. Designed to slide across smooth surfaces, like a floor,
ganic items are those enchanted with magic such as a rune or roll across carpet, and land in front of a door, explode and
sword, Techno-Wizard device and so on, or made of glass and blast open ordinary and light M .D . doors , or make a m an-sized
silver . hole in a wall .
Duration: Bums for lD4+ 1 melee rounds before it becomes in­ Mega-Damage : 406 M .D . ; blast goes up to create an entry
ert. space and blasts open doors.
Mega-Damage : 406 M . D. for the first melee round and 206 Area of Effect: One foot (0.3 m); concentrated blast on one tar­
M . D . per each additional round get.
Area of Effect: 3 foot (0 .9 m) radius . Effective Range : 1 20 feet (3 6 .6 m) sliding on a smooth surface
Cost: 5,000 credits ; rare. (up to 3 00 feetl9 1 . 5 m). but -3 to strike), or 60 feet ( 1 8 . 3 m) on
carpet.
Cost: 1 ,000 credits ; uncommon, poor availability .

Flashfire G renade
More devastating than a standard plasma grenade, this magic
pyrotechnic device releases a tightly focused, concentrated fire
blast of incredibly bright, white fire that bums out in a matter of
three or four seconds (one melee action) but delivers tremen­
dous damage to the location it strikes .
Mega-Damage : 506 M .D . (double to creatures vulnerable to fire
or heat).
���� :..- Area of Effect: 2 foot (0 .6 m) radius .
Cost: 700 credits ; poor availability .

Beehive Grenade
When it explodes the grenade releases a swarm of magic en­
ergy nodules that swarm and attack the nearest living being that
radiates with magical energy. The attack will be divided against
as m any as four targets within a 20 foot (6 . 1 m) radius (40
footl 1 2 .2 diameter) , but a divided attack does less damage.
Mega-Damage : 5 06+6 M .D. to a single target or 206 M.D.
each when the swarm divides to attack two or more.
Area of Effect: Finds l D4 targets w ithin a 20 feet (6 . 1 m) ra­
dius, but only dam ages living beings that are creatures of magic
(dragons, Faerie Folk, etc .) or which currently have 30 P .P.E. or
more.
Cost: 6,000 credits; rare and coveted by those opposing dragons
and practitioners of magic .

Darkness Grenade
Creates a sphere o f impenetrable magic darkness 50 feet Flare Grenade
( 1 5 . 2 m) in diameter (25 footl7 .6 m radius), effectively conceal­
A magical illumination round that fires a bright sphere of
ing everything within the area of effect. Those caught within the
light that bums for l D6x l O+60 seconds . The light is so bright
darkness cannot see and are - 1 0 to strike, parry, dodge and all
that one can easily read under its illumination. The flare inflicts
other combat moves.
no damage (and has NO effect on vampires), but lights up an
Mega-Damage : None, see description above.
area of the battlefield to better see approaching enemy forces or
Area of Effect: 50 foot ( 1 5 .2 m) diam eter. to m ark an area for targeting or troop extraction.
Duration : Darkness lasts for 1 04+2 melee rounds (45 to 90 sec­ Mega-Damage : None, see description above.
onds).
Area of Effect: Lights up a 600 foot ( 1 83 m) radius .
Cost: 5 ,000 credits ; rare.
Cost: 1 ,000 credits ; fair availability.

1 50
Flying Explosive Disk age hits its intended target it sends a cold chill through him and
does M.D.
A disk-shaped explosive the size of a dessert plate or small
Mega-Damage : 3 D6+6 M.D.
Frisbee. It is designed for use against low altitude flying targets .
It is thrown like a Frisbee and once launched, automatically Area of Effect: None; specific individual target.
zooms toward the nearest target at a speed of 1 00 mph ( 1 60 Cost: 3,500 credits ; rare.
km).
Mega-Damage : 5 D6 M . D . to a s ingle target.
Sleep Grenade
Area of Effect: 2 feet (0. 6 m); concentrated blast on one target.
Releases a 20 x 20 x 20 foot (6 m) cloud of gas which in­
Extended Range : 300 feet (9 1 . 5 m) for a typical human.
duces sleep instantly on everyone who fails to save vs spell
Cost: 2,000 credits ; uncommon, poor availability. magic (12 or higher is required; those inside environmental ar­
mor, power armor, or sealed vehicles are not affected).
Damage : None per se . The people affected by the spell fall into
a deep sleep and cannot be roused for I D6+ 1 m inutes. The
cloud itself dissipates after I D4 melee rounds ( 1 5-60 seconds),
but as long as the cloud is visible, it is an active agent and any­
one entering it will fall to its enchantme nt unless they save vs
magic.
Area of Effect: 20 x 20 x 20 foot (6 m) cloud of gas .
Cost: 3,500 credits ; rare.

Nexus Grenade
A magical device that disrupts the flow of energy at a ley line
nexus. Available as a grenade or mine (a mine has a time delay
of up to 30 minutes, a grenade goes off four seconds after it is
thrown) .
P.P.E. Cost to Use: 45 P.P.E. or 80 I . S . P. to activate the device.
Mega-Dam age : Creates a disruptive force that has a 0 1 -5 5 %
chance o f c losing a dimensional portal and does I D6x l 0 M . D .
t o anything coming out o f the R i ft at the moment o f detonation
(does damage whether the Rift closes or not).
Also has the following effect on all TW devices and magic
within its sizable b last radius: turns the invisible visible, knocks
TW flying devices out of the air (4D6 S.D.C. crash damage plus A vailable as a grenade and a land mine . Detonation of this
the victim loses initiative and three melee attacks/actions), and device creates a Telekinetic blast or pulse that generates out
from the device. The sound of an explosion is just part of the ef­
has a 0 1 -40% chance of negating any Ley Line Magic spell
fect.
with in its area of effect. Note : May also be used to dispel magic
barriers, with a 0 1 -50% chance of success . Damage : None per se, the blast picks up all objects weighing
more than 50 Ibs (22.5 kg) up to 250 lbs ( 1 1 2 . 5 kg) into the air
Duration: 1 D4+ 1 seconds .
and hurls them 30 feet (9 . 1 m) ! V ictims lose initiative and two
B last Radius: 500 feet ( 1 5 2 m) along the ley line.
melee attacks, but take 4D6 S . D . C . damage from the impact (a
Note : The device only works on or near (within 5 00 feetl 1 52 m) successful roll vs impact reduces damage by halt).
a ley line nexus point.
B Iast Radius : 1 5 foot (4.6 m ) radius.
Cost: 20,000 credits ; rare .
Cost: 3 ,000 credits ; rare.

Seeker-Bat Grenade Void Grenade


After the grenade i s thrown, a pair o f green energy, bat-like
Detonation makes its victim(s) vanish into a temporary di­
wings deploy from the grenade, chasing the nearest target even
mensional void for I D4 melee rounds ( 1 5 -60 seconds). While in
if he tries to flee (individual soldier, robot or vehicle). The
the void the victims feel like they are falling through space in
Seeker-Bat has a Speed of 58 (40 mph/64 km), is +2 to strike slow motion and are scared and disoriented (no sense of direc­
and keeps going for 3 00 feet (9 1 . 5 m). When the Seeker-Bat im- tion, not even up or down) .

151
Damage : When the victim(s) reappear, they remain disoriented Sword: 1 D6 or 1 D 8 M .D. ; depending on the size of the blade .
for I D4+ I melee rounds . Reduce their number of attacks by Skorblade Broadsword (or any large sword): 2D6 M .D .
one, and Spd, all combat bonuses and skill performance are re­ Skorblade B attle Axe: 2D6+2 M .D . Skorblade Pole Arm : 3D6
duced by half. M .D.
B last Radius : 5 foot ( 1 .5 m) radius . Range : Hand to hand combat.
Cost: 1 0,000 credits; rare . Bonuses: +1 to strike and parry due to the excellent balance and
craftsmanship.
Cost: 5,000 to 20,000 credits (the larger and more M.D. the
MageFire Specialty weapon del ivers, the greater the cost).

Equipment & Weapons


I n addition t o the usual range of common Techno-Wizard
melee weapons and guns, MageFire also offers a few very
unique items .

Mystic Assault Glove


The Mystic Assault Glove is a multi-weapon system built
into a large, metall ic gauntlet that covers the user's arm from the
tips of the fingers to the e lbow joint. Mystic Power Gloves are
especially popular among combat-oriented practitioners of
Skorblades magic, including the Conj urer and B attle Magus . Availability is
Skorblades are edged melee weapons created through a pro­ limited, as the device is m ore difficult and expensive to produce
cess of Elemental Magic from another d imension. Designers at than many of MageFire' s other weapons . As a result, they are
MageFire Weaponry, Inc . are privy to the secret process and even more rare and expensive than other coveted MageFire
create a variety of swords using Skorblade technology and en­ item s.
chantment (cannot be duplicated by Techno-Wizards). Enchantment: When the glove is worn, it provides the wearer
Skorblades are unique creations in that these weapons, while with Supernatural Strength equal to his original P . S . +6 (mini­
created by a magical process, are not themselves magical in na­ mum of 20), allowing the individual to inflict Mega-Damage
ture . They do not radiate any magical aura, and thus cannot be with punches (from the power glove fist only). Furthermore, the
detected by the Sense Magic spell, psionic ability or the special glove bestows the wearer with the following: Impervious to fire
powers of individuals like the Psi-Stalker and CS Dog Boys . (inc luding M.D . and magical fire), and the character can touch
The exact details of the creation process remain a mystery kept and handle (with the gloved hand only) burning hot, electrified,
secret by those who manufacture these blades . What is known is super-cold and radioactive materials without injury .
that Skorblades are composed of a Mega-Damage ceram ic com­ Offensive Capability: In addition to Supernatural P. S . , the As­
pound shaped though Earth Elemental Magic used to temper and sault Glove can fire electrical bolts from the hand, each doing
harden the blades. That also means they are invisible to metal 3D6 M.D . (Range : 3 00 feetl9 1 .4 m, + 1 to strike, each blast
detectors . counts as one melee attack), or deliver electrified punches doing
These weapons are incredibly durable, and are as difficult to 3D6 M.D . plus the usual damage for Supernatural P. S .
break as many true magical weapons (200 M .D.C. and take Weight: 5 lbs (2 .3 kg), feels like one pound (0 .45 kg) when it is
damage only when an attacker is deliberately trying to damage worn on the hand.
or destroy the blade). The blades are honed to a very fine edge Mega-Dam age : Punch damage varies with Supernatural P . S .
and are just as sharp and durable as any Vibro-Blade. Minimum damage (P. S . 20) is 3D6 S .D.C . on a restrained
Weight: General ly 2-8 lbs (0 .9 to 3 .6 kg). punch, 1 D6 M.D . for a full strength punch and 2D6 M . D. for a
Mega-Damage : Skorblade Knife : 1 D4 M.D . Skorblade Short power punch.

1 52
Lightning B last: 3D6 M.D. Rate of Fire: S ingle shot only, each blast counting as one melee
Rate of Fire: Two different types of magic can be activated per attack and requires additional P.P.E. or LS.P. from the shooter
melee. of each blast.
Effective Range : Hand to hand combat or 300 feet (9 1 . 5 m) w ith Effective Range : 3 0 0 feet (9 1 . 5 m).
electrical blast. Payload : One. Each death ray blast costs the shooter 3 0 P.P.E.
P.P.E. CosUo Use: 15 P.P.E. or 30 L S . P . to activate. Cost: 3 -4 million credits and up, it' s a seller' s market. Super­
PayloadlDuration : Five minutes per activation . Each electric rare !
blast counts as one of the user's melee attacks.
Cost: 1 to 2 million credits ; rare.
MageFire
Death Ray Blaster Mystic Power Armo r
This weapon resembles a sawed-off shotgun w ith strange,
Along with its diverse line of TW weapons MageFire pro­
Techno-Wizard doodads attached to it and a short, solid rod for
duces a number of magical body armors and mystic power ar­
a barrel. "The Death Ray," as the name suggests, is an ex­
mor suits. Most of these suits are more or less identical to
tremely lethal device that can kill virtually any living be ing with
standard Three Galaxies body armor designs, but with a handful
a few blasts and has been outlawed in most places except the
of magic TW enchantments placed on them . The types and costs
Federation of Magic and Atlantis.
of these enchantments are the same as listed in the Rifts® RPG
The initial scandal caused by the releas e of the Death Ray
in the Techno-Wizard description . Only a handful of the more
was incredible. Laws were drafted by the governments of all the
exotic and/or unique armor suits produced by MageFire are de­
maj or powers in North America (so far, it is only available in
scribed in the following section.
North America) to make this weapon illegal and prevent it from
being copied and mass-produced (not likely s ince each weapon
has to be handmade, takes six m onths and 1 000 P.P.E. to cre­
ate). Death Rays were seized and destroyed by the authorities in
Lazlo, New Lazlo, the Colorado B aronies and most magic com­ MA-2 TW Combat Mage Armor
mun ities. Most sentient be ings of a good and even Unprincipled Intended for use by spell casting mercenaries and warriors.
alignment consider the Death Ray to be an abhorrent weapon The Combat Mage Armor is a suit of Huntsman or Peacekeeper
that should never have been invented, let alone used, and will armor with the bonus of limited Armor of Ithan as a sort of mag­
not use such a weapon except under the most extreme circum­ ical force field for additional protection . It does not interfere
stances (like taking on an evil, adult dragon, god or alien intelli­ with the casting of spell magic. Additionally, the armor is en­
gence). In certain circles, however, especially among spell chanted with a number of protective and defensive spells to
casting and psychic assassins, there is a hungry market for the keep the wearer alive in all environments, even on a modem
Death Ray. The Splugorth of Atlantis can 't get their hands on battlefield.
enough, satisfying only 2% of the overall demand in the Splynn Class: TW Medium B ody Armor.
Marketplace where there are standing orders for thousands of
Size : Human equivalent is standard, larger sizes and custom
the weapons with customers willing to wait decades to get one.
configurations are available at additional cost.
The weapon fires a m idnight black beam of death magic that
Weight: 2 1 Ibs (9. 5 kg).
does damage direct to H it Points of mortal beings and consider­
Mobility: Good mobility, -5% to Climb, Prowl, Swim, perform
able M.D. to Mega-Damage creatures (double damage to magi­
Acrobatics and similar physical skills/performance.
cal Creatures of L ight and A ir Elementals). It also penetrates
non-environmental M . D . C . armor doing full damage to the M.D.C. by Location:
wearer, and environmental M . D . C . body armor and power ar­ Head/Helmet - 40
mor with less than 1 5 0 M . D . for a main body , but does half Arms - 45 each
damage against such tough defenses. Legs - 50 each
Weight: 3 Ibs ( 1 . 3 5 kg). Main Body - 50
P.P.E. Cost: 40 P.P.E. or 80 L S .P. per each Death B last, so the Armor of lthan - 50
shooter better have plenty of P.P.E. available.
Magic Features : All of the following engage for the full dura­
Mega-Damage : Mortal, S . D . C . B e ings: 5 D6 damage direct to tion of activation (or until used up in the case of armor) . Armor
Hit Points (half damage to vampires and other undead). of Ithan, Breathe Without Air, and C leanse, all at 5 th level
Mega-Damage beings such as dragons, demons and gods : equivalent.
I D6x l 0 M . D . C . Double damage (2D6x l O M.D.) to magical
Du ratio n: 10 m inutes per activation.
Creatures of Light and Air Elementals. Note: The Death Ray
P.P.E. Cost to Use : 20 P.P.E. or 40 I . S .P .
will affect m ost living creatures, including Entities, dragons, de­
mons, Elementals, Demigods, Godlings and gods . The rod can Cost: 1 20,000 credits, poor availability.
also be used as an S . D .C . c lub in a pinch, doing I D8 S.D.C .
damage.

1 53
P.P.E. Cost to Use : 3 0 P.P.E. or 60 I . S .P .
Note : Cannot be used with (worn) other armor.
o Cost: 285,000 credits ; rare .

o
o

MA-7S Shining Swordsm an


TW Power Armor
Swordsman TW enhanced armor is specifically constructed
to resemble the gleaming mail of a medieval knight. Similar to
the knight of ancient times, this suit is intended for close com­
bat. It is enchanted with a variety of spells to amplify the
wearer's own hand to hand skills, increase the speed and num­
ber of his attacks and actually heighten his prowess with a
sword. To enable the wearer to c lose w ith opponents who are
armed with modem conventional weaponry the spell of Super­
human Speed is part of the enchantment.
Class: TW Close Combat Body Armor.
Size : Human equivalent is standard, larger sizes and custom
configurations are available at additional cost.
Weight: 32 Ibs ( 1 4 .4kg).
Mobility: Good mobility, - 1 0% to Climb, Prowl, Swim, per­
form Acrobatics and similar physical skills/performance.
M.D.C. by Location :
Head/Helmet - 70
Arms - 5 0 each
Legs - 75 each
Main Body - 1 00
Armor of Ithan - 5 0

MA-W l TW Wraith Suit


Not exactly body armor, the Wraith Suit is a specialty infil­
tration suit designed for magic-us ing covert operatives. The fab­
ric used in the creation of the suit is both l ightweight and
magically strengthened to provide minimal protection against
Mega-Damage weaponry. Additionally, the suit is enchanted
with several spells which allow the wearer to avoid detection,
move unseen and to secretly observe surrounding events and in­
dividuals. The Wraith Suit is a highly sought after commodity
by thieves, assassins, spies and espionage operatives .
Class: MA-W I TW Wraith Suit.
Size : Human equivalent.
Weight: 3 Ibs ( 1 .3 5 kg) .
Mobility: Excellent mobil ity; no penalties.
M.D.C. Protection : 50 (Armor of Ithan), covers entire body.
Magical Featu res : All of the following engage for the full du­
ration of activation (or until used up in the case of armor). Ar­
mor of Ithan, Breathe Without Air, Chameleon, Escape, Float in
Air (leaves no footprints, but reduces Spd by half), Invisibility :
Superior, Levitation, S e e the Invisible, and Shadow Meld, all at
5th level equivalent power levels.
Duration : 1 0 minutes per activation.

1 54
Magical Featu res : All of the following engage for the full du­
ration of activation (or until used up in the case of armor). Ar­
mor of Ithan, Breathe Without A ir, Cleanse, Light Target, and
Mystic Fulcrum, all at 5th level equivalent power levels . Dura­
tion : All are in effect for 1 0 m inutes per activation. P.P .E. Cost
to Use: 20 P.P .E . or 40 I . S .P.
Bon us TW Featu res : Each of the following must be engaged
separately, as needed or desired, by expending the P.P .E. indi­
cated in parentheses. Each lasts for three m inutes. Superhuman
Speed ( 1 0), Magic Shield (6), Impervious to Energy (20), De­
flect ( 1 0), Frostblade ( 1 5), and Lightblade (20), all at fifth level
equivalent.
Cost: 450,000 credits, poor availability.

Atlas Enhanced Strength


Power Arm or
A suit o f m agically-powered exoskeleton armor, the Atlas i s enchanted w ith the Superhuman Strength spell, providing a Su­
appropriately named for the legendary Greek Titan, a symbol of pernatural P . S . attribute of 30 and P.E . of 24, an enchantment
strength and endurance. MageFire ' s Atlas armor is permanently which allows the wearer to carry and deploy heavy weapons,
1 55
like rail guns, missile launchers and energy cannons without Flying Dragon Power Armor
penalty. The suit is also heavily armored with protection equal
This armor looks j ust like the Atlas except i t has wings on
to the Triax Hopper and similar light power armor systems with­
the helmet in place of horns and comes in white, silver, light
out activating any of its other TW enchantments.
blue and green colors. As the name suggests, it is designed to
Its most notable other TW spell features include Supernatural
pack a wallop and fly.
Endurance and its most p otent feature, the Giant spell which
transforms the Atlas suit and its wearer into a giant, fearsome Class: Enhanced Strength & Flying TW Power Armor.
killing machine that can take on the UAR- l Enforcer, Titan ro­ Size : Human equivalent is standard, larger sizes and custom
bots and other giant robot combat vehicles. The Giant spell pro­ configurations are available at additional cost.
duces a similar effect on the Atlas armor (and its user, of course) Weight: 58 Ibs (26 kg.
as it does when cast upon a mortal creature . The unique magical Mobility: Poor mobility, - 1 0% to climb and -20% to prowl,
composition of the armor plates allows it to grow and expand to swim , perform acrobatics and s im ilar physical skill s/perfor­
double in s ize, and increase in density (i.e. Mega-Damage ca­ mance.
pacity); Supernatural P . S . is unchanged. Also, the wearer re­ MoDoCo by Location:
ceives a bonus of one extra attack per me lee, and + I D6 M.D. in
Head/Helmet - 60
hand to hand combat, but the Spd attribute is reduced by 20%
and there is a penalty of - 3 to dodge. This extreme transforma­ Arms - 80 each
tion costs a mere 40 P.P.E. thanks to the special, magical design Legs - 90 each
of the suit. Main Body - 1 80
Class: Enhanced Strength TW Power Armor. Armor of Ithan 5 0
-

Size : Human equivalent is standard, larger sizes and custom Magical Features : A l l o f the fol lowing ar e on/engaged all the
configurations are available at additional cost. time and require no P.P.E. to activate or use : Breathe Without
Weight: 58 lbs (26 kg), increases to 1 200 lbs (540 kg) when the A ir, Supernatural Strength and Fly as the Eagle.
Giant spell is activated. Bonus TW Featu res : Each of the following must be engaged
Mobility: Poor mobility, - 1 0% to Climb and -20% to Prowl, separately, as needed or desired, by expending the P.P .E. indi­
Swim, perform Acrobatics and similar physical skills/perfor­ cated in parentheses . Each lasts for three minutes. Armor of
mance. Ithan ( 1 0), Calling (8), Cleanse (6), Distant Voice ( 1 0), Levita­
MoDoCo by Location: tion (5), G lobe of Daylight (2), Lantern Light ( 1 ), and Magic
HeadlHelmet - 60 ( 1 40*) Shield (6), all at fifth level equivalent.
Arms - 80 ( 1 20*) each Color: Typically available in white or silver with yellow or blue
accents and highlights, green with white or gold highlights, or
Legs - 90 ( 1 50*) each
green with gold or silver h ighlights.
Main Body - 1 80 (260 *)
Cost: 900,000 million credits; rare .
Armor of Ithan - 50
* Numbers listed in parenthesis are used when the Giant spel l
i s activated.
Magical Features : All of the fol lowing are on/engaged all the
time and require no P.P.E. to activate or use: Supernatural
Strength and Mystic Fulcrum.
Bonus TW Featu res : Each of the fo llowing must be engaged
separately, as needed or desired, by expending the P.P .E. indi­
cated in parenthesis. Each lasts for three minutes. Armor or
Ithan ( 1 0), Breathe Without Air (5), C leanse (6), Climb (3),
Horror ( 1 0), Giant (40; special), L antern L ight ( 1 ), Magic Shield
(6), Superhuman Endurance ( 1 2), and Swim as a Fish (6), all at
fifth level equivalent.
Color: Typically available in black with red or gold accents and
high lights, red with black highlights, or grey w ith gold or red
high lights.
Cost: 1 .6 million credits, very rare.

1 56
1 57
Sh ort Range Missiles

Warhead Mega-Damage Speed Maximum Range Blast Radius M.D.C.


---

High Explosive ( l i ght) 2D4x l O SOOmph ( 8 04kmph) S miles (8km) 1 0ft (3m) S
High Explosive (medium) 2D6x l 0 SOOmph (804kmph) S m iles (8km) I Sft (4.6m) S
Fragmentation (light) 2D4x l O 4S0mph (724kmph) 3 miles (4 . 8km) 20ft ( 6 . l m ) S
Armor Piercing (medium) 2D6x l 0 6SOmph ( 1 04Skmph) S miles (8km) S ft ( l . 5 m ) S
Plasm a(Napalm (medium) 2D6x l O S OOmph ( 8 04kmph) 3 m i les (4 . 8km) l S ft (4.6m) S
Tear Gas None 200mph ( 3 2 1 kmph) 1 /2 m i l e ( . 8km) l Oft (3m) S
Knock -Out Gas None 200mph ( 3 2 1 kmph) 1 /2 mile ( . 8km) 1 0ft (3m) S
S m oke (col ors avai l able) None 300mph (482. 7kmph) 1 mile ( 1 .6km) 20ft (6. 1 m) S
Fire Retardent None 200mph ( 3 2 1 kmph) 1 /2 mile ( . 8km) 20ft ( 6 . l m) S

Medium Range Missiles

Warhead Mega-Damage Speed Maximum Range B l ast Radius M.D.C.


H i gh Explosive ( l ight) 2D4x l 0 1 200mph ( 1 929kmph) so mi les (80Akm) 20ft (6 . l m) 10
High Explosive (medi um) 2D6x l 0 1 200mph ( 1 929kmph) 40 miles (64 . 3km) 20ft ( 6 . 1 m) 10
High Explosive (heavy) 3D6x l 0 1 200mph ( 1 929kmph) 40 m i les (64 . 3 m ) 30ft (9 . l m) 10
Fragm entati on ( l i ght) 2D6x l 0 1 000mph ( l 60Skmph) 40 miles (64 . 3km) 40ft ( 1 2 . 2m) 10
Armor Piercing (medium) 3D6x l O 1 600mph (2S 7 I kmph) 60 miles (96.Skm) 20ft (6. 1 m) 10
Plasma(Napalm (medium) 4D6x 1 0 1 400mph (22S 1 kmph) 40 miles (64 . 3km) 40ft ( I 2 . 2m ) 10
M u l t i - Warhead* SD6x l O 1 200mph ( 1 9 29kmph) 80 miles ( l 2 8 . 7km) 20ft (6. l m) 10
S moke (col ors avai l able) None 1 000mph (I 608kmph) 40 miles (64 . 3km) 40ft ( I 2 . 2m) 10

Long Range Missiles

Warhead Mega-Damage Speed Maximum Range Blast Radius M.D.C.


High Exp l o s i ve (medium) 3D6x l O 20 1 0mph (Mach 3 ) SOO miles (804km ) 30ft (9 . 1 m ) 20
High Explosive (heavy) 4D6x l O 20 1 0mph (Mach 3 ) SOO m i l e s (804m) 40ft ( l 2 . 2m) 20
Fragmentation ( l i ght) 2D6x l 0 1 400mph (22S 1 kmph) 400 m i l e s (643km) 80ft (24Am) 20
Armor Pierc i n g (med i um ) 3D6x l O 20 1 0mph (Mach 3 ) 8 0 0 m i l e s ( l 286km) 30ft (9. 1 m) 20
Plasma/Heat (medium) 4D6x l O 1 400mph (225 I kmph) 500 m i l e s (804km ) 40ft ( 1 2 . 2m) 20
Plasm a/Heat (medium ) * SD6x l O 1 400mph (22S 1 kmph) SOO m iles ( 804km) SOft ( l S . 2m) 20
Proton Torpedo (heav y) * 6D6x l O 20 1 0mph (Mach 3 ) 1 200 m i les ( I 928km) SOft ( I S .2m) 25
N u c l e ar (medi u m ) * l D4x l OO 20 1 0mph (Mach 3 ) 1 000 m i les ( l 608km ) 40ft ( 1 2 . 2m ) 20
Nucl ear (heav y ) * l D6x l OO 20 1 0mph (Mach 3 ) 1 000 m i l e s ( l 608km) SOft ( I S .2m) 20
Nuclear M u l t i - warhead* 2D4x l 00 20 1 0mph (Mach 3 ) 1 800 m i l e s (2893km) SOft ( l S . 2m ) 2S

Mini Missiles
and Special Armaments

Warhead Mega-Damage Speed Maximum Range Blast Radius M.D.C.


---

H igh Explosive 5D6 500mph (804kmph) 1 m i le ( 1 . 6km) 5 ft ( l . 5 m )


Fragmentat i on 5D6 5 00mph ( 804kmph) 1 /2 m i le (0. 8km) 20ft (6. 1 m) 1
Armor Pierc i n g l D4x l 0 1 400mph (225 1 kmph) 1 m i l e ( 1 .6km) 3 ft (0 .9m) 2
Plasma(Napalm (medium) l D6x l O 1 200mph ( 1 9 29kmph) 1 m i l e ( I . 6km) 1 5 ft ( I .5m)
S m oke (colors available) None 5 00mph ( 8 04kmph) 1 /2 m i l e (0.8km) 20ft (6. 1 m)
* A v ai l ab l e as sm art bombs, +5 to strike.

1 58
Explore the Palladium Megaverse®
The Palladium "Fantasy" After the Bomb® RPG
Role-Playing Game® Discover the world of mutant animals. Play it as a stand-alone game en­
vironment or combine it with Heroes UnlimitedfM, but check it out.
A world of epic fantasy, incredible magic and amazing beings including Mutant anirnal creation rules that make building your mutant characters
the shape-changing Changeling, ferocious Wolfen, monstrous Melech, fast, fun and challenging. Over 1 00 mutant animals presented. More than
dragons, giants, trolls, dragons and creatures that defy description. Players 40 animal powers and psionics; many more if you include weird abilities
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Combat is fast and fun.
Magic is different! There is spell casting wizardry, the wards of the Ninj as & Superspies™ RPG
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Sourcebooks define the world, offer new types of player characters, dif­
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ferent player races and monsters, adventures and/or adventure ideas. This
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Nightbane® RPG
The world has never been the same since Dark Day. Some say the world
governments have been supplanted, taken over by ... god only knows
what. That dopplegangers can steal one's identity and life, and that de­
mons and monsters lurk in the shadows. Creatures of evil who serve the
Nightlords.
But the lords of shadow are not unopposed. There are creatures of light
as well as creatures born from darkness but champion the light. These are

Rifts® the Nightbane. Ordinary people, many teenagers, able to shed their human
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acters are part of the secrets, part of the problems, and humanity's only
Discover a world where anything is possible and you are limited only
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McCall.

Splicers® RPG
Splicers® is a new science fiction RPG set on a devastated world
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Create any type o f superhuman hero you can imagine. of their planet for themselves. Mega-Damage System - compatible with
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super-sleuths, martial arts masters, gun-toting vigilantes, super-geniuses, - 224 pages. Written by Carmen Bellaire.
masters of magic, demigods, Mega-Heroes and more!
Over 1 00 super abilities, plus scores of sub-powers and 40+ psionic
Palladium Books Inc. Free catalog upon request.
39074 Web b Court
powers. Over 1 00 magic spells, plus enchanted weapons and objects.
Westland, Ml 48185 www.palladium books.com
Everything one needs to play other than dice and friends are in this
Copyright 2014 Palladium Books Inc. All rights reserved, worldwide.
complete role-playing game. Cover by Jim Steranko. Written by Kevin
Palladium Booksill, Rifts«!. Megaverseill, Nightbane@, The Mcchanoidsill, and After the Bombill
Siembieda • $26 .95 - 3 52 pages. are registered trademarks of Palladium Books Inc. Heroes Unlimited, Ninjas & Superspies, Beyond
the Supernatural, SpliCClS, and Rifts«! Chaos Earth are trademarks owned and licensed by Palla­
dium Books Inc.

1 59
The Rifter® Subscripti on
The Rifter® is your doorway to unlimited imagination and Think it can ' t happen to you? Think again. Many of Palla­
numerous Palladium role-playing worlds . It offers new heroes, dium ' s artists and writers got started in The Rifter®, including
powers, weapons, magic and adventure for your games . It pres­ Apollo Okamura, Brian Manning, Mike Mumah, Carl Gleba,
ents new villains, monsters and dangers to battle, and new ideas Todd Yoho, Brandon Aten, Taylor White, Jason Richards, and
to consider. many others.
It helps you unlock your imagination by showing you what Palladium is always looking for written material for Rifts®,
garners, just like you, have created. That ' s right, many of the ar­ Chaos E arth®, Beyond the Supernatural™, Nightbane®,
ticles and source material are written by ordinary garners and Palladium Fantasy RPG®, Heroes Unlimited™, Ninj as &
fans like you . Other articles are by freelance writers and staff. Superspies™, After the Bomb®, and all our game lines . We ' d

The Rifter® is made for you, our fans. Each issue presents also like t o see cartoons and comic strips .
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yond the Supernatural™, Heroes Unlimited™, Ninj as &

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1 60
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846 Rifts® Aftermath™ – $24.95 893 Rifts® CS: Heroes of Humanity™ MI8037 Juicer #1 – $6.00
847 Rifts® DB5: Anvil Galaxy™ – $20.95 Arsenal Sourcebook – $16.95 (coming) MI8038 Juicer #2 – $6.00
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849 Rifts® Adventure Guide™ – $24.95 2510 Rifts® & The Megaverse® Art Book MI8040 Cyborg #2 – $12.00
850 Rifts® Bionics Sourcebook™ – $16.95 – $22.95 MI8041 Cyborg #3 – $6.00
851 Rifts® DB 6: Three Galaxies™ – $20.95 2510-HC Rifts® & The Megaverse® Art MI8042 Coalition Officer – $6.00
852 Rifts® Dark Conversions™ – $24.95 Book, Hardcover – $50.00 MI8043 Coalition Grunt #1 – $6.00
853 Rifts® Chi-Town ‘Burbs™ – $9.95 2510-CML Rifts® & The Megaverse® Art MI8044 Coalition Grunt #2 – $6.00
854 Rifts® The Tolkeen Crisis™ – $12.95 Book, Collector’s Masterwork Edition MI8045 Coalition Grunt #3 – $6.00
855 Rifts® The Black Vault™ – $9.95 – $125.00
856 Rifts® The Vanguard™ – $9.95 When placing an order by mail, please
Miscellaneous Products add money for shipping and handling. Add
857 Rifts® WB 24: China One™ – $20.95
600 Deluxe Revised RECON® RPG – $5.00 for orders totaling $1-$50, $10.00 for or-
858 Rifts® WB 25: China Two™ – $20.95
$22.95 ders totaling $51-$95, and for orders totaling
859 Rifts® DB 7: Megaverse Builder™ –
2537 Gamer Coffee Mug – $10.00 $96-$200 please add $15.00 US. Double the
$16.95
2539 Rifts® Dice Bag – Black – $8.00 amount for Canada, and quadruple it for over-
860 Rifts® DB 8: Naruni Wave Two™ –
2545 Dead Reign™ Coffee Mug – $10.00 seas orders. For more shipping options, order
$16.95
2554 Palladium Bookmarks, Set One – $5.00 online at www.palladiumbooks.com.
862 Rifts® WB 26: Dinosaur Swamp™ –
2555 Palladium Bookmarks, Set Two – $5.00 Allow 2-4 weeks for delivery.
$20.95
2561 Property of Chi-Town Library Pencil Make checks and money orders payable to:
863 Rifts® MercTown™ – $20.95
– $0.50 each Palladium Books
865 Rifts® Merc Ops™ – $20.95
2562 Future Visions™ – The Artistry of
866 Rifts® WB 27: Adventures in Dino- Check release dates for new products. If
Charles Walton II – $13.95
saur Swamp™ – $20.95 the book you order has not been released yet,
2566 Glitter Boy Mouse Pad – $9.95
867 Rifts® Mercenary Adventure Source- your order will be held as a backorder until the
2567 Old Ones Mouse Pad – $9.95
book – $12.95 product is available. Please note that prices are
2568 Zombie Graveyard Mouse Pad – $9.95
868 Rifts® WB 28: Arzno™ – $20.95 subject to change without notice.
869 Rifts® WB 29: Madhaven™ – $16.95 Note: T-tshirts and other products can be Orders can also be placed by phone, at
870 Rifts® John Zeleznik Coloring Book found online: www.palladiumbooks.com (734) 721-2903 (order line only). Please have
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Rifts® Miniatures
871 Rifts® Machinations of Doom™ –
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872 Rifts® DB 10: Hades™ – $24.95
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