TEXT: By Matthew Clements
  & Kevin Siembieda
  Rifts
  ® Northern Gun
  ™ 1
  Rifts® World Book 33:
  Palladium Books® Presents:
  
  1
  Warning!
  Violence, War, Magic & the Supernatural
  The fictional worlds of Rifts® are violent, deadly and filled with aliens, war and supernatural mon-
  sters. Other-dimensional beings often referred to as “demons,” torment, stalk and prey on humans. Alien 
  life forms, monsters, vampires, ghosts, ancient gods and demigods, as well as magic, insanity, psychic 
  powers and combat are all elements in this book. All of it is fiction.
  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®
  Rifts® World Book 33:
  Northern Gun™ One
  Rifts® Northern Gun™ One is an epic World Book that contains a wealth of information, characters, locations, O.C.C.s, 
  robots and weapons from the largest arms dealer and independent manufacturer on the continent: Northern Gun™.
  ! In-depth look at Northern Gun, its robots, stores, politics and operations.
  ! 70+ NG weapons; old and new.
  ! 27 NG giant combat and exploration robots. Described in detail.
  ! Many new robot weapon systems and features, including alternative power supplies, anti-monster gear and experi-
  mental weapons.
  ! Northern Gun freighter ships and hovertrains.
  ! Notable cities and people of the Ishpeming Republic/Northern Gun.
  ! NG O.C.C.s, police, specialists and NG Mercenary army.
  ! The NG Bounty Board, the largest collection of bounties and mercenary contracts anywhere on Rifts Earth.
  ! Key locations, people and dangers around Northern Gun.
  ! Northern Gun’s relationship with the CS and other nations.
  ! 224 pages written by Matthew Clements and Kevin Siembieda.
  
  2
  The cover, by Charles Walton, depicts the immediate aftermath of a battle between a hostile dragon and a Northern Gun mercenary 
  company armed with NG combat robots and power armor. The location, a remote part of Upper Michigan.
  First Printing – October 2013
  No part of this publication may be scanned, OCRed, reproduced or distributed in any way for electronic publication on the web/
  internet or any other medium.
  Copyright 2013 Palladium Books 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 similarity, without satiric intent, of characters or persons living or dead, is 
  strictly coincidental.
  Rifts®, The Rifter®, Megaverse®, The Mechanoids®, The Mechanoid Invasion®, Phase World®, Splicers®, Coalition Wars®, Af-
  ter the Bomb®, RECON®, Nightbane®, The Palladium Fantasy Role-Playing Game® and Palladium Books® are registered trademarks 
  owned and licensed by Palladium Books Inc. and Kevin Siembieda.
  Anti-Monster, Archie-Bot, Archie Three, Arzno, Baby Boom Gun, Boom Gun, Bandito Arms, BigBore, Bio-Armor, Biomancy, 
  Biomancer, Bio-Constructs, Biomancer Gene-Mage, Bio-Wizard, Blind Warrior Women, ‘Bot, ‘Borg, ‘Burb, Brodkil, Chaos Earth, 
  Chicago Network, Chi-Town, City Rat, Coalition States, CS, Coalition State of El Dorado, Colorado Baronies, Combat Cyborg, Com-
  ing of the Rifts, Crazy, Cyber-Doc, Cyber-Knight, Dead Boy, Deluded Vampire, Doc Reid, Dog Boy, Dog Pack, Dinosaur Swamp, 
  Dyna-Bot, E-Clip, Elemental Fusionist, Emperor Prosek, Erin Tarn, Federation of Magic, Free Quebec, Gargoyle Empire, Glitter Boy, 
  Great Cataclysm, Gunbot, Gunwolf, Headhunter, Horune Pirates, Hunter Mobile Gun, Iron Heart, Juicer, Lazlo, Lemurian, Le Marche 
  Noir, Ley Line Walker, Lord Splynncryth, Madhaven, Magic Zone, Manistique Imperium, Megabot, MercTown, Mind Bleeder, Mind 
  Melter, Mobile Medical Robot, Multibot, Naruni, Naruni Enterprises, Naut’Yll, NGR, New German Republic, New Navy, Northern 
  Gun, Okemos Explorer, Pecos Empire, Psi-Stalker, Psyscape, Psykes, Reid’s Rangers, Rifts Earth, Rift Runner, Secondary Vampire, 
  SAMAS, Shadow Boy, Shemarrian, Shifter, Simvan, Skelebot, Splynn Dimensional Market, Splugorth, Minions of Splugorth, Splu-
  gorth Slavers, Stone Magic, Stone Masters, Super-Max, Tattooed Man, Techno-Wizard, Thundercaster, Tolkeen, Triax, True Atlantean, 
  Ulti-Max, Undead Slayer, Vampire Kingdoms, Rifts® Game Master Guide, Rifts® Book of Magic, Rifts® Atlantis, Wild Vampires, 
  Wilk’s, Xiticix, Mega-Damage, M.D.C., S.D.C., I.S.P., P.P.E., and other names, titles, initials, characters, character likenesses, and 
  slogans are trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc.
  Palladium Online: www.palladiumbooks.com – also visit us at facebook.com/PalladiumBooks
  Rifts® Northern Gun™ One – A Rifts® World Book is published by Palladium Books Inc., 39074 Webb Court, Westland, MI 
  48185-7606. Printed in the USA by McNaughton & Gunn.
  Dedication from Matthew
  This book is dedicated to the people of Michigan; in the past, present, future and all the various realities of the Megaverse. Geography 
  shaped us like a mitten, politics gave us a beautiful second peninsula, and people have built a state that both Palladium Books and I are 
  proud to call home. It was a privilege to breathe life into such a pivotal player on the world of Rifts Earth, a task that I enjoyed immensely 
  both as a writer and as a fan. I only hope you all have as much fun exploring Northern Gun as I did.
  – Matthew Clements, August 2013
  Dedication from Kevin
  To the millions of Rifts® fans. Your love and support is what kept us going during the worst of times, and keeps us striving to do 
  our best, always.
  – Kevin Siembieda, August 2013
  
  3
  Palladium Books® Presents:
  Rifts® World Book 33:
  Northern Gun™ One
  Conceived by: Matthew Clements
  Written by: Matthew Clements & Kevin Siembieda
  Additional Writing & Ideas:
                Carl Gleba
                Carmen Bellaire
                Charles Walton
  Editors: Alex Marciniszyn
                Wayne Smith
                Kevin Siembieda
  Proofreader: Julius Rosenstein
  Cover Illustration: Charles Walton
  Interior Artists:
                Amy L. Ashbaugh
                Wayne Breaux Jr.
                Mark Dudley
                Kevin Long
                Allen Manning
                Brian Manning
                Michael Mumah
                Tanya J. Ramsey
                Benjamin Rodriguez
                Charles “Chuck” Walton II
  Art Direction: Kevin Siembieda
  Typography and Layout: Wayne Smith
  Based on the RPG rules, writings, characters, settings,
  concepts and Megaverse® created by Kevin Siembieda.
  Special Thanks to Matthew Clements for his ideas and wonderful words, to Carl Gleba and Carmen Bellaire 
  who are always an inspiration, to Chuck Walton whose imagination and artistry sends my own imagination into 
  overdrive, to all of Palladium’s incredible artists, Chuck, Mike, Mark, Brian, Allen, Tanya, Ben, Mike, and Amy, 
  and to the Palladium crew, Alex, Wayne, Kathy, Julius and Jeff, all of whom have made this book, and so many 
  others, a reality.
  – Kevin Siembieda, 2013
  
  4
  Megaverse® Insiders
  Inside Help
  Juan Baez, Nathaniel Baker, Ben Bingham, Steven Brewington, 
  Amanda Butka, Rosalena Butka, Dan DeLuca, Andrew Gillespie, 
  Steven A Hauser, Paul Herbert, Nathan Jacobus, Steven Lambert, 
  Frank Loose, Jason Martin, Colin McBride, Jacob Postlewaite, Mel 
  Primus, Sean Reed, Martin Schultz, Frank Uhrmann
  In Memoriam
  Susan A Beasley, Anne Brett, Lee Carroll, Michael Collins, Ste-
  ven Glenwood Knorr, Jason Lee, Bill “Shepherd” Sheets, Jeanette 
  Spahr
  A Real Character Tribute
  Big Bubba, Mega Juicer, Daventhalas de Mont Hault, Jack Chri-
  ax, Jirad Crocker, Kasha “Night Shard” Morimoto, Leon “Captain 
  Guam” Martinez, Lord Silverthorn, Martean Mursi, Melena Alys’ka 
  of Jages Clan, Papa Zen, Sakura Hayase, The Great Mysterious Tat-
  tooed One King Zarchron
  Cyber-Insiders
  Sabrina Akins, Chris Altobelli, Thomas Andary, Andrew An-
  tolick, Damon Armstrong, Nathaniel Baker, Michael Barakofsky, 
  Benjamin Barbre, Nathan Bingham, Benjamin Bonds, James Briggs, 
  Jeff Bunde, Brent Burnett, Barry Buse, Anthony Casab, Bruno Cer-
  belaud, James Chance, Oswin Chang, Frederic Christie, Phillip A 
  Compher, Mike Creelman, Donald Dalton, Matthew Daye, Greg Di-
  aczyk, Jason Domke, Bryan Downing, Kevin Dyal, Stewart Easton, 
  Robert Edmunds, Michael Estrada, Jeff Farrar, Curtis Fielder, Allan 
  Fierro, Brandon Fong, Glenn Francis II, John Frederick, Daniel Gar-
  za, Scott Gibbons, Scott Goric, James Grey, Ron Guest, Kimihiro 
  Hamaura, Craig Hammer, Jonathan Harris, Jacob Healey, Alexander 
  Heck, Paul Herbert, James Holt, David A Hughes, Charles Huighe, 
  Michael Ivie, Sean Jenkins, Jeff Jensen, Michael Johnson, Neil 
  Johnson, Alan Jones, Demetrius Karanikolas, Nolen Keith, James 
  Kenagy, Chris Kluge, James Koski, Ralph Lajara, Magnar Laksa, 
  Seth Lamble, David N Lang, Scott Leopold, Brian Lindholm, Joseph 
  MacIsaac, Michael Macolley, Jeffery Martin, Luis Martinez, Ben-
  jamin Mason, Sara McLauchlan, Peter Melendez, Frederick Meyer, 
  Peter Michalenka, Chris “Wolff” Miller, Frank Mitchell, David A 
  Moffatt, Thaddeus Moore, Christopher Murray, Aaron Nelson, Mat-
  thew Newton, Becky Northaven, Joseph Olewnicki, leigh O’Neil, 
  Michael Ong, Brandon Pack, Pepsi Jedi, Jeff Peterson, Victor Peter-
  son, James Plowman, Melissa Powell, Jeff Reade, Michael Reagin, 
  Stephen Schneider, Thomas Schrupp, Trent Slater, Michael Smith, 
  Michael Strom, Chad Trantham, H. E. Werkheiser, Ryon Wiebens, 
  Jason Williamson, Matthew Wontroba, Jeff Woodman
  Palladium Insiders
  Dylon Amerasinghe, Jeremy Berkowitz, Brendan Blackmer, 
  Rick Bray, Connor A. Brown, Vernon Brown, Brent Burnett, Ste-
  phen Butka, Eric Campion, David Chittim, Gregory John Clark, 
  Cory Crandall, Eric Crump, Stephen Daniel, Jeremy Davis, Greg 
  Diaczyk, Timothy Dixon, Brett Easterbrook, Carl J. Gleba, John 
  Guibert, Denny “Kegleneq” Ham, Hendrik Harterich, Josh M Ka-
  plan, Thomas Karras, Chris Kluge, Nick Krupar, Chad Lasecki, 
  Patrick Le Houllier, Jeff A Lee, Russell Lenhares, James Lukow, 
  Maffy, Jeff Maltby, David Marble, Wayne Maynard, James McDon-
  ald, William McGoldrick, Casey Michels, Thomas Molen, Trevor 
  Morehead, Kevin Myers, Warren Nelson, David Nemoseck, Evan 
  Odensky, Joe Oertly, Michael J Osborne, Charles Pickering, Ryan 
  Rawlings, Bradley Reeser, Michael Kyle Rose, Michael Sausaman, 
  Steven Schlosser, William Shaffer, Ross Simmerman, Ed Surrett, 
  Nate Swalve, Daniel “OGRE” Thomas, Gregory John Ullman, D. 
  Vroman, Nicky Warren, Steven Whittredge, Chris Williams, Dr. 
  Winston, Joseph A Yerger
  Steel Insiders
  Kristopher Akers, Brandon K. Aten, Scott Banzhaf, Anthony 
  Barrios, Mathew Bollman, Stan Chesser, Michael Copeland, Jeff 
  Costello, Jason DeLong, Cody Dobbs, Robert Dugan, Brett Easter-
  brook, Michael Gale, Dale Gifford, James L. Giltz, Brian Hatherly, 
  Richard “Fathom” Hill, Dennis Hughes, Iscerus, Dave Keiger, David 
  Klett, Jason Lamb, Aaron Leonard, Kris Main, Stephen McDonald, 
  Jason Mendoza, Blake Moorcroft, Scott Norman 783, Kris Perlock-
  Campeau, Michael Pointer, Allan “ZeroArmour” Randall, Mathew 
  Robertson, John Santa Barbara, Edward Sauerland, Shaun Savage, 
  Jeff Schuler, Dave Waller, Isaac Xavier-Santos, Zyxiger
  Steel-Plus Insiders
  Doug Buhlman, Eric Canapini, Rob Daily, Erich Eisenmenger, 
  Jeffery Gilbert, Kenneth Gunther, Howard Holland, Torrey Jones, 
  Shawn Kennedy, John King, Bonnie Krueger, Chadd J Leath, Arnal-
  do Lefebre, Timothy Letts, Branden Loizides, Mangels, Jason Mc-
  Quain, Tyvernos Oriflamme, John Polack, Kerry “DeadFall” Reed, 
  James Eric Ritchie, David Rogers, Wade Rohl, Thaddeus Ryker, 
  Dave Simmens, Will Sproul, Erik Stewart, Chris Thomas, Charles 
  Viaud, Shepard Williams, Stanley Woo, Steven Yeung
  Top Insiders
  Peter Adams, Eric Auger, Chris Axtell, Randy P. Belanger, BGJP 
  Gaming, Rob Byrne, Steven Carroll, Brent Casavant, Jason Chap-
  man, Jason Cogshall, Glenn Cole, Jonathon E. Conroy, Jim Cross, 
  Dayton DeFoe, Robb Dunn, Jason Dvorchak, Bryan Ellis, Marc Fer-
  rari, Father Morpheus, Fillinger, Trevor Fitch, Travis S. Guerrero 
  (Prysus), Jeremy D. Helton, John Kallil, Stephen B. Keith, Dennis 
  Kelley, Andrew Kelsoe, Scott Kendrick, Derrick Landwehr, Jorel 
  J. Levenson, Christina Liu, Jonathon Lovejoy, Dylan Lundrigan, 
  Ryan Mahoney, Charles J. McComb, III, Ryan McDaniel, Daniel 
  Ogle, Ramzie Othman, Donovan Pankratz, Richard J. Perez, Orion 
  Pobursky, Peter Porcaro Jr., Benoit Provencher, Redapple, Ammon 
  Redman, Albert Rosado, Doug Roy, Michael Satran, Frederick R. 
  Seibel 5th, Ian Small, Peter Smith, David Snell, Cory Sommer, Larry 
  Todd Stanley, Chris Steinbrenner, Robert Steiner, Lawson Steven-
  son, Mike Sykes, Brian Terrill, David Thompson, Ryan Thomsen, 
  Jason M. Volinsky, Christopher Wilmer, Matthew Wood
  Ultimate Insiders
  Benjamin Barton, Joshua Hill, Shayn Lavender, Douglas Rood, 
  James Walker
  Benefactors
  Derek Boudreaux, Lucas Buck, Terrence Carter, Kerry Cook, 
  David Dunham, Ryan Fuerst, Shawn Johnson, John Klinkel, Todd 
  Spencley, Brad Whitcomb
  Ultimate Benefactor
  Federico Franceschi
  Our sincere apologies to anyone whose name was misspelt.
  
  5
  Rifts® Northern Gun Contents
  Northern Gun  . . . . . . . . . . . . . . . . . . . . . . . . . 8
  The History of Northern Gun  . . . . . . . . . . . . . . . . . . 9
  The Alliance with the CS  . . . . . . . . . . . . . . . . . . 9
  Northern Gun, 109 P.A. .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 10
  The Republic of Ishpeming  . . . . . . . . . . . . . . . . 10
  Manistique Imperium  . . . . . . . . . . . . . . . . . . . 10
  NG’s Current Priorities  . . . . . . . . . . . . . . . . . . 11
  Overall Tech Levels in North America  . . . . . . . . . . . . 11
  Additional Tech Manufacturers  . . . . . . . . . . . . . . 12
  Northern Gun Products  . . . . . . . . . . . . . . . . . . . 12
  NG Brand  . . . . . . . . . . . . . . . . . . . . . . . . . 13
  Non-Contract Employees  . . . . . . . . . . . . . . . . . . . 13
  Employees of Northern Gun  . . . . . . . . . . . . . . . . . 13
  Pride and Corporate Culture  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 14
  NG Factories & Manufacturing .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 14
  Northern Gun Policies .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 15
  Northern Gun’s Policy on Magic  . . . . . . . . . . . . . . . 15
  Techno-Wizardry  . . . . . . . . . . . . . . . . . . . . . 15
  Northern Gun Policy on D-Bees  . . . . . . . . . . . . . . . 16
  Spies, Theft & Corporate Espionage  . . . . . . . . . . . . . 16
  Active Intervention .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 16
  Naruni Enterprises  . . . . . . . . . . . . . . . . . . . . . 17
  Coalition States  . . . . . . . . . . . . . . . . . . . . . . 17
  Policy on Reverse-Engineering  . . . . . . . . . . . . . . . . 18
  The Reverse-Engineering Labs  . . . . . . . . . . . . . . 18
  NG Research and Development Branch  . . . . . . . . . . 19
  The Research & Development Complex  . . . . . . . . . . . 19
  Loss Prevention Office .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 20
  Andrea Callister, Chief LPO  . . . . . . . . . . . . . . . . . 20
  NG Trade Council  . . . . . . . . . . . . . . . . . . . . . . 21
  Trade Council Positions .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 21
  The NGMI Credit System .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 23
  Northern Gun Retail Outlets  . . . . . . . . . . . . . . . . . 23
  Showrooms and Warehouse Centers .  .  .  .  .  .  .  .  .  .  .  . 24
  NG Returns Policy  . . . . . . . . . . . . . . . . . . . . . . 24
  Northern Gun Foreign Relations  . . . . . . . . . . . . . . 24
  Coalition States: Allies or Overlords?  . . . . . . . . . . . . 25
  The Black Market .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 25
  Naruni Enterprises  . . . . . . . . . . . . . . . . . . . . . . 26
  The Republic of Ishpeming  . . . . . . . . . . . . . . . . . 29
  Cities of the Republic  . . . . . . . . . . . . . . . . . . . 29
  Welcome to Ishpeming, Home of NG  . . . . . . . . . . . . 30
  Secure Storage Bunkers  . . . . . . . . . . . . . . . . . . 31
  The Parking Area  . . . . . . . . . . . . . . . . . . . . . 31
  Hovertrain Terminal  . . . . . . . . . . . . . . . . . . . . 31
  The Safe Zone  . . . . . . . . . . . . . . . . . . . . . . . 32
  Security Zone  . . . . . . . . . . . . . . . . . . . . . . . 32
  Defensive Bunkers .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 32
  The City of Ishpeming .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 32
  City Highlights  . . . . . . . . . . . . . . . . . . . . . . . . 32
  Corporate District  . . . . . . . . . . . . . . . . . . . . . . 32
  NG Headquarters, Ishpeming  . . . . . . . . . . . . . . . . . 33
  Notable Corporate Officers  . . . . . . . . . . . . . . . . 34
  Other Areas of Northern Gun .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 34
  A note about building size & security  . . . . . . . . . . . 34
  Downtown Northern Gun  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 35
  The Mall of Michigan .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 35
  Ed’s Used Vehicle Emporium  . . . . . . . . . . . . . . . . 36
  The Operators’ Room .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 37
  The Hovertrain Terminal  . . . . . . . . . . . . . . . . . . . 38
  Vanderman Castle .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 39
  NGMI Central Bank .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 40
  Otherworldly Animal Reserve  . . . . . . . . . . . . . . . . 41
  The Ishpeming Region .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 42
  Map of Upper Michigan  . . . . . . . . . . . . . . . . . . 42
  Fort Sawyer  . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Marquette  . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
  Naval Development Center  . . . . . . . . . . . . . . . . 43
  The IM Highway  . . . . . . . . . . . . . . . . . . . . . . . 43
  Trenary  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
  Lake Michigan Coast  . . . . . . . . . . . . . . . . . . . . . 45
  Escanaba – “MercBay”  . . . . . . . . . . . . . . . . . . . 45
  The Escanaba Docks  . . . . . . . . . . . . . . . . . . . . . 46
  Purchasers and Resellers .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 46
  The Discount Docks .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 47
  Downtown Escanaba  . . . . . . . . . . . . . . . . . . . . . 47
  The Escanaba Robodome  . . . . . . . . . . . . . . . . . 47
  Escanaba Airfield  . . . . . . . . . . . . . . . . . . . . . . . 48
  The Hub .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 48
  NG Bounty Registry: Escanaba Office  . . . . . . . . . . . . 49
  Jailhouse  . . . . . . . . . . . . . . . . . . . . . . . . . . 50
  Escanaba’s NG Corporate District  . . . . . . . . . . . . . . 50
  The Escanaba Road  . . . . . . . . . . . . . . . . . . . . . . 50
  Escanaba Coastal Defenses  . . . . . . . . . . . . . . . . . . 50
  Gladstone .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 51
  Stone Island  . . . . . . . . . . . . . . . . . . . . . . . . 51
  Menominee, “Pirate’s Point”  . . . . . . . . . . . . . . . . . 51
  Map of Michigan & Surrounding Region  . . . . . . . . . 52
  Menominee Air Depot  . . . . . . . . . . . . . . . . . . . . 52
  Wisconsin Border  . . . . . . . . . . . . . . . . . . . . . . 53
  The Iron Chain  . . . . . . . . . . . . . . . . . . . . . . . . 53
  Iron Mountain  . . . . . . . . . . . . . . . . . . . . . . . 54
  Ironwood .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 54
  Iron Bay  . . . . . . . . . . . . . . . . . . . . . . . . . . 54
  Porcupine Mountains  . . . . . . . . . . . . . . . . . . . . . 55
  The Michigan Lower Peninsula .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 56
  Green Bay  . . . . . . . . . . . . . . . . . . . . . . . . . . 56
  Plum Island Region  . . . . . . . . . . . . . . . . . . . . . . 57
  Washington Island  . . . . . . . . . . . . . . . . . . . . . . 57
  The Rest of Wisconsin  . . . . . . . . . . . . . . . . . . . . 57
  Lake Superior & Northern Ishpeming .  .  .  .  .  .  .  .  .  .  . 58
  Houghton  . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
  Keweenaw Peninsula  . . . . . . . . . . . . . . . . . . . . . 59
  Apostle Islands  . . . . . . . . . . . . . . . . . . . . . . . . 59
  Ontonagon .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 60
  Task Force X  . . . . . . . . . . . . . . . . . . . . . . . . . 60
  IMCN: Ishpeming Military Contract Network  . . . . . . 62
  Monthly Pay Rates  . . . . . . . . . . . . . . . . . . . . . . 63
  
  6
  Common Assignments                                          63
  Contract Bidding                                                64
  IMCN School of Soldiery                                      64
  Annual Mercenary Exercises                                64
  Notable Military Contractors of IMCN                      66
  Big Money Militia                                              66
  The Lakeguard                                                  67
  Duckworth’s Marines                                            69
  The Patrol                                                        71
  The NG Bounty Registry                                      73
  Standard Bounty Registry Rates                                73
  Other Common Bounties                                        74
  Notable Bounties Wanted Dead Only                          75
  Northern Gun O C C s                                        76
  Bush Pilot O C C                                                                       76
  NG Loss Prevention Officer (LPO) O.C.C.                    78
  Monster Responder O C C                                       80
  NG Police Officer O.C.C.                                      82
  Police Interceptor Rocket Bike                              85
  Light Police Power Armor                                  86
  NG Robot Control O C C                                       86
  NG Sales Rep O C C                                             88
  Freighter Traffic on the Great Lakes                        90
  Random Freighter Generation Tables                          90
  Step One: Ship Type                                        90
  Step Two: Shipping Vessel Armaments                    90
  Step Three: Ship’s Crew                                    91
  Step Four: Ship’s Cargo                                      91
  Step Five: Presence of Cargo                                92
  Tugboats & Lake Escorts                                        93
  Northern Gun Hovertrains                                    93
  Hovertrain Locomotive                                          95
  Hovertrain Boxcars/Flatbed/Passenger Cars                    96
  Hovertrain Weapon Cars                                        97
  Random Hovertrain Generation Tables                        98
  Northern Gun Robots                                        100
  Alphabetical List of NG Combat Robots                      100
  Standard Features of NG Robots                              100
  Reinforced Pilot Compartment                            101
  Alternative Fuel Systems                                    101
  Solid Oxide Fuel Cells                                        101
  Standard Solid Oxide Fuel Cells                           102
  Heavy-Duty Solid Oxide Fuel Cells                       102
  Dangers and Limitations                                   102
  Converting Vehicles to Solid Oxide Fuel Cells               102
  NG’s Electric Batteries                                        102
  Beachmaster Amphibious Assault Robot                  103
  Heavy Flamethrower                                       105
  M D  Chainsaw                                             105
  Electric Field Antenna                                                        105
  EX-5 Behemoth Explorer                                    106
  EX-9 Behemoth Super-Explorer                            107
  Super-X Features of Note                                  108
  Other Notable Features                                    110
  Weapon Systems                                           111
  NG-V50 Bigfoot                                              112
  Weapon Systems                                           114
  Special Rapid-Fire Strafing Burst                          114
  Communications and Sensor Suite                         115
  AX-44 Bison Battler                                          116
  Light Flamethrower                                        117
  Blocker Combat Robot                                      118
  Blocker Shield                                              120
  NG-V32 Bruiser                                              120
  High-Impact Piston Arms                                  122
  NG-V34 Buffalo                                              123
  Twin Particle Beam Turrets                                124
  EX-20 Bulldog Explorer                                     124
  Gunbot Robot-Killer                                         126
  Grenade Cannon                                            128
  Gunwolf                                                       129
  Dual NG-232 Rail Guns                                    132
  Special Ammo Rounds                                     132
  Wolf’s Head Weapon Platform                            133
  Wolf’s Howl Anti-Monster System                        133
  NG-V67 Grizzly                                              134
  Shoulder Flare Chaff Launchers                           137
  HEX Grenades                                             138
  3-D Camera & Holographic Projector                     140
  Wooden Spike Thrower                                    140
  Hunter Mobile Gun                                          141
  Howitzer Rail Gun                                         143
  Hunter Moble Gun, Block IV Upgrade                     143
  Rail Gun Cannon                                           146
  ‘Big Papa’ Mobile Medical Robot                          147
  Utility Arms & Jaws of Life                                               149
  M D  Chainsaw                                             150
  Sensor Arm                                                 150
  Finger Multi-Medical Scanner                             151
  Field Hospital Clinic                                       151
  Nano-Robot Medical Systems                                            151
  ‘Junior’ Mini-Mobile Medical Robot                       152
  Clamp Finger                                               153
  ‘Original’ Multibot                                          154
  Flying Hovercraft                                          155
  Scissor Launchers                                          155
  NG-M57-2N1 Megabot                                      157
  M D C  of Combat Racer                                  157
  Statistical Data Megabot                                   159
  Statistical Data Combat Racer                             159
  Heavy Ion Cannon                                                              159
  Tactical Cameras                                           160
  NG-EXC-17 Ogre                                            160
  Pop-Up Mini-Missile Launcher                            162
  EX-11 Okemos Explorer Robot                             163
  Heavy Machine-Gun                                       166
  NG-EX-V50 Scorpion Battler                               167
  Tail Multi-Weapon Platform                               169
  
  7
  Chainsaw Pincer                                            170
  NG-SE48 Sunfire  .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  171
  Solar-Powered Laser Cannon                              173
  Variable Bore Rail Gun                                    173
  Holographic Decoys                                        173
  NG-V10 Super Labor Robot   .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 174
  NG-8000 Super Max  .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  175
  Robot Handheld Rifle: Rail Gun                           178
  Robot Handheld Rifle: Particle Beam                      178
  Beehive Grenade Launchers                               179
  Command and Control Head/Pod                          179
  NG-V58 Thundercaster   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 180
  Variable Projectile Cannon                                182
  NG-V41 Viking  .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  184
  Automatic Grenade Launcher                              186
  NG-V39 Volcano  .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  187
  Heatwave Emitter                                          189
  NG Weapons   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 190
  Northern Gun Production Blocks                              190
  NG-33 Laser Pistol                                            191
  NG-35 Heavy Laser Pistol (new)                              191
  NG-Super Laser & Grenade Pistol                            191
  NG-45LP Long Pistol                                         191
  NG-LP25 Laser Pulse Submachine-Gun                      192
  NG-L5 Laser Rifle                                            192
  NG-LG6 Laser Rifle & Grenade Launcher                    193
  NG-SR3 Marksman Laser Sniper Rifle                       193
  NG-SL20 Sniper Laser Rifle                                  194
  NG-SSL20 Super-Sniper Laser Rifle                          194
  Seasnake Series Lasers   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 195
  NG-SE3 Laser Emergency Side Arm (new)                  195
  NG-SE5 Laser Pistol (new)                                   195
  NG-SE9 Sharpshooter Laser Pistol (new)                    195
  NG-SE14 Laser Burst Pistol (new)                            196
  NG-SE17 Laser Carbine (new)                                196
  NG-SE20 Laser Rifle (new)                                   196
  NG Solar Powered Lasers  .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  197
  NG-UV1 Solar Powered Mini-Laser (new)                   197
  NG-UV4 Solar Powered Laser Pistol (new)                  197
  NG-UV7 Solar Powered Laser Rifle (new)                   198
  Heavy Energy Weapons  .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  198
  NG-H5 Holdout Ion Pistol                                    198
  NG-56 Light Ion Pistol                                        198
  NG-57 Heavy Duty Ion Blaster                               199
  NG-59 Ion Pistol & Grenade Launcher (new)                199
  NG-IP7 Ion Pulse Rifle                                        199
  NG-IR5 Ion Rifle (new)                                       199
  NG Ion Scatter Series   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 200
  NG-I26 Ion Scatter Rifle (new)                                200
  NG-I8 Light Ion Scattergun (new)                            200
  NG-I13 Medium Ion Scattergun (new)                        200
  NG Particle Beam Weapons  .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  201
  NG-PB713 Particle Beam Pistol (new)                        201
  NG-P5 Light Particle Beam Rifle (new)                      201
  NG-P7 Particle Beam Rifle                                    202
  NG-P9 Heavy Particle Beam Rifle (new)                     202
  NG-P85 Personal Particle Beam Cannon (new)              203
  NG Plasma Weapons   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 203
  NG-E4 Plasma Ejector                                        203
  NG-E12 Heavy Plasma Ejector                               204
  NG-E15 Pulse Plasma Ejector                                204
  Rail Guns & Non-Energy Weapons   .  .  .  .  .  .  .  .  .  .  . 204
  NG-T9 Dart Tranquilizer Pistol (new)                        204
  NG-T12 Dart Tranquilizer Rifle (new)                        205
  NG-MC1 Mega-Crossbow                                    205
  NG-B10 Bangstick (new)                                     206
  NG-B20 Bangstick Hammer (new)                           206
  NG-B30 Bangstick Staff (new)                                206
  NG-B40 Bangstick Anti-Vampire Weapon (new)            207
  NG-B50 Thunderer BigBore Combat Hammer (new)        208
  NG-11S Sawed-Off                                            208
  NG-R50 Mini-Rail Gun                                       209
  NG-101 Rail Gun                                              209
  NG-202 Rail Gun                                              209
  NG-303 Infantry Mini-Rail Gun                              210
  NG-404 Heavy Rail Gun                                      210
  NG-505 Heavy Rail Cannon (new)                            211
  NG-1001 Robot Rail Gun                                     211
  NG-R1002 Robot Rail Gun/Assault Rifle                     212
  NG-101-ARG Automated Rail Gun                          212
  Other Weapons & Ammo   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 213
  NG Specialty Rail Gun Ammunition                          213
  NG Explosives                                                213
  NG Hand Grenades                                        213
  Plastique & Other Explosives                              213
  Grenade Knife (new)                                       214
  NG-GL10 Grenade Launcher                              214
  NG Mini-Missiles                                             215
  NG-ML6 Mini-Missile Launcher                             215
  NG-ML7 Mini-Missiles Launcher                            215
  NG-Mines  .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  216
  NG Anti-Personnel Mines                                     216
  NG Anti-Vehicle Mines                                       216
  NG NM-3 Firefly Plasma Mine                               216
  NG NM-4 Claymore                                          216
  NG NM-9 Plasmore Mine                                     216
  NG NMBS-11 Bio-Sensor Mine                              217
  NG NM-12C Smart Scatter Mine                             217
  NG NMX-18 Stinger Anti-Flyer Mine                        218
  Product Note   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 218
  NG Vibro-Blades                                              218
  Dare to Imagine   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 219
  Experience Tables                                             220
  Quick Find Index   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 221
  Also from Palladium Books®                                 224
  
  8
  Northern Gun
  and the Republic of Ishpeming
  ed their product line with an eye towards equipping mercenaries 
  and adventurers, as well as wilderness settlers and filling lucra-
  tive military contracts. The year 109 P.A. has seen the unveiling 
  of an impressive array of new exploration and combat robots, 
  power armor and vehicles. Things that NG had been developing 
  for some time.
  Northern Gun is many things: An arms merchant, an eco-
  nomic powerhouse, an independent state, a Black Market col-
  laborator, and a stronghold of humanity. Without the millions of 
  small arms and military weapons and vehicles they have provided 
  over the decades, humanity’s grip on North America would be 
  On all of Rifts Earth, there is one company that provides equip-
  ment for more mercenaries, adventurers and independent soldiers 
  than any other: Northern Gun. While Triax may enjoy a virtual 
  monopoly in Europe, and there are state armies and alien corpo-
  rations with more advanced technology, it is the infamous, and 
  many would say, heroic Northern Gun that dominates the free 
  market in North America. They produce everything from boots 
  and electric lanterns to combat robots and long-range missiles. 
  Customers with distinguished tastes have learned to associate the 
  Northern Gun “brand name” with sturdy, reliable equipment that 
  can take a beating. In recent years, NG has dramatically expand-
  
  9
  significantly reduced. Even the Coalition has purchased Northern 
  Gun products in mass quantities and supports their stores and out-
  lets to a limited degree. The corporate entity that is NG has grown 
  so powerful that it has eclipsed the state of Ishpeming that gave 
  it birth. Many of the average folk encountered in North America 
  will be confused when asked about “Ishpeming,” but all know the 
  Northern Gun name in an instant. Next to the Coalition Death’s 
  Head symbol, the Northern Gun “NG” logo is the most recogniz-
  able image on the continent, even to the completely illiterate.
  The History of Northern Gun
  During the Dark Age, mankind teetered on the brink of ex-
  tinction. Strange new forces had come to dominate the world and 
  there was little that could be done to stop them. What defenses 
  mankind did have were primarily based on technology, the weap-
  ons and war machines left over from the Golden Age’s mastery 
  of science. Those who hoarded these weapons were the only 
  hope for desperate refugees and survivors and quickly became 
  centers of power. The Coalition States are built on the technologi-
  cal bones of the old world, and the New German Republic could 
  never have stood up to the Gargoyle Empire without Triax In-
  dustries and its nearly intact pre-Rifts lineage. These two centers 
  of preserved technology grew into great nations, the pinnacle of 
  human civilization on Rifts Earth.
  There were other cities and kingdoms that grew out from the 
  cracks and crevices of the apocalyptic landscape. Far away from 
  outside aid, forced to fend for themselves, they clung even more 
  fiercely to the scraps of technology that had been left behind. Sur-
  vival depended on uncovering caches of abandoned equipment 
  and reviving pre-Rifts plans and designs. Every kingdom had its 
  armory, its gunsmiths and engineers. The most successful even-
  tually became something similar to actual corporations from ages 
  past.
  In Northern Michigan, just such an event was taking place. 
  The secluded Upper Peninsula had weathered the magical storm 
  of the Great Cataclysm, thanks to being remote and without many 
  nearby ley lines and nexus points to threaten it. Lightly populated 
  even before the Coming of the Rifts, the Upper Peninsula was 
  undergoing a kind of renaissance of new development and grow-
  ing population when the Great Cataclysm struck and the Rifts 
  appeared. There was much in the way of high technology to be 
  salvaged, especially at the sites of the region’s former universi-
  ties and high-tech design and manufacturing companies.
  The dwindling survivors of the Golden Age banded together 
  into cities and tiny kingdoms. In one Michigan city, Ishpeming, 
  the remains of pre-Rifts mining and manufacturing giant North-
  ern, Inc. became the roots of the Two Hundred Years Dark Age 
  weapons producer that would become known as Northern Gun. 
  It converted and rebuilt factories and managed to fight off the ad-
  vances of men and monsters alike. The demand for their products 
  was so great that the factories might as well have been producing 
  gold out of thin air. As the only reliable source of the weapons 
  and vehicles that kept the denizens of the Rifts at bay, North-
  ern Gun became so crucial that they used their position to place 
  corporate sovereignty above that of the local government. The 
  various city-states of the Upper Peninsula were forced to adhere 
  to the dictates of the NG Trade Council or lose access to the 
  technology that kept them alive.
  Soon, Ishpeming became the seat of the loosely organized 
  Kingdom of Ishpeming. Various “kings” appointed by the NG 
  Trade Council would officially rule, but it was Northern Gun, 
  the corporation, that they served, and continue to serve. NG is 
  the real power behind the central government, and the NG Trade 
  Council is the executive branch. As a result, profits are a state 
  concern and market shares are brought up at every legislative as-
  sembly. The adventurers, travelers and refugees who have pur-
  chased goods at Northern Gun, and the endless shipments of arms 
  and equipment sent round the continent, have made the company 
  rich and famous.
  The rise of the Coalition States has done little to reduce NG’s 
  market presence. In fact, many scholars believe that without the 
  pressure of the Coalition on so many of Northern Gun’s custom-
  ers, NG’s products would not have been in such great demand, 
  nor would it have grown to be the power it is today. Many clients 
  who purchase big-ticket military items, in particular, are looking 
  for something to combat, fend off or compete with the Coalition 
  States. The CS undoubtedly sets the human technological stan-
  dard in North America, but Northern Gun is at worst, second, 
  and making progress swiftly as it advances countless research 
  projects.
  With the Campaign of Unity, Northern Gun and its neigh-
  bor, the Manistique Imperium, both signed nonaggression pacts 
  and limited alliances with the Coalition States. They have entered 
  into trade agreements and now provide certain civilian products, 
  parts and tech to the much larger CS, adding more to their cof-
  fers. In return, they have received promises of military defense 
  and support from the CS, as well as technological exchanges that 
  have given them a glimpse of the Coalition’s futuristic wonders.
  The alliance with the CS has also had an effect on Northern 
  Gun’s relationship with its traditional customers. As part of the 
  treaty, Northern Gun has agreed to discontinue direct sales and 
  weapons shipments to Lazlo, New Lazlo, the Federation of Mag-
  ic and other states designated as “enemies of the Coalition.” Of 
  course, this edict has had little or no effect on the secondary re-
  sale market, but there has been a noticeable percentage decrease 
  in the amount of Northern Gun products that kingdoms of magic 
  have been able to get their hands on. Secretly, the Northern Gun 
  Trade Council does allow shipments to be dispatched to magic-
  using clients, but never on the books and always with a large 
  degree of subtlety. There are so many intermediaries, wholesalers 
  and middlemen that tracking the ultimate destination of a particu-
  lar shipment is often impossible. Likewise, a certain percentage 
  is hijacked by Black Marketeers, pirates and mercenaries, and 
  still ends up on the open market. (Actually, half of the “hijacked” 
  shipments are purchased in secret, under the table, from NG.)
  All in all, cooperation with the Coalition States creates many 
  more benefits for Northern Gun than it does hindrances, at least 
  for the moment. Nobody believes NG has sold out to the CS, even 
  if Northern Gun does lip service to the Coalition.
  The biggest change has been increased pressure on D-Bees 
  and practitioners of magic, which has caused the D-Bee popula-
  tions to decline by 5.3 percent in Northern Gun’s large cities, 
  especially Ishpeming itself. Few D-Bees have actually left “the 
  republic.” Instead they opt to live unobtrusively in one of North-
  ern Gun’s many smaller towns and keep a lower profile than they 
  once did. Frontier communities of D-Bees or where magic is no-
  ticeable have always been part of Northern Gun, and the merce-
  
  10
  naries hired to protect the country rarely harass non-humans or 
  mages.
  Outright persecution of D-Bees and magic practitioners at 
  Northern Gun is more theater than real policy. There is more 
  public ballyhoo and displays – as in actual signs, the occasional 
  billboard and public service announcement – about the dangers 
  of D-Bees and magic, but it’s all done with a wink and a nod, 
  and there is little muscle put behind any of it. Everyone but the 
  CS seems to be in on the joke. In short, D-Bees and mages are as 
  welcomed in Northern Gun as ever before. NG is happy to sell to 
  them or, better yet, their human middleman/broker, anything they 
  can afford. Northern Gun just insists it is now done in a discreet 
  manner behind closed doors and away from the paranoid eyes of 
  the CS. Thus, when a visiting Coalition dignitary is in earshot, a 
  D-Bee might be shown his way out the front door with much fan-
  fare and apparent disdain, but sold that very item at the back door 
  at a 10-15% discount for his cooperation and inconvenience.
  there was Northern Gun offering hope and armaments. Countless 
  cities and human kingdoms would have perished over the long 
  years if not for NG. Many still did. But those able to trade with 
  Northern Gun and acquire precious M.D. weapons, fuel and sup-
  plies had a fighting chance.
  Though famous for its armaments, Northen Gun has always 
  made and sold basic goods like generators, tools, building mate-
  rials, vehicles and other supplies that make survival possible in 
  the seemingly endless frontier that North America has become. 
  Even today, outside the Coalition States, Northern Gun is often 
  the only major manufacturer and sales outlet of note (though the 
  Black Market is catching up). There are other arms sellers, to be 
  sure, specialists like Wilk’s, as well as Wellington Industries and 
  the Black Market, but none can compare to the sheer range of 
  products or availability of Northern Gun. And nobody offers the 
  wide range of weapons, combat robots and vehicles.
  This position has given Northern Gun virtually unlimited con-
  trol over the “nation” of Ishpeming. Long ago, every mayor, ev-
  ery governor, minor monarch, gangster and local warlord within 
  the region acquiesced to the power of the Northern Gun corpo-
  ration. With no other source of weapons and ammunition, they 
  were all dependent on the arms giant as a lifeline, and to sever that 
  lifeline would leave them exposed to any number of vile mon-
  strosities or opportunistic raiders. Taxes and tribute were put in 
  place, and before long, the semblance of a state had begun to take 
  shape. All overseen from Northern Gun’s corporate boardrooms. 
  Michigan’s Upper Peninsula had always been a political back-
  water anyway, and the corporate system that eventually evolved 
  into Northern Gun had enjoyed undue influence over the local 
  political process for years even before the Coming of the Rifts.
  Today, Northern Gun is a massive corporation, a political 
  juggernaut and the economic lifeblood of North America. While 
  the Coalition has a much larger manufacturing base and superior 
  technology, no nation or company comes close to Northern Gun 
  in manufacturing, tech, reputation, or number of customers. From 
  the Coalition States to the Pecos Empire and beyond, from mer-
  cenaries to practitioners of magic, virtually everyone in North 
  America has heard of Northern Gun and has used their products. 
  Many people from outside Michigan even lump Ishpeming, the 
  Manistique Imperium and the many smaller towns around NG 
  together under the title “Northern Gun,” making no distinction 
  between the neighboring states, much less between the country 
  of Ishpeming and the Northern Gun corporation.
  The Republic of Ishpeming. While the Northern Gun corpo-
  ration is the real power in the western Upper Peninsula, the Re-
  public of Ishpeming is the figurehead nation and official govern-
  ment that rules over the people. Until 107 P.A., it was known as 
  the Kingdom of Ishpeming, until the Northern Gun Trade Coun-
  cil changed the name to sound more politically correct. In real-
  ity, Ishpeming was never a kingdom or a republic, and Northern 
  Gun’s administration is anything but democratic. The Republic 
  of Ishpeming exists to serve the Northern Gun corporation and 
  better oversee civil affairs. It is what we would know in our time 
  as local government, responsible for civil ordinances, fire protec-
  tion, garbage removal, water and power, street maintenance and 
  other civic duties. It is the Northern Gun corporation that makes 
  the laws and maintains the police and military, leaving the Re-
  public of Ishpeming little more than an empty bureaucratic shell.
  Northern Gun has a dominant relationship with the Manis-
  tique Imperium, its smaller, less developed neighbor. NG has 
  Northern Gun, 109 P.A.
  “King and country? Try ‘nation and corporation’.”
  If you define fascism as the combination of state and corporate 
  power, one might think that Northern Gun is a fascist state. In 
  reality, however, the corporate elements are so much more pow-
  erful than the supposed government, that to call the nation “fas-
  cist” is unfair and inaccurate. It is a corporation with territorial 
  holdings and citizens. A series of local governments wrapped up 
  in a large company instead of a federal government. The ultimate 
  “company town.”
  During the Dark Age, the industrial centers that provided the 
  weapons and vehicles that kept the invading denizens of the Rifts 
  at bay became so crucial that some used their position to amass 
  great wealth and power. In most cases, they eventually became 
  one with traditional governments, but in Ishpeming, the mighty 
  Northern Gun corporation clung to its sovereignty and enforced 
  its will over the few scraps of local governance that could even 
  attempt to resist it. Armed with a comparatively endless supply 
  of military weapons and ammunition, Northern Gun’s security 
  personnel were the best equipped warriors in the area, and they 
  played a vital part in securing Northern Michigan during the Dark 
  Age.
  Even more vital to NG were the scores of freedom fighters, 
  local guardsmen, mercenaries and adventurers who survived by 
  the grace of god and Northern Gun weapons. Guns and gear des-
  perately needed for battles against foes from the Rifts. Without 
  the weapons and equipment provided by Northern Gun, one can 
  argue that humanity on the continent might very well have per-
  ished. Before there was a Coalition States and as the heroes of 
  the bygone era of human superiority over the Earth slipped away, 
  
  11
  been a market force for generations, while the Imperium’s pres-
  ence has only really been felt over the last few decades. For 
  though they have been a large-scale manufacturer and provider 
  of natural resources for quite some time, only lately have strong 
  and visible brand names like Titan Robotics and Wellington In-
  dustries begun to appear. The Coalition’s influence and the long, 
  undefended border between Ishpeming and Manistique both keep 
  any rivalry friendly, or at least, nonviolent, and the two kingdoms 
  have always been each other’s largest trading partners and most 
  staunch allies.
  Northern Gun’s current priorities are three-fold. Their 
  first goal is to strengthen their ties with the Coalition States and 
  develop the alliance into a partnership that is beneficial for Ish-
  peming/NG, but does not threaten its independence. Northern 
  Gun sees the CS as the major political power in North America, 
  and adapting to their dominance and hegemony will be part of 
  Ishpeming’s continued survival.
  The second priority is to build up market share. Competitors 
  have been cropping up, particularly over the last decade, and 
  Northern Gun’s grip on the North American market has been 
  slowly eroded. In order to make up for lost sales, the NG Trade 
  Council’s plan is to get back to Northern Gun’s roots. The focus 
  for the future is on preserving the company’s share in the market 
  for robots, power armor and adventure gear, and selling more ci-
  vilian technology and vehicles to state customers like the CS and 
  Free Quebec. To this end, NG is expanding its already famous 
  line of robots, and producing better and more diverse military 
  weapon systems, adventuring vehicles and gear for mercenaries, 
  independent kingdoms and similar clients.
  Third, Northern Gun’s experience with Naruni Enterprises 
  has taught them several things about alien weapons manufactur-
  ers. They know that their homegrown technology cannot com-
  pare to many otherworldly designs, and have chosen to attempt 
  to fight alien rivals rather than try to compete with them. The 
  backlash against the Naruni was heartening to Northern Gun, 
  who enjoys great public relations and customer loyalty. NG was 
  pleased as well with the Coalition’s willingness to do most of 
  the heavy lifting in eliminating the interdimensional arms mer-
  chants. Should another company like Naruni Enterprises crop up, 
  Northern Gun will be quick to brand them as “alien invaders” 
  and “terrorist sympathizers” and request CS assistance in elimi-
  nating their vendors and capturing their sales stock. Until Triax 
  develops a consistent trade route with North America or another 
  native manufacturer somehow manages to swiftly expand, North-
  ern Gun will continue to be the premier provider of weapons and 
  technology on the continent.
  Overall Tech Levels in North America
  While Northern Gun is a technological powerhouse and 
  center for research and development, it is by no means the most 
  advanced high-tech manufacturer on the North American Conti-
  nent, let alone Rifts Earth. In North America, among the human 
  population, Northern Gun officially ranks Number Three after 
  the Coalition States and Free Quebec. Many would justifiably 
  argue that NG should be ranked Number Two, before Free Que-
  bec (Erin Tarn is among those who sees NG as Number Two), 
  but that is a debate that has gone on for generations. Certainly the 
  two are very close, as are many on the list. However, there are 
  external, foreign and unknown forces that, when included, would 
  put all three much lower in the rankings of the technologically 
  advanced in North America.
  1. Splugorth/Kittani & Other Splugorth Alien Technology
  2. Naruni Enterprises (Advanced alien technology)
  3. Archie Three (Golden Age tech improved upon by the A.I.)
  4. Triax Industries (Arguably the most advanced human tech)
  5. The Republicans (Golden Age technology)
  6. Coalition States
  7. Free Quebec (ex-Coalition State)
  8. Northern Gun
  9. Manistique Imperium
  10. Bandito Arms (a new player in the tech market)
  11. Black Market
  12. Wilk’s Laser Technologies
  13. Iron Heart Armaments
  14. Wellington Industries
  15. Golden Age Weaponsmiths
  1. The Splugorth of Atlantis. Though Atlantis is its own 
  island continent, the Splugorth and their weapons and war ma-
  chines (both tech and magical) are common enough to be includ-
  ed and counted on the tech list of North America. Nobody but the 
  Naruni comes close to their tech level. Thankfully, most Splu-
  gorth, Kittani and other alien tech at the Splugorth’s disposal has 
  limited availability in North America. In most cases, the tech has 
  to be purchased on Atlantis or procured from Splugorth minions 
  operating on North American soil.
  2. Naruni Enterprises. This is a trans-dimensional, alien 
  arms dealer of notorious reputation. The Naruni tech is on par 
  with the Splugorth (some say, superior). They are included on 
  the list because the Naruni have made two efforts to break into 
  the arms market in North America. Because their weapons are so 
  superior and coveted by mercenaries and armed camps, almost 
  all the other weapons manufacturers conspire against them for 
  fear of the competition. Northern Gun, the Coalition, Splugorth 
  and Black Market are all especially diligent and aggressive in 
  “removing” the Naruni from the North American market.
  3. Archie Three, rather than Titan Robotics, is on the list at 
  Number Three because the insane A.I. (artificial intelligence) is, 
  itself, a creation from the Golden Age and has at its disposal, not 
  only a vast range of Golden Age knowledge and technology, but 
  its superior manufacturing capabilities via a massive network of 
  underground factories. Without a doubt, Archie Three is in con-
  trol of the most advanced human technology, having improved 
  and gone beyond Golden Age tech levels. However, the insane 
  A.I. with delusions of godhood doesn’t share its tech secrets 
  with others. Only bits and pieces are doled out through Titan 
  Robotics, located in Upper Michigan and often mistaken to be 
  a Northern Gun subsidiary by many outsiders. Of course, Archie 
  uses its technological wonders for its own secret machinations for 
  continental domination. (See Rifts® Sourcebook One for con-
  siderable information about A.R.C.H.I.E. Three, as well as the 
  Shemarrian Nation sourcebook, as Shemarrians are the android 
  creations of Archie.)
  4. Triax Industries. Some people may balk at having a for-
  eign country included on the list. However, Triax products are 
  greatly valued and desired in the American market and more and 
  more are being imported into the Americas via Free Quebec, and 
  a gruding Coalition States. Triax tech is derivative of Golden Age 
  
  12
  technology and factories that survived the Great Cataclysm and 
  is arguably the most advanced human technology under human 
  control. (Archie doesn’t count.)
  5. The Republicans are another secret organization with ac-
  cess to Golden Age technology from just before the Great Cata-
  clysm. This super-secret organization also has limited access 
  to Archie Three and the old NEMA factories under the A.I.’s 
  control. The Republicans, like Archie, work in secret, behind the 
  scenes, so they and their tech have had little obvious influence on 
  the Americas.
  6. The Coalition States. The CS – Chi-Town in particular – is 
  the reigning technological and military power in North America. 
  They remain consistently 15-20 years ahead in fields like robot-
  ics, armor, military vehicles, aircraft, cybernetics, weapons engi-
  neering, and communications. CS weapons and all things military 
  are exclusive to the CS Army and not sold on the open market, 
  except for what can be procured by the Black Market and other 
  second-hand arms dealers.
  7. Free Quebec, once a member State of the Coalition, is only 
  10-15 years behind the CS, but puts much of their technology 
  in their old-tech Glitter Boys with some new twists. That said, 
  the fiercely independent and isolationist nation has virtually NO 
  presence in the arms and tech markets, as they seldom make their 
  products available outside their borders.
  8. Northern Gun is the premier tech-power that is also a free 
  and independent nation and manufacturer. As such, NG supplies 
  EVERYBODY from towns, cities and kingdoms to adventurers, 
  mercenaries, and criminals. It is 12-15 years behind the CS, but 
  manufactures a vast range of military hardware to commercial 
  products.
  9. The Manistique Imperium has always existed in the 
  shadow of Northern Gun and the Coalition States. While not as 
  advanced and flashy as NG, the nation is a manufacturing work-
  horse, making and selling a wide range of common adventuring 
  and household goods and supplying parts and products to other 
  manufacturers, including Northern Gun, the Black Market, Iron 
  Heart, Wellington, Golden Age Weaponsmiths and others. Man-
  istique is 18-25 years behind the CS.
  10. Bandito Arms is listed separate from the Black Market 
  even though it is run by the criminal organization, because it rep-
  resents a new and distinct level of technology. As a recovered, 
  secret Golden Age military compound, its tech level is only 5-10 
  years behind the CS and may hold yet undiscovered secrets that 
  could improve upon that. However, this superior tech is limited to 
  SAMAS power armor and some robotics and weapons, providing 
  a severely narrow area of high-tech expertise. Worse, Bandito 
  Arms is very reliant upon the capabilities of the ancient military 
  base, and they don’t understand half of what they are making.
  NG and most other manufacturers consider Bandito Arms to 
  be a new and dangerous player in the tech market, especially with 
  its Coalition-style SAMAS power armor product line. The CS 
  wants the company’s manufacturing facility itself – which they 
  are certain to be a previously undiscovered Golden Age military 
  factory compound. If they can find it, they’ll seize it for their own 
  use. Northern Gun and most other competitors would love to do 
  likewise, except such an action would create all-out war with the 
  Black Market, and nobody wants to be on the Black Market’s 
  hate list. As a consequence, NG and others ignore the growing 
  market presence and arrogance of Bandito Arms. Of course, there 
  are many, NG included, who would be glad to locate the manu-
  facturing facility and secretly pass it on to the CS.
  11. The Black Market is a major player in the marketplace, 
  but its overall tech level is below the Manistique Imperium; 
  roughly 22-30 years behind the CS. Bandito Arms is the excep-
  tion and a recent development. That said, as “the Black Market,” 
  the criminal organization sells all kinds of contraband and prod-
  ucts from wherever they can get them. They also make and sell 
  cheap “knock-off” products of most of the manufacturers listed 
  above, as well as selling some of the actual products of all those 
  mentioned above. In the latter case, such items are likely to be 
  stolen goods or acquired by other nefarious measures. As sto-
  len “Black Market” goods, those who purchase them may run 
  into trouble with the law or the rightful owners. The Splugorth, 
  Naruni, CS, and Northern Gun’s LPO try to ferret out bandits 
  and criminals who steal their products and try to sell them to the 
  Black Market. Such brigands generally meet with a violent end.
  12. Wilk’s Laser Technologies is easily on par with the CS or 
  maybe even Triax, except it is limited to the area of laser weap-
  ons, laser tools and other laser technologies and products. This 
  very narrow and specialized range of products makes them a 
  small player with a popular niche.
  13-15. Iron Heart Armaments, Wellington Industries and 
  Golden Age Weaponsmiths are all on about the same level and 
  20-30 years behind the CS. Wellington is still growing into a real 
  corporation, owing its startup and most of its capital to the Man-
  istique Royal Family.
  Additional Tech Manufacturers:
  Angrar Robotics is not on the list because it is barely a player 
  on the tech scene and incorporates dark magic into its very lim-
  ited designs.
  Chipwell Armaments is not on the list because it is a strug-
  gling weapons manufacturer that has found itself barely able to 
  compete. It is largely overshadowed by Northern Gun, the Man-
  istique Imperium, the Black Market, and . . . well, really . . . 
  everyone. Though it has managed to stay in business, it is on few 
  people’s radar and is not a major player.
  Other manufacturers. There are other, small factories and 
  manufacturers, but they are all obscure and/or regional with little 
  or no impact on the weapons market.
  Techno-Wizard and other magic weapons manufacturers 
  were not considered for the “tech” list because their creations 
  fall into a completely separate category, and most are relatively 
  low-tech, roughly on par with Black Market or lower tech levels.
  Northern Gun Products
  The weapons, robots and vehicles Northern Gun produces 
  are tough, rugged and dependable. Each one is thoroughly tested 
  by both Northern Gun’s quality control department and years of 
  actual use in the field. Many products are used and tested for 
  months or even years by Northern Gun Loss Prevention Officers, 
  privileged mercenaries and Task Force X troops before an item is 
  made available on the open market.
  Northern Gun weapons might be thought of as the AK-47s 
  of the arms market in Rifts North America. They are heavy, 
  solidly-built weapons that will still fire after being dropped, the 
  butt slammed into the side of a monster’s head, and immersed 
  
  13
  under water or in mud or covered in dirt and grime. Misfires, 
  weapons jams and malfunctions are rare, and most Northern Gun 
  models have been refined and simplified several times over their 
  field-life, making them even more reliable and well designed than 
  when they first premiered.
  The newer weapons are a bit lighter than those of years past, 
  thanks to lessons learned from reverse-engineering technology 
  acquired from the Coalition, Wilk’s, Triax and other sources. 
  They still maintain Northern Gun’s reputation for sturdiness and 
  quality, and some new weapons released by NG’s competitors 
  and even the CS, have adopted some of Northern Gun’s design 
  features for added dependability.
  Northern Gun is also known for its robots and armored 
  vehicles. They manufacture their own versions of many popular 
  vehicles like the Mountaineer and Big Boss ATVs, as well as a 
  wide selection of body armor, motorcycles, hovercycles and jet 
  packs. Their power armor and robots are the stars of the show, 
  however, and in addition to old favorites like the Samson and 
  Hunter Mobile Gun, there are new models appearing that should 
  appeal to more mercenaries, soldiers and adventurers than ever 
  before. New hovercraft and aircraft are also on the drawing 
  boards at Northern Gun, and the company is offering a few of its 
  own ships and submarine designs! Northern Gun sees competi-
  tors appearing all around it and is responding by blazing ahead 
  with new products and innovations to keep longtime customers 
  happy as well as attract a wide range of new buyers to the NG 
  brand.
  Some of the hallmarks of the NG brand are the practicality 
  of its products, the military hardware cut and look of its designs 
  and the reasonable price. NG’s designs may not be sleek or exotic 
  in appearance, but they are reliable workhorses that a merc can 
  count on under most circumstances. Northern Gun products are 
  the pinnacle of reliability and getting the job done. In fact, one of 
  NG’s most popular advertising slogans is, “Sturdy and reliable, 
  like the men who count on them.”
  Even though there may be more complex and sophisticated al-
  ternatives, many mercenaries and men at arms still prefer the rug-
  gedness of Northern Gun technology. NG equipment is durable 
  and thoroughly tested, and always crafted for maximum reliabil-
  ity and dependability in the field. Northern Gun weapon systems, 
  vehicles and gear are not temperamental and are designed to be 
  simple and easy to use. Weapons can be cleaned and disassem-
  bled with little or no training or experience, and are generally 
  heavy enough to be used as a club or blunt weapon. Water, mud, 
  rust damage and barrels scorched by overuse are all but ignored 
  by the average Northern Gun energy weapon.
  “Durable, dependable, deadly” has been the sales slogan be-
  hind Northern Gun small arms for decades, and is still the mantra 
  used by many salespeople.
  Vehicles, robots and power armor are also built in the de-
  pendable Northern Gun style. While they may not be quite as 
  fast, powerful or as heavily armed or armored as Coalition war 
  machines, they have all the features of durability, dependability, 
  functionality and deadliness NG customers have come to expect. 
  They are much less likely to break down by the side of the road 
  and when they do, they don’t require full-blown engineering sup-
  port to make the repairs like CS robots and vehicles. Northern 
  Gun and most of its customers do not have access to any kind 
  of reliable supply chain, garage or support network, and must 
  rely on themselves and the hardy nature of their equipment to 
  survive in the field. It is that durability and reliability that has 
  made NG products famous and wanted. Northern Gun’s com-
  mitment to quality and dependability has saved countless lives 
  since the Dark Age and everyone knows it. When backed into 
  a corner, a person knows the NG weapon they have will work 
  under the worst of situations. Demons, monsters and misguided 
  humans alike, have all perished under the namesake products of 
  the Northern Gun corporation.
  Non-Contract Employees,
  the Citizens of Ishpeming
  In the eyes of Northern Gun, every citizen of Ishpeming and 
  the other cities of the Republic is technically an employee of the 
  company. While they do not receive regular pay and do not hold 
  positions within the actual corporate structure, they are on the 
  books and can be treated just like any other employee by the head 
  office. This condition gives the Trade Council greater control 
  over the people who live in Northern Michigan and asserts the 
  dominance of the company over the state.
  Being a non-contract employee is quite similar to being a 
  regular citizen elsewhere. Taxes are simply labeled as “corporate 
  dues” and laws become “company standards and regulations.” 
  Government workers are paid just like the actual employees of 
  the Northern Gun corporation and many of the mechanisms of 
  state have been combined with the company’s management and 
  finance departments.
  Compared to many monarchies and dictatorships and the fas-
  cist, paternal grip of the government of the Coalition States, life 
  under the Northern Gun’s Trade Council and Management Office 
  is actually quite free and just. Northern Gun’s relentless concern 
  with profits and market share means micro-managing the citizen-
  ry is a foreign concept and a distant priority. The Republic of Ish-
  peming is certainly a corporate state, but a very libertarian one. 
  The people are generally free to do what they like as long as it 
  does not interfere with the workings of Northern Gun corporate. 
  Besides, the less of a nanny-state that the “Republic” becomes, 
  the more the populace is forced to purchase Northern Gun goods 
  and services in order to take care of themselves.
  Employees of Northern Gun
  Northern Gun has its own corporate culture and attitude. Its 
  employees are proud of their work and of the company as a 
  whole. Loyalty is fierce and a sense of heritage, importance and 
  elitism over outsiders is ingrained. NG employees and Ishpem-
  ing civilians won’t say it to anyone’s face, but they believe they 
  are better than most people. A shining star in an ugly, brutal and 
  uncivilized world.
  Northern Gun’s management team tries to instill in them a 
  sense of belonging, camaraderie and purpose. They are working 
  not just for a paycheck, but to provide humanity with the weap-
  ons and tools necessary for survival in the hostile environment of 
  Rifts Earth. It may not be on the same level of brainwashed zeal 
  shared by most Coalition citizens, but the employees and citizens 
  of Northern Gun are convinced they are making a difference in 
  the world and are on the side of progress.
  Northern Gun takes good care of its employees. With over 
  100,000 of them, there has not been a corporate entity in America 
  of such size since before the Coming of the Rifts. With such a 
  
  14
  vast number of employees, Northern Gun’s amalgamation with 
  the Republic of Ishpeming is very beneficial. The company has 
  its own territorial reserves and does not need to negotiate with a 
  host state or kingdom. Its resources and those of the Republic are 
  one and the same, and Northern Gun owns its mines and factories 
  and pays nothing for the ore it extracts from the ground other 
  than labor.
  Considering the nation and the company are basically one 
  and the same, official, contract employees (those who actually 
  work for NG) enjoy a kind of super-citizen status. While D-Bees 
  are kept out of sight and sometimes oppressed, D-Bee contract 
  employees are treated as equals within the company and receive 
  special and preferential treatment within the country. All NG 
  contract employees are often allowed to skip lines and skirt regu-
  lations, receive free goods and discounts, get free medical ben-
  efits and discounted corporate housing, and are generally shown 
  greater lenience by law enforcement and mercenaries on garrison 
  duty. A Northern Gun employee I.D. card carries nearly the same 
  weight as a police badge or government position would in most 
  other kingdoms. One reason is the zealous loyalty of all NG em-
  ployees and the fact that all are truly dedicated to serving and 
  protecting the company, maximizing profits and promoting the 
  NG way of life.
  Pride and Corporate Culture. The people of Ishpeming and 
  the contract employees (citizens) of Northern Gun, in particular, 
  take a vast amount of pride in their nation’s reputation as the 
  continent’s premier manufacturer. The NG brand name is every-
  where, and outsider products are frowned upon. That young NG 
  executive who wants to show off with a brand new Triax hover-
  car may find it keyed, vandalized or worse, and certain corpo-
  rate buildings actually have separate, fenced-off parking lots for 
  anyone who drives a non-NG vehicle – for their own safety, of 
  course. Even citizens of Ishpeming who do not work for NG usu-
  ally refer to themselves as living in, or being citizens of, “North-
  ern Gun” rather than Ishpeming. Northern Gun is the name they 
  identify with. Likewise, 77% of people outside Michigan say 
  they have never heard of the nation of Ishpeming, but they all 
  know Northern Gun.
  There are many kingdoms in North America that use North-
  ern Gun products almost exclusively. All-encompassing deals are 
  available and when they are accepted, a kingdom is flooded with 
  NG products, from large vehicles and weapons to simple things 
  like boots and batteries. Most NG goods are cheaper the closer 
  one gets to Ishpeming as well, and the highly active resale market 
  for NG products means that used or re-manufactured products are 
  always available to those who cannot afford to shop brand new. 
  Northern Gun is also willing to lower prices and offer flexible 
  terms, especially to kingdoms, cities and mercenary groups that 
  aren’t yet NG customers. Everything is about expanding mar-
  ket share and getting people hooked on the Northern Gun brand 
  name.
  The people of Northern Gun take great pride in being known 
  across the land for their products. The Northern Gun “brand 
  name” is known for being sturdy and reliable, two traits the 
  people of Ishpeming see in themselves. NG’s reputation is their 
  reputation.
  Indeed, most citizens of Ishpeming are hardworking, strong, 
  honest, no-nonsense, straight-talking individuals who take tre-
  mendous pride in their work. They are more concerned with 
  substance and functionality than fancy flash and style. This has 
  caused some NG competitors to criticize the sometimes boxy, 
  military hardware look of NG products, but even their harshest 
  critics have done little to impact the company’s sales or reputa-
  tion. When you want a product you can count on, you turn to 
  Northern Gun. The citizens and workers of NG love that reputa-
  tion and wear it like a badge of honor.
  NG Factories & Manufacturing
  The heaviest, most dangerous and repetitive grunt work of 
  manufacturing and building is done by robots and labor drones. 
  Light and heavy labor robots are used to move cargo and heavy 
  objects, perform construction tasks, operate assembly lines and 
  work inside factories. An estimated 97% of the robot drones used 
  at factory sites are powered by electric and Solid Oxide batteries; 
  the much more expensive nuclear models are reserved for sale to 
  customers without access to reliable power supplies and recharg-
  ing facilities. Nuclear power supplies were a breakthrough dur-
  ing the Golden Age of Humanity and created mainly for military 
  and special duties that required extremely long service periods. 
  This old military technology is one of the few technological tri-
  umphs that survived the Great Cataclysm and is used by almost 
  every high-tech manufacturer on Earth, Northern Gun included. 
  They are ideal for long stints in the field and adventuring through 
  the wilderness across the globe, as well as supplying the energy 
  needed by energy weapon systems. Human beings supervise the 
  robots fairly closely and sometimes wear industrial exoskeletons 
  or power armor, or pilot robot vehicles themselves.
  In factories, parts are cast, electronics bundles threaded 
  through them, and then whole frames are soldered and lasered 
  together, ready to be finished off with weapons, extra equipment 
  and armor plating. Quality control testing is important, especially 
  
  15
  with military weapons and systems that will be used in combat 
  and wilderness survival. NG’s designs are so robust and redun-
  dant, though, that quality control rarely finds defects. The bored, 
  lazy quality control agent with nothing to do has become a run-
  ning joke within the corporation’s manufacturing division.
  The most creative, complex and less repetitive tasks, including 
  industrial design and engineering, as well as light factory work 
  and assembly line production, are performed by Northern Gun’s 
  human and D-Bee labor force, with the latter doing most of the 
  hardest and least rewarding work.
  Northern Gun employees are well paid, especially by the stan-
  dards of other communities throughout Rifts Earth. Surprisingly, 
  Northern Gun factories use less automation than the Coalition 
  States or Free Quebec, so they can employ a larger number of 
  ‘live’ workers per factory. Blue-collar employees and low-level 
  managers and specialists make up the middle-class of Ishpem-
  ing, and a whopping 63% of the population is considered mid-
  dle-class. It is a slice of the population that is fairly tight-knit 
  considering they all work for the same company. Only 20% of 
  the population is considered low income, 6% poor (less than 2% 
  unemployment) and the remaining 11% are wealthy. Many of the 
  so-called independent machine shops, small manufacturers and 
  businesses do work for or related to NG products. One could even 
  argue that most of the entertainment and hotel business is ancil-
  lary to Northern Gun. All NG workers, even D-Bees, are com-
  pensated well for their labor, and the promise of a steady job is 
  enough to draw some of the best and brightest in North America. 
  All of this makes Northern Gun one of the most stable, safe and 
  wealthy nations on the continent.
  Keeping its employees happy ensures reliability. And reliabil-
  ity is how the Northern Gun corporation makes its money. In a 
  world where instability and strife are the only constants, many 
  turn to Northern Gun because of the consistent quality and reli-
  ability of their products. The Black Market and small weapons 
  makers cannot compete with Northern Gun’s reputation and sup-
  ply chain. Speaking of the Black Market, the organization’s pres-
  ence in Ishpeming is minimal.
  Northern Gun Policies
  Northern Gun’s Policy on Magic
  Its overall laissez-faire attitude is reflected in Northern Gun’s 
  policies towards magic and Dimensional Beings (D-Bees). In both 
  cases, they are “officially” illegal, yet both exist in Ishpeming and 
  throughout the Michigan peninsula, and are mostly ignored. For 
  example, magic is officially outlawed, yet there is nothing close 
  to the war on magic found within the Coalition States. As long as 
  the use of magic isn’t seen or heard, and doesn’t cause a public 
  commotion or complaints, Northern Gun Loss Prevention Of-
  ficers (NG-LPO) are in no hurry to investigate claims of inci-
  dents involving the “possible” use of magic.
  The scarcity of ley lines and nexus points within the penin-
  sula also means that incidents involving magic and dimensional 
  threats are much less common than in other parts of the world. 
  Groups of magic practitioners have sprung up, especially in the 
  frontier areas and smaller cities around Ishpeming, but they re-
  main discreetly in the shadows, avoid attention and are few in 
  numbers compared to most other communities. Another reason 
  there are so few practitioners of magic is there is little to attract 
  them to a place like Ishpeming and Upper Michigan. The com-
  munities there are mainly centers for technology. Its citizens are 
  blue-collar factory workers and technophiles whose outlook on 
  life is widely seen as inimical to the mystic arts. In short, there is 
  little interest or need for magic. There are a few scientists, techs 
  and designers who find the idea of Techno-Wizardry intriguing, 
  but there are no TW manufacturers nor any desire to get into that 
  line of work.
  As a result, TW manufacturing is outlawed and the NG corpo-
  ration fires any employee they discover who dabbles in any sort 
  of magic. As the largest and best paying employer in the region, 
  this alone has been an effective deterrent to the practice of magic. 
  The people of Upper Michigan are doing well and nobody wants 
  to rock the boat. Besides, from their point of view, who needs 
  magic? They are proud, independent “techies.”
  As with most policies and practices at Northern Gun, these 
  laws and regulations are not a bias against magic, but rather a 
  business decision. NG has a sweet thing going for it. The CS has 
  embraced them as an ally. Business is booming. They are making 
  and selling more products than ever. The community is one of the 
  safest in North America and the majority of citizens are healthy 
  and happy. Why get entangled with the unknown aspects of mag-
  ic or invoke the Coalition’s disapproval (and wrath) by develop-
  ing a line of magic products or embracing magic practitioners?
  Of course, many misconceptions about magic prevail in and 
  around Ishpeming/Northern Gun. Most citizens believe a lot of 
  the Coalition’s propaganda, especially the parts about magic de-
  fying the laws of science, that it is unstable, that it corrupts the 
  minds and souls of its practitioners, and that magic is unpredict-
  able, alien and dangerous. However, while Coalition citizens fear 
  and hate magic, Ishpeming/NG citizens take the pragmatic view 
  of: if magic is dangerous and we don’t need it, let’s keep it out of 
  our lives. End of debate. And most people throughout the tech-
  savvy Michigan Upper Peninsula share that view.
  Visitors who practice magic may be viewed with varying 
  levels of concern, but are not Boogie-men or enemies to be in-
  stantly feared, hated and destroyed. That said, NG defenders take 
  a hard line with practitioners of magic. Any mage, even when he 
  does not have conventional weapons on his person, is considered 
  “armed and dangerous,” allowing the authorities and defenders 
  to use lethal force without hestitation or recrimination. This also 
  holds true of anybody who kills a mage in “self-defense,” be-
  cause he is armed with magic and could have been in the process 
  of casting a spell of unknown consequence. Since magic is an 
  unknown quantity, the rule of thumb is, it is better to be safe than 
  sorry. Extreme force and lethal responses are common against 
  anyone able to cast magic or wielding magical devices. Loss Pre-
  vention Officers have been trained to recognize Techno-Wizard 
  devices and practitioners of magic. When TW and magic items 
  are recognized, they are to be confiscated and destroyed, and the 
  owner subject to possible arrest or, more likely, a small fine and 
  a stern warning. And no, the magic device is never returned to 
  the individual when he leaves town. Remember, most people, in-
  cluding the law, may look the other way, but magic is illegal in 
  Ishpeming. Those who get a magic item(s) confiscated and have 
  to pay a fine should be happy that’s the only consequence they 
  have to face.
  Note: Confiscated TW and magic items may be studied. A few 
  may be kept on hand for further analysis and some are used in 
  
  16
  covert operations against the supernatural and creatures of magic 
  by NG operatives. Half, however, are turned over every quarter 
  to their CS ally to keep them happy and convinced that Northern 
  Gun is doing its job to stop magic. It is assumed such items given 
  to the CS are destroyed. Some are, but many go into the legend-
  ary Black Vault. The remaining magic contraband collected by 
  NG is quietly and unofficially sold or traded to the Black Market.
  It is widely known to Techno-Wizards, mages and adventur-
  ers in the possession of magic items, that they should leave their 
  mystical devices at home, or at a secret location before entering 
  Northern Gun or any community in the Upper Peninsula. NG is 
  a Techno-Wizard’s dream come true and a shopping bonanza for 
  all kinds of tools, parts, used equipment and second-hand guns 
  and gizmos that Techno-Wizards use as the base for their magi-
  cal creations. And often at bargain prices. Precious and semi-pre-
  cious stones, an ingredient in many mystic ceremonies and TW 
  items, are also available at Northern Gun. Prices are generally 10-
  25% lower for such stones than the standard market list prices, as 
  Ishpeming has many active mines and the entire area has become 
  a regional center for mining and ore collection. As a result, Tech-
  no-Wizards and mages are frequent and regular customers. They 
  just need to leave their magic items outside the community, keep 
  a low profile, and not allow themselves to be provoked into using 
  magic even in a conflict. Otherwise, it may be their last visit.
  Northern Gun Policy on D-Bees
  Dimensional Beings (D-Bees) occupy a legal gray area within 
  Northern Gun and most Northern Michigan communities. While 
  they are not technically considered “non-contract employees” 
  (citizens), there are populations of D-Bees living on the penin-
  sula and within Northern Gun communities (and even NG itself). 
  They are never portrayed in Northern Gun commercials and are 
  kept out of all footage aired in the Coalition States, but D-Bees, 
  especially those who are good customers, are not viewed as mon-
  sters or as a threat to Northern Gun.
  Second-class citizen is a good term to describe D-Bees inside 
  the Republic of Ishpeming and the Northern Gun corporation. 
  They are not allowed to run for public office, serve within the 
  Northern Gun management branch or hold officer rank within the 
  IMCN (Ishpeming Military Contract Network). Most are relegat-
  ed to menial jobs and often see themselves pushed to the outskirts 
  of NG communities or crammed into specific districts and known 
  D-Bee neighborhoods. They are not recognized by the state, can-
  not become citizens and are politically disenfranchised, but there 
  are no shopkeepers who are willing to flat-out refuse a sale.
  Some D-Bees contribute to their “lost-between-the-cracks” 
  place in Ishpeming, because a large percentage of the D-Bees 
  living inside Ishpeming’s borders are perfectly happy to go un-
  noticed. Many are refugees fleeing the Coalition or other human-
  supremacist kingdoms and are quite content to have found a place 
  in a relatively safe and stable nation such as NG. The Northern 
  Gun corporation is willing to turn a blind eye to D-Bee labor and 
  remote settlements, but can only do so as long as the Dimensional 
  Beings involved don’t make trouble. Occasionally, the Loss Pre-
  vention Office makes D-Bee rights activists disappear, but more 
  often they are simply intimidated or encouraged to move to Man-
  istique or anywhere but there.
  For human-looking D-Bees or those who know how to keep 
  their heads down in public, Northern Gun is remarkably tolerant 
  and complicit in keeping them under the radar. For many years, 
  Northern Gun had an “all-customers, no-exceptions” policy that 
  extended to all non-supernatural beings. Many NG/Ishpeming 
  citizens and employees are D-Bee sympathizers who have never 
  been exposed to the kind of hate or fear found in the Coalition 
  States, and are happy to help D-Bee customers even if it may be 
  against regulations. However, D-Bees are often required to enter 
  shops through the back door and to be discreet inside shops and at 
  workplaces. D-Bees might stand out a bit at midday in the middle 
  of the public market, but at night and in the periphery of major 
  cities, they are usually able to go on their way without harass-
  ment, even by the Loss Prevention Officers or racist mercs. Many 
  small towns and minor cities in the Upper Peninsula are even 
  less prejudiced and D-Bees enjoy many to all the same rights as 
  human citizens. Granted, these rights are not secure and may be 
  taken away at any moment, but most D-Bees have nothing to fear 
  if they avoid drawing attention to themselves.
  Out in the small farming towns, logging camps and fishing 
  communities, non-human species are even more intermingled. 
  Entire villages of D-Bees can be found near the Wisconsin bor-
  der, and D-Bees are not uncommon in the backwoods of central 
  Ishpeming either. Market Towns like Escanaba and Menomi-
  nee see so many visitors that it is impossible to filter out all the 
  D-Bees, and unless they are particularly terrifying or disruptive, 
  they are treated as any other customer. Northern Gun is happy to 
  have their business, especially if it can claim total ignorance and 
  maintain a good face for its relationship with the Coalition States.
  Spies, Theft & Corporate Espionage
  Many divisions of Northern Gun, and most retail outlets, are 
  honest, hardworking and care about their customers, be they hu-
  man or not. Others seek any opportunity to expand the compa-
  ny’s market share and are willing to go to extreme lengths for the 
  Northern Gun corporation. The latter includes espionage, back-
  room negotiations, shady deals and strange bedfellows.
  NG is, arguably, the largest employer of Freelance Spies, Pro-
  fessional Thieves and similar covert agents in North America. 
  There is the CS, of course, but nobody knows how many op-
  eratives “outside” the CS military are hired for covert ops. The 
  Federation of Magic is even more secretive of cloak and dagger 
  operations. The Black Market is the only other organization that 
  comes close to NG, but is seldom included in such estimates be-
  cause it is an open criminal enterprise, not a legitimate business 
  or an established nation. Northern Gun, on the other hand, hires 
  “independent operatives” for everything from national defense to 
  spying. Mercenaries, spies, thieves and other “freelance” agents 
  are hired to keep an eye on their rivals (including the Black Mar-
  ket and CS) and to engage in what is commonly called “active 
  intervention.”
  Active intervention can include any of the following: Sur-
  veillance and data theft to find out about new products, product 
  releases, release dates, prices, sales data, and marketing strate-
  gies, as well as the theft of new prototypes, product designs and 
  concepts, stealing away suppliers and distributors, hiring away 
  executives and technical specialists, sabotaging competitors’ re-
  search and sabotage of all kinds – though nothing that results in 
  loss of life, just loss of sales, market, and product or that causes 
  delays and problems in the marketplace. Reverse-engineering 
  competitors’ products is another common practice. Anything to 
  
  17
  keep an edge over their rivals, shy of actual physical violence, 
  extortion, blackmail and serious destruction of property is accept-
  able. The theft or destruction of a computer or set of blueprints, 
  or a prototype, or even a small office fire or sabotage done to a 
  prototype that causes its wiring to burn out or computer system to 
  go haywire doesn’t count. But anything more serious is a no-no. 
  Northern Gun always makes it clear that murder, violence, extor-
  tion, threats and acts of destruction and terror are not desired nor 
  tolerated. If a hired agent goes too far, or even causes accidental 
  death or destruction, his contract is terminated and he will NEV-
  ER be hired by NG again. This may also apply to his teammates 
  and associates even if they remove him from their group or keep 
  their distance. NG has high standards and strict policies they ex-
  pect their hirelings to uphold. Fail to do so, and you are out. Still, 
  there are different lengths to which the company is willing to go 
  depending on how badly its corporate officers want a particular 
  technology, and the level of risk associated with its acquisition.
  Advanced alien equipment is preferable in many ways. Alien 
  tech has the potential of being beyond Northern Gun’s own tech-
  nology and, as an item that has been Rifted to Earth, there is not 
  likely to be a manufacturer or community to complain about any 
  features or tech NG may lift to incorporate it into their own new 
  designs. While other companies in North America may attempt 
  revenge or some sort of legal action against Northern Gun, alien 
  merchants, D-Bees and invaders have no place on Rifts Earth, 
  and no legal resources at their disposal. Even the well-equipped 
  and well-funded Naruni Enterprises were essentially helpless 
  when Northern Gun managed to convince the Coalition States 
  the Naruni were a priority threat. The Naruni simply cannot get 
  enough people or products to Rifts Earth to carve out a niche for 
  themselves. And getting one’s hands on examples of Naruni tech 
  was easy for Northern Gun. To procure the alien weapons, all an 
  NG agent had to do was go to the right Black Market hub or Na-
  runi sales rep and purchase them like any other customer, or keep 
  an eye out for visiting mercs and adventurers who had stumbled 
  across “something unusual.” Of course, much of the Naruni tech 
  is beyond NG’s understanding and manufacturing capabilities, 
  but that doesn’t mean the company can’t learn from it, get ideas 
  or figure out new designs from studying the alien tech.
  Stealing ideas and designs from companies like Wellington 
  Industries, Golden Age Weaponsmiths, Iron Heart Arma-
  ments and even the Black Market and various Manistique 
  Imperium companies, is easy since these companies have sales 
  outlets and manufacturing operations located relatively close to 
  Northern Gun. However, while the occasional design and idea 
  is hijacked, these companies are more likely to try to steal NG 
  designs than the other way around. In most cases, the companies 
  named manufacture pedestrian designs that are more simple and 
  less advanced than Northern Gun. In short, they don’t offer much 
  that interests NG. Most of their products can be purchased on the 
  open market and use the same, or lower, level of technology.
  Companies like Wilk’s, Titan Robotics, Triax, some Black 
  Market gear (especially many of the new products coming from 
  Bandito Arms) and the Coalition States’ technology are another 
  story. Many of these weapon and vehicle designs are more ad-
  vanced than Northern Gun. As such, they are inspiring goals to 
  aim for and tech to emulate. Stealing their designs via reverse-en-
  gineering, however, is a much more delicate prospect and tricky 
  operation. If caught, there can be serious repercussions. The least 
  of which can result in damaging publicity, turf wars with escalat-
  ing acts of retribution (legal and illegal), sabotage, price wars, 
  and other things that can injure a company and hurt sales.
  What some people don’t realize is that all of these industrial 
  kingdoms and companies have grown to power because they 
  happened to possess a handful of the pre-Cataclysm designs and 
  the manufacturing capabilities/factories to make them. This edge 
  helped them grow into a political, military or commercial power. 
  Free Quebec had Glitter Boy technology, Wilk’s had superior 
  laser weapon technology, Northern Gun, a wide range of weap-
  ons, robots and vehicle tech as well as impressive manufacturing 
  capabilities (factories, machine shops, etc.), while the Coalition 
  States had both manufacturing and many NEMA and US military 
  designs available to them, including the SAMAS, making them 
  the most powerful military and tech power in North America.
  Having designs is not enough. A community or company also 
  needs the manufacturing capabilities, and without them, mass-
  producing the product may not be possible. In each of the ex-
  amples above, the group had the technology, designs and manu-
  facturing capabilities. Secrets and manufacturing plants that were 
  hidden and zealously guarded. For example, there is no other na-
  tion in North America that can manufacture a Glitter Boy than 
  Free Quebec. Likewise, until the Bandito Arms SAMAS-style 
  power armor hit the market, only the CS had the SAMAS in their 
  arsenal. This is why the CS has freaked out over Bandito Arms’ 
  obvious SAMAS designs hitting the open market. Not only does 
  it put the SAMAS in the hands of enemies and rivals, but it 
  also means Bandito Arms has access to one or more rare, USA/
  NEMA military manufacturing facilities, and the CS wants it for 
  themselves.
  Knocking off, stealing and selling the weapons and equipment 
  of the Coalition States is the most dangerous. While Coalition 
  gear does find its way into the hands of the Black Market and 
  
  18
  Northern Gun, the latter has no desire to put their alliance with 
  the CS at risk by being caught using their designs. Even NG’s 
  new Red Hawk power armor may be pushing their luck, and the 
  NG executives know it. If the CS should come down on Northern 
  Gun, the company is prepared to pull the power armor from the 
  shelves, destroy existing inventory and stop its manufacture. A 
  fact that is known through the grapevine on the street and is fuel-
  ing tremendous sales. NG plans to defend the product as a way to 
  counter the soaring sales of Bandito Arms SAMAS.
  Studying Triax technology is a less dangerous proposition, 
  but NG is respectful of the political ties and awkwardness be-
  tween the New German Republic and the Coalition States. They 
  do not wish to antagonize the CS by angering their German as-
  sociates. Still, Europe is far away, and older Triax designs are 
  examined and design elements “borrowed” with little fear of 
  repercussions at this time. Stealing other people’s technology is 
  tricky business.
  Policy on Reverse-Engineering
  One of the ways the Northern Gun Research & Develop-
  ment branch stays ahead of its more mundane competitors is by 
  reverse-engineering sophisticated foreign, alien and pre-Rifts 
  artifacts. Even amongst normal, human corporations there are 
  specialists that Northern Gun can learn from. Wilk’s lasers, Wel-
  lington’s missile and grenade launchers and Iron Heart Arma-
  ments’ aircraft can all be found in the reverse-engineering labs 
  being disassembled and closely studied. Coalition States and 
  Triax equipment is kept in secure vaults and dissected, in secret, 
  by special teams working under oaths of secrecy. Studying the 
  Coalition’s original weapons lineup like the UAR-1 Enforcer and 
  classic SAMAS (decades before their alliance) gave Northern Gun 
  a boost in their tech level, but new post-Campaign of Unity equip-
  ment is still a sensitive issue and NG would prefer it if the CS 
  remained unaware of their efforts to learn new tech secrets by 
  reverse-engineering their newest weapon systems.
  Throughout their history, the reverse-engineering labs of 
  Northern Gun have dealt with many strange and miraculous piec-
  es of technology. Techno-Wizard devices that defy the laws of 
  physics have passed through the labs, as well as alien artifacts 
  that used principles far beyond their understanding. Moments of 
  wonder and profound joy unfold as Splugorth weapons are disas-
  sembled to free the Faerie Folk trapped inside. An operation to 
  pick apart an Angrar robot, however, released something much 
  worse. The disassembly had to be cancelled as a demon somehow 
  concealed inside burst forth, killing the technicians and requiring 
  the lab to be locked-down and cleared by psychics and an “exor-
  cist.” The reverse-engineering labs’ overseers were never able to 
  determine how the demon managed to inhabit the robot without 
  being noticed, and the Angrar combat robot itself was destroyed 
  completely.
  Most perplexing, however, are the amazingly effective anti-
  tamper devices built into the products of Titan Robotics. Every 
  attempt to reverse-engineer Titan robots or power armor has led 
  to failure and activation of a sophisticated self-destruct mecha-
  nism, in some cases killing or injuring the technical crew! Rather 
  than put a full halt to their efforts, the Trade Council has man-
  dated that all further reverse-engineering attempts made on Titan 
  products are to be conducted using robots and remotely operated 
  tools. They have even gone so far as to hire psychics to use their 
  abilities to “read” Titan machines. Strangely enough, even this 
  method has been unable to produce much useful information.
  However, a single Titan Reconnaissance Robot under study 
  in 107 P.A. saw a malfunction in its self-destruct system. North-
  ern Gun was able to study the robot for nearly an hour before 
  the destruct mechanism kicked in unexpectedly, destroying the 
  robot and injuring three engineers. All they were able to glean 
  from their brief look was a respect for the incredibly complex 
  arrangements of wiring and circuitry inside the robot, and a kind 
  of self-diagnostic sensor system that was probably installed as 
  an advanced prototype. This has led them to suspect that Titan 
  Robotics may be using alien science and technology or some 
  other source of advanced knowledge. This has also made Titan 
  the target of increased espionage efforts and spying. If NG can 
  find enough evidence of alien technology in Titan products, they 
  will notify the Coalition to investigate further and destroy the 
  company and its inventory.
  The Reverse-Engineering Labs
  Most of Northern Gun’s reverse-engineering efforts take place 
  at the main reverse-engineering labs located in Ishpeming. The 
  kind of shadowy projects that the labs work on must be kept se-
  cret, and are isolated from normal research efforts. Hidden be-
  neath an ordinary looking corporate office, the labs are one of the 
  most secure sites within the entirety of Northern Michigan. Sam-
  ples of Coalition and unknown/alien tech are secretly brought to 
  the labs to be picked apart, studied, tested and copied.
  There are objects kept in the labs that are so advanced it will 
  take decades to even understand how to study them, much less 
  actually recreate the designs. Naruni force fields, inertia beams, 
  and exotic Atlantean technology are all very different from the 
  common devices found on Rifts Earth. While advanced creations 
  of man may seem astounding, there are alien creations that border 
  on the magical, with capabilities and features seemingly beyond 
  the explanation of science. Even when unknown/alien tech is be-
  yond their own understanding or defies replication, their study 
  may give NG technicians and scientists new ideas of their own or 
  suggest new principles and applications to investigate.
  The labs are divided into three levels. Alien artifacts are kept 
  exclusively in the massive, secret sub-basement along with any 
  Coalition and Triax equipment currently being studied. The sec-
  ond level is for priority projects like foreign designs that have 
  somehow found their way to Northern Gun, as well as new re-
  leases from North American competitors. The exploded remains 
  of Titan Robots can be found here, as well as bits and pieces 
  from companies like Wilk’s and Bandito Arms, and even some 
  far-away places like ArmaTech in Japan, or the Republic of Co-
  lombia in South America, or Kitanni items from Atlantis. The 
  top level is the minimal security area, a repository for run-of-the-
  mill weapons, modified and customized versions being tested, 
  and maybe a few things that haven’t been recognized as valuable 
  enough to be moved to a more secure lab.
  Jason Mendoza, Head of Reverse Engineering Depart-
  ment, Quick Stats: R&E is an “unofficial” and Top Secretive 
  Northern Gun department, which is just the way Jason likes it. 
  Alignment: Unprincipled. Attributes: I.Q. 23, M.E. 14, M.A. 
  13, P.S. 15, P.P. 23, P.E. 14, P.B. 10, Spd 8. Experience: 14th 
  level Operator with a number of cybernetic implants to help him 
  in his work.
  
  19
  David Waller, Chief Weapons Theorist & Engineer, Quick 
  Stats: Dave is Mendoza’s go to guy when it comes to alien and 
  “weird” gizmos. The two are good friends. Alignment: Scrupu-
  lous. Attributes: I.Q. 25, M.E. 10, M.A. 10, P.S. 12, P.P. 18, P.E. 
  15, P.B. 11, Spd 10. Experience: 12th level Rogue Scientist with 
  a number of cybernetic implants to help him in his work.
  NG Research &
  Development Branch
  The earliest Northern Gun products were all designs that were 
  salvaged in the opening days of the company’s history: Golden 
  Age weapons and technology pulled out of the ruins by eager 
  scavengers as well as a number of towns, factories and a couple 
  military bases that survived the Great Cataclysm. Some of the 
  company’s most notorious equipment came into being this way, 
  with systems still in use, like the Samson power armor (originally 
  designed for the Canadian military), Hunter Mobile Gun, Labor 
  ‘Bots and various vehicles and small arms for the US military. 
  But in the last few decades, Northern Gun has grown out of its 
  dependency on recovered Golden Age plans and documents to 
  manufacturing a greater and greater percentage of its own, origi-
  nal designs. (Or derivative designs with new elements and fea-
  tures incorporated from several sources with NG’s own spin on 
  things.) This has led to an increasingly military hardware styling 
  and emphasis on practical form and function.
  In order to come up with these weapons and vehicles, the 
  Northern Gun corporation maintains an extensive research and 
  development division headed by Federico Franceschi. Federico 
  answers only to Jon Kaminsky, the Research & Development 
  Councilor, and the CEO and the President of Northern Gun. This 
  gives Federico a wide degree of latitude in creating new weap-
  ons, robots, power armor and combat designs. Though one might 
  expect rivalry, Federico and Kaminsky are like minds who get 
  along with each other very well.
  NG research used to be based out of the old R&D labs located 
  beneath the pre-Rifts headquarters of Northern, Inc., but were 
  moved to their own dedicated industrial complex almost twenty 
  years ago. Located deep within the Ishpeming corporate district 
  amidst miles of factories and warehouses, the NG Research and 
  Development complex is one of the unknown marvels of Rifts 
  Earth. Inside, mock-ups of new Northern Gun designs are put to 
  the test as engineers and technicians explore the designs’ physical 
  limitations. Old units are often used as a base and as test plat-
  forms, mounting experimental weapons and features. Everything 
  from standard crash-testing to mixed-terrain capability and resis-
  tance to various types of damage is worked out within the R&D 
  labs. NG does not have the technology level of their Coalition 
  States or Triax counterparts, but Northern Gun’s facilities are run 
  with a surprisingly open-minded and “can-do” attitude. Many 
  on-the-spot improvisations and upgrades worked out by the lab’s 
  Operators, scientists and engineers are later built into production 
  models. When they feel they need “real” field testing, they turn to 
  a large number of known and trusted mercenary and adventurer 
  groups to run the new design through its paces out in the wil-
  derness. Such reports of strengths, weaknesses and suggestions 
  serve to improve and fine tune the new designs.
  Anything that can improve Northern Gun’s products will be 
  considered, and hefty bonuses are handed out in return for good 
  ideas. Likewise, the subcontracted field-testers are often given 
  the opportunity to purchase the first models to roll off the as-
  sembly line at a 50% discount, and sometimes the most helpful 
  are even allowed to keep the imperfect prototype “test model” as 
  a bonus for their services, should they be interested in keeping 
  the unit.
  Federico Franceschi, Director of Research and Develop-
  ment, Quick Stats: Federico is a dedicated gear-head who eats, 
  breathes and lives for the development and creation of new NG 
  tech. Alignment: Scrupulous. Attributes: I.Q. 26, M.E. 14, 
  M.A. 17, P.S. 13, P.P. 15, P.E. 12, P.B. 14, Spd 9. Experience: 
  15th level Rogue Scientist with a focus on robotics, armor and 
  weapon systems.
  The Research & Development Complex
  Level One of the Research and Development complex is the 
  vast Weapons Development Center headed by Benjamin Bar-
  ton. Virtually every new Northern Gun pistol, rifle and heavy 
  weapon design from the last twenty years has come out of this 
  magnificent testing range. Many of the standardized weapon sys-
  tems used on robots and vehicles are also created here. Hundreds 
  of armorers, weapons experts, engineers and scientists put in 
  long hours to make sure that Northern Gun weapons work well 
  under every imaginable condition. A large portion of the weap-
  ons development center is devoted to product-testing, and after 
  the weapons are designed, they are thoroughly put through their 
  paces. The end result are guns with superior reliability and long 
  performance lives, perfect for the heavy use, inconsistent main-
  tenance/cleaning and harsh environmental conditions that most 
  endure in the outside world.
  Benjamin Barton, Chief of Weapons Engineering, Quick 
  Stats: Alignment: Scrupulous. Attributes: I.Q. 20, M.E. 12, 
  M.A. 17, P.S. 14, P.P. 19, P.E. 14, P.B. 13, Spd 10. Experience: 
  12th level Techno-Headhunter with numerous weapon systems 
  built into his bionic limbs. He also has a personal collection of 
  firearms and access to the NG collection which he has helped to 
  build. Both are impressive, but the latter has virtually every fire-
  arm and energy weapon that has ever reached the shores of the 
  Americas. Including some alien and magic weapons.
  Level Two is the even larger Vehicle Development Center 
  which includes a wide range of conventional and robot vehicles. 
  The automotive division, including hovercycles is headed by 
  President of Automobiles, Douglas Rood. Top among his army 
  of automotive and combat vehicle engineers and designers are 
  Warren Nelson, Nick Krupar, Steven Schlosser and Trevor 
  Morehead, each of whom runs his own crack team of designers 
  and engineers.
  The Center is connected to the surface by a dozen massive 
  elevators, where full-sized combat robots, tanks and vehicles of 
  every type appear and disappear into the depths of the labs. Inside 
  cavernous testing chambers, vehicles are put to the test until they 
  are deemed ready for field use. Giant treadmills and conveyor-
  belt climbing walls are part of the facilities, as well as hot and 
  cold rooms for temperature tests and other specialized equipment 
  testing.
  
  20
  Loss Prevention Office
  The most shadowy branch of Northern Gun, the mysterious 
  Loss Prevention Office (LPO), is a combination intelligence 
  agency, police force and paramilitary organization. They moni-
  tor the citizens of Ishpeming, its visitors and the customers of 
  Ishpeming/Northern Gun. The LPO basically runs a small stand-
  ing army of spies and “secret police” that ensures the Northern 
  Gun corporation maintains its grip on Ishpeming and the North 
  American sales market.
  When the Naruni arms merchants were first declared a threat, 
  it was the Loss Prevention Office (LPO) that leapt into action. 
  The aliens were monitored and several undercover agents were 
  sent in to purchase products. Some of these purchases went to 
  the reverse-engineering labs for secret analysis at Northern Gun, 
  while others were delivered to the Coalition States as proof of 
  the threat posed by the Naruni. Loss Prevention Officers worked 
  side by side with Coalition Special Forces and the ISS in hunting 
  down, arresting and wiping out as many Naruni personnel as they 
  could find. They continue to look for Black Market agents and 
  oblivious middlemen who sell Naruni Enterprises equipment, 
  sometimes warning them against their current course of action, 
  sometimes placing them under arrest, and sometimes killing them 
  on the spot.
  The Loss Prevention Office’s time is split between defend-
  ing the market presence of the Northern Gun corporation and 
  maintaining its control over the Republic of Ishpeming. There 
  have been few independence movements amongst the city-states 
  and lesser settlements that comprise the whole of Northern Gun. 
  Much of this is due to the level of prosperity shared by most citi-
  zens who don’t want to lose a good thing. However, the LPO 
  exerts subtle pressure and takes quiet, covert measures to keep 
  dissenters quiet and troublemakers “pacified.”
  The Loss Prevention Office is resented, feared and hated most 
  within the Manistique Imperium. While relations between 
  the two countries have always been generally good, the LPO is 
  known to have used its pacification measures, industrial espio-
  nage and technology theft within the Imperium for decades. As a 
  result, some within the Imperium resent Northern Gun on many 
  levels and believe the corporate nation has taken deliberate steps 
  to keep Manistique in its shadow and under its thumb.
  These days, such LPO practices are generally confined to cor-
  porate rivals and alien threats, not other kingdoms. The two com-
  panies on the LPO’s radar are Bandito Arms and Titan Robotics. 
  The LPO sees Bandito Arms as a threat to its dominance in the 
  weapons and robotics market, and since they know the CS is gun-
  ning for them, is quietly trying to find information they can pass 
  along to the CS to cripple or destroy their operations. Meanwhile, 
  the LPO is suspicious of Titan’s technology and infrastructure. 
  They suspect the company may have affiliations with aliens and 
  has begun a covert investigation of the company, its practices and 
  management.
  Andrea Callister,
  Chief Loss Prevention Officer
  Andrea Callister is the somewhat notorious, current head of 
  the Loss Prevention Office (LPO). Despite the secret nature of the 
  organization, Chief Callister’s reputation as the spymaster and 
  ranking enforcer of the LPO has spread throughout the country. 
  It is her job to seek out rebels, rivals, spies, enemy operatives, 
  pirates, raiders and smugglers to protect Northern Gun, the cor-
  
  21
  poration and the nation. This includes corporate rivals, foreign 
  threats and agents from competitors like Naruni Enterprises. 
  Chief Callister presided over the Loss Prevention Office (LPO) 
  when the Naruni were effectively wiped off the map, and won a 
  lot of respect and political capital from the NG Trade Council for 
  her swift and decisive actions in the matter. She also has a good 
  reputation and rapport with officials within the CS military, par-
  ticularly the CS Intelligence Division.
  These days, Chief Callister is content to run “the Office” like 
  her own personal fiefdom. No higher-ups bother her nor tell her 
  how to do her job as long as the company’s enemies are silenced 
  and pacified. Callister is ruthless in that pursuit and she does not 
  flinch when ordering ambushes, acts of sabotage and preemptive 
  strikes (and assassinations) against pirates, Black Marketeers, 
  dark wizards and other ‘threats’ to Northern Gun. Sometimes that 
  includes D-Bee rights activists, mages, adventurers and outspo-
  ken troublemakers. All dealt with as a necessary part of law en-
  forcement and national security. Being “dealt with” can include 
  being kicked out of the nation, arrest and imprisonment, arrest 
  and coming to an understanding (e.g. threatened or tortured into 
  submission or leaving town), to more permanent solutions like 
  being gunned down in the act of a crime or terrorist act.
  Andrea Callister, Chief of the LPO, Quick Stats: Align-
  ment: Unprincipled. Attributes: I.Q. 18, M.E. 22, M.A. 20, 
  P.S. 17, P.P. 19, P.E. 14, P.B. 15, Spd 9. Experience: 12th level 
  Super-Spy. Psionics: I.S.P.: 90. Major Psychic. Ectoplasm (6+), 
  Ectoplasmic Disguise (12), Impervious to Fire (4), Nightvision 
  (4), Mind Block (4), Resist Fatigue (4), Telekinesis (varies) and 
  Telekinetic Push (4).
  Loss Prevention Officer O.C.C.
  See the O.C.C. section for the Loss Prevention Officer O.C.C. 
  and more information on the practices of the Loss Prevention Of-
  fice, page 78.
  NG Trade Council
  The ultimate power within Northern Gun is the Trade Coun-
  cil, a group of eight executives from within the Northern Gun 
  corporation and high-ranking administrators of the Republic of 
  Ishpeming. The Trade Council has control over the corporation 
  and the mechanisms of state. They are responsible not just for 
  maintaining sales and market presence, but for seeing to Ish-
  peming’s defense and managing foreign affairs. And consider-
  ing Northern Gun and its products’ influence over all of North 
  America, the Trade Council are some of the most powerful fig-
  ures on the continent, able to make or break entire kingdoms and 
  city-states.
  The Trade Council’s origins lie in the Board of Directors of 
  Northern, Incorporated, the company that was the heart of the 
  early Northern Gun. During the Dark Age, each board member 
  had carved him or herself a kind of fiefdom out of Northern Gun 
  land, people, property, resources and manufacturing capabilities. 
  Before long, what had once been a handful of suit-wearing ex-
  ecutives had evolved into the Dark Age equivalent of rail barons 
  and merchant princes. Some of the positions were handed down 
  through heredity, others were fought for in bitter turf wars or 
  passed on using their own rites of succession. As Ishpeming and 
  the Northern Gun corporation expanded and became wealthy, 
  each Council member’s personal power grew until they rivaled 
  that of most kingdoms. Over the years, the roles the Council 
  members played became defined and formalized. Today, they 
  may be considered the department heads of the different divisions 
  of the strange corporate-political entity that Ishpeming/Northern 
  Gun has become.
  Trade Council Positions
  1. Chief Councilor/Ishpeming: The Ishpeming Councilor is 
  in charge of the capital city, the populated surrounding region 
  and its connecting port at Marquette. Whoever holds this posi-
  tion also serves as Council Chairman and Chief Executive Of-
  ficer of the Northern Gun corporation. This post is limited in its 
  scope, especially compared to the autocratic kings, dictators and 
  overlords found elsewhere on Rifts Earth, but is still considered 
  the highest office in the country/company, and a position of great 
  responsibility. The Loss Prevention Office (LPO; Ishpeming Spe-
  cial Operatives) is under the direct control of the Trade Council, 
  as dictated by the Chief Councilor, and many times in the past, 
  they have conducted schemes and participated in conspiracies for 
  the sole interest of whoever holds the Chief position.
  2. Manufacturing and Labor: Without its factories and its 
  workers, Northern Gun would be forced to desperately scrape by 
  like so many other kingdoms. With them, however, it is a strong, 
  independent manufacturing giant that, if the need ever arose, 
  could direct all of its capacities towards the defense of the nation 
  and corporation. Until that need manifests, though, the manufac-
  turing arm of Northern Gun will continue to be used to swell the 
  nation’s coffers and boost its economy. Part of that plan entails 
  the crusade-like sales campaign to sell the weapons and the tech-
  nology that keeps humanity in North America alive in the face 
  of all opposition. The M & L Councilor is not only responsible 
  for maintaining the output of these products, but for insuring that 
  Northern Gun’s employees are kept happy, healthy and hard at 
  work.
  3. Escanaba: As Northern Gun’s most vital port and sales 
  center, Escanaba is almost as important as the capital and the 
  Northern Gun company’s manufacturing capabilities. More 
  wealth enters the nation from Escanaba than at any other one 
  point, and its sales alone are comparable to the combined total of 
  all of Northern Gun’s other business.
  The Escanaba Councilor is in charge of the upkeep of the city 
  and the docks, as well as the collection of taxes, tolls, fees and 
  other payments. Escanaba Councilors have historically skimmed 
  a little off the top, becoming incredibly wealthy in the conduct of 
  their office. With all the goods going out of Escanaba and all the 
  customers and tradespeople coming in, it is difficult, if not impos-
  sible, to determine just how much they are taking for themselves.
  4. Research and Development: One of the reasons the North-
  ern Gun corporation was able to begin producing weapons and 
  vehicles even in the Dark Age was the efforts of a network of 
  salvagers and treasure hunters. This group excavated the univer-
  sities at Houghton and Marquette as well as the ruins of factories 
  and laboratories along the coasts of the Great Lakes and through-
  out the Midwest. These secrets were brought to Ishpeming and 
  the still-standing HQ of Northern Inc. Over the years, the salvag-
  ers and the company’s scientists became one, first recovering and 
  reproducing Golden Age technology and, later, designing their 
  
  22
  own weapons and war machines. In its modern incarnation, the 
  Northern Gun Research and Development branch is both ac-
  tively developing products and ruthlessly stealing and reverse-
  engineering anything it can get its hands on. The R&D Councilor 
  is charged with keeping the scientists busy, as well as organizing 
  the theft, purchase, capture and other ‘procurement’ of desirable 
  foreign technology. For this part of the job, the full services of 
  the Loss Prevention Office are at the disposal of the Research and 
  Development Councilor.
  5. Shipping and Ports: Northern Gun/Ishpeming has long 
  miles of coastline within its territory, a handful of major ports and 
  countless small docks, off-loading points and accessible rivers. 
  To attempt to monitor and oversee all the traffic coming into and 
  going out of the country, a full Councilor position is dedicated 
  to regulating ports and shipping. Land borders are not a concern 
  for this position, though its authority overlaps a bit with the Ish-
  peming and Escanaba Councilors as the S&P Councilor has the 
  ultimate decision-making authority regarding the country’s ports 
  and clearance practices.
  6. The Military/IMCN: The highest-ranking military officer 
  in the country is the Military Councilor. While Northern Gun 
  does not maintain a traditional military, it is the Military Coun-
  cilor’s job to coordinate the many mercenary and privateer com-
  panies in its employ and see to an overall national defense policy. 
  With the establishment of Task Force X to monitor the Xiticix 
  threat, the Military Councilor’s office has troops directly subser-
  vient to it for the first time, though they are under the command 
  of their own general to avoid distracting the Military Councilor 
  and to oversee the relationship between the Councilor and most 
  mercenary commanders. Should the homeland ever be invaded 
  or face an emergency that requires its full attention, the Military 
  Councilor is expected to serve as Field Marshal and overall com-
  mander for the combined security, militia and mercenary forces 
  of Northern Gun. The Military Councilor is in charge of training 
  and equipping the Loss Prevention Office as well as Task Force 
  X.
  7. The Iron Fields/Western Border: One of Northern Gun’s 
  greatest assets is the wealth of iron deposits found along its west-
  ern border and around Marquette. In the Dark Age, this area was 
  relatively cut off from Ishpeming and grew into independent cit-
  ies with their own system of government. In time, they joined 
  forces with Northern Gun and let themselves be absorbed by 
  the corporation. The region is still somewhat isolated, and the 
  overseer/governor of the cities and mines of the Iron Fields has 
  evolved into a full Councilor position. Not only is the Western 
  Councilor responsible for developing and exploiting the Iron 
  Fields, but also for the security of Ishpeming’s entire western 
  border. The mines in Marquette and elsewhere throughout the 
  peninsula are also regulated by the Western Councilor’s office, 
  no matter where they are located.
  8. Agriculture: Feeding the people of Ishpeming/Northern 
  Gun is the responsibility of the Agricultural Councilor. The ma-
  jority of the country’s food supply comes from a few belts of 
  productive farmland, most of which are located within the center 
  of the nation. Importing and exporting food to and from Manis-
  tique, Iron Heart, New Lazlo, Lazlo, Free Quebec and Chi-Town 
  is also under the purview of the Agricultural Councilor, though 
  this part of the job is a more recent development. The farmland of 
  Ishpeming is rich and fertile, even if the growing season is short, 
  and its farmers enjoy a level of safety and technology found at 
  few places in the rest of the world.
  Brett Morgan, Manufacturing & Labor Councilor
  While the Chief Councilor is technically head of both the cor-
  porate and state elements of Ishpeming/Northern Gun, it is Brett 
  Morgan, the Manufacturing & Labor Councilor, who plays the 
  greatest role in the daily operations of the company itself. He is a 
  former factory chief and supervisor who rose up within the com-
  pany until he was given the top office in his department.
  During his tenure, Morgan has introduced greater use of ro-
  bots within Northern Gun factories. As the country’s population 
  growth has stabilized (few Tolkeen refugees made it through the 
  Coalition lines and the Wisconsin wildlands), automation allows 
  factories to make up for the growing cost of labor. Even though 
  Northern Gun’s people are considered to be its greatest resource, 
  labor robots put to heavy use and some of the traditional assem-
  bly lines found throughout the nation are starting to look more 
  like Golden Age factories or at least their CS equivalents. Still, 
  the company makes sure there are plenty of jobs to keep its citi-
  zens employed and happy. With an unemployment rate of less 
  than 2%, it is a job well done.
  Brett Morgan, Quick Stats: Alignment: Scrupulous. Attri-
  butes: I.Q. 21, M.E. 20, M.A. 19, P.S. 15, P.P. 14, P.E. 12., P.B. 
  14, Spd 11. Experience: 12th level Operator.
  Jacob Wyman, Chief Councilor of Northern Gun
  Running the continent’s largest company and the nation-state 
  that supports it is not an easy job. It all falls squarely on the shoul-
  ders of Jacob Wyman, Chief Councilor of Northern Gun and head 
  of the Trade Council. Wyman has held the top position for over 
  a decade, and is responsible for Northern Gun’s gradual shift to-
  wards an alliance with the Coalition States. He represents both 
  the power and authority of the Trade Council and the overriding 
  economic force that is the Northern Gun corporation.
  Jacob Wyman grew up in Marquette, a city not far from Ish-
  peming itself. He has been a contract employee since age eigh-
  teen when he signed up to unload cargo ships at the docks, a 
  tough job for anyone. Wyman refused to let the work get to him 
  and soon enough, was coordinating the loading and unloading 
  of entire vessels and shipping companies. He was transferred to 
  corporate in Ishpeming soon after, and made a name for himself 
  by turning Escanaba into a thriving city that Northern Gun can be 
  proud of, instead of just a massive shipping hub and warehouse 
  district. The efforts to make downtown Escanaba attractive and 
  inviting are all initiatives put forth by Wyman’s administration, 
  and he has used his position at the top to see them through to 
  completion. Considering Northern Gun is already the top brand 
  name in America, he wants visitors and tourists to see the Re-
  public of Ishpeming as a healthy and viable state with a growing 
  population, not just a giant shopping mall for mercenaries and 
  fledgling kingdoms. The Manufacturing & Labor Department is 
  good enough at keeping up production levels that Wyman can 
  focus most of his attention on the needs of the state, confident that 
  Northern Gun will remain strong and competitive.
  Jacob Wyman, Quick Stats. Alignment: Scrupulous. At-
  tributes: I.Q. 19, M.E. 14, M.A. 23, P.S. 14, P.P. 11, P.E. 14, 
  P.B. 13, Spd 12. Experience: 11th level Vagabond Merchant/
  City Planner specializing in logistics and political maneuvering.
  
  23
  Doctor Jon Kaminsky,
  Research & Development Councilor
  Dr. Jonathan Kaminsky is the head of Research and Develop-
  ment for Northern Gun. Armed with a keen scientific mind seem-
  ingly from birth, Kaminsky has been a part of R&D since he was 
  a teenager and has spent many thousands of hours testing his own 
  designs and carefully taking apart alien and foreign technology to 
  learn secrets he can incorporate into NG products. Kaminsky is 
  behind many of Northern Gun’s recent advances in hover tech-
  nology, a field in which he specializes. He personally designed a 
  handful of the company’s hovercraft in addition to conducting his 
  duties overseeing the entire research department.
  Working on his own projects and watching his engineers and 
  scientists create new mechanical wonders is fulfilling, but noth-
  ing satisfies Doctor Kaminsky‘s curiosity like examining new 
  technology for the Reverse-Engineering Department. Cracking 
  open the armored shell of a vehicle from another world or dimen-
  sion, or disassembling an unknown weapon can reveal secrets 
  years beyond the capacity of Northern Gun. And while the com-
  pany cannot necessarily recreate every discovery, Kaminsky can 
  certainly appreciate and get ideas from them. He is currently for-
  mulating a technological advancement plan for the next twenty 
  years of Northern Gun technology, slowly upgrading the com-
  pany to the CS pre-Campaign of Unity standards before incorpo-
  rating newer, more difficult technologies recovered from new CS 
  designs, Triax and alien equipment. Kaminsky is familiar with 
  science and tech that would leave the average Operator speech-
  less, and could easily hold his ground in a debate with ranking 
  scientists on an advanced planet or Golden Age academic forum.
  Jonathan Kaminsky, Research & Development Councilor, 
  Quick Stats: Alignment: Unprincipled. Attributes: I.Q. 25, 
  M.E. 19, M.A. 20, P.S. 18, P.P. 15, P.E. 18., P.B. 14, Spd 9. Level 
  of Experience: 15th level Rogue Scientist.
  The NGMI Credit System
  A combined effort of Northern Gun and the Manistique Impe-
  rium, the NGMI credits system is, arguably, the second (or third) 
  most reliable currency on the market. Depending on who you talk 
  to, Coalition credits – better known as Universal Credits – are 
  more stable because they are backed up by a much larger nation 
  and accepted almost anywhere. Others say Black Market credits 
  are more useful because they are widely accepted and not tracked 
  by the Coalition. NGMI credits, however, can be exchanged for 
  Universal Credits at many locations, and are also accepted by 
  most Black Market outlets. Northern Gun is both a nation and 
  the largest corporation in North America, and they use their dual 
  status to bolster faith in their currency.
  The circulation of NGMI credits keeps the Northern Gun 
  brand name in people’s minds and forces them to interact with 
  Northern Gun in order to do their banking. Customers who use 
  NGMI credits in their daily life spend a much larger portion of 
  their income on Northern Gun products, and the Trade Coun-
  cil knows this. They are currently pushing NGMI credits as a 
  “neutral” non-Coalition alternative for small kingdoms and city-
  states. The credits can be used to conduct business with Coalition 
  interests, but are also accepted in places like Lazlo, New Lazlo, 
  Kingsdale, Whykin, Arzno, the defunct Tolkeen, and even parts of 
  the Federation of Magic, Pecos Empire, Colorado Baronies and 
  elsewhere. The NGMI credit system gives Northern Gun a huge 
  advantage over smaller competitors and helps maintain the flow 
  of new products to customers.
  Northern Gun Retail Outlets
  Northern Gun has two primary types of “stores” away from its 
  hometown in Michigan. The first are outlet shops, most of which 
  are small to medium-sized retail locations where Northern Gun 
  products are available in a limited range and sold in small quanti-
  ties, often to civilian customers. The second are showrooms and 
  warehouse centers, large to massive stores where vehicles, giant 
  robots and other “high-priced” items are available in good sup-
  ply and large amounts of merchandise are displayed and stored. 
  While any NG store can place special orders and have one or 
  more items shipped to them, showrooms and warehouse cen-
  ters are priority outlets that can usually get special orders within 
  1D4+3 days; half that time if within 800 miles (1,280 km) of 
  Northern Gun. In addition, orders for large, high priced items or 
  large quantities of items can be placed on behalf of a customer, 
  and shipped to a showroom or warehouse center anywhere. Small 
  stores and shops, especially those in remote areas and danger-
  ous territories, may not be allowed to accept delivery straight 
  from the factory in Michigan, and may have to have the item(s) 
  shipped to the nearest NG warehouse center and pick it up them-
  selves, then transport it to their outlet shop. This can add days or 
  even weeks to the delivery time for the smaller shops. Note: All 
  special orders require advance payment in full.
  The average Northern Gun outlet shop is a candy store for 
  mercs and adventurers, a combination gunshop and wilderness 
  outfitter. Most people only think about the big robots and the 
  flashy weapon systems, but the majority of the company’s profits 
  come from selling boots, outdoor clothing, canned food, freeze-
  dried rations, small tools, medical kits and equipment like flash-
  lights and camp stoves. All are for sale at Northern Gun outlets, 
  and the most common small arms and basic items are in good 
  supply.
  Outlets can be of almost any size, and most warehouse centers 
  will have one or more outlet shops located in the same town as 
  well as nearby communities to saturate the area with the North-
  ern Gun brand and to be more accessible to everyday customers. 
  Small outlets tend to specialize in 2-6 areas, such as adventuring/
  wilderness gear and weapons, or weapons, armor and power ar-
  mor, or hovercycles, body armor, farm vehicles and robot horses 
  and drones, or may offer only personal weapons, tools, E-Clips 
  and batteries, and so on. Only 25% of outlet stores offer any giant 
  robots or heavy combat vehicles, and even then are not likely to 
  have more than 4-12 on site and available for immediate pur-
  chase. High-end products like giant robots, combat vehicles and 
  a wide range of power armor, weapons, body armor and vehicles 
  are usually limited to showrooms and warehouse centers. Though 
  medium and large outlet stores are likely to have some power ar-
  mor, hovercycles, small vehicles, weapons and armor actually on 
  display, they will have only a few (1-4) of each in stock. For full-
  size combat robots, aircraft, ships and large vehicles, customers 
  will be taken to a nearby warehouse center, airfield or shipping 
  dock or will need to arrange for a special order and delivery of 
  their purchase to a specific location. For this purpose, each “of-
  ficial” Northern Gun outlet shop will always have one or two 
  Ordering Agents who can call in special requests by radio back 
  to Ishpeming itself. Most Northern Gun outlet employees know 
  
  24
  how to call in special orders, but only the Ordering Agent is given 
  the verification codes necessary to clear them.
  Showrooms and warehouse centers are 10-40 times larger 
  than most outlet shops and have a bit more of a carnival-like at-
  mosphere. Warehouse centers fulfill a different role than outlet 
  stores. They are designed to sell the high-end, big ticket items 
  – including literally “big” product such as giant robots, combat 
  and exploration vehicles, commercial vehicles, heavy equip-
  ment and the full range of product lines such as hovercycles, 
  body armor, power armor, weapons and so on. Such facilities are 
  likely to have firing ranges and testing areas on site or nearby. 
  Likewise, concealed warehouses or well fortified and defended 
  corporate bunkers are likely to be located nextdoor or down the 
  road. Showrooms and warehouse centers are always large, well-
  lit buildings with high ceilings to accommodate large products. 
  Some are very slick and glitzy while others have more of a ware-
  house look and feel, but all are stuffed with crates and vehicles 
  ready for a test-run or immediate sale. Customers are NEVER 
  allowed to wander through warehouse centers unescorted, except 
  in the actual showroom where display product is locked down 
  and their power supplies often removed, making theft difficult 
  and attempts impossible to go unnoticed. Northern Gun employ-
  ees are expected to direct them to the experienced sales staff and 
  assist to complete the purchases, help show off different product 
  options, etc. When the customer has made his selection (most 
  already know exactly what they are looking for and what they 
  can afford), the item is prepped and made ready to drive or carry 
  off the lot or packaged and loaded up for scheduled delivery to a 
  suitable destination. Many mercenaries and experienced adven-
  turers skip the outlet stores and go right to the showrooms and 
  warehouse centers whenever they can.
  As one might imagine, these large showrooms and warehouse 
  centers are comparatively few and far between, whereas at least 
  one or two NG outlet shops seem to be present in every flea-bitten 
  town – at least the ones that cater to mercenaries and adventurers. 
  In some cases, the general store is, in effect, an NG outlet store. 
  Meanwhile, prosperous city-states and small kingdoms may have 
  dozens of outlet shops and multiple warehouse centers like Merc-
  Town. Each warehouse center also serves as a supply hub for the 
  smaller outlet stores who replenish their shelves from the ware-
  house’s stocks. Large deliveries are made to warehouse centers 
  and showrooms, and then distributed by truck and hover-lifter to 
  outlet stores for miles around. This is also where most “special 
  orders” end up, requiring someone from the outlet shop to come 
  and get it to its final destination. This simple network system has 
  worked for Northern Gun to expand into new and old markets 
  with alarming efficiency and ease, increasing in number and size 
  as the community and market grows.
  NG Returns Policy
  Northern Gun has a return policy and warranty that nobody 
  else can match. As a general rule, anything with a value of less 
  than 100,000 credits can usually be exchanged for a new or re-
  built one, as long as the original does not appear to have been de-
  liberately broken or clearly damaged in combat or left to rot in the 
  elements. In short, any item that breaks under “normal” use and is 
  less than 20 years old, NG will accept, repair, rebuild or replace 
  for the customer. The 20 year cap is in place because Northern 
  Gun products are known to last for decades when given a little 
  care and regular maintenance, so the company’s warranty is lim-
  ited to two decades of use. Thus, a power drill, ion pistol or power 
  pack that is non-functional will be fixed or swapped out for a 
  replacement, no questions asked. Note: This return/replacement 
  policy does NOT apply to the more expensive weapon systems, 
  equipment and multi-million credit vehicles and robots, but certi-
  fied NG garages perform maintenance, repairs and upgrades at a 
  20% discount on all high-end NG equipment, no questions asked.
  With the hundreds of retail outlets and advanced repair fa-
  cilities and subcontractors available to Northern Gun, fixing me-
  chanical problems is much simpler for them than many of their 
  clients and competitors. The product will be repaired, cleaned 
  and repainted if necessary, and returned to the customer. Items 
  exchanged for a new replacement are likewise repaired and re-
  painted to be as good as new, and set back out on the store shelf 
  for the next customer who comes along. This is another advan-
  tage of Northern Gun products having such a long shelf-life. 
  Since products are so durable and seldom discontinued, a 20 year 
  product design is still a viable sales item. Mercs and adventurers 
  brag about their equipment and compare weapons and vehicles 
  all the time, and keeping customers happy is a good way to main-
  tain reputation and keep them coming back for more.
  As long as a customer has a sales receipt and the item is un-
  used/the packaging unopened or the goods are in like-new condi-
  tion, NG retailers can issue a full refund credit voucher. How-
  ever, the voucher can only be accepted and cashed out at NG 
  showrooms, warehouse centers or Ishpeming itself. Likewise, 
  any credit voucher for more than 45 million credits can only be 
  redeemed at Ishpeming. Vouchers are only issued when there is 
  clear proof of purchase and ownership. If anyone is caught trying 
  to “return” stolen goods as a purchased product (and NG has a 
  comprehensive list of serial numbers and identifying marks on 
  all its goods), the merchandise is seized and the “thief” taken into 
  custody and brought up on charges. Stealing NG goods, espe-
  cially its big robots and war machines, has severe consequences. 
  Like horse thieves of the Old West, they can be imprisoned or 
  executed for their crimes. At the Coalition States, execution is 
  the common penalty, and it may be exercised right on the spot at 
  the discretion of Coalition soldiers and CS law enforcement when 
  the perpetrator is a D-Bee, practitioner of magic, or member of a 
  known rebel, terrorist or enemy group. The CS considers the theft 
  and resale of stolen military-grade NG goods to be handling dan-
  gerous contraband and such criminals can be shot dead on sight.
  Northern Gun
  Foreign Relations
  Northern Gun conducts all diplomacy regarding the Repub-
  lic of Ishpeming under its own Corporate Public Relations De-
  partment. Ambassadors from Ishpeming are also sales reps for 
  Northern Gun, and discounts on products or the threat of a With-
  hold Order are tools available to an NG diplomat. As a result, 
  the foreign policy of Northern Gun is designed to enhance the 
  corporation’s sales and put it in a position to access new markets. 
  When the Northern Gun corporation can help secure the Repub-
  lic of Ishpeming, they use their resources as a manufacturer and 
  arms merchant to do so. When the national presence, territory and 
  
  25
  sovereignty of Ishpeming can help further the profits of Northern 
  Gun, it does.
  Coalition States: Allies or Overlords?
  Many people were surprised by the announcement of a non-
  aggression pact and economic cooperation agreement between 
  Northern Gun and the Coalition States. After all, a huge percent-
  age of the dissidents and independents that resist the Coalition are 
  equipped with Northern Gun gear. Any deal with the CS could be 
  a serious blow to Northern Gun sales and would certainly com-
  plicate the political picture of North America.
  For many years, Northern Gun has conducted trade with the 
  Coalition States. CS Iron Heart is close by, and actually is just 
  across a river from the neighboring Manistique Imperium. Goods 
  either leave Ishpeming and follow the northern half of the Impe-
  rium, or are shipped from Marquette directly to Iron Heart via 
  Lake Superior. Lake Michigan also provides a relatively safe 
  travel route, and ships regularly make the north-south run from 
  Escanaba to the Coalition’s Chi-Town ports near Old Chicago.
  Still, trade is one thing, and an actual alliance is another. 
  Northern Gun had a long-time policy of remaining politically 
  blind and neutral. They opened their doors to any customer, and 
  this is often still the case. To develop a deeper relationship with 
  the Coalition States puts all that at risk, threatening to associate 
  Northern Gun with human supremacists and alienate their D-Bee 
  and magic practicing customers.
  The NG Trade Council is willing to chance it, however, and 
  sees many benefits to closer ties with the Coalition States. Should 
  a serious threat like the Xiticix, the Splugorth or a new invader 
  from the Rifts ever spill over into a general invasion of North 
  America, Northern Gun is under no illusions as to who might 
  come to their aid. Lazlo and New Lazlo, while well-intentioned, 
  are too small, too weak militarily and would have their own share 
  of problems to deal with should such a dire situation arise. The 
  Federation of Magic has an actual disdain for technology, and 
  many people within it would probably be happy if Northern Gun 
  collapsed and see it as proof of the superiority of the mystic arts. 
  Free Quebec is a strong, human supremacist power, but after their 
  recent near-war with the CS, they have become even more aloof 
  and reclusive and would be unlikely to risk significant resources 
  to protect anyone but their own self-interest, certainly not North-
  ern Gun or the Manistique Imperium. It is the Coalition States, 
  and only the CS, that would stand ready to fight for Ishpeming if 
  it should come under threat. The Coalition is already deploying 
  soldiers to contain and neutralize the Xiticix Hivelands, the great-
  est known danger to Northern Gun, and already views Atlantis as 
  a continent of enemies marked for elimination.
  In return for a greater assurance of survival into the future, 
  the NG Trade Council is willing to dance to the Coalition’s tune, 
  or at least make things appear so. The suspension of trade to the 
  Coalition’s enemies, for example, looks good on paper, but has 
  much less of an effect on the real arms market than one might 
  assume. Magic has long been officially outlawed within Ishpem-
  ing, so meeting the Coalition’s demands in that regard has been 
  easy. And while D-Bees are by no means hunted down like they 
  are inside the CS, they have never been seen as equals next to 
  humans and were relegated to the status of second-class citizens 
  and outsiders long before a Coalition alliance was ever an option.
  So far, the alliance with the CS has done nothing to hurt 
  Northern Gun’s sales or reputation. Only a tiny percentage ac-
  cuse NG of selling out and serving as the pawns or lackey of the 
  CS. Many others believe NG is actually playing the Coalition as 
  a fool and using inside information to find better routes and ways 
  to sell weapons and armor to independent kingdoms, city-states 
  and adventurers.
  The Manistique Imperium
  For decades, the Manistique Imperium has been Ishpeming’s 
  “little brother.” Located just east of Ishpeming and also protect-
  ed by the geography of the Upper Peninsula, it has long been 
  a manufacturer of industrial and agricultural equipment, as well 
  as appliances, generators, civilian vehicles and other products. It 
  has been known as the Second Gun for decades, and many still 
  refer to it as such, some mockingly, some with an air of affection. 
  Within the last twenty years, however, the Manistique Imperium 
  has grown out of its reputation as a second-rate Northern Gun and 
  subcontractor to NG.
  The Imperium today is a nation on the move as well as a de-
  veloping market force to be reckoned with. First, with various 
  independent products and knock-offs of NG gear (much of it 
  sold to the Black Market), then under the Wellington Industries 
  brand, the Imperium has moved to claim a larger and larger share 
  of the North American arms market. They now supply merce-
  nary groups, adventurers and small kingdoms’ militaries, just like 
  Northern Gun.
  Historically, the Imperium has made up for NG’s huge advan-
  tage in size and reach by turning a blind eye to the Black Market. 
  A vast percentage of the less flashy gear that the Black Market 
  sells was originally manufactured in the Imperium. Northern Gun 
  resents this arrangement a bit, but they have their own complex 
  relationship with the Black Market. And due to their even closer 
  ties to the Coalition and greater range of military products, the 
  NG must be more careful to whom they sell their goods, especial-
  ly weapons. Even with the Imperium making moves, they have 
  barely made a dent in Northern Gun’s sales, and the Imperium’s 
  “Big Brother” tolerates “Little Brother” flexing its muscles.
  Despite the rivalry and modest resentment, the two neighbors 
  of Northern Michigan have extremely close ties, both culturally 
  and geographically. Their 50 mile (80 km) border is watched by 
  only a few token forts and guard posts, more to direct traffic and 
  maintain the Ishpeming-Manistique Highway than to stay alert 
  for military attacks. This stretch of road is still the longest unpro-
  tected border between nations anywhere in North America, and 
  possibly the entire world of Rifts Earth. Likewise, both nations 
  have come to each other’s assistance in times of need and disas-
  ter, and would do so again in a heartbeat. Both exchange infor-
  mation and work together to keep their borders safe from pirates, 
  bandits, invaders, Xiticix and other threats.
  The Black Market
  A large percentage of Northern Gun’s customers never enter 
  a Northern Gun outlet or interact with an official retailer. They 
  make their purchases on the Black Market, buying from the shad-
  owy, illegal collection of criminal groups that sell to anyone who 
  has the cash.
  
  26
  Northern Gun goods are a mainstay of the Black Market’s 
  sales. They are the most plentiful and easiest way to access weap-
  ons on the continent. Northern Gun has manufactured so many 
  robots, vehicles and hovercraft that even their larger and more 
  expensive items can be found at many Black Market outlets – in 
  used and new condition. Since NG has been churning out and 
  selling products for decades, older Northern Gun gear has filtered 
  down through multiple buyers and sellers to end up on the Black 
  Market.
  The Black Market also gets many missiles, and other items 
  that are difficult to manufacture on their own, from NG (and the 
  Manistique Imperium). Since most of those things are high-profit 
  products (mini-missiles are surprisingly cheap for NG and the 
  Imperium to produce), Northern Gun does whatever it can to help 
  supply the Black Market without making it look like they’re sell-
  ing to them. This is done by arranging for cargo to be seemingly 
  “hijacked” and getting paid under the table or getting trade goods, 
  raw materials, etc., via a legitimate front company or Black Mar-
  ket pawn.
  The Black Market manufactures very little of what it sells. In-
  stead, it purchases knock-offs from the Manistique Imperium and 
  other companies, and acquires stolen goods for the vast majority 
  of its remaining stock. Buying and selling contraband and stolen 
  goods is their stock in trade. Northern Gun, by contrast, needs to 
  manufacture items to survive. Ishpeming could never have grown 
  so strong so fast without the billions of credits that have poured 
  into the nation from customers outside of Northern Gun.
  As a matter of practicality, Northern Gun and the Black Mar-
  ket have grown into long-term business partners, whether they 
  like it or not. Even Northern Gun’s best agents and mercenary 
  network cannot match the Black Market for reach, and without 
  the criminal organization, Northern Gun’s profits would shrink 
  noticeably (by an estimated 30%), even with all the products 
  the Black Market actually steals and hijacks. The Black Market 
  is responsible for 90% of every Northern Gun weapon, armor 
  and combat item sold within the Coalition States, including the 
  ‘Burbs. Energy weapons are outlawed in CS population centers 
  and the mass of squalid humanity known as the Coalition ‘Burbs. 
  Those caught trading in contraband are interrogated, imprisoned, 
  and often put to death, but the Black Market defies the odds and 
  makes a fortune doing so. Similar restrictions in Free Quebec and 
  a few other kingdoms also make the Black Market the only dis-
  tributor of Northern Gun weapons, even in areas with official NG 
  outlets that sell civilian goods.
  Agents within the Black Market. As complicated as North-
  ern Gun’s arrangements with the Black Market are, both organi-
  zations are actively involved in working together and at the same 
  time, interfering with each other’s business. The Black Market 
  definitely has people on its payroll who officially work for North-
  ern Gun, but, more surprising, NG hires Freelance Spies and de-
  ploys LPO (Loss Prevention Officers) to infiltrate Black Market 
  groups and find out what is really happening behind closed doors.
  Northern Gun is happy to sell products off-the-record to agents 
  of the Black Market, or “arrange” for theft and hijackings and get 
  paid under the table. But the Black Market also buys goods from 
  bandits, pirates and adventurers they know have been stolen from 
  Northern Gun and even tip such crooks off about NG trade routes 
  and scheduled deliveries. If too much of the latter is going on, 
  a handful of Black Market smugglers and thieving “associates” 
  will have to be taken down (arrested and imprisoned or killed 
  outright, especially if they are freelancers and not standing mem-
  bers of the Black Market organization) in order to reestablish the 
  proper balance. This way, Northern Gun can rely on the Black 
  Market to spread its goods to customers it cannot sell to openly, 
  all the while maintaining plausible deniability and a certain level 
  of respect for the legitimate operations of the company. When it 
  comes to protecting its profits and its market share, Northern Gun 
  can be just as ruthless and vindictive as any mobster.
  Black Market Storage Services. The Black Market also 
  makes good money simply storing contraband and illegal goods 
  for travelers who need to go into Ishpeming to shop. Carrying 
  around Naruni or Techno-Wizard devices can attract undue at-
  tention, leading to the equipment being confiscated and possible 
  arrest or fines for the owner, or even complications with CS sol-
  diers and spies in town. The Black Market has no such restric-
  tions, and those who know where and how to look for them can 
  find market storehouses near the outskirts of most Northern Gun 
  cities. The Black Market will store virtually any item for a few 
  hundred credits per week, or a vehicle, robot or suit of power 
  armor for 1,000-2,000 credits a week. The Black Market oper-
  ates in secret and is not under observation by the CS, so most of 
  these storage safe houses are quite safe and secure. The Ishpem-
  ing authorities NEVER go looking for these facilities and turn a 
  blind eye to D-Bees and practitioners of magic who keep a low 
  profile. Should the LPO or mercenary law enforcement actually 
  raid a Black Market storehouse, it is usually for show or because 
  the facility is being used to store goods stolen from NG against 
  its will or involved in some other nefarious activity. There is no 
  compensation or insurance for lost property from a storage safe-
  house, but those types of raids are quite rare. The Black Market 
  knows how far it can push things and seldom oversteps its bounds 
  in Michigan.
  It doesn’t happen as often, but the Black Market sometimes 
  provides storage services for Northern Gun, itself. This can hap-
  pen when the company is transporting more goods than it can 
  accommodate at its own warehouses, is trafficking in contraband, 
  and when NG is operating far away from its home base in Michi-
  gan or is trying to avoid complications with the CS. Northern 
  Gun NEVER stores, transports or sells Black Market products.
  Naruni Enterprises
  Nadine stole a quick look around as the lights dimmed. 
  Twenty-three other potential Northern Gun Sales Reps had been 
  squeezed into the small classroom. Each one focused on the 
  screen ahead, not daring to show distraction or familiarity.
  Dr. Jonathan Kaminsky appeared on the viewscreen. He was 
  head of Research and Development for the entire Northern Gun 
  company; making the man both a political powerhouse and ex-
  tremely well versed in technology.
  “Good afternoon, Northern Gun employees. I am here today 
  to talk to you about the dangers of Naruni technology.”
  Kaminsky took a large, bulky, alien energy weapon from a 
  table behind him and held it up.
  “Now, some of you may have seen these already, probably 
  being confiscated by Loss Prevention Officers. This is a Naruni 
  plasma cartridge rifle. It is a powerful, short-range weapon and 
  should not be underestimated. It is, however, manufactured using 
  slave labor – and even more despicable methods, on dozens of 
  different alien worlds. The Naruni have a different outlook on life 
  
  27
  than we do, and have no qualms about destroying entire popu-
  lations in order to sell their products. Our intelligence efforts 
  indicate that this is their plan for Earth: to enslave people in 
  remote areas and force them into slave labor in their factories, 
  and to create dissension and war across the continent to drum 
  up sales. They will sell to any group, including Xiticix, Horune 
  Pirates, Brodkil, vampires, dimensional raiders, demons, and 
  other monsters. For these reasons, Naruni weapons and technol-
  ogy are a danger to us all and not allowed within the Republic of 
  Ishpeming. Those who insist on trafficking in these goods must be 
  identified, tracked down, arrested and prosecuted. We have the 
  Coalition States’ help in that regard, so do not hesitate to call 
  upon them.
  “This not about eliminating a dangerous market rival. This is 
  about a real and present danger from an alien invader seeking 
  to undermine our way of life. And the danger doesn’t end there.”
  Kaminsky pulled on a pair of surgical gloves and picked up 
  one of the gun’s shells with a pair of plastic tweezers.
  “What I have here is a Naruni plasma cartridge. There is a 
  lot of heat and power stored inside such a small container. Too 
  much, it seems. Our science and medical teams have been able 
  to disassemble Naruni ammunition and measure the output of 
  dangerous radiation that they produce. Each one of these shells 
  emits as much radiation as a leaky nuclear power core. Pro-
  longed exposure can lead to hair and skin loss and cancer, as 
  well as mental and reproductive side effects. Handling broken or 
  cracked ammunition can cause severe blisters, open sores and 
  cause permanent respiratory damage in a matter of 48 hours.
  “For these reasons, we must ask that you stay away from any 
  and all Naruni products and immediately report those you find 
  to the Loss Prevention Office. Let customers know the dangers 
  of Naruni technology, and remind them how safe and reliable 
  Northern Gun products are. I have been authorized to give our 
  sales force permission to offer these people, ignorant to the dan-
  gers of ALL Naruni technology, a Northern Gun product replace-
  ment at a hefty 50% discount – something from our line of plasma 
  ejectors or particle beam weapons, perhaps. If they agree, make 
  the sale and take the dangerous Naruni weapon to the nearest NG 
  police officer or better yet, the LPO. If the individual refuses to 
  exchange the weapon, do not press the matter, but try to get in-
  formation about who the individual is, where he is staying, where 
  he acquired the item, and turn the info immediately over to the 
  LPO, NG law enforcement, CS military or law enforcement, or a 
  senior Northern Gun sales agent. Do not hand it over to the local 
  authorities.
  “At Northern Gun, we care about our employees like our own 
  family, and that same feeling extends to our customers. Do your 
  part to keep them safe – and keep Naruni gear away from Earth. 
  Thank you.”
  Northern Gun finds competition from other-dimensional rivals 
  extremely unwelcome and unfair. Competitors like Wellington 
  and Wilk’s are one thing, but Naruni Enterprises represent a 
  technology base decades ahead of Northern Gun and even Tri-
  ax. The D-Bees’ reputation for being ruthless and underhanded 
  precedes them, and the Trade Council is happy to do anything 
  they can to undermine Naruni operations, including exaggeration 
  like the presentation above. It is to this end that they cooperated 
  with the Coalition States to eliminate the alien arms merchants, a 
  move that dealt a decisive blow to the Naruni’s plans for expan-
  sion into the North American market. Since then, Northern Gun 
  has kept up the pressure, dispatching spies, mercenary hit squads 
  and Loss Prevention Officers to track down the new wave of 
  Naruni imports. When discovered, they either take action them-
  selves or report to the Coalition States. The CS is zealous in their 
  efforts to eradicate Naruni Enterprises and their alien technology 
  from the face of the planet, always responding quickly and with 
  deadly force.
  Trading in Naruni Equipment and Personnel. For former 
  Naruni customers who have realized the error of their ways, 
  Northern Gun offers redemption in the form of cash vouchers and 
  percentage discounts for those who trade in Naruni products. All 
  working Naruni products may be traded in for half the value of an 
  NG equivalent item and get the individual a Northern Gun vouch-
  er that can be spent at any NG retail outlet or warehouse center. 
  Or the individual can turn over the Naruni gear and get equivalent 
  NG goods at an impressive 50% discount. Such trades must be 
  done with care, however. If the trader is suspected of being in 
  cahoots with Naruni Enterprises or a seller of Naruni goods, that 
  individual(s) is likely to be arrested and face imprisonment or 
  execution. If turned over to the CS to investigate, execution is 
  all but a certainty. This cunning campaign has enabled Northern 
  Gun to successfully paint Naruni as monsters, taking their Naruni 
  competitor’s products off the street, and replacing them with their 
  own. Mercs who are tired of worrying about the Coalition or the 
  Loss Prevention Office coming after them for possessing Naruni 
  equipment may be happy to get rid of equipment that has become 
  a liability, no matter how superior it is. Naruni weapons and ve-
  hicles are certainly outlawed in the Ishpeming Military Contract 
  Network, and Loss Prevention Officers keep an eye out for them 
  at every Northern Gun sales outlet.
  There is a catch when turning in Naruni products, however. 
  The Loss Prevention Office monitors and records anyone and ev-
  eryone who receives a voucher or discount in return for Naruni 
  gear. For someone who exchanges a handheld weapon or a few 
  cartridges of ammo, there is little to fear. Keep coming back with 
  Naruni and/or other alien guns and equipment, however, and the 
  LPO will take note, and most likely share that information with 
  the Coalition Army. Show up with an expensive vehicle or drone 
  and one is automatically on the list, watched with concealed sus-
  picion and sometimes secretly arrested or detained until more 
  information can be extracted. One way or another, whoever is at 
  the end of that trail is about to have a very unfriendly run-in with 
  mercs, LPOs or Coalition Special Forces.
  Relations with Other
  Foreign Powers and Corporations
  Lazlo: Lazlo is a consistent customer of Northern Gun’s 
  wares. While they are a city of magic, and many residents use 
  Techno-Wizardry and other methods in place of technology, Laz-
  lo also has a sizable non-magic population. Many of these people 
  feel more comfortable using normal devices, tools and weapons, 
  because they are more familiar, less expensive, and due to a per-
  sonal lack of magic energy. The government of Lazlo is quite 
  permissive regarding the presence of Northern Gun products, 
  who maintain several “unofficial” outlets in the city in addition to 
  numerous Black Market run stores offering NG goods. Lazlo and 
  all communities of magic practitioners are of grave concern to the 
  
  28
  Coalition States and regarded as a serious threat if not an outright 
  Enemy of Humanity.
  New Lazlo: Just like its parent city, New Lazlo is located 
  close enough to Northern Gun that it is by default, a major client. 
  Sited within Southeastern Michigan (on the bones of pre-Rifts 
  Ann Arbor), New Lazlo conducts most of its trade with Northern 
  Gun from its port south of Detroit. While it does provide rela-
  tively easy water access, ships must make the dangerous journey 
  down the St. Clair and Detroit rivers. The St. Clair River is a rela-
  tively peaceful trip, but the Detroit River has the haunted ruins of 
  Detroit on one side and Windsor on the other, both of which are 
  notorious hot-spots for Rifts and demonic activity. Ships’ crews 
  tend to “button up” and seal themselves off in the best defended 
  portions of the ship during this leg of the journey. Means of magi-
  cal transport and the use of ley lines are also used, but such magic 
  must be performed outside the knowledge of Ishpeming and most 
  Northern Michigan cities and towns to avoid issues with the CS.
  Titan Robotics: The mysterious robot manufacturer has been 
  a mystery to Northern Gun for many years. It is only recently, 
  however, as Titan’s sales numbers and product line have expand-
  ed, that they have become a real cause for concern. What is most 
  frustrating is that NG’s spies have produced almost no informa-
  tion on the secretive corporation, even after years of scrutiny. 
  Attempts to infiltrate an undercover agent into the company have 
  also been fruitless. Titan produces some of the best open-market 
  robots and power armor in America, and Northern Gun would 
  very much like to know where and how they do it, as there is 
  no way the Titan factories at New Cedarville can manufacture 
  all the robots Titan sells. There has to be a secret manufacturing 
  center somewhere, but where? And why the secrecy? The Loss 
  Prevention Office is determined to find out. So far, NG has kept 
  its concerns and suspicions from their CS allies.
  Wellington Industries: Wellington is quickly becoming the 
  signature brand name of the Manistique Imperium. Northern Gun 
  has been preparing for this eventuality for a long time, watch-
  ing as the Imperium’s market share increased every year. In re-
  sponse, they have reacted to Wellington’s specialty in explosives 
  and ballistic weapons by scaling back new research into similar 
  projects and by making sure that Northern Gun ammunition is 
  compatible with all Wellington products. They have also been 
  quietly producing knock-offs of Wellington’s grenade and mini-
  missile launchers and selling them at a 10-25% discount to the 
  Black Market and to unaffiliated vendors.
  Wilk’s Laser Technologies: While Wilk’s does manufacture 
  a huge volume of laser tools and weapons, and an almost immea-
  surable amount of circuits and electronic parts, their efforts have 
  not yet branched out into other areas such as robotics, vehicles, 
  armor or other weapon systems. There was a former Wilk’s ex-
  ecutive on the NG Trade Council for several years, and the rela-
  tionship between the two companies is tense, at best.
  Northern Gun has quietly and recently convinced the Coali-
  tion to issue a blanket-ban on all Wilk’s weapons within Co-
  alition territory, citing their ability to slip past metal detectors. 
  However, Wilk’s remains popular in and outside of CS held ar-
  eas. The corporate leaders at Wilk’s would be more outraged, but 
  the highly-publicized Coalition ban has given their products an 
  illicit appeal that has actually increased their sales, especially in 
  the Black Market and to CS resistance groups. Wilk’s is unaware 
  that Northern Gun is behind this ban, and doesn’t really care one 
  way or the other. Note: NG attempts to reverse-engineer every 
  new Wilk’s release, a practice that has taught their techs quite a 
  few things about making high-quality laser weapons, but has still 
  left them unable to accurately replicate Wilk’s lasers.
  Iron Heart Armaments: Northern Gun watched with in-
  tense interest as the upstart weapons manufacturer known as Iron 
  Heart Armaments was established by Coalition rogues only to 
  be subsequently re-conquered and absorbed back into the CS. 
  The large ships and aircraft they produced were viewed as a le-
  gitimate threat to the Coalition States, a lesson the Trade Council 
  has taken to heart. Long-range bombers, missile ships, nuclear 
  weapons and similar development projects are all prohibited by 
  the Trade Council for fear of pushing the Coalition into reacting 
  with a military response. The two Sea King missile cruisers that 
  Ishpeming acquired from IHA, the NGS Superior and NGS Mich-
  igan, are both used strictly for coastal defense purposes and are 
  well known to the Coalition Navy. Michigan even participated 
  in a joint naval exercise with CS forces in the summer of 108 
  P.A., the first time that the two nations’ militaries have officially 
  worked together.
  Golden Age Weaponsmiths: Golden Age Weaponsmiths are 
  known for their advanced, Mega-Damage conversions of pre-
  Rifts vehicles and weapon systems. Overall, however, their gear 
  is usually slightly below Northern Gun’s in tech level and ar-
  guably patchwork. The Trade Council sees GAW as a specialist 
  working in a market that is just different enough that NG doesn’t 
  view them as a direct competitor, but more of an ambitious sub-
  contractor.
  Triax Industries: The European and North American markets 
  see very little overlap, and Northern Gun is unconcerned with 
  Triax and its virtual monopoly over the arms trade in Europe. For 
  while Triax products do make it to North America, their agree-
  ment with the Coalition States has drastically cut down on the 
  overall amount. Northern Gun’s fears that the continent would 
  be swamped with German exports have so far turned out to be 
  unfounded. For now, Northern Gun is happy to purchase Triax 
  technology and attempt to reverse-engineer it, all while trying 
  to formulate a plan to get their wares into the European market.
  The Xiticix: The growing Xiticix infestation in Canada and 
  northern Minnesota has alarmed the Trade Council into finally 
  organizing a response. In addition to the creation of Task Force 
  X, Ishpeming’s western field army, the research and development 
  labs have also begun to design and test new anti-Xiticix weapon 
  systems, including robots such as the Bison, Bruiser and Buffalo. 
  The Council believes that containing the Xiticix threat will be a 
  10-20 year operation and may represent a significant profit-mak-
  ing opportunity (and possible threat to all life on Earth). With this 
  in mind, they will take a back seat in any offensive action against 
  the Xiticix, offering discounted weapons and equipment but put-
  ting very few of their own troops or resources at risk. Should 
  all-out war with the Xiticix become a reality, Northern Gun will 
  commit Task Force X to the battle and follow up by hiring or re-
  deploying several large mercenary units along the eastern border 
  of the Hivelands.
  
  29
  The Republic of 
  Ishpeming
  Republic of Ishpeming Total Population: 1,125,000-1,500,000.
  Ishpeming – 697,000
  Escanaba – 260,000
  Menominee – 50,000
  Ontonagon – 15,000
  Houghton – 10,000
  Iron Mountain – 5,000
  Iron Bay – 3,000
  Ironwood – 2,500
  Iron River – 1,500
  Notes:
  Population Distinctions. For most purposes, the populations 
  of Marquette, Palmer, Negaunee, Gwinn, Trenary and Fort Saw-
  yer are counted as within the Ishpeming urban area. Each of the 
  cities is linked by continuous roads and suburbs and it is difficult 
  to tell where one begins and the other ends. There is also a huge 
  amount of traffic in the form of daily commutes between Ishpem-
  ing and Marquette. Some people even make the commute all the 
  way to Escanaba, made possible by the IM Highway.
  In addition, another 100,000 people and D-Bees live in small 
  communities, temporary camps and unlicensed settlements 
  throughout the country.
  Outsiders. Approximately 30,000-40,000 tourists, visitors, 
  customers and transients are also present at the nation’s ports, 
  border cities and Ishpeming itself at any given time. More than 
  90% of the nation’s visitors will be found in three places: Ishpem-
  ing, Escanaba and Menominee, in that order of popularity.
  The literacy rate is high throughout the Ishpeming Republic 
  (and Manistique Imperium) at 63%, at least among its permanent 
  residents. Illiteracy and lack of book learning is really only found 
  among some of the factory workers and labor force, farmers, 
  homesteaders, pirates, bandits, wilderness people and the poor. 
  Of course, illiteracy is prevalent among outsiders and visitors; 
  less than 25% can read and write.
  Northern Gun,
  aka the Republic of Ishpeming
  A seemingly endless expanse of pine trees and rocky coast-
  lines, the Republic of Ishpeming was saved from the full ravag-
  es of the Great Cataclysm and the Coming of the Rifts thanks to 
  its isolation and a bit of luck. When the modern world collapsed, 
  the cold, deep, Great Lakes provided natural obstacles to anyone 
  or anything that wished to reach Ishpeming. Its only land border, 
  where the peninsula meets the old American state of Wisconsin, 
  is a remote wilderness, lightly traveled and scarcely populated.
  Inside the country is an atmosphere of peace and prosperity 
  virtually unknown throughout the rest of Rifts Earth. Ishpeming’s 
  people may not be the wealthiest, and are certainly not the most 
  worldly, but they are spared the dangers of the wilderness, the 
  oppression of the Coalition States and the uncertainties of magic. 
  They live much as their ancestors did, simple lives unfettered by 
  politics or war. The weapons and war machines the Northern Gun 
  corporation manufactures go to conflicts far away (or at least on 
  the other side of the lakes), leaving the Republic of Ishpeming 
  alone and at peace.
  Cities of the Republic are an interesting collection of the 
  high-tech and familiar low-tech. Simple wood and stone cottages 
  and houses are the norm, yet across the street or down the road 
  may be a high-tech bunker, warehouse or factory made of M.D.C. 
  materials. The most quaint dwellings are log cabins and many 
  farms resemble something out of the old pioneer days – only the 
  giant robot standing guard or modern farm vehicles and equip-
  ment indicate otherwise. Hovercycles and giant robots compete 
  for room on the streets with teams of horses, oxen and mules, 
  along with everything from primitive automobiles to pushcarts.
  The general technology level is equal to 20th Century Ameri-
  ca, even in the most primitive parts of the Upper Peninsula. Most 
  homes have running water, air conditioning, a heating system, 
  and are wired with electricity – personal generators, windmills 
  and solar panels are all common sources of energy. In towns and 
  small communities, hovercycles, jeeps and ATVs, along with 
  horses and labor drones carrying parcels back and forth, are as 
  typical as seeing excited groups of visitors and tourists. In the 
  biggest cities like Ishpeming and Escanaba, there are more hover-
  craft than wheeled vehicles and almost all the high-tech luxuries 
  of a Coalition or German city are available, though in shorter 
  supply. The atmosphere is very different in these cities, too. Es-
  canaba and Ishpeming are a giant, ongoing party compared to 
  many of the work-a-day frontier towns and industrial districts.
  The people who inhabit Ishpeming also differ from the big 
  cities to the small towns. Ishpeming and Escanaba are full of 
  tourists, businesspeople, mercenaries, adventurers, bandits, dip-
  lomats, soldiers and outsiders come to buy and trade goods or 
  spend their spoils on entertainment, hot meals and a soft bed. 
  D-Bees, Psi-Stalkers, mages, Cyber-Knights and other “exotic” 
  people are much more likely to be found at these thriving me-
  tropolises and trade centers than anywhere else. The suburban 
  communities are typically full of Northern Gun employees, sub-
  contractors, small business owners, entrepreneurs, specialists and 
  Ishpeming’s middle-class.
  The cities and towns further away from the trade centers are 
  lower middle-class factory workers and laborers, while the small 
  towns are made up of farmers, ranchers, fishermen, laborers, 
  shopkeepers, outdoorsmen, loggers, and hunters. Unlike big-city 
  folk, they are well removed from the politics of the world at large 
  and content to live peaceful lives away from war and conflict. 
  While they may hear about the broad strokes of major events like 
  the war in Tolkeen, the near-miss showdown between the Coali-
  tion and Free Quebec, trouble with the Xiticix and the brewing 
  Minion War, they are thin on details and most don’t care. The 
  Federation of Magic and the tall tales of the Vampire Kingdoms 
  of Mexico might as well be half a world away. And that’s how 
  most locals like it. By contrast, the big cities are constantly abuzz 
  with the latest news, rumors and speculations about everything, 
  everywhere on the continent. This is due to the vast number of 
  mercenaries, adventurers and visitors who pass through Northern 
  Gun, as well as the many mercs and freelancers hired by NG.
  The Republic of Ishpeming is also home to an entire social 
  class of fishermen, sailors, merchant-sailors, ship captains, priva-
  teers and ferrymen, not to mention pirates and freebooters. They 
  
  30
  are the unchallenged experts on the Great Lakes, familiar with 
  every bay, island and adjoining river. Even the mighty Coalition 
  has a habit of hiring ship pilots and navigators from amongst the 
  sailors of Ishpeming, relying on them to safely maneuver its mas-
  sive warships through unfamiliar stretches of the lakes and rivers 
  and up into Canada.
  Crime is minimal throughout the Republic, even in the big 
  cities. The Northern Gun corporation runs a tight ship and has a 
  firm grip on maintaining law and order. A stable, centuries old 
  government and the overall level of prosperity and contentment 
  in this working man’s industrial nation helps immensely. As 
  does the strong presence of so many mercenaries and police who 
  work for the company to keep Ishpeming safe. Even the Black 
  Market has few outlets and little influence inside Ishpeming and 
  its neighbors. However, though city streets and communities are 
  safe and peaceful (many people leave their doors unlocked), ban-
  ditry beyond its borders as well as piracy across the Great Lakes 
  are rampant.
  Welcome, you are entering
  Ishpeming, the Home of Northern Gun
  I remember the very first time I saw what has since become 
  known as Northern Gun. I was 11 or 12, and I had convinced 
  my mother to let me accompany my father and some of the 
  other townsmen on a bi-annual supply run to the Kingdom of 
  Ishpeming. The only place that would have a bigger impact 
  on my adolescent mind would be my first visit to the Great 
  Library of Chi-Town.
  For most of our trip from Wisconsin to Ishpeming, we had 
  traveled through wilderness. We had traveled what seemed 
  like an endless expanse of forest, broken only by the oc-
  casional homestead, woodland cabin, farm or tiny trading 
  post. Then, the trees suddenly vanished. Cut down to create 
  a wide, flat expanse of grass and wildflowers that stretched 
  several miles ahead of us. Even from there, in the distance, 
  I could see the shadow of a city outlined beyond the empti-
  ness. My heart skipped and I must have looked startled or 
  confused, because I realized my father was speaking to me 
  and explaining why the trees were cut down.
  
  31
  It’s for defense and security, he explained. If Northern Gun 
  left the trees, the forest would provide a place for bandits, 
  hijackers and monsters to hide and take cover. Cutting down 
  the trees created a wide open expanse around the industrial 
  city. This enabled Northern Gun defenders to see a band of 
  raiders or an invading army coming for miles. Most weapons 
  cannot fire that distance, either, so the city defenders could 
  respond to an incoming attack before the raiders got within 
  shooting range. I remember feeling sad that they had to cut 
  the forest down because of bad people, but it made sense, 
  and my thoughts were quickly occupied with other sights and 
  sounds.
  Up ahead, the wide road was getting congested. There 
  were many other trucks and vehicles, but also animal-drawn 
  carts and travelers on foot; some of them pulling carts. The 
  slow animal-drawn carts and people on horseback traveled 
  off to the side of the road, to let the faster, larger vehicles 
  drive down the main highway. As a child, I was excited to see 
  a range of different riding animals like Fury Beetles and Rhi-
  no-Buffalo, as well as horses and mules. I remember marvel-
  ing at a pair of dinosaurs ridden by Simvan. And there were 
  Psi-Stalkers and D-Bees present too, and what I was certain 
  were a small group of Ley Line Walkers in their traditional 
  robes and headgear.
  Even the highway itself was a marvel to me. After traveling 
  hundreds of miles of dirt roads and open ground, a smooth, 
  concrete road wider than 8 or 10 houses placed side by side 
  left me dumbstruck. I remember thinking it was like a giant red 
  carpet welcoming us to Northern Gun. Off to the side of the 
  road was an array of pitched camps with curls of smoke spi-
  raling up into the sky from campfires and portable stoves. All 
  manner of vehicles and carts were parked at these campsites 
  and in the fields off in the distance. I started to count them, 
  but we were traveling too quickly for me to take account of 
  them all. There were hundreds and hundreds of them.
  Back when I was a child, the designated parking area was 
  covered in loose gravel. That was where you parked, two 
  miles (3.2 km) away from the city gates. Giant robots and 
  tank-like vehicles stood guard over the parking area. From 
  there, you had to walk the rest of the way. But with Northern 
  Gun clear in the distance, our feet moved as if they had wings, 
  and we were there to see new wonders in what seemed like 
  no time.
  Before we left our truck to embark down the beckoning 
  road, I remember looking up at my father’s smiling face as 
  he took my hand in his. I was surprised to realize he was 
  as excited as I, this being only his second visit to Northern 
  Gun. My eyes trailed from papa’s face and up to the gigantic, 
  neon sign over the road. It read, “Welcome, you are entering 
  Ishpeming, Home of Northern Gun.” For those who could 
  not read, which I imagine was most of the visitors, an audio 
  recorded welcome blared from speakers on the sign.
  I couldn’t help but to feel giddy and thought to myself, this 
  must be how Dorothy felt as she walked down the Yellow 
  Brick Road toward the Wonderful Emerald City of Oz.
  – From the writings of Erin Tarn, Circa 101 P.A.
  in her book, Traversing our Modern World
  Many first time visitors, young and old alike, have a simi-
  lar experience to the young Erin Tarn’s. If anything, the city of 
  Northern Gun, gem of the Ishpeming Republic, is even more of 
  a brightly colored wonderland than it was back then. Its wide 
  streets filled with crowds of people, vehicles, robots, lights, and 
  the sounds of music, announcers, and pure adrenaline.
  Years ago, the gravel covered parking lot was expanded and 
  replaced by a massive, paved parking lot. (Think Disneyland.) 
  Several large, bunker-like buildings are way-stations where visi-
  tors can stow the weapons and gear that are not allowed in the 
  city. Audio instructions are announced at intervals, and there are 
  hundreds of kiosks with headphones for more detailed informa-
  tion and instructions inside the buildings.
  Swords, side arms, and body armor are allowed in the city, 
  though discouraged, but to keep the people and property of Ish-
  peming safe, heavier weapons such as rifles, power armor, and 
  combat vehicles are NOT allowed into the city, and must be left 
  behind. To protect visitors’ belongings, there are Secure Storage 
  Bunkers located 2-3 miles (3.2 to 4.8 km) away from the city. 
  Each building has thousands of indoor lockers of all sizes as well 
  as small to large storage cages and bays like those you’d expect 
  at a rental storage place. Each Secure Storage building is a simple 
  M.D.C. bunker with several floors: four levels underground and 
  six floors high. They provide a relatively safe place (break-ins are 
  rare, but they do happen) to stow weapons, armor and valuables. 
  ALL rifles, heavy weapons, explosives, power armor, robots, 
  combat vehicles, magic items, Techno-Wizard items, and contra-
  band must be left outside the city.
  The parking area is brightly lit at night, monitored with cam-
  eras and patrolled by NG guards. However, visitors can pay for 
  an armed guard to watch their vehicle around the clock, provided 
  they can afford it; 144 credits per 12 hour shift, per guard. Most 
  are honest, first to third level Mercenary Soldiers, Vagabonds, or 
  other Men-at-Arms O.C.C.s who have been checked out, vetted, 
  and cleared by the Northern Gun Corporation for the purpose of 
  private guard. If serious trouble arises, the police (or LPO) are 
  called in for support.
  City Rats who, of course, have not been vetted or authorized 
  by the company are often willing to guard vehicles for 50-70 
  credits per 12 hours, per “unofficial” City Rat guard (level 1-4 
  City Rats). If they run into trouble they can’t handle, they cause 
  a ruckus and shout for help that should attract the NG patrol and 
  guards and scare away thieves. Most City Rats who make a liv-
  ing or supplement their living doing this work are honest and do 
  a good job, but none will risk their own life to protect the vehicle 
  (or a campsite; they offer the same service to watch over camp-
  sites). HOWEVER, any City Rat guard who is willing to take less 
  than 50 credits is either an untested and unreliable amateur, or is 
  just going to run off after an hour (especially if paid up-front), or 
  works with a gang of thieves or is one himself.
  Bus-like shuttles pick up visitors and take them to the nearest 
  Hovertrain terminal at no cost, or people can walk. Hovercycles 
  and light commercial vehicles (i.e. non-combat vehicles) are al-
  lowed into the city, but the traffic through the city gates is long 
  and slow moving. The train takes visitors to the main terminal in 
  the city or to other authorized destinations. The Ishpeming Re-
  public is very open, and visitors can travel anywhere within its 
  borders and beyond, with few limitations. However, the two main 
  places of interest are the City of Ishpeming/Northern Gun and the 
  City of Escanaba. Few visitors, even merchants and mercs, ever 
  
  32
  go anywhere else. Obviously, there is little of interest in the quiet, 
  suburban neighborhoods and factory zones. It is the market areas 
  and city attractions where stores, hotels and places of entertain-
  ment are located.
  The Safe Zone, as Northern Gun likes to call it, is the treeless 
  area Erin Tarn speaks of. Only today, it is expanded, much of it 
  paved and used for parking, and there are Secure Storage Bunkers 
  as well as defensive bunkers with big guns to discourage raids 
  and invasion. The Safe Zone goes back, away from the city, for 
  a couple of miles. It is devoid of trees, and has been so trampled 
  upon and ridden over by vehicles, that half of it is dirt that turns 
  to mud when it rains. Travelers are still allowed to pitch camp out 
  in the open in this zone, but such camps are temporary – mean-
  ing a few days to a couple of weeks, maximum. While Northern 
  Gun authorities try to keep the peace in the Safe Zone, and they 
  certainly chase off anyone deemed a potential threat to city se-
  curity – including platoons and companies of mercenaries and 
  other well-armed groups – campers are pretty much on their own. 
  That means they should NEVER leave their camp unattended and 
  must be prepared to defend it and their belongings by any means 
  necessary. Whether other campers come to another camp’s de-
  fense is a matter of luck and the alignment of their neighbors.
  Between the Safe Zone and the city gates, there is a complete-
  ly empty, dirt and gravel covered Security Zone. It is two miles 
  (3.2 km) of dirt lightly covered in gravel with small patches of 
  grass and weeds. Nobody is allowed to park or camp in the Se-
  curity Zone and it is always empty. Travelers who venture off 
  the road and into the Security Zone will be met by security and 
  escorted back to the road. This is, in effect, a defensive kill zone 
  in which the city defenders can see and fire upon any hostile at-
  tackers coming toward the city. Travelers beware. Anyone who 
  looks suspicious, resists escort, or appears to be rushing toward 
  the city with unknown intentions, may be subdued, arrested and 
  interrogated or gunned down where they stand.
  Northern Gun does not have ‘Burbs like Chi-Town and other 
  CS cities, but it does have visitors who camp, for short periods, in 
  the Safe Zone and neighboring wilderness. Squatters, homeless 
  people and supposed visitors who overstay their visit are chased 
  away from the city by NG mercenaries or the police.
  Giant defensive bunkers with cannons the size of skyscrap-
  ers are placed at strategic locations at the edge of the Security 
  Zone and around the city. They, alone, are a sight to behold. 
  Nobody knows the incredible level of damage they must inflict, 
  because no invader has ever tested Northern Gun’s defenses to 
  the degree that these weapons had to be unleashed. This has led 
  some to question whether or not they are a masquerade. A sham. 
  High-tech scarecrows designed to intimidate by their mere pres-
  ence, but not real. On the other hand, they might be exactly what 
  they look like. As you can imagine, rumors abound about the 
  massive defensive towers and their giant cannons. It is a common 
  belief that one blast can atomize a tank, giant robot or an entire 
  company of soldiers.
  The City of Ishpeming
  Home to the Northern Gun Corporation
  Ishpeming, better known as simply “Northern Gun,” is the 
  largest independent city in Michigan and the hub of technology 
  and culture. It is the home and headquarters of the Northern Gun 
  corporation and has enjoyed the benefits of the company’s high-
  tech weapons and manufacturing for longer than any other com-
  munity on the American continent. Since the Two Hundred Years 
  Dark Age it has prospered, safe in Northern Michigan, far from 
  the continent’s most active magic zones and protected by the icy 
  Great Lakes.
  While Ishpeming’s less desirable neighborhoods are covered 
  in soot from the factories that ring the city, it is gradually grow-
  ing out of the giant, industrialized camp that it once was. Ram-
  shackle tenements and collections of improvised shelters have 
  been cleared away to make room for modern apartment buildings 
  and modest rental properties. More schools and hospitals have 
  gone up in the last few generations, and Ishpeming’s population 
  is composed of families and corporate employees who can trace 
  their lineage back to before the Great Cataclysm, while embrac-
  ing new, young families who have come to the Republic of Ish-
  peming to find work and build a new life. Most of the tourists 
  who visit the city come for the large markets downtown or the 
  spectacle of the Robodome, and avoid the densely populated sub-
  urban neighborhoods and farm communities.
  Northern Gun’s fabled Downtown City Center is a sprawl-
  ing collection of showrooms, tall buildings, hotels, stores, shops, 
  entertainment and attractions that has many of the features and 
  qualities of pre-Rifts destination cities such as Manhattan, Chi-
  cago, Toronto, Las Vegas and Los Angeles. There are hotels 
  and restaurants, bars, dance clubs and a seemingly endless ar-
  ray of stores, shops and sights to see. The largest Northern Gun 
  showrooms and warehouse centers – all lit up with lights and 
  neon that rival a rainbow in color and outshine it in pure inten-
  sity – are among the main attractions of downtown. Best of all, 
  all NG retail stores throughout the Republic are heavily stocked 
  and EVERYTHING Northern Gun has to offer can be found in 
  abundance. This makes Northern Gun a wonderland for men of 
  arms and adventurers of every stripe.
  The infamous Robodome sports arena, lit up by spotlights and 
  holograms, is packed to capacity every night. Downtown is said 
  to never sleep, and nearby, on the edge of the NG Corporate Dis-
  trict, Northern Gun Headquarters looks down over the city. A 
  true skyscraper like the kind normally only found in the Coalition 
  States, it impresses a sense of power and resilience upon all those 
  who see it, even from a distance.
  City Highlights
  Northern Gun Corporate District
  An entire section of downtown Ishpeming and the adjacent 
  industrial districts are all devoted purely to the operations of the 
  Northern Gun. The corporate HQ is found within the center of 
  the Corporate District, and with the exception of a few outlying 
  buildings that are open to the public, there are no foreigners or 
  non-contract employees allowed in the area.
  
  33
  For the workers, engineers and managers who work within 
  it, the Corporate District is a beehive of activity. From the upper 
  floors of the towering corporate HQ, one can behold the armies of 
  trucks, workers, labor robots, trains and small aircraft that make 
  up the commercial heart of the Northern Gun. The Corporate Dis-
  trict blends into a factory belt adjacent to Ishpeming itself, far 
  enough from the actual city that only a moderate amount of soot 
  falls on homes and businesses.
  coming managers and shift bosses, an auditorium for lectures and 
  meetings, and other services and amenities, including a demon-
  stration lab that takes up most of an entire floor where new “toys” 
  are shown off to the corporate leadership.
  The first twenty floors are open to all Northern Gun contract 
  employees. There are corporate cafeterias, a gym, classrooms for 
  learning more about Northern Gun’s products and sales strate-
  gies, and even a corporate firing range in the basement where 
  employees can practice with their own personal weapons or fa-
  miliarize themselves with new products. The rest of the basement 
  is devoted to underground parking structures.
  Floors 21-24 are all security. No elevator or stairwell goes 
  through Floor 21, they all stop at or before the security levels. Ex-
  ecutives and VIPs who need to get to the upper floors stop at 21 
  and are cleared to use special elevators that can only be reached 
  from the security section.
  Within the security levels are monitoring facilities for keep-
  ing watch over the entire building and the surrounding area. 
  Cameras, infrared sensors and Coalition-style magic detectors 
  are rigged throughout the headquarters, and reaction squads of 
  guards are quick to appear if the surveillance center should report 
  anything amiss.
  Floor 22 contains all the major monitoring systems and emer-
  gency generator.
  Floor 23 has a substantial armory that keeps the building’s 
  guards outfitted and equipped, stocked with everything from pis-
  tols to power armor.
  There is a large Loss Prevention Office (LPO) Division on 
  Floor 24. While the LPO headquarters is elsewhere, many of its 
  top agents have offices at the corporate HQ and there are officers 
  permanently assigned there as liaisons and security specialists. 
  Should any problems occur at Northern Gun HQ, they are armed 
  with NG weapons, body armor, and power armor, and prepared 
  to respond at a moment’s notice.
  Floors 25-39 contain the bulk of the building’s executive of-
  fices. Northern Gun is the largest existing sales and distribution 
  network in America, next to the illegal Black Market, and the 
  largest manufacturer outside the Coalition States. Coordinating 
  the efforts of one of the planet’s biggest corporations falls on the 
  shoulders of the few dozen executives who work within these of-
  fices. From Mexico to Manitoba, from Nevada to Newfoundland, 
  the fruits of their efforts are Northern Gun weapons and products 
  that have spread near and far. Each branch or division of the com-
  pany is represented in this VIP section with its own corporate 
  office, even if, like the Research and Development Branch, they 
  have their own headquarters elsewhere in the city. There is an 
  executive lounge, four-star restaurant, tavern, numerous private 
  meeting rooms and a few other luxury facilities for the higher-
  ups.
  Floors 40-47 are the personal offices of the Trade Council 
  and the highest-ranking executives and overseers of Northern 
  Gun. Each floor is paneled with Red Oak from the forests of Ish-
  peming, lending a sense of class and sophistication to the upper 
  corporate section that still represents the company’s rustic roots. 
  Each Trade Councilor has his or her own large, well-appointed 
  office and offices for their closest staff members.
  Floor 40 features an elegant executive dining room and kitch-
  en.
  Floor 41 has a small stage where presentations are made to the 
  top brass and important guests.
  NG Headquarters, Ishpeming
  Located in the Corporate District near Downtown, the tallest 
  building in all of Ishpeming is the impressive corporate head-
  quarters for the Northern Gun corporation. Built during the Gold-
  en Age of Man, the building was designed well enough to survive 
  the earthquakes of the Great Cataclysm, and has been maintained 
  for centuries by Northern Gun as a symbol of humankind’s tenac-
  ity and perseverance. It has all the gleam and sophistication that 
  one would expect from Golden Age construction, though weath-
  ered by long decades of exposure to the point where no amount 
  of restoration can make it look like new.
  The headquarters is the meeting place for the Trade Council 
  and one of Northern Gun’s largest offices. While the research and 
  development labs below the building were moved many years 
  ago to their own complex, the headquarters is still the center of 
  corporate operations. It has most of the company’s history rep-
  resented inside, by statues and mock-ups of their most famous 
  products and paintings and photographs of important people and 
  events.
  The building itself is a 48 story skyscraper the likes of which 
  are rarely seen outside of the Coalition States. It houses many of 
  the company’s high-ranking executives in secure offices above 
  the 20th floor, as well as customer service, public relations and 
  several branch offices. There is a large training center for up-and-
  
  34
  The Trade Council’s boardroom is on Floor 47, along with 
  the office of the Chief Councilor and his or her staff. Access to 
  this floor is restricted even to the other company executives and 
  security staff are specially cleared by the Loss Prevention Office.
  The top floor, Floor 48, is devoted to roof security and air-
  craft operations for the building’s four helipads. Trade Council 
  members often use their status to travel around Ishpeming by he-
  licopter or hovercraft and landing right at the HQ is the ultimate 
  in privilege and convenience. The security staff is paranoid about 
  the top floor and the potential for supernatural flyers or jet pack-
  equipped attackers to get inside the building. They are also wary 
  regarding the maintenance personnel who come to work on the 
  air-conditioning and heating units, and the flight technicians who 
  service the Trade Council’s aircraft.
  Notable Corporate Officers
  CEO – Chief Executive Officer & Chairman: Bradley Whitcomb
  P – President of the Company: Ryan Fuerst
  VP – Vice President of the Company: Lucas Buck
  CFO – Chief Financial Officer: David Dunham
  CAO – Chief Accounting Officer: Kerry Cook
  CIO – Chief Information Officer: Shawn Johnson
  CRO – Chief Risk Officer: Terrence Carter
  CSO – Chief Sales Officer: Derek Boudreaux
  Automotive, President: Douglas Rood
  Business Liaison, Director: David Klett
  Business Analyst, Director: Warren Nelson
  Chief of Bionics: Michael Satran
  Chief of Engineering: James Walker
  Chief of Loss Prevention Office: Andrea Callister
  Chief of Robotics: Joshua Hill
  Chief of Weapons Engineering: Benjamin Barton
  Customer Service, Director: Jorel J. Levenson
  Distribution & Logistics Specialist: Shayne Lavender
  Internal Affairs, Director: Todd Spencley
  Legal Department, President: Dennis Hughes
  Managing Director: Christina Liu
  Manufacturing, Director: John Klinkel
  National Defense Director: Timothy Letts
  Perimeter Defense, Director: Brent Burnett
  Project Manager, President: Bonnie Krueger
  Public Relations, Director: Michael Copeland
  Human Resources, Director: Scott Norman
  Research and Development, Director: Federico Franceschi
  Risk and Safety Officer: Kris Perlock-Campeau
  Sales and Promotion, President: Kenneth Gunther
  Senior System Analyst: Cody Dobbs
  Senior Weapons Officer: David Keiger
  Senior Test Pilot: Branden Loizides
  Security, Director: Jason Lamb
  Other Areas of Northern Gun
  Most of Northern Gun’s manufacturing facilities are located 
  in large belts of factories and warehouses that surround Ishpem-
  ing. Factories, and then entire districts of factories, sprung up as 
  Northern Gun grew and the Upper Peninsula was reclaimed for 
  humankind.
  Residential areas. Homes, condominium style housing, and 
  low-profile apartments fill in the area between Downtown and the 
  outer-rim of factories. Most “neighborhoods” are composed of 
  one and two-story houses and condos. Schools, parks and small 
  shopping areas are sprinkled throughout. Most are well kept with 
  manicured lawns and small gardens. Apartment buildings are sel-
  dom taller than four stories and some neighborhoods are dotted 
  with industrial parks composed of machine shops, warehouses 
  and light manufacturing.
  Hovertrains and traditional rail systems transport ore direct 
  from the iron fields on the western border, and more comes from 
  the fields around Marquette. Hovertrains are also used to trans-
  port workers and the civilian population.
  Ships and barges unload their cargo at various ports around 
  the city. From there, the ore, along with endless tons of other 
  raw materials, is refined, processed, sorted, treated, and prepared, 
  before being distributed to the various factories of Northern Gun 
  and trade partners located in Upper Michigan.
  A note about building size and security. While Downtown 
  Northern Gun may have all the flash and glitz of the pre-Rifts 
  Las Vegas strip, there is practicality to the architecture. Com-
  paratively few buildings are taller than 8-12 stories downtown, 
  and seldom more than 4-6 stories elsewhere, they have few glass 
  windows, and many are designed more like Mega-Damage bun-
  kers than office buildings or skyscrapers.
  Tall buildings are impressive and eye-catching, which is ex-
  actly why Northern Gun avoids them. The taller the building, 
  the more attractive a target. This is Rifts Earth. Northern Gun is 
  a wealthy arms manufacturer. Attacks and raids are inevitable. 
  Thus, the typical building seldom exceeds four or five stories in 
  height, and one third have an equal or greater number of secure 
  underground levels that can be sealed off from the ground floor. 
  Most other average buildings have 1-2 basement levels and/or 
  fallout shelters in case of attack.
  Tall buildings are easy targets. The taller the building, the 
  more likely it will be targeted, and the more susceptible it is to 
  damage. Tall buildings also cause a wider radius of collateral 
  damage and are more subject to partial collapse when upper lev-
  els are severely damaged. Explosions in the upper floors cause a 
  rain-down effect to a much wider radius, resulting in damage to 
  surrounding buildings from shrapnel and flying debris. Likewise, 
  falling debris can block streets, shower street level pedestrians 
  and defenders, and send clouds of flying glass and debris for sev-
  eral city blocks. Low, bunker-style buildings with few windows 
  make difficult targets more easily defended from the ground 
  and the air, and create much smaller debris fields when they are 
  blown up or collapse. For these reasons, few buildings anywhere 
  in Ishpeming, except Downtown, are taller than four stories.
  Low-profile buildings, 1-6 stories tall are smaller targets, don’t 
  block one’s view of the sky, and are easier to defend on a number 
  of different levels. With the exception of Downtown – which is 
  a deliberate showcase for product and intended to look big and 
  impressive – most factories and buildings in Ishpeming are only 
  1-4 stories tall. Many factories and some warehouses look more 
  like massive, M.D.C., concrete bunkers than traditional factory or 
  warehouse buildings. Windows and glass are kept to a minimum 
  and many factories often have 1-4 underground sub-levels. Even 
  many warehouses have one or two basement levels where the 
  most valuable stock is housed. Some buildings even have under-
  ground tunnels to concealed exits away from the building that 
  lead to underground shelters. All of this is done for security and 
  survivability should any portion of the city fall under attack. It is 
  
  35
  a practice that extends to other cities and towns in the Ishpeming 
  Republic and its neighbors.
  Downtown Northern Gun
  The majority of the downtown area is the Market District 
  devoted to NG showrooms, stores, shopping plazas, sales and 
  entertainment. The sprawling downtown area is all glitz, glamor 
  and lights. For mercenaries and adventurers, it is rather like Dis-
  neyland or the Las Vegas strip of pre-Rifts Earth.
  Downtown has wide streets that can accommodate giant ro-
  bots, tanks and massive vehicles of all kinds. There are a lot of 
  chrome, neon signs, spotlights and spectacle for all to see. Giant 
  Robots are on display in outdoor plazas for sale, while others 
  walk down designated paths or are stationed on select street cor-
  ners, and piloted by NG defenders to provide city defense and to 
  help enforce the law. Their presence, especially iconic ‘Bots like 
  the Hunter Mobile Gun and Wolverine, as well as Gladiatorial 
  Robots on display, provide tourists with another sight to see, a 
  photo op, and considerable peace of mind that the city is safe and 
  well protected. And it is. Police clad in stylish power armor can 
  be seen walking the streets, helping citizens and visitors, and rid-
  ing police hovercycle interceptors throughout the city, with their 
  greatest presence in the expansive “Downtown” area.
  Some of the tallest and flashiest buildings in all of Ishpem-
  ing are found in the downtown area. The ground floors are almost 
  always massive showrooms with tall ceilings. Likewise, the sec-
  ond and third floors above, and sometimes the basement levels 
  are smaller showrooms, stores and shops.
  Most showrooms are dedicated to a specific range of prod-
  ucts: Giant robots, work ‘Bots and cargo haulers, robot horses and 
  animal companions, power armor, adventuring vehicles, combat 
  vehicles, commercial vehicles, hovercycles, jet packs, water ve-
  hicles, aircraft (very limited), recreational vehicles, sports gear, 
  wilderness exploration gear, hunting/trapping equipment, spy-
  ware, electronics, clothing, farm work vehicles and equipment, 
  electrical generators, building materials, Body-Chop-Shops and 
  bionic augmentation, and on and on. Think MercTown only 20 
  times bigger, slicker and more commercial, and dedicated exclu-
  sively to Northern Gun products. And that’s just the hardware 
  part.
  Downtown is also where visitors can find all kinds of civi-
  lized, mostly family friendly entertainment: hotels, motels, movie 
  theaters, live theater (plays, comedies, music), an orchestra hall, 
  nightclubs, dance clubs, restaurants, bars, pubs, legal gambling 
  casinos (clean and above board), stores and shops of all kinds. 
  The only types of businesses not found are places that cater to 
  magic, D-Bees and criminal enterprises. To keep Downtown 
  Northern Gun a high-tech wonderland and playground for every-
  one from mercs and adventurers to visiting heads of state, farm-
  ers and families, half the business establishments are owned and 
  operated by the NG corporation and all others are slick, clean and 
  wholesome. There are no pawnshops, drug dens, rowdy taverns, 
  illegal gambling, prostitution or seedy establishments allowed in 
  the Market District. Places of ill-repute and questionable char-
  acter are found on the outskirts of Ishpeming and at some of the 
  other smaller, industrial towns that make up the greater Northern 
  Gun area. Even then, they are nothing like the dumps, dives and 
  dens of iniquity you encounter in many of the Chi-Town ‘Burbs, 
  MercTown, Ciudad Juarez and most other kingdoms and com-
  munities. Northern Gun is civilized, wholesome, safe and law-
  abiding. Outside of the Kingdom of Lazlo, Chi-Town itself, Free 
  Quebec, and some of the other fortress cities, Ishpeming/North-
  ern Gun is one of the safest, cleanest and civilized communities 
  in North America. There is no dark and dangerous underbelly. 
  Even the Black Market has little presence or influence within Ish-
  peming and the surrounding area.
  The Mall of Michigan
  The Mall of Michigan is the largest single sales outlet any-
  where in Northern Gun. It is a sprawling complex of shopping 
  arcades, several NG warehouse centers and outlet stores, store-
  fronts, restaurants and service centers. Virtually any basic item or 
  piece of civilian technology can be acquired at the Mall, and for a 
  price 10-15% lower than suggested list price elsewhere.
  Located in the Downtown area, the Mall of Michigan is anoth-
  er part of the carnival experience and in-your-face showmanship 
  the city has come to be known for. Thus, it is as much of a mar-
  keting device and promotional mechanism as anything else, and 
  it works. Visitors are always wowed by the variety and availabil-
  ity of merchandise, and keep talking about NG products and their 
  NG experience for years afterward. While the Mall of Michigan 
  does host a huge number of shopping outlets and individual item 
  sales run high, the lower profile and more practical showrooms 
  and warehouse centers of Escanaba and Marquette are just as ef-
  fective and profitable.
  Still, the Mall of Michigan is a bustling retailers’ paradise with 
  stores that have the entire Northern Gun product line, as well as 
  many competitors’ non-military products and a wide range of 
  wilderness exploration and adventuring goods, spare parts, prac-
  tical clothing, survival gear and specialized equipment. One can 
  outfit anything from a family to a mercenary company using what 
  they find in the Mall of Michigan. New products premier at the 
  Mall all the time, usually kicked off with food, drinks, free give-
  aways and prizes. Robo-Gladiators and other celebrities are often 
  brought in for these events, and there were even a few Erin Tarn 
  book signings many years ago when the Mall was much newer 
  and smaller and the original “Traversing Our Modern World” 
  had just appeared on Black Market bookshelves. Trade Council 
  members, high-ranking Northern Gun executives and proud engi-
  neers all sometimes linger at the Mall in order to see the public’s 
  response to their products firsthand. There is a certain excitement 
  in all the shopping and showmanship of the Mall, an element that 
  is much lower key in Escanaba, where most sales involve merce-
  naries and state armies making bulk purchases by the crate and 
  truckloads of prepacked equipment.
  Clothing and Fashion in North America. Northern Gun’s 
  Mall of Michigan features a wide selection of different clothing, 
  from the most basic work clothes to expensive and high quality 
  brands. As a center of commerce, Ishpeming has many native 
  entrepreneurs who run textile factories or clothing outlets; busi-
  nesses that require the kind of stability found in Northern Gun.
  The Huntsman’s Choice line of S.D.C. (and M.D.C.) armors 
  and light M.D.C. field clothing and other items is popular among 
  Wilderness Scouts and outdoorsmen of all kinds. The Opera-
  torPlus line of mechanic’s jumpsuits, jackets and accessories is 
  made for the many technical types who work for Northern Gun 
  or buy its products, from factory workers to traveling Opera-
  tors to full-time mechanics. They include numerous pockets and 
  
  36
  straps for holding tools, as well as padded knees and elbows and 
  a fireproof treatment that helps protect the wearer from burns. 
  The Fireblood Line is stylish clothing, leather accessories, leather 
  trench coats, gauntlets, body armor and gear designed for Juic-
  ers and Juicer wannabes. There are other specialized clothing 
  lines such as combat fatigues with built-in webgear and uncom-
  mon camouflage patterns for mercs and adventurers; waterproof, 
  buoyant work attire and clothing for sailors; as well as a line of 
  clothing and gear with a Western/Cowboy look for those heading 
  out to the Pecos Empire and the New West, and others.
  In addition to clothing made for a specific purpose or occu-
  pation, there is also a good variety of standard civilian apparel 
  and dress clothing. Mass produced, cheap clothing is cranked out 
  for export and sale to those on a limited budget. High-quality, 
  modestly-priced clothing that stands up to rough use and Mich-
  igan’s winters is the norm in Ishpeming and throughout much 
  of the Manistique Imperium. Both communities are relatively 
  wealthy and stable, and mostly devoid of the rag-clad urchins of 
  the ‘Burbs and most small kingdoms and cities.
  Howard Holland, Director of Operations, Quick Stats: 
  Howard is a logistical genius who keeps the Mall running 
  smoothly and the many shop owners happy. He also coordinates 
  special events at the Mall. Alignment: Anarchist. Attributes: 
  I.Q. 20, M.E. 19, M.A. 17, P.S. 10, P.P. 11, P.E. 12, P.B. 13, 
  Spd 15. Experience: 12th level Rogue Scholar with connections 
  within NG, the Black Market and most of the shop owners and 
  other notable people in Ishpeming. This also means he keeps up 
  on all the rumors and celebrity scuttlebutt.
  John King, Head of Security at the Mall, Quick Stats: John 
  has experience as a mercenary and private investigator. He is a 
  good leader, dedicated to his job and incorruptible. Alignment: 
  Principled. Attributes: I.Q. 14, M.E. 15, M.A. 14, P.S. 20, P.P. 
  13, P.E. 11, P.B. 12, Spd 21. Experience: 11th level Military 
  Specialist with skills in surveillance, undercover ops, computers, 
  and security.
  Trigger-Quick Burgers & Fries
  One thing visitors to Ishpeming are sure to remember is Trig-
  ger-Quick Burgers and Fries. More than just a single restaurant, 
  Trigger-Quick is an entire fast-food franchise that has spread 
  throughout the Republic of Ishpeming, the Manistique Imperium 
  and even has a handful of locations in CS Iron Heart. Remem-
  ber, fast-food restaurants and food chains are a thing of the past 
  that vanished, for the most part, after the Great Cataclysm. So for 
  many travelers on Rifts Earth, this is something new, different 
  and interesting, plus the food is surprisingly tasty (better qual-
  ity than pre-Rifts fast-food of the 20th Century) and amazingly 
  fast compared to most traditional sit-down restaurants. Trigger-
  Quick is an actual chain of restaurants with a standardized food 
  menu, food preparation, and prices. One can order a burger at any 
  Trigger-Quick location and expect to receive the same food and 
  service they have known to rely upon. Trigger-Quicks are found 
  throughout the city of Northern Gun as well as at least a few in 
  virtually every sizable city and town in Ishpeming, as well as at 
  neighboring large cities in Manistique and the City of Brass in 
  CS Iron Heart. They serve a few different types of burgers and 
  fries, fish sandwich and fries, chicken sandwich and fries, chick-
  en strips and fries, chicken salad, soft drinks, milkshakes, a few 
  desserts and Trigger-Quick’s famous “Bull’s-Eye” onion rings. 
  Prices are dirt cheap (average meal costs less than 5 credits), but 
  the food quality is very good and very fast (generally, less than a 
  5 minute wait). A few have even introduced something they call 
  a “drive-thru window.”
  Brandon Aten, Owner, Quick Stats: Brandon is the owner 
  who started the chain and is making a killing. Alignment: Prin-
  cipled. Attributes: I.Q. 18, M.E. 13, M.A. 21, P.S. 12, P.P. 12, 
  P.E. 13, P.B. 14, Spd 12. Experience: 9th level Rogue Scholar. 
  Note: He is considering starting a new chain of stores. One that 
  combines playing parlor games and selling drinks and snacks. 
  Like many businessmen in Northern Gun, Brandon has spon-
  sored the creation of a few gladiatorial events at the Robodome, 
  but has only won once. He also hosts numerous charity events for 
  orphans and sick children.
  The Robodome
  Northern Gun is much too civilized and peace-loving to pit 
  living combatants against each other in brutal, life and death 
  gladiatorial games, even against monsters. So they came up with 
  a tech-solution and created a new sport and spectacle: Battling 
  robots. And it has become a hugely popular sport – one of the 
  largest attractions in Ishpeming amongst visitors and locals alike. 
  The place for these exciting games is the infamous Robodome. 
  See the entire section devoted to the Robodome and Robo-Gladi-
  ators in Rifts® Northern Gun™ Two, for complete details.
  Prototype Previews
  Whenever a new Northern Gun product premiers, the corpo-
  ration is sure to make a publicity event out of the occasion. The 
  majority of new products are shown off in two places: the Mall 
  of Michigan and the Central Sales Headquarters in Escanaba. The 
  prototype demonstrations normally consist of trained technicians 
  doing a little target shooting or taking the new vehicle or robot 
  out for a spin on the test-track. Sometimes customers and shop-
  pers are invited to test out the new weapon systems under con-
  trolled conditions on the gun range there, and take light vehicles 
  (with weapon systems deactivated) for a ride on the test-track.
  Most previews go hand in hand with early sales efforts. When 
  a weapon, vehicle or product first appears, it is sold at a discount 
  (usually between 10-20%) for the first week or two it is offered. 
  The discount helps put the product in people’s hands, and North-
  ern Gun customers who return to their lives all over the continent 
  spread word of the new item far and wide. Seeing it in use is 
  normally enough to increase sales, and once the news is out, cus-
  tomers begin making requests and large purchasers ask about the 
  new inventory.
  Shawn Kennedy, Director of Previews, Quick Stats: Shawn 
  loves marketing and promotion almost as much as the Northern 
  Gun corporation. Alignment: Anarchist. Attributes: I.Q. 14, 
  M.E. 12, M.A. 24, P.S. 10, P.P. 9, P.E. 13, P.B. 11, Spd 12. Ex-
  perience: 11th level Rogue Scholar with skills involving com-
  munication, promotion and TV/Video.
  Ed’s Used Vehicle Emporium
  Many of Northern Gun’s robots, vehicles and products wear 
  out or are damaged beyond repair as part of their normal working 
  life cycle. The husks of giant robots, combat vehicles and scrap 
  often find their way back to Northern Gun for salvage. All the 
  
  37
  industrial cities of Upper Michigan salvage and recycle. In Ish-
  peming, there are dozens of scrap and salvage operations, large 
  and small, happy to tear out usable components, clean them up, 
  rebuild those that require it and sell them as spare parts, as well as 
  recycle scrap metal and plastic, and sell them back to the North-
  ern Gun corporation. Salvage and recycling is a huge business in 
  Ishpeming with many outfits owned and operated by NG itself. 
  There are also many private salvage and scrap yards, and places 
  that sell spare parts and rebuilt engines, circuit boards, weapon 
  systems and components.
  The largest and most famous second-hand lot in all of North-
  ern Michigan is Ed’s Used Vehicle Emporium. It is a massive 
  storehouse of vehicles, robots, hovercraft and mountains of spare 
  parts, making Ed’s Used Vehicle Emporium part used car lot (a 
  very large one), part warehouse store and part scrap yard. The 
  most expensive ‘Bots and vehicles are showcased toward the 
  front and inside the big warehouse showroom. Some are select 
  items at bargain prices, to draw customers inside. Behind the 
  used vehicles (including robot vehicles) is a large fenced-in area, 
  topped with barbed wire and lights. Inside are junk vehicles, used 
  items waiting to be cleaned up or salvaged, and mounds of spare 
  parts and scrap. The more valuable parts are sorted and stored on 
  open shelves under canopies and inside barn-like storage build-
  ings. The best and fastest selling spare parts and weapon sys-
  tems are kept inside the back half of the massive Emporium Store 
  which is more like a giant warehouse with robots and vehicles in 
  the front half and the rest lined with shelves 20 feet (6.1 m) tall.
  Prices for purchasing “totaled” and severely damaged robots 
  and vehicles are higher at Ed’s and at other Ishpeming scrap yards 
  thanks to the pressing need for Northern Gun spare parts and the 
  robust secondary repair and modification market. Typically 2-3% 
  of the original list price (where most scrap yards outside Upper 
  Michigan seldom pay more than 0.5 to 1%). Sometimes Ed’s 
  Used Vehicle Emporium will pay as much as 8% if Ed and his 
  Operators believe the robot or vehicle can be rebuilt and resold 
  quickly, or contains a wealth of salvageable weapon systems, 
  parts and power supply. Of course, vehicles that are truly just 
  bricks of junk might only fetch 1,000 credits.
  Used, working vehicles and robots, of course, command a bet-
  ter price, but Ed and company NEVER pay more than 50% of the 
  original list price for a ‘Bot or vehicle in excellent condition. A 
  purchase price of 20-30% is the typical price for a ‘Bot or vehicle 
  in good to very good shape, half for “fixer-uppers” and “junkers.”
  Owner Edward Sauerland and his team of Operators take the 
  purchased used vehicles, clean them up, may do some body work, 
  fix obvious and known serious problems, and put them up for 
  sale at around double what the Emporium paid for them, more for 
  good looking items, but seldom more than 70% of the list price 
  for a new one. Only vehicles in high demand and souped-up ro-
  bots and vehicles with a number of special features and enhanced 
  performance capabilities may sell for as much as the original list 
  price or more. However, such high-ticket items are a rarity. Ve-
  hicles of most kinds are available, though most are older models.
  Bargain Vehicles at Ed’s. Bargain vehicles are rattletraps 
  and old robots and vehicles not in tip-top condition. They look 
  banged up and rebuilt, but most sell for 30-40% of the cost of a 
  new one. All bargain vehicles have 40% less M.D.C., reduced 
  speed and maneuverability (-1D4x10% to Spd and are -5% on 
  Piloting skill rolls). Moreover, they are almost certain to be miss-
  ing 1D4 standard features and/or a couple of weapon systems, 
  and have a hodgepodge of patchwork armor and no body work 
  to make it look good. Still, it is a bargain and every one is guar-
  anteed to work.
  There is also a scrap metal crushing operation and process-
  ing center for metal and plastic, but both are away from the Em-
  porium and customers. Out in the scrap yard, covered by tarps 
  and arranged by model type, are millions of vehicle parts, com-
  ponents and subsystems. Ed and his staff, assisted by a few dozen 
  NG Light and Heavy Labor Drones, are experts as sifting through 
  the mountain of machinery and finding the exact piece a customer 
  is looking for. Odds are, if you need it, Ed has it. (There is a 92% 
  likelihood of success!) And at prices half the cost of a new part 
  and just as reliable. All rebuilt parts are as good as new.
  Ed’s Used Vehicle Emporium also has an excellent body shop 
  and repair garage on site and another in the industrial part of 
  town. The Operators who work here are very skilled and known 
  for their custom paint jobs and ability to paint designs, logos and 
  characters on ‘Bots and vehicles. The problem is, there is such 
  demand for their services, even with the Operators’ Room and 
  other good shops in town, that a typical wait, especially for a 
  custom paint job, is 2D4 weeks.
  Edward Sauerland, Owner, Quick Stats: Alignment: Un-
  principled. Attributes: I.Q. 15, M.E. 12, M.A. 22, P.S. 18, P.P. 
  13, P.E. 15, P.B. 14, Spd 11. Experience: 10th level Operator 
  with a number of piloting skills and a bionic right arm. Note: 
  As a hobby, Ed makes and enters gladiatorial robots to fight for 
  prize money at the Robodome. He and his crew are friendly rivals 
  with the guys from the Operators’ Room, who also enter ‘Bots in 
  gladiatorial competitions. Both have had their share of triumphs 
  and defeats in the arena.
  The Operators’ Room
  The Operators’ Room is the most advanced and exclusive me-
  chanics’ shop in the city. It is a candy store for gearheads and 
  grease monkeys, tankers and pilots, and power armor comman-
  dos and adventurers. The most talented and creative Operators, 
  Cyber-Docs and other technicians from the Midwest are drawn to 
  the Operators’ Room, a place where field armorers are artists and 
  every war machine is a masterpiece.
  Customers are greeted by polite, efficient receptionists. The 
  Operators and mechanics of the Operators’ Room are not chosen 
  for their skill in public relations, so most customer interaction is 
  left to others. The Operators’ Room handles a huge number of 
  jobs, so careful organization is a necessity, and there is a large 
  staff to take care of it. Once the pertinent information has been 
  recorded and a down payment made, customers are taken back to 
  the Build Floor, a huge warehouse full of sparks and hydraulic 
  lines and crews of workers. There they meet with the Operator 
  in charge of their order and hammer out the technical details of 
  repairs and/or custom modifications. Every standard Northern 
  Gun vehicle accessory or upgrade is available, but the seasoned 
  mechanics of the Operators’ Room are typically looking for more 
  challenging assignments. Swapping out weapon systems, replac-
  ing armor, cosmetic customization, stealth paint, souping-up 
  speed and performance by 2D4+10% and personalized control 
  interfaces are all routine tasks for the pros at the O.R. However, 
  this quality workmanship comes at a 20% higher price than most 
  other garages in town, and rush orders (within 72 hours) cost an 
  additional 30%, but the workmanship is impeccable.
  
  38
  The Operators’ Room is located conveniently down the street 
  from Ed’s Used Vehicle Emporium, so spare parts and bits of 
  Mega-Damage armor are never hard to come across.
  In addition to repairing giant robots and vehicles of every 
  variety (including those not of NG manufacture), the O.R. has 
  a Body-Chop-Shop for cybernetic augmentation and bionic up-
  grades that is also one of the best in town. Standard prices.
  Stan Chesser Quick Stats: Stan is the owner of the O.R. 
  Alignment: Scrupulous. Attributes: I.Q. 18, M.E. 14, M.A. 15, 
  P.S. 17, P.P. 14, P.E. 12, P.B. 12, Spd 10. Experience: 12th level 
  Operator. Note: For fun, Stan and his crew build and enter com-
  bat robots to fight for prize money at the Robodome. The O.R. 
  team has won six times more than Ed at the Emporium, which 
  keeps their friendly rivalry burning.
  The Ishpeming Arms Hotel
  Renowned for its luxury and service, Ishpeming’s most fa-
  mous hotel is the Ishpeming Arms. A favorite of Robo-Gladiators, 
  mercenary commanders and NG Corporate Execs, “the Arms” is 
  more than just a place to stay – it is an experience.
  First, valets wait outside to take customers’ vehicles. No mat-
  ter how many wheels (or legs) the vehicle has, a skilled valet 
  will take it and park it off somewhere unobtrusively. Guests’ lug-
  gage is handled for them by robot bellhops that do not need to be 
  tipped.
  Standard rooms are equal to the most luxurious accommoda-
  tions that can be found in most other places in the world. Suites 
  are incredibly sumptuous; equipped with full-sized kitchens, 
  whirlpool baths, 1-4 private bedrooms and a balcony that over-
  looks downtown Ishpeming. Normal rooms run 500 credits per 
  night, while suites go for 2,000.
  The entire building is only eight stories tall, but covers an en-
  tire city block, has a massive courtyard, gardens, a skating rink in 
  the winter (duck pond in the summer), a large indoor swimming 
  pool and three restaurants with courtyard dining.
  The Arms is a good place to stay if one is looking to bump 
  into Robo-Gladiators, other celebrities and well-to-do merchants, 
  adventurers and travelers. Trade Council members frequent the 
  Arms, as well as successful mercenaries, foreign diplomats and 
  wealthy businesspeople. Secret meetings and exchanges often oc-
  cur in its courtyard gardens, lobbies and corridors.
  Chadd J. Leath, Owner, Quick Stats: Chadd is a perfec-
  tionist who strives to make the hotel the most luxurious, four-
  star experience on the continent. He enjoys socializing with his 
  celebrity guests and powerful people. His parties are amazing. 
  Alignment: Scrupulous. Attributes: I.Q. 17, M.E. 12, M.A. 22, 
  P.S. 10, P.P. 9, P.E. 10, P.B. 11, Spd 11. Experience: 11th level 
  Rogue Scholar with skills involving communication, promotion 
  and TV/Video.
  Jeffery Gilbert, Hotel Manager, Quick Stats: Jeffery is a 
  cagey fellow who has his finger on the pulse of everything hap-
  pening at the hotel and with his many celebrity guests. He and 
  owner Chadd make a great team and have no secrets between 
  them. Alignment: Scrupulous. Attributes: I.Q. 15, M.E. 18, 
  M.A. 20, P.S. 10, P.P. 11, P.E. 14, P.B. 13, Spd 14. Experience: 
  10th level Vagabond with skills involving communication, com-
  puters and business (including Pick Locks skill).
  Christopher Thomas, Head of Security, Quick Stats: Chris 
  is the hotel “fixer,” the guy who quietly and discreetly takes care 
  of problems at the hotel for the owner, and fixes “issues” the 
  guests may encounter, including avoiding entanglements with 
  the law and bad publicity. Sometimes, that includes fixing things 
  that even the owner and the manager never know about. His ser-
  vices also include the acquisition of contraband. Alignment: An-
  archist. Attributes: I.Q. 15, M.E. 18, M.A. 13, P.S. 22, P.P. 20, 
  P.E. 14, P.B. 10, Spd 23. Experience: 9th level Freelance Spy. 
  According to rumors, he served as a Sheriff in the New West or 
  Pecos Empire in his youth, but Chris never talks about it.
  The Hovertrain Terminal
  The busiest part of town is, without doubt, the Ishpeming Ho-
  vertrain Terminal. A giant expanse of concrete berths and bays, 
  the terminal is a stopping point for hovertrains laden with passen-
  gers – whether they be citizens, NG employees or visitors. Half-
  underground, the terminal consists of an upper section where 
  vehicles park or drop people off, along with a control tower that 
  watches over everything and insures that two hovertrains never 
  try to cross the same space at the same time.
  Below the surface is the hovertrain terminal. Huge tunnels 
  bring the vehicles in from up above and down into the boarding 
  areas. Elevators, escalators, stairs and moving sidewalks carry 
  passengers around the central hub, and a giant, semi-automated 
  cargo-sorting apparatus fills many of the surrounding mainte-
  nance rooms.
  Hovertrains enter the respective tunnels radiating outward 
  from the terminal on the outskirts of Downtown Ishpeming. Ho-
  vertrains are simply too big to navigate through the city without 
  prohibitively interrupting traffic, so they are kept belowground, 
  leaving the surface streets clear for pedestrians and private 
  wheeled, legged and hover vehicles. The massive hoverdrives on 
  hovertrains also have a tendency to blow pedestrians off their feet 
  and make things uncomfortable at ground level, and confining 
  them to tunnels mitigates this problem. Tunnels also help to keep 
  them safe from possible attacks and raids.
  Once loaded with passengers, the hovertrains depart using the 
  same tunnel system. Cargo hovertrains typically load up and un-
  load at designated depots around the factories and corporate areas 
  of the city and Republic, joining the normal flow of traffic only 
  when necessary. Of course, one of the main destinations is to and 
  from the Visitors’ Depot five miles (8 km) outside the City of 
  Northern Gun.
  The Old Rail Station
  Before hovertrains became a ubiquitous part of Northern 
  Gun’s infrastructure, traditional rail lines did most of the heavy 
  lifting. And they are still used today, though mainly for cargo 
  hauling. There are still railroads that run from Ishpeming to Es-
  canaba, across to Manistique, and inland at many points, connect-
  ing to logging camps, mines and small communities.
  Normal trains are smaller and much cheaper than hovertrains, 
  even though they require tracks, bridges and equipment like lo-
  comotive turntables. The expense of hovertrains means that many 
  “less important” areas of the Republic are serviced only by dirt 
  roads and conventional rail transit. The Keweenaw Peninsula, 
  home to Houghton and the Copper Island mining region, is one 
  such place, and many people prefer to take the hovertrain to On-
  
  39
  tonagon and travel to Houghton by water rather than endure the 
  entire journey on one of Ishpeming’s aging rail trains.
  The Old Rail Station is a busy, large building with impres-
  sive masonry and tall windows. It was built during the 50s P.A., 
  a testament to the refined image that the (then) Kingdom of Ish-
  peming was trying to create for itself. Sculptures and reliefs of 
  Northern Gun robots and vehicles are carved into the building’s 
  facade, far more elaborate than the murals, billboards and sales 
  promotions plastered across the hovertrain terminal.
  Vanderman Castle
  Former Ishpeming Royal Residence
  Another popular tourist attraction in Ishpeming is the Van-
  derman Castle. Until the Kingdom of Ishpeming was rebranded 
  as the Republic of Ishpeming, the Castle was off-limits to the 
  public; a prestigious royal mansion that stood for the eminence 
  of Northern Gun. Since the Vanderman family has been down-
  graded from “royalty” to “celebrities,” the Castle has been repos-
  sessed by the Northern Gun corporation and converted into a kind 
  of museum and cultural center.
  Tickets are sold at the front door (15 credits for adults, 5 cred-
  its for children under the age of 13), and the entire experience is 
  a look at the history of Ishpeming and Northern Gun. A few pre-
  served placards, vehicle parts and a few showpiece old vehicles 
  with the words “Northern, Inc.” etched into them hail back to 
  Northern Michigan’s Golden Age past. Photographs, maps and 
  artifacts from before the Great Catacylsm and the subsequent 
  Two Hundred Years Dark Age are there to be gazed upon in won-
  der, as well as examples of some of the first weapons and vehicles 
  that Northern Gun produced. There is also a section for the King-
  dom of Ishpeming years and records, plus photos and artifacts of 
  Northern Gun as it rose to economic prominence. The outdoor 
  courtyard is filled with a display of the most notable NG robots, 
  power armor and vehicles from throughout the ages.
  In addition to the historical museum, many videos and audio 
  presentations, guests can tour the luxurious Vanderman estate. 
  For those who have not seen the magical opulence of the Federa-
  tion of Magic or the enchanted gardens and parks of Lazlo, the 
  Vanderman estate is a slice of life that they cannot even imagine. 
  Higher-ups within the Coalition States don’t live as well as the 
  Vandermans once did. The impressive grounds, large, highly or-
  namental house and manicured lawns and gardens are a far cry 
  from the typical rubble-strewn streets of an average post-apoca-
  lyptic city-state.
  Louis “King” Vanderman
  Former King of the Kingdom of Ishpeming
  For many years, the political state dominated by the Northern 
  Gun corporation was technically a kingdom like so many other 
  Rifts-age settlements. Northern Gun has been in control since the 
  Dark Age, but in order to make Ishpeming seem more legitimate, 
  they appointed a “king” and declared the country the Kingdom 
  of Ishpeming. A few years ago, the NG Trade Council reevalu-
  ated their position, however. Surveys of Northern Gun customers 
  seemed to show that the status of the nation of Ishpeming had 
  little to no effect on their purchasing patterns. Within just a few 
  days, the old “Kingdom of Ishpeming” was replaced by the brand 
  new “Republic of Ishpeming,” an act that required changing a 
  few signs and removing the figurehead king, but little more.
  When the country was considered a kingdom, Louis Vander-
  man was its final king. The fifth generation of his family to hold 
  the title, Vanderman was born into wealth and privilege, only 
  to have it all stripped away in his late forties. Surprisingly, the 
  experience has not left him bitter. He gets a stipend from North-
  ern Gun that would make most people dance with joy, he enjoys 
  working as a PR spokesman and diplomat, and shoulders little ac-
  tual responsibility. One might be worried that Vanderman would 
  become ambitious and decide to install himself as actual King 
  of Ishpeming, or sabotage Northern Gun, but neither is the case. 
  Vanderman never really cultivated connections with the military 
  or political power structure, and is very much a pretty boy and 
  party animal who enjoys his cushy life of privilege. Neither he 
  nor any member of his family are willing to sacrifice that. He 
  has always been a celebrity in function and king in name only. 
  It is the “title” of king that has been stripped away from him. He 
  remains a recognized celebrity and well paid corporate spokes-
  person.
  King Louis Vanderman, Quick Stats: Though many as-
  sume he must resent being dethroned, Vanderman is okay with 
  it. His position comes with many perks and a calendar filled with 
  social functions. He likes not having many responsibilities be-
  yond PR and being a celebrity spokesperson for Ishpeming and 
  NG. Alignment: Anarchist. Attributes: I.Q. 15, M.E. 11, M.A. 
  22, P.S. 10, P.P. 11, P.E. 13, P.B. 17, Spd 14. Experience: 8th 
  level Rogue Scholar and former King. Notable Skills Include: 
  Computer Operation, Creative Writing, Dance, Gambling, I.D. 
  Undercover Agent, Literacy American, Performance, and Public 
  Speaking.
  Kristopher Akers, Bodyguard, Quick Stats: Kris is the 
  strong, silent type who stands in the background but is quick to 
  
  40
  take action to keep the King safe. Guard to the King is a good 
  paying gig, but Kris always keeps his ears open to opportuni-
  ties on the side. Alignment: Anarchist. Attributes: I.Q. 15, M.E. 
  18, M.A. 12, P.S. 22, P.P. 15, P.E. 14, P.B. 13, Spd 14. Experi-
  ence: 8th level semi-retired Bounty Hunter. Psionics: 53 I.S.P. 
  A Major Psychic with these abilities: Empathy (4), Nightvision 
  (4), Object Read (6) See the Invisible (4), Sixth Sense (2), and 
  Telekinetic Leap (8).
  NGMI Central Bank
  The central hub of the Northern Gun/Manistique Imperium 
  credit system is found in downtown Ishpeming. The NGMI Cen-
  tral Bank is a magnificent structure, designed by several talented 
  architects and festooned with sculptures and statues, many of 
  them of famous people and products from Northern Gun’s his-
  tory.
  On the main floor are rows of tellers, and offices that service 
  big-name clients, as well as a few well-appointed meeting and 
  presentation rooms. Offices for the bank staff and executives are 
  located upstairs, along with the bank’s boardroom and other fa-
  cilities. Deep within the center of the bank, in a sub-basement, are 
  the mainframes and computer cores that keep track of the cred-
  its in circulation and tie accounts to individual cards. The cards 
  function just like paper bills, and once a given number of credits 
  have been placed on a card they are considered transferred from 
  the bank to a spendable holding card. If the card is lost or stolen, 
  the credits go with it.
  A system that automatically debits purchases from users’ ac-
  counts is not possible throughout most of Rifts Earth, as commu-
  nication with a central server requires reliable connections that 
  simply do not exist. Within Ishpeming and Manistique, however, 
  individual credit cards are common, and usable at any retail out-
  let that has a hardline or radio connection to the NGMI Central 
  Bank Network. Like modern day credit cards, these cards can be 
  backed up, insured against theft or loss, and connected to various 
  accounts with different spending limits.
  The Central Bank oversees shipments of cash destined for Es-
  canaba and Marquette every day. Mercenaries provide security 
  for these transfers, which involve either paper credits, vouchers 
  or pre-credited NGMI bank cards. Cases of theft are rare, though 
  occasionally a few of the security personnel will try to pull an in-
  side job and disappear with a pay shipment. The Loss Prevention 
  Office (LPO) is especially vigilant when it comes to this kind of 
  crime, and is not shy about putting out kill orders on mercs and 
  bandits who think they can steal from Northern Gun and simply 
  walk away.
  Once the cash has left the city proper, it is up to the security 
  people to get it through the lightly populated wilderness. Ship-
  ments go west towards Houghton to be exchanged for copper and 
  furs or to Ontonagon to pay the troops of Task Force X. The most 
  common run, however, is currency exchange with Escanaba. So 
  much commerce is conducted out of Escanaba/MercBay that new 
  cash supplies have to be brought in at all times. So many vari-
  ous credits are cashed in that overflow from the NGMI bank in 
  Escanaba is taken by hovertrain to the main bank in Ishpeming to 
  be sorted through and processed.
  Coalition States Embassy
  Standing proudly in downtown Ishpeming is an imposing, 
  monolithic M.D. building with a pair of Coalition banners dan-
  gling from it. The Coalition flag flies overhead, and this spot is 
  technically Coalition soil. It is the Coalition embassy, a symbol 
  of hate and of changing times to the D-Bee population of North-
  ern Michigan. To human supremacists and the leaders of North-
  ern Gun, it represents a more secure future, part of a larger politi-
  cal system.
  The embassy is a large, eight story, bunker-style building, 
  more of a compound, really, with a picturesque courtyard at the 
  center and a rooftop garden for meetings and parties. Also on the 
  roof is a sky-dock for accommodating SAMAS patrols, helicop-
  ters, and Death’s Head Transports, the primary means of resupply 
  and exchanging personnel for the CS Embassy. Inside, CS citi-
  zens receive the papers that allow them to travel or work within 
  Michigan and neighboring CS Iron Heart across the lake. They 
  must routinely check-in to make sure their paperwork is up to 
  date and that they don’t “disappear” in hostile country.
  Ishpeming natives who wish to apply for Coalition citizen-
  ship can do it here; many people claim the application process is 
  1-4 years faster this way than going through the massively over-
  loaded ‘Burb system. Whether this is true or not, a small trickle 
  of people do manage to become CS citizens via Northern Gun/
  Ishpeming (unofficial preferred consideration).
  The guards and embassy staff are all selected for their loyalty 
  to the CS and come from Chi-Town and other States. It would be 
  extremely embarrassing to have even a few low-ranking guards 
  defect or run away from the Coalition, much less an ambassa-
  dor or ranking official. To safeguard against this, only the most 
  dedicated soldiers and proven civilian personnel are allowed to 
  serve at the embassy. Soldiers are expected to conduct them-
  selves properly and impress an image of professionalism upon 
  the local populace. Most of them would rather die than leave the 
  Coalition States and are virtually impossible to corrupt or pay off. 
  The fringe benefits of working in Ishpeming are a nice bonus, and 
  most troop assigned to the embassy are career soldiers who have 
  been given a cushy assignment as a reward for service before they 
  are promoted to new positions or retired.
  Blake Moorcroft, CS Ambassador, Quick Stats: The Am-
  bassador has been rewarded with the cushy NG post for years of 
  dedicated service in the Coalition Army. His reputation is that 
  of a staunch CS hardliner, but the truth is Blake has always been 
  out for himself. He is a master of skullduggery, backstabbing and 
  politics, and adept at “playing the game” to get ahead and stay 
  ahead. Thus, Ambassador Moorcroft receives a wide range of 
  special considerations and rewards for putting Northern Gun’s 
  interests ahead of the Coalition’s. This has guaranteed his turning 
  a blind eye to the presence of D-Bees, mages and other people of 
  “questionable character” doing business in Ishpeming, as well as 
  NG practices that might be considered inappropriate. His every 
  report to Chi-Town is favorable to NG. Alignment: Aberrant. 
  Attributes: I.Q. 18, M.E. 19, M.A. 24, P.S. 12, P.P. 14, P.E. 13, 
  P.B. 12, Spd 10. Experience: 10th level CS Military Specialist 
  (still has his SAMAS power armor).
  James L. Giltz, Head of Embassy Security, Quick Stats: 
  Captain Giltz is a friend who served under Moorcroft in the Co-
  alition Army and was appointed to the NG post as a favor. He is a 
  veteran soldier with good skills and an eye for treachery, trickery 
  
  41
  and danger. His loyalty is to Moorcroft and himself first, then the 
  CS. Alignment: Anarchist. Attributes: I.Q. 15, M.E. 12, M.A. 
  13, P.S. 21, P.P. 19, P.E. 14, P.B. 10, Spd 15. Experience: 8th 
  level CS Commando. He also has a SAMAS and other armor and 
  gear.
  Manistique Imperium Embassy
  Much more utilitarian than its Coalition counterpart, the five 
  story Manistique Imperium embassy is a working building, pro-
  cessing thousands of citizenship requests, dual-citizenship forms, 
  work permits, shipping permits, arrest warrants, mining claims 
  and a wide range of business and trade documents. The close re-
  lationship between Ishpeming and the Imperium means people 
  are frequently visiting and engaging in commerce together, and 
  even switching citizenship, moving from one nation to the other 
  or conducting business across borders. The LPO (Loss Preven-
  tion Office) also works closely with Manistique law enforcement 
  to track down criminals who think they can escape by border-
  jumping, and both countries are known to contribute to bounties 
  on the heads of notorious pirates and criminals. In fact, the two 
  work together on all matters of national security, including pa-
  trolling the Great Lakes and battling piracy, raiders and banditry.
  The embassy includes at least one representative from each 
  of the city-states of the Manistique Imperium. Manistique is the 
  capital and preeminent city of the Imperium, but each of the city-
  states has a certain measure of independence and is free to negoti-
  ate its own trade terms. Enterprising Northern Gun employees are 
  always looking for city-states willing to purchase or trade for NG 
  equipment at advantageous terms. Due to this competition and 
  intrigue amongst the city-states of the Imperium, its embassy has 
  become a hotbed for spies and information theft.
  Brian Hatherly, Ambassador of Manistique, Quick Stats: 
  A fair-minded merchant and politician who is diligent and good 
  at his job. He, like so many people of Manistique, have a love/
  hate relationship with NG and resents Ishpeming’s arrogance and 
  superiority. Alignment: Scrupulous. Attributes: I.Q. 14, M.E. 
  18, M.A. 20, P.S. 11, P.P. 10, P.E. 12, P.B. 12, Spd 9. Experi-
  ence: 9th level Vagabond with skills involving communication, 
  computers and business (including Math).
  Otherworldy Animal Reserve
  On the outskirts of Ishpeming is the expansive Otherworldly 
  Animal Reserve – part zoo with an area of cages and enclosures 
  and part animal preserve. It is a large section of forest and for-
  mer farmland that has been ringed with electrified M.D.C. fences, 
  moats and concrete walls. When Monster Responders capture 
  dangerous creatures alive, they are sometimes sent to the Other-
  worldly Animal Reserve rather than be destroyed. Here there are 
  sections for Fury Beetles and Spiny Ravagers, Rhino-Buffalos, 
  Heliodons, and others. There is an entire dinosaur zoo section 
  where the Reserve’s collection of the beasts are exhibited out-
  doors in the summer and kept inside a heated enclosure in winter.
  There are prehistoric Ice Age creatures like mammoths and 
  mastodons that are shown off year-round, along with the Re-
  serve’s hardier monsters. No intelligent animals are kept penned 
  inside the Reserve (at least, that the park rangers know of), and 
  the openness of the park lets the animals behave in a natural man-
  ner. There are numerous observation platforms and Mega-Dam-
  age viewing windows that provide a good view of the creatures. 
  Safaris inside armored ATVs are also popular, letting visitors 
  drive safely amongst the giant monsters of Rifts Earth.
  Kris Main, Zoo Manager, Quick Stats: Kris loves animals 
  and loves running the Reserve. Always has an eye out for making 
  the park better and for exotic animals to add to it. Alignment: 
  Scrupulous. Attributes: I.Q. 13, M.E. 17, M.A. 15, P.S. 11, P.P. 
  9, P.E. 10, P.B. 11, Spd 15. Experience: 10th level Rogue Sci-
  entist with skills that emphasize biology, zoology, and animals.
  Ishpeming’s Granaries & Farmland
  Outside the warehouse districts and rows of factories, Ishpem-
  ing’s farm country begins. Towering grain silos dot the horizon, 
  full of tons of corn and wheat that feeds the citizens and guests of 
  Northern Gun. Should an emergency scenario unfold (Xiticix in-
  vasion, demon plague, etc.), the silos hold almost a year’s worth 
  of foodstuffs and make the entire nation resistant to a trade em-
  bargo or siege. A certain percentage of every farmer’s output is 
  contributed to the national reserves, only tapped into in times of 
  need.
  The farmland that surrounds the capital is safe and well-cared 
  for, but has a somewhat brief growing season and long, cold win-
  ters. Ishpeming’s farmers have learned to deal with the weather, 
  and rely on sophisticated agricultural machines provided by the 
  Northern Gun corporation to bring in the harvest. Thanks to robot 
  farmhands and M.D. plowshares, the limited number of farmers 
  in Ishpeming are able to feed the populace with little worry of 
  famine and lean times. Combined with imports from Manistique 
  and the Coalition States, Ishpeming is well-fed and cases of mal-
  nutrition and starvation, so common elsewhere, are almost un-
  heard of inside the country.
  Beyond the large belt of farmland surrounding the capital, for-
  ests and the wilderness begin. Unlike the rest of the continent, 
  however, these forests are dotted with cabins, small farms, log-
  ging camps, miners and trappers. The presence of Northern Gun 
  and the vigilance of the country’s Monster Responders make the 
  woods a relatively safe place to explore. Monsters and strange 
  animals are still common, however, and hikers should take care 
  to bring along proper precautions.
  Charles Erroy, Agriculture Councilor
  Agriculture Councilor Charles Erroy is tasked with oversee-
  ing the production and safety of the nation’s crops. Ishpeming 
  has long winters and imports much of its food from other states 
  around the Great Lakes, but its farmland is safe and untroubled 
  by monsters from the Rifts. Add to that the high technology that 
  Northern Gun makes available to its farmers and it becomes clear 
  how Ishpeming’s farms can compete with more southern opera-
  tions.
  Erroy is a combination minister of the interior and food safety 
  czar. Farms, woodlands and commercial fishing are all under his 
  purview. Food collection and safety are the two priorities that 
  have to be balanced out. Refrigeration and proper food storage 
  are not easy to maintain in the post-apocalyptic world, especially 
  for those who work in the wilderness. Spoiled fish and rotten pro-
  duce can be life threatening, and the Agriculture Councilor’s job 
  is to make sure that the average citizen does not have to worry 
  about such things. As a result of his work, food standards have 
  
  42
  risen dramatically within Ishpeming’s cities, and are slowly be-
  ginning to catch up in outlying communities as well.
  Charles Erroy, Councilor, Quick Stats: What few people 
  know about Charles Erroy is that he has a past as an adventurer he 
  seldom talks about. Rumor has it that he ran with a tough crowd 
  of mercs and adventurers in the Magic Zone and Pecos Empire, 
  and even fought vampires. Alignment: Unprincipled. Attri-
  butes: I.Q. 25, M.E. 15, M.A. 20, P.S. 18, P.P. 15, P.E. 17, P.B. 
  14, Spd 9. Experience: 10th level Robot Pilot.
  Fort Sawyer
  Included as part of the Ishpeming Republic
  Fort Sawyer is the name that was given to Sawyer Air Force 
  Base during the Two Hundred Years Dark Age. Located only 
  about 10 miles (16 km) from Ishpeming, the base was another 
  haven for humanity when the Coming of the Rifts threatened the 
  very Earth itself. Many military and civilian aircraft diverted 
  to Sawyer when larger air force bases were destroyed or over-
  whelmed beyond capacity. The soldiers and weapons that built-
  up there helped the people of the Upper Peninsula weather the 
  storm of magic and monsters that washed over the planet.
  Now, generations later, Fort Sawyer is an air base once again. 
  Its old runways and hangars have been renovated or replaced, and 
  the fort is the primary design complex and proving ground for 
  new Northern Gun aircraft and flying power armor. The compa-
  ny’s new line of helicopters, hovercraft and planes are all found 
  at Sawyer, and secret experimental designs are to be found in the 
  fort’s hangars and labs.
  The Ishpeming Region
  Center of Northern Michigan Civilization
  In addition to the sprawling capital city of Northern Gun/Ish-
  peming, the Ishpeming region is also home to several other large, 
  industrial cities. Ishpeming’s port at Marquette is well known, 
  but many outsiders don’t consider the smaller cities of Palm-
  er, Negaunee and Gwinn, or Fort Sawyer when they think of 
  Northern Gun. All these communities are located near the capi-
  tal (Northern Gun/Ishpeming), and all have sizable populations. 
  Suburbs and outlying villages and farm communities have grown 
  up between the cities themselves. Ishpeming and its surrounding 
  cities are all loosely connected by neighborhoods, warehouse dis-
  tricts, farms and well-maintained roads, making them one large, 
  semi-urban zone with small expanses of forest in between them.
  Outside of that central area though, most of the land claimed 
  by the Republic of Ishpeming is forest with patches of farmland 
  and some homesteaders and trappers. There are forts, mines and 
  villages along the western border with Wisconsin, and large cities 
  at Houghton, Ontonagon and Escanaba, but travel away from 
  these population centers, and you are in dangerous woodlands. 
  The Upper Peninsula has always been lightly populated, and re-
  mains that way even now that it has become a sanctuary for hu-
  mankind.
  
  43
  The farmland and countryside to the west of the fort regularly 
  report sightings of strange lights and unidentified aircraft, almost 
  always at night. These are top-secret projects, things Northern 
  Gun does not yet want their competitors to be aware of. Some-
  times test-flights head north, out over Lake Superior, for even 
  more secrecy and isolation.
  In addition to its use as the NG Aircraft Development Cen-
  ter, Fort Sawyer is the center of the Republic of Ishpeming’s 
  air-traffic control and radar warning system. Powerful radar sta-
  tions are sited at Ishpeming, Marquette, Houghton, Ontonagon, 
  Escanaba, Gladstone, Menominee and Ironwood, tied together to 
  give Ishpeming some semblance of radar coverage. All of their 
  input is received at Fort Sawyer, where the data is analyzed for 
  threats. If a problem should arise, a mercenary company equipped 
  with various aircraft is kept on standby just to protect Ishpem-
  ing’s skies. Should their forces not be adequate to the task, other 
  mercenaries and flying power armor forces can be called in or 
  Northern Gun pilots organized into attack squadrons.
  Marquette
  Included as part of the Ishpeming Republic
  One of the main reasons Ishpeming survived the Great Cata-
  clysm so well is its landlocked location within Michigan’s se-
  cluded Upper Peninsula. As Northern Gun expanded and turned 
  into the center of a commercial empire, Ishpeming needed a bet-
  ter outlet to the rest of the world. The majority of Northern Gun’s 
  products have always been shipped south by hovertrain or tra-
  ditional rail to Escanaba and Gladstone. From there they make 
  their way around the Great Lakes and are sent out to customers 
  and way-points across North America. Ishpeming, however, is 
  much closer to the Lake Superior coast than that of Lake Michi-
  gan, and the city of Marquette has grown to become its primary 
  port and the center for most trade with CS Iron Heart and lake 
  shipping destined for the Manistique Imperium.
  In addition to its value as a commerce hub and naval base, the 
  ruins of Northern Michigan University are also located at Mar-
  quette. The city all but disappeared with the Coming of the Rifts, 
  but as it was resettled and redeveloped during the expansion of 
  Northern Gun, it has yielded an incredible amount of scientific 
  and academic knowledge. The university’s libraries and technical 
  laboratories were disassembled piece by piece and reconstructed 
  back in Ishpeming, and played a significant role in the techno-
  logical renaissance that has created Northern Gun as we know it 
  today.
  The modern city of Marquette is arranged around the port. 
  There is a well maintained road that is part of the Ishpeming-
  Manistique Highway and leads from the port directly to Ishpem-
  ing itself. Using this thoroughfare and the four rail lines that run 
  along it, Northern Gun is able to keep a constant volume of prod-
  ucts moving in and out of Marquette. Defending the port is a high 
  priority, and the coastal defenses found in Marquette are second 
  only to the shore guns that protect Escanaba. Marquette is, in ef-
  fect, part of Northern Gun. Outsiders even think of it as one of 
  the suburbs.
  Marquette Naval Development Center
  Along with its commercial port, Marquette also hosts a high-
  security area: the Northern Gun Naval Development Center. 
  Just as Fort Sawyer is the center for aircraft development, Mar-
  quette and the frigid waters of Lake Superior give life to Northern 
  Gun’s ships and submarines. Recent models like the Beachmas-
  ter amphibious robot and a variety of water vessels are products 
  of the Marquette labs. While ship hulls for Harbormaster patrol 
  boats and others are laid down in Gladstone, the first prototypes 
  were built and tested in Marquette and sailed down through the 
  river at Sault St. Marie. Where locks were once needed, the river 
  has widened and deepened to such a degree since the Great Cata-
  clysm, that the locks are no longer necessary.
  The development center comprises several large, sheltered 
  docks where new ships can be constructed away from prying 
  eyes. There are also four submarine pens where new designs for 
  subs are in progress. Inland are laboratories and workshops that 
  connect to the special, highly-secure docks. Privateers and naval 
  captains from Task Force X and the small Northern Gun Corpo-
  rate Security Fleet are coming and going all the time, testing out 
  new ships, offering their feedback and participating in drills and 
  inspections.
  Hannah Gaspard
  Shipping & Ports Councilor
  Hannah Gaspard is the first female S&P Councilor in North-
  ern Gun’s history. She is a former freighter captain who was just 
  another Northern Gun customer for years. She began taking work 
  directly from Northern Gun corporate back in 100 P.A., and built 
  herself a strong working relationship with the company over the 
  next seven shipping seasons. Before long, Gaspard was organiz-
  ing shipping for all of Escanaba, and within two years was of-
  fered the same job for the entire country.
  Unlike most of the rest of the Council, Gaspard did not rise 
  through the ranks of Northern Gun corporate structure. She was 
  sought out and hired for the job for her particular expertise and 
  her knowledge of the Great Lakes and the various ports of Ish-
  peming. She has much in common with Field Marshal Reeves, in 
  that they are both outsiders who were brought in to perform their 
  current jobs and have only gradually become part of the Northern 
  Gun social elite.
  Hannah Gaspard, Councilor, Quick Stats: Alignment: Un-
  principled. Attributes: I.Q. 17, M.E. 14, M.A. 23, P.S. 14, P.P. 
  11, P.E. 15, P.B. 17, Spd 10. Experience: 12th level Merchant 
  Marine.
  The IM Highway
  Running 103 miles (165 km) from Northern Gun, capital of 
  the Ishpeming Republic, to Manistique, capital of the Manis-
  tique Imperium, is the Ishpeming-Manistique Highway – better 
  known simply as the IM Highway or just “the IM.” A collabora-
  tion of the Northern Gun Trade Council and the royal family of 
  Manistique, the IM highway is the most active land-link between 
  the two nations, and follows along their mutual border for most 
  of its length.
  In a world with few paved streets outside of city centers, the 
  Ishpeming-Manistique Highway is truly unique. It is a fully 
  
  44
  paved stretch of road that leads from one city-state to the other 
  with no portages, no rickety rope bridges or dirt trails through 
  dark woods. The road was built along the course of the old Route 
  41 and Route 2, pre-Rifts motorways that once linked the Upper 
  Peninsula. It is well-lit, mostly safe and kept in good repair.
  Crews from Ishpeming and the Manistique Imperium can be 
  encountered during non-winter months working on the high-
  way. Damage must be repaired before it can interrupt traffic, and 
  monsters and supernatural creatures that have taken up residence 
  within the woods always make projects more difficult than they 
  have to be. Giant robot traffic also rips up the road much worse 
  than tracks or tires, and workers are always laboring to fill in the 
  deepest footprints. During the winter, automated plows manage 
  the heavy snowfall along the highway.
  In addition to functioning as a trade route and border between 
  the two nations, the IM highway also serves a definite military 
  purpose. Not only does it connect the neighboring countries, it 
  also cuts north-south through the entire Upper Peninsula. If a 
  threat to Ishpeming were ever to emerge, troops from either the 
  northern or southern coasts could swiftly reach the other side of 
  the peninsula or the nation’s capital. The highway links Ishpem-
  ing to Marquette, its principal northern port, along with the cities 
  of Gladstone and Escanaba, the two main shipping outlets on 
  the southern coastline. Should the need arise, it also runs all the 
  way to Manistique (as its name implies), and military relief from 
  one nation or the other would use the IM highway to come to its 
  neighbor’s assistance in time of emergency. So far, this threat has 
  not emerged, but the massive amount of commercial and civilian 
  traffic that uses the highway makes it a worthy venture for each 
  of the contributing nations.
  Dangers of the Highway. Trenary, a small community mid-
  way along the highway, houses a small defense force that guards 
  the lengthy interior. The IM is well maintained and monitored by 
  troops from both Ishpeming and Manistique and Trenary defend-
  ers in the middle, but the IM highway can still be dangerous. It 
  stretches over many miles of thick forest terrain that is difficult 
  to patrol, especially at night. Attacks by Highwaymen, Bandits, 
  Raiders and other rogues are more common than either country 
  would like.
  Con Artists have learned to use the highway to steal money 
  and goods, and gather information they can sell. They hitch-hike 
  or pretend their vehicles have broken down and wait for a pass-
  ing good Samaritan to stop. The con artist then hitches a ride to 
  get information about the goings-on in the area, particularly new 
  shipments coming and going, problems with security, etc. Armed 
  with information about deliveries and arrivals, the con artist may 
  sell that information to bandits and raiders for a small percentage 
  of the stolen goods or for cash or trade goods up-front. Others 
  hijack the truck or break in to a train boxcar or warehouse (often 
  with accomplices/teammates) to attempt to steal the goods. Still 
  other con artists ply their trade to be accepted and travel from 
  place to place, get handouts and to steal whatever small valuables 
  they can (credit cards, side arms, electronics, jewelry, drugs, 
  booze, and whatever they can) and pawn or sell them before their 
  victims even realize the items are gone. Others steal the vehicle 
  itself at the first opportunity. These IM Con Artists always know 
  the latest rumors and news, but may charge for that information. 
  The Loss Prevention Office is particularly incensed by this kind 
  of crime and routinely sends agents disguised as hapless truckers 
  and travelers down the IM. Their orders are to bring back car-
  jackers and con men dead or alive in order to discourage further 
  criminal action along the highway. So far, the efforts of the LPO 
  haven’t worked.
  Monsters and supernatural beasts are a much less frequent 
  problem, but they do happen from time to time. While “normal” 
  monsters stalk the woodlands, the lack of ley lines and nexus 
  points means there is little to attract powerful demonic beings or 
  creatures of magic. That said, there is the occasional Sasquatch 
  sighting and infrequent incidents involving Armored Slayers, 
  Loup Garou, Windigo, Wishpoosh Demon Beavers and Faerie 
  Folk. In fact, the enigmatic Faerie Bots seem to have increased 
  in numbers in Upper Michigan, perhaps attracted by all the tech-
  nology and spare parts available. Fury Beetles are probably the 
  most common and troublesome of the “big monsters” mainly be-
  cause of their size and the unintended damage they do to crops, 
  fences and property. (All the creatures noted above can be found 
  in World Book 20: Rifts® Canada.)
  The traffic and military activity along the highway also dis-
  suades dangerous animals from making themselves known; most 
  are hunted down by mercenaries eager for bounties the moment 
  they are reported to be in the area.
  The Annual IM Highway Multi-Marathon. Every year, 
  towards the beginning of May, the Republic of Ishpeming and 
  the Manistique Imperium hold the annual IM Highway Multi-
  Marathon.
  The Multi-Marathon is a “casual” 103 mile (165 km) jog along 
  the IM highway for nearly its entire length. The run is grueling in 
  its length and departs from the highway at many points to wind 
  through the woods and follow scenic trails. It is a contest rec-
  ommended only for Juicers, Crazies, Cyborgs and D-Bees, and 
  relatively normal looking non-human competitors are generally 
  tolerated and permitted to compete.
  The race begins in Manistique. It is always a party, an ex-
  cuse for a big public gathering that kicks off the start of spring. 
  There is a parade where the runners are delivered to the starting 
  line, and throngs of fans line the highway even beyond the city 
  limits. The race follows along the border between the Republic 
  of Ishpeming and the Imperium, sometimes deviating slightly to 
  pass through a border town or crossing. The course is basically 
  four marathons back to back, and is a 6-8 hour event even with 
  superhuman competitors.
  The final stretch of the race begins as the Manistique border 
  ends near the pre-Rifts site of Harvey, Michigan. The last 20 miles 
  (32 km) follow the shoreline up from Harvey to Marquette, then 
  cut inland straight to Ishpeming. And for anyone who thought the 
  party at the start of the race in Manistique was big, the celebration 
  in Ishpeming is overwhelming. It ranks right up with New Year’s 
  Eve and the Robodome Championship Finals in August, as one of 
  Northern Gun’s biggest spectacles. Cameramen on the backs of 
  hovercycles film the runners as they make the home stretch. This 
  is the most competitive portion of the race, as anyone who has 
  toughed it out to this point will be making a big, final push for the 
  win. Dirty tricks and violence are both common in the last few 
  miles and the crowd loves both, even if the race’s referees do not.
  
  45
  Trenary
  Trenary is a small, rural community. A large portion of its 
  population is farmers, fishermen, river cargo haulers, loggers, 
  trappers and hunters. Their community has been given a second 
  lease on life thanks to the IM highway. Located just a few miles 
  southwest of pre-Rifts Trenary, the small, modern city is sited at 
  the confluence of several rivers. Before the IM Highway went 
  up, Trenary was essentially just a logging depot, a stopping point 
  for lumber shipments following the dirt roads north to Ishpeming 
  or south to Manistique. With the construction of the highway, 
  Trenary found itself as the only pit stop along its route within 
  the heavily forested center of the Upper Peninsula. Travelers 
  stop at Trenary at all hours of the day to resupply, stop and eat, 
  and rest for the night. As a result, dozens of bars, hotels, diners, 
  quaint shops and fueling stations have appeared within the last 
  few years.
  The rivers that run through Trenary are also valuable transpor-
  tation routes, even with the highway in place. Dexter Creek and 
  the West Branch Whitefish River run through excellent logging 
  country and farmland. Barges full of timber and fresh produce 
  go up and down the rivers during spring and summer. There isn’t 
  much for sale in Trenary except for fresh produce, home-cooked 
  food, baked pies and pastries, local crafts, vehicle fuel and Solid 
  Oxide batteries. As most visitors are either going to or coming 
  from one of the great shopping meccas in North America, Tre-
  nary has to rely on local charm and cuisine. However, the city 
  is a Black Market haven, with shipments and caches of illegal 
  goods (including drugs) available at discreet locations in town 
  and drop points in the woods. The Black Market runs several of 
  the taverns, a Body-Chop-Shop, and both brothels in the small 
  city, and has other illicit entertainments available.
  In order to watch over the city and protect the highway, Tre-
  nary houses a large garrison of the IM Highway Patrol, half of 
  whom are Trenary residents. The Patrol is overseen and man-
  aged by Northern Gun’s Loss Prevention Office. LPOs and Pa-
  trolmen travel the highway and some side roads like pre-Rifts 
  State Troopers on hovercycles, patrol cars, flying power armor 
  and light aircraft, all of which zoom up and down the IM watch-
  ing for trouble and helping travelers. They do what they can to 
  suppress the Black Market in Trenary as well, though allegations 
  of corruption and bribery are a routine problem for the Highway 
  Patrol and LPO working out of the Trenary branch office.
  The Lake Michigan Coast
  and Southern Ishpeming
  Apart from the Ishpeming city region, the Republic’s most 
  populous area is the Lake Michigan coast. The southernmost por-
  tion of the country, the coastline is largely sheltered by islands, 
  the remains of the various peninsulas that used to protect Green 
  Bay, and is home to many fishermen, lake cargo haulers, and pri-
  vateers (and some independent pirate gangs) who ply both the 
  bay and Lakes Michigan and Huron. The coast is densely settled, 
  with small communities every few miles and farms, houses and 
  cottages interspersed throughout. Things remain relatively subur-
  ban until one starts to head down the road towards Menominee. 
  For while Menominee is a good-sized city, the woods around it 
  are lightly inhabited on the Ishpeming side of the border and a 
  haunted land over in Wisconsin.
  Outside Escanaba, the Green Bay coastline is surprisingly 
  quaint and peaceful. Pirate raids do occur from time to time, but 
  the overwhelming response that Northern Gun sends in after such 
  events is making them a rarity. Most pirates go and attack vessels 
  out on the open lakes, retreating back to the bay only to take ref-
  uge and shelter their ships. The southern coastline is a common 
  retirement destination for Northern Gun employees, mercenaries 
  and wealthy foreigners looking for safety and security but un-
  willing to settle inside the Coalition States. With Escanaba to the 
  northeast and Menominee to the southwest, southern Ishpeming 
  is its own little world, even within the larger Republic.
  Escanaba – “MercBay”
  While Ishpeming may be the capital of Northern Gun, Es-
  canaba is its doorway to the world. Located on a promontory 
  along Ishpeming’s southern coast, Escanaba is within easy reach 
  of anyone traveling across northern Lake Michigan and close 
  enough to the Manistique Imperium for day trips. It is the Repub-
  lic of Ishpeming’s principal port, the hub for shipping NG goods 
  to the rest of the world, and the most frequent shopping stop for 
  mercenaries, privateers, pirates and state militaries. It is believed 
  that more weapons are sold, in bulk, out of Escanaba than any 
  other single place in North America (the City of Northern Gun/
  Ishpeming is second). More than Stormspire in the Federation of 
  Magic, more than MercTown or Arzno or even Manistique.
  Known colloquially as “MercBay,” Escanaba is a city built 
  with customers and logistics in mind. The entire community is 
  designed with wide concrete streets, easy accessibility to and 
  
  46
  from the docks, hovertrain and conventional rail systems, hun-
  dreds of warehouses, and an array of stores, shops and garages 
  with weapons dealers, sales centers, dry-docks, repair facilities, 
  Juicer clinics, Body-Chop-Shops, restaurants and supply depots 
  all within easy reach. It has the same variety of stores and en-
  tertainment as the City of Northern Gun/Ishpeming but built for 
  function, without all the flash and showmanship. Think simple, 
  functional warehouse store vs dazzling showroom.
  For those looking to stay more than a few hours, there are 
  hotels (60-120 credits a night), hostels (40-70 credits) and bunk-
  houses (10-20 credits a night) available further inland, typically 
  increasing in quality the further one gets from the controlled 
  chaos down by the docks. Restaurants, brothels, storage facilities 
  and parking structures are all found in this district. Further inland 
  yet are Northern Gun corporate warehouses and service centers, 
  connected to the docks by underground tunnels. Adjacent to the 
  IM Highway and the railroad tracks that run along it, the corpo-
  rate portion of Escanaba sees a constant flow of goods going to 
  restock the sales outlets on the coast.
  MercBay is also the site of the quarterly Escanaba Airshow. 
  Spectators thrill as planes, helicopters, rocket cycles and flying 
  power armor all twist and turn overhead in high-speed races, 
  death-defying tricks and stylized faux-firefights. The Airshow is 
  an attraction for the whole family, but definitely contributes to a 
  monthly spike in sales to mercenaries and non-military custom-
  ers. Special sales and offers usually coincide with the event, and 
  new aircraft always debut at the Airshow before even being seen 
  at Ishpeming and other Northern Gun outlets. The Airshow is run 
  and coordinated by NG exec and flying ace, Jason DeLong.
  The Airshow isn’t Escanaba’s only attraction, and traveling 
  shows, visiting Robo-Gladiators and small-scale Robodome 
  League games are also found here. Theaters, drinking halls, Juic-
  er sports arenas, gladiator games, live shows and other entertain-
  ments are set up to attract visitors and bring tourist credits into 
  the city. All of this may be icing on the cake compared to the 
  incredible volume of military weapons and NG equipment that 
  goes through Escanaba, but to anyone other than wholesalers, the 
  nightlife and the amenities are the really memorable part about 
  the city.
  Escanaba is a melting pot of various cultures from North 
  America. While the D-Bee population is less than 5%, the humans 
  found in Escanaba are the most diverse anywhere in Northern 
  Michigan, maybe the entire continent. Visitors from the Coali-
  tion, Manistique, Free Quebec, Lazlo, New Lazlo, the Federation 
  of Magic, Tolkeen, Whykin, Kingsdale, and even the New West 
  and Canada have all resettled in Escanaba, or may be living there 
  for a short time.
  The Escanaba Docks
  The docks at the City of Escanaba are some of the busiest in 
  all of North America. Boats and ships are constantly coming and 
  going, dropping off or picking up shipments of cargo or passen-
  gers. Sometimes vessels come into port just for the ship-servicing 
  facilities, probably the best in the continent outside the Coali-
  tion and Free Quebec. Almost any damage can be repaired and 
  any upgrade applied, from scraping a few zebra mussels off the 
  hull to extending the size of the vessel or swapping out a power 
  source. Cranes and dry docks of all sizes are present to help out 
  in the process.
  Not far from the docks are hundreds of warehouses and sec-
  ondary service providers. Doctors, shopkeepers, Operators and 
  others whose clientele often visit for a short time are located right 
  there, convenient for anyone who doesn’t wish to explore the 
  town. Pirates, prostitutes and con artists also frequent the docks, 
  looking for new marks fresh off a ship.
  The docks are also a haven for pirates, bandits and Black 
  Market thieves. In all the hustle and bustle, a few missing crates 
  won’t even be noticed, and the blast of a ship’s horns can disguise 
  a gunshot or the cries for help of someone being dragged off into 
  the shadows. Nearby ships also provide an easy escape route, 
  and despite the restrictions on submerged travel, there are always 
  Smugglers, mages and thieves willing to attempt to run past the 
  harbor patrol in sea scooters and mini-subs or via a bit of magic.
  Products from Manistique. Manistique City, the capital of 
  the Manistique Imperium, is also located along Lake Michigan 
  and has its own docks and shipping centers. For most custom-
  ers who come to Northern Michigan, however, MercBay is one-
  stop-shopping, and any product that is unavailable there will not 
  even receive consideration. To make up for this, the Imperium 
  has a trade deal in place with Ishpeming that allows it to sell its 
  products from warehouses and outlets in Escanaba. Wellington 
  weapons and equipment are off-limits (to limit competition for 
  arms sales), but virtually anything else can be found. So many 
  Imperium products are sold out of Escanaba that some visitors 
  (most notably Erin Tarn) have mistakenly assumed that MercBay 
  is an independent kingdom, or one of the city-states of the Man-
  istique Imperium. In reality, it is thoroughly under the control of 
  Northern Gun and the Republic of Ishpeming.
  Purchasers and Resellers. A vast number of the ship captains 
  and merchants visit the Escanaba docks not just to drop off or 
  pick up cargo, but to buy weapons and vehicles for themselves. 
  They are either looking for specific items to deliver to a specific 
  customer or searching for good deals they can later resell them-
  selves at some distant frontier port or faraway kingdom. For 
  many practitioners of magic, mercenaries, D-Bees and criminals, 
  it is preferable to use a middleman to acquire goods and supplies, 
  and hiring a ship’s captain to act as such a middleman is quick, 
  easy business. Most Great Lakes captains are well-known and are 
  asked few questions about their acquisition, regardless of what it 
  may be or how out of character the purchase may be. A commu-
  nity of “Purchasers,” as they are known, has developed to meet 
  this need, their job being a combination of a traveling merchant, 
  freelance ship captain and Black Market smuggler. They live off 
  the commission they charge their customers for procuring goods 
  from Escanaba and delivering them safely over the Great Lakes 
  to a predetermined location. A location that can be another port or 
  a secret drop point on shore or with another vessel in the middle 
  of the lake.
  Piracy is a crime and frowned upon, but bold and cunning pi-
  rates dare to resupply, buy and sell goods and find rest and re-
  laxation at MercBay. To keep the peace, the law tries not to ask 
  too many questions, so pirates who keep a civil tongue and a low 
  profile can come and go from the port city without incident. Only 
  the most infamous and obvious can expect trouble from the local 
  lawmen, mercs and bounty hunters.
  
  47
  The Discount Docks
  Set a bit apart from the main port area, the Discount Docks 
  are known as Escanaba’s designated bargain section. Many of 
  the sales outlets in Escanaba, Ishpeming and elsewhere sell their 
  defective gear by the ton to merchants down at the docks, eager 
  to unload inventory they cannot sell themselves. Finding the rare, 
  non-broken purchase is a lucky coincidence, but there are gems 
  to be found and deals to be had.
  Almost anything can be found in this sprawling, open-air mar-
  ket, but only the most ramshackle equipment finds its way to the 
  Discount Docks. Here, the prices for damaged, used, old but like 
  new, and salvaged parts are extremely good (50% of list price), 
  but anything purchased from the many bargain bins has to be 
  examined carefully. Many are old, rusted, malfunctioning, worn 
  down or actually broken. On the other hand, many items may be 
  scratched, dented and look like junk, but work great or can be 
  fixed very easily. In short, there are many great bargains provided 
  you know what you’re looking for.
  The Discount Docks are also home to traveling merchants and 
  “day sellers” who rent a location on the street or in an empty 
  stall in a number of flea market-like warehouse buildings for a 
  day or two. At these locations, discounts may range from 25% to 
  70%, but this is also where nervy thieves, bandits, pirates, raid-
  ers and Black Marketeers sell stolen goods right out in the open 
  and the really good stuff (translation “hot as Hades” stolen goods 
  and contraband) under the table. There are, of course, many le-
  gitimate vendors, including established merchants looking to sell 
  old and damaged inventory, professional discounters, antique 
  dealers, pawnshop dealers, refurbishers, junk dealers, traveling 
  merchants, and mercenaries and adventurers down on their luck 
  looking to sell whatever they can spare to cover debts or go home.
  Richard “Fathom” Hill, Merchant Marine Captain, Quick 
  Stats: Fathom is a well known Merchant Marine who buys cheap 
  and sells at a modest profit to poor communities all around the 
  Great Lakes, and sometimes beyond. Captain Hill is a retired 
  Privateer (some say pirate with connections to the Black Mar-
  ket) with a good reputation in Escanaba. Note: Over the years, 
  Fathom has taken privateering contracts with Northern Gun, the 
  Imperium, Free Quebec, and the Black Market, among others. 
  Though he claims to be retired, many believe it is a cover for his 
  current, secret contractor. Alignment: Anarchist and has a soft 
  spot for the underdog. Attributes: I.Q. 15, M.E. 13, M.A. 12, 
  P.S. 14, P.P. 19, P.E. 13, P.B. 18, Spd 11. Experience: 9th level 
  Privateer (see Rifts® Sourcebook Four: Coalition Navy for this 
  and other naval O.C.C.s).
  Downtown Escanaba
  Just on the other side of the docks is the beginning of Es-
  canaba proper. Hotels and gambling houses, private homes and 
  offices are all located in this part of town. There is a sprawling 
  downtown district that caters to the needs of visiting mercenaries, 
  adventurers, NG customers and tourists, complete with casinos, 
  restaurants, theaters, bars, clubs and culminating in the Escanaba 
  Robodome.
  For those looking for something other than the games, the rest 
  of the city provides a wide range of entertainment, from pubs, 
  taverns, nightclubs and dance halls, to movie houses, live theater, 
  concert halls, gymnasiums, a sports stadium and other activities. 
  Visitors can also find a level of comfort and accommodation few 
  other places on the continent can offer. While there isn’t much in 
  the way of culture to be found, the average visitor to Escanaba 
  doesn’t miss it. Warm beds, a hot shower, indoor plumbing, good 
  food and general security are a luxury in themselves on Rifts 
  Earth, especially to hard-fighting mercenaries, loggers, traveling 
  merchants and adventurers.
  Spending a few credits, though, will open many doors in Es-
  canaba. The entire city is about making money, and those who are 
  willing to part with their hard-earned cash will be well taken care 
  of. There are both hostels and fine hotels, food carts and five-star 
  restaurants. Every Northern Gun product available is for sale, and 
  if some specific product should happen to be sold out, more are 
  probably already on the way from Ishpeming. That said, there is 
  very little corruption, and bribes do not generally work, even at 
  restaurants.
  The Escanaba Robodome
  While not as large or opulent as the original Robodome in Ish-
  peming, the E-Dome sees matches most nights of the week and 
  has a constant rotation of visiting competitors and mercs who 
  have spontaneously decided to participate in the night’s games. 
  This random element is really played up by the managers of the 
  Escanaba Dome, and every evening of games features Random 
  Card Matches where unscheduled competitors are divided by 
  weight class and paired off when cards with their names written 
  on them are drawn by visiting VIPs or audience members. Robo-
  Gladiators are always shuttling back and forth between Escanaba 
  and Ishpeming for matches and at least one night a week, one of 
  the three champions from Ishpeming hosts the Escanaba games 
  and sometimes competes. The events at the E-Dome are lively 
  and unpredictable, and many fans and sports gamblers prefer the 
  Escanaba Robodome’s events to the more choreographed, theat-
  rical bouts of the big league in Ishpeming.
  Arnaldo Lefebre, Robo-Gladiator, Quick Stats: Arnaldo is 
  the reigning champion at the E-Dome. He has 27 wins and has 
  won the last five local competitions. He’s also a three-time win-
  ner at the Northern Gun Robo-Dome but has better luck in the 
  smaller arena at MercBay. According to some, rumor has it he 
  is a spy from Free Quebec or Old Bones. Other rumors say he 
  is a retired pirate from Montreal. Arnaldo laughs off all accusa-
  tions and refuses to speak of his past. Alignment: Scrupulous. 
  Attributes: I.Q. 12, M.E. 17, M.A. 13, P.S. 18, P.P. 24, P.E. 19, 
  
  48
  P.B. 9, Spd 11. Experience: 10th level Robot Pilot specializing 
  in Gladiatorial robot combat.
  Will Sproul, Robo-Gladiator, Quick Stats: Will is a local 
  resident who is known for his wild antics at the E-Dome. He is 
  a Crazy who was born in Escanaba but spent much of his youth 
  engaged in adventure and military campaigns across Canada and 
  the Northern United States, including the Juicer Uprising and 
  confrontations with Xiticix and Daemonix. “Wild William” sel-
  dom wins a robo-competition due to his erratic behavior, but is 
  always entertaining to watch and a fan favorite. He is a local ce-
  lebrity most famous for abandoning his gladiator robot and chal-
  lenging power armor and robot opponents just clad in his body 
  armor or claptrap power armor. He loves roughhousing, fighting 
  and competitions, and drinks like a fish. Alignment: Scrupulous. 
  Attributes: I.Q. 10, M.E. 11, M.A. 14, P.S. 24, P.P. 25, P.E. 19, 
  P.B. 8, Spd 31. Experience: 8th level Crazy, 2nd level Robot 
  Pilot. Psionics: I.S.P. 68. Intuitive Combat (10), Machine Ghost 
  (12), and See Aura (4).
  Escanaba Airfield
  The site of the popular Escanaba Airshow, the Airfield is part 
  Northern Gun public relations and part corporate supply hub. 
  Broad-winged cargo planes come and go at all hours of the day 
  and night, and smaller aircraft and hover vehicles transporting 
  VIPs make use of the terminal and airstrip as well. Important sup-
  plies like critical parts and design secrets go by plane rather than 
  the hovertrains that carry bulk items, and the Loss Prevention Of-
  fice also stages many of its operations out of the Airfield.
  Brett Easterbook, Airfield Operations Manager, Quick 
  Stats: Brett is the brass-tacks logistics wizard who keeps the Air-
  field running smoothly. He is so good at his job that he seems to 
  be in three places at once and never sleeps. Another loyal and 
  dedicated NG employee. Alignment: Scrupulous. Attributes: 
  I.Q. 14, M.E. 14, M.A. 10, P.S. 18, P.P. 21, P.E. 13, P.B. 9, Spd 
  10. Experience: 11th level Vagabond Pilot specializing in run-
  ning a business and flying aircraft.
  The Escanaba Airshow
  Once every three months, the site is opened to the public for 
  the Escanaba Airshow. Grizzled mercs and young families alike 
  crowd together to see Northern Gun’s newest aircraft, prototypes 
  and old standards pushed to the limit by daredevil pilots. Old fa-
  vorites like the Sky King are never absent from the show, but 
  brand new helicopters, jet packs, planes and flying power armor 
  are the real main attraction. Audience members get to see new 
  products up close and personal, then watch in awe as they take 
  to the sky in a series of races, acrobatic displays, formation fly-
  ing and other impressive maneuvers. Sales reps tout the improve-
  ments and performance statistics, demonstrate cool features and 
  do anything they can to generate a buzz of excitement regarding 
  new products.
  Airshow pilots are celebrities on par with Robo-Gladiators 
  within Northern Gun. They are part race car driver, part test pilot, 
  part stuntman, and their job is to make aircraft do things they 
  were never intended for. Impressing the Airshow crowd gets 
  harder every year, and contraptions like souped-up and modified 
  power armor and aircraft, jet packs and wing packs have all been 
  used to produce some pretty spectacular stunts.
  Jason DeLong, Airshow Director, Quick Stats: Jason is a 
  semi-retired Robot Pilot who has traded in the adrenaline rush 
  of combat for the thrill of the cheering crowd and spectacle of 
  aerial derring-do. Jason owns the largest known collection of fly-
  ing power armor in North America with many of them on display 
  at the airfield museum. Among them are the NG-Samson, three 
  different styles of SAMAS and a Quebec Violator SAMAS (all 
  armed and working). The presence of the SAMAS suits has led 
  to rumors in some circles that Jason is a CS spy. Alignment: 
  Anarchist. Attributes: I.Q. 14, M.E. 14, M.A. 10, P.S. 18, P.P. 
  23, P.E. 13, P.B. 9, Spd 10. Experience: 10th level Robot Pilot 
  specializing in flying armor and aircraft.
  The Hub
  Escanaba’s busiest district is the docks, no question about it. 
  But coming in at a close second is “the Hub,” the rail/hovertrain 
  depot and shopping district that connects to both the docks and 
  the IM Highway. Passengers and cargo come and go from all 
  over Ishpeming, Manistique and CS Iron Heart. There are con-
  ventional rail lines and loading stations, large bays for hover-
  trains, shuttle services that run back and forth to the docks and 
  the onramps that lead right to the IM Highway. As a result, there 
  are warehouse centers, retail outlets, shops, and places to eat and 
  drink located all around the depot. This is ideal for people who 
  have a connecting train to catch and don’t have time to go down-
  town, or fear the docks are not safe.
  The frenzy of activity may be intimidating to those not used 
  to large crowds and even larger machinery, but the Hub is all 
  laid out in an extremely simple manner. The rail train station is 
  at the center, with three different hovertrain loading areas around 
  
  49
  it. The first is for traffic to and from Ishpeming. The second de-
  parts for border towns along the Imperium and into Manistique to 
  the capital city itself. The third hovertrain area is for hovertrains 
  heading west, on their way to Menominee, the Iron Fields, and 
  the cities of the Iron Chain.
  Matthew Bollman, Depot Manager, Quick Stats: Known 
  as “the Man” by all who work with Bollman, he is the gent who 
  manages the Hub. As a result, he always looks tense and busy, 
  yet somehow remains calm even when dealing with 20 things 
  at once. He is well-liked and respected. Alignment: Scrupulous. 
  Attributes: I.Q. 18, M.E. 15, M.A. 12, P.S. 9, P.P. 8, P.E. 14, 
  P.B. 12, Spd 15. Experience: 11th level City Rat turned admin-
  istrator, but still has many connections on the street as well as 
  amongst many businesses at NG and Manistique.
  Lower Michigan Limited Company
  Escanaba is home to the Lower Michigan Limited Company, a 
  tour outfit that makes regular trips to the wilderness of the lower 
  peninsula. LMLC’s experienced guides know the northernmost 
  portion of the peninsula well, and are somewhat familiar with 
  the western and eastern coastal areas of Michigan and southeast-
  ern Canada. They use small, fast boats and the occasional heli-
  copter to deliver groups of adventurers, hunters, explorers, and 
  thrill-seekers to locales that fit their interests. At least one “native 
  guide” – usually a Wilderness Scout, Psi-Stalker, Dog Boy or Na-
  tive American – is strongly suggested. Cost is 100-400 credits per 
  each guide, per 24 hour period; the higher the cost, the more ex-
  perienced the individual (up to 8th level). Reduce cost by half for 
  short excursions that last only 4-6 hours. With or without a guide, 
  a time and place for extraction is arranged. Miss it, and you are 
  on your own to find your way home. Wilderness Tours can be any 
  of the following: A simple trek through the wilderness, camping, 
  exploration expedition, salvage operations (exploring ancient ru-
  ins for relics and artifacts), game hunting (S.D.C. animals such as 
  game birds, deer, etc.), and big game hunting, literally “big” as in 
  hunting bear, Fury Beetles, Rhino-Buffalo, Ostrosaurus, Aqua-
  Hydras, Dragonfish, Water Serpents, Giant Waterstriders, Giant 
  Leeches, and other large, dangerous animals. (Note: Many of the 
  beasts listed are described in Rifts® Sourcebook Four: Coali-
  tion Navy). Big game hunts may also include hunting intelligent 
  monsters such as Xiticix, Black Faeries, Brodkil, Demons, or 
  even Horune Pirates and other dangerous beings that are known 
  to prey upon or attack humans, but at a 50% premium as hazard 
  pay for the guide(s).
  Anyone looking for an interesting wilderness expedition or 
  salvage mission, LMLC will get them there. Once on shore, the 
  result is up to the customers and luck. Note: All fees are paid in 
  advance and there is NO guarantee of success or of a safe return. 
  All customers sign-off to free LMLC of any liability for loss of 
  property and loss of life.
  Kerry “DeadFall” Reed, LMLC Guide, Quick Stats: Kerry 
  is one of the most popular guides working at LMLC. He is smart, 
  capable and knows the forests of the entire Northern Michigan, 
  eastern Wisconsin and Ontario Canada better than most humans. 
  Kerry is a cagey individual skilled at finding game animals for 
  his clients; he never engages in salvage operations, only hunting 
  and exploration. He has only ever lost one client under his care. 
  Alignment: Scrupulous. Attributes: I.Q. 13, M.E. 14, M.A. 12, 
  P.S. 22, P.P. 20, P.E. 19, P.B. 11, Spd 18. Experience: 10th level 
  Wilderness Scout.
  Tyvernos “Danger” Oriflamme, LMLC Guide, Quick 
  Stats: Ty, a Wild Psi-Stalker, is another popular guide, renowned 
  for his courage and derring-do. For Ty, no request is too crazy 
  or too dangerous, and he is often willing to waive the 50% haz-
  ard pay if the expedition sounds fun or challenging. Ty also has 
  the highest record (nobody else even comes close) for number 
  of fatalities (42), serious injuries (219) and lost property (don’t 
  ask). Yet he is consistently among the top five most requested 
  LMLC guides for those looking for dangerous adventure. Align-
  ment: Anarchist. Attributes: I.Q. 12, M.E. 19, M.A. 10, P.S. 19, 
  P.P. 17, P.E. 20, P.B. 9, Spd 25. Experience: 9th level Wild Psi-
  Stalker. Psionics: I.S.P.: 156. All standard Psi-Stalker abilities 
  and bonuses, plus Intuitive Combat (10), Meditation (0), Mind 
  Block (4), Object Read (4), Remote Viewing (10), and See the 
  Invisible (4).
  NG Bounty Registry
  - Escanaba Office
  One of the busiest of Northern Gun’s Bounty Registry offices, 
  (the others are in Ishpeming, Menominee and MercTown), the 
  Escanaba Bounty Registry is a gathering point for mercs, adven-
  turers, specialists and soldiers for hire. New business is posted 
  every day and announcements made hourly for the benefit of il-
  literate Bounty Hunters and mercenaries.
  Not only is the Registry itself helpful, but the presence of so 
  many like-minded men-at-arms can also have its benefits. Im-
  provised teams and on-the-spot partnerships often form right 
  there inside of, or outside on the steps of, the Registry building as 
  mercs join forces to accomplish a particular job. A merc company 
  that has just accepted a new assignment may realize that they are 
  in need of a specialist. Someone with the necessary skill set or 
  special abilities, and that somebody is probably nearby and look-
  ing for work.
  Robert Dugan, Manager of the Escanaba Office, Quick 
  Stats: Robert is a retired Bounty Hunter who enjoys helping 
  his “brothers-in-arms” find work. He knows a great deal about 
  bounty hunting and the NG Bounty Registry has connections to 
  dozens and dozens of different merc outfits. Alignment: Unprin-
  cipled. Attributes: I.Q. 15, M.E. 13, M.A. 14, P.S. 21, P.P. 15, 
  P.E. 14, P.B. 12, Spd 10. Experience: 9th level Robot Pilot spe-
  cializing in flying armor and aircraft.
  Shaun Savage, A Merc Company Commander, Quick 
  Stats: Colonel Shaun Savage is leader of the Savage Riders, and 
  frequently recruits temporary help and specialists at the Escanaba 
  Office for various missions. Alignment: Anarchist. Attributes: 
  I.Q. 18, M.E. 14, M.A. 24, P.S. 21, P.P. 20, P.E. 14, P.B. 11, 
  Spd 15. Experience: 8th level Headhunter Techno-Warrior (see 
  World Book 20: Rifts® Canada for more details about different 
  types of Headhunters).
  The Patrol
  The mercenary company that functions as Escanaba’s police 
  force and defenders is known as the Patrol. See the Ishpeming 
  Military Contract Network section, page 62, for complete de-
  tails on this group and its key leaders.
  
  50
  The Patrol’s Jailhouse
  Located near the docks is a building made out of Mega-Dam-
  age materials and ringed with razorwire fencing. Its windows are 
  barred and its doors controlled by electronic keycards. Inside, the 
  Patrol houses the troublemakers it arrests on Escanaba’s streets. 
  There is a standard drunk tank that sees a lot of use, cells for 
  augmented or physically powerful perps, the normal lockup, a 
  processing center and several solitary confinement cells. The 
  jailhouse also has a motor pool out back and a mechanics’ shop 
  where the Patrol’s Operators work to keep their law enforcement 
  vehicles and gear working at 100%.
  No one stays long in the jail. Criminals are either handed over 
  to the Ishpeming authorities for prosecution, released after being 
  fined or held overnight, or escorted to the docks and asked to 
  leave. Those with no means of getting out of the city are taken to 
  Menominee and dumped south of the border in Old Wisconsin. 
  Criminals on the Coalition’s Wanted Lists are put in irons and ex-
  tradited to the CS, usually Chi-Town, but sometimes Iron Heart, 
  within 24 hours of capture.
  Rumor has it that the jailhouse also has a secret basement with 
  a half-dozen small, isolated cells. These cells, if they really exist, 
  are said to house the most notorious and high-value criminals the 
  Patrol arrests. Rather than hand them over to the Ishpeming au-
  thorities right away, the Patrol is rumored to use torture and psy-
  chic techniques to extract valuable information before auction-
  ing their freedom off to whichever Bounty Hunter, Mercenary 
  Company, Black Market Faction or state agency has the highest 
  bid. Some Black Market types even claim that the Patrol uses its 
  authority to abduct and arrest people wanted inside the Coali-
  tion States and other kingdoms, people who should be legally 
  safe within Ishpeming. If true, the Patrol has managed to hide the 
  practice from the Northern Gun Trade Council for years. Then 
  again, the NG Council would be happy to have nefarious crimi-
  nals such as these gone, no matter how they disappear.
  Escanaba’s Northern Gun
  Corporate District
  Beyond the lights of downtown, the warehouses and supply 
  depots begin again. Northern Gun has to keep Escanaba well 
  stocked at all times, and the corporate district lets NG stockpile 
  goods nearby without taking up valuable space at the docks or 
  downtown. A dozen small rail lines link the corporate district 
  with the shopping centers down at the docks. They have been 
  built inside underground tunnels, both to save space and to keep 
  curious visitors away from the NG supply chain.
  Janet Fielding,
  Escanaba Councilor
  As the overseer of Escanaba, Janet Fielding is essentially 
  the Vice President of Northern Gun. While the Manufacturing 
  and Labor Councilor has his hands full with the corporate side 
  of the job, the Escanaba Councilor is tasked with overseeing the 
  densely populated city of Escanaba and its surrounding region. 
  That includes the busy port that is one of Northern Gun’s most 
  valuable assets. The naval base and corporate shipping center at 
  Gladstone is also within the jurisdiction of the Escanaba Coun-
  cilor, and Fielding is responsible for defense of the southern coast 
  and maintaining a steady shipping schedule.
  Escanaba is the second largest city in Northern Gun, and home 
  to a large population of customers, temporary workers, merce-
  naries, visiting tourists and other non-citizens. It is a magnet for 
  wealth and power, a large city in its own right that is third only to 
  the population and resources of the City of Ishpeming/Northern 
  Gun and Manistique themselves. Fielding rules over Escanaba 
  like an appointed queen, subservient to the Chief Councilor in 
  Ishpeming and no one else. She is a stand-up and moral individ-
  ual, and could be exploiting her office for much greater personal 
  gains if she desired.
  Janet Fielding, Escanaba Councilor, Quick Stats: Janet is 
  a high-minded idealist dedicated to Northern Gun first, and the 
  people of Escanaba, second. She is a tough, smart and resource-
  ful lady who knows how to get things done. Only fools and idiots 
  delude themselves into believing they can get the upper hand on 
  her. Alignment: Principled. Attributes: I.Q. 20, M.E. 15, M.A. 
  21, P.S. 17, P.P. 12, P.E. 18, P.B. 15, Spd 9. Experience: 13th 
  level Rogue Scholar.
  The Escanaba Road
  As Ishpeming’s largest trading port, Escanaba is an absolutely 
  vital city and commercial asset that must be connected to the 
  capital and manufacturing centers of Ishpeming. The Escanaba 
  Road links the city to the Ishpeming-Manistique Highway and 
  also stretches south, along the coast of Lake Michigan, until it 
  reaches Menominee.
  Between Escanaba and the IM Highway to the north, the Es-
  canaba Road is large and well developed, basically an extension 
  of the highway. All the road traffic that passes between Ishpem-
  ing and Escanaba must take this leg of the Escanaba Road. It is 
  well patrolled, maintained and lit. South of the city is the other 
  leg of the road, the connection between Escanaba and Menomi-
  nee. This coast road is 55 miles (88 km) of scenic woodlands and 
  lake views. It sees much less traffic than the IM Highway, but is 
  still one of Ishpeming’s most heavily used travel routes. The road 
  isn’t as wide as the IM Highway, and there are long stretches 
  without streetlights, but it is still a proper road and reliable for use 
  by street vehicles. The road does follow Green Bay, and pirates 
  do attack truck caravans and travelers from time to time, but the 
  Lakeguard and the Loss Prevention Office both do their best to 
  keep things safe.
  Escanaba Coastal Defenses
  Escanaba isn’t just Northern Gun’s principal port and larg-
  est sales center. It also serves as the public face for Gladstone, 
  the company-only port and NG naval base sited further up the 
  coast. The guns of Escanaba both defend the city and prevent any 
  pirates or raiders from getting close to Gladstone. “Spotters” in 
  Blue Hawk power armor patrol the air over the bay during clear 
  weather, ready to guide in artillery fire and missiles on anyone 
  foolish enough to test the coastal batteries.
  To complement the long-range weapons, simple obstacles 
  have also been left in Escanaba and Gladstone’s approaching wa-
  ters. Hollow balls of steel or concrete, they are attached to lengths 
  of M.D.C. chain and anchors, then allowed to float at a designated 
  depth. The position of the obstacles means that small vessels can 
  
  51
  go right over them, while larger ships with deeper drafts will be 
  smashed to pieces. This lets fishermen and speed-boaters fol-
  low the coast unimpeded while keeping unwanted larger ships 
  and submarines out. Clearly marked channels lead through the 
  obstacles, strips of water that have been pre-sighted by coastal 
  artillery. Any vessel that tries to plow through the obstacles will 
  attract a lot of attention to itself and sustain heavy damage, and 
  submarines will be instantly revealed as the brightly-painted ob-
  stacles are broken free of their chains and bob to the surface. The 
  system is a cheap, low-tech defense that also confounds and con-
  fuses sea monsters that try to chase ships into port.
  Gladstone
  The secret behind the smooth functioning of Escanaba is 
  Gladstone, Northern Gun’s off-limits corporate port and supply 
  center. Gladstone keeps outlet towns like Escanaba up and run-
  ning, funneling equipment to the more public sales and distribu-
  tion centers. Situated north of Escanaba and unknown to most 
  NG customers, Gladstone is protected from attacks by pirates and 
  sea monsters, and has a substantial Ispheming naval base located 
  close to the commercial docks.
  Every vessel that sails beyond Escanaba must have special 
  clearance and permission from the Ishpeming Navy (the Priva-
  teers contracted to protect the Bay and Northern Gun corporate 
  security). The Gladstone Naval Base is the nation’s largest and 
  most vital military installation, even more important than the 
  strategic HQ at Ishpeming. The defensive ships that protect the 
  trade convoys and fishing fleets are based out of Gladstone, in-
  cluding the NGS Michigan, the flagship of Northern Gun’s south-
  ern fleet. Besides the Xiticix, Lake Superior is a relatively calm 
  front, too cold and remote most of the year for significant pirate 
  activity. That means Gladstone is the anti-piracy headquarters for 
  all of Northern Michigan, home to the courts that try captured 
  pirates and the office that sorts through booty recovered from pi-
  rate ships and bases. Privateer companies and land-bound mer-
  cenaries are constantly coming and going, delivering prisoners, 
  off-loading stolen goods and receiving repairs on their ships and 
  payments for bounties.
  Gladstone is a naval fortress known to few outside the Ishpem-
  ing Military Contract Network. Most people think Escanaba is 
  the military center as well as a major commercial port. They have 
  no idea of the scale of the NG Navy and its forces at Gladstone.
  Aaron Leonard, Gladstone Base Commander, Quick 
  Stats: Aaron is a decisive leader who takes no chances and is 
  quick to action. He is well liked and respected by his men. Align-
  ment: Principled. Attributes: I.Q. 17, M.E. 20, M.A. 15, P.S. 20, 
  P.P. 15, P.E. 13, P.B. 12, Spd 11. Experience: 11th level Naval 
  Military Specialist.
  John Santa Barbara, Captain of the Fast Response Fleet, 
  Quick Stats: John is a something of a swashbuckling sea captain 
  with the swagger of a Pirate. In fact, there are rumors that he 
  used to be a Pirate out of Montreal before he changed his ways. 
  He leads one of the most notorious Gladstone naval forces that 
  responds to threats and suspicious ships in Escanaba waters and 
  chases down brigands. He and Commander Leonard do not toler-
  ate Pirates, Raiders, Slavers or Smugglers. And neither man can 
  be bribed or manipulated. Alignment: Scrupulous. Attributes: 
  I.Q. 17, M.E. 20, M.A. 15, P.S. 20, P.P. 15, P.E. 13, P.B. 12, 
  Spd 11. Experience: 9th level CS Nautical Commando Special-
  ist. Yes, he is ex-Coalition, but born and raised in Michigan and 
  100% loyal to NG and Ishpeming.
  Stone Island
  Once part of the peninsula splitting the Big and Little Bays 
  de Noc, Stone Island was separated from the mainland during 
  the tectonic upheavals of the Great Cataclysm. It is now the first 
  thing that customers and visitors see on their voyage to Escanaba, 
  a thickly forested island that shelters the port city from the worst 
  of the Great Lakes’ storms.
  Other than automated lighthouses on its northern and southern 
  points, Stone Island is uninhabited. Northern Gun R&D some-
  times tests out new products in the island’s interior, where there 
  are no prying eyes, but mainly it serves as a buffer to keep smug-
  glers and pirates away from Escanaba and Gladstone. Regular pa-
  trols, along with cameras and listening devices on shore, alert the 
  authorities in MercBay if anyone sets up camp, and NG would 
  much rather intercept criminals and threats on Stone Island than 
  encourage them to try to land secretly on the mainland.
  The Fayette Islands, to the north and west, are officially part 
  of the Manistique Imperium, more than a dozen small islands that 
  were also formed during the Coming of the Rifts. The Imperium 
  does not have the resources necessary to effectively patrol them, 
  however, and while naval forces from Ishpeming lend a hand, 
  smugglers and pirates are always being chased out of the area.
  Menominee,
  “Pirate’s Point”
  Menominee is the southernmost point within the Republic of 
  Ishpeming and the sales outlet located furthest south. The city is 
  deep within Green Bay, and has become a magnet for pirates, 
  raiders, criminals and many people of dubious reputation and 
  those in trouble with the law looking to resupply, do some shop-
  ping or sell their ill-gotten gains, as well as the privateers who try 
  to police the bay.
  The city is a contradiction in many ways. It is a frontier post 
  with a dark underside. Far removed from the rest of the Ishpem-
  ing Republic, but connected directly to Escanaba by the Es-
  canaba Road, it is a backwater community, yet a profitable sales 
  site. Its customers are mainly pirates, criminals, mercenaries and 
  other roughnecks and fugitives. All the pirates and brigands who 
  come to town pretend to be privateers, legitimate ship captains 
  or adventurer-types. One would think that every ship captain on 
  the Great Lakes must be in Menominee should they walk through 
  and try to introduce themselves. Many of these people are on the 
  CS and/or Northern Gun’s Wanted List (or will be soon), and 
  are only able to shop if they are discreet, make sizable orders or 
  don’t hang around town for very long. Sometimes the LPO (Loss 
  Prevention Office) will stakeout sales and special offers, baiting 
  pirates and cutthroats with prices they simply cannot resist.
  Menominee is also a sign of salvation for those staggering in 
  from the Wisconsin, Minnesota and Canadian wilderness. Tol-
  keen refugees, fur trappers, Wilderness Scouts and farmers trying 
  to scrape by in the hostile woodlands all come through Menomi-
  nee. As do adventurers, practitioners of magic, D-Bees, Rogue 
  Dog Boys, and Cyber-Knights. For those with a past, wanted by 
  
  52
  the law, looked down upon by polite society (or the CS), as well 
  as those who’d prefer to stay away from the limelight of the big 
  cities, Menominee is a place to resupply and enjoy the benefits 
  of “civilization” without getting too close to “real civilization.” 
  Wild Psi-Stalkers come and go as well, and sometimes Simvan 
  Monster Riders can be seen at the edge of town as they wait for 
  D-Bee or human allies to make purchases for them or toss on a 
  hooded cloak and attempt to go into town themselves.
  Menominee is much less discriminating about D-Bees and 
  outlaws than the rest of Ishpeming, and many D-Bees walk the 
  streets openly without fear. The local LPO (Loss Prevention Of-
  fice) is plenty busy dealing with the pirates and criminal element 
  that frequent the city, and the distance from the Coalition States 
  means there is little or no pressure to change things or put on a 
  human-friendly face.
  The mayor, the magistrate, and what passes for the law in 
  town are all in the pocket of several prominent pirate captains and 
  will take bribes for almost anything from anybody if the money is 
  good enough. Still, they somehow manage to keep the peace and 
  maintain the city.
  Iscerus, Local Hero, Quick Stats: A resident Psi-Stalker 
  who serves as liaison for several Wild Psi-Stalker tribes active 
  in the area. He is also a known hero with connections to Cyber-
  Knights, some prominent mercenary companies, and heroes at 
  Lazlo. Some even whisper that he once traveled with and defend-
  ed Erin Tarn. Iscerus enjoys the Wild West feel of Menominee 
  and he stands up against bullies and bad guys, especially those 
  who threaten Psi-Stalkers, D-Bees and children. Alignment: 
  Scrupulous. Attributes: I.Q. 14, M.E. 22, M.A. 11, P.S. 19, P.P. 
  22, P.E. 21, P.B. 9, Spd 24. Experience: 10th level Wild Psi-
  Stalker. Psionics: I.S.P.: 169. All standard Psi-Stalker abilities 
  and bonuses, plus Intuitive Combat (10), Meditation (0), Mind 
  Block (4), Sense Evil (2), Sense Magic (3), Sixth Sense (2), and 
  Telepathy (4).
  Allan “ZeroArmor” Randall, Local Hero, Quick Stats: Ze-
  roArmor is a human Warlock who never wears body armor of 
  any kind. A magic medallion is said to make ZeroArmor a Mega-
  Damage being. He is the best friend of Iscerus and is often at his 
  side, especially when protecting the innocent. Rumors abound 
  about this guy and his medallion, but nobody has any answers 
  about this enigmatic hero, who is the strong silent type. Align-
  ment: Unprincipled. Attributes: I.Q. 23, M.E. 23, M.A. 19, P.S. 
  21 (Supernatural), P.P. 18, P.E. 26, P.B. 24, Spd 58 (40 mph/64 
  km). Experience: 7th level Snow Lizard Dragon Hatchling, pos-
  ing as a human Water Warlock. M.D.C.: 370.
  Menominee Air Depot
  As the most southerly of Northern Gun’s holdings, Menomi-
  nee is a natural choice as a departure point for cargo flights. A 
  large air depot has been built outside the city for just this purpose. 
  Broadwing cargo planes and smaller bushplanes are constantly 
  coming and going, delivering supplies to mercenary groups and 
  military forces out in the field. Sometimes they are taking criti-
  cal replacement stock to important sales outlets like MercTown 
  or Arzno, or to civilian stores within the Coalition. Secretive 
  
  53
  flights to supposedly “off-limits” customers like Tolkeen resis-
  tance groups and Wisconsin pirates are also conducted out of 
  Menominee to keep them quiet. For while the Coalition States 
  has people who monitor the extremely busy and popular port of 
  Escanaba, Menominee is under their radar, dismissed as a two-bit 
  flea trap where a Coalition presence would be instantly noticed. 
  They have deployed a few intelligence agents to Menominee in 
  the past, but both the criminal and corporate social circles in the 
  city are very close-knit and difficult to infiltrate.
  The air depot is an independent NG operation located out-
  side of the city to keep it away from pirates, hijackers and any-
  one nosy enough to come poking around. Security forces keep 
  watch for several miles around the depot itself and the runways 
  and main storage areas are well protected behind Mega-Damage 
  walls and fences.
  Inside the defenses is a regional hub the likes of which are 
  difficult to find on Rifts Earth. Runway after runway connects 
  to hangars full of NG aircraft and warehouses full of products 
  ready to be shipped. While the Xiticix Hivelands, Coalition ter-
  ritory and Tolkeen no-fly-zone all restrict the areas the planes 
  can travel, they still deliver to customers and NG outlets within 
  Wisconsin, Michigan, Ohio and Indiana, plus special runs to cli-
  ents such as MercTown and Arzno. Airstrips located at Escanaba 
  and MercTown make deliveries to locales further east, south and 
  west, such as the Pecos Empire, El Paso and even Fort Reid in 
  Mexico. Note: The city of Ishpeming has its own airstrip and 
  distribution hub, both within the city and found at Fort Sawyer, 
  that cover clients in Canada.
  Jeff Schuler, Air Depot Director, Quick Stats: Director 
  Schuler is a no- nonsense boss who oversees all operations of the 
  Air Depot like a general commanding his troops. He is well liked 
  and respected by his men. Alignment: Scrupulous and incorrupt-
  ible. Attributes: I.Q. 15, M.E. 19, M.A. 21, P.S. 10, P.P. 9, P.E. 
  14, P.B. 13, Spd 12. Experience: Equivalent of an 11th level CS 
  Technical Officer, specializing in communications.
  The Wisconsin 
  Border
  The line that separates the Republic of Ishpeming from the 
  wildlands beyond it is based on the old Michigan/Wisconsin bor-
  der. The arrangement of the Upper Peninsula is a fluke of pre-
  Rifts politics. The U.P. was given to Michigan as a kind of con-
  solation prize after Michigan and Ohio almost went to war over 
  possession of the city of Toledo.
  As Northern Gun grew and asserted its dominance over Ish-
  peming and the western U.P., its border formed somewhat natu-
  rally along the old roads and markings that had been left behind. 
  Pre-Rifts maps clearly showed the border between the two states 
  of the old American Empire, and it was easier to simply follow 
  their guide than to resurvey a new border over miles and miles of 
  monster infested woods.
  There are a string of forts and small towns along the border, 
  but most of it is monitored only by infrequent mercenary patrols 
  from the City of Northern Gun. The local mercs use robots and 
  power armor to cover more ground, and the general lack of civili-
  zation in Wisconsin, whether human or alien, means there are few 
  organized threats that the border patrol must deal with. Monsters 
  that cross over from the forests of Wisconsin are the main threat.
  The Menominee & Montreal Rivers
  Most of the Republic of Ishpeming’s border with the old State 
  of Wisconsin is defined by the Menominee River. The Montreal 
  River is part of the northern border, emptying into Lake Superior. 
  There is also a 40 mile (64 km) stretch between them that extends 
  between the Ironwood and Iron River border forts, an open 
  area with no clear physical feature to define its boundaries. The 
  rivers represent the edge of civilization, and one can find farms 
  and small villages to the north and east, and pristine wilderness 
  to the south and west. Barges carrying timber and ore cruise up 
  and down the two rivers, heading back and forth between border 
  outposts, Menominee and Iron Bay. A half-dozen Harbormaster 
  patrol boats are also docked at Menominee and take turns cruis-
  ing up and down the Menominee River monitoring the border 
  and responding to calls for assistance or reports of supernatural 
  activity. They will stop at the outposts, mining camps and dock-
  ing facilities along the river, dispatching parties of marines inland 
  to observe and intercept threats.
  Charles Viaud, Menominee River Patrol Captain, Quick 
  Stats: Captain Viaud manages all NG river patrols in the area. 
  He makes do with the meager forces given him and keeps pe-
  titioning NG to increase the size and number of patrols. He is a 
  resourceful leader and serious about security along these rivers. 
  Alignment: Scrupulous. Attributes: I.Q. 14, M.E. 12, M.A. 13, 
  P.S. 21, P.P. 17, P.E. 12, P.B. 14, Spd 19. Experience: 9th level 
  Merchant Marine.
  Mangels, Quick-Flex Alien Scout for Hire, Quick Stats: 
  This fun-loving character seems to take everything in stride, and 
  has a good sense of humor. However, when stuff hits the fan, he 
  is deadly serious and as crack-shot as any Gunslinger from the 
  New West. He knows the river region almost as well as the lo-
  cal Psi-Stalkers, and offers his services as a scout or bodyguard. 
  Alignment: Unprincipled. Attributes: I.Q. 11, M.E. 13, M.A. 
  10, P.S. 12, P.P. 22, P.E. 14, P.B. 8, Spd 38. Experience: 10th 
  level Wilderness Scout with the notable skills of W.P. Handguns, 
  W.P. Quick Draw, W.P. Knife, Tracking (people), Track and 
  Trap Animals, Land Navigation, Hunting, Boat: Paddle Types, 
  Boat: Sail Type and various Wilderness skills and others.
  The Iron Chain
  One of the reasons Northern Gun can manufacture such a huge 
  volume of machines and equipment is its unrestricted access to 
  iron. Iron is used to make steel, vital in modern manufacturing, 
  and ferrous (iron) compounds and alloys are the base for North-
  ern Gun’s version of Mega-Damage armor. By some stroke of 
  luck, three of North America’s six large concentrations of iron 
  deposits are found within or adjacent to the Republic of Ishpem-
  ing. The Marquette range is safely inside the country’s borders, 
  while the Menominee and Gogebic ranges overlap the old bor-
  ders of Michigan and Wisconsin. The Marquette range is home 
  to extensive mining operations, but the future of Northern Gun is 
  found along its western border.
  
  54
  Many of the towns that sprang up during the 19th Century in-
  cluded “iron” in their name. Iron Mountain, Iron River and Iron-
  wood, along with Menominee and the post-Rifts Iron Bay, form 
  the “Iron Chain” that protects Ishpeming’s border. The three 
  forts that are part of the chain are all located within rich iron-
  mining country and the ports at Menominee and Iron Bay provide 
  access to the rest of the nation by sea.
  In addition to its sales to pirates, its strategic position as a bor-
  der fort and its access to Lake Michigan, Menominee is also the 
  hub of the western iron industry in Ishpeming. The Marquette 
  range produces whatever it can, and all of its output goes right 
  to the factories around Ishpeming. The western ranges, however, 
  are broad and untapped in many locations, and small, independent 
  mines, test digs and survey camps are located all over the border 
  area, from Lake Gogebic west, right into Wisconsin. Rivers are 
  often the only established travel routes, and barges loaded with 
  iron float down them towards Menominee before being shipped 
  north to Escanaba on freighters or railcars. And while capturing 
  shipments of iron ore is a bit dry and boring for most pirates, 
  taking the freighters that carry it and ransoming the cargo, the 
  vessel and the crew back to the shipping company that sent them 
  is common practice.
  Iron Mountain
  Located about 30 miles (48 km) northwest of Menominee, Iron 
  Mountain is a small crossroads situated within a stretch of thick 
  forest. The city is bordered to the south and west by the Menomi-
  nee River, and connects to a decent road that runs north all the 
  way to Ishpeming. It is considered the main outlet for goods that 
  move along the river to travel inland, intended for Ishpeming and 
  the capital region. And while it may be more difficult to move 
  shipments of iron ore and timber along the road than by ship from 
  Menominee or Iron Bay, there are no pirate attacks deep inland, 
  and the region is too remote even for most bandits and highway-
  men. The road is also regularly swept by one of several merce-
  nary companies or patrolled by heavily-armed Loss Prevention 
  Officers disguised as simple farmers and travelers.
  Captain John Polack, LPO Assigned to Iron Mountain, 
  Quick Stats: Polack requested this post because he has grown 
  tired of city life and prefers the outdoors. He’d consider mov-
  ing to the country if not for his wife and family living in North-
  ern Gun. Alignment: Scrupulous. Attributes: I.Q. 14, M.E. 10, 
  M.A. 12, P.S. 21, P.P. 19, P.E. 12, P.B. 15, Spd 18. Experience: 
  8th level Military Specialist.
  Iron River
  Iron River is found far within the Upper Peninsula, sited where 
  the Menominee River ends and the land border between it and the 
  Montreal River begins. It is the last stop along the Menominee 
  River, and as far inland as one can go from Pirate’s Point without 
  leaving their boat behind. Iron River is a small fort and town, and 
  sees fewer travelers, traders and farmers than the other portions of 
  the Iron Chain. It is relatively cut off from the rest of the nation, 
  as well. Following the river south down to Iron Mountain is the 
  quickest way out, as the only other options are to trudge inland 
  through many miles of untamed woodlands and mining country 
  or head west along the land border to try and reach Ironwood.
  Colonel James Eric Ritchie, Fort Commander, Quick 
  Stats: Colonel Ritchie is an NG company man who accepts any 
  assignment given to him. He made the rank of Colonel at a young 
  age and sees this backwoods post as a stepping stone to a better 
  future. As a result, he runs his command by the book and keeps 
  the men battle-ready. Alignment: Principled. Attributes: I.Q. 
  20, M.E. 11, M.A. 10, P.S. 24, P.P. 14, P.E. 14, P.B. 13, Spd 14. 
  Experience: 7th level Mercenary Soldier.
  Ironwood
  Ironwood is the northernmost inland border fort and town pro-
  tecting the Wisconsin border. It is the northern gateway to Ish-
  peming, and sits along one of the only reliable roads that run to 
  Ontonagon and the center of the country. Beyond the city is Lake 
  Gogebic, a long, north-south running lake that acts as a natural 
  boundary between the border zone and the nation’s interior.
  Ironwood is also a hub for goods heading north to the port 
  at Iron Bay. While the majority of commerce from Ishpeming’s 
  western farms, logging operations and mines flows through 
  Menominee, Iron Bay is the destination for those who cannot 
  reach the Menominee River and easy access to the city that shares 
  its name.
  Captain Wade Rohl, Fort Commander, Quick Stats: Cap-
  tain Rohl is a Gunfighter from the Pecos Empire, where he also 
  worked as a saloon keeper and did a stint as a sheriff. He decided 
  to give up the Wild West and try life in a more civilized part of 
  the world. He always liked NG products so he came to Ishpem-
  ing. He is a good leader, respected by the mercs who serve at the 
  fort. Alignment: Scrupulous. Attributes: I.Q. 14, M.E. 13, M.A. 
  15, P.S. 17, P.P. 21, P.E. 12, P.B. 14, Spd 12. Experience: 9th 
  level Wilderness Scout.
  Iron Bay
  Iron Bay is the only part of the Iron Chain that is not based 
  on the site of a pre-Rifts city. Located on Oronto Bay where the 
  Montreal River reaches Lake Superior, it is a small mining town 
  and shipping center, far north and close enough to the Xiticix 
  Hivelands that many outsiders don’t even know of its existence. 
  This anonymity and the presence of the Xiticix help keep pirates 
  away, along with Task Force X based out of nearby Ontonagon.
  The port is small and relatively defenseless, its only protec-
  tors a tiny detachment from a larger mercenary company that has 
  scored arguably the least-desirable job on the Ishpeming Military 
  Contract Network. The weather is terrible, the pay no better than 
  any other assignment (and worse than most), and the threat of an 
  unpredictable pirate attack or sudden Xiticix swarm means there 
  is a real chance of the city being wiped out before more help can 
  arrive from the east. Should something of that magnitude occur, 
  the population is ready to evacuate by boat to Ontonagon and 
  inland to Ironwood.
  Colonel Erik Stewart, Fort Commander, Quick Stats: Col-
  onel Stewart was assigned to Iron River after a falling out with 
  General Timothy Letts over the Xiticix debate. To make a long 
  story short, the last words of General Letts were, “If you’re so 
  concerned about the damn bugs, you can sit in the woods and 
  count them.” Indeed, Colonel Stewart has launched his own, pri-
  vate study of the Xiticix using the troops assigned to him. This 
  includes experimentation in different approaches to fighting the 
  
  55
  Xiticix. His concern over the Xiticix has become something of an 
  obsession. Alignment: Principled. Attributes: I.Q. 17, M.E. 9, 
  M.A. 10, P.S. 20, P.P. 18, P.E. 17, P.B. 9, Spd 23. Experience: 
  10th level Mercenary Soldier with a bionic right eye, jaw, arm 
  and leg resulting from a battle with Xiticix midway in his career.
  Porcupine Mountains
  Located along the Lake Superior coast are the low-lying Por-
  cupine Mountains. While not terribly tall (the loftiest peak is only 
  2,000 feet/610 m), the “mountains” are rough, mixed terrain, dif-
  ficult even for large robots to traverse and impassable by most 
  wheeled vehicles. During the winter, the mountains are subject 
  to massive amounts of lake-effect snow, making them even more 
  forbidding and impassible. And while they are situated far enough 
  away from the border that they don’t really act as a buffer, they 
  do protect the vital port of Ontonagon’s western approach. And 
  combined with Lake Gogebic, they make up a secondary defen-
  sive position should the border ever be threatened by an outside 
  force like the Xiticix.
  The mountains are rich with wildlife and home to some of 
  the Republic of Ishpeming’s finest stands of old growth lumber. 
  Limited logging operations are underway during spring and sum-
  mer, but the entire area shuts down in early autumn and goes to 
  sleep during winter and doesn’t wake up for months. The Upper 
  Peninsula’s only set of prominent ley lines run along the coast 
  and through the Porcupines and light up the snowy mountains 
  with their magic iridescence.
  In addition to earthly creatures, the dense mountains also shel-
  ter strange beings from the Rifts that have crawled up out of the 
  sea. There is no telling what might be living within the mountain 
  range, and logging operations are conducted at the lumberjacks’ 
  own risk.
  A group of freelance heroes and adventurers calling them-
  selves the Iron Mountain Defense Force has been patrolling 
  the mountains, protecting the locals and weeding out the most 
  dangerous monsters for years. They have a great reputation, so 
  Northern Gun hired them to be their official representatives and 
  protectors to the region.
  Sir Eric Canapini, Iron Mountain Defense Force, Quick 
  Stats: Sir Eric is a Cyber-Knight and a self-styled Monster Hunt-
  er. He commands a force of elite warriors who are skilled track-
  ers, soldiers and monster slayers. Alignment: Scrupulous. Attri-
  butes: I.Q. 14, M.E. 14, M.A. 17, P.S. 20, P.P. 21, P.E. 17, P.B. 
  11, Spd 14. Experience: 8th level Cyber-Knight.
  Lieutenant Doug Buhlman, Iron Mountain Defense Force, 
  Quick Stats: Lt. Buhlman is a full conversion cyborg thanks to a 
  raid by Brodkil, so he has a special hate for monsters, especially 
  demons. Alignment: Anarchist. Attributes: I.Q. 12, M.E. 14, 
  M.A. 10, P.S. 32 (Robot), P.P. 22, P.E. 12, P.B. 8, Spd 176 (120 
  mph/192 km). Experience: 8th level Combat Cyborg. Note: His 
  favorite weapon is a magic Rune sword he took from a Horune 
  Pirate Captain. The weapon does 4D6 M.D., double damage to 
  demons(!), and spits lightning bolts (3D6 each, 500 foot/152 m 
  range). The sword speaks to the cyborg via telepathy and enjoys 
  killing. As of late, the sword has been giving Doug nightmares 
  about demons invading the Americas.
  Sergeant Torrey Jones, Iron Mountain Defense Force, 
  Quick Stats: Sgt. Jones comes from a long line of heroes he can 
  trace back to the latter half of the Two Hundred Years Dark Age. 
  If Torrey wasn’t a Glitter Boy with a legacy of family heroics, 
  he’d probably be a Cyber-Knight. Alignment: Scrupulous. At-
  tributes: I.Q. 12, M.E. 15, M.A. 20, P.S. 18, P.P. 21, P.E. 11, 
  P.B. 10, Spd 9. Experience: 7th level Glitter Boy Pilot.
  Hendrik Harterich, Ley Line Rifter, Iron Mountain De-
  fense Force, Quick Stats: Hendrik is a visitor from the New 
  German Republic where he had spent time fighting Gargoyles 
  and Brodkil. Something of a veteran monster slayer, he met the 
  Iron Mountain Defense Force, liked the members of the group 
  and joined them. He is a grounded, empathetic individual with in-
  nate wisdom and a great appreciation of life. His presence brings 
  stability and reason to the group. Alignment: Scrupulous. At-
  tributes: I.Q. 20, M.E. 14, M.A. 22, P.S. 12, P.P. 11, P.E. 12, 
  P.B. 12, Spd 10. Experience: 9th level Ley Line Rifter. Some 
  Skills of Note: Lore: Demons & Monsters, Lore: D-Bees, Lore: 
  Faeries & Creatures of Magic, Lore: Magic, Lore: Vampires, and 
  Philosophy.
  Connor A. Brown, Mind Melter, Iron Mountain Defense 
  Force, Quick Stats: Connor is a young lad with the gifts of Mas-
  ter Psionic abilities. He aspires to be a hero and has a tender heart 
  and generous spirit. Alignment: Scrupulous. Attributes: I.Q. 15, 
  M.E. 22, M.A. 17, P.S. 10, P.P. 13, P.E. 10, P.B. 10, Spd 9. Expe-
  rience: 5th level Mind Melter with incredible potential.
  Stanley Woo, Ninja Cyborg, Iron Mountain Defense 
  Force, Quick Stats: Stan is a Ninja Cyborg from Japan! He has 
  four arms, bionic weapons, fire breath, cybernetic language trans-
  lator, and other bionics and cybernetics (see page 88 of World 
  Book 8: Rifts® Japan for details). And no memory. Stan has 
  no idea how he came to this part of the world or his purpose. He 
  vaguely remembers fighting demons, a Rift opening and then . . 
  . nothing. He believes he is a hero and that Fate has brought him 
  to this land for a reason. When Fate is done with him, he will find 
  his way home. Alignment: Anarchist. Attributes: I.Q. 13, M.E. 
  14, M.A. 10, P.S. 30 (Robot), P.P. 24, P.E. 12, P.B. 8, Spd 176 
  (120 mph/192 km). M.D.C.: 280. Experience: 7th level Ninja 
  Cyborg.
  Other Notable Members of the Iron Mountain Defense Force:
  Shepard Williams – 9th level Wilderness Scout; Scrupulous.
  Chris Altobelli – 7th Level Headhunter; Scrupulous.
  Erich Eisenmenger – 8th level Mercenary Soldier, Scrupu-
  lous.
  David Rogers – 6th level Juicer; Unprincipled.
  Thaddeus Ryker – 8th level ex-CS SAMAS Pilot; Unprin-
  cipled.
  Steven Yeung – 7th level Mystic; Scrupulous.
  Dave Simmens – 7th level Techno-Wizard; Scrupulous.
  Jason McQuain – 8th level Cyber-Doc; Scrupulous.
  Rob Daily – 6th level Body Doc; Principled. A Major Psy-
  chic with 57 I.S.P. and the healing powers of Bio-Regeneration 
  (6), Deaden Pain (4), Exorcism (10), Healing Touch (6), Increase 
  Healing (10), Meditation (0), Psychic Diagnosis (4) and Psychic 
  Purification (8).
  Brian Keen, Iron Fields Councilor
  In the Dark Age, before Northern Gun encompassed all of Ish-
  peming, there was a proto-state emerging in the southwest corner 
  of the proposed kingdom. Based out of Menominee, the short-
  lived collection of settlements included Menominee, Iron Moun-
  tain, Iron River and Crystal Falls, most of what would eventually 
  
  56
  become the western border of the Ishpeming Republic. Near the 
  end of the Two Hundred Years Dark Age, this league of cities 
  was dissolved and absorbed into a Northern Gun that was assert-
  ing its power and dominance. They were already close allies with 
  Ishpeming and dependent upon its manufactured goods, so the 
  choice was an easy one.
  Brian Keen is descended from the powerful families that used 
  to control the cities of southwestern Ishpeming. In many ways, 
  he is the last vestige of that world, as the western iron fields and 
  border have been increasingly placed under the control of over-
  seers from Ishpeming. Mercenary contractors have replaced the 
  local militias, and the notoriety of Northern Gun has eclipsed the 
  reputation of any individual city. Keen is unconcerned; he was 
  born a non-contract employee of Northern Gun and the current 
  arrangement is the only world he has ever known. All Keen can 
  be sure of is that he has been given special power and privilege 
  and seeks to use them to further his own interests and those of his 
  community.
  The Keen family is a major power player within Northern Gun 
  and has a long history of Glitter Boy heroes who defended the 
  land throughout the Two Hundred Years Dark Age. Brian did a 
  little adventuring himself in his youth and owns a suit of Glitter 
  Boy armor passed on from generation to generation. Next to the 
  deposed King of Ishpeming, the Keen family is the closest thing 
  to royalty the corporate-state knows. No Northern Gun offices 
  are passed down through heredity, and rarely are dynasties able 
  to spring up within the company. The Keens had the power be-
  fore they were part of Northern Gun, and still conduct themselves 
  with an air of aristocracy. Brian Keen is often chosen to meet 
  with representatives of the Manistique royal family, a role for 
  which his high-breeding and sense of self-importance prepares 
  him perfectly.
  Brian Keen, Iron Fields Councilor, Quick Stats: A person-
  able and intelligent politician who is truly concerned about the 
  welfare of his constituents and the Republic. Alignment: Unprin-
  cipled. Attributes: I.Q. 15, M.E. 12, M.A. 19, P.S. 14, P.P. 19, 
  P.E. 15, P.B. 12, Spd 11. Level of Experience: 4th level Glitter 
  Boy Pilot and the equivalent of an 8th level politician/diplomat.
  The Michigan Lower Peninsula
  Before the Coming of the Rifts, Michigan’s Lower Peninsu-
  la was the center of civilization and the Upper Peninsula was a 
  lightly-populated frontier. Now things have changed completely, 
  and the Lower Peninsula is covered in forest and has no cities 
  to compare to the great technological empire of the U.P. There 
  is one exception, New Lazlo, a city of magic built on the ruins 
  of Ann Arbor. But while New Lazlo does import Northern Gun 
  products, there are no land routes that connect the two and politi-
  cally, they are quite distant. Ships carrying NG products (though 
  none that officially fly a Northern Gun flag) regularly dock at 
  New Lazlo’s port south of the ruins of Detroit. NG is happy to 
  accept their business, but now does so in secret and through third 
  parties thanks to the community being labeled Enemies of the 
  Coalition States.
  Missions into Lower Michigan and Wisconsin. Northern 
  Gun is an island of security and prosperity in the midst of a vast 
  wilderness all around it. It may connect with the Manistique Im-
  perium, but reaching any other nation involves a voyage on the 
  Great Lakes or a perilous journey through Michigan, Wiscon-
  sin or Canada. Official expeditions to the Michigan mainland 
  are very rare. Strange as it may sound, air travel – though being 
  attempted with increasing frequency – is even more dangerous. 
  Brodkil, bandits, pirates and others are all too happy to shoot 
  down an aircraft and go to the crash site to salvage whatever they 
  can. Likewise, Xiticix, dragons and other flying monsters (not to 
  mention Coalition forces) tend to attack aircraft and flyers larger 
  than a van and airborne more than a thousand feet or so. The 
  inhabitants of the forests of Southern Michigan are virtually the 
  same as Green Bay, with more small bands and tiny communi-
  ties of pirates, separatists, bandits, D-Bees, Brodkil, farmers and 
  homesteaders making their home there.
  Green Bay
  Green Bay is full of smaller bays and inlets, as well as a few 
  notable rivers. The bay and the peninsula that forms it are both a 
  hotbed of pirate activity. This could be because of Northern Gun 
  or in spite of it, as pirates are occasionally hunted down by Ish-
  peming’s military contractors but would never be able to engage 
  in their “trade” without Northern Gun’s weapons.
  Green Bay is somewhat isolated from the rest of Lake Michi-
  gan by the Door Peninsula and the islands that extend away from 
  it. And while the bay itself is much more open to the Great Lakes 
  than in Pre-Rifts times, it still offers some shelter from storms to 
  ships within its waters and has been carefully marked and charted 
  by the Northern Gun.
  The Republic of Ishpeming’s southern coast is all technically 
  within Green Bay. The Door Peninsula extending from Wiscon-
  sin and the Fayette Islands reaching out from southern Manis-
  tique project into Lake Michigan to create the bay. The northern 
  part of the bay is one of the major shipping channels in North 
  America and the main way most Northern Gun products reach 
  their customers. The southern part is infested with pirates and sea 
  monsters in equal measure, and is only halfheartedly patrolled by 
  Northern Gun and its military contractors.
  The protrusion of land that extends northeast from Wisconsin 
  and creates Green Bay is known as the Door Peninsula. Sturgeon 
  Bay, once a Golden Age Wisconsin city, now sits on the Sturgeon 
  Channel, cutting the peninsula in half and providing a secondary 
  route for pirates to filter back and forth from Lake Michigan, fur-
  ther south and away from the radar systems and patrol boats that 
  guard the shipping lanes leading to Escanaba.
  The pre-Rifts City of Green Bay was decimated by the Great 
  Cataclysm to the point that, except for the battered ruins of a half 
  dozen Mega-Damage buildings still standing, and jutting up from 
  the forest that has reclaimed the land, you would never guess 
  the region was ever populated. Today, the coast is dotted by a 
  few tiny fishing villages. The interior is home to the occasional 
  hunting lodge, homesteader and farm. Small, nomadic tribes of 
  Native Americans, Psi-Stalkers and D-Bees also visit the area to 
  hunt and pitch temporary camps, as do pirates and adventurers, 
  but none establish permanent communities or buildings. Travel-
  ers who stumble across a pirate camp or group of bandits could 
  find themselves in trouble fast. Fury Beetles and other monsters 
  abound in these woods. Brodkil, Black Faeries and other dan-
  gerous creatures are also known in this part of the country; the 
  former looking for weapons and bionics to steal. Ghosts and Pol-
  tergeists are also said to wander the woods of Green Bay.
  
  57
  Plum Island Region
  Green Bay Graveyard and the Porte des Morts
  Formerly located north of the Door Peninsula, Plum Island 
  sank beneath the waves when the Rifts appeared and rocked 
  the Earth. Even when it still stood, treacherous waters around it 
  made the area into a ship graveyard. When the French originally 
  charted the Great Lakes, they took note of the dangerous chan-
  nel that passed around the island and named it Porte des Morts, 
  the “Door of the Dead.” And with Plum Island itself now lurking 
  just beneath the surface, the area has only become more treach-
  erous. More than 250 pre-Rifts shipwrecks litter the lake in the 
  immediate vicinity, as well as dozens of vessels that have gone 
  down in the years since the Great Cataclysm. Pirates, merchants, 
  privateers, Ishpeming naval forces, D-Bee ships and even Coali-
  tion patrols have all sunk trying to navigate the area, and the local 
  lake-bed is rich in salvageable goods and submerged treasures. 
  This patch is known as the Green Bay Graveyard, and is regu-
  larly swept for valuables by pirates equipped with submersibles, 
  power armor, or ocean magic to plumb its depths.
  With so many tragic deaths, the Green Bay Graveyard is 
  home to many Haunting Entities and Poltergeists, as well as the 
  occasional, more deadly Entity, such as Syphons, Tectonic and 
  Possessing Entities. Sailors on ships passing through claim to 
  hear the wails and cries of the dead and sometimes report seeing 
  apparitions below the waves. Those who linger in the haunted 
  waters are the ones likely to have their ships visited by ghosts and 
  more dangerous Entities, but it is those who dive down into the 
  water for salvage or exploration who are in the greatest peril. In 
  addition to ghosts and Entities, Cadborosaurus, giant squid, and a 
  litany of other regional monsters are also present in the water and 
  air and lurking on shore. Note: The location where the pre-Rifts 
  city of Green Bay once stood is also said to be haunted, but noth-
  ing like the Green Bay Graveyard beyond the shore.
  Washington Island
  Washington Island is the northernmost island extending from 
  the Door Peninsula, shrunken from its Pre-Rifts size due to ero-
  sion and changing water levels. Its exposed location outside 
  Green Bay makes it a risky stop for pirates, because their ves-
  sels can be seen from the mainland and from a distance out on 
  the lake as well as from the air. Still, the island is often used as 
  a place to hole-up during rough weather by pirates and raiders. 
  The island and surrounding waters contain the ruins of several 
  pre-Rifts towns, and an old airport can be found on shore. The 
  island is uninhabited – at least by humans and D-Bees – and has 
  been reclaimed by nature. That means even the ruins are covered 
  in vegetation and light forest.
  The broken coastline is full of popular landing spots for pi-
  rates, smugglers, and other brigands, but such miscreants can be 
  found anywhere on the islands of Green Bay. Most set anchor 
  and come ashore to wait out foul weather, to sort through loot and 
  even hide valuables in the ruins and secret hiding places. Like-
  wise, many hide supply caches on the island and stop to resupply, 
  while many others meet with Black Marketeers and smugglers to 
  trade stolen goods for weapons, supplies and money.
  The ruins of the airport and what’s left of the town of Wash-
  ington are in the northwest portion of the island. While it too is 
  sometimes used by pirates, criminals and fugitives, it is a known 
  landing site and way-point for Ishpeming naval patrols, air pa-
  trols and privateers hired by Northern Gun to hunt and chase 
  away sea serpents, pirates and other brigands whose criminal en-
  terprises have gotten out of hand in the area. To this end, a part 
  of the airfield has been cleared of debris and forest for use by NG 
  flyers and there are even a few hidden, underground fuel tanks for 
  refueling aircraft as well as three hangars and two small buildings 
  suitable for shelter and pitching camp. Most of the time, however, 
  the old airport is abandoned, you simply don’t know when NG 
  hired mercs and privateers are going to show up. Fugitives and 
  blackguards who tempt fate or unwittingly occupy the airport fa-
  cilities for days or weeks at a time are likely to be discovered and 
  taken down when an NG patrol arrives. It is interesting to note 
  that many Black Marketeers and smugglers do, indeed, use the 
  Washington Island airfield to drop off goods to criminal clients 
  and carry away illegal cargo and stolen goods, but the smart ones 
  never stay longer than 1D4 hours, and vacate at the first sign of 
  an NG patrol off in the distance and the first hint of trouble. NG 
  air and lake patrols know this, but only crack down when piracy 
  and hijacking get out of control and when they have need of the 
  facility for their own purposes.
  Lake Winnebago
  If one dares to sail among the ruins of Green Bay, the Fox 
  River leads south through the city and into Lake Winnebago. 
  Roughly 30 miles north to south and about 10 miles wide (48x16 
  km), the lake is quite substantial and separated by the river from 
  Green Bay and the Great Lakes. While it is extremely shallow, 
  only 15-20 feet (4.6 to 6.1 m) deep, the lake can be navigated by 
  small watercraft, hydrofoils, barges and any vessel with a shal-
  low draft.
  In addition to providing shelter for transient pirates, privateers 
  and adventurers traveling by water, Lake Winnebago also con-
  nects to several inland waterways. The Fox, Wolf and Waupeca 
  Rivers lead away from the lake, and eventually connect with 
  Lake Butte des Morts, Lake Winneconne, Lake Poygan and 
  hundreds of small lakes, rivers and creeks that weave through 
  Wisconsin. Using this system of waterways, pirates and others 
  can travel more quickly and freely within the Wisconsin wilder-
  ness than by land, though they may be reluctant to set ashore and 
  travel far from the protection and mobility of the waterway. The 
  wilds of Wisconsin are full of danger.
  The Rest of Wisconsin
  Away from the coast, Wisconsin is a no-man’s land covered 
  in forest and filled with wildlife. The Coalition mounts a few pa-
  trols into southern Wisconsin, but for the most part, is unwill-
  ing to expend the resources necessary to secure the vast territory. 
  The wildlife, monsters, creatures of magic, Xiticix, wilderness 
  people, and presence of magic (ley lines and dimensional Rifts) 
  and the things that regularly come and go via the Rifts, all make 
  Wisconsin a difficult prospect for taming and establishing long-
  standing communities. The average “life” of a town or village 
  that settles in one permanent location is 6-10 years. Towns and 
  even small kingdoms have come and gone a thousand times over 
  the last three centuries. Wisconsin is marked for eventual annexa-
  tion by the Coalition States, but is not part of the 20 year plan for 
  Coalition expansion, making it a distant priority.
  
  58
  As far as Northern Gun is concerned, just securing the border with 
  Wisconsin is costly enough, both in funds and human life. There 
  are no plans to actively retake the state, and most of the salvageable 
  pre-Rifts sites (military bases, University of Wisconsin, etc.) were 
  looted generations ago during the Two Hundred Years Dark Age, 
  sometimes by people who would end up as part of Northern Gun. 
  Ishpeming already has all the worthwhile tech that has been dug out 
  of the ground, and sees no desire to attempt to tame a vast wilder-
  ness and overextend themselves by widening the potential battle 
  front with the Xiticix. Note: Many of the creatures and monsters de-
  scribed in the pages of Rifts® Sourcebook 4: Coalition Navy and 
  Rifts® Canada inhabit the forests of Wisconsin, Lower Michigan, 
  Ohio, Minnesota, the Dakotas and what was once the Northeastern 
  United States and Southern Canada. Native Americans, Psi-Stalkers 
  and sometimes Simvan also live in and travel through Wisconsin, as 
  do mages, dragons and creatures of magic.
  Lake Superior
  & Northern Ishpeming
  Houghton
  Houghton is the northernmost actual city in the Republic of Ish-
  peming. Making it one of humanity’s most northern outposts in all 
  of America – only Iron Heart and Free Quebec are further north. 
  It is the guardian of the Keweenaw Peninsula and Copper Island, 
  rich copper mining territory, logging ground and hunting country, 
  separated from the mainland by the Keweenaw Waterway, a river 
  course that was expanded by dredging in the 19th Century. Hough-
  ton is a trading stop and naval base, and is vitally important to the 
  history of Northern Gun as it was home to Michigan Technological 
  University before the Coming of the Rifts. A university whose fa-
  cilities and information were looted and brought back to Ishpeming 
  during the Two Hundred Years Dark Age.
  Michigan Tech was a mining and engineering school, and the 
  equipment and computer files recovered there served as a basis for 
  many early Northern Gun manufacturing projects. Later in the Two 
  Hundred Years Dark Age, when the city was reclaimed by man, the 
  somewhat preserved ruins of the campus served as a kind of cen-
  tral citadel from which the entire city was built around. Now, many 
  years later, Houghton is a fishing and trading port, a naval base that 
  watches over the Keweenaw Waterway, and a hub for logging and 
  copper mining. The Keweenaw Peninsula on the other side of the 
  waterway is about as wild and remote as anywhere in the entire Re-
  public, and features only a handful of permanent habitats. Most of 
  the work done on the peninsula is based within Houghton.
  The Houghton naval base is a secondary facility that backs up 
  Ontonagon and protects the waterway. Pirates and smugglers take 
  advantage of the remote and untamed nature of the peninsula and 
  use it to land and conduct illegal business. The naval base watches 
  out for such brigands and chases them off. Those who put up too 
  much of a fight are blown out of the water. The Houghton NG 
  Naval Base is part of the chain joined with Ontonagon and Mar-
  quette that keeps the northern coastline relatively well monitored 
  and free of pirates and bandits. They are also prepared for large-
  scale action by the Xiticix or dimensional raiders from a Rift.
  As the gateway to one of the Republic of Ishpeming’s small 
  frontiers, Houghton is even more rustic and low-tech than the rest 
  of the country. It looks more than a bit slapped together and ram-
  shackle, but it also has an exciting “boomtown” feeling. There 
  are few women in town, a great many miners and loggers, and a 
  high-rate of alcohol consumption. A handful of fortunes are made 
  in Houghton by gamblers, prospectors and land speculators, but 
  most find nothing but hard work, low pay and cold, snowy win-
  ters. Unlike most of the Republic, literacy is the exception, not 
  the rule, with only a 28% literacy rate.
  Dale Gifford, Commander of the Houghton Naval Base, 
  Quick Stats: Commander Gifford is a capable leader with a hate 
  for pirates, especially Horune. Any pirates who don’t turn tail and 
  run from his patrols are likely to be destroyed, even if they want 
  to surrender later in the battle. Gifford has no love for Xiticix and 
  distrusts most D-Bees. Alignment: Unprincipled. Attributes: 
  I.Q. 17, M.E. 11, M.A. 15, P.S. 20, P.P. 14, P.E. 13, P.B. 14, Spd 
  13. Experience: 9th level Sailor.
  Michael Pointer, Head of the Houghton Miners’ Guild, 
  Quick Stats: Pointer is a rough and tumble man with a good 
  sense of humor and empathy for his workers. He has worked in 
  the mines and knows what type of backbreaking work it is. He is 
  never afraid to take a stand, and is always working to make the 
  mines safer and Houghton a worthwhile community. Alignment: 
  Principled. Attributes: I.Q. 15, M.E. 14, M.A. 20, P.S. 24, P.P. 
  11, P.E. 14, P.B. 13, Spd 9. Experience: 10th level Vagabond 
  Miner. Skills of Note: Basic Mechanics, Excavation, Firefight-
  ing, Gambling, Law: General, Literacy: American, Masonry, 
  Mining, Rope Works, and W.P. Heavy M.D. Weapons.
  Scott Banzhaf, Businessman and Professional Gambler, 
  Quick Stats: Banzhaf sees himself as part tycoon and part 
  swashbuckler. He is charming, handsome and quick to exploit 
  opportunities. He owns or has a percentage ownership in 20% 
  of the businesses in Houghton and owns all three of its gambling 
  establishments. The jury is still out on whether he is a good guy 
  looking to build Houghton or a carpetbagger looking to make a 
  quick buck. Alignment: Anarchist. Attributes: I.Q. 19, M.E. 10, 
  M.A. 23, P.S. 12, P.P. 15, P.E. 9, P.B. 21, Spd 10. Experience: 
  9th level Vagabond Businessperson and Gambler. Skills of Note: 
  Literacy: American, Cardsharp, Find Contraband, Gambling, 
  Gambling Dirty Tricks, Palming, Seduction, and W.P. Handguns.
  Michael Gale, Logging Company Owner, Quick Stats: 
  Gale is another, no-nonsense tough guy who owns and runs the 
  largest logging company in Houghton. It is a family business, but 
  Gale is no weak-willed inheritor of the company. He knows what 
  he is doing, he’s very good at it, and he is the kind of boss who 
  is out in the field with his workers. He too wants to see Hough-
  ton grow and be recognized as a valued member of the Ishpem-
  ing Republic. However, he has little respect for politicians and 
  city people until they have earned it. Alignment: Principled. At-
  tributes: I.Q. 18, M.E. 14, M.A. 12, P.S. 22, P.P. 15, P.E. 19, 
  P.B. 12, Spd 12. Experience: 9th level Vagabond Logger/Busi-
  nessperson. Skills of Note: Boat Building, Carpentry, Climbing, 
  Land Navigation, Literacy: American, Rope Works, Sailing, 
  Swimming, Wilderness Survival, and W.P. Axe.
  Stephen McDonald, Houghton Sheriff, Quick Stats: As the 
  Sheriff, McDonald has his hands full with all the hard-working, 
  hard-drinking, rough and tumble types who live in Houghton. 
  Sheriff McDonald has the perfect disposition for handling the 
  wide range of characters in town. Petty crimes like drunken disor-
  derliness, brawls, and damage from both, require the perpetrator 
  to sleep it off in jail and to pay for any damages, and gets him a 
  
  59
  swift kick in the pants. There is no criminal record for such small 
  and common offenses. Crimes such as piracy, duels, gunfights, 
  murder, rape, and theft of horses, robots and valuables are treated 
  with extreme prejudice. Alignment: Scrupulous. Attributes: 
  I.Q. 17, M.E. 19, M.A. 15, P.S. 15, P.P. 21, P.E. 14, P.B. 18, Spd 
  12. Experience: 11th level Sheriff. Skills of Note: Basic Math, 
  Firefighting, Gambling, Horsemanship: General, Law: General, 
  Literacy: American, W.P. Handguns, W.P. Energy Pistol, W.P. 
  Energy Rifle, and W.P. Shotgun.
  Keweenaw Peninsula & Copper Island
  The Keweenaw Peninsula technically encompasses Houghton 
  and a large portion of mainland Ishpeming. The section on the 
  northern side of the Keweenaw Waterway is referred to as Cop-
  per Island, and, as its name suggests, is home to numerous cop-
  per mines. Cut off from the rest of the nation, Copper Island is 
  also rich in uncut stands of trees and logging crews are just now 
  beginning to exploit the old-growth lumber that accumulated dur-
  ing the Two Hundred Years Dark Age.
  Camp Copper is the largest permanent settlement on Copper 
  Island. It is located at the northern edge of Torch Lake, and is 
  accessible via the Keweenaw Waterway. Boats move back and 
  forth between Houghton and Camp Copper, carrying miners, 
  ore, lumber and heavy equipment. Torch Lake cuts deep into the 
  center of Copper Island, and trails and rough-hewn roads radiate 
  outward from the camp to various mines, docks and logging sites. 
  The camp rests right on the edge of Northern Gun’s reach, and 
  Loss Prevention Officers who are sent there to retrieve outlaws 
  must contend with the rough characters they encounter and the 
  shadowy local power structure of mine bosses, landowners and 
  leaders of pirate and bandit gangs.
  Matthew Robertson, Mayor of Camp Copper, Quick Stats: 
  The mayor is a tough, cagey, larger-than-life town boss and the 
  local magistrate/judge. He has undisguised contempt for the peo-
  ple and power-base of Northern Gun and always tries to over-
  charge and cheat them whenever they have dealings. Robertson 
  used to be a mercenary (some say Juicer) before returning home 
  to Houghton (after a successful Juicer detox). He shows no fear to 
  anyone and knows how to handle himself in a fight. Alignment: 
  Anarchist. Attributes: I.Q. 15, M.E. 12, M.A. 10, P.S. 23, P.P. 
  17, P.E. 14, P.B. 10, Spd 22. Experience: The equivalent of a 9th 
  level Merc Soldier (was a 6th level Juicer before detox). Skills of 
  Note: Acrobatics, Climbing, Gambling, Literacy: American (but 
  only at 4th level proficiency), Pilot: Hovercycles, Pilot: Tanks & 
  APCs, Streetwise (Houghton), W.P. Knife, W.P. Energy Pistol, 
  W.P. Energy Rifle and W.P. Heavy M.D. Weapons.
  Anthony Barrios, Mine Owner, Quick Stats: Barrios is the 
  owner of one of the largest mining companies. Unknown to NG 
  and outsiders, a few of his foremen are Earth Warlocks who de-
  creetly use Earth Elemental magic. Alignment: Unprincipled. 
  Attributes: I.Q. 14, M.E. 13, M.A. 12, P.S. 15, P.P. 12, P.E. 17, 
  P.B. 14, Spd 13. Experience: 10th level Vagabond Miner. Skills 
  of Note: Basic Mechanics, Excavation, Firefighting, Law: Gen-
  eral, Literacy: American, Masonry, Mining, Rope Works, and 
  W.P. Heavy M.D. Weapons.
  Brent Casavant, Saloon Owner, Quick Stats: Casavant runs 
  and owns a large saloon popular among adventurers, mercs, sail-
  ors and pirates. He is also a Black Market Expediter and many of 
  his “associates” at the bar are also Black Marketeers who buy and 
  sell contraband and stolen goods. They can also arrange transpor-
  tation of “hot” goods, and help fugitives escape the law. Casavant 
  runs the entire operation. Alignment: Anarchist. Attributes: I.Q. 
  19, M.E. 15, M.A. 21, P.S. 15, P.P. 14, P.E. 12, P.B. 13, Spd 14. 
  Experience: 10th level Black Market Expediter.
  Black Market “Associates”:
  James McDonald – 7th level Enforcer; Anarchist.
  Chris Williams – 8th level Wilderness Scout; Anarchist.
  David Nemoseck – 7th level Refurbisher; Anarchist.
  Travis S. Guerrero – 7th level Forger; Anarchist.
  Chad Lasecki – 7th level Information Broker; Anarchist.
  Charles Pickering – 8th level Black Market Banker; Anar-
  chist.
  Eric Campion – 9th level Rift Runner; Anarchist.
  Vernon Brown – 8th Smuggler; Anarchist.
  Chequamegon Bay and
  the Apostle Islands
  One of the most notorious pirate havens in Lake Superior is 
  Chequamegon Bay and the Apostle Islands. Like Black Bay 
  on the northern coast, Chequamegon Bay provides shelter from 
  the lake’s currents and the patrol boats that occasionally sweep 
  the shipping channels. The Apostle Islands represent the border 
  between human-held territory and the beginnings of the Xiticix 
  Hivelands. Warriors patrolling from the Duluth Hive are much 
  more common on the western side of the islands, especially now 
  that the Tolkeen war zone has calmed down. Pirates have selected 
  the islands, right on the buffer between human and Xiticix civili-
  zation, because neither one is willing to effectively monitor them.
  Tolkeen’s Great Lakes port used to be located to the east 
  of the islands, close to Northern Gun and with easy access to 
  Lake Superior. Rivers and magic canals allowed ships to sail 
  from Tolkeen right to the lakes, but the Coalition Army has since 
  destroyed most of the inter-river connections. The sailors and pri-
  vateers who used to protect Tolkeen’s shipping channels are also 
  no longer a problem, giving pirates the run of the place now that 
  the CS Army has moved on.
  The Chequamegon Bay connects to the ruins of Ashland, 
  Washburn and Bayfield, pre-Rifts communities that are now 
  mostly rubble. Each one has a few hideouts that the pirates use 
  to stash their ships out of sight or to hide particularly valuable 
  plunder. The bay is sheltered from the open lake by a long sand 
  spit and is a good place for any ship to take refuge in bad weather.
  The Apostle Islands are where most of the pirates actually 
  have camps and forts, protected from the mainland by the icy 
  waters of Lake Superior. The islands were primarily a state park 
  in the time before the Rifts, and except for Madeline Island, the 
  largest, have virtually no ruins and nothing left behind to salvage. 
  They are remote enough that a Xiticix Scout or NG Blue Hawk 
  are rare sights.
  Madeline Island was inhabited in pre-Rifts times and even 
  featured its own airport. As the largest of the Apostle Islands, it 
  is home to the largest pirate group and any others who manage to 
  ally with them. The island is a low priority for Northern Gun, as 
  close as it is, because western Lake Superior simply does not see 
  the same amount of shipping traffic as the rest of the Great Lakes, 
  especially now that Tolkeen is gone. The kingdom of magic had 
  to use Lake Superior to trade with Ishpeming, the Manistique Im-
  perium and other Great Lakes powers, and since their defeat by 
  
  60
  the Coalition Army, the only traffic in the area comes from pi-
  rates, smugglers, local shipping out of Iron Bay, and Task Force 
  X military forces monitoring the Xiticix threat. Some pirates have 
  even taken to hunting Xiticix as a means of making money, trad-
  ing in scalps for credits at Iron Bay or Ontonagon.
  Eric Auger, Captain of the Black Skull Pirates, Quick 
  Stats: Captain Auger is the leader of the largest group of pirates 
  based out of Madeline Island. In truth, Auger and the majority of 
  his crew (though not all) don’t see themselves as pirates, but as 
  freedom fighters still battling against the tyranny of the Coalition 
  States. Until Tolkeen fell to the CS, the Black Skull Pirates (a ref-
  erence to the death’s head motiff of the CS) were privateers and 
  heroes fighting on the behalf of the Kingdom of Tolkeen. With-
  out a kingdom to support them, Captain Auger and his “freedom 
  fighters” continue to target only Coalition and Free Quebec (ex-
  Coalition) ships, including those hauling goods purchased by the 
  CS. It is the mandate of the Black Skull Pirates to only steal and 
  sell CS goods, embarrass Coalition troops (and their hired mercs 
  and reps) rather than kill them (killing them only when left with 
  no choice), and always try to spare the lives of innocent sailors 
  and passengers. Ranking CS officers and officials are, sometimes, 
  taken captive and held for ransom to further embarrass the CS. 
  Alignment: Scrupulous. Attributes: I.Q. 17, M.E. 15, M.A. 20, 
  P.S. 17, P.P. 19, P.E. 15, P.B. 13, Spd 12. Experience: 9th level 
  Privateer. Skills of Note: Basic Mechanics, Literacy: American, 
  Pilot: Military Warships and Patrol Boats, Pilot: Sail Boats, Pilot: 
  Ships, Pilot: Water Scooters, Rope Works, W.P. Sword, W.P. En-
  ergy Rifle, and W.P. Heavy M.D. Weapons.
  Captain Jim Cross, Second-in-Command, Quick Stats: 
  Swashbuckling Captain Cross is the other charismatic leader of 
  the Black Skull pirate fleet. He actually started life as a Rogue 
  Scholar, but life and war carried him down a different path. He 
  is a capable leader respected by his crew. Alignment: Scrupu-
  lous. Attributes: I.Q. 14, M.E. 13, M.A. 19, P.S. 14, P.P. 15, 
  P.E. 14, P.B. 13, Spd 14. Experience: 7th level Pirate and 4th 
  level Rogue Scholar. Skills of Note: Basic Mechanics, History: 
  Post-Apocalpse, Law: General, Literacy: American, Math: Basic 
  and Advanced, Pilot: Military Warships and Patrol Boats, Pilot: 
  Motorboats, Race & Hydrofoils, Pilot: Ships, Rope Works, W.P. 
  Energy Pistol and W.P. Energy Rifles.
  Isaac Xavier-Santos, Ley Line Walker, Quick Stats: Isaac 
  was born in the Magic Zone, where he learned the secrets of the 
  mystic arts as a member of the Federation of Magic. A gentle soul, 
  he left the Federation to live a peaceful life at the Kingdom of 
  Tolkeen. There he was a scholar, artist and mage. The Coalition’s 
  Siege on Tolkeen destroyed Isaac’s dreams for a better world, at 
  least for the moment. He met Captain Auger when the pirate and 
  his fleet were carrying refugees by the boatload to safety before 
  Tolkeen fell to the CS. The mage was impressed with the hero’s 
  courage and compassion – coming back for refugees over and over 
  again, right up to the final collapse of the Kingdom – and decided 
  to stay on as a member of his crew. Alignment: Unprincipled. At-
  tributes: I.Q. 15, M.E. 13, M.A. 12, P.S. 15, P.P. 12, P.E. 17, P.B. 
  14, Spd 13. Experience: 8th level Ley Line Walker.
  Other notable Black Skull Pirates serving directly under Cap-
  tain Auger:
  Doug Brown – 7th level superhuman from another dimen-
  sion; Scrupulous (with the abilities of Alter Physical Structure 
  Metal and Growth/Giant Size).
  Jeff A. Burke – 7th level Mind Melter; Scrupulous.
  Lee Jones – 5th level Flame Wind Dragon Hatchling; Un-
  principled.
  Scott Jones – 6th level Delphi Juicer; Unprincipled.
  Todd Kingery – 6th level Combat Cyborg; Scrupulous.
  Kirk Ridich – 7th level Gunslinger; Scrupulous.
  Keith Hall – 8th level Hunter Cat; Unprincipled.
  Ontonagon
  Task Force X, Northern Gun’s Anti-Xiticix Division, is based 
  out of Ontonagon, located just across Lake Superior from the 
  Xiticix Hivelands. The city is a naval base, not a trading port. 
  Before Task Force X moved in, it was just a backwater docking 
  point for ships that carried cargo to customers along Wisconsin’s 
  Lake Superior shore. The encroaching presence of the Xiticix in 
  Duluth, and the Coalition winning the war in Tolkeen, both cut 
  down dramatically on the amount of trade that was taking that 
  route. The alien bugs turned out to be Ontonagon’s salvation, as 
  they provided a reason not just to sustain the port, but to vastly 
  expand and improve it. Thousands of fighting men and support 
  personnel brought disposable incomes and a need for living mate-
  rials and luxury goods. An equal number of family members have 
  also relocated to the city, as a job with Task Force X actually 
  comes with a somewhat reliable schedule and regular pay.
  As well as having an excellent strategic location for watch-
  ing the Xiticix, Ononagon is situated along the only pair of ley 
  lines that extend into the Republic of Ishpeming. While they do 
  not form any known nexus points, the two lines are potent at-
  tractive forces for supernatural creatures, magical beings and 
  practitioners of magic. With the exception of the portion within 
  the Porcupine Mountains, activity along the two ley lines is well 
  monitored and the area around them kept clear of “trouble.” Forc-
  es from Ontonagon patrol the middle portion of the lines, while 
  Houghton troops watch the northern section and border guards 
  from Ironwood are responsible to the south.
  Minnesota and the Xiticix Front. Northern Gun/Ishpem-
  ing, especially the northwest quarter away from the Wisconsin 
  border, is not the economic center of the state. In the north, the 
  winters are severe and there is a definite lack of developed trading 
  partners. While the northeast section of the state is the center of 
  trade with CS Iron Heart and the departure point for many vessels 
  heading east, the opposing northwest has become the front line 
  against the Xiticix Hivelands.
  Dominating northern Minnesota and the adjacent portions of 
  Canada, the Hivelands and their expansion have begun to threat-
  en the western border of Northern Gun before any other major 
  human kingdoms. The Trade Council is remarkably calm about 
  this, relying on forces like the Coalition Army and the mages of 
  Lazlo to deal with the bugs in the long term. Of course, anyone 
  who can prove they are fighting the Xiticix is more likely to re-
  ceive discounts on NG weapons and military gear (10-20% is 
  standard), but Northern Gun is in no hurry to assemble an army 
  and march into the deadly Hivelands.
  Task Force X
  The looming Xiticix threat to the west has prompted the Trade 
  Council to permit the formation of the first standing army in 
  Northern Gun’s history. Task Force X, as it is officially known, 
  is a well-organized division of mercenaries, skilled contractors, 
  
  61
  pilots, scouts and Ishpeming volunteer soldiers specially trained 
  to fight and hunt Xiticix. Equipped with a large number of power 
  armor, aircraft, ships and hover vehicles, their task is to secure 
  the western shore of Lake Superior, as well as the lake itself, and 
  to monitor the Xiticix from listening posts in Minnesota. New 
  hives and large swarms encroaching toward NG territory are 
  not to be tolerated and are ruthlessly exterminated by the Task 
  Force’s patrols and punitive expeditions.
  Deployed from a series of naval ships anchored just off the 
  Minnesotan coast, the ground forces of Task Force X patrol the 
  thin strip of ground along Lake Superior that has not been ab-
  sorbed into the Xiticix Hivelands, as well as the nearby Apostle 
  Islands and the rest of Wisconsin’s northern coast. They rarely 
  launch sustained attacks inland, and do so only to ferret out and 
  destroy new nests and when an individual hive or swarm appears 
  to be massing. More often than not, Task Force X’s job is simply 
  to monitor the insectoids and provide a first defensive line and 
  trip-wire should a swarm attempt to migrate towards Ishpeming. 
  The soldiers have created a series of bunkers along the beaches 
  that serve as shelters and quarters for the troops, and are inti-
  mately familiar with the coastal terrain.
  During the worst Xiticix attacks, the probing force will retreat 
  back to the shores of Lake Superior and take shelter under the 
  immense firepower of the naval assets deployed to protect them. 
  The Sea King missile cruiser NGS Superior is the flagship of Task 
  Force X’s naval complement, and is quite capable of warding off 
  flights of Xiticix with its missile batteries and its wings of flying 
  power armor. Only once has the entire task force had to retreat 
  to its home base at Ontonagon: in the face of a particularly nasty 
  Lake Superior winter storm. The Xiticix threat has also been the 
  catalyst for many new giant robots and combat vehicles to have 
  missiles and new weapon systems. In fact, the Mantis power ar-
  mor was originally conceived to fight Xiticix.
  Task Force X Military Assets
  A Battalion: Scouting and recon. Approximately 400 soldiers.
  B Battalion: Light infantry, Juicers, Crazies, light ‘Borgs. Ap-
  proximately 800 soldiers.
  C Battalion: Heavy infantry, Full Conversion Cyborgs and 
  mechanized forces. Approximately 600 soldiers.
  D Battalion: Air-capable battalion. Flying power armor, jet 
  pack-equipped and helicopter-mounted infantry. Approximately 
  350 soldiers.
  Sealift Section: 12 Sandfish cargo landing ships, 4 assigned to 
  each ground battalion.
  Surface Escort: 8 Harbormaster missile boats that protect the 
  larger ships.
  Submarine Escort: 4 Bluestorm submarines, 2 of which stay 
  near the Task Force at all times. The others travel across Lake 
  Superior in long-range patrols.
  NGS Mercy – hospital ship: The Mercy is a cargo vessel that 
  has been refitted as the fleet’s hospital ship. Occasionally it leaves 
  the task force, spending a few weeks refitting in Ontonagon when 
  there are no scheduled attacks or large patrols. The ship has beds 
  for 48 wounded soldiers as well as 4 operating rooms and a sub-
  stantial amount of medical supplies, including plasma, antibiot-
  ics and even bionic replacement limbs, eyes and organs. Staff 
  includes five Body-Fixers, one Cyber-Doc, 10 nurses and a single 
  Pyschic healer.
  3 Harbinger-class motherships: Used as landing ships and for 
  staging smaller patrol vessels. Each ship carries a complement 
  of 30 NG Marines, 10 of whom will have jet packs and 10 of 
  whom will have some kind of NG power armor, typically Blue 
  Hawks. Black Eel patrol boats, Beachmaster robots and all man-
  ner of small vessels, jet skis and minisubs are carried within the 
  Harbinger’s internal bays. Each Harbinger also operates a Fantail 
  helicopter for transferring personnel and anti-sub/sea monster op-
  erations.
  NGS Sea Lion – Triton-class patrol boat: One of a handful of 
  Triton patrol boats purchased from Iron Heart Armaments, the 
  Sea Lion has been taken off of pirate hunting duty and reassigned 
  as the escort ship for the NGS Superior. It generally stays close to 
  the Superior, but sometimes still serves as the command ship for 
  pirate-hunting missions into Green Bay when NG’s other Tritons 
  are occupied. The Sea Lion carries 12 Robot Pilots in Blue Hawk 
  power armor for air defense.
  NGS Superior – Sea King-class missile cruiser: The flagship 
  of Task Force X is the NGS Superior. A Sea King missile cruiser, 
  the Superior’s launchers carry 640 medium- and long-range mis-
  siles of all types (non-nuclear), and another 560 missiles are kept 
  in storage below decks. The ship also has 6 heavy torpedo tubes, 
  depth charges and a pair of rail cannons along with a set of 8-inch 
  naval guns that allow it to both defend itself and direct fire inland. 
  In addition to a crew of 50, the Superior’s military complement 
  includes:
  Airborne Element – 20 Robot Pilots in Blue Hawk power ar-
  mor.
  Ground Element – 10 Robot Pilots in Samson power armor.
  Amphibious Element – 10 Robot Pilots in Beach-Stormer 
  power armor and 4 pilots operating Beachmaster amphibious as-
  sault robots.
  VTOL Element – 2 Dragonfly hover choppers, 1 Liontail he-
  licopter as a missile-spotter and 1 Fantail helicopter for anti-sub 
  operations and transferring personnel. Note: See Rifts® Merce-
  naries™ for stats and full information on the Sea King missile 
  cruiser.
  Christopher Kluge, Commander of Task Force X, Quick 
  Stats: Commander Kluge is a resourceful and inventive leader 
  who sees the Xiticix threat for the true danger it represents. He 
  has taken it upon himself to go above and beyond the call of duty, 
  with deep reconnaissance patrols to not only observe the enemy, 
  but to identify its strengths and weaknesses, and devise strategies 
  and tactics to counter strengths and exploit weaknesses. To the 
  latter, the commander has approved numerous surgical strikes by 
  special forces, and by hired adventurers and mercs, deep inside 
  the Hivelands and even inside fledgling bug hives. Alignment: 
  Scrupulous. Attributes: I.Q. 18, M.E. 13, M.A. 14, P.S. 20, P.P. 
  20, P.E. 16, P.B. 14, Spd 21. Experience: Equivalent to an 11th 
  level CS Navy Sailor.
  Brendan Blackmer, Captain of Task Force X Special Ops, 
  Quick Stats: Captain Blackmer shares Commander Kluge’s con-
  cerns about the Xiticix and is his “go-to guy” for surgical strikes 
  and special operations. Alignment: Unprincipled. Attributes: 
  I.Q. 15, M.E. 14, M.A. 10, P.S. 21, P.P. 19, P.E. 14, P.B. 12, Spd 
  15. Experience: Equivalent to an 8th level CS Nautical Com-
  mando Specialist. (See Rifts® Sourcebook 4: Coalition Navy 
  for details.)
  
  62
  IMCN
  Ishpeming Military
  Contract Network
  like conditions almost everywhere else in North America, pro-
  tecting the borders of Ishpeming comes with stability, security 
  and the luxury of staying in one place. And not just one place, but 
  the Disneyland of civilization. And the mercenaries are paid with 
  a guaranteed monthly salary instead of receiving their compensa-
  tion on a per-battle basis. This means that mercenaries can make 
  more money than ever before, and all without the need to risk 
  their lives in daily combat.
  There are many roles a mercenary company can step into and 
  fulfill, many of them cushy compared to most field work and 
  combat assignments. During the winter, the weather in the Up-
  per Peninsula is so severe that there is very little violence of any 
  kind. Over these long months, many mercenary companies take 
  the time to rest and relax, falling back on an easy indoor training 
  schedule and not aggressively patrolling their assigned sectors. 
  To let an attack or Black Market raid slip by completely unno-
  ticed is a contract-ending offense, however, so most merc con-
  tractors try to keep their eyes and ears open even during ferocious 
  winter weather and respond quickly to danger.
  Some of the toughest mercenaries on the continent are em-
  ployed by Northern Gun. Not only are they hired for border pro-
  tection, but law-enforcement duties, punitive missions against 
  rivals and criminals, and quick strikes against uppity Black 
  Market kingpins, pirates and raiders. Sometimes, mercenaries 
  are secretly hired just to increase the level of political tension in 
  areas away from the Republic, leading to increased demand for 
  Northern Gun products by those who expect to come under at-
  tack. Mercenaries are expensive, so this technique is a last resort, 
  but sometimes it is the only way to convince a stubborn kingdom 
  or city-state that they need Northern Gun’s weapons and vehicles 
  to protect themselves.
  IMCN Total Size
  At any given moment, over 100,000 soldiers are listed on 
  the roll of the IMCN (Ishpeming Military Contract Network); 
  nearly 115,000 at their highest recorded headcount in 107 P.A. 
  This includes support personnel, freelancers (adventurers with-
  out formal military rank or training who serve as specialists and 
  in support roles in the NG military), mercenaries not under con-
  tract but living in Ishpeming or the Manistique Imperium, and 
  retired “reservists” who have volunteered to be called upon only 
  during times of emergency (and emergency pay rates). Active-
  duty mercenaries who are currently deployed on assignment or 
  posted along the nation’s borders usually number around 35,000, 
  including the soldiers who make up Task Force X.
  Rank Within the IMCN
  The IMCN is focused on employing and deploying forces of 
  mercenaries. How the mercenaries organize themselves within 
  their own company and units is up to them. The IMCN requires 
  no officer class or official enlisted ranks, trusting each mercenary 
  group to figure out a system of command that works for itself. 
  “Rank” within the IMCN is really all about pay, and pay-grades 
  represent the time an individual has served with the Contract 
  Network, their combat specialization and bonuses received for 
  acts of heroism and going above-and-beyond the call of duty. No 
  medals are awarded by Northern Gun, but cash bonuses and sales 
  vouchers are liberally dispersed to encourage mercs to fight hard.
  Most states on Rifts Earth have their own armies that they use 
  to protect themselves from hostile neighbors, rivals and monsters. 
  The armies of the Coalition States and New German Republic are 
  the largest and most infamous. Both are huge, professional mili-
  taries that use advanced technology to compete with magic and 
  monsters. They use standardized equipment and tactics, and the 
  warriors are citizens who are completely loyal and dedicated to 
  the state they serve to protect.
  Northern Gun’s military could not be more different. Ishpem-
  ing and its surrounding cities have always been a haven for mer-
  cenaries and guns for hire. This goes back to the dark decades fol-
  lowing the Great Cataclysm. As the corporation began to step into 
  the role of a central government, they realized that some kind of 
  military protection would be necessary. The dilemma was wheth-
  er or not to create local defensive forces, a state-run military or 
  a corporate army. The company management that would even-
  tually evolve into the NG Trade Council considered a military 
  force in the hands of the state government to be a mistake, and a 
  serious threat to their power and control. A full-fledged corporate 
  army would have its own problems as well, and certainly would 
  not help diminish Northern Gun’s reputation for fascist policies.
  Instead, a new concept was developed, an alternative style of 
  military that would be cheaper, more competitive and more flex-
  ible than the other options. Rather than form traditional military 
  divisions, supply lines and training bases, Northern Gun simply 
  hired mercenary units to protect the nation. Now, so many years 
  later, Northern Gun corporation’s possession of the purse-strings 
  insures that the company executives maintain ultimate control 
  over the mercenaries and privateers tasked to do the job. NG’s 
  “sponsorship” of certain troop units in the form of free and dis-
  counted equipment ensures even more loyalty.
  By replacing a normal standing army with mercenary con-
  tracts, Northern Gun hires experienced and skilled combatants 
  and forgoes the need to train, feed and house its own troops. The 
  soldiers see to that themselves, and must stay within the confines 
  of the terms of the contract. This forces mercenaries in Northern 
  Gun’s employ to stay thrifty and not risk their troops or equip-
  ment in brash or unnecessary assaults. Mercs are also left on edge, 
  fighting to retain their jobs. While military units elsewhere may 
  see their commanders relieved of duty after lost battles or poorly-
  led actions, the NG Trade Council has no reservations when can-
  celling contracts and sacking entire units of military contractors 
  should the mercs prove to be ineffective, incompetent, trouble-
  some or too expensive. In fact, every mercenary company or 
  combat group negotiates their own contract. That means based 
  on the mercenaries’ reputation, abilities, combat gear and their 
  representative’s ability to negotiate, each contract and payment 
  is different. The best negotiators get the best pay, even if they are 
  not the best fighting force.
  Mercenary Forces of Northern Gun. Picking up a long-term 
  contract with Northern Gun is every mercenary’s dream job. Un-
  
  63
  Monthly Pay Rates
  Laborer/Unskilled Support Personnel: 1,000-1,500 credits per 
  month.
  Private: 2,000 credits per month.
  Corporal/Wilderness Scout/Skilled Support: 2,400 credits per 
  month.
  Sergeant/Experienced Technical Specialist: 3,600 credits per 
  month.
  First Sergeant/Juicer: 4,600 credits per month.
  Sergeant Major/Glitter Boy/Mind Melter: 5,200 credits per month.
  Field Lieutenant/Combat Cyborg: 6,200 credits per month.
  Captain: 8,000 credits per month.
  Major: 12,000 credits per month.
  Colonel: 20,000 credits per month.
  General/Mercenary Commander: 50,000 credits per month.
  Commissioned Officer Specialist: Get an additional 1,000-
  2,000 credits a month for their special skill set (Explosives/EOD 
  Specialist, Operator, Medical Doctor, Cyber-Doc, Military Spe-
  cialist/Espionage, Scientist, Special Forces, and similar).
  Border Patrol: One of the most frequent assignments for the 
  IMCN is border patrol. The western border of Ishpeming is vast 
  and rugged, marked by rivers in portions but with a long, central 
  stretch of nothing but forests and mining camps. Privateers and 
  marine forces are also hired to patrol Green Bay, Lake Michigan, 
  Lake Superior and various rivers. Border patrols can either fol-
  low the border or launch recon on the other side, as no political 
  power claims Wisconsin or Lower Michigan. The main purpose 
  of the patrols is to uncover and dispatch potential threats to the 
  security of the Northern Gun corporation and the nation.
  Cargo Escort: For hovertrains and cargo haulers moving 
  through dangerous territory, armed escorts typically provide 
  a mobile defense to prevent the cargo from being stolen or de-
  stroyed. Most trips are arranged so that mercenaries escort the 
  cargo to its destination, where they meet another shipment head-
  ing back to their original departure point. Sometimes jobs are 
  one-way, but these are usually long duration assignments; trips 
  to far-off customers like Chi-Town, Free Quebec, the Colorado 
  Baronies, Pecos Empire or Ciudad Juarez, where the mercenaries 
  must both protect and transport the cargo, and may go about their 
  business once it reaches its destination.
  Combat Troop Response: Just as the name suggests, a fight-
  ing force is dispatched to engage and destroy a hostile force or 
  threat. Actually, this can be almost any assignment in which mili-
  tary action and combat is expected.
  Competitor Discouragement: Though it is frowned upon by 
  the Chief Councilor, sometimes, Northern Gun still resorts to old-
  fashioned, mob-style tactics. Competitors are intimidated or at-
  tacked, or their products are destroyed, stolen or befouled. North-
  ern Gun rarely hires mercenaries for this kind of work anymore, 
  preferring to use the much more secretive LPO (Loss Prevention 
  Office).
  Garrison Duty: Some of Ishpeming’s cities, especially along 
  the border, are so rowdy and out of control that they require occu-
  pying troops full-time to keep the peace or protect NG holdings. 
  Garrisons are not so much law enforcement as a visible presence 
  of Northern Gun’s authority and power. Garrisons of troops are 
  there to discourage pirates, bandits and enemies, and to respond 
  to military-scale threats and monsters. Garrison troops are not 
  police, and while they will put an end to fighting and shootouts in 
  the streets, they are not trained or equipped to investigate crime 
  scenes or to use a delicate touch in apprehending or interrogating 
  suspects.
  Law Enforcement: More focused and specific than garrison 
  duty, law enforcement is actual police work. The mercenaries 
  respond to emergency calls, patrol the streets, disperse crowds, 
  investigate crimes, set up checkpoints, engage in riot control and 
  provide security for public gatherings. Depending on the attitudes 
  of the mayor or NG overseer, they may also help strong-arm the 
  local populace, search for a fugitive, or even collect taxes and 
  tolls.
  Monster Hunting: Even though it is mostly bereft of ley lines, 
  Northern Gun is still on Rifts Earth, and its dense woodlands and 
  rustic reaches are stalked by dangerous creatures. Moreover, NG 
  is surrounded by wilderness, home of such creatures. While some 
  are supernatural, some are alien animals, and some are creatures 
  of magic or things from beyond a Rift. The most destructive and 
  deadly are tracked down in regular monster sweeps and coordi-
  nated hunts. Official Monster Responders frequently call upon 
  IMCN forces when they need superior firepower, equipment 
  Identification as an IMCN Operative
  All IMCN mercenaries hired by Northern Gun or Ishpeming 
  wear an arm band with the IMCN emblem: A stylized blue eagle 
  with talons out as if it were diving to attack, inside a red circle 
  with a black border. The tips of the eagle’s wings protrude slight-
  ly from the border of the circle. A similar decal is usually applied 
  to the left shoulder of body armor/power armor. Additional iden-
  tification such as a police decal on the other shoulder, chest and/
  or helmet, along with an I.D. number, may also be required.
  Common Assignments for IMCN Mercs
  Anti-Piracy: The main goal is to patrol the waters around the 
  Upper Peninsula and chase away pirates and privateers. The brig-
  ands do not need to be destroyed, just scared away and chased 
  off. This duty may also include ship escort and random patrols.
  
  64
  and numbers. Monster hunting assignments up and down the IM 
  Highway, the Escanaba Road and other trade routes are routine, 
  as well as coastlines and the populous region around Ishpeming, 
  the Iron Fields along the western border and the country sur-
  rounding any population center or holding within and around the 
  Republic.
  Reconnaissance/Scouting: The deployment of combat troops 
  to investigate reports of monsters, danger, illicit activity, enemy 
  troop build-ups or operations in and around Ishpeming. Recon 
  patrols are usually designed to gather intelligence and confirm 
  the presence and location of a threat, not to engage it. Engaging a 
  threat will be done via surgical strike or combat troop response.
  Sea Monster Fishing: Just like monster hunting jobs, North-
  ern Gun also pays mercs, privateers, ship captains and profession-
  al fishermen to eliminate sea monsters in waters off its coastlines. 
  The Big Bay de Noc and the coasts of Marquette, Menominee 
  and Ontonagon are all areas the company sweeps for sea mon-
  sters frequently, as well as the Keweenaw Waterway and the na-
  tion’s handful of canals and rivers. There are fixed prices that 
  Northern Gun pays for the heads of sea monsters caught within its 
  territorial waters, and there are even people who would be con-
  sidered fishermen before mercenaries who make a living thinning 
  the numbers of lake serpents around Ishpeming.
  Security Detail: Assigned to guard, accompany and protect a 
  specific person, item or location with strategic, political or com-
  mercial importance. This can be a foreign dignitary, CS repre-
  sentative, a wealthy customer, royalty, NG exec or design team, 
  someone targeted by an enemy or rival, a prototype device or 
  plan, crime scene, specified location, and so on, but it usually 
  involves guarding a person or group of people.
  Search and Destroy: Pirates, sorcerous enclaves, Naruni dimen-
  sional staging points, Black Market thieves, mutinous mercenaries, 
  demons and dens of dangerous D-Bees are all targeted from time to 
  time by the Trade Council. Mercenaries are used much more often 
  than the LPO for search and destroy missions as they are true combat 
  troops, and these assignments can be risky or may require Northern 
  Gun to distance itself from the action at a later date.
  Surgical Strikes: These are usually targeted assaults, attacks 
  and raids designed to cripple, scatter and/or destroy an enemy force. 
  Such attacks may be made against enemy and criminal personnel, 
  their vehicle or vessel, or a specific target (communications, weap-
  on system, etc.). Surgical strikes may also be used to rescue kidnap 
  victims and other captives from enemies or criminals.
  Contract Bidding
  Highly competitive bidding matches are Northern Gun’s chosen 
  method for hiring military contractors. Bidding keeps the cost down 
  and motivates mercenaries to think of cheaper, smarter ways to get 
  their job done. Some mercenary companies manage to accomplish 
  their assigned tasks with minimal expenditure of cash and resources, 
  while others use expensive equipment and liberal manpower to make 
  sure they don’t have to do the same job twice. A mercenary fighting 
  for a paycheck is almost as dangerous as one fighting for his life.
  Short-term contracts can last a few days or a few weeks. Typi-
  cal long-term contracts run for only six months or a year before 
  renegotiation. Only a few last 2-3 years before they come up for 
  review. New mercenary companies that have yet to build a repu-
  tation are likely to see a one to three month trial period instated 
  to see if they have the skills and resources to do the job to NG’s 
  satisfaction. Many have tried to cheat the IMCN in the past, but, 
  with a few exceptions, the competitive nature of the organiza-
  tion keeps most of the mercenary groups surprisingly honest. 
  Working for Northern Gun is a highly desirable position for a 
  mercenary. The paychecks are reliable, the assignments are often 
  defensive in nature, and there is always the promise of bonuses in 
  the form of free gear, vouchers and discounts.
  IMCN School of Soldiery
  In order to better train and prepare mercenaries who fight 
  for Northern Gun, the Trade Council has established the IMCN 
  School of Soldiery. Formerly the Ishpeming Military Academy, 
  “the School,” as it is commonly referred to amongst mercs, has 
  been expanded and opened its admissions to anyone who can af-
  ford to pay tuition. Active-contract IMCN mercs typically have 
  free or reduced prices, letting them send their new recruits to 
  boot camp and cross-train soldiers who already know their way 
  around the battlefield. Many small states and merc companies 
  unaffiliated with the IMCN also send students to the School of 
  Soldiery, creating a rather diverse mix. The children of mercs 
  learn alongside royalty from small kingdoms and corporate secu-
  rity personnel enrolled by their employers.
  Different areas of expertise have their own subsections of the 
  school. There is the Infantry Center, the Robot/Power Armor 
  Center, Air Combat Center, Naval Warfare Center, Field Medic 
  Center and the Special Operations Center. Each one has its own 
  training regimen and produces a very different type of soldier. 
  And of course, all are trained using NG gear, creating a bias in 
  favor of Northern Gun products.
  At the School, unskilled or semi-skilled mercenaries are trans-
  formed into warriors. There are small classes in SCUBA diving, 
  parachuting, demolitions, and other specialist skills going on at 
  all times, in addition to the normal training program. The majority 
  of instructors are ex-mercenary soldiers hired up by the School. 
  There are vets from the militaries of many nations working at the 
  facility, from former Manistique troops to ex-Coalition soldiers.
  While infantry training may not be terribly rare on Rifts Earth, 
  specialists like robot pilots, power armor troops, combat drivers, 
  field mechanics, combat medics, and particularly, aircraft pilots, 
  are much harder to produce. The right gear, special training fa-
  cilities and instructors are all necessary, and the IMCN School of 
  Soldiery is one of the few places in the world that individuals can 
  receive that type of training with no connection to a state army 
  or institution. The School has simulators for learning to use every 
  type of Northern Gun vehicle, as well as programs that simulate 
  generic planes, tanks and ‘bots. The aircraft training is notably dif-
  ficult and involves numerous real takeoffs and landings as well as 
  plenty of time in the simulator. A large percentage of North Amer-
  ica’s helicopter and fixed-wing aircraft pilots either received their 
  flight training at the School or practiced with an instructor who did.
  Annual Mercenary Exercises
  Staged every year within the deep forests of the Republic of 
  Ishpeming, the AME Convention is a gathering of every military 
  contractor, mercenary and privateer working for the IMCN. En-
  tire companies rarely attend; instead, leaders and individual units 
  from within the mercenary companies come out for the exercises 
  as ambassadors and advisors.
  
  65
  With the troops assembled, two opposing forces are created 
  and armed with training weapons. Using lasers and sensors that 
  register “hits,” the AME is the world’s largest game of laser tag, 
  and pits many diverse opponents against each other. The goal of 
  the exercises is to encourage cooperation and competition amongst 
  the IMCN’s mercenaries. Mercenary companies gain experience 
  working alongside or against each other in many different com-
  binations. Multiple mercenary companies are often deployed to 
  launch punitive expeditions and to deal with major threats, so it 
  makes sense to give them practice working together. And if a mer-
  cenary company ever goes rogue, the NG Trade Council is sure to 
  look up the last opponents they faced in these war games and offer 
  them the job of containing and defeating their former rivals.
  In addition to all manner of mercenaries and Northern Gun tech-
  nical and military advisors, troops from the Manistique Imperium 
  also often participate in the exercises. The armies of the two states 
  enjoy a level of rivalry, but it is a healthy rivalry and most sol-
  diers know that the two forces will be working side-by-side if the 
  Upper Peninsula is ever threatened. The Coalition States actually 
  extended a request to take part in the 108 P.A. exercises, but over-
  whelmingly negative reactions from the mercenaries of the IMCN 
  led the NG Trade Council to propose a combined naval exercise 
  instead. The seagoing forces of Task Force X worked alongside 
  the CS Navy in a highly-publicized sweep of Lake Michigan. The 
  Coalition was duly satisfied and Northern Gun’s mercenaries never 
  had to cooperate with the widely-despised CS Dead Boys.
  Field Marshal Philip Reeves
  Military Councilor, Commander of the IMCN
  A former mercenary of unparalleled experience across North 
  America, Philip Reeves has been fighting on the battlefields of 
  Rifts Earth since Colonel Larsen of Larsen’s Brigade was in dia-
  pers. He has fought both with and against the Coalition in ages 
  past, along with numerous clients from Free Quebec to Kings-
  dale, but long ago discovered that the real money to be made was 
  in working for the private corporations.
  From 100 to 105 P.A., Reeves was the head of security for 
  Wilk’s Laser Technologies. He insured the safety and integrity 
  of their headquarters in South Dakota and managed armed escorts 
  for sales shipments destined for customers all over North America. 
  For the last year or two of his term of service, agents from North-
  ern Gun had been tempting Reeves with various offers. Reeves 
  stonewalled them for a time, but their price just kept going up. 
  Finally, he relented; won over by the nature of the job, more than 
  the paycheck. For Wilk’s he did security for a corporation. For NG, 
  Reeves runs security for an entire country, not to mention the larg-
  est sales and distribution network in North America.
  As head of the IMCN, the primary duty of the Military Coun-
  cilor is to organize mercenaries and make sure that Ishpeming’s 
  borders, ports and resources are properly guarded. Managing Task 
  Force X has recently been added to the job description, and Mar-
  shal Reeves is thrilled to be able to inspect the troops and hold 
  parades. Training and equipping the shadowy Loss Prevention 
  Office is also Reeves’ responsibility, though the Office’s current 
  overseer has that task well in hand, and only sends requests and 
  procedures to the Military Councilor’s office to be rubber-stamped.
  Field Marshal Reeves is an experienced soldier who takes 
  his job very seriously. He is an extremely cool customer who 
  always seems to be one step ahead of his opponents. The South 
  Dakota bandits who had preyed on Wilk’s shipments for years 
  were practically wiped out after he took charge of Wilk’s secu-
  rity, and now those who steal from Northern Gun are getting the 
  same close attention. When the mercenaries protecting the west-
  ern frontier went rogue in 106 P.A. and tried to establish their 
  own mini-state in Wisconsin, it was Colonel Reeves who led the 
  attack that showed them just how unrealistic their plans were. 
  He took two merc companies across the border and used them to 
  conduct a brilliant, two-week campaign of misdirection and ma-
  neuver warfare that left his opponents confused, demoralized and 
  cut off from their supplies. The few rebel mercs who survived 
  were imprisoned in Ishpeming and the IMCN has been quiet and 
  orderly ever since.
  Philip Reeves Stats
  Real Name: Philip Reeves.
  Aliases: None.
  Race: Human.
  Alignment: Unprincipled.
  Attributes: I.Q. 19, M.E. 14, M.A. 21, P.S. 15, P.P. 12, P.E. 13, 
  P.B. 12, Spd 11.
  Height: 6 feet (1.8 m). Weight: 205 lbs (92 kg).
  Hit Points: 41. S.D.C.: 22.
  Age: 54
  P.P.E.: 9
  Experience: 9th level Special Forces.
  Description: Reeves is a clean cut, no-nonsense soldier who is 
  rarely seen without his IMCN dress uniform or field utilities. 
  He has been putting on weight as a side-effect of his new of-
  fice job (working for Wilk’s involved a lot of time in the field), 
  but is otherwise in excellent physical condition.
  Disposition: Calm and steady, Field Marshal Reeves is a deliber-
  ate thinker and strategist. He keeps his cool in any scenario and 
  is just the man you want in charge during an emergency. While 
  other NG execs may panic and overreact to raids or disasters, 
  Reeves is likely already onsite, cleaning things up with the aid 
  of mercenary troops and the Loss Prevention Office.
  Skills of Note: Computer Operation 85%, Intelligence 79%, Lit-
  eracy: American 90%, Pilot: Tanks & APCs 68%, Pilot: Ro-
  bots and Power Armor 80%, Robot Combat Elite: NG Block-
  er, Radio: Basic 95%, Sensory Equipment 80%, Running, 
  W.P. Energy Pistol, W.P. Energy Rifle, W.P. Paired Weapons 
  and Hand to Hand: Expert.
  Attacks per Melee: Six.
  Bonuses: +1 on Perception Rolls, +2 on initiative, +2 to strike, 
  +3 to disarm, +3 to parry and dodge, +5 to pull punch, +4 to 
  roll with impact/fall.
  Psionics: None.
  Magic Knowledge: None.
  Weapons of Note: NG-56 light ion pistol and NG-LP25 laser 
  pulse submachine-gun are constantly at his side.
  Body Armor: Typically wears NG-A8 Scout Armor.
  Vehicles: Has a Mobilon rolling field base that he uses as a field 
  headquarters. Is often flown around in a Fantail helicopter or 
  Skybunker hover carrier, and uses a Blocker combat robot 
  with a communications suite as his command vehicle in battle.
  Cybernetics: Clock calendar, gyro-compass, bionic lung, and 4 
  bionic ribs. His original ribs and lungs had to be replaced after 
  Reeves survived a laser blast.
  
  66
  Notable Military Contractors Within the IMCN
  Company’s Colors and Banners: The letters BMM in a me-
  tallic gold on a black field.
  Standard Issue Weapons:
  Side Arm: Northern Gun pistol of choice.
  Primary: Northern Gun rifle of choice.
  Body Armor: NG-A10 body armor.
  Other: Walkie-talkie, 1D4 hand grenades, 1D4 flares, sur-
  vival knife, first-aid kit, flashlight, nightvision goggles, 1 pair of 
  M.D.C. handcuffs and 4D6 zip ties.
  Notable Combat Armor & Vehicles:
  8 Samson power armor suits.
  1 Glitter Boy.
  8 Alligator amphibious APCs.
  4 Hunter Mobile Guns.
  2 Blocker combat robots.
  4 Gunbot combat robots.
  2 Gunwolf assault robots.
  4 Bigfoot command and control robots.
  Notable BMM Personnel & Troops:
  Colonel Jeremy Jeffrey, Quick Stats: Colonel Jeffrey is the 
  man responsible for bringing the Militia up from MercTown and 
  getting them their sweet, new assignment with Northern Gun. 
  All of the old pros feel indebted to him, and the new crop of 
  recruits from Northern Michigan have only ever served under his 
  command. Jeffrey is quietly making a small fortune for himself 
  and planning for the day that he hands the company off to Major 
  Auklund and retires to a quiet place in the Ishpeming countryside. 
  Alignment: Unprincipled. Attributes: I.Q. 14, M.E. 13, M.A. 
  18, P.S. 15, P.P. 20, P.E. 19, P.B. 13, Spd 12. Experience: 7th 
  level Robot Pilot.
  Major Kate Auklund, Quick Stats: The BMM’s second in 
  command is a lifelong professional soldier. Major Auklund is 
  still adjusting to working away from MercTown and is amazed 
  that the company is making money without having to do much 
  more than patrol and hunt monsters and bandits. She is more of 
  a risk-taker than Colonel Jeffrey, so she is always pushing for 
  special missions to bring in extra cash and add to the Militia’s 
  reputation amongst the IMCN. Alignment: Scrupulous. Attri-
  butes: I.Q. 15, M.E. 17, M.A. 10, P.S. 24 (Augmented), P.P. 21, 
  P.E. 14, P.B. 14, Spd 66 (bionic; 45 mph/72 km). Experience: 
  7th level Headhunter.
  Lieutenant Havasco, Quick Stats: Havasco runs the com-
  pany’s Special Operations detachment, composed of Juicers, 
  Special Forces soldiers and handpicked power armor comman-
  dos. Havasco works quietly and efficiently, a veteran of small-
  scale warfare between minor kingdoms throughout the Midwest. 
  His mind powers are especially handy for interrogating enemy 
  captives, accessing the thoughts of prisoners and keeping good 
  measure of the soldiers in the BMM. Alignment: Anarchist. At-
  tributes: I.Q. 17, M.E. 21, M.A. 10, P.S. 13, P.P. 12, P.E. 11, 
  P.B. 12, Spd 11. Experience: 6th level Mind Melter. Psionics: 
  I.S.P.: 115. Abilities include Bio-Manipulation (10), Empathy 
  (4), Empathic Transmission (6), Hypnotic Suggestion (6), Mind 
  Block Auto-Defense (special), Mind Bond (10), Object Read (6), 
  Telepathy (4), Radiate Horror Factor (8), and other psi-powers.
  Big Money Militia
  There is one contractor that stands out even amongst the showy 
  mercenaries of the IMCN. The Big Money Militia, a robot-jock 
  outfit formerly based out of MercTown, has relocated to Northern 
  Gun in order to serve as border defenders. Their name says it all, 
  and the mercs have developed quite a reputation throughout Ish-
  peming as big spenders and can frequently be found amongst the 
  clubs and casinos of Ishpeming and Menominee.
  The Big Money Militia is stationed along the western border 
  with Old Wisconsin, and their duty is to secure and protect the 
  border crossings and the rich iron mines in the area. The major-
  ity of their troops are stationed at Ironwood, concentrated to act 
  as a “reaction force” if anything unexpected should occur. Small 
  units are deployed at Iron Bay, Iron Mountain and Iron River. 
  Menominee has its own defenders, Duckworth’s Marines, who 
  coordinate with the Big Money Militia to protect the western and 
  southern approaches.
  Big Money Militia
  A. Sponsorship: Government.
  B. Outfits: Specialty Clothing. 20 points.
  C. Equipment: Medical Clinic, Electronic Supplies and Good 
  Gear. 25 points.
  D. Vehicles: Specialty Vehicles. 30 points.
  E. Weapons: Advanced Weaponry. 20 points.
  F. Communications: Full Range System. 15 points.
  G. Internal Security: Iron-Clad. 20 points.
  H. Permanent Bases: Fortified Headquarters. 20 points.
  I. Intelligence Resources: Psionic and Magic Operatives. 20 
  points.
  J. Special Budget: Large Loans. 25 points.
  K. General Alignment of Personnel: Anarchist and Unprincipled. 
  4 points.
  L. Criminal Activity: Cyber-Doc, Smugglers and Sellers of Con-
  traband, Special Forces. 40 points.
  M. Reputation/Credentials: Known. 10 points.
  N. Salary: Excellent Salary. 20 points.
  Total Points Spent: 269
  Size & Orientation: Large Company.
  Company Strategy & Tactics: While its members live like 
  celebrities and are known for their wild parties and carefree life-
  style, the BMM is a fairly traditional military company when it 
  comes to its combat tactics. Small units of infantry are assigned 
  to work with combat robots. They support and protect the larger 
  vehicles as they move up and use their heavy firepower to knock 
  out targets. Robot pilots know to move slowly as to not leave 
  their infantry support behind, and infantry are always ready to 
  follow their robots when exploiting a breakthrough.
  The Militia has recently been gifted a small unit of Bigfoot ro-
  bots from Northern Gun for support in case of a Xiticix attack on 
  the western border. The company has assimilated them into their 
  tactical doctrine, backing up each AA robot with troops armed 
  with mini-missile launchers and rail guns to put even more lead 
  up into the skies.
  
  67
  The Bad Boys Infantry Company: 160 infantry soldiers 
  of various O.C.C.s including 30 Special Forces, 20 Wilderness 
  Scouts, 20 Headhunters, 10 Full Conversion Cyborgs and 10 Psi-
  Stalkers. All 1D4+1 level of experience, Anarchist and Unprin-
  cipled with a few Scrupulous alignments. They are led by Major 
  Eric Crump, a Scrupulous, old-school, 9th level Robot Pilot 
  whose favorite ‘Bot is the NG Hunter Mobile Gun and favorite 
  power armor is the Samson.
  Robot and Power Armor Company: 48 Robot Pilots, half 
  of them piloting a variety of NG combat robots and half in NG 
  power armor. The company is led by Captain Rick Bray, Un-
  principled, 7th level Robot Pilot, whose favorite ‘Bot is the NG 
  Wolverine and favorite power armor is the Mantis.
  Juicer Platoon: 42 Juicers: 20 conventional Juicers, 8 Juicer 
  Scouts, 6 Titan Juicers, 5 Hyperion Juicers, and 2 Juicer Assas-
  sins. They are all 1D6 level and led by Lieutenant Stephen But-
  ka, Anarchist, 6th level Mega-Juicer.
  Non-Combatants: Each of the three cities where the troops 
  are garrisoned has a small district or base camp where most of the 
  mercenaries’ family members live. There are 50+1D4x10 family 
  members and support personnel in town at any given time. Some 
  of whom are the company’s Operators, Body Fixers and other 
  technical support.
  The Lakeguard
  The Lakeguard is the most infamous mercenary group to be 
  part of the IMCN (Ishpeming Military Contract Network) since 
  Larsen’s Brigade took on a three month stretch of border duty 
  during their last period of downtime. The Lakeguard is a priva-
  teer group with a long tradition of excellence out on the waves of 
  the Great Lakes. Or so they say. For many years, the Lakeguard 
  has undergone relatively few military missions and generally 
  just basked in its position of prominence within the IMCN. Yet 
  somehow, the number of pirates and smugglers they catch has 
  remained constant. The NG Trade Council is unsure if the recent 
  reports of the Lakeguard’s inactivity are just inaccurate or if they 
  are so efficient that pirate-related incidents are minimal. Until the 
  numbers change, the Lakeguard will continue to hold onto their 
  prized assignment.
  The truth behind the Lakeguard’s effectiveness is quite simple 
  and known to most of the pirates of Green Bay. The Lakeguard 
  has been around long enough that it has connections to many pi-
  rates, privateers, smugglers, ship captains, and other freebooters. 
  Instead of going out hunting for pirates and actually “doing their 
  job,” the Lakeguard instead uses its resources to get their hands 
  on individuals on Northern Gun’s wanted lists, pirate newcom-
  ers who compete with their friends, and cheap boats that can be 
  passed off as captured smuggling vessels. Through their criminal 
  connections, the Lakeguard makes themselves seem much more 
  active and much less corrupt than they really are. Best of all, they 
  are getting paid by NG and collecting 15% from the pirate booty; 
  the Lakeguard’s cut for being so helpful.
  While they are a far cry from most of the professional mercs 
  of the IMCN in overall conduct, the Lakeguard is still a force 
  composed of skilled warriors. Their willingness to use magic and 
  dirty tricks also makes them crafty and dangerous. The Lakeg-
  uard is not in a rush to get into a fair fight with anyone, and when 
  they do actually assemble their forces and attack unlucky pirate 
  havens and smugglers’ camps, they are sure to strike in the dead 
  of night and with the benefit of surprise. They are willing to de-
  fend Northern Gun’s coastline from raiders and enemies, and are 
  capable fighters, they just avoid doing so to their pirate buddies. 
  However, if the battle goes poorly, this self-serving group will be 
  the first to retreat.
  The Lakeguard
  A. Sponsorship: Criminal – Organized Crime.
  B. Outfits: Specialty Clothing. 20 points.
  C. Equipment: Medical Equipment, Electronic Supplies and 
  Good Gear. 15 points.
  D. Vehicles: Specialty Vehicles. 30 points.
  E. Weapons: Advanced Weaponry. 20 points.
  F. Communications: Full Range System. 25 points.
  G. Internal Security: Iron-Clad. 20 points.
  H. Permanent Bases: Company Town (Chambers Island). 40 
  points.
  I. Intelligence Resources: Special Military Operatives, Psionic 
  and Magic Operatives. 30 points.
  J. Special Budget: None. 0 points.
  K. General Alignment of Personnel: Anarchist. 2 points.
  L. Criminal Activity: Prostitutes, Cyber-Doc, Smugglers and 
  Sellers of Contraband, Expert Assassin, Special Forces. 65 
  points.
  M. Reputation/Credentials: Scoundrels. 1 point.
  N. Salary: Excellent Salary. 20 points.
  Total Points Spent: 288
  Size & Orientation: Large Company.
  Company Strategy & Tactics: The Lakeguard have strong 
  sea, air and land components. They employ psychics in their of-
  ficial registry, and secretly cooperate with practitioners of magic 
  and D-Bees during their missions, and even hire some off the 
  books. The Lakeguard’s reputation serves them as well; most pi-
  rates prefer to retreat from the Lakeguard, knowing that they will 
  most likely be allowed to escape once enough shots have been 
  fired to qualify as a battle and to look good for anyone watching.
  For attacking hostile shores, the Lakeguard has a pair of 
  freighters and a pair of Sandfish Cargo Landers that have been 
  rebuilt into amphibious assault ships. The freighters have giant 
  ramps on their front and back and release smaller craft to strike 
  the beach. The Sandfish pull right up onto the shore and deposit 
  troops and ground vehicles to push inland and secure the objec-
  tive.
  In naval battles, the Lakeguard relies on traditional forces like 
  ships, submersibles, combat robots and power armor. When away 
  from witnesses and populated areas, their forces include 2D4 
  practitioners of magic and a handful of D-Bee specialists. Their 
  combined firepower is usually enough to bring down most pirate 
  vessels and small flotillas whenever necessary, and scare off any 
  others who might be watching. Their anti-sub/sea monster hunt-
  ing element is extremely skilled, efficient and well-equipped. The 
  monster hunters are professionals of Unprincipled and Scrupu-
  lous alignment who try to turn a blind eye to the rest of the com-
  pany’s wrongdoings and focus on their work.
  Company’s Colors and Banners: A field of blue waves on a 
  black, half-circle background.
  Standard Issue Weapons:
  Side Arm: NG-35 laser pistol with blue-green conversion.
  Primary: NG-P5 Light Particle Beam Rifle.
  
  68
  Body Armor: NG Explorer Armor. Bullfrog or light armor 
  with flotation device for amphibious assault troops. Plastic Man 
  or other light armor for sailors and crewmen.
  Other: Short-range personal radio, 1D6 hand grenades, 1 
  week’s worth of combat rations, 2 signal flares, flotation device, 
  emergency SCUBA tank (pony bottle) and 2D4+2 extra E-Clips.
  Certain individuals will receive magic or Techno-Wizard 
  items for missions depending on their own abilities and the over-
  all plan.
  Notable Ground Vehicles:
  12 Beach-Stormer power armor suits.
  8 Windshark hovercycles.
  4 Alligator amphibious APCs.
  4 Crocodile amphibious tanks.
  4 Beachmaster amphibious assault robots, 1 “ship-hunter” 
  variant.
  4 Hunter Mobile Guns.
  4 NG Super Max combat robots.
  1 Blocker combat robot.
  2 Grizzly combat robots.
  Notable Naval Forces:
  4 Speedboats.
  2 Harbormaster missile boats.
  4 UB-300 Mini-Subs (see page 143 of Rifts® Underseas™).
  8 Subcycle hoversubs.
  1 Bluestorm submarine.
  2 freighters converted as amphibious assault ships.
  2 Sandfish Cargo Landing Craft.
  1 freighter converted as a decoy, heavily armed. (See random 
  freighter creation tables.)
  1 Triton patrol boat (see page 118 of Rifts® Mercenaries™).
  Chambers Island, Lakeguard HQ: The Lakeguard watches 
  over Green Bay from their private fortress on Chambers Island. 
  Nestled well inside the bay, the island receives some protection 
  from the full fury of Lake Michigan and is centrally located. The 
  Fox River that leads south to Lake Winnebago and the Northern 
  entrance to the bay are both relatively close, and the Lakeguard 
  can respond very quickly if it feels the need. Most of the island is 
  highly secure, particularly the headquarters and the areas where 
  ships are docked. The Lakeguard doesn’t worry much about in-
  ternal security, however, as they have little to fear. Most pirates 
  in Green Bay realize that getting rid of the Lakeguard would sim-
  ply force Northern Gun to deploy another privateer company to 
  guard the bay, and probably one who would actually do their job. 
  As a result, the biggest threat to the Lakeguard are sea monsters 
  crawling ashore.
  Mackaysee Lake, the Tub: One of the major reasons the 
  Lakeguard chose Chambers Island as their base of operations 
  is Mackaysee Lake. The inland lake dominates a large fraction 
  of the island, and is completely sheltered from the currents and 
  storms that wrack Green Bay. Normally it is inaccessible to ships, 
  but the Lakeguard have built a pair of locks and a small canal that 
  allows their vessels to reach the lake. Inside, they are safe from 
  violent winter weather, enemy ships and sea monsters. Dubbed, 
  “the Tub,” Mackaysee Lake has been fitted with numerous docks 
  and a fueling station, and has long beaches where small water-
  craft can be dragged ashore. The lake is the most heavily guarded 
  and patrolled section of the island, particularly the locks that are 
  crucial to vessels moving back and forth from Green Bay.
  The Lakeguard Command Center: Overlooking Mackay-
  see Lake is the Lakeguard’s command center and headquarters. 
  A small fortress poured from Mega-Damage concrete, the com-
  mand center is where the Lakeguard counts and organizes their 
  stolen booty. It is a combination living quarters, training center 
  and treasure hoard. Built on the inland side of the lake, the com-
  mand center is set between a pair of artificial hills that block the 
  line of sight of ships firing on it from Lake Michigan. It has a 
  view presiding over Mackaysee Lake and its guns control the 
  small body of water, able to reach right out to the locks that enter 
  the lake if they have to.
  Below the command center lies the Lakeguard’s secret prison. 
  This is where the smugglers, bootleggers, pirates, fugitives, cast-
  offs and unfortunate pawns who serve the privateers’ schemes are 
  kept. If anyone from Northern Gun were to ask, the Lakeguard 
  would explain that everyone in the prison is a pirate or wanted 
  criminal. In reality, most of the charges the Lakeguard accuses 
  them of are false. Their only crime was to be on the losing side of 
  a contest between various illegal factions. They are rounded up, 
  often in the dead of night, and taken to Chambers Island. There 
  they will be held for anywhere from a few days to a few months 
  
  69
  before finally being delivered to Northern Gun authorities as pi-
  rates.
  Notable Lakeguard Personnel:
  Admiral Sean O’Neal, Quick Stats: The founder of the Lake-
  guard is a career navy man who served in the Coalition Navy. As 
  a relatively wealthy naval officer stationed in Iron Heart, O’Neal 
  traveled extensively throughout the Manistique Imperium and 
  Ishpeming, making contacts within the shipping and privateering 
  industries. Taking early retirement from the CSN, he secured a 
  loan from the NGMI bank to acquire the ships and power armor 
  he would need to form a privateer company. This group would 
  become the Lakeguard.
  The admiral used his privateers to carry out big contracts for 
  Northern Gun, clearing out their territorial waters. His career was 
  following a predictable pattern until he met Phillip Motts, a pirate 
  captain pretending to be a legitimate sailor. Motts and his men 
  turned out to be the next target on O’Neal’s list, and the two men 
  struck a deal. Motts’ pirate crew would abandon their camp and 
  head over to Lake Huron and the Manistique Imperium for the 
  rest of the piracy season, and give O’Neal 15% of their ill-gotten 
  gains. The admiral liked the deal, fired a few shots at the camp 
  for show, and the two groups both got what they wanted with-
  out risking life or limb. It was the beginning of the Lakeguard’s 
  entire future strategy. Motts introduced O’Neal and his officers 
  to a whole range of pirates willing to help him scam the Ishpem-
  ing government, and for almost ten years they have prospered by 
  cheating the system. Alignment: Anarchist (started out as Scru-
  pulous). Attributes: I.Q. 18, M.E. 11, M.A. 10, P.S. 19, P.P. 15, 
  P.E. 14, P.B. 12, Spd 13. Experience: 10th level CS Navy Sailor.
  Captain Phillip Motts, Quick Stats: Captain Motts has be-
  come the Lakeguard’s liaison to the world of piracy. A middling 
  pirate captain before he met Admiral O’Neal, Motts is now in-
  famous amongst the pirates and freebooters of the Great Lakes. 
  He is known for running circles around Ishpeming’s coastal de-
  fenders and paying off any border guards he cannot trick. Since 
  joining the Lakeguard, Motts has conducted almost no piracy 
  himself, using his knowledge and experience to play Northern 
  Gun for fools instead. Alignment: Anarchist. Attributes: I.Q. 
  15, M.E. 10, M.A. 23, P.S. 13, P.P. 20, P.E. 13, P.B. 16, Spd 66 
  (bionic; 45 mph/72 km). Experience: 9th level Pirate.
  Captain Gregory John Ullman, Quick Stats: Ullman is the 
  leader of the Lakeguard Monster Hunters. He and his platoon 
  of 60 monster hunters are dedicated to keeping the coastal wa-
  ters safe. Alignment: Scrupulous. Attributes: I.Q. 15, M.E. 13, 
  M.A. 20, P.S. 15, P.P. 21, P.E. 15, P.B. 12, Spd 19. Experience: 
  9th level CS Nautical Commando Specialist from Free Quebec, 
  retired. Has even managed to acquire a Quebec Sea Dragon Pow-
  er Armor for underwater ops, and a Violator SAMAS for aerial 
  engagements. Both are his favorite power armor suits.
  Notable Monster Hunters Serving Capt. Ullman:
  Dylon Amersasinghe – 7th level Burster, Unprincipled.
  Jeremy Berkowitz – 7th level Robot Pilot, favors power ar-
  mor, Unprincipled.
  Cory Crandall – 6th level Earth/Air Elemental Fusionist, An-
  archist.
  Josh M. Kaplan – 7th level Merchant Marine, Scrupulous.
  Jeff Maltby – 6th level Water Warlock, Unprincipled.
  Michael Sausaman – 8th level Ocean Wizard, Scrupulous.
  Nate Swalve – 6th level Robot Pilot, Beachmaster robot, Un-
  principled.
  Steven Whittredge – 9th level Psi-Stalker, Anarchist.
  Standard Infantry: 250 soldiers of various types, including 
  20 Wilderness Scouts, 30 Special Forces, 30 Privateers, 15 Head-
  hunters, 20 Juicers, 10 Crazies, 20 Full Conversion Cyborgs, 10 
  Bounty Hunters and 10 Mind Melters. Led by Commander Brad-
  ley Reeser, 9th level Glitter Boy Pilot, Anarchist.
  Heavy Support Platoon: 32 Robot Pilots and vehicle crew 
  who man the robots and ground vehicles. The man in charge is 
  Sergeant Timothy Dixon, 10th level Robot Pilot, Anarchist.
  Air Detachment: 40 Robot Pilots and aircraft pilots who 
  operate flying power armor and aircraft. The man in charge is 
  Lieutenant William Shaffer, 9th level Robot/Power Armor Pi-
  lot, Unprincipled.
  Marine Detachment: 40 marines and 20 robot/power ar-
  mor troops who conduct amphibious assaults and participate in 
  ship-to-ship combat. Privateer, Special Forces and Robot Pilot 
  O.C.C.s. The platoon leader is Lieutenant Kevin Myers, 9th 
  level Commando, Anarchist.
  Sailors, Crewmen and base personnel: Approximately 200 
  men and women who staff the company’s ships, transport ve-
  hicles and facilities.
  Non-Combatants: Chambers Island is also home to roughly 
  300 family members and support personnel. About half of the 
  company’s families live on the island, the rest live within North-
  ern Gun.
  Duckworth’s Marines
  The tough privateer company that protects and patrols Menom-
  inee is known as Duckworth’s Marines. The Marines are amphib-
  ious warfare specialists, and whenever they aren’t preoccupied 
  with their duties in Menominee they are usually busy making a 
  few extra bucks staging assaults on pirate camps, dimensional 
  raiders, slavers and nests of sea monsters. They sometimes work 
  with the Lakeguard, but Commodore Samuel Duckworth has 
  learned not to trust the larger privateer group and prefers to con-
  duct independent operations under his own command.
  For a major military contractor, the Marines are an elite unit 
  with a limited number of soldiers. Each one is a well-trained 
  and experienced amphibious warfare expert, versed in SCUBA 
  assaults, amphibious landings, ship-to-ship combat, and ship 
  to land assaults via beach landings and air. Pirates and villains 
  throughout the Great Lakes fear Duckworth’s Marines for their 
  ability to strike from the sea/lakes. When Northern Gun has de-
  cided a particular pirate outfit has become too troublesome, they 
  turn to Commodore Duckworth to assemble an assault team and 
  wait for favorable tides.
  Duckworth’s Marines
  A. Sponsorship: Independent.
  B. Outfits: Gimmick Clothing. 30 points.
  C. Equipment: Unlimited Equipment. 50 points.
  D. Vehicles: Specialty Vehicles. 30 points.
  E. Weapons: Advanced Weaponry. 20 points.
  F. Communications: Full Range System. 15 points.
  G. Internal Security: Tight. 10 points.
  
  70
  H. Permanent Bases: Fortified Headquarters. 20 points.
  I. Intelligence Resources: Special Military Operatives. 10 points.
  J. Special Budget: Large Loans. 25 points.
  K. General Alignment of Personnel: Unprincipled and Scrupu-
  lous. 7 points.
  L. Criminal Activity: None. 0 points.
  M. Reputation/Credentials: Known. 10 points.
  N. Salary: Good Salary. 10 points.
  Total Points Spent: 237
  Size & Orientation: Large Company.
  Company Strategy & Tactics: Duckworth’s Marines are se-
  rious amphibious warfare specialists. Their most important asset 
  is their Harbinger-class mothership, the Shorehammer. It serves 
  as a command vessel for amphibious assaults as well as carry-
  ing most of the amphibious tanks and smaller boats that will be 
  used in the attack. The company also has a freighter that has been 
  reconfigured as its mini-carrier. The freighter’s deck has been 
  extended to fit six landing pads for helicopters and hovercraft. 
  The aircraft are used to support landing troops and to deliver ad-
  ditional forces inland.
  Company’s Colors and Banners: A heraldic white duck in-
  set in a dark blue circle.
  Standard Issue Weapons:
  Side Arm: NG-56 Ion Pistol or NG-57 Heavy Ion Blaster.
  Primary: NG-IP7 Ion Pulse Rifle.
  Body Armor: NG-A20 Bullfrog Amphibious Armor.
  Other: Short-range personal radio, 1D6 hand grenades, one 
  week’s worth of combat rations, 2 signal flares, one flotation de-
  vice, emergency SCUBA tank (pony bottle) and 2D4+2 extra E-
  Clips.
  Notable Ground Vehicles:
  20 Beach-Stormer power armor suits.
  6 Samson power armor suits.
  4 Windshark hovercycles.
  4 Beachcomber amphibious ATVs.
  6 Alligator amphibious APCs.
  6 Crocodile amphibious tanks.
  2 Echelon hovertanks.
  4 Beachmaster amphibious assault robots.
  Notable Naval Vessels:
  8 Small infantry landing craft (220 M.D.C. each).
  4 Crayfish submersibles.
  2 Harbormaster missile boats.
  1 Sandfish Cargo Landing Ship.
  Mini-Carrier: Freighter with 1,200 M.D.C. converted to car-
  ry up to 6 helicopters or hovercraft. Usually carries 2 Liontail 
  spotters, 2 Fantails outfitted as gunships and 2 Fantails for me-
  divac/troop deployment. Also generally carries up to 20 soldiers 
  equipped with flying power armor.
  The Shorehammer: Harbinger-class mothership. In addition 
  to the smaller vessels and vehicles inside it, the ship also carries 
  30 Marines, 10 of who will have jet packs and 10 of who will 
  have some kind of NG power armor, typically Beach-Stormer.
  Notable Personnel of Duckworth’s Marines:
  Commodore Samuel Duckworth, Quick Stats: He formed 
  the Marines many years ago. At that time there were far fewer 
  privateers than the modern day, and almost none who could fight 
  on shore as well as on the sea. He recruited the necessary special-
  ists, from freighter crew and ex-pirates to amphibious warfare 
  experts trained by state militaries. Over months of cross-train-
  ing, Duckworth turned his troops into disciplined merc soldiers 
  very competent in the strategies and tactics of beach landings, air 
  strikes from sea to land and amphibious warfare. Commodore 
  Duckworth takes on jobs that no other merc unit can handle, in-
  cluding attacking coastal forts and hideouts, to bringing pirates, 
  raiders, bandits and other blackguards to justice. Alignment: 
  Scrupulous. Attributes: I.Q. 18, M.E. 11, M.A. 12, P.S. 20, P.P. 
  19, P.E. 14, P.B. 12, Spd 14. Experience: 12th level Privateer.
  Captain Patterson, Quick Stats: Patterson serves as Duck-
  worth’s amphibious assault team leader. He is a tough merc from 
  Texas who was actually hired by the Coalition to help train the 
  first class of CSN Naval Infantrymen. He was well compensated 
  for that job, and used the money to move north to the Manistique 
  Imperium. Patterson, a hard drinker and heavy gambler, blew 
  through his nest egg in less than a year. Luckily, a friend in the 
  IMCN told him about Samuel Duckworth and his plans to put 
  together a privateer company specializing in amphibious warfare. 
  Patterson submitted his professional resume, (probably the only 
  merc on Earth to get a job that way) and was instantly accepted. 
  He served as Duckworth’s top drill sergeant during the compa-
  ny’s formation, and is now the commodore’s eyes and ears on 
  hostile shores. Alignment: Anarchist. Attributes: I.Q. 15, M.E. 
  10, M.A. 11, P.S. 21, P.P. 20, P.E. 18, P.B. 10, Spd 18. Experi-
  ence: 10th level Special Forces.
  Captain Champlain, Quick Stats: Ex-Free Quebec Navy 
  and one of the company’s most experienced sailors, Captain 
  Champlain is typically in command of the Shorehammer, the 
  company’s Harbinger mothership. He keeps enemy ships away 
  from the landing forces and hunts down pirates and sea monsters 
  when the company is assigned to work out on open water. Align-
  ment: Scrupulous. Attributes: I.Q. 18, M.E. 14, M.A. 11, P.S. 
  13, P.P. 15, P.E. 12, P.B. 15, Spd 14. Experience: 9th level CS 
  Navy Sailor.
  Shore Assault Complement: 160 infantry soldiers of various 
  O.C.C.s, including 15 Wilderness Scouts, 20 Juicers, 40 Special 
  Forces and 10 Headhunters. They are led by Captain Casey Mi-
  chels, 8th level Crazy, Scrupulous.
  Air/Water to Land Strike Force: 40 flying power armor 
  units, mostly Flying Titan power armor, Red Hawks and Blue 
  Hawks. Led by Commander Michael Kyle Rose, 9th level Ro-
  bot Pilot, Scrupulous.
  Air Complement: 32 Merc Soldiers piloting aircraft and 
  power armor, led by Lieutenant Russell Lenhares, 9th level 
  Vagabond aircraft pilot, Scrupulous, with the skills Pilot: Air-
  planes, Combat Helicopter, Hovercycles/Rocket Bikes, Jet Packs 
  and Motor Boats.
  Naval Compliment: 80 sailors, gunners and crew for the 
  company’s ships. They are led by Lieutenant D. Vroman, 9th 
  level Merchant Marine, Scrupulous.
  Non-Combatants: Approximately 300 support personnel live 
  in Menominee. This includes family members as well as repair 
  technicians, training staff and medical experts.
  
  71
  The Patrol
  A single mercenary company is tasked with security for the 
  vital port city of Escanaba. It is deemed too big of a job and too 
  important to preoccupy the energy of the Loss Prevention Office, 
  who would be overwhelmed trying to screen new shipments and 
  visitors and patrol the packed city. Instead, the LPO focuses on 
  the special ops and defense of the NG corporation, letting mercs 
  hired by the IMCN do the day-to-day work of assisting Ishpeming 
  Police and protecting the city from bandits, pirates and raiders. 
  The current contract holders are a mercenary company known as 
  the Patrol. They have held the position for more than a decade 
  and at this point, have become highly specialized at their current 
  duty. Unlike mercenaries prepared for field duty, the Patrol look 
  more like police or paramilitary troops. While some are clad in 
  power armor and pilot giant robots, because the Patrol helps to 
  keep the peace, patrolling the city and warehouse districts vigi-
  lant for thieves, bandits and raiders, they all wear the same stylish 
  uniform, use light and medium body armor, and drive patrol cars 
  and hovercycles. In fact, the people of Escanaba like to tease and 
  call them Police 2.0 – a term of endearment, really, as the Patrol 
  has a stronger presence than the local police force. Of course, 
  unlike police who focus on crime, the Patrol is prepared for all 
  forms of combat, including fighting monsters and demons, both 
  of which are, thankfully, a rarity in Escanaba. And they are ef-
  ficient and good at their job.
  The Patrol is under the oversight of Colonel Neil Granning. 
  He is a former Lawman from the New West who understands 
  how to deal with the rough and tumble types who frequent the 
  city. He fell in with the mercenaries in the course of his adven-
  tures, and over time, became the leader of the group. His merce-
  nary company stopped in Escanaba to reequip and learned of the 
  upcoming bidding session for the Escanaba defense contract. It 
  was widely rumored at the time that Northern Gun was unhappy 
  with the current contract holders and their inability to keep the 
  docks in Escanaba quiet and running smoothly. Granning con-
  vinced his comrades in arms that this was a safe, lucrative oppor-
  tunity, and that his experience and knowledge would give them 
  a leg up. He instructed the mercenaries in basic law and police-
  style procedures and conduct, and the disciplined group made a 
  very good impression at the bidding session, especially consider-
  ing their last-minute appearance at the negotiating table.
  Colonel Granning’s company won the contract and renamed 
  themselves the Patrol to try to sound more “urban friendly.” 
  They painted all their gear and equipment in dark blue with white 
  accents and settled in for the mostly non-battlefield job. Colonel 
  Granning functions as the company’s leader, drill sergeant, tacti-
  cal expert, and father figure. He is loved and trusted by his men 
  and the citizens of Escanaba, and his troops will follow him into 
  Hell and back if asked to do so. The mercenaries in the Patrol 
  are likewise, a trusted and respected part of the landscape of Es-
  canaba.
  The Patrol is known for its professionalism, integrity, cour-
  tesy, and efficiency at keeping the peace and handling fellow 
  mercs and sailors. That latter part about handling mercs and sail-
  ors includes ruthless beatings handed out to violent offenders, 
  suspected pirates and raiders, and those who threaten or molest 
  women and children. The Patrol is not afraid to dish out physi-
  cal punishment at its own discretion, yet at the same time are 
  surprisingly fair and understanding – and downright gentle to the 
  citizens. Drunkenness, sales disagreements, public disturbances, 
  all of these can be resolved with patience and understanding, and 
  that’s usually how the Patrol handles them. The only thing that 
  really sets the Patrol off is violence and cruelty. Escanaba had a 
  reputation for years as a rough-and-tumble port where sailors, 
  pirates and mercenaries got into fistfights in seedy, smoke-filled 
  saloons, dueled in the streets, bushwhacked adventurers and ac-
  costed the locals, especially women. The Patrol has put a stop to 
  this. Sure, it still happens from time to time, but heaven help the 
  perp when the Patrol catches up with him – and they will.
  Northern Gun has invested a lot of money in the downtown 
  district and goes to great lengths to keep it clean and safe. Brawls 
  outside of downtown may go unnoticed or be responded to in a 
  lazy fashion, but fighting downtown and at the docks instantly 
  draws the attention of the Patrol. When suspects are apprehended 
  guilt is not a priority and everyone involved is sure to get bruised 
  by Patrol mercs before being tossed into jail cells to cool down. 
  The Patrol has found that Escanaba regulars quickly learn that a 
  drunken altercation gets a stern verbal warning along with a swift 
  and brutal reprisal at the docks, downtown and in the warehouse 
  districts. However, they realize “boys will be boys,” and once 
  tempers cool and tough guys show the law its proper respect, 
  charges are seldom pressed, provided the perps make full restitu-
  tion for any damages.
  Murderers, kidnappers, rapists, abusers of children and wom-
  en, and the perpetrators of other brutal crimes, are dealt with se-
  verely and usually with the barrel of a gun. It is interesting to 
  note that pirates, raiders, slavers, practitioners of dark magic and 
  even the most vile Black Marketeers are treated with the same 
  disdain and violence. Many never get to trial because they are 
  shot dead resisting arrest or simply vanish. While this may sound 
  harsh and perhaps even immoral, the Patrol’s tactics have tamed 
  the docks and bars, and keep the streets and neighborhoods safe. 
  The members of the Patrol always try to make certain the lowlifes 
  they target are indeed, guilty before functioning as judge, jury 
  and executioner. If there is doubt, the suspect will be sent to trial.
  The Patrol
  A. Sponsorship: Independent.
  B. Outfits: Specialty Clothing. 20 points.
  
  72
  C. Equipment: Electronic Supplies and Good Gear, Medical 
  Equipment. 15 points.
  D. Vehicles: Combat Cars. 20 points.
  E. Weapons: Advanced Weaponry. 20 points.
  F. Communications: Deluxe Communications Network. 25 
  points.
  G. Internal Security: Tight. 10 points.
  H. Permanent Bases: Fortified Headquarters. 20 points.
  I. Intelligence Resources: Special Military Operatives. 10 points.
  J. Special Budget: Small Potatoes. 15 points.
  K. General Alignment of Personnel: Unprincipled and Scrupu-
  lous. 7 points.
  L. Criminal Activity: None. 0 points.
  M. Reputation/Credentials: Known. 10 points.
  N. Salary: Excellent Salary. 20 points.
  Total Points Spent: 192
  Size & Orientation: Free Company.
  Company Strategy & Tactics. The Patrol deploys its officers 
  in pairs to patrol the City of Escanaba. They have three SWAT 
  units who rotate in eight hour shifts, ensuring a quick response 
  to any degree of crime, any time of day. The company uses its 
  Crisis Response Vehicles as ambulances and SWAT vans, and 
  sometimes assigns one to the crime scene investigation unit. The 
  company even has an Echelon hovertank that they use for the 
  most dangerous standoffs and vehicle pursuits. Colonel Gran-
  ning has patterned the Patrol after a pre-Rifts metropolitan police 
  force, and has done a fine job of things considering the limitations 
  he must work under.
  Company’s Colors and Banners: A black and white striped 
  shield with a gold crown in the center.
  Standard Issue Weapons:
  Side Arm: NG-33 Laser Pistol and NG-T6 Taser.
  Primary: NG-LP25 Laser Pulse Submachine-Gun.
  Body Armor: NG-A15 Peacekeeper.
  Other: Utility belt, flashlight, riot baton/billy club, pepper 
  spray/mace, 4 tear gas grenades, 2 pairs of M.D.C. handcuffs, 
  1D4x10 zip ties, 6 road flares, walkie-talkie.
  Notable Ground Vehicles:
  16 Gladius exoskeletons.
  4 Defender power armor suits.
  4 NG XF-103 Firefighter power armor suits.
  4 Samson power armor suits.
  8 NG Prowler hovercycles.
  20 NG Urban Patrol hovercars.
  4 NG Crisis Response Vehicles.
  2 Shortsword combat hovercraft.
  1 Echelon hovertank.
  Notable Naval Vehicles:
  8 Windshark hovercycles.
  2 Harbormaster missile boats.
  Notable Personnel within the Patrol:
  Colonel Neil Granning, Quick Stats: As the leader of the 
  Patrol, Granning is well versed in the law and law enforcement. 
  He is continually molding the Patrol’s mercs into suitable peace-
  keepers. His plan is to specialize the Patrol enough that they can 
  procure a long-term, multi-year contract to protect Escanaba, or 
  maybe even a promotion to replace the Ishpeming city guard. Un-
  til then, Granning runs his company fair and square, enforcing 
  Ishpeming’s laws to the letter and cracking down hard on officers 
  who accept bribes and other forms of corruption. He knows that 
  the Trade Council and the Loss Prevention Office pay close at-
  tention to Escanaba and will replace the Patrol in a second if they 
  think that there is a risk of them becoming corrupt and endanger-
  ing the highly profitable market zone that is MercBay. Align-
  ment: Scrupulous. Attributes: I.Q. 15, M.E. 13 M.A. 19, P.S. 
  21, P.P. 20, P.E. 15, P.B. 10, Spd 14. Experience: 10th level 
  Lawman.
  Lt. Deanna Shaw, Quick Stats: Shaw is the Patrol’s chief in-
  vestigator. Most of the crimes the Patrol deals with are cut and 
  dried: bar fights, crimes of passion, theft, smuggling, murder. Oc-
  casionally, however, mysteries pop up that require more than just 
  standard police work. Lt. Shaw and her unit of trained Detectives 
  take over for high-profile murders and similar crimes. Part of that 
  unit includes four crime scene investigators for times when science 
  is necessary to solve the case. Alignment: Principled. Attributes: 
  I.Q. 20, M.E. 14, M.A. 11, P.S. 10, P.P. 15, P.E. 14, P.B. 15, Spd 
  18. Experience: 8th level Lawman/Detective/Investigator. Psion-
  ics: A Major Psychic with 59 I.S.P. and the abilities of Empathy 
  (4), Meditation (0), Mind Block (4), Object Read (6), See Aura (6), 
  Sense Evil (2), Sense Magic (3), and Sense Time (2).
  Jailer Salinger, Quick Stats: This gent runs the Patrol’s hold-
  ing facility. In his seventies now, he is still adept at differentiat-
  ing between dangerous individuals and those who have simply 
  had too much to drink. Salinger can talk down violent offenders 
  until they become calm and is as good at listening to someone’s 
  problems as he is at cracking skulls when a suspect injures one of 
  his officers. He is a big, physically intimidating man who is more 
  than a match for most of the perps who pass through the Patrol’s 
  jailhouse. Alignment: Anarchist. Attributes: I.Q. 12, M.E. 10, 
  M.A. 9, P.S. 22, P.P. 13, P.E. 14, P.B. 10, Spd 8. Experience: 6th 
  level Bounty Hunter.
  Standard Patrolmen: 96 Police Officers assigned in pairs, 
  including 16 Psi-Stalkers and 4 Dog Boys. The patrolmen are 
  managed by Sergeant Daniel “Ogre” Thomas, 9th level Merc 
  Soldier, Scrupulous.
  SWAT Unit: 36 Special Forces Soldiers and Robot Pilots 
  split into three teams. Typical equipment consists of NG Gladius 
  exoskeletons, NG Samson power armor and Stalker body armor 
  suits. The squad’s leader is Captain Joseph A. Yerger, equiva-
  lent to a 10th level Robot Pilot, Scrupulous. The squad’s top hos-
  tage negotiator is Sgt. James Lukow, 7th level Mind Bleeder, 
  Unprincipled. The squad’s top gun is Sgt. John Guibert, 8th 
  level Psi-Slinger from the Pecos Empire, Unprincipled.
  Investigation Unit: 14 Detectives/Investigators, headed by 
  Captain Thomas Molen, 8th level Military Specialist, Unprin-
  cipled, with skills related to investigation, intelligence and inter-
  rogation. He is also a Minor Psychic with 42 I.S.P. and the abili-
  ties of Clairvoyance (6) and Object Read (6).
  Jail Staff: 14 Police Officers who only work in the criminal 
  lockup and holding cells.
  Non-Combatants: Crime Scene Investigation Unit: 8 field 
  technicians and 8 laboratory staff. The head of the CSI staff is 
  Doctor Joe Oertly, 8th level Rogue Scientist with the skills 
  Crime Scene Investigation, Forensics, Pathology, Medical Doc-
  tor, Chemistry and Chemistry: Analytical.
  Motor Pool: 12 Operators who maintain the company’s ve-
  hicles along with between 10 and 20 assistants. The head of the 
  motor pool is Major Evan Odensky, 9th level Operator.
  
  73
  The NG Bounty Registry
  The largest collection of bounties, rewards and open merce-
  nary assignments in North America is the Northern Gun Bounty 
  Registry. The Registry is open to all mercenaries regardless of 
  their homeland, political affiliation or species, and any potential 
  client who can access the Registry is free to post jobs and assign-
  ments.
  For mercenaries, Freelance Spies, Bounty Hunters and assas-
  sins, the Registry is a giant list of “help wanted” posts. There 
  are jobs of every type and of every size, from making single in-
  dividuals disappear to clients looking to hire forces for all-out 
  wars. Desperate mercs may accept less than realistic jobs simply 
  because no one else was willing to risk them or maybe because 
  they have special skills or inside connections they can use to their 
  advantage.
  For clients, the NG Bounty Registry is one of the few reliable 
  ways to spread the word to various contractors, mercenaries and 
  hit men. The MercOps Network is happy to provide a similar 
  service, but many northern customers have difficulty connecting 
  with the central office in MercTown. The MercOps Network and 
  the NG Bounty Registry also exchange information frequently, 
  sharing contracts and bounties with each other in an effort to con-
  nect more clients with warriors for hire.
  Most of the jobs on the Registry are down to earth and re-
  alistic, though some are just wishful thinking, like the standing 
  price of one billion credits Lord Dunscon has placed on Emperor 
  Prosek’s head. The Registry officials continually remove that list-
  ing, but Lord Dunscon seems to find someone to repost it for 
  him every few weeks. There are pirate groups, monster havens 
  and bandit camps all targeted for destruction, and in some places 
  there are general bounties on the heads of Xiticix, vampires, Sim-
  van Monster Riders, other D-Bees and even Coalition soldiers.
  Standard Bounty Registry Rates
  Note: Where there is a range of payment rates, pay varies de-
  pending on the value and level of importance and immediacy, 
  as well as how much the seller knows about the true value of 
  what he has. For example: If the merc or adventurer has acquired 
  information, a prisoner or goods that are worth 100,000 credits, 
  but doesn’t realize it, and asks for much less, say 20,000 credits 
  or even a few thousand credits, the NG representative or authori-
  ties are likely to pay him the amount he has requested – NOT 
  the full bounty. Actually, in many cases, the NG rep may haggle, 
  suggesting the information, goods or prisoner is not that desir-
  able and offer him half of the asking price – even if they are 
  already getting a tremendous bargain. If the seller holds out, he 
  is likely to get his asking price, provided it is really worth what 
  he’s requesting. Smart and fair NG reps and authorities (which 
  are many) who realize they are getting a bargain will compliment 
  the individual or group for a job well done and pay him/them a 
  bonus, typically 10-40% more than the merc’s asking price (not 
  the true value). Regardless of the seller’s savvy, NG reps and 
  authorities NEVER overpay and may refuse to do business with 
  someone they feel is trying to blackmail them, is working for a 
  rival or enemy, or who is insulting and disrespectful.
  There are exceptions to every rule, so there is the occasional 
  bounty that exceeds those listed below.
  Common Rates for NG Bounties and Merc Services:
  Anti-Bandit Patrols: 500-2,000 credits per week.
  Anti-Pirate Patrols: 1,000-2,500 credits per week.
  Assassination – Low Value Target: 10,000 credits.
  Assassination – High Value Target: 50,000+ credits.
  Assassination – Political Leader: 500,000+ credits.
  Assassination – Powerful Supernatural Target (Demon 
  Lord or Warlord, Lesser God, Alien Intelligence, etc.): 
  500,000+ credits.
  Assassination – Powerful Creature of Magic (Adult or 
  Ancient Dragon, etc.) or Monster (Splugorth Slaver, etc.): 
  500,000+ credits.
  Combat Strike, Small Military Target/Group: 50,000-
  200,000 credits. Small Military Target: 20-60 hostiles or 6-12 
  robots, power armor or armored vehicles, or a Greater Demon or 
  dragon hatchling and 2-8 henchmen/minions.
  Combat Strike, Medium Military Target/Group: 350,000-
  1.2 million credits. Medium Military Target: 20-40 all or mostly 
  robots and/or power armor, or 100-300 troops with a few armored 
  combat vehicles/robots, or an adult dragon or 1D4 Greater De-
  mons and a dozen or two henchmen or fighters.
  Combat Strike, Large Military Target (Company to Bat-
  talion-Sized): 4-16 million credits. Large Military Target: 80-
  160 all or mostly robots and/or power armor or demons, or other 
  tough force, or 300-600 troops with some armored combat ve-
  hicles/robots or magic.
  Combat Strike Note: In all cases, a Northern Gun rep or Ish-
  peming authority will provide clear identification of the target 
  and the last known coordinates of its location. A Combat Strike 
  is a devastating strategic military attack intended to “remove” 
  another military force. Such targets include the well armed and 
  armored combat force of a known enemy, hostile mercenaries, 
  or heavily armed and hostile D-Bees, pirates, bandits, raiders, 
  Minions of Splugorth, Horune, Simvan Monster Riders, Brod-
  kil, Xiticix, demons, monsters, practitioners of magic engaged 
  in military ops or raids, Naruni engaged in any operation, and 
  similar threats.
  A successful Combat Strike is utterly destroying the target (pre-
  ferred), or destroying half and dispersing the rest (acceptable). 
  Dispersing the remainder of a hostile force means sending the 
  enemy fleeing for their lives with little likelihood of regrouping 
  and returning, and forcing them to abandon gear and valuables. In 
  some cases, the contractor may require the hired mercs to chase 
  down and eradicate the enemy force in retreat, or to wait a few 
  days and search out and destroy any who are trying to regroup.
  Payment is made to a group only upon confirmation of suc-
  cess. If any sizeable portion of the enemy force (33% or more) 
  was “dispersed,” half of the payment is held in escrow for 120 
  days to insure they were scared off and do not return. If the target 
  returns with reinforcements and an eye for vengeance, the hired 
  guns forfeit the money held in escrow unless they immediately 
  readdress the problem and deliver a permanent solution.
  Nothing is paid for failure regardless of the losses suffered by 
  the hired guns.
  Any salvage and booty left behind by the enemy force is a 
  bonus for the hired Strike Force. Whatever the Strike Force does 
  not claim and remove from the battlefield after 72 hours is fair 
  game for recovery by NG, Ishpeming or anyone else. In reality, 
  scavengers usually show up within 1D6 hours after the battle and 
  
  74
  they will start to loot a battle scene unless a force is left to patrol 
  and protect it.
  Fugitive Recovery – Low Priority: 2,000-8,000 credits.
  Fugitive Recovery – Medium Priority: 6,000-36,000 credits.
  Fugitive Recovery – High Priority: 30,000-120,000 credits.
  Fugitive Recovery – Most Wanted: 100,000-600,000 credits.
  Garrison Duty – Short-Term: 750 credits per week.
  Garrison Duty – Long-Term: 1,000 credits per week.
  Information Gathering – Word on the Street: 200-1,200 
  credits.
  Information Gathering – Sensitive Data: 2,000-24,000 
  credits.
  Information Gathering – Industrial Secrets: 2,000-120,000 
  credits.
  Information Gathering – State Secrets: 24,000-200,000 
  credits.
  Monster Pest Control: 2,000-20,000 credits per monster, de-
  pending on its ferocity and toughness.
  Police Duty – Short-Term: 900 credits per week.
  Police Duty – Long-Term: 1,250 credits per week.
  Police Duty – Special Operations/Undercover: 2,000 cred-
  its per week.
  Sabotage Mission – Creates Inconvenience/Warning: 
  2,000 credits.
  Sabotage Mission – Minor Property Damage and/or Short 
  Work Stoppage: 4,000-8,000 credits (5D6 hours).
  Sabotage Mission – Undercover Ongoing Sabotage: 2,500 
  credits per week to cause delays, uncertainty, infighting, dissen-
  sion among the ranks and similar things that have a negative im-
  pact.
  Sabotage Mission – Commando Raid: 250,000-950,000 
  credits, massive destruction and long-term shutdown of opera-
  tions (3D4x10 days) or destruction or theft of valuable prototype, 
  or destruction or murder of key personnel that causes a shutdown.
  Shipment Escort/Protection Through Hostile Territory: 
  Same as Interception, below.
  Shipment Intercept – Small: 2,000-12,000 credits.
  Shipment Intercept – Medium: 10,000-40,000 credits.
  Shipment Intercept – Large: 30,000-120,000 credits.
  Vampire Hunting: 5,000-20,0000 credits per set of vampire 
  fangs.
  Other Common Bounties
  The Crime, Average Bounty, Typical Sentence
  Note: Gathered from Rifts® Merc Ops.
  Assault: Armed (Use of a Deadly Weapon): 1,000-25,000 
  credits (dead or alive) – 1-8 years imprisonment.
  Assault: Felonious (With Intent to Kill): 5,000-50,000 cred-
  its (dead or alive) – 5-15 years imprisonment. May involve the 
  use of magic or psionics.
  Assault: Unarmed: 2,000-10,000 credits (alive) – 6 months 
  to 2 years of imprisonment.
  Arson or Sabotage (Deliberate, Massive Damage to Prop-
  erty): 2,000-250,000 credits (dead or alive) – 8-20 years impris-
  onment, life or execution if people died as a direct result of said 
  criminal act.
  Cyber-Snatcher: 5,000-50,000 credits (dead or alive) to 
  bring a Cyber-Snatcher to justice. Cyber-Snatching sentences: 
  3-12 years imprisonment for robbery without killing. 15 years to 
  life or execution for committing murder in the process of Cyber-
  Snatching, which most Cyber-Snatchers do. Note: The sentence 
  depends on the severity of the crime and the number of victims. 
  Cyber-Snatching typically involves mutilation and murder. Sad-
  ly, this is a crime that is often overlooked on the mean streets of 
  high-tech cities, despite the level of violence. In other cases, the 
  perpetrator is charged with multiple counts of first degree mur-
  der. Cyber-Snatchers are often dealt with outside the law (i.e. a 
  bounty for “dead”) with bounties sponsored by private individu-
  als, family members and vigilante groups.
  Cybernetic Body-Chop-Shop Operations: 2,000-75,000 
  credits (alive) – One to 8 years imprisonment for running or par-
  ticipating in the operation of an illegal cybernetics ring that buys, 
  sells and installs stolen and/or defective used bionics and cyber-
  netics. Another crime that is frequently ignored by the law.
  Cyber-Smuggling (Black Market Contraband): 1,000-
  25,000 credits (alive) – One to 6 years imprisonment for buying, 
  selling, trading, smuggling and installing illegal, Black Market 
  cybernetics. Another crime that is frequently ignored by the law.
  Contraband: Alien Technology (dangerous or illegal): 
  10,000-100,000 credits (dead or alive) – 2 to 10 years imprison-
  ment (death in the CS).
  Contraband: Books & Historical Documents: 1,000-50,000 
  credits (alive) – 1-5 years imprisonment (death in the CS).
  Contraband: Drug Production & Smuggling: 20,000-
  100,000 credits (dead or alive) – 5-10 years imprisonment.
  Contraband: Demons/Dangerous Animals: 20,000-200,000 
  credits (dead or alive) – 6-30 years imprisonment (death in the 
  CS).
  Contraband: Magic – 50,000 to 100,000 credits (dead or 
  alive) – 5 to 15 years (death in the CS).
  Contraband: Pre-Rifts Artifacts (or forgeries of artifacts): 
  1,000-50,000 credits (alive) – 1-8 years imprisonment (death in 
  the CS).
  Contraband: Slaves: 5,000-50,000 credits (dead or alive) – 
  10-20 years to life.
  Contraband: Weapons: 10,000-100,000 credits (dead or 
  alive) – 5-15 years to life (death in the CS if weapons are alien 
  technology or magic based).
  Contraband: Weapons of Mass Destruction: 100,000-1 
  million credits (dead or alive) – execution or life imprisonment 
  (death in the CS).
  Extortion/Blackmail: 25,000-250,000 credits (dead or alive) 
  – 10 to 20 years imprisonment.
  Espionage, State (Stealing Government Secrets): 500,000-
  5 million credits (dead or alive) – execution or life imprisonment.
  Espionage, Industrial (Stealing Proprietary Information): 
  25,000-5 million credits (dead or alive, but usually alive) – 5-15 
  years imprisonment or Mind Wipe, plus possible civil action for 
  restitution.
  Forgery, Currency/Credits: 5,000-50,000 credits (alive) – 
  10-25 years imprisonment.
  Forged Documents: 1,000-10,000 credits (alive) – 1-4 years 
  imprisonment.
  Forgery, Identity Documents: 5,000-50,000 credits (dead or 
  alive) – 3-12 years imprisonment (death in the CS if the papers/
  IDs were to get into a fortified city like Chi-Town).
  Forgery, Pre-Rifts Artifacts: 1,000-50,000 credits – 1-8 
  years (a beating and destruction of property to death in the CS).
  
  75
  Illegal 
  Augmentation/Genetic 
  Manipulation: 
  10,000-
  200,000 credits (dead or alive) – 15-30 years, possibly execution 
  (death in the CS). Note: Double the bounty and the punishment if it 
  involves kidnaping and experimentation against the subject’s will.
  Impersonation: Of police, NG authority or business leader, 
  NG or CS military personnel, NG political figure, NG Sales Rep 
  or any agent of Northern Gun – 10,000-100,000 credits (dead or 
  alive; typically alive) – 5-10 years imprisonment, possibly life or 
  execution (death in the CS).
  Kidnaping: 20,000-80,000 credits (alive) – 10-20 years im-
  prisonment; reduced or suspended sentence is possible due to ex-
  tenuating circumstances.
  Man-Eater, Feeding on Human Flesh or Blood: 10,000-
  60,000 credits (dead or alive) – 10 to 20 years imprisonment 
  (death in the CS).
  Manslaughter: 5,000-10,000 credits (alive) – 2-8 years of 
  imprisonment; reduced or suspended sentence is possible due to 
  extenuating circumstances.
  Mass Murder: 250,000-5 million credits (dead or alive) – 
  execution. Typically involves the murder or attempted murder 
  of dozens to hundreds, sometimes thousands of people, and may 
  include terrorists and cultists. Also see Genocide.
  Mass Murder, Genocide: 250,000-20 million credits (dead 
  or alive) – execution. Genocide usually involves the systematic 
  extermination of a particular people based on race, occupation, 
  religion or beliefs and involves the murder or attempted murder 
  of hundreds, thousands or millions of people.
  Mind Control, Psionics (Misuse of Psionics): 15,000-
  200,000 credits (dead or alive) – 2-12 years (double in the CS, 
  loss of citizenship and expulsion out of the fortified cities). Note: 
  Includes using psionic abilities in a crime that involves altering 
  or eliminating a person’s memories, mind control and mental 
  manipulation, harassment (bad dreams and illusions) and similar 
  acts of mind control or mental torture.
  Mind Control, Magic: 20,000-250,000 credits (dead or alive) 
  – 2-8 years (death in the CS). Note: Using magic to charm, domi-
  nate, enslave, mind control, or torment one’s victim, includes the 
  use of illusions.
  Murder, Attempted: 5,000-75,000 credits (dead or alive) – 5 
  to 15 years. Note: Includes attempted assassinations and criminal 
  hit attempts. Bounty varies depending on who the criminal tried 
  to kill and their place in society.
  Murder, First Degree: 25,000-500,000 credits (dead or alive) 
  – execution or 25 years to life. Note: Includes assassinations and 
  hits for hire.
  Murder, Second Degree: 10,000-150,000 credits (dead or 
  alive) – 15 years to life.
  Murder, Serial Killer: 10,000-250,000 credits (dead or alive) 
  – execution or life imprisonment. Note: A serial killer is someone 
  who regularly targets specific individuals, usually one at a time, 
  for murder over a period of time.
  Negligent Homicide (Accidentally Killing Another Per-
  son): 5,000 to 50,000 credits (alive) – 1-4 years; reduced or sus-
  pended sentence is possible due to extenuating circumstances.
  Racketeering (Most Organized Crime Operations) – 
  10,000 to 250,000 credits (alive) – 10 to 20 years imprisonment. 
  Note: Includes protection rackets, numbers running, money 
  laundering, and most criminal operations that have a network of 
  agents and operatives or involve a criminal organization that ex-
  torts and handles money.
  Resisting Arrest – 500 to 5,000 credits (alive) – 1 to 2 years 
  imprisonment, plus fines. A reduced or suspended sentence is 
  possible for first-time and youthful offenders, or due to mitigat-
  ing circumstances. Also see Suspect.
  Robbery, Armed – 5,000 to 25,000 credits (dead or alive) – 5 
  to 20 years imprisonment.
  Robbery, Bank – 10,000 to 50,000 credits (dead or alive) – 
  20 years imprisonment.
  Robbery, Horse/Cattle Rustling – 5,000 to 30,000 credits 
  (dead or alive) – 2-12 years imprisonment.
  Robbery, Unarmed – 1,000 to 5,000 credits (alive) – six 
  months to 4 years imprisonment.
  Sex Crimes – 25,000 to 150,000 credits (dead or alive) – 1 to 
  25 years depending on the type of crime.
  Slaving – 10,000 to 75,000 credits (dead or alive) – 10-20 
  years imprisonment, death in some communities. Note: The prac-
  tice of capturing sentient life forms (humans, D-Bees and others) 
  for resale against their will as slaves, or trading in such slaves.
  Suspect Wanted for Questioning – 1,000 to 100,000 credits 
  (alive) – wanted for questioning or further investigation; criminal 
  charges may be made at a later date.
  Smuggling: 10,000-100,000 credits (alive) depending on 
  what is being smuggled and who is placing the bounty.
  Terrorism Using Summoned or Controlled Monsters/De-
  mons/Animated Dead (namely Shifting/Summoning or Nec-
  romancy): 10,000-250,000 credits (dead or alive) – 10 to 30 
  years imprisonment (death in the CS). Note: Includes raids on 
  villages, supply depots, and transport vehicles using monsters.
  Treason: 100,000-2 million credits (dead or alive) – court 
  martial if military treason and execution or life imprisonment.
  Using Monsters or Animated Dead in the Commission of 
  a Crime – 5,000-150,000 credits (dead or alive) – 5 to 20 years 
  imprisonment (death in the CS). Note: Includes raids on towns, 
  supply depots, and transport vehicles and, in effect, using mon-
  sters to intimidate or rob – fundamentally the same as an armed 
  robbery.
  Vandalism: Typically on a large scale or serial basis – 1,000 
  to 10,000 credits (alive) – 4 months to two years imprisonment, 
  plus fines and restitution; a reduced or suspended sentence is pos-
  sible for first-time and youthful offenders, or due to mitigating 
  circumstances.
  Notable Bounties Wanted Dead Only
  – applicable only to select wilderness communities
  50 credits per head of a Xiticix.
  100 credits per head of a Brodkil or Gargoyle (Simvan includ-
  ed in the New West and by the CS).
  200 credits per head of a Mega-Damage monster.
  500 credits per head of a Black Faerie or Witchling.
  2,000 credits per head of a Daemonix (CS).
  1,000 credits per head of a demon or Dyvalian.
  2,000 credits per head of a supernatural monster.
  3,000 credits per head of a were-creature.
  100-300 credits per Wild Vampire (Southwest).
  300-1,000 credits per Secondary Vampire (Southwest).
  10,000 credits per head of a Naruni/Uteni Alien or Molock 
  (CS).
  50 million credits for the head of Lord Dunscon (CS).
  
  76
  Northern Gun O.C.C.s
  Ironically, most Bush Pilots try to avoid politics or taking up 
  a cause. They try to stay impartial. Each assignment is a new 
  challenge. Their only goal: Making the delivery and getting out 
  alive. As a result, the same Bush Pilot may end up working for 
  both sides in a conflict, depending on who hires them and when. 
  However, most avoid working for monsters, demons and true 
  evildoers.
  Northern Gun’s cadre of Bush Pilots are used to keeping sup-
  ply lines open during winter and service the many, otherwise 
  Bush Pilot
  Loss Prevention Officer
  Monster Responder
  Police Officer
  Robot Control
  Sales Representative
  NG Bush Pilot O.C.C.
  Getting shipments to remote mining sites, mercenary camps, 
  and war zones (not to mention pirates, criminals and resistance 
  movements) requires a special kind of pilot and cargo hauler. Just 
  any driver or merc won’t do. It requires someone who thrives on 
  danger and laughs in the face of the unknown. Someone willing 
  to brave the uncharted wilderness, ignore borders and enter war 
  zones. Someone who regards the cargo they are hauling and the 
  vehicle they are piloting as their own even when it’s not, and isn’t 
  about to let it get hijacked without a fight. That “someone” is the 
  Northern Gun Bush Pilot – part Wilderness Scout, part Operator, 
  part gun toting Merc Soldier, and part race car driver or stunt 
  pilot with nerves of steel. And Northern Gun employs a small 
  army of them.
  Bush Pilots may operate ground vehicles or aircraft, boats or 
  robots, or all of the above. Most are skilled airmen who are ac-
  customed to operating without runways or even landing strips, 
  who use hovercraft and helicopters and sheer bravado to fly in 
  and out of dense woods, are able to compensate for unpredictable 
  takeoff and landing conditions, and are willing to fly through a 
  hail of gunfire or defy hostiles to make their delivery. While this 
  may sound like a job for mercenaries and other men-at-arms or 
  adventurer types (and any of them with the skills and guts can do 
  the job), Bush Pilots are a special breed of adrenaline addicted, 
  thrill-seeking daredevils who live for each new, death-defying 
  challenge. For many Bush Pilots, “the job” is often not so much 
  about the pay (which is often very good), but the personal chal-
  lenge. Say the words “impossible” or “suicide mission” and the 
  Bush Pilot is intrigued.
  Out of necessity, Bush Pilots are incredibly resourceful and 
  willing to break rules, disobey laws and take risks most sane 
  people would never consider. While they are usually decent to 
  excellent fighters, combat is NOT what the Bush Pilot is looking 
  for. Their only goal is to deliver their cargo (or passenger) in one 
  piece and on time. Almost everything they do involves making 
  that delivery – getting in, dropping off and getting out – and en-
  hancing their reputation. Of course, living to tell about it is also 
  important.
  Bush Pilots are particularly famous for their actions in and 
  around the Xiticix Hivelands and during the Siege on Tolkeen. 
  The Xiticix are a significant airborne threat, and only the crazi-
  est and most determined pilots risk doing an overflight in bug 
  territory. At Tolkeen, Bush Pilots helped supply anti-Coalition 
  guerrillas and continue to do so on several battlefronts. They also 
  do work for the Black Market and are an intrinsic part of many 
  smuggling operations.
  
  77
  inaccessible frontier towns, logging camps, communities and 
  war zones that rely on Northern Gun for goods. Sometimes the 
  company also uses Bush Pilots to discreetly deploy units of Loss 
  Prevention Officers (LPOs) or mercenaries without anyone being 
  the wiser. With a decent plan and a good pilot, a small strike force 
  can appear and disappear before any kind of counterattack can be 
  mounted. This is especially useful when Northern Gun is striking 
  at competitors or Black Marketeers that have gotten out of hand 
  and wants to make the attack appear random or the work of an 
  outside third party.
  Special Abilities of the
  Northern Gun Bush Pilot O.C.C.:
  1. Can Pilot Anything. If they can figure it out, Bush Pilots 
  can drive, pilot, and fly just about any vehicle, even if unfamiliar 
  with it, at a base skill of 50%. This percentage does NOT improve 
  with experience and reduce their usual piloting and stunt bonuses 
  by half when piloting a vehicle they do not have a skill in.
  2. Short Takeoffs and Landings: Bush Pilots are skilled 
  enough and know tricks to take off and land with a minimal 
  amount of space. A Bush Pilot without a VTOL (Vertical Takeoff 
  and Landing) aircraft can get his or her aircraft to land or airborne 
  in 50% of the normal necessary runway distance; 75% for large 
  aircraft like the Broadwing cargo plane or Air Castle bomber. 
  Many also customize their aircraft to make it easier to pull off 
  such stunts.
  3. Emergency Landing Expert and Stunt Bonuses: Many of 
  a Bush Pilot’s landings seem like emergency landings, even some 
  that are planned ahead of time. Dealing with extremely rough and 
  difficult ground conditions and landing places that seem impos-
  sible for any other pilot is a big part of what makes them Bush 
  Pilots. Bonuses: +25% on all emergency landing rolls, +10% on 
  all evasive maneuvers and stunt piloting, +1 on initiative and +2 
  to strike and dodge with a vehicle when driving any for which 
  the pilot has a skill and familiarity, +2 to roll with impact, and 
  +10% to save vs coma and death (some Bush Pilots have more 
  luck than brains).
  4. Bad Weather: In Canada and the Northern United States, 
  fierce lake storms, squalls, and winters can make flying a nearly 
  impossible task. However, even in bad weather, mercenaries and 
  remote communities still call for vital equipment and supplies. 
  All weather penalties are reduced by 50% for Bush Pilots.
  5. Special NG Bush Pilot Armored Jumpsuit. Not an abil-
  ity, but standard equipment for most Bush Pilots. The flight suit 
  is made of a resilient, M.D.C. micro-fiber fabric with additional 
  M.D.C. padding in the shoulders and chest and padding and plates 
  in the upper and lower legs. Excellent mobility; no movement 
  penalties. Standard is camouflage colors. Cost: 18,000 credits at 
  most NG retail outlets.
  M.D.C. by Location:
  Helmet – 35
  Arms (2) – 9 each
  Legs (2) – 20 each
  Main Body – 25
  Northern Gun Bush Pilot O.C.C. Stats
  Alignment: Any, but almost always Unprincipled or Anarchist.
  Attribute Requirements: I.Q. 9 and P.P. 11 or higher.
  Racial Requirements: Most of Northern Gun’s Bush Pilots are 
  human (90+%), but there are independent pilots from many 
  D-Bee races.
  O.C.C. Skills:
  Aircraft Mechanics (+15%)
  Automotive Mechanics (+15%)
  Basic Mechanics (+15%)
  Camouflage (+20%)
  Combat Driving
  Computer Operation (+10%)
  Forgery (+20%; to forge travel documents and cargo mani-
  fests, etc.)
  Land Navigation (+16%)
  Language: Native Language
  Language: Other: One of choice (+15%).
  Literacy: American
  Mathematics: Basic (+20%)
  Navigation (+15%)
  Parachuting (+10%) or Weapon Systems (+10%)
  Pilot: Airplanes (+16%)
  Pilot: Boat: Ships (+15%) or Submersibles (+10%)
  Pilot: Hovercycles, Skycycles and Rocket Bikes (+10%)
  Pilot: Hover Craft (Ground; +15%) or Jet Aircraft (+15%)
  Pilot: Truck (+25%)
  Pilot: One of choice, any (+12%).
  Radio: Basic (+10%)
  Wilderness Survival (+10%)
  W.P. Modern: One Energy Weapon of choice.
  W.P. Energy Pistol or Handguns
  Hand to Hand: Basic, but it can be changed to Expert at the 
  cost of one O.C.C. Related Skill or Martial Arts (or Assassin 
  if evil) for the cost of three skill selections.
  O.C.C. Related Skills: Select four other skills at level one. Add 
  one additional skill at levels 3, 6, 9 and 12. All new skills start 
  at level one proficiency. These selections get the benefit of any 
  bonuses that may be noted below.
  Communications: Any (+5%).
  Cowboy: None.
  Domestic: Any.
  Electrical: Basic Electronics (+10%) only.
  Espionage: Any (+5%).
  Horsemanship: General only.
  Mechanical: Any.
  Medical: First Aid or Paramedic (+5%) only.
  Military: Any (+5%).
  Physical: Any.
  Pilot: Any (+15%).
  Pilot Related: Any (+10%).
  Rogue: Any (but only Roadwise and Streetwise get a +20% 
  bonus).
  Science: Astronomy & Navigation (+10%) only.
  Technical: Any.
  W.P.: Any.
  Wilderness: Any (+10%).
  Secondary Skills: One Secondary Skill at levels 2, 5 and 8. Se-
  lections are made from the Secondary Skill list on page 300 
  of Rifts® Ultimate Edition. These are additional areas of 
  knowledge that do not get any bonuses, aside from any pos-
  sible bonus from having a high I.Q. attribute. All Secondary 
  Skills start at the base skill level.
  
  78
  Standard Equipment: Northern Gun weapon for each W.P. and 
  four extra E-Clips for each, NG-S2 Survival Kit, light or me-
  dium NG body armor of choice, two NG Bush Pilot armored 
  jumpsuits, one mechanic’s jump suit, flight helmet with built-
  in radio and nightvision goggles (may be installed in body ar-
  mor helmet), parachute, field computer with navigation soft-
  ware, 8 flares, compass, canteen and hiking boots.
  Starts with one large truck or aircraft. Aircraft is often a 
  Sky King or Skyshadow bush plane, though pilots who work 
  exclusively on the lakes will either have a version with floats 
  installed or use a Kingfisher seaplane. Helicopters, hovercraft 
  and other aircraft are all an option, however, as Northern Gun 
  allows its pilots to use whatever aircraft they personally own/
  prefer, and they are not restricted to NG models. One Rocket 
  Bike or hovercycle for high-speed smuggling runs, scouting 
  ahead and fast escapes.
  Money: Starts with 2D6x1,000 credits. NG pilots are paid upon 
  completion of the job, as are many independent pilots (some 
  demand money up front, but most of these have a known 
  reputation for successfully evading the Coalition, skirting the 
  Xiticix Hivelands, etc.). A typical drop into a “hot zone” under 
  likely enemy fire or delivering contraband within a high risk 
  zone (including most Coalition States and the Vampire King-
  doms) pays 10,000-40,000 credits depending on the job and 
  cargo. Moderately dangerous deliveries and smuggling ops 
  pay 3,000-12,000 credits. Simple runs with low expectations 
  of trouble pay 1,000-4,000 credits.
  Cybernetics: Bush Pilots will often have 2D4 minor cybernetic 
  implants installed, generally Multi-Optic Eyes, nightvision or 
  other optical enhancements, sometimes Cyber-Disguises and 
  other common items.
  NG LPO O.C.C.
  Northern Gun’s private army of spies, enforcers and special-
  ists are known as Loss Prevention Officers (LPO). While local 
  law enforcement is handled by the Ishpeming and city govern-
  ments, and often conducted by professional lawmen and hired 
  mercenaries, the corporate side of Northern Gun maintains the 
  Loss Prevention Office (LPO) as its own elite, private army. It 
  is the LPO who conduct tactical strikes and intelligence gather-
  ing against Naruni Enterprises, and continue to investigate other 
  alien competitors, as well as engage mercenaries and lead most 
  military combat operations for the Northern Gun corporation. 
  Loss Prevention Officers are always used for espionage opera-
  tions and missions deemed too sensitive, important or secretive 
  to be entrusted to mercenaries or local law enforcement. For this 
  reason, the LPO is also known as Northern Gun Special Forces 
  by outsiders.
  Loss Prevention Officers (LPOs) have complete authority, an-
  swering only to the heads of the Northern Gun corporation and 
  Ishpeming’s top political leaders. This makes them arresting of-
  ficers, commandoes, spies, and often the judge, jury and execu-
  tioners. They can make judgement calls on anything they deem 
  to be a matter of corporate or government security and safety 
  for Northern Gun and the Ishpeming Republic. They can arrest/
  capture, interrogate and kill criminals who steal from Northern 
  Gun or endanger corporate operations, or the security of the civil-
  ian community. Likewise, Black Marketeers and outsiders who 
  
  79
  grow large enough to become a threat to profits can also be run 
  out of town or dealt with as if they were criminals. Loss Preven-
  tion Officers may also remove troublesome pirates and raiders 
  quietly so as not to dissuade others from visiting Northern Gun or 
  buying goods from the company. And when a prototype or piece 
  of secret NG technology is stolen, the Loss Prevention Office is 
  tasked with finding the thief, dealing with him appropriately, and 
  recovering the stolen goods or secrets. In the past, the LPO have 
  wiped out entire mercenary groups, blown up labs and research 
  institutions, and assassinated Rogue Scientists, Coalition spies, 
  mages and D-Bees alike. Covering their trail is a part of the job, 
  and outsiders are typically unaware that the Loss Prevention Of-
  fice is looking for them until it is too late.
  Despite their incredible level of authority and autonomy, Loss 
  Prevention Officers are notorious for being “boy scouts” loyal to 
  Northern Gun the corporation, the Ishpeming Rebulic as their na-
  tion, and sincerely seeking justice and security. Few LPOs ever 
  try to abuse their authority and most are beyond bribes and cor-
  ruption. This is due, in large part, to the corporate structure. They 
  must answer to the company bosses, have supervisors, and those 
  who do an outstanding job get rewards for being judicious, fair 
  and expedient. Meanwhile, those who do a poor job, take bribes 
  or show favoritism to powers outside the NG, can expect to get 
  fired or disappear if their crime is too great or they know too 
  much. As a result, LPOs are dedicated and loyal first to the North-
  ern Gun corporation and second to the Ishpeming Republic and 
  its citizens. Most do their job extremely well.
  LPOs are stationed at every official Northern Gun city and ma-
  jor commercial center, and have many resources within the Ish-
  peming Republic, itself. They have access to anything that North-
  ern Gun makes, and can appropriate or commandeer company 
  property when they deem it necessary. Using the vast distribution 
  mechanism of Northern Gun, they often ride along with products 
  or resupply shipments to get to hard-to-reach places and are no 
  stranger to parachuting into remote areas. In the pursuit of their 
  duties, Loss Prevention Officers may pretend to be Sales Repre-
  sentatives, Operators, service personnel, corporate management, 
  IMCN mercs, Ishpeming local authorities or even NG customers, 
  and will stop at nothing to carry out the orders they are given.
  Special Abilities of the
  Loss Prevention Officer O.C.C.
  1. Withhold Order: One of the major tools that Loss Preven-
  tion Officers use to encourage compliance is the ability to put 
  out a Withhold Order on an individual, group or organization. A 
  Withhold is a devastating blow to any independent customer or 
  mercenary, as it is, in effect, an official “excommunication” from 
  Northern Gun and its many products and services. Those under 
  Withhold Orders have their name and likeness entered into the 
  NG Blacklist Database and refused service at any official North-
  ern Gun outlet. Withholds also include a ban from the Republic 
  of Ishpeming, and those trying to enter the state are arrested once 
  their identity is uncovered. For anyone who relies on Northern 
  Gun and its goods, a Withhold Order is a serious obstacle to 
  everyday life. Threatening to invoke a Withhold is an effective 
  negotiation tool with mercenaries, privateers, pirates, adventur-
  ers, miners, loggers, most independent kingdoms (especially in 
  the Midwest), and anyone else who depends on Northern Gun. 
  Whether or not the LPO can actually make good on the threat is 
  another matter entirely, but even just the suggestion of a With-
  hold Order is enough to change the atmosphere of any negotia-
  tion.
  2. Northern Gun Product Familiarity: Loss Prevention 
  Officers are essentially the special forces and secret police of 
  Northern Gun. Their equipment is exclusively NG (unless dis-
  guising their identity), and they have access to all NG gear from 
  a weapon and vehicle pool they have trained with for years. They 
  are accustomed to heavy, tough NG equipment and know how to 
  compensate for its weight or other shortcomings. For more than 
  a decade, the NG Super-Laser Pistol & Grenade Launcher was 
  standard issue for the LPOs, and every member of the organiza-
  tion learns how to use it, submachine-guns and heavy rifles. Loss 
  Prevention Officers face no strength or accuracy penalties when 
  using NG weapons, their P.S. notwithstanding.
  3. Northern Gun Distribution Network: In addition to al-
  most unlimited access to Northern Gun products and equipment, 
  LPOs can “ride along” on NG ships and aircraft, hovertrains or 
  other resupply efforts. Sometimes they are parachuted into the 
  field or deployed by submersible or other covert method. One 
  way or another, the LPO can usually arrange transportation for 
  themselves and their party along any regularly used Northern 
  Gun supply route.
  4. The Face of Authority: In the Ishpeming Republic, LPOs 
  have a greater authority than the police and any hired IMCN mer-
  cs. This means the police and mercs defer to the LPO, obey their 
  orders, share information and follow any LPO who takes charge.
  Northern Gun Loss Prevention Officer O.C.C. Stats
  Alignment: Any, but 35% are Unprincipled and 40% Scrupu-
  lous.
  Attribute Requirements: I.Q., M.E. and P.S. of 10 or higher.
  Racial Requirements: All official Loss Prevention Officers are 
  human.
  O.C.C. Bonuses: +1 to P.E., +2 to Spd, +2D6 to S.D.C., +1 on 
  initiative, +2 on Perception Rolls involving espionage, under-
  cover operations, theft, smuggling, terrorism and threats to 
  NG or the community of Ishpeming.
  O.C.C. Skills:
  Computer Operation (+10%)
  Detect Concealment (+10%)
  Find Contraband (+20%)
  Intelligence (+16%)
  Interrogation (+15%)
  Language: Native Language (+20%)
  Language: Other: One of choice (+10%).
  Law (General; +10%)
  Literacy: American (+25%)
  Mathematics: Basic (+20%)
  Parachuting (+10%)
  Pilot: Hovercycles (+10%)
  Pilot: Hovercraft (+5%)
  Prowl (+10%)
  Radio: Basic (+10%)
  Streetwise (+10%)
  Tailing (+15%)
  Tracking (people; +10%)
  Undercover Ops (+15%)
  W.P. Energy Pistol
  W.P. Energy Rifle
  
  80
  Hand to Hand: Commando or Martial Arts (or Assassin if 
  evil); pick one.
  O.C.C. Related Skills: Select four other skills at level one. Add 
  one additional skill at levels 2, 5, 8 and 11. All new skills start 
  at level one proficiency. These selections get the benefit of any 
  bonuses that may be noted below.
  Communications: Any (+10%).
  Cowboy: Any.
  Domestic: None.
  Electrical: Basic Electronics only.
  Espionage: Any (+10%).
  Horsemanship: Any.
  Mechanical: Basic Mechanics only.
  Medical: First Aid and Crime Scene Investigation (+5%) only.
  Military: Any (+5%).
  Physical: Any.
  Pilot: Any, including Power Armor skills.
  Pilot Related: Any.
  Rogue: Any (+5%).
  Science: Math and Chemistry only.
  Technical: Any.
  W.P.: Any.
  Wilderness: Any.
  Secondary Skills: Two Secondary Skills at levels 2, 6 and 10. 
  Selections are made from the Secondary Skill list on page 300 
  of Rifts® Ultimate Edition. These are additional areas of 
  knowledge that do not get any bonuses, aside from any pos-
  sible bonus from having a high I.Q. attribute. All Secondary 
  Skills start at the base skill level.
  Standard Equipment: Northern Gun rifle of choice, Northern 
  Gun pistol of choice, five extra E-Clips for each, NG-H5 
  Holdout ion pistol, one NG Power Pack (any type), NG-S2 
  survival kit, two Loss Prevention Officer field uniforms (black 
  with grey trim and accents), LPO dress uniform, LPO I.D. and 
  credentials, NG body armor of choice, walkie-talkie, nightvi-
  sion goggles, 2 auditory listening bugs, 1 micro-video camera, 
  field computer, compass, canteen and hiking boots.
  In addition, Loss Prevention Officers enjoy virtually unlim-
  ited access to the entire range of Northern Gun products, made 
  available upon special assignments, experience and reputation 
  for a job well done within the LPO. Thus, while any device, 
  body armor or personal weapon is theoretically available, in-
  cluding vehicles, weapons, explosives, giant combat robots, 
  and aircraft, such allocations must be deemed justified by the 
  LPO Team Supervisor, one of the LPO Department Heads, 
  or even Chief Callister. Additionally, the Loss Prevention Of-
  ficer making the request must be on good terms, trusted and 
  deemed to have the experience and disposition to handle es-
  pecially dangerous and powerful weapons, robots and equip-
  ment. G.M.s, use your discretion.
  Money: Pay is 6,000 credits per month in NGMI credits. Charac-
  ters start out with one month’s pay.
  Cybernetics: Loss Prevention Officers often have 1D6+1 cy-
  bernetic implants or minor bionics installed. They may also 
  receive bionic or Bio-System replacement parts, paid for by 
  the company, for limbs and organs lost or damaged beyond 
  repair in the line of duty. Otherwise, additional cybernetics 
  and bionics may be offered in the form of bonuses and special 
  rewards. ALL bionic augmentation must be authorized by the 
  company, though as many as eight legal, cybernetic enhance-
  ments are allowed. Only 4% of LPOs are partial cyborgs and 
  there are no Combat Cyborgs on the force. Augmented war-
  riors such as Combat Cyborgs, Juicers, Crazies, and so on, are 
  hired for special operations as independent, third-party con-
  tractors (i.e. mercenaries).
  LPO Chief – Andrea Callister (see description on page 20).
  Notable LPO Department Heads:
  Acquisitions and Recovery – Michael J. Osborne, 10th level 
  LPO, Anarchist.
  Alien Investigations – Ed Surrett, 10th level LPO, Anarchist.
  Corporate Assets – Denny “Kegleneq” Ham, 12th level LPO, 
  Unprincipled.
  Espionage – Ryan Rawlings, 11th level LPO, Anarchist.
  Intelligence – Stephen Daniel, 12th level LPO, Anarchist.
  Interrogations – Doctor Winston, 10th level Rogue Scientist, 
  Anarchist.
  Investigations – Patrick Le Houllier, 9th level LPO, Scru-
  pulous.
  National Security – Greg Diaczyk, 12th level LPO, Scrupu-
  lous.
  Special Ops – Jeremy Davis, 13th level LPO, Unprincipled.
  Tactical Strikes & Counter-insurgency – Ralph Lajara, 10th 
  level LPO, Scrupulous.
  Threat Assessment & Eradication – Jeff A. Lee, 11th level 
  LPO, Unprincipled.
  Undercover Ops – Thomas Karras, 9th level LPO, Unprin-
  cipled.
  Monster Responder O.C.C.
  Unlike animal control of our time, Rifts Earth is pestered by 
  actual monsters, demons, aliens and mutants. Giant footprints, 
  farmers and ranchers who report mutilated or missing livestock, 
  eyewitness reports and photographic evidence all prompt an in-
  vestigation by Northern Gun’s small corps of Monster Respond-
  ers. These specialists are called in whenever a dangerous creature 
  is thought to be living within or near human habitation or coming 
  in from the woods to stalk livestock or worse, human prey.
  Dealing with “monsters” is a job that requires military weap-
  ons and training, and psionic abilities are a plus. Monster Re-
  sponders must be part hunter and part soldier, part exterminator 
  and part special forces. They gas, poison, shoot, trap and inciner-
  ate monstrous menaces, and use heavy weapons to bring down 
  huge, Mega-Damage beasts. Monster Responder units are on call 
  twenty-four hours a day, and they are often summoned into work 
  during the middle of the night, at twilight or sunrise. They may 
  need to use SCUBA gear or jet packs to accomplish their mis-
  sion, or call for help from a Northern Gun combat robot or tank 
  unit that can bring additional firepower to the hunt. Monster Re-
  sponders always share information and coordinate with the police 
  and LPO whenever necessary. They are also likely to lead IMCN 
  Merc Soldiers in raids on monster nests and lairs.
  To the citizens of Upper Michigan, Monster Responders are 
  respected heroes who represent the Republic’s front-line defense 
  against creatures from the Rifts, demons and alien invaders. As 
  such, they are even more beloved and appreciated than NG law 
  enforcement (though they are respected and trusted) or the shad-
  owy LPO and hired gun IMCN mercs. (Can anybody truly trust 
  
  81
  a soldier who is not part of the community and just works for a 
  paycheck?) Like the LPO and NG police force, most Monster 
  Responders are citizens of Ishpeming.
  Special Abilities of the Monster Responder O.C.C.
  1. Exterminator: Monster Responders are used to the quick 
  reflexes and animalistic movements of their prey. Their training 
  includes defensive tactics for use against wild animals and mon-
  sters. It is their job to know the weak points and sensitive areas 
  to take down or control monsters. Combat Bonuses vs Mon-
  sters: +2 on Perception Rolls, +1 on initiative, +2 to strike, parry 
  and dodge against monsters and animals, including Xiticix and 
  lesser demonic supernatural beings, vampires, Loup Garou, zom-
  bies, supernatural monsters and war steeds, and many creatures 
  of magic. Note: Does not apply to intelligent D-Bees, aliens or 
  mutants.
  2. Use Animals to Hide Presence: Most types of predators, 
  whether they are earthly or from other planets and dimensions, 
  hunt using smell, sight and hearing. The creatures have learned to 
  be aware of the sound of human voices and machines, the smell 
  of people and vehicle exhaust, and can often adapt to urban set-
  tings. For Monster Responders, sneaking up on prey is impor-
  tant, and chasing monstrous creatures deeper into the wilderness 
  can be just as bad as letting them escape. Monster Responders 
  have learned to use riding animals to disguise their scent and help 
  hide their presence. Nodosaurs, dinosaurs, Rhino-Buffalos, Fury 
  Beetles and other large, trainable animals are used because of 
  their size, toughness and the overwhelming nature of their body 
  odor. Likewise, NG scientists have created a number of animal 
  and monster scents, worn like perfume on their armor, to help 
  Monster Responders mask their presence. Any monster or demon 
  trying to detect the “human” Monster Responder when so masked 
  or mounted on a horse or other riding creature is unlikely to de-
  tect him and is -2 on initiative and -2 to parry and dodge from the 
  Responder’s initial attack.
  Monster Responder O.C.C. Stats
  Alignment: Any, but most are Scrupulous, Unprincipled and An-
  archist.
  Attribute Requirements: M.E., P.S. and P.E. of at least 9.
  Racial Requirements: All official NG Monster Responders are 
  human.
  O.C.C. Bonuses: +2D6+8 S.D.C., +1D6 to Spd, +3 to save vs 
  Horror Factor and +2 to roll with punch/impact.
  O.C.C. Skills:
  Camouflage (+10%)
  Climbing (+10%)
  Horsemanship: Exotic Animals (+15%)
  Hunting
  Land Navigation (+10%)
  Lore: Demons & Monsters (+15%)
  Lore: Faeries & Creatures of Magic (+10%)
  Lore: Magic (+10%)
  Lore: Vampires (+5%)
  Mathematics: Basic (+15%)
  Pilot: Hovercycle or Hover Craft (Ground) (+10%)
  Prowl (+10%)
  Radio: Basic (+10%)
  Sniper
  Swimming (+10%)
  Track & Trap Animals (+10%)
  Wilderness Survival (+15%)
  W.P. Ancient: One of choice.
  W.P. Energy Rifle
  W.P. Heavy M.D. Weapons
  Xenology (+10%)
  Hand to Hand: Expert, but can be changed to Martial Arts (or 
  Assassin if evil) at the cost of two O.C.C. Related Skills skills.
  O.C.C. Related Skills: Select five other skills at level one. Add 
  one additional skill at levels 4, 8 and 12. All new skills start at 
  level one proficiency. These selections get the benefit of any 
  bonuses that may be noted below.
  Communications: Any (+5%).
  Cowboy: Any (+5%).
  Domestic: Any.
  Electrical: Basic Electronics only.
  Espionage: None.
  Horsemanship: General, only.
  Mechanical: Basic Mechanics only.
  Medical: First Aid and Veterinary Science only (+10%).
  
  82
  Military: Any.
  Physical: Any.
  Pilot: Any.
  Pilot Related: Any.
  Rogue: Streetwise and Tailing only (+5%).
  Science: Biology and Zoology only (+5%).
  Technical: Any (+10% to any lore and animal related skills 
  only).
  W.P.: Any.
  Wilderness: Any.
  Secondary Skills: Three Secondary Skills at first level. Selec-
  tions are made from the Secondary Skill list on page 300 
  of Rifts® Ultimate Edition. These are additional areas of 
  knowledge that do not get any bonuses, aside from any pos-
  sible bonus from having a high I.Q. attribute. All Secondary 
  Skills start at the base skill level.
  Standard Equipment: NG weapon for each W.P. plus 1D4+3 
  extra E-Clips for each (heavy weapons may include rail guns, 
  mini-missile launcher, plasma cannon, etc.), Vibro-Knife, 
  regular survival knife, suit of Northern Gun M.D.C. body ar-
  mor of choice, gas mask and air filter, first aid kit, 1D4 fusion 
  blocks, 1D6 hand grenades, 1D4 smoke grenades, 1D6 flares, 
  binoculars, nightvision goggles, wilderness clothing, hiking 
  boots, camp stove, 1D4 weeks of rations, clock/compass, por-
  table tent and sleeping bag. May also have access to power 
  armor and military vehicles for special missions against par-
  ticularly powerful and nasty monsters.
  Money: Starts with 2D6x1000 credits. Some Monster Respond-
  ers work in specific communities or areas and are on call at all 
  hours. Others perform contract work or are paid on a per-job 
  basis.
  Cybernetics: None to start. Many Monster Responders will re-
  ceive a number of cybernetic implants over their career and 
  get bionic or Bio-System replacements for lost limbs and or-
  gans in the line of duty.
  NG Police Officer O.C.C.
  The cities and communities of the Ishpeming Republic are 
  home to all Northern Gun workers and citizens. Unlike the fron-
  tier, where border defense is the first priority and mercenary com-
  panies are close at hand, the industrial centers and population belt 
  need a force capable of handling urban crime and city defense. In 
  order to uphold law and order amongst a large civilian population 
  and the many visitors from the outside world, the traditional Ish-
  peming Police Department has been retained to the present day.
  A holdover from the days before the mercenary contract sys-
  tem was put in place, Ishpeming’s law enforcement remains popu-
  lated by actual residents of Ishpeming, not mercs. This means the 
  Ishpeming Police Department (IPD) are residents who were born, 
  raised and live in the Republic. The Ishpeming Police Department 
  is a serious law enforcement organization; limiting their efforts pri-
  marily to peacekeeping, protection of NG citizens and bringing to 
  justice murderers, violent criminals, and anyone who threatens the 
  profits and holdings of Northern Gun. Due to the corporate hierar-
  chy’s willingness to overlook many minor crimes, the IPD actu-
  ally has a very high proportion of detectives and SWAT team-style 
  tactical response officers, as well as a large number of highway 
  patrol on Police rocket bikes and beat cops to keep the streets safe, 
  especially in the Downtown area. All are dedicated professionals 
  accustomed to dealing with perpetrators who have been augmented 
  with cybernetics, M.O.M., Juicer technology or magic.
  Another job is to monitor the local roads and the IM Highway 
  that leads from Ishpeming to Manistique. Within its major cities, 
  the Republic of Ishpeming has a great deal of foot traffic and 
  vehicular traffic that needs to be managed.
  Unlike many places where the police are regarded as oppres-
  sors or corrupt brutes, at Northern Gun they are regarded as re-
  spected defenders of the people who protect the peaceful and 
  law-abiding Ishpeming citizens from the uncivilized and unruly 
  cavalcade of visitors who come from the outside world. Mercs, 
  bandits, pirates, adventurers and wilderness people are often 
  rude, crude, aggressive and scary to the educated gentry of Ish-
  peming/NG communities.
  The Ishpeming Police Department (IPD) works extensively 
  with the Loss Prevention Office and various mercenary groups, 
  and can call in serious firepower if a situation gets out of their 
  hands. While they are small and underfunded compared to the 
  vast and systematic ISS within the Coalition States, the IPD law 
  officers are tough and resourceful.
  While the IPD’s jurisdiction technically extends within all of 
  the Republic of Ishpeming, they normally stick to Ishpeming/
  Northern Gun, Marquette and the surrounding cities. Escanaba 
  has its own law enforcement in the form of the mercenary com-
  pany known as the Patrol, though the IPD does maintain a small 
  office in Escanaba for exchanging criminals and swapping case 
  information with the Patrol.
  IPD officers work four 10-12 hour days a week, have three 
  days off, work eight days in a row, have six days off and re-
  peat. This gives them time to relax, reduce stress and keep their 
  edge. However, since the police are allowed to engage in free-
  lance work on their time off, many do that work on the side or 
  even go on short adventures outside of town. This is easy since 
  many have connections with members of the LPO, and are likely 
  to know many businesspeople, merchants, traveling merchants, 
  private detectives, mercenaries, freebooters, and adventurers. All 
  of whom may have short jobs and need for a man with police con-
  nections, knowledge of the Ishpeming streets and police skills. In 
  fact, within the city-state, their knowledge of the streets and of 
  criminal operations and the crooks involved may give the police 
  an advantage in recovering stolen goods, items being fenced, etc. 
  For that matter, they know many unsavory types, from crooks to 
  pirates, to snitches and City Rats.
  A player character may also be a retired NG Police Officer who 
  found more rewarding work or better paying work in the private 
  sector. Likely jobs are private detective, security specialist, body-
  guard, installing and finding bugs, finding and stopping security 
  leaks, spying, troubleshooting on behalf of a client, and similar 
  jobs that require police work, police connections or a little muscle.
  Special Abilities of the
  Ishpeming Police Officer O.C.C.
  1. Area of Specialty: There are Police Officer and several 
  sub-departments who focus on all the various aspects of law en-
  forcement. All have the same basic training in small arms and 
  police procedure, but newly appointed Police Officers pick their 
  eventual specialization after just six months and start receiving 
  further advanced training shortly after that.
  
  83
  Crisis Response Officer: The IPD equivalent of a SWAT 
  team, Crisis Response Units are called in to deal with Juicers, 
  Crazies, magic users, D-Bees and perps equipped with military 
  armor or vehicles. They typically employ military-grade weap-
  ons, often using Guardsman, Defender or Juicer Killer power 
  armor to give them an edge. The department also has a number 
  of Blue Hawk and Ironwing flying power armor suits for appre-
  hending criminals who take to the skies, as well as a few serious 
  combat robots with police markings and sirens.
  Crisis Response Officer Specialty Skills:
  Demolitions Disposal (+14%)
  Detect Ambush (+5%)
  Lore: D-Bees (+10%)
  Lore: Juicers (+15%)
  Pilot: Robots & Power Armor (+15%)
  Robot Combat: Basic
  W.P. Heavy M.D. Weapons
  Bonuses: +2D6 S.D.C., +1 attack when using a gun the entire 
  melee round.
  Highway Patrol: Spending their days zipping up and down 
  the IM Highway and throughout the streets of Ishpeming’s ur-
  ban centers, Transportation Enforcement Specialists, commonly 
  known as “Rocket Cops,” play an important role monitoring traf-
  fic flow, responding to accidents, and keeping the streets safe as 
  well as fast response to, and high-speed pursuits, of fleeing crimi-
  nals. They weed out known offenders and unsafe vehicles, assist 
  lost or stranded motorists, and engage in white-knuckled, high-
  speed chases with the most daring or desperate outlaws.
  Highway Patrol Specialty Skills:
  Basic Mechanics (+10%)
  Combat Driving
  Land Navigation (+10%)
  Roadwise: Ishpeming (+15%)
  Tailing (+10%)
  Highway Patrol Bonuses: +10% bonus to Pilot: Hovercycles, 
  Skycycles & Rocket Bikes, +1 on initiative and +1 to dodge when 
  driving a rocket bike or hovercycle, +3% on all stunt driving and 
  evasive maneuvers; +2 on Perception Rolls to determine whether 
  a crime is in progress, somebody looks or is behaving suspicious-
  ly, and to recognize known criminals, fugitives and criminal gang 
  members.
  Investigator: When a body is found or evidence of a crime 
  discovered that needs followup, the IPD’s Investigators go to 
  work. The equivalent of detectives or Coalition Specters, IPD 
  Investigators are real sleuths who rely on scientific evidence, 
  gut hunches, and, for those who have them, use psionics to find 
  the truth and bring perpetrators to justice. Investigators might 
  technically be under the authority of the Ishpeming civil govern-
  ment, but they are still Northern Gun employees and protecting 
  the company and its profits comes first, and is generally more 
  important than preserving the rights of the accused or even the 
  citizenry.
  Investigator Specialty Skills:
  Crime Scene Investigation (+15%)
  Find Contraband (+10%)
  Interrogation (+15%)
  Research (+10%)
  Surveillance/Tailing (+15%)
  T.V./Video (+15%)
  Psionics Among Investigators: Roll percentile dice or pick one.
  01-20% Minor Psychic with two Sensitive abilities.
  21-40% Major Psychic with 8 Sensitive abilities.
  41-60% Major Psychic with 3 Sensitive and 3 Physical abili-
  ties.
  61-80% Major Psychic with 8 Healing abilities.
  81-90% No psionics, but +1 to M.E. attribute and +2 on Per-
  ception Rolls to find clues, recognize suspects, notice inconsis-
  tencies and to recognize suspicious people, occurrences and co-
  incidence.
  91-00% The Investigator is a Master Psychic O.C.C. of choice. 
  The most appropriate being Mind Melter, Rogue/Feral Dog Boy, 
  Psi-Stalker, Psi-Ghost and Psi-Tech. Note: In the event a player 
  does not want to be a Psychic O.C.C., select one of the previous. 
  If the player doesn’t want psionic powers at all, select 81-90%.
  Undercover Agent: With so many groups of pirates, raiders, 
  con artists and thieves amongst its clientele, it behooves Northern 
  Gun to be aware of their activities. A reliable customer and an 
  opportunistic bandit might be one and the same, and the only way 
  
  84
  to know for sure is to be aware of what jobs are planned ahead of 
  time. In the Coalition, the citizens are monitored by cameras, Dog 
  Boys and identification papers, things rarely seen in Ishpeming. 
  What Northern Gun does have, however, is an almost unlimited 
  supply of down-on-their-luck scouts, spies, criminals, con men 
  and mercenaries, many of whom are perfectly willing to infiltrate 
  and report on their competitors. The most skilled are recruited by 
  the Ishpeming Police Department, trained and sworn in as Police 
  Officers, and then sent back out into the wild. The intelligence 
  they provide is invaluable for keeping Northern Gun one step 
  ahead of the countless thieves and Black Marketeers who are 
  constantly trying to rip them off.
  Undercover Agent Specialty Skills:
  Disguise or Prowl (+15%)
  I.D. Undercover Agent (+6%)
  Impersonation (+20%)
  Intelligence (+15%)
  Performance (+20%)
  Undercover Ops (+15%)
  Surveillance/Tailing (+10%)
  2. Call for Backup: IPD officers rarely work alone, and are 
  almost always in radio contact with a partner or supervisor. More-
  over, they may call for backup anywhere in the Republic of Ish-
  peming and can expect 1D4+3 additional police (or they may re-
  quest mercs if they are more appropriate to the situation) to their 
  location within 1D4 minutes in urban settings, 3D4 minutes in ru-
  ral areas. Triple the number of backup personnel in the case of an 
  emergency, high level threat or officer down. The IPD can also call 
  upon the LPO when NG corporate interests are at stake, and they 
  cooperate with all Northern Gun authorities and protectors.
  Ishpeming Police O.C.C. Stats
  Alignment: Any, though most are Principled (30%), Scrupulous 
  (40%) or Unprincipled (10%). Dirty cops amongst the IPD are 
  a rarity, but when they go bad they are likely to be Anarchist 
  or any evil alignment.
  Attribute Requirements: I.Q., P.S., and P.P. of 10 or higher.
  Racial Requirements: Only humans are allowed to officially 
  serve within the Ishpeming Police Department. D-Bees and 
  magic users will be relegated to the status of ‘confidential 
  informants’ or ‘special contractors.’ Some Investigators are 
  known to employ psychics or even magic users to help them 
  solve a case.
  O.C.C. Bonuses: +2 to P.S., +1D6 to Spd, +2D6 S.D.C., +2 to 
  pull punch.
  O.C.C. Skills:
  First Aid (+5%)
  General Athletics
  Language: Native Language, American.
  Language: Other: One of choice (+10%).
  Literacy: American (+20%)
  Law, General (+20%)
  Pilot: Pilot: Hovercycles, Skycycles and Rocket Bikes (+5%)
  Pilot: Hover Craft (+10%)
  Radio: Basic (+10%)
  Streetwise (+10%)
  W.P. Blunt
  W.P. Energy Pistol
  W.P. Energy Rifle
  Hand to Hand: Expert, but it can be changed to Martial Arts 
  for the cost of one O.C.C. Related Skill.
  O.C.C. Related Skills: In addition to Area of Specialty Skills, 
  select four two additional skills at levels 3, 6, 9 and 12. All 
  new skills start at level one proficiency. These selections get 
  the benefit of any bonuses that may be noted below.
  Communications: Any (+10%).
  Cowboy: None.
  Domestic: None.
  Electrical: Basic only.
  Espionage: Any.
  Horsemanship: Horsemanship: General and Horsemanship: 
  Exotic Animals only.
  Mechanical: Basic only.
  Medical: Paramedic only.
  Military: Any.
  Physical: Any.
  Pilot: Any.
  Pilot Related: Any.
  Rogue: Any.
  Science: Any.
  Technical: Any.
  W.P.: Any.
  Wilderness: Any.
  Secondary Skills: Five Secondary Skills at first level. Selections 
  are made from the Secondary Skill list on page 300 of Rifts® 
  Ultimate Edition. These are additional areas of knowledge 
  that do not get any bonuses, aside from any possible bonus 
  from having a high I.Q. attribute. All Secondary Skills start at 
  the base skill level.
  Standard Equipment for ALL IPD: Street uniform, dress uni-
  form, NG 122-EXO Light Police Power Armor (statted out, 
  below) or any light or medium Northern Gun M.D.C. body 
  armor painted in police colors and logo are also available 
  (most commonly requested by Investigators and Undercov-
  er Agents), police badge/I.D., citation book, headset radio, 
  pocket computer, laser distancer, 2 sets of M.D.C. handcuffs, 
  1D4x10 zip ties (2D4 S.D.C.), extendable baton (2D4 S.D.C. 
  damage), S.D.C. pistol of choice and 4 extra clips of ammuni-
  tion, Northern Gun energy rifle and energy pistol of choice 
  with 4 extra E-Clips for each.
  Crisis Response Officer: Mantis, Defender, Juicer Killer or 
  Samson power armor. CROs “on foot” typically use NG 122-
  EXO Light Police Power Armor (statted out, below) or other NG 
  medium or heavy body armor, sniper rifles and heavier weapons 
  like plasma ejectors and particle beam rifles. The GL10 grenade 
  launcher is extremely popular due to its versatility as is the use 
  of tear gas and stun grenades. Extra E-Clips, hand grenades, 
  patrol hover cars, Crisis Response Vehicles and even tanks and 
  robots are all available depending on the assignment.
  Highway Patrol: Standard issue armor is the NG 122-EXO 
  Light Police Power Armor (statted out, below), standard ve-
  hicle is the Police Interceptor Rocket Bike (statted out be-
  low), but a few officers prefer the NG Turbo, Streetrunner, 
  or Jouster hovercycle models and can put in a special request. 
  Northern Gun has access to so many inexpensive hovercycles 
  that officers are allowed to use whichever model they prefer. 
  The Red Hawk power armor, Sky King aircraft and jet packs 
  are also used by Hovercycle IPD. All-terrain vehicles may be 
  used when tracking suspects through wilderness areas.
  
  85
  Investigator: Investigators are equipped with field com-
  puters that can access the entire Northern Gun customer and 
  criminal database. They are issued crime scene investigation 
  kits used for fingerprinting, gathering DNA evidence, etc. In-
  vestigators drive Urban Patrol Hovercars while on duty and 
  can request uniforms from Northern Gun’s Loss Prevention 
  Office, maintenance or sales departments in order to go un-
  noticed amongst employees. They often work in street clothes 
  to pass themselves off as customers or bystanders.
  Undercover Agent: Small side arm like the NG Holdout ion 
  pistol, along with a Vibro-Blade of choice. Whatever equip-
  ment, surveillance equipment, clothing, disguises, vehicles or 
  cash is necessary for an agent’s assignments will be issued on 
  an as needed basis. A hovercycle, motorcycle, hovercraft or jet 
  pack is provided for field work.
  Money: Average salary is 6,000 credits per month. Starts off with 
  2D4x1000 credits. Inspectors and officers ranked sergeant or 
  above make a monthly salary of 8,000 credits.
  Cybernetics: None to start. Some police officers have eye-cam-
  eras, radios, clock-calendars, augmented hearing, molecular 
  analyzers, vital-signs monitors, tracking beacons and other 
  cybernetics installed internally to help them on the job.
  Police NG Interceptor Rocket Bike
  Northern Gun has provided the IPD with a prototype rocket 
  cycle “inspired” by CS rocket bikes. Built for speed, they are 
  designed for patroling the IM Highway, rural roads and city 
  streets, fast-response and chasing down criminals in slower ve-
  hicles. And at 300 mph (480 km) and an altitude of 1,600 feet 
  (488 m), that’s most land vehicles and power armor. It is also 
  equipped with an S.D.C. and M.D. laser for warning shots and 
  strafing runs, or to take down a perp who cannot be persuaded to 
  stop and surrender with warnings, and a battery of mini-missiles 
  for armored opponents and monsters. Note: This rocket cycle is 
  exclusive to the IPD and is not available on the open market; not 
  even to the police of other kingdoms.
  Model Type: NG-RB-122
  Class: Rocket Cycle, Police Interceptor.
  Crew: One pilot.
  M.D.C. by Location:
  * Heavy M.D. Laser (1; nose) – 20
  * Light S.D.C. Laser (1; nose) – 10
  * Mini-Missile/Mini-Torpedo Tubes (2; side) – 25 each
  Reinforced Windshield (1; front) – 15
  * Nose Police Lights & Headlights (2; nose) – 4 each
  ** Directional Jets (8; concealed) – 10 each
  Rocket Jet (1; rear) – 50
  * Tail Fin (1; rear) – 45
  *** Main Body – 122
  * A single asterisk indicates a small and/or difficult target 
  to strike, requiring the attacker to make a “Called Shot,” and 
  even then the attacker is -4 to strike.
  ** Destroying four or more of the directional jets inflicts a 
  piloting skill penalty of -15%. Destroying 6-8 inflicts a penalty 
  of 25%. Destroying the main rocket jet only reduces speed to 
  hover and 3 mph (4.8 km).
  *** Depleting the M.D.C. of the main body shuts the ve-
  hicle down completely and renders it useless.
  Speed:
  Land: 200 mph (320 km) maximum without going airborne and 
  ascending to an altitude of at least 50 feet (15.2 m), automati-
  cally. Flight capable, see flying below.
  Water: The Police Interceptor can also fly over the surface of wa-
  ter up to full speed, but cannot ride on the surface or underwater; 
  sinks like a rock.
  Flying: 300 mph (480 km) maximum, but cruising speed is con-
  sidered to range between 45 and 90 mph (72 to 144 km). VTOL 
  capable and it can hover stationary. Maximum altitude is 1,600 
  feet (488 m) over land or water.
  Flying Range: 8 hours of continuous flight before the engine gets 
  too hot and needs to be shut down to cool. Pushing it is likely 
  to shut the engine down – 20% chance per every additional 10 
  minutes of flight beyond 8 hours, with cumulative penalties – and 
  causes the rocket bike to crash.
  Statistical Data:
  Height: 5 feet, 9 inches (1.8 m).
  Width: 5 feet (1.5 m).
  Length: 12 feet (3.6 m).
  Weight: 1,300 lbs (585 kg).
  Cargo: A small compartment on the side between the seat and tail 
  that is large enough to hold a first-aid kit, a canteen, three spare 
  E-Clips for an energy pistol, two flares, a walkie-talkie and lunch.
  Power System: Nuclear; average energy life is 12 years. Solid 
  Oxide and electric battery versions are also available.
  Cost: Nuclear 1.2 million credits, Solid Oxide 850,000 credits, 
  electric battery 650,000 credits.
  Weapon Systems:
  1. Dual Nose Laser: A pair of forward fixed lasers are mounted 
  on the nose of the Interceptor. The large barrel does M.D., the 
  small one under it does S.D.C. damage. The driver controls 
  which laser fires with the press of a switch. The S.D.C. laser 
  can also be switched to inflict no damage, to be used as a tar-
  geting and distance measuring laser system.
  Primary Purpose: Anti-Personnel.
  Secondary Purpose: Assault and Defense.
  Range: Heavy M.D. Laser: 1,500 feet (457.2 m). Light S.D.C. 
  Laser: 1,500 feet (457.2 m).
  Mega-Damage: 3D6 M.D. heavy laser or 4D6 S.D.C./Hit Point 
  damage.
  Rate of Fire: Each blast counts as one melee attack.
  Payload: Effectively unlimited.
  2. Side Mounted Mini-Missile Launchers (2): On each side of 
  the Police Interceptor is a mini-missile turret capable of a 360 
  degree up and down arc of fire.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Sea Monster.
  Range: About one mile (1.6 km).
  Mega-Damage: Varies by mini-missile or mini-torpedo type. 
  Mini-torpedos are common only for dock patrols and special ops 
  against water/boat-based criminals. Note: Plasma and Fragmen-
  tation missiles are NEVER used by the Police, because they cre-
  ate too much collateral damage and loss of life, especially in an 
  urban setting.
  The Standard IPD Mix of Mini-Missiles:
  2 Smoke Mini-Missiles: 40 foot (12.2 m) radius smoke 
  cloud to obscure vision and confuse escaping criminals or ri-
  oters; one mile (1.6 m) range.
  
  86
  4 Riot Pacification Mini-Missiles/Tear Gas: 30 foot (9.1 
  m) radius cloud of tear gas. Penalties to all without protec-
  tive eye-coverings and gas mask: -3 on initiative, -5 to strike, 
  parry and dodge for 1D4+4 melee rounds (half duration in a 
  strong wind). Those in environmental body armor or air-tight 
  vehicles are safe and not affected; half mile (0.8 m) range.
  6 High Explosive: 5D6 M.D. to a 5 foot (1.5 m) blast ra-
  dius; anti-vehicle/light armor; one mile (1.6 m) range.
  4 Armor Piercing: 1D4x10 M.D. to a 3 foot (0.9 m) blast ra-
  dius; anti-cyborg/robot/heavy armor; one mile (1.6 m) range.
  Rate of Fire: One at a time or in volleys of two or four.
  Payload: 16 mini-missiles/mini-torpedoes; 4 per launcher. Mini-
  missiles can be substituted with torpedoes for special dock and 
  lakeside operations.
  3. Special Systems of Note: A) Flashing red and blue police 
  lights and siren in the front of the nose, plus flashing running 
  lights around the entire nose of the rocket bike and the missile 
  launchers.
  B) Loudspeaker, tied to helmet.
  C) Built-in short- and long-range radio tied to helmet.
  NG 122-EXO
  Light Police Power Armor
  NG Police wear a suit of armor that is exclusive to the IPD. 
  Whether it should be considered a heavy body armor with exo-
  skeleton for additional augmentation or as a light power armor 
  suit is a matter of debate. Inspired by the Triax T-11 Enhanced 
  Body Armor (reverse-engineered), this bulky armor provides su-
  perior protection, especially to the main body, and the exoskel-
  eton provides augmented P.S. and Spd.
  ! M.D.C. by Location:
  Helmet – 50
  Arms (2) – 25 each
  Legs (2) – 50 each
  Main Body – 120
  ! Weight: 50 pounds (22.5 km).
  ! Fair mobility, -12% mobility penalty to Acrobatics, Gym-
  nastics, Prowl and Swimming, but no penalty to Climbing or 
  Running.
  ! The exoskeleton augments the wearer and adds the following 
  bonuses to the police officer wearing it: +6 to P.S., +8 to Spd, 
  +6 feet (1.8 m) to leaps (height and distance), and reduce the 
  rate of fatigue by 50%.
  ! IPD colors, a matte gray armor with blue, red, and black high-
  lights, and the NG logo; same color scheme for their Intercep-
  tor Rocket Bikes.
  ! Exclusive to the Ishpeming/NG Police. Not available on the re-
  tail market, but if it was, the armor is likely to sell for 100,000-
  150,000 credits.
  NG Robot Control O.C.C.
  Robot Control agents are part Operator and part Cowboy who 
  wrangles robots. When a robot or drone runs amok, or a Robot 
  Pilot inside a robot runs amok, NG Robot Control brings it down 
  fast, and with an eye to minimizing collateral damage. Drones 
  gone haywire, sabotaged giant combat robots out of control, 
  drunk and disorderly mercs and visitors in power armor or robot 
  vehicles, are all dealt with in different, but expedient ways. The 
  Robot Control agent has a number of secrets and tactics for inca-
  pacitating or neutralizing drones and robots, but may try to talk 
  a robot pilot down or work to distract him while another Robot 
  Control agent sneaks around to incapacitate the vehicle (discon-
  nect its power supply, knock out sensors and targeting system, 
  etc.) or incapacitate the pilot. Other times, the Robot Control 
  agent may do things to distract, wrangle or engage a runaway 
  robot to keep it from doing more damage, or lure it away from 
  people and property until more forces can arrive to destroy it or 
  handle the situation.
  Special Abilities of the Robot Control O.C.C.
  1. Disable Robot Operating Systems: The Robot Control re-
  ceives special training to quickly takedown robots that have gon 
  haywire. The ability is exclusive to this O.C.C. and functions as 
  an additional +20% bonus to all Mechanical and related skills 
  (see below), but ONLY when used to temporarily disable/discon-
  nect/knock-out various robot functions or mechanical systems in 
  order to undermine the operation of out of control robots. The 
  bonus applies only when the character is trying to disable a robot 
  one system at a time, deactivate weapon systems, optics, etc. This 
  bonus is in addition to any other skill bonuses.
  This includes skills such as Computer Repair (or in this case, 
  to disengage/disconnect or interfere with computer operations), 
  Jury-Rig (to get something not to work), Laser Communication 
  (to stop or interrupt it), Locksmith (to gain entry into a robot ve-
  hicle or to make it so others cannot enter, disengage key pads, 
  etc.), Optic Systems (to disconnect or disable it/blind the robot 
  or its pilot), Radio: Basic (to knock out the incoming and out-
  going radio transmissions), Sensory Equipment (to scramble and 
  confuse data, disconnect or shut sensors down), Surveillance (to 
  scramble, disconnect or shut it down), T.V./Video (to scramble, 
  disconnect or shut it down), and Weapon Systems (to disconnect, 
  disable or shut a specific weapon system down/make unavail-
  able to the ‘Bot), but ONLY AS THEY APPLY TO ROBOTS, 
  DRONES and POWER ARMOR. The bonus also applies when 
  repairing or reconnecting what the character had disabled to the 
  way it was or with the proper fixes.
  2. Psionics Amongst Robot Control Agents (Special): Roll 
  Percentile dice or pick one. In all cases where the Robot Control 
  agent is a “Master” Psychic, he is not any of the usual Master 
  Psychic O.C.C.s, but one of the specialized ones below. As a re-
  sult, the character is not as powerful as most other Master Psy-
  chics and is specialized in combating robots and machines. Base 
  I.S.P. is M.E. attribute number plus 2D6x10, +10 I.S.P. per each 
  additional level of experience. Skills are as per this Robot Control 
  O.C.C.
  01-20% Robot Battler, Master Psychic: Has the Super-Psionic 
  powers Telemechanics (10), Telemechanic Mental Paralysis (20) 
  and Electro-Kinesis (varies) at level one.
  
  87
  Psi-Shield (30), Object Read (6), Psi-Ghost (12), Summon In-
  ner Strength (4) and Resist Fatigue (4) at level two.
  Hydrokinesis (varies), Intuitive Combat (10), and Mind Block 
  (4) at level three. Starting at level four, the Robot Battler can 
  select a total of two additional psionic powers per subsequent 
  levels of experience. The two powers can only be selected from 
  the categories of Physical and Sensitive.
  21-40% Robot Whisperer, Master Psychic: Has the Super-
  Psionic powers Telemechanics (10), Telemechanic Mental Oper-
  ation (12), and Telemechanic Mental Paralysis (20) at level one.
  Telemechanic Possession (50) plus Object Read (6), Psi-
  Ghost (12), Sense Time (2) and Resist Fatigue (4) at level two.
  Group Trance (15), Remote Viewing (10), Meditation (0), and 
  Mind Block (4) at level three.
  Starting at level four, the Robot Whisperer can select a total 
  of two additional psionic powers per subsequent level of experi-
  ence. The two powers can only be selected from the categories of 
  Sensitive and Healing.
  41-60% Robot Slammer, Master Psychic: Has the Super-
  Psionic powers of Telemechanics (10), Telekinesis Super (10+) 
  and Telekinetic Acceleration Attack (10-20) at level one.
  Bio-Manipulation (10) for use against the robot operator when 
  applicable, plus Telekinesis (varies), Telekinetic Leap (8), Teleki-
  netic Lift (6) and Telekinetic Punch at level two.
  Telekinetic Force Field (30) plus Telekinetic Push (4), Resist 
  Fatigue (4), and Ectoplasm (6-12) at level three.
  Starting at level four, the Robot Slammer can select a total 
  of two additional psionic powers per subsequent level of experi-
  ence. The two powers can only be selected from the categories of 
  Physical and Sensitive.
  61-70% Robot Responder, Major Psychic: Has the Physical 
  abilities of Telekinesis (varies), Telekinetic Leap (8), Telekinetic 
  Lift (6) and Telekinetic Push (4), plus four Physical abilities of 
  choice.
  71-80% Minor Psychic: Two psi-abilities: Machine Ghost (12) 
  and Object Read (6), and +1 to M.E. and +1D6 to Spd attributes.
  81-00% Gut Instincts: No psionics, but +1 to P.P., +1D6+1 
  to Spd attribute, and +2 on Perception Rolls involving ways to 
  incapacitate, stop and destroy robot sensors, weapon systems, 
  power supply, and the ‘Bot itself, as well as finding clues and 
  signs of deliberate sabotage or faulty parts. The Perception bonus 
  also equates to an additional +2% skill bonus to all Electrical, 
  Mechanical and Demolitions skills.
  Note: In the event a player does not want to be a Master Psy-
  chic, select 71-80% or 81-00%.
  NG Robot Control O.C.C.
  Alignment: Any, but the vast majority are Principled, Scrupu-
  lous or Unprincipled.
  Attribute Requirements: I.Q., M.E. and P.P. of 9 or higher. A 
  high P.E. and Spd can come in handy, but is not required.
  Racial Requirements: Any. Most official NG Robot Control 
  agents are human, though 20% are D-Bees of varying types.
  O.C.C. Bonuses: +1 to M.E., +1 on Perception Rolls involving 
  robots, drones, power armor and potential crisis situations in-
  volving them.
  O.C.C. Skills:
  Basic Electronics (+15%)
  Computer Operation (+10%)
  Computer Repair (+10%)
  Demolitions (+20%)
  Demolitions Disposal (+20%)
  Jury-Rig (+15%)
  Language: Native Language, American (+10%)
  Language: Other: One of choice (+10%).
  Literacy: American (+15%)
  Locksmith (+10%)
  Mechanical Engineer (+10%)
  Optic Systems (+5%)
  Pilot: One non-military vehicle of choice (+10%).
  Pilot: Robots & Power Armor (+10%)
  Radio: Basic (+10%)
  Robot Mechanics (+20%)
  W.P. Energy Rifle.
  W.P.: One of choice (any).
  Hand to Hand: Basic, but it can be changed to Expert at the 
  cost of two O.C.C. Related Skills or Martial Arts (or Assassin 
  if evil) for the cost of three skill selections.
  O.C.C. Related Skills: Select four other skills at level one. Add 
  one additional skill at levels 3, 6, 9 and 12. All new skills start 
  
  88
  at level one proficiency. These selections get the benefit of any 
  bonuses that may be noted below.
  Communications: Any (+5%).
  Cowboy: None.
  Domestic: Any.
  Electrical: Any.
  Espionage: None.
  Horsemanship: None.
  Mechanical: Any (+10%).
  Medical: First Aid and Psychology only (+10%).
  Military: Military Etiquette and Recognize Weapon Quality 
  only (+5%).
  Physical: Any.
  Pilot: Any, including Robot and Power Armor skills.
  Pilot Related: Any.
  Rogue: Computer Hacking (+10%) only.
  Science: Any (+5%).
  Technical: Any (+5%).
  W.P.: Any.
  Wilderness: None.
  Secondary Skills: Four Secondary Skills at first level. Selections 
  are made from the Secondary Skill list on page 300 of Rifts® 
  Ultimate Edition. These are additional areas of knowledge 
  that do not get any bonuses, aside from any possible bonus 
  from having a high I.Q. attribute. All Secondary Skills start at 
  the base skill level.
  Standard Equipment: Northern Gun weapon of choice for each 
  W.P., 1D6 extra E-Clips for each, Laser Torch, portable tool 
  kit, one NG Power Pack (any type), NG-S2 survival kit, I.D. 
  and credentials, light or medium NG body armor of choice, 
  walkie-talkie, nightvision goggles, 2 auditory listening bugs, 
  1 micro-video camera, field computer, compass, canteen and 
  hiking boots, plus personal items.
  Standard issue includes one suit of Samson or other light 
  or medium NG power armor of choice and a hovercycle (any 
  NG brand) or robot horse (any NG or Bandito Arms knock-off 
  brand). Somewhere along the line, many Robot Control agents 
  decided it was cool to ride a robot horse without any cosmetic 
  covering or hide; it looks like a robot horse. NG Robot Control 
  agents also enjoy limited access to a wide range of Northern 
  Gun products, including explosives and heavy weapons, made 
  available upon special assignment. Seldom includes heavy 
  combat robots or prototypes.
  Money: Pay is 5,000 credits per month in NGMI credits, plus 
  bonuses for outstanding field work, and NG usually pays for 
  any medical bills due to injuries on the job. Characters start 
  out with one month’s pay.
  Cybernetics: Unless a Robot Control Agents is a psychic who 
  fears bionics and implants will impair his psionic abilities, 
  many agents have a number of cybernetic or minor bionic im-
  plants installed. They may also receive bionic or Bio-System 
  replacement parts, paid for by the company, for limbs and or-
  gans lost or damaged beyond repair in the line of duty. Other-
  wise, additional cybernetics and bionics may be offered in the 
  form of bonuses and special rewards. ALL bionic augmenta-
  tion must be authorized by the company, though as many as 
  eight legal, cybernetic enhancements are allowed. Only 5% 
  of Robot Control agents are partial cyborgs, and there are no 
  Combat Cyborgs on the force. Augmented warriors such as 
  Headhunters, Combat Cyborgs, Juicers, Crazies, Psi-Tech, 
  and so on, are hired for special operations as independent, 
  third-party contractors (i.e. mercenaries).
  NG Sales Rep O.C.C.
  The rank-and-file contract employees of Northern Gun in-
  clude specialists like Operators, scientists, security people and 
  even official psychics. Most of the employees who customers in-
  teract with, however, are Sales Representatives. Unlike the cus-
  tomer service jobs that we know today, Northern Gun staff are 
  expected to accompany shipments on perilous journeys and to 
  sell the company’s products to the most dangerous and unpre-
  dictable clients. Sales Reps are on duty at every official Northern 
  Gun outlet and are called upon for special orders and deliveries 
  to remote locations.
  Remember, though Northern Gun makes a lot of everything, 
  it is most famous as an arms dealer. To sell weapons and war 
  machines, you must know how they function and how to use 
  them. Thus, as both a Sales Rep and someone expected to protect 
  stock from theft and hostile forces, most NG sales people know 
  their way around the business end of combat vehicles, robots and 
  power armor, and are good with a gun. Sales Reps are experi-
  enced with most Northern Gun equipment, sales procedures and 
  deliveries. Most NG arms dealers have spent more than a few 
  years working their way up from lower sales positions and jobs 
  within the maintenance or security divisions to get where they are 
  today in sales. And they intend to hold on to their position. Sales 
  Reps are typically armed, well informed and have the ability to 
  
  89
  call for backup from the IMCN or the Loss Prevention Office as 
  necessary.
  NG City Sales Reps are often technical specialists and people 
  who demonstrate a natural affinity for convincing customers to 
  commit to purchases. Wilderness or “field” Sales Reps, as well 
  as those stationed in Escanaba or Menominee, are salesmen, to 
  be sure, but also have linguistic skills and familiarity with cer-
  tain groups of mercenaries and tribal people, making them much 
  more familiar with frequent and local buyers. All NG Sales Reps 
  are trained to be discreet and able to sell to anyone, including 
  secret shipments to non-humans, practitioners of magic, pirates, 
  criminals and Black Marketeers.
  Special Abilities of the NG Sales Rep O.C.C.
  1. Salesmanship: Northern Gun Sales Representatives are 
  skilled in basic sales techniques and negotiation strategies. They 
  know which products can be marked down in price, which are in 
  short supply, which can command top dollar (or more), and how 
  to convince customers that they “need” upgrades and extras. This 
  skill rather works like the Seduction skill, only those under its 
  effects are more likely to trust the salesman and pay 100% of list 
  price for NG products. Base Skill: 30% +3% per level of experi-
  ence for most good salespeople, +10% for Black Market Mer-
  chants, +22% for NG Sales Reps, Fingertooth Carpetbaggers, and 
  Splugorth Merchants, and +30% for Naruni Sales Agents.
  2. Northern Gun Product Familiarity: Unlike Loss Preven-
  tion Officers, Sales Reps’ familiarity with NG products is more 
  technical and less related to their actual use. That means they 
  know how the items work, have at least a passing familiarity, 
  and know the technical specifications. The percentage number 
  indicates the level of familiarity and any roll under it means the 
  Sales Rep can clean, reload, and fix any jams, minor defects or 
  common malfunctions of any Northern Gun weapon, vehicle or 
  device. Base Skill: 57% +3% per level of experience.
  3. Northern Gun Distribution Network: While they don’t 
  have the mystique and air of authority that surrounds Loss Pre-
  vention Officers, Sales Reps are well-versed in Northern Gun’s 
  supply chain and can usually find a way to get themselves and/
  or product anywhere NG has an outlet store, even if they have 
  to forge paperwork or ride along “off the books.” This includes 
  knowing who are the best Bush Pilots, how to contact them, their 
  pay rates and how to entice them into taking the job for the lowest 
  fee. NG Reps also have contacts and connections with numer-
  ous mercenary companies, independent operators (e.g., the player 
  group) and the Black Market. They can also call upon the police 
  and the LPO regarding matters of theft, piracy, sabotage, etc.
  Northern Gun Sales Representative O.C.C. Stats
  Alignment: Any, but most are Scrupulous, Unprincipled and An-
  archist.
  Attribute Requirements: The higher the M.E. and M.A. the bet-
  ter, but both must be at least 10.
  Racial Requirements: All official Northern Gun Sales Reps in 
  Ishpeming are human. Out in the field, 15% are D-Bees.
  O.C.C. Bonuses: +10% to charm/impress.
  O.C.C. Skills:
  Appraise Goods (+10%)
  Barter (+15%)
  Basic Electronics (+5%) or Basic Mechanics (+5%)
  Computer Operation (+15%)
  Field Armorer & Munitions Expert (+10%)
  Language: One of choice (+10%).
  Literacy: American (+20%)
  Mathematics: Basic (+30%)
  Pilot: Hovercycles (+10%) or Hover Craft (+10%)
  Pilot: Truck (+15%) or Tanks & APCs (+5%)
  Pilot: Robots & Power Armor (+2%)
  Radio: Basic (+5%)
  Recognize Weapon Quality (+15%)
  Wilderness Survival
  W.P. Energy Pistol
  W.P. Energy Rifle
  W.P. Heavy M.D. Weapons
  Hand to Hand: Basic, but it can be changed to Expert at the 
  cost of two O.C.C. Related Skills or Martial Arts (or Assassin 
  if evil) for the cost of three skill selections.
  O.C.C. Related Skills: Select five other skills at level one. Add 
  one additional skill at levels 3, 6, 9 and 12. All new skills start 
  at level one proficiency. These selections get the benefit of any 
  bonuses that may be noted below.
  Communications: Any.
  Cowboy: None.
  Domestic: Any.
  Electrical: Any.
  Espionage: Any.
  Horsemanship: Any.
  Mechanical: Any.
  Medical: First Aid only.
  Military: Any.
  Physical: Any.
  Pilot: Any.
  Pilot Related: Any.
  Rogue: Any.
  Science: Any.
  Technical: Cybernetics: Basic or General Repair & Mainte-
  nance only.
  W.P.: Any.
  Wilderness: Any.
  Secondary Skills: Four Secondary Skills at first level. Selections 
  are made from the Secondary Skill list on page 300 of Rifts® 
  Ultimate Edition. These are additional areas of knowledge 
  that do not get any bonuses, aside from any possible bonus 
  from having a high I.Q. attribute. All Secondary Skills start at 
  the base skill level.
  Standard Equipment: NG light M.D.C. body armor, NG energy 
  pistol of choice, 4 spare E-Clips, pocket computer, personal 
  radio (10 mile/16 km range), Northern Gun sales uniform, 
  traveling clothes, hiking boots, backpack, knapsack, binocu-
  lars, waterproof lighter, 1D4x10 copies of the Northern Gun 
  catalog.
  Wilderness Sales Reps will most likely have a personal vehicle 
  such as a motorcycle, hovertruck or hovercycle. Some will use 
  riding animals that are better suited to the terrain.
  Money: Pay is 4,000 credits per month in NGMI credits. Charac-
  ters start out with one month’s pay.
  Cybernetics: None to start. Some Sales Reps will have comput-
  ers or communication devices installed to help them with their 
  jobs. Many acquire minor helpful and cosmetic cybernetics 
  over time.
  
  90
  Freighter Traffic on the Great Lakes
  46-64% Dry-Bulk Carriers and Barges are loaded with ore, 
  gravel, coal, grain and similar products. The cargo is carried in 
  dry, loose form and typically loaded and unloaded using chutes 
  and tubes assisted by gravity. Unless they are desperate for coal 
  or need the grain for food, most pirates ignore dry-bulk carriers. 
  Unloading the plunder is just too difficult and even light damage 
  to the ship (30% of its M.D.C.) could cause a spill.
  65-80% Multipurpose Vessels simply carry more than one 
  type of cargo. They are often tankers with normal cargo holds 
  in addition to liquid-storage tanks, or standard cargo vessels that 
  have been piled with drums or tanks to accommodate fuel. Some-
  times they are cargo ships with small passenger sections and stor-
  age compartments for dry-bulk goods and all manner of crated or 
  palletized cargo.
  81-96% Passenger Ships deliver people to seaside destina-
  tions. While many people think of luxury cruise liners when they 
  imagine passenger ships, there are only one or two such vessels 
  on the entire Great Lakes, and even they are quite small com-
  pared to pre-Rifts versions. The average “passenger ship” is a 
  small cargo vessel or fishing boat that has been pressed into the 
  task. Its holds have been cleared out and replaced with cabins, 
  bunks, hammocks and dining facilities. Most of these vessels are 
  not carrying excited tourists to vacation getaways, but rather de-
  livering laborers and technicians to locations, usually for a new 
  job. The most common passengers are laborers, lumberjacks, 
  miners, builders, construction workers, merchants, Operators and 
  engineers, mercenaries, soldiers, adventurers, business people 
  and, sometimes, diplomatic representatives. With no continental 
  system of highways or railroads, most people seeking to travel to 
  a new territory, kingdom, or city-state go by water when they can.
  97-00% Ferry Boats are typically smaller than passenger 
  ships, regional or local, and have established routes that they fol-
  low. As a rule, ferry boats carry people across a wide river or 
  from the mainland to an island, and vice versa. Ferry boats can 
  be thought of as “buses” that generally carry workers from home 
  to work, or pedestrians from one location to another. Ferries are 
  very low-value targets for pirates, as they are usually loaded only 
  with people and light commercial vehicles, and most operate in 
  heavily populated locations that have well-defended coastlines 
  and whose waters are patrolled and protected. Note: There are 
  ferries that run people from Escanaba to Manistique or Menomi-
  nee, from Manistique to Beaver Island and from Saint Ignace to 
  the islands in the Straits of Mackinac. There is also a ferry that 
  runs from Escanaba to Gladstone, but one must have a special 
  NG access pass to get on it.
  Note: Of course, there are military patrol boats and other com-
  bat vessels on the Great Lakes and connecting tributaries, but pi-
  rates and raiders tend to avoid the law and the military, attacking 
  only as an act of revenge or out of necessity; e.g. one or more 
  tempting cargo ships are being escorted by combat vessels.
  Step Two: Shipping Vessel Armaments
  The Great Lakes of Rifts Earth are quite different from the 
  Great Lakes of the Golden Age. Pirates, raiders and sea monsters 
  are very real threats, and the occasional flight of Xiticix that drifts 
  out over Lake Superior can also put nearby shipping at risk. Some 
  Even with pirates and sea monsters to worry about, crossing 
  the open water of the Great Lakes is a much faster and safer travel 
  method than trudging through the wilderness. The lakes and their 
  adjoining waterways see some of the busiest traffic in all of North 
  America, and Northern Gun is the port of call for many of them. 
  Escanaba, as Northern Gun’s primary port, is home to almost as 
  many ships as the entire Coalition States, at least on paper. It is 
  the capital for merchant shipping throughout the continent.
  Pirates and sea monsters are the biggest threats to freighters on 
  the lakes. The depth and size of the Great Lakes compounds this 
  problem, enabling large sea serpents and submarines to prowl, 
  unseen, in its dark waters. These threats necessitate armed – 
  heavily armed – merchant shipping that can protect itself from 
  all dangers, monstrous, inhuman and enemy naval forces alike.
  Random Freighter
  Generation Tables
  The following tables can be used by Game Masters to ran-
  domly determine the type of vessel and cargo a vessel is hauling, 
  and our heroes protecting, perhaps, or the type of vessel pirates 
  (the player characters, perhaps) are trying to capture and raid.
  Step One: Ship Type
  There are several different basic types of ships encountered 
  on the Great Lakes. The type of vessel will determine its cargo, 
  crew and size, as well as how attractive of a target it is to pirates.
  01-33% General Cargo Vessels are the most common ship 
  on the Great Lakes. They carry crates, pallets, barrels, large in-
  dustrial and agricultural machinery, parts, ore, lumber, clothing 
  or textiles, vehicles, military equipment and sales goods. Some 
  cargo vessels are surprisingly small, others are massive container 
  ships designed to offload their haul in boxcars directly onto train 
  tracks or crates loaded into boxcars, semi-trucks or smaller boats. 
  These are the vessels pirates look for, especially those that seem 
  to be carrying new Northern Gun (Ishpeming) or Wellington 
  (Manistique) products to market. Of course, pirates will target 
  any type of vessel for valuables, including CS, Free Quebec, and 
  sometimes, even each other.
  34-45% Tankers carry oil, gasoline, diesel, natural gas, pro-
  pane, other fuels and other liquid or gaseous products. While they 
  are desirable targets for piracy (in that so much fuel is worth mil-
  lions of credits), there is a downside to attacking a fully loaded 
  tanker. While the fuel is carried in large, cellular containment 
  tanks, it does not take much damage (30% of main body M.D.C. 
  lost) for cracks to begin to develop and for bulkheads to come 
  apart. After this point the insides of the tanker will begin to fill 
  with the liquid and the crew, if wise, will bail out. One misplaced 
  shot to a gas-soaked tanker ship can turn it into a giant fireball, 
  destroying the vessel and any hopes the pirates had of turning 
  a profit. Of course, sometimes that is the pirates’ ultimate goal, 
  and “fire-ships” designed to be used as floating bombs have been 
  a part of naval strategy since the days of the ancient Greeks and 
  Romans.
  
  91
  freighters are unarmed and take their chances, others are armed 
  solely for self-defense, while others are heavily armed and still 
  others are essentially just pirate ships or merc warships that hap-
  pen to be in the midst of a legitimate cargo hauling or passenger 
  job (or both).
  00-10% No Weapons are featured on the ship. The defense 
  of the vessel is up to the crew and their personal armaments. The 
  typical merchant marine on the Great Lakes is armed with North-
  ern Gun rifles and pistols, often favoring ion weapons for their 
  ability to shoot into and under the water. Less than 2% of the 
  crew has light to medium body armor available to them, provided 
  they have time to suit up.
  11-30% Light Armaments are carried on the freighter, pri-
  marily deck-mounted rail guns or laser cannons, and crewmen 
  with heavy weapons. 1D4 rail guns and 1D4 crewmen with 
  Northern Gun mini-missile launchers, in addition to other, light 
  personal weapons, is all this vessel has to protect it. Around 5% 
  of the crew have light to medium body armor available to them, 
  provided they have time to suit up.
  31-60% Medium Armaments with One Heavy Weapon 
  have been incorporated into the ship’s design. One naval gun like 
  the NG-505 or an equivalent energy turret or cannon is mounted 
  on the deck, along with 1D4+1 rail guns and 1D4+2 crewmen 
  with mini-missile launchers or other heavy M.D. weapons. 10% 
  of the crew have light to medium body armor and energy rifles, 
  and one has power armor available to him, provided he has time 
  to suit up.
  61-80% Moderate Heavy Weapons are built into the freight-
  er. Two naval guns, either one on each side or one in front and 
  one in back, along with one mini-torpedo launcher, 1D4 rail guns 
  and 1D4 crewmen with mini-missile launchers. 15% of the crew 
  have light to medium body armor and energy rifles, plus two have 
  power armor available to them, provided they have time to suit 
  up.
  81-90% Heavy Naval Guns and Torpedo Launchers are ei-
  ther hidden away in shipping crates or displayed prominently to 
  ward off pirates. Either way, this ship is ready to tangle, probably 
  an escort ship or pirate hunter. Armed with four naval guns, one 
  on each side and one in front and one in back, along with two 
  mini-torpedo launchers, 1D4+2 rail guns or energy cannons as 
  secondary guns, and 1D4+3 crewmen with mini-missile launch-
  ers. 25% of the crew have medium to heavy body armor and 
  energy rifles, plus 1D4+1 have power armor available to them, 
  provided they have time to suit up.
  91-00% Magic Defenses. Or a combination of magic and 
  technological defenses. Techno-Wizard modifications are the 
  most common, but a vessel may also be defended by 1D4 War-
  locks, Elemental Fusionists, Line Walkers, Mystics, Ocean Wiz-
  ards and other types of practitioners of magic (or creatures of 
  magic). Of course, Northern Gun is not involved in the manufac-
  ture of water vessels or any merchandise that incorporates magic. 
  However, what the purchaser does with the vessel after NG sells 
  it is beyond the manufacturer’s control.
  Step Three: Ship’s Crew
  The number of crew aboard a ship can make a big difference 
  in its viability as a target for piracy. Large crews also have a 
  greater need for food, water and other supplies, however, and cost 
  more to maintain.
  00-19% Skeleton Crew: Just a handful of sailors are piloting 
  this vessel; 1D4+4 crewmen with no specialists.
  20-39% Light Crew: 1D4+7 crew, one of which has the First 
  Aid skill at a proficiency of 70% or greater.
  40-69% Standard Complement: 1D6+10 crew, one of which 
  is a designated medic with Paramedic at 80% or greater.
  70-89% Full Complement: 2D4+12 crew, plus a ship’s Body 
  Doc and an Operator, both at least 2nd level.
  90-00% Extra Personnel: A full crew complement of 
  2D6+12 sailors are aboard, plus the ship’s doctor, an Operator, 
  two security experts (any Men at Arms O.C.C. or Wilderness 
  Scouts, Psychics or mages), all at least 3rd level; and perhaps a 
  Northern Gun surveyor or Loss Prevention Officer.
  Step Four: Ship’s Cargo
  The type of freighter may help determine the likely type of 
  cargo aboard, but with a few exceptions like obvious tanker 
  ships, just about anything can be inside that cargo bay or under 
  the tarp on deck. Here are some likely types of cargo. Since this 
  is cargo on and around the Great Lakes, goods are most likely to 
  be manufactured by or shipped to or from Northern Gun/Ishpem-
  ing and the Manistique Imperium/Wellington, but can also be any 
  of the Coalition States (Iron Heart in particular), Free Quebec, 
  and among other North American manufacturers and kingdoms. 
  Magic items are surprisingly rare cargo, probably because they 
  can be transported via magical means and because most items are 
  handcrafted, not mass produced, keeping their quantities small. 
  Splugorth/Atlantean goods are, likewise, rare in this part of the 
  world. Note: Please feel free to substitute cargo with things not 
  on the list and/or make the cargo much better defined.
  01-03% Fuel. Typically one type.
  04-06% Raw ore or coal.
  07-09% Processed metal or metal goods. This can be metal 
  bricks, ingots, sheets, etc. or goods such as chain, nails, spikes, 
  pipe, etc.
  10-12% Lumber. 01-40% unprocessed logs. 41-00% pro-
  cessed wood for buildings.
  13-15% Livestock for eating. Can be any one or combination 
  of the following: Cattle, cows, sheep, goats, pigs, and similar.
  16-18% Livestock for riding or work. Can be any one or 
  combination of the following: horses, mules, donkeys, or exotic 
  riding animals (Fury Beetles, dinosaurs, etc.).
  19-21% Textiles/Fabric. Bolts of material for making clothes 
  and other fabric items; curtains, blankets, table cloths, etc.
  22-24% Grain.
  25-26% Furniture. All types.
  27-29% Medical. Roll again: 01-33% Common medical sup-
  plies (bandages, antiseptic, aspirin, scissors, scalpels, tweezers, 
  surgical needles, sutures, first-aid kits, and similar common med-
  ical tools, supplies and medicine). 34-66% Professional tools, 
  basic equipment and medicine (antibiotics, painkillers, etc.) like 
  you’d find at a pharmacy, clinic or field hospital. 67-00% Ad-
  vanced medicine, tools and equipment like you’d find at a hospi-
  tal, and may include a number of robot medical kits (any type), 
  portable labs, Juicer harnesses and Juicer reload stock, and so on.
  30-32% Linens. Blankets, quilts, sheets, towels and similar 
  items. May be substituted with rope and wilderness supplies.
  33-34% Household goods. Anything from kitchen items (cut-
  lery, china and glassware, pots, pans, canning jars, spices, etc.) to 
  
  92
  wastepaper baskets, plastic and glass containers, garbage bags, 
  vacuum cleaners, mirrors, scissors, tape, glue, step stools, light 
  bulbs, writing implements, notebooks, sketch books, stationary, 
  craft items, picture frames, vases, buckets, soaps, dish rags, and 
  so on.
  35-37% Tools and hardware. A wide variety of tools and 
  hardware items: shovels, picks, axes, cutting tools, pipe, electri-
  cal wire, nails, screws, duct tape, etc.
  38-40% Generators and/or lighting and electrical materi-
  als. May include some solar-based items, but NO nuclear batter-
  ies.
  41-42% Clothing. Work and common articles of clothing 
  and/or shoes and boots.
  43-45% Weapons: Common handguns, rifles and ammo 
  (E-Clips if energy weapons). May be one type or crates of a 
  wide range of weapons. 01-33% All S.D.C. items. 34-70% All 
  M.D. weapons. 71-00% a combination of S.D.C. and M.D. weap-
  ons and ammo. NO heavy weapons.
  46-48% Environmental body armor. May be one type or 
  crates of a wide range of variety of different armor.
  49-51% Weapons: Vibro-Blades. A selection of two or 
  several types. May include a selection of conventional S.D.C. 
  swords, knives and other melee weapons or tools (axes, picks, 
  shovels, etc.).
  52-53% Commercial vehicles or vehicle parts. All the same 
  type, a few different types, or a wide selection of cars, vans, 
  pickup trucks, small cargo trucks, jeeps, SUVs, motorcycles, 
  snowmobiles, and so on, of various models. In the alternative, the 
  cargo could be vehicle component parts, electric batteries or gas-
  oline. 01-50% S.D.C. construction. 51-00% M.D.C. construction.
  54-56% Weapons: Heavy M.D. weapons/military grade. 
  01-33% All one type of weapon and its corresponding ammo. 
  34-66% Mixed selection of heavy weapons (ion, plasma, particle 
  beam, rail guns, etc.) and their corresponding ammo, but NO ex-
  plosive ordnance. 67-00% Explosive ordnance only. Roll again: 
  01-50% commercial explosives, dynamite and blasting caps. 51-
  00% military ordnance that may include one of the following or 
  any combination of some or all: explosive hand-grenades, smoke 
  grenades, riot control grenades (stun/flash and/or tear gas), rile 
  grenades, mini-missiles (all one type or an equal number of all 
  types), short-range missiles, medium-range missiles, long-range 
  missiles, shaped charges, fusion blocks (one type or a selection 
  of all three).
  57-58% Food. 01-25% Fresh produce (fruits and vegetables). 
  26-50% Meat (beef, pork, chicken, fish, etc.). 51-75% Cereal/
  noodles/bread. 76-00% Processed/canned foods and spices.
  59-61% Vehicles: Hovercycles. A selection of hovercycles 
  and/or other ground vehicles suitable for adventuring and wilder-
  ness excursions.
  62-64% Camping/wilderness gear. One, a few, several or 
  all of the following: Rope, cords, hand axes, handpicks, shovels, 
  survival knives, basic tool kits, canteens, thermos, water skins, 
  gasoline cans, gallon jugs, specimen containers, backpacks, 
  knapsacks, satchels, bedroll, wire, duct tape, first-aid kits, simple 
  sacks, tents, mosquito netting, insect repellant, small portable 
  generators, flashlights, lanterns, portable stoves, compasses, fish-
  ing gear, hunting gear, animal traps, hunting gear, sun block, air 
  filters, sunglasses, web vest, web belts with pouches (various 
  sizes of pouches), and so on.
  65-66% Contraband: Books. Books, magazines, artwork, 
  audio books and digital files of such items and/or outlawed mov-
  ies on disk or pre-Rifts artifacts, or alien goods that have been 
  branded illegal by the CS.
  67-68% Contraband: Magic. Techno-Wizard components 
  (gadgets, wire, semi-precious stones, gems, etc.) and/or some 
  TW devices. Other possibilities, though rare, could include magic 
  items/TW creations from South America or Atlantis, or Tolkeen 
  Iron Juggernauts, TW vehicles, and TW war machines, or Fed-
  eration of Magic Automatons, items from Lemuria or England, or 
  even others worlds! Rare. G.M.s, use your discretion.
  69-70% Contraband: Slaves. A hold full of 3D4x10 slaves 
  or refugees (probably D-Bees, but can be humans, can be just 
  women or children) being smuggled someplace.
  71-72% Contraband: Livestock. Any number of exotic, 
  alien, and dangerous animals.
  73-74% Electronics. One, a few or all of the following: Com-
  puters, holographic projectors, digital cameras, video equipment, 
  audio recording equipment, sound equipment, flashlights, lan-
  terns, alarm clocks, toasters, microwave ovens, etc.
  75-76% Communications gear. Short- and/or long-range ra-
  dios, speakers, sensor systems, radar, sonar, and similar. In the 
  alternative, can be surveillance equipment or electronic parts.
  77-79% Vehicles: Boats. A selection of small sail and motor 
  boats, may include canoes and kayaks.
  80-82% Vehicles: Ground. A selection of M.D.C. wheeled 
  and/or hover cargo hauling trucks (various sizes), and work/farm 
  vehicles (tractors, cargo haulers, etc.). May include some robot 
  cargo haulers.
  83-85% Power armor. Probably a range of different types; 
  with or without ordnance such as mini-missiles and rail gun 
  rounds.
  86-88% Robot drones. Probably a selection of different types 
  of drones, and many include some robot cargo haulers that re-
  quire a pilot, or computer hardware.
  89-91% Vehicles: Combat robots. Depending on the size of 
  the ship and the size of the robots, this could be as few as 2-8 of 
  them or 12-48 (not likely to be more). The may all be one type 
  or more likely, a mix of several different types of robots; with or 
  without ordnance such as mini-missiles and rail gun rounds.
  92-94% Vehicles: Combat vehicles. 01-33% Water craft. 34-
  66% Ground (tanks, APCs, and similar). 67-00% Aircraft (may 
  include helicopters, jet packs, gliders and even some flying power 
  armor). As with giant robots, depending on the size of the vehi-
  cles, there may be half a dozen to several dozen vehicles in cargo.
  95-97% Cybernetics or Bionics. A wide range of cybernetic 
  implants and bionic augmentation (arms, legs, armor, etc.). 01-
  20% chance of having some M.O.M. Crazies augmentation or 
  Juicer augmentation, harnesses and drugs.
  98-00% A little bit of several different types of cargo. Any 
  1D4+2 of the above is the ship’s cargo. Random roll for cargo as 
  per above or pick them.
  Step Five: Presence of Cargo
  The status of that cargo can vary greatly, from fully-loaded 
  ships just leaving the docks to empty vessels returning from long 
  voyages, or partially full vessels making stops to two or more dif-
  ferent locations. Well organized merchants will use their ships to 
  make a profit on both legs of a trip, emptying their initial cargo 
  
  93
  and taking on a shipment of secondary cargo with demand at the 
  home port.
  00-19% Empty: The ship’s hold is completely barren save for 
  a few empty crates or barrels. The crew are returning the vessel 
  from a delivery or sending the ship on to dry dock, a new owner 
  or new destination.
  20-39% Partial Shipment: The freighter is less than half full; 
  1D4x10% capacity. Maybe it has already stopped at a port or two 
  and is almost done with its voyage.
  40-59% Half-Load: The vessel’s cargo bay is loaded half-
  way, possibly to conserve fuel, possibly due to the logistics of 
  the trip.
  60-89% Standard Shipment: The ship is loaded with some-
  where between 80% and 100% of its potential carrying capacity. 
  It is likely just getting underway on its trip.
  90-00% Overloaded: For maximum efficiency, this freighter 
  has been packed as completely as possible, overloading it be-
  yond its standard capacity (5D6% above and beyond 100% full 
  load). There is little room aboard for anything else. Conditions 
  are cramped and crowded, and the ship’s overall speed and per-
  formance are diminished. Reduce Spd by 20% and suffers an ad-
  ditional -15% penalty to the piloting skill for evasive action and 
  stunt maneuvers as well as for bad weather condition penalties.
  Tugboats & Lake Escorts
  Tugboats pull barges and disabled ships behind them, and 
  sometimes two or more are necessary to get large vessels through 
  tight shipping channels and enclosed waters. Some tugboats come 
  heavily armed, and offer their services pulling barges, bundles of 
  lumber and normal ships. The advantage they offer is protection. 
  The crews of such tugs are usually tough fighting men, paid and 
  trained to insure the well-being of their cargo or towed vessel. 
  Perfectly functioning ships will sometimes hire armed tugboats 
  and small to medium weapon barges (barges decked out with rail 
  guns, mini-missile launchers, long-range, heavy weapon systems 
  such as laser, ion and plasma cannons, and are likely to carry 
  1D4 giant combat robots as mobile weapon platforms plus 1D4 
  mercs clad in aquatic or flying power armor) to escort them safely 
  through dangerous waters or past known hunting grounds for pi-
  rates, raiders and monsters, as well as combat zones. Moreover, 
  if the ship being escorted should falter or run aground, a tug (and 
  most barges) is able to provide its normal towing service.
  Larger and better armed than tugboats are patrol boats and 
  fighting ships that shepherd freighters and cargo vessels to their 
  destination. Many privateer and mercenary groups offer lake es-
  corts as a way of making extra money on the side, or as a way to 
  keep inactive ships and crews busy and put a bit of coin in their 
  pockets. Pirates may also take on escort duty, often as an excuse 
  to fight their rivals. Sometimes pirate groups also con potential 
  clients, using some of their forces for escort duty and have the 
  rest play the part of the “pirate threat.” They exchange a little 
  gunfire and pop off a few smoke bombs, but never actually trade 
  hits before the “evil pirates” are chased off by the heroic escort.
  Some lake escorts look like the warships that they are, but 
  others disguise themselves as humble freighters, barges or tugs. 
  Such deceptions have deck guns hidden under tarps and inside 
  crates where crewmen with missile launchers, laser cannons and 
  mounted rail guns can quickly turn a seemingly “normal” vessel 
  into a ship of war. Occasionally, these disguised escorts take to 
  the seas alone, playing the role of a freighter in distress. When pi-
  rates close in to take advantage of the seemingly disabled vessel, 
  the freighter reveals its weapons, robots and power armor forces 
  to hammer the pirates into oblivion – or to chase them away, 
  hopefully, for a long while. This tactic may also be used to trick 
  pirates and raiders into chasing and attacking the disguised (and 
  armored) war ship, while the real freighters and cargo sneak off 
  down safer shipping lanes. Some pirates also use this strategy, 
  feigning innocence and distress only to attack when an unsus-
  pecting ship comes offering its assistance. Relying on the kind-
  ness of strangers is definitely not a sure bet on Rifts Earth, but 
  sometimes pirates do trick their victims this way.
  Northern Gun
  Hovertrains
  Just as Northern Gun uses the ships of the Great Lakes to dis-
  tribute its products, conventional trains and hovertrains pulling 
  boxcars function as the ships of the land.
  A hovertrain is a series of independent hover platforms, each 
  with its own hover systems but reliant on a powerful hover-lo-
  comotive for forward propulsion. The individual platforms are 
  linked together by high-strength connections that include electri-
  cal outlets. When the entire arrangement gets moving, it becomes 
  a modular transportation setup that can float over rough terrain, 
  shallow bodies of water (ponds, marshland and streams), obsta-
  cles, debris, crashed vehicles and even scrub and small trees that 
  would stop conventional land-based trucks.
  Occasionally, a hovertrain will depart from the Ishpeming/
  Northern Gun mainland, heading through Manistique and up 
  into CS Iron Heart before redirecting towards a small town or 
  city-state. More often, though, hovertrains cross the Great Lakes 
  aboard ships and delivered to strategic spots along the Great 
  Lakes, where the train is off-loaded and continues on its journey 
  across land. Hovertrains cannot cross deep water (20 feet/6.1 m 
  or greater). From there the train travels outward from the coast to 
  customers throughout the Midwest.
  Passenger hovertrains are becoming more popular every 
  year within Ishpeming and Manistique. Regularly scheduled 
  trains follow the course of the IM highway, and trains depart al-
  most daily from Ishpeming to Escanaba, Manistique, Houghton 
  or Ontonagon. There are also small hovertrains with 2-6 cars that 
  service lumber camps and mining sites, picking up ore, timber 
  and supplies, as well as transporting workers. Within the City of 
  Ishpeming/Northern Gun, there are several hovertrains that travel 
  to all parts of the city picking up and dropping off passengers. 
  There is a dedicated hovertrain that carries visitors from the Visi-
  tors’ Depot five miles (8 km) outside the City of Northern Gun 
  and back.
  Within the nation and along well-established supply routes, 
  the efficient hovertrain is used to transport cargo from the docks 
  to all across the Upper Peninsula without having to worry about 
  riding along a set of tracks. As noted elsewhere, however, con-
  ventional rail systems and trains are still used along the most trav-
  eled cargo routes from docks and warehouse districts to factories 
  and cities across the U.P. The traditional train is cheap to make, 
  power, use and maintain.
  
  94
  
  95
  Hover Train Departure Points. Toledo in northern Ohio and 
  Benton Harbor in western Michigan are both frequently used as 
  departure points for hovertrains. Ships pull up to the shoreline 
  and the hovertrains float right out onto the beach, wasting no time 
  as they are already loaded up and able to head right off, inland, 
  to their destinations. There are landing points throughout the old 
  Canadian province of Ontario as well, like the Georgian Bay to 
  the east of the Manistique Imperium.
  The average hovertrain mission is designed to be quick and to the 
  point. Hovertrains are an expensive investment, not even consider-
  ing the huge amounts of cargo they may be carrying. Losing even 
  one is a measurable blow to Northern Gun’s supply network. They 
  come heavily armored and well protected, yet many hovertrain ex-
  peditions are postponed due to severe weather, ley line activity or re-
  ports of hostile bandits, raiders, monsters and supernatural creatures.
  Hovertrains traveling back and forth inside Ishpeming do not usu-
  ally have defenses of any kind, but any leaving the Republic will 
  always have weapon cars and/or be escorted by robots, power armor 
  or other combat vehicles. Defensive cars are floating bunkers that 
  provide protection for the rest of the train, as well as a better-armored 
  target to soak up incoming fire and hold the attackers’ attention. 
  However, giant combat robots on open-air, flatbed hover train cars 
  are starting to replace the static weapon cars. Combat robots are, in 
  effect, walking bunkers or tanks that can fire from the train the same 
  as a defensive bunker car, but can also go mobile as needed. This 
  extra measure of mobility enables the combat robots to step off the 
  train to engage and hold off attackers while the train continues on its 
  way. In addition, they can stand or walk patrol while the hovertrain 
  offloads cargo, stand guard over the train should it become disabled, 
  or go off to find help, and investigate anything that looks suspicious.
  Like cargo ships, the hovertrain usually drops off outgoing cargo, 
  and picks up incoming cargo for its return trip. Also, while there are 
  many established transit routes in the more civilized areas, the beau-
  ty of a hovertrain is that it can change its route, go around washed out 
  roads and over fallen trees and debris, and take the best route that is 
  most direct or safest, provided it has a clear path ahead of it.
  Hovertrain Locomotive
  Based on the same principle of Northern Gun’s line of hover-
  ing cargo haulers, hovertrains expand on the concept by adding 
  additional cargo cars and creating full supply trains and convoys 
  pulled by a single, powerful main engine. Hovertrain locomo-
  tives are massive machines of incredible power, designed to pull 
  hundreds of thousands of tons behind them floating on cushions 
  of air. They are powered exclusively by nuclear cores, as gaso-
  line, diesel and even Solid Oxide batteries fail to provide the nec-
  essary amount of raw power to propel the vehicle.
  The locomotive’s means of propulsion are four massive hov-
  er-fans that create lift. They are so powerful that any human or 
  D-Bee up to 11 feet (3.3 m) tall who gets within 35 feet (10.7 
  m) has a 01-90% chance of being blown off his feet, and thrown 
  back 1D4x10 feet (3 to 12.2 m), suffers 1D6 M.D., loses initia-
  tive and loses 2 melee attacks. (01-50% chance for larger beings.) 
  Locomotives are gigantic monsters of science, and their upkeep, 
  maintenance and customization is a matter of pride for the ve-
  hicle techs who work for the Northern Gun sales and distribution 
  network. This means a great deal to the lead hovertrain design-
  ers who worked so diligently on it, Gregory John Clark, Nicky 
  Warren, David Chittim and Ross Simmerman.
  
  96
  Model Type: NG-HCH-1228
  Class: Hover Locomotive.
  Crew: Three; one driver, one engineer and one gunner/backup 
  driver.
  M.D.C. by Location:
  * Radar/Sensor Array (1, large) – 100
  * Communications Array (1, small) – 50
  * Headlights (2) – 10 each
  Front Hover Fans (2, side) – 450 each
  ** Rear Hover Fans (2, side) – 350 each
  Observation Deck (2, one on each side) – 100 each
  Forward Weapon Turret (1) – 100
  Reinforced Crew Compartment – 120
  *** Main Body – 950
  * A single asterisk indicates a small and/or difficult target 
  to strike, requiring the attacker to make a “Called Shot,” but 
  even then the attacker is -4 to strike.
  ** Destroying one of the hover fans reduces the vehicle’s 
  speed by 30%. Destroying two or more of the fans reduces 
  speed and altitude by 90% and inflicts a piloting penalty of 
  -50%. It is highly recommended that the vehicle come to a 
  complete stop and wait for a recovery team to haul it back for 
  repairs or to receive repairs in the field.
  *** Depleting the M.D.C. of the main body shuts the ve-
  hicle down completely, making it useless.
  Speed:
  Land: 250 mph (400 km) maximum speed for the locomotive 
  itself. Reduced to 125 mph (200 km) when pulling more than 
  three train cars or when fully loaded. Reduce speed further, to 
  60 mph (96 km), when overloaded beyond capacity (up to 40% 
  more weight than should be allowed), or when carrying danger-
  ous cargo.
  Maximum hover altitude is 20 feet (6.1 m) even at 100% ca-
  pacity, reduce to 12 feet (3.6 m) when overloaded.
  Water: Not really; very limited. The HCH-1228 hovertrain can 
  cross shallow bodies of water such as ponds, marshland and 
  streams no deeper than 20 feet (6.1 m), but cannot actually ride 
  on the surface of water and will sink like a rock in deep water.
  Flying: None.
  Statistical Data:
  Height: 39 feet (11.8 m).
  Width: 44 feet (13.4 m).
  Length: 68 feet (20.7 m).
  Weight: 98 tons.
  Cargo: Locomotives have a small cargo area that includes a toilet, 
  sink, a pair of fold-down cots for the crew, and is large enough 
  for a few boxes of equipment, personal luggage or maybe a single 
  motorcycle or small power armor suit.
  Power System: Nuclear; average energy life is 15 years.
  Cost: 97 million credits.
  Weapon Systems:
  1. Forward-Mounted Laser Turret (1): This weapon turret 
  is mainly for defense and scaring away large animals. The 
  turret can turn 120 degrees side to side and has a 25 degree 
  up and down arc of fire. It can be fired by a dedicated gun-
  ner (with the bonus noted below) or by the driver (no bonus 
  applicable).
  Primary Purpose: Defense.
  Range: 2,000 feet (610 m).
  Mega-Damage: 4D6 M.D. per single blast.
  Rate of Fire: Each blast counts as one melee attack.
  Bonus: +1 to strike via laser targeting.
  Payload: Effectively unlimited.
  2. Sensor System Note: As per standard Robot Features.
  Hovertrain Boxcar/
  Flatbed/Passenger Cars
  Hovertrains are designed to carry standard sized boxcars or 
  cargo units. With roughly the capacity of 3-5 pre-Rifts semi-trail-
  ers, hovertrain boxcars are large enough to accommodate full-
  sized combat robots, armored vehicles like tanks, light aircraft 
  and mountains of ore or grain. A hovertrain passenger car can 
  carry more than one hundred passengers, depending on the com-
  fort of the seating arrangements, and some models fit in a dining 
  area, bar and toilet, and still have room to spare.
  Flatbeds are used to carry the largest NG products, combat 
  robots, tanks and planes. Sometimes, giant agricultural thresh-
  ers and harvesters are carried aboard, or huge components for 
  ships, wind turbines, power plants or factories. Whatever the 
  cargo carried, it will be securely lashed-down to the flatbed to 
  hold it steady in case of emergencies or sudden de-powering of 
  the hoverdrives.
  Lead Designers: David Marble and Maffy.
  Model Type: NG-HCB-1B-Standard.
  Class: Hover-Capable Boxcar.
  Crew: None.
  M.D.C. by Location:
  Sliding Side Door (boxcar only) – 50
  * Windows (40; 20 on each side; passenger cars only) – 5 each
  ** Hover Fans (4; two on each side) – 180 each
  *** Main Body – 300
  * A single asterisk indicates a small and difficult target to 
  strike, requiring the attacker to make a “Called Shot,” but even 
  then the attacker is -4 to strike (double when moving at 100 
  mph/160 km or faster).
  ** Destroying one or two of the hover fans reduces the lo-
  comotive’s speed by 5%. Destroying three or four fans reduc-
  es speed by 10% and adds a -2% penalty to the Piloting skill. 
  Losing hover fans on several boxcars has a cumulative effect 
  and can slow a hovertrain down considerably, even causing it 
  to stop or leave behind boxcars that can no longer hover.
  *** Depleting the M.D.C. of the main body knocks out 
  the hover fans (see above) and any cargo (or passengers) con-
  tained within go spilling out and take 2D6 M.D. from the fall.
  Speed:
  Land: Towed by the locomotive. When detached, the boxcar can 
  be made to hover and can be pushed or pulled by one giant robot 
  (requires a Robot P.S. of at least 32) or by a heavy construction 
  vehicle, tank or APC at a speed of 10 mph (16 km); half that 
  when overloaded or carrying dangerous cargo. Maximum hover 
  altitude is 20 feet (6.1 m).
  Water: None.
  Flying: None.
  Statistical Data:
  Height: 28 feet (8.5 m).
  Width: 36 feet (11 m).
  Length: 80 feet (24.4 m).
  
  97
  Weight: 10 tons empty, up to 210 tons fully loaded.
  Cargo: An individual flatbed or boxcar can carry 200 tons of car-
  go, plus 40 tons overloaded.
  Power System: Nuclear with a 15 year life.
  Cost: 4 million credits, 4.5 million for the passenger car version.
  Weapon Systems: None.
  Sensor Systems: None.
  Hovertrain Weapon Cars
  Hovertrain “Weapon Cars” or “Defense Cars” were conceived 
  by lead designers Wayne Maynard, Frank Uhrmann and Wil-
  liam McGoldrick. They are hover boxcars with additional ar-
  mor that have been turned into floating bunkers and laden with 
  weapon systems. They are connected to hovertrains to provide 
  protection against would-be attackers and monsters. A weapons 
  platform that goes wherever the train goes and cannot be easily 
  waylaid or misdirected. In addition to armor and weapons, most 
  are designed to carry a squad or two of (10-20) troops inside that 
  can respond to attacks made on the train and assailants who might 
  manage to jump on board.
  There are two ways in which Defense Cars are used. The obvi-
  ous method is to have them stand out, their guns completely ap-
  parent. This way, attackers direct their focus on the Defense Cars, 
  which are better armored and made to take hits. Firing on the De-
  fense Car also gives away the attackers’ position to the defenders 
  themselves, increasing the accuracy of return fire. Hopefully, the 
  very presence of a Defense Car will dissuade most bandits from 
  attacking.
  The second way to use the Defense Cars is to disguise them 
  like regular boxcars. With the element of surprise, bandits 
  can be apprehended, dispersed or destroyed, especially if they 
  think their target is defenseless. Weapon turrets are hidden 
  inside the innocent looking hover boxcar or under tarps or in 
  other inventive locations, and revealed only at the last second. 
  Security personnel with handheld weapons can also distribute 
  themselves throughout the train, making sure the enemy never 
  knows where the gunfire is coming from. And troops often 
  include at least one or two squads of flying power armor or 
  mercs with jet packs.
  Model Type: NG-HCB-AD2
  Class: Weapon Bunker Boxcar.
  Crew: One communications officer and one gunner per weapon 
  system (typically 2-6 weapon turrets) per car, with room for up to 
  20 security personnel, 10 in power armor.
  M.D.C. by Location:
  * Sensor Array (1) – 35
  * Top Hatches (2) – 50 each
  * Side Hatches (4) – 100 each
  * Window Slits (8; four on each side) – 10 each
  Light Weapon Turret – 100
  Medium Weapon Turret – 150
  Heavy, Large Weapon Turret – 220
  Mini-Missile Launcher/Turret – 120
  ** Hover Fans (4; two on each side) – 180 each
  *** Main Body – 450
  * A single asterisk indicates a small and difficult target to 
  strike, requiring the attacker to make a “Called Shot,” but even 
  then the attacker is -4 to strike (double when moving at 100 
  mph/160 km or faster).
  ** Destroying one or two of the hover fans reduces the 
  locomotive’s speed by 5%. Destroying three or four fans re-
  duces speed by 10% and adds -2% penalty to the Piloting skill.
  *** Depleting the M.D.C. of the main body knocks out the 
  hover fans (see above) and all weapons and sensor systems, 
  and any cargo or troops contained within go spilling out and 
  take 2D6 M.D. from the fall.
  Speed:
  Land: Towed by the locomotive. When detached, the boxcar can 
  be made to hover and can be pushed or pulled by one giant robot 
  with a P.S. of at least 32, or by a heavy construction vehicle, tank 
  or APC at a speed of 10 mph (16 km). Maximum hover altitude 
  is 20 feet (6.1 m).
  Water: None.
  Flying: None.
  Statistical Data:
  Height: 28 feet (8.5 m).
  Width: 36 feet (11 m).
  Length: 80 feet (24.4 m).
  Weight: 30-40 tons fully loaded.
  Cargo: The Defense Car has a locking gun rack for the security 
  personnel, 20 fold-down seats and a dozen lockers for personal 
  belongings.
  Power System: Nuclear with a 15 year life.
  Cost: 15-22 million credits depending on the number and types 
  of weapon systems.
  Weight: Around 40 tons.
  Weapon Systems:
  A total of three heavy weapon systems, or six medium, or nine 
  light ones. However, most weapon cars have a combination of 
  weapon systems. The most common combinations are as follows:
  A. One heavy weapon system, two medium and 2-3 light 
  weapons systems per car.
  B. Two heavy weapon systems and two medium.
  C. Two heavy, one medium and 2-3 light weapon systems.
  D. Four medium weapon systems and 2-3 light ones.
  Turret Note: All weapon are cannons mounted inside a tur-
  ret. All have 180 degree side to side rotation and a 45 degree up 
  and down arc of fire. M.D.C. by type: Light Turret: 100 M.D.C. 
  Medium Turret: 150 M.D.C. Heavy Turret: 200.
  Available Weapon Systems for Defense Bunker Hovercars:
  1. Light Laser Cannon Turret: Considered to be a light weapon 
  system, but is probably the Defense Car’s main long-range 
  weapon.
  Primary Purpose: Defense.
  Secondary Purpose: Anti-Armor.
  Range: 2,000 feet (610 m).
  Mega-Damage: 3D6 M.D. per blast.
  Rate of Fire: Each blast counts as one attack.
  Payload: Effectively unlimited.
  Cost: 2 million credits.
  2. Medium Laser Cannon Turret:
  Primary Purpose: Defense.
  Secondary Purpose: Anti-Armor.
  Range: 3,000 feet (914 m).
  Mega-Damage: 5D6 M.D. per blast.
  Rate of Fire: Each blast counts as one attack/action.
  
  98
  Payload: Effectively unlimited.
  Cost: 8 million credits.
  3. Heavy Laser Cannon Turret:
  Primary Purpose: Defense.
  Secondary Purpose: Anti-Armor.
  Range: 4,000 feet (1,219 m).
  Mega-Damage: 1D4x10 M.D. per blast.
  Rate of Fire: Each blast counts as one attack/action.
  Payload: Effectively unlimited.
  Cost: 15 million credits.
  4. Mini-Missile Launcher Turret: Considered to be a medium 
  weapon system.
  Primary Purpose: Anti-Armor.
  Secondary Purpose: Anti-Personnel.
  Range: One mile (1.6 km).
  Mega-Damage: Varies with missile type. Plasma (1D6x10 M.D.) 
  and Armor Piercing (1D4x10 M.D.) are standard.
  Rate of Fire: One at a time or in volleys of two, four or six.
  Payload: 48 missiles.
  Cost: 2 million credits, with one payload of missiles.
  5. Light Ion Cannon Turret:
  Primary Purpose: Defense.
  Secondary Purpose: Anti-Armor.
  Range: 1,500 feet (457 m).
  Mega-Damage: 4D6 M.D. per blast.
  Rate of Fire: Each blast counts as one attack.
  Payload: Effectively unlimited.
  Cost: 6 million credits.
  6. Medium Ion Cannon Turret:
  Primary Purpose: Defense.
  Secondary Purpose: Anti-Armor.
  Range: 1,800 feet (548.6 m).
  Mega-Damage: 6D6 M.D. per blast.
  Rate of Fire: Each blast counts as one attack.
  Payload: Effectively unlimited.
  Cost: 8 million credits.
  7. Heavy Ion Cannon Turret:
  Primary Purpose: Defense.
  Secondary Purpose: Anti-Armor.
  Range: 2,000 feet (610 m).
  Mega-Damage: 1D4x10+6 M.D. per blast.
  Rate of Fire: Each blast counts as one attack.
  Payload: Effectively unlimited.
  Cost: 12 million credits.
  8. Medium Plasma Cannon Turret: Considered to be a heavy 
  weapon system.
  Primary Purpose: Defense.
  Secondary Purpose: Anti-Armor.
  Range: 2,000 feet (610 m).
  Mega-Damage: 6D6 M.D. per blast.
  Rate of Fire: Each blast counts as one attack.
  Payload: Effectively unlimited.
  Cost: 14 million credits.
  9. Heavy Plasma Cannon Turret:
  Primary Purpose: Defense.
  Secondary Purpose: Anti-Armor.
  Range: 2,000 feet (610 m).
  Mega-Damage: 1D6x10 M.D. per blast.
  Rate of Fire: Each blast counts as one attack.
  Payload: Effectively unlimited.
  Cost: 22 million credits.
  10. Rail Gun Turret: Considered to be a heavy weapon system 
  with superior range, but finite ammunition.
  Primary Purpose: Assault and Anti-Armor.
  Secondary Purpose: Anti-Aircraft and Defense.
  Range: 4,000 feet (1,219 m).
  Mega-Damage: 1D4x10 M.D. per 40 round burst.
  Rate of Fire: Each burst counts as one melee attack.
  Payload: 6,000 rounds which provide 150 single bursts.
  Cost: 1.4 million credits plus ammo at around two credits per 
  round.
  11. Medium Particle Beam Turret: Considered to be a heavy 
  weapon system, with short range.
  Primary Purpose: Defense.
  Secondary Purpose: Anti-Armor.
  Range: 1,600 feet (488 m).
  Mega-Damage: 1D4x10+8 M.D.
  Rate of Fire: Each blast counts as one melee attack.
  Payload: Effectively unlimited.
  Cost: 20 million credits.
  12. Heavy Particle Beam Turret: Heavy damage, good range.
  Primary Purpose: Defense.
  Secondary Purpose: Anti-Armor.
  Range: 2,000 feet (610 m).
  Mega-Damage: 1D6x10+10 M.D. per blast.
  Rate of Fire: Each blast counts as one melee attack.
  Payload: Effectively unlimited.
  Cost: 35 million credits.
  13. Short-Range Missile Launchers: Considered to be a heavy 
  weapon system.
  Primary Purpose: Assault.
  Secondary Purpose: Anti-Missile and Defense.
  Range: Five miles (8 km).
  Mega-Damage: Varies with the missile type used. Standard load 
  is Armor Piercing (2D6x10 M.D. to a 5 foot/1.5 m radius) or 
  Plasma (2D6x10 M.D. to a 15 foot/4.6 m blast radius).
  Rate of Fire: One at a time or in volleys of two, three or four per 
  launcher.
  Payload: 6 total.
  Cost: 6.5 million credits with one payload of missiles.
  14. Optional: Troop complement. 10 troops per squad. Cost: 
  Varies per type of troop. See merc jobs.
  15. Sensor System of Note: Same as the standard robot features.
  Random Hovertrain
  Generation Tables
  Number of Boxcars
  01-10% 2
  11-20% 3
  21-30% 5
  31-40% 6
  41-50% 7
  
  99
  51-60% 8
  61-70% 10
  71-80% 12
  81-90% 14
  91-95% 16
  96-00% 18 (the maximum suggested number)
  Train Status
  01-20% Empty: This train is returning from a delivery or has 
  yet to receive its cargo. It may be on the way back to a hovertrain 
  depot for repairs or heading back to work after having repairs, 
  upgrades or modifications completed. Other than the locomotive 
  and the train cars themselves, there is nothing of value except for 
  a few empty boxes and a few basic hand tools.
  21-40% Passenger Train: Passengers make up the payload, 
  and the majority of the train’s cars are specialized passenger cars. 
  In the more civilized reaches of Ishpeming, Escanaba and Man-
  istique, passenger hovertrains include a club car with a restaurant 
  and bar, and sometimes overnight cars with sleeping accommo-
  dations; uncommon considering most trips seldom take more 
  than a couple hours.
  41-55% Partially Loaded: The train is only partially loaded; 
  half the boxcars are empty. It could have unloaded most of its 
  cargo already at other destinations or be traveling under capacity 
  for weight reasons or a hasty scheduling.
  56-75% Mostly Loaded: This train is loaded most of the 
  way (2D6+66%) with Northern Gun gear. There is still room for 
  more, but this represents the normal packing job done by NG 
  employees.
  76-85% Fully Loaded: With little or no room to spare, this 
  train is headed towards a busy sales outlet or filling an order at 
  max capacity. Most trains traveling back and forth between Es-
  canaba and Ishpeming are fully loaded to minimize the necessary 
  number of trips. A full load means maximum speed is only 125 
  mph (200 km).
  86-00% NG Products – Overloaded: In addition to a full 
  internal payload, extra equipment has been stowed on the top or 
  sides of the train. Overloaded by 1D4x10%. This train is forced 
  to travel at 60 mph (96 km) for safety and engine stress reasons, 
  and due to the immense amount of forward momentum that has to 
  be halted when braking. The slow speed and lower altitude makes 
  the hovertrain an easier target open to attack.
  Onboard Defenses
  01-25% None: There are no defenders accompanying the 
  train or Defensive Cars that are part of it. That doesn’t mean the 
  crew is not armed with personal weapons, however, and even 
  inside Ishpeming, most train conductors and crewmen carry light 
  Mega-Damage weapons and a baton or club (does 1D6 or 2D4 
  S.D.C. damage).
  26-35% Light Security Detail: 1D4+4 hired mercenaries or 
  security guards ride along with the train. They are likely to be 
  heavily armed and clad in M.D.C. body armor, but may be dis-
  guised as crew members or passengers with concealed weapons 
  or bionics; heavy weapons and armor stowed elsewhere.
  36-45% Medium Security Detail: 1D6+6 mercs or security 
  guards, or 1D4+2 Loss Prevention Officers, ride along with the 
  train. They are all heavily armed and clad in M.D.C. body armor, 
  or they may be disguised as crew members or passengers with 
  concealed weapons or bionics; heavy weapons and armor stowed 
  elsewhere.
  46-55% Heavy Security Detail: 1D6+1 mercs or security 
  guards all heavily armed and clad in M.D.C. body armor, 1D4+2 
  Robot Pilots in flying power armor, plus 1D4+1 Loss Prevention 
  Officers, ride along with the train. Only the latter may be dis-
  guised as crew members or passengers with concealed weapons 
  or bionics; heavy weapons and armor stowed elsewhere.
  56-75% Defensive Car: A single Defensive Car is part of the 
  train, likely right behind the locomotive, but may be in the center 
  or placed as the caboose, as well. There may be only one, but 
  even one Defensive Car is a hovering fortress, not to be trifled 
  with, and generally has guards/soldiers aboard in addition to the 
  train’s normal crew. See the Defensive Car section for more de-
  tails.
  76-90% Strong Defense: Three Defensive Cars are included. 
  One behind the locomotive, one at the center, and another at the 
  rear. Each has a full complement of 10 heavily armed mercs and 
  10 power armor-clad troops.
  91-00% Heavy Defense: 1D4+3 Defensive Cars protect the 
  train, one behind the locomotive, one at the end in the caboose 
  position and the rest scattered throughout. With this much secu-
  rity, the train’s defenders are alert and well armed, and plenty in 
  number.
  Hover Train Escorts
  In addition to, or instead of, fortified Defensive Cars, the 
  hovertrain may be escorted by hired protectors on hovercycles, 
  rocket bikes, skycycles or flying power armor.
  01-15% No Escort: The train is on its own. Of course, some 
  trains equipped with Defensive Cars don’t need escorts at all. The 
  train might also be meeting up with its escort somewhere ahead, 
  and could radio for help if attacked.
  16-30% Hovercycle Outriders: 1D4+4 “outriders” escort the 
  train, or follow closely behind. Half are on hovercycles, half on 
  rocket bikes, with the fastest scouting ahead with their greater 
  speed and maneuverability, and the rest accompanying the train. 
  They can also move up and down the length of the train to re-
  spond to specific threats, and there is probably room aboard for 
  them to stow their vehicles for portions of the trip, so just because 
  outriders are not immediately apparent does not mean they can’t 
  appear at any moment.
  31-50% Flying Escort: Flying Power Armor. 1D4+2 Robot 
  Pilots in flying power armor escort the train flying along side, 
  above and ahead.
  51-60% Flying Escort: Aircraft. 1D4+2 combat helicopters, 
  Sky Cycles or similar aircraft (or combination of them) escort the 
  train, sometimes flying ahead to scout the frontier, before dou-
  bling back to have presence as escorts.
  61-75% Power Armor and Aircraft Flying Escort: 1D6+4 
  Robot Pilots in flying power armor and 1D4+2 aircraft (combat 
  helicopters, Sky Cycles, rocket cycles or similar aircraft) escort 
  the train. Power armor hang low, close to the train, the aircraft 
  flying higher up to see more of the surrounding terrain and what 
  lays ahead.
  76-00% Combat Robot Escort: Rather than have an armored 
  Defense Car, the train has one, two (or more) flatbed boxcars, 
  each carrying two combat robots. When an attack comes, the ro-
  
  100
  bots fire their weapons just as a Defense Car would. The differ-
  ence is, the combat robots can turn in any direction, have the full 
  capabilities of their ‘Bot, and can actually step off the flatbed car 
  when the train stops, or leap off when it is moving at speeds 50 
  mph (80 km) and slower, to stay behind to engage the enemy, 
  block a path or give chase. Likewise, the robots can scout ahead 
  or position themselves, concealed among trees or behind debris 
  or nearby buildings, and even underwater, to lay in wait and am-
  bush any would-be attackers. They can then join the train at a pre-
  arranged location. In the alternative, tanks or APCs with troops 
  can fill a similar role, but large and giant combat robots are al-
  most always preferred. The Gunbot, Bigfoot, Buffalo, Gunwolf, 
  Grizzly, Hunter Mobile Gun, Thundercaster and Volcano are 
  among the most popular choices for such operations, but almost 
  any will suffice.
  Specific Boxcar Type
  Use for determining the status of single hovertrain cars. Note: 
  Every hovertrain includes a locomotive for propulsion.
  01-10% Defensive Car
  11-20% Fuel Car
  21-30% Passenger Car or Flatbed Boxcar
  31-00% Cargo Boxcar
  Cargo On Board
  Use the same table as listed under Ship Cargo earlier in this 
  section.
  Northern Gun Robots
  By Matthew Clements, Carl Gleba & Kevin Siembieda
  Some additional text and ideas by Carmen Bellaire & Charles Walton
  Of all the things the industrial giant manufactures and sells, 
  NG is probably most famous – some might say notorious – for 
  its giant robots. These are big, heavy, manned vehicles with a 
  pilot, and often a copilot, gunner and even room for one or more 
  passengers. Though the war machines get the most attention, 
  Northern Gun also sells a number of robots designed for explo-
  ration, adventuring, camping, medical assistance, cargo hauling 
  and other non-combat functions.
  Many of the robots presented in this section have been re-
  leased in just the last 1-5 years, and have been met with raves 
  from NG customers everywhere.
  Alphabetical List of NG Combat Robots
  Beachmaster Amphibious Combat Robot
  Behemoth Explorer
  Behemoth Super-Explorer
  Bigfoot Combat Robot
  Bison Combat Robot
  Blocker Combat Robot
  Bruiser Combat Robot
  Buffalo Combat Robot
  Bulldog Combat Robot
  Grizzly Combat Robot
  Gunbot Combat Robot
  Gunwolf Combat Robot
  Hunter Mobile Gun NG-V7 ‘Original’
  Hunter Mobile Gun NG-V7, Block IV (Upgrade)
  Megabot NG-M57-2N1 (Multibot reboot)
  Mini-Mobile Medical Robot NG-MMB-02 ‘Junior’
  Mobile Medical Robot NG-MMB-01 ‘Big Papa’
  Multibot NG-M56 ‘Original’
  Ogre EXC-17 Explorer & Construction
  Okemos Explorer
  Scorpion Battler EX-V50 Combat & Construction
  Sunfire Combat Robot
  Super Labor Robot NG-V10 ‘Original’
  Super Max NG-8000 Combat Robot
  Thundercaster Combat Robot
  Viking Combat Robot
  Volcano Combat Robot
  (Drones and Cargo Haulers appear in NG-2.)
  All NG Robot Vehicles have
  the following standard features:
  1. Nuclear Power Pack: The nuclear power supply has been 
  standard for generations and has an effectively unlimited fuel ca-
  pacity and power source. Average life: 12-20 years.
  Alternative Fuel Systems for Robots. However, Northern 
  Gun has, in the last year, introduced Solid Oxide Fuel Cell and 
  Electric Battery systems. The value in power supplies other than 
  nuclear is reduced cost in the short-term, with the alternative sys-
  tems reducing the cost of most robots by 6-15 million credits, 
  depending on which alternative is selected. The downside is a 
  finite power supply that needs replacement or recharging much 
  more often.
  Nuclear: 12-20 years average life.
  Solid Oxide Fuel Cell: 4 weeks in robots, heavy and armored 
  vehicles and aircraft; 8 weeks in most man-sized power armor 
  (9 feet/2.7 m and smaller), hovercycles, rocket bikes and light 
  vehicles.
  Electric Battery: 96 hours (4 days) in robots, heavy and ar-
  mored vehicles, and aircraft; 144 hours (6 days) for most man-
  sized power armor, hovercycles, rocket bikes and light vehicles.
  Note: Nuclear is still the default power system, and some of 
  the biggest, heaviest robots like the Behemoth and Grizzly must 
  use nuclear power. The same is true of most ships.
  2. Radar: Simple radar can identify and track up to 48 targets 
  simultaneously at a range of 30 miles (48 km).
  3. Combat Computer: Calculates, stores, and transmits data 
  onto the heads-up display (H.U.D.) of the pilot’s helmet. It is tied 
  to the targeting computer.
  
  101
  4. Targeting Computer: Assists in tracking and identification 
  of enemy targets, 30 mile range (48 km).
  5. Laser Targeting System: Assists in the selection and fo-
  cusing of specific targets and adds a bonus of +1 to strike when 
  using long-range weapons. Does not apply to hand to hand com-
  bat or power armor.
  6. Radio Communication: Wideband directional radio com-
  munication system with an effective range of about 500 miles 
  (800 km).
  7. Built-in Loudspeaker: 80 decibels.
  8. External Audio Pickup: A sound amplification listening 
  system that can pick up a whisper 300 feet (91.4 m) away.
  9. Spotlights: Most robots will have at least one or two spot-
  lights. Typical range is 600 feet (182 m).
  10. Ejector Seat: In case of an emergency, the pilot and crew 
  can be instantly ejected (1,000 feet/305 m) and parachute to safe-
  ty.
  11. Self-Destruct: A last resort measure to prevent one’s ro-
  bot from being captured by the enemy. The explosive damage is 
  fairly self-contained, destroying most of the internal systems with 
  2D6x10 M.D. However, it is very likely, 01-89% chance, that the 
  nuclear power system is spewing forth deadly levels of radiation!
  12. Voice Actuated Locking System: The robot’s access 
  hatch is sealed by an automatic locking system. A six digit spo-
  ken code programmed to a specific voice(s) pattern (six voice 
  memory) is standard operating procedure. A manual key pad is 
  provided in case of system failure/override.
  further attack. If no reinforced pilot compartment is indicated, it 
  means there is none, but this is uncommon among NG, CS, Titan 
  and Triax robot vehicles. Note: Gunners who sit inside turrets or 
  away from the pilot’s cockpit do not have such protection.
  14. Computer controlled life support system.
  15. Internal cooling and heating/temperature control.
  16. Air purification and circulation systems, gas filtration 
  and a humidifier/dehumidifier automatically engages when need-
  ed. Can recirculate breathable air for up to four weeks before get-
  ting too stale to breathe.
  17. Computer controlled, independent oxygen supply and 
  purge system that automatically engages in low oxygen or con-
  taminated air environments. Twelve hour oxygen supply.
  18. Insulated, high temperature resistant shielding for up 
  to 400 degrees centigrade (752 F). Normal fires do no damage. 
  Nuclear, plasma, and magic fires do full damage.
  19. Radiation shielded.
  20. Polarized and light sensitive/adjusting tinted windows 
  and viewports.
  Alternative Fuel Systems
  Solid Oxide Fuel Cells
  One problem with many of Northern Gun’s most sophisticated 
  creations is the high-cost of their power systems. Nuclear power 
  cores are difficult to manufacture under any circumstances and 
  add significantly to the base price of already expensive vehicles, 
  robots, power armor systems and aircraft. For years, an alterna-
  tive has been sought.
  Sophisticated electric batteries are an option, but they require 
  access to reliable power generation to recharge. For military 
  units in the field and especially mercenaries and independents, 
  this can often be a problem. (Vehicles with nuclear power plants 
  can be rigged to do the job, but the charging process takes 1D4+1 
  hours, limits the vehicle doing the charging to only 10% of its 
  normal speed and renders it totally unable to fire energy weap-
  ons.) Even the best batteries produced by Northern Gun can only 
  offer roughly 100 hours of service life and are only fit for cer-
  tain vehicles and light armor. This may not be a problem for city 
  guards and local militia units, but for high-value customers like 
  mercenaries and state armies, something superior is necessary.
  Luckily, a solution was found amongst the pre-Rifts techno-
  logical remains that Northern Gun is both literally and metaphori-
  cally built upon. Certain pieces of mining equipment and civilian 
  vehicles left behind from the Golden Age were powered not by 
  nuclear cores, but by sophisticated Solid Oxide fuel cells. This 
  technology is a remnant, a holdover from the end of the age of 
  fossil fuels, and had much appeal to the Research & Development 
  branch of NG.
  The fuel cells are relatively cheap and very versatile, and can 
  be manufactured using almost any fossil fuel, ranging from diesel 
  to gasoline to natural gas, coal gas and even alcohol. Unlike con-
  ventional gasoline and diesel engines, Golden Age Solid Oxide 
  cells have the capability to power even energy hogs like combat 
  robots and high-speed hovercraft. They provide enough energy to 
  utilize a vehicle or robot’s built-in energy weapons without wor-
  rying about draining the battery. For the last few years, Northern 
  Gun has been extensively marketing ‘Solid OX’ as a cheaper al-
  13. Reinforced Environmental Pilot Compartment: Seat-
  ing in a pilot compartment can vary widely from robot to robot, 
  and typically ranges from just the pilot, to the cockpit for the core 
  crew (usually 2-4 people). It is reinforced to protect the people 
  inside from injury when the robot’s main body M.D.C. is reduced 
  to zero or below. It is airtight, pressurized and suitable for use in 
  all hostile environments, including underwater (maximum depth 
  is 800 feet/244 m unless stated otherwise) and even in outer 
  space. Note: A reinforced pilot compartment means that even 
  when the main body of the robot vehicle is reduced to zero or 
  below, the inner pilot compartment inside the robot is protected. 
  Systems are dead and the compartment is revealed and vulnerable 
  to subsequent attacks (so get out!), but the pilot (and crew?) are 
  safe for the moment. This compartment is where the pilot, and of-
  ten core crew members (copilot, communications officer) sit and 
  operate the robot. It is only when the main M.D.C. is gone that 
  the reinforced pilot compartment is revealed and vulnerable to 
  
  102
  ternative to nuclear power systems and making Solid Oxide fuel 
  cells available wherever NG products are carried.
  Solid Oxide cells are quite simple to use. Insert a fresh fuel 
  cell into the vehicle, armor or robot’s cell port, twist the handle to 
  activate, and you’re done! The cell will provide robots and large 
  vehicles with energy for approximately four weeks (28 days) be-
  fore running out, or roughly eight weeks (56 days) for power ar-
  mor, hovercycles and light vehicles, after which it will need to be 
  returned to an official Northern Gun outlet to be recharged and 
  rebuilt. NG buys back used but undamaged fuel cells for 15% of 
  their list price, a nice incentive for customers to return their cells 
  which also saves Northern Gun when it comes to overall manu-
  facturing costs (and is good for the environment).
  Solid Oxide fuel cells come in two types, Standard and Heavy-
  Duty. Standard fuel cells are for hovercycles, personal vehicles, 
  light power armor and devices like jet packs. Heavy-Duty fuel 
  cells are for tanks, combat robots, power armor with heavy en-
  ergy weapons and large vehicles and aircraft.
  Standard Solid Oxide Fuel Cell – For Power Armor
  Weight: 42 lbs (19 kg).
  Duration: 1,400 hours (approximately eight weeks of constant 
  use).
  Protective Casing: 15 M.D.C.
  Cost: 40,000 credits.
  Heavy-Duty Solid Oxide Fuel Cell – For Robots
  Weight: 221 lbs (99.5 kg).
  Duration: 700 hours (approximately four weeks of constant use).
  Protective Casing: 30 M.D.C.
  Cost: 120,000 credits.
  The Dangers and Limitations of Solid Oxide Fuel Cells. 
  The first thing anyone who handles Solid Oxide fuel cells real-
  izes is that they run hot. The average temperature of a Solid OX 
  cell in use is 1,000 degrees C (1,832 F)! The cells tend to stay 
  hot for a long time after being powered down as well, so work-
  ing with them requires special heavy equipment, welder’s gloves, 
  masks and sometimes even heat suits. Touching an exposed hot 
  fuel cell will inflict 1D4 M.D. to Mega-Damage creatures and 
  2D4x10 S.D.C. to human beings. For humans, these are third-
  degree burns and will result in permanent scarring.
  Solid Oxide fuel cells are also less bountiful in their reserves 
  of power than the nuclear cores that many customers are accus-
  tomed to. Using a Solid OX powered vehicle or robot to charge 
  another vehicle’s batteries will drain 50% of its energy life. Ar-
  mor, robots and military vehicles that have replaced non-energy 
  ballistic weapons like rail guns and missile launchers with energy 
  weapons or added extra energy weapons will also put a strain on 
  the system, cutting the fuel cell’s life span by 25%.
  In addition to their functional limitations, Solid Oxide fuel 
  cells are also extremely volatile and will react explosively if their 
  outer casing is ruptured. Reduce the M.D.C. of a fuel cell to 5 
  M.D.C. or less and there is a 50% chance of it exploding ev-
  ery minute (4 melee rounds). Reduce it to zero and it explodes 
  immediately. A Standard Solid OX fuel cell does 4D6 M.D. to 
  everything in a 6 foot (1.8 m) radius. The Heavy-Duty Solid OX 
  cell does 1D6x10 M.D. to a 10 foot (3 m) radius. If a fuel cell 
  is exposed and it is detonated while still inside the vehicle, all 
  damage is done directly to the main body and utterly destroys 
  the power system, requiring complete replacement and extensive 
  repairs (1D4 million credits and days for repairs).
  Converting Vehicles to
  Use Solid Oxide Fuel Cells
  In addition to selling the fuel cells and offering fuel cell sys-
  tems as an option on new products, Northern Gun also offers con-
  version packages for older NG equipment and even competitors’ 
  models. They are more than happy to convert the vehicles of rival 
  companies to use their Solid Oxide systems, for which they are 
  the only provider of fuel cells. They even offer free installation 
  at most official NG stores. Northern Gun envisions a day when 
  Solid OX has replaced nuclear power packs as the most common 
  and affordable vehicle fuel system in North America.
  The conversion kits that they produce have been appearing at 
  third party arms merchants and in the hands of the Black Mar-
  ket, just as Northern Gun intends. They are relatively simple to 
  install, pre-designed to be partially modular and to fit right into 
  the cavity left behind when a standard nuclear core is extracted. 
  The job can be handled by any skilled Operator (01-94% chance 
  of success) with access to heavy machinery or an assistant with 
  Robotic or Supernatural P.S. to do the heavy lifting. Removing 
  the old nuclear power pack safely is always the hardest part of 
  the job.
  Solid Oxide Conversion Kits
  Jetpack or Small Power Unit: 25,000 credits.
  Motorcycle or Hovercycle: 30,000 credits.
  Personal Vehicle, Hovercar or ATV: 45,000 credits.
  Power Armor: 75,000 credits. Includes built-in storage for one 
  spare, Standard Solid OX fuel cell.
  Combat Robots & Patrol Boats: 125,000 credits. Includes built-in 
  storage for one spare, Heavy-Duty Solid OX fuel cell.
  Aircraft, Military, Large Construction Vehicles & Large Boats, 
  Barges and Small Ships: 200,000 credits.
  NG’s Electric Batteries
  Northern Gun has always offered certain hovercycles and 
  small vehicles with rechargeable electric batteries as a power 
  source, but since the premiere of the Gladius exoskeleton sev-
  eral years ago, Northern Gun’s engineers have become proficient 
  with designing large batteries and charging systems. Most North-
  ern Gun vehicle and robot designs now offer electric batteries as a 
  power option with a standard 96 hour field life, good for roughly 
  4-12 days of use in the field depending on the level of exertion. 
  This lifespan doubles to 144 hours for light units like most man-
  sized power armor, light robot drones, exoskeletons and hover-
  cycles. These smaller units require a single battery, power armor 
  and medium-sized vehicles need two batteries, and combat robots 
  and larger vehicles require four batteries connected in series. NG 
  offers recharging services for a pittance (takes three hours us-
  ing specially designed NG recharging stations, 5 hours via other 
  means, to fully charge a system’s batteries, no matter how many 
  batteries the system uses), and often recharging is thrown in free 
  for customers purchasing other products.
  Electric batteries are very versatile and can be recharged from 
  almost any medium to heavy generator, power grid or vehicle/
  
  103
  robot/power armor with a nuclear power supply. Batteries can 
  also be used as portable power generators while their charge lasts, 
  capable of running a building’s lights or powering up a few lim-
  ited mechanical systems. Connecting a battery to a power grid or 
  trying to use it as a replacement for a real generator requires an 
  Operator or someone with the Electrical Engineer or Electric-
  ity Generation skill, otherwise it will quickly cause an overload 
  and render the battery useless, totally dead and unable to be re-
  charged.
  NG Electric Battery Power System
  Weight: Each battery weighs roughly 31 lbs (14 kg).
  Duration: 96 hours or 4 days of continuous use in robots and 
  heavy vehicles. 144 hours or 6 days of continuous use in most 
  man-sized power armor (9 feet/2.7 m and smaller), hovercycles, 
  rocket bikes and light vehicles.
  Protective Casing: 10 M.D.C.
  Recharge Cost: 200 credits per battery at most NG stores and 
  other weapon dealers and stores. However, a friend or good Sa-
  maritan may recharge a battery at no charge whatsoever. Takes 5 
  hours to charge a battery to full power (3 hours at an NG outlet).
  Cost: 90,000 to install the electric battery system and 25,000 
  credits per each NG electric battery used, and for replacement 
  batteries. Otherwise, the life of an electric battery under normal 
  use is five years; 1D4 years under combat conditions.
  Beachmaster
  Amphibious Assault Robot
  The intimidating metal monster that is the Northern Gun 
  Beachmaster is the creation of the design team of Derrick Land-
  wehr, Robert Steiner, Trevor Fitch and Matthew Clements. 
  It is the larger, combat robot counterpart to the Beach-Stormer 
  power armor. It has reliable underwater propulsion and naviga-
  tion systems, and is made to rise up out of the sea during am-
  phibious assaults and storm enemy coastal positions as well as to 
  attack ships in deep water.
  In the dark depths of the Great Lakes or the open ocean, the 
  Beachmaster is an ambush predator. When a suspected enemy 
  vessel is indicated approaching on sonar, a unique ballast sys-
  tem enables the Beachmaster to slowly rise from the lake floor or 
  ocean depths as well as at harbors and docks. A favorite tactic is 
  for the Beachmaster to climb up onto a ship, or hang from the side 
  of one ship while blasting away at another. The Beachmaster is 
  not terribly fast compared to certain submarines or aquatic magic 
  vehicles, but is big and tough enough that it can usually take on 
  anything that it can catch up to. Its undersea weapons are mainly 
  short-range, and feature many dual-capability designs.
  Once on land, the Beachmaster lives up to its name, providing 
  a pivotal armored fist for amphibious infantry to rally behind and 
  follow into battle. With its heavy weapons, it can neutralize pa-
  trol boats, towers, rail gun nests, and bunkers, as well as infantry 
  troops. Its flamethrower, in fact, is one of the weapons used for 
  flushing out bunkers and scattering troops. The Beachmaster’s 
  hands, large and powerful for close combat purposes, are also 
  designed to be effective in climbing and engineering operations. 
  The robot can dig up enemy positions or scoop sand and soil into 
  makeshift ramps to assist tracked or wheeled vehicles in com-
  ing ashore during amphibious landings. To lead the charge, the 
  Beachmaster tears up whole lines of barbed wire defenses, plows 
  through tide-walls and earthworks and can engage monsters and 
  other robots in hand to hand combat. To assist in such operations, 
  the Beachmaster has a chainsaw on its left forearm and an array 
  of weapon systems.
  Initial sales of Beachmaster units to privateer groups, coast 
  guards and even suspected pirates are all looking very promising.
  Model Type: NG-V36
  Class: Amphibious Assault Robot.
  Crew: 2; one pilot and one copilot/gunner. The robot is designed 
  so that a single pilot can operate it if necessary.
  M.D.C. by Location:
  Legs (2) – 280 each
  Arms (2) – 160 each
  * Hands (2) – 80 each
  * Blue-Green Chest Lasers (2) – 40 each
  * Heavy Flamethrower (1, right forearm) – 80
  * Chainsaw (1, left forearm) – 50
  * Mini-Torpedo Launcher – 80
  * Shoulder Mini-Missile Launchers (2; one in each) – 25 each
  Head/Driver’s Compartment (exterior) – 150
  * Reinforced Pilot Compartment – 100
  ** Main Body – 540
  * A single asterisk indicates a small and/or difficult target 
  to strike, requiring the attacker to make a “Called Shot,” but 
  even then the attacker is -4 to strike.
  ** Depleting the M.D.C. of the main body shuts the vehicle 
  down completely, making it useless.
  Speed:
  Running: 60 mph (96 km) maximum.
  Leaping: 10 feet (3 m) high or across, increase 50% with a run-
  ning start.
  Water: Up to 30 mph (48 km) on the surface via propulsion sys-
  tem, limited to about 20 mph (32 km) submerged and 20 mph (32 
  km) walking along the lake floor. Maximum depth is 4,000 feet 
  (1,219 m).
  Flying: Not applicable.
  Statistical Data:
  Height: 26 feet (8 m).
  Width: 16 feet (4.8 m), from shoulder to shoulder.
  Length: 15 feet (4.6 m).
  Weight: 25 tons.
  Robot Strength: P.S. 40.
  Cargo: The Beachmaster has a small locker next to the pilot’s 
  seat that holds survival equipment and personal weapons, large 
  enough for a rifle and survival kit and not much more. In addition, 
  there is a cargo pod on the robot’s back that holds an inflatable 
  life raft and can accommodate up to 150 lbs (68 kg) of additional 
  items.
  Power System: Nuclear; average energy life is 20 years. Solid 
  Oxide Fuel Cell and electric battery versions are also available.
  Cost: 28 million credits nuclear, 23 million Solid Oxide, 20 mil-
  lion electric battery.
  Weapon Systems:
  1. Blue-Green Chest Lasers (2): A pair of chest-mounted blue-
  green lasers are the Beachmaster’s only energy weapons. 
  
  104
  
  105
  They have respectable range underwater and are even more 
  effective on land.
  Primary Purpose: Anti-Personnel.
  Secondary Purpose: Defense.
  Range: Underwater: 1,200 feet (366). On land: 2,000 feet (610 
  m).
  Mega-Damage: 4D6 M.D. per blast, 1D4x10+4 per simultaneous 
  dual blast at the same target.
  Rate of Fire: Each single or dual blast counts as one melee attack.
  Payload: Effectively unlimited.
  2. Shoulder Mounted Mini-Torpedo Launcher (1): Mounted 
  over the right shoulder is a mini-torpedo launcher on a turret 
  that can turn 360 degrees and has a 90 degree up and down 
  arc of fire. It can launch torpedoes when submerged, moving 
  along the surface of the water or standing adjacent or above 
  the water’s surface (torpedoes drop into the water and speed 
  toward the target.
  Primary Purpose: Anti-Armor.
  Secondary Purpose: Anti-Ship.
  Range: About one mile (1.6 km).
  Mega-Damage: Varies by missile/torpedo type, but usually ar-
  mor piercing (1D4x10 M.D.) or plasma (1D6x10 M.D.), or a 
  combination of the two.
  Rate of Fire: One at a time or in volleys of two, four or eight.
  Payload: 16 mini-torpedoes.
  3. Shoulder Mounted Mini-Missile Launchers (2): Built into 
  each shoulder is a small mini-missile launcher with three mis-
  siles each.
  Primary Purpose: Anti-Armor.
  Secondary Purpose: Anti-Ship.
  Range: One mile (1.6 km), one third that distance when fired un-
  derwater and -3 to strike targets underwater or on the surface of 
  water when fired from a submerged position under the waves.
  Mega-Damage: Varies by missile/torpedo type. Plasma (1D6x10 
  M.D.) is standard.
  Rate of Fire: One at a time or in volleys of two, four or six.
  Payload: Six total, three mini-missiles in each shoulder.
  4. Heavy Flamethrower: The robot’s right arm mounts a heavy 
  flamethrower that is normally used to flush out bunkers and en-
  emy positions, but is also very effective against sea monsters 
  and most animals afraid of fire. The flamethrower is designed 
  to be waterproof and is usable on the surface of the water, but 
  comes with valves that automatically seal it off underwater, 
  deactivating it and preventing water from contaminating the 
  napalm reserve.
  Primary Purpose: Anti-Structure.
  Secondary Purpose: Anti-Personnel.
  Range: 400 feet (122 m).
  Mega-Damage: 1D4x10 M.D. to the target and anyone within 
  10 feet (3 m). Those caught within reach of the flamethrower’s 
  attack inside small, enclosed areas like bunkers, caves or non-
  sealed vehicles and without environmental gear or oxygen, must 
  roll to save vs poison (smoke inhalation and lack of air) or be 
  rendered unconscious for 1D4 melee rounds.
  Rate of Fire: Each burst counts as one melee action/attack.
  Payload: Approximately 48 bursts. The flamethrower can be refu-
  eled with military-grade napalm or use normal diesel or gasoline 
  (reduces damage to 5D6 M.D.). 80 gallon (302 liter) fuel reserve.
  5. M.D. Chainsaw (1, left forearm): The chainsaw can be 
  locked in position on the forearm in its stowed position (as de-
  picted) to slice opponents or to cut through ship hulls, netting, 
  barbed wire, etc., via the side of the arm (great for backhand 
  strikes, too). Or the chainsaw can be slid forward to extend 
  above and beyond the hand and used like a short sword to slice 
  through obstacles and opponents alike. The blades are capable 
  of cutting through Mega-Damage armor and inflicting griev-
  ous wounds to many monstrous opponents.
  Primary Purpose: Boarding Ships, Anti-Fortification and Sabo-
  tage.
  Secondary Purpose: Melee Combat and Anti-Personnel.
  Range: Melee combat.
  Mega-Damage: The chainsaw does 5D6 M.D. per attack, and 
  even when turned off, it does 1D4 M.D. plus robot P.S. punch 
  damage for slashing attacks. Note: The chainsaw is a modular 
  unit that can be easily replaced with a chainsaw that has silver 
  saw-teeth to battle supernatural beings vulnerable to silver. The 
  problem is that the silver plating is destroyed after 2D4 uses 
  against M.D.C. armor, so it is best to swap out the chainsaw unit 
  on an as needed basis depending on the anticipated opposition.
  Payload: Effectively unlimited.
  6. Electric Field Antenna: The final trick up the Beachmaster’s 
  sleeve is a long, thin antenna mounted along the robot’s back. 
  When activated, the antenna produces a strong electric field 
  in the water around the robot, repelling sharks and other sea 
  creatures and dissuading sea monsters from attacking. The 
  field does no real damage, but has a stunning effect which pre-
  vents sensitive creatures from closing in on the robot and will 
  drive less determined attackers away. The field has no effect 
  on torpedoes, ships, submarines or other watercraft. Roll on 
  the following table for each activation of the antenna (counts 
  as one melee action/attack). Note: +10% for normal sharks, 
  fish and sea creatures. -10% for dolphins, whales, large sea 
  monsters and Mega-Damage animals. -25% for really massive 
  sea monsters. Only works in water.
  01-20% No Effect: The creature is either immune to the 
  electric charge or the field has been dissipated or weakened by 
  sudden temperature or salinity changes in the water.
  21-40% Mild Effects: The field reduces the target’s at-
  tacks by 1 for this melee round and causes it to lose initiative.
  41-60% Surprised: The target loses 2 attacks this melee 
  round and loses initiative.
  61-80% Stunned: The target loses all attacks this melee 
  round and is -6 on initiative for the next melee round.
  81-00% Temporary Paralysis: The target is unable to at-
  tack or even move for 1D4 melee rounds.
  7. NG-505 Heavy Rail Cannon (Optional): The Beachmaster 
  “Ship Hunter” variant has a Heavy Rail Cannon mounted in 
  place of the mini-torpedo launcher. The rail cannon cannot be 
  used underwater, however, leaving the Beachmaster with only 
  its blue-green lasers to defend it while submerged.
  Primary Purpose: Anti-Ship/Anti-Sea Monster.
  Secondary Purpose: Anti-Armor.
  Range: 4,000 feet (1,220 m).
  Mega-Damage: 2D4x10 M.D.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: 90 round drum.
  8. Hand to Hand Combat: Rather than use a weapon the pi-
  lot can engage in Mega-Damage hand to hand combat as per 
  Robot P.S. 40. See Heavy Ground Robot Training on page 
  
  106
  352 of Rifts® Ultimate Edition for the number of attacks and 
  bonuses.
  9. Sensor System Note: Sonar as well as radar, and telescopic, 
  passive nightvision and polarizing lens in addition to all other 
  features common to NG robots.
  EX-5 Behemoth Explorer
  The massive Behemoth Explorer is one of Northern Gun’s 
  oldest and most famous designs. Only the Hunter Mobile Gun 
  and Samson power armor are more iconic. It is an unusual robot 
  vehicle in that it is a science laboratory and house trailer on legs. 
  Typically, the Behemoth Explorer will have its quarters divided 
  into four separate sections:
  1. Ten separate living quarters. Each room can accommo-
  date 2-4 people sleeping in bunk-bed style cots that fold down 
  from the wall. That’s 20-40 people comfortably, 50-60 cramped 
  with people sleeping on the floor or in other rooms. The are also 
  two small lavatories and the entire robot can be heated and air-
  conditioned.
  2. A communal dining area and observation deck; the glass 
  enclosure on top of the main body. The Mega-Damage plexiglass 
  has 20 M.D.C. per 12 foot (3.6) diameter.
  3. A storage bay that can hold four small vehicles like hover-
  cycles and a half dozen suits of power armor with room to spare. 
  The pilot and crew compartment is located in the center protru-
  sion on the nose of the robot, between the two huge searchlights. 
  Four smaller spotlight turrets are located on the side of the robot 
  in the front and toward the rear. Two small spotlights are also 
  located on either side of the arms.
  4. A small med-laboratory with basic equipment and tools 
  such as computers, microscopes, spectrometer, x-ray machine, 
  EKG, EEG, gear for chemical analysis, containers for storing 
  specimens, an examination table, a couple of lab tables, drawers, 
  shelves, an isolation chamber, a small room with two beds that 
  fold down from the wall, etc. The end result is a decent med-lab 
  that functions as a sick bay and laboratory.
  The robot arms are designed for wilderness exploration and 
  investigation, and well suited for grasping. A pair of smaller re-
  tractable arms and mechanical hands are also housed in the big 
  forearms. The robot was originally designed for expeditions 
  sponsored by wealthy kingdoms and city states, but it has also 
  been adopted by independent teams of adventurers and explorers, 
  especially those going on long expeditions to explore the wilder-
  ness. To NG’s surprise, the Behemoth Explorer has also become 
  popular among mercenary companies, who can use the giant ro-
  bot as a mobile barracks or base of operations, as well as mer-
  chants, rebels, bandits and refugees. Ultimately, the Behemoth is 
  ideal for anyone who can afford it and who plans to be out in the 
  wilderness or embarking on a long trip through the wilderness. 
  Northern Gun, MercTown and a few other places have even start-
  ed to rent the use of the Behemoth Explorer. Renting the robot 
  requires a 5-10 million dollar security deposit and a fully planned 
  itinerery. Failure to return it puts the LPO (Loss Prevention Of-
  fice) on the case.
  Weapon systems are minimal. The Behemoth has only a 
  concealed mini-missile launcher on the side of each arm as a 
  means of protection. Sometimes, 2-6 rail guns or other weapon 
  turrets are added by energetic organizations, but too many weap-
  ons are a waste of time and resources as the Behemoth Explorer is 
  not suited for combat at all! Besides, over the years, this big robot 
  has become recognized by most as non-hostile and housing non-
  combatants such as explorers, scientists, medical teams, scholars 
  and refugees, and as such, most mercenaries and even bandits 
  and raiders leave them alone. Even Simvan Monster Riders and 
  Xiticix usually let the Behemoth Explorers travel through their 
  lands without incident. However, if weapon systems are mounted 
  on the exterior, the Behemoth Explorer becomes a potential dan-
  gerous invader to be eradicated. Not a good thing.
  The lead designers, Jeff Farrar, James Dombrowski and 
  Sam Beedah, believed the Behemoth filled an important niche, 
  but never expected the robot to be a big seller. And in a way, it 
  is not a huge seller, but there has always been enough demand 
  (much more than anticipated) to keep making the old favorite 
  every year for the past 22 years. Moreover, its popularity has in-
  spired a new generation of “exploration robots,” including the 
  Bulldog, Okemos and Behemoth Super-Explorer.
  Model Type: EX-5 Explorer.
  Class: Behemoth Class Mobile Medical and Research Robot Ve-
  hicle.
  Crew: Three; one pilot, one copilot, one communications officer.
  Passengers: 20 to 40 passengers.
  M.D.C. by Location:
  Upper Arms/Shoulders (2) – 120 each
  Forearms (2) – 200 each
  Hands (2 large) – 60 each
  * Hands (2 small, retractable) – 30 each
  Legs (2) – 250 each
  * Main Searchlight (1, lower front, large) – 15
  * Side & Arm Searchlights (6) – 5 each
  Top-Mounted Searchlights (2, front) – 10 each
  Pilot Compartment – 200
  Observation Deck (top) – 300
  ** Sensor Arrays (2, rear) – 30 each
  *** Main Body – 500
  * A single asterisk indicates a small and/or difficult target 
  to strike, requiring the attacker to make a “Called Shot,” but 
  even then the attacker is -3 to strike.
  ** Destroying one sensor housing has no significant impact 
  on sensor readings. Knock them both out and radar and sensor 
  systems are gone. The pilot and crew must now rely on their 
  own human vision and any portable optics or sensor systems 
  they might have on board. The sensor turrets are small and 
  difficult targets to strike and can only be hit when a character 
  
  107
  makes a “Called Shot,” and even then the attacker is -3 to 
  strike and needs to be in just the right position.
  *** Depleting the M.D.C. of the main body shuts the robot 
  down completely, rendering it useless.
  Speed:
  Running: 40 mph (64 km) maximum. Leaping is not possible.
  Leaping: 10 feet (3 m) high and lengthwise, but counts as two 
  melee actions and makes a profound thump or crashing sound.
  Water: Cannot swim, but can walk along the lake floor at 12 mph 
  (19.2 km). Maximum depth is 1,100 feet (335 m).
  Flying: Not possible.
  Statistical Data:
  Height: 60 feet (18.2 m).
  Width: 20 feet (6.1 m).
  Length: 82 feet (25 m).
  Weight: 25 tons fully loaded, but with empty cargo bay.
  Physical Strength: Robotic P.S. of 40.
  Cargo: 15x40x12 foot (4.6 x 12.2 x 3.6 m) storage area. 200 ton 
  limit.
  Power System: Nuclear; average energy life is 12 years.
  Cost: Originally sold for 100 million credits new, but the price 
  has dropped to 85 million in recent years. 40-60 million for a 
  used, rebuilt robot with its full sensors and features and missing 
  only 3D6% of its original M.D.C. A used and battered vehicle 
  with half the normal M.D.C. and sensory systems costs 20-30 
  million. Fair availability for all. Not available with electric bat-
  teries.
  Weapon Systems:
  1. Mini-Missile Forearm Launchers (2): Mounted on the side 
  of each arm is a missile launcher.
  Primary Purpose: Defense.
  Secondary Purpose: Anti-Monster and Anti-Missile.
  Range: One mile (1.6 km).
  Mega-Damage: Any type of mini-missile can be used, but stan-
  dard issue is fragmentation (5D6 M.D.) and plasma (1D6x10 
  M.D.).
  Rate of Fire: One at a time or in volleys of 2, 3 or 4. Firing a 
  single mini-missile or a volley of 2-4 counts as one melee attack.
  Payload: 48 total, 24 in each arm. Hundreds can be stored inside 
  the robot.
  2. Hand to Hand Combat: Rather than use a weapon, the pilot 
  can engage in Mega-Damage hand to hand combat. However, 
  the Behemoth Explorer is not designed for combat, so it gets 
  half the number of attacks and reduce the bonuses described 
  for Heavy Ground Robot Training, on page 352 of Rifts® Ul-
  timate Edition, also by half. Robot P.S. 38 for the large arms 
  and hands, P.S. 21 for the small ones.
  Large Arms – 3D6 M.D. for a full strength punch and tear or 
  pry. 2D6 M.D. crush. Power Punch does 5D6+3 M.D.
  Retractable Arms – 1D4 M.D. punch and tear. Power Punch 
  not possible.
  Stomp or Trample – 2D6 M.D.
  Stomp – 2D6 M.D.
  Body Block – 2D6 M.D. with a 01-70% chance of knock-
  ing down opponents of equal size or smaller. Victims of 
  knockdown lose initiative and one melee attack.
  3. Sensor System Note: The Behemoth has some of the best sen-
  sory equipment available in a robot vehicle. All standard robot 
  features plus the following:
  A. Thermal-Imager: A special optical heat sensor that al-
  lows the infrared radiation of warm objects to be converted 
  into a visible image. Enables the pilot to see in the dark, in 
  shadows, and through smoke. Range: 2,000 feet (610 m).
  B. Infrared and Ultraviolet Optics: This optical system 
  projects a beam of infrared light that is invisible to the normal 
  eye. The infrared beam enables the pilot to see in the dark and 
  to see other infrared beams. The ultraviolet system enables the 
  pilot to see into the ultraviolet spectrum of light and is mostly 
  used to detect the light beams of ultraviolet detection systems. 
  Note: The infrared light beam can be seen by anybody who 
  also has infrared optics, and the beam can be traced back to 
  its source. Smoke impairs the infrared beam, making it impos-
  sible to see.
  C. Infrared Searchlights: The two front headlights can also 
  serve as infrared searchlights. The lights can be used to scan 
  an area at night using the invisible light to avoid detection. 
  Only somebody who can also see infrared light will see the 
  beam. Range: 500 feet (152 m).
  D. Enhanced Radar: Can identify and simultaneously track 
  up to 96 different targets. Range: 100 miles (160 km).
  E. Multi-Camera System (4): The cameras have telescopic 
  lenses as well as macro-lenses for close work. Range: 4,000 
  feet (1,219 m).
  EX-9 Behemoth
  Super-Explorer
  If you didn’t think anything could get bigger than the Behe-
  moth Explorer, guess again. The Behemoth Super-Explorer, the 
  brainchild of NG design wizards Dennis Kelley, Cory Sommer 
  and Ryan Thomsen, has just been made available by NG on the 
  open market. It is a modernized, larger version of the Behemoth 
  Explorer, and people are going wild over it.
  The Super Explorer is very much a well thought out improve-
  ment on the Behemoth. Also known as the “Super-X” – the Behe-
  moth Super-Explorer, though bigger, improved and more heav-
  ily armed – is very much intended to be an exploration vehicle, 
  not a war machine. With so many people being displaced by war 
  and disasters, the Super-X was made to have a larger and better 
  equipped medical bay, more than one laboratory, and increased 
  housing for more people. It also has many other unique features 
  to make travel and exploration in the wild safer, more comfort-
  able, and some would say, downright homey.
  Like its predecessor, the massive robot vehicle is intended for 
  wilderness travel and exploration. The four legs, instead of two, 
  provide superior stability, but the robot can limp along on two 
  legs (at one third its normal speed) if necessary. It also has more 
  sensors and medical and laboratory space, and additional defen-
  sive weapons. There was some concern about giving the Super-
  X more weapons, but it was deemed wise for travel in hostile 
  wilderness. The EX-9 Behemoth Super-Explorer remains recog-
  nized as a non-combat exploration vehicle, and should still enjoy 
  the rights of passage the older EX-5 Behemoth Explorer has been 
  given. This is helped by the preservation of many familiar EX-5 
  characteristics, making it immediately recognized as a scientific 
  or civilian transport, not a combat robot.
  
  108
  While mercenaries and hostile forces could tear out the labo-
  ratories and add weapons to turn the Super-X into an armored 
  personnel carrier and weapon platform, it really lacks the armor, 
  speed and combat capabilities to be effective in combat. It is so 
  big and slow that it makes an easy target to blast to smithereens, 
  and its arms are not designed for fighting.
  Super-X Features of Note
  Rooftop Level
  1. Sensors. Starting at the top, there are two redundant sen-
  sor arrays with radar and sonar capabilities as well as a battery 
  of other sensors and long-range, wideband, directional commu-
  nications. Both arrays are identical and located outside the en-
  closed Observation Deck in the back of the vehicle. Each has 100 
  M.D.C.
  2. Observation Deck. The top level is the Observation Deck 
  and community area. It is enclosed by Mega-Damage plexiglass 
  eight inches thick (20.3 cm), but also has sliding, exterior M.D.C. 
  metal shutters to close off the windows should the Super-Explor-
  er fall under attack (30 M.D.C. per 12 foot/3.6 m section). On the 
  inside there are stairs that lead to catwalks to look out the win-
  dow, though the view is a bit opaque due to the thickness of the 
  glass. Still, sunlight fills the deck, which makes doing anything in 
  this part of the Super-X feel very unlike being inside a robot. For 
  one thing, you can have live plants growing inside the vehicle.
  This cavernous space is divided into the following sections:
  ! Kitchen – can cook enough food to feed as many as 120.
  ! Cafeteria-style dining area that can seat 60 at a time.
  ! Lounge area.
  ! Small meeting room.
  ! A library/computer room.
  ! Small laboratory.
  ! Small greenhouse for botanical specimens and studies.
  ! Storage room about the size of a bedroom.
  3. Forward Observation Deck. Located above and behind 
  the “head” of the robot is the forward observation deck. It is an 
  M.D.C. enclosed chamber with four inch (10 cm) plexiglass and 
  seating for six; standing room for 12-16. This chamber is sepa-
  rate from the rest of the Observation Deck, and it can be sealed 
  off, airtight, with a locking environmental hatch (120 M.D.C.), 
  should the deck become compromised. The deck has 130 M.D.C.
  4. Rooftop Hangar Bays One and Two. On both sides of 
  the Forward Observation Deck are airlock-style hatches large 
  enough to hold a half dozen people clad in power armor suits or 
  six rocket bikes or hovercycles for quick exit (or reentry) from 
  the top deck. This may also used for medivacing injured people 
  to the laboratory or sick bay. Each has 200 M.D.C.
  Second Level of the Super-Explorer
  The second level inside the robot is divided into the following 
  sections: Note that except for the storage bay, the robot can be 
  heated and air-conditioned throughout.
  ! Main Laboratory with basic equipment and tools such as 
  computers, microscopes, spectrometer for chemical analy-
  sis, containers for storing specimens, an examination/autopsy 
  table, a couple of lab tables, four desks, shelves, an isolation 
  chamber, quarantine room, and other equipment for a lab. The 
  door can be locked, and has 30 M.D.C.
  
  109
  
  110
  ! Medical Bay. One main examination room, two very small 
  examination rooms, one sick room with four beds that fold 
  down from the wall for the seriously ill, and a small doctor’s 
  lab comprise the med-bay. There is medical equipment and 
  capabilities roughly equal to a small clinic, including x-ray 
  machine, EKG, EEG, and so on. Advanced med systems such 
  as a half dozen of each of the following: Bio-Comp Moni-
  tors, Compu-Drug Dispensers, IRMSS (Internal Robot Medi-
  cal Surgeon Systems), IRVT (Internal Robot Visual Tansmit-
  ters), RAU (Robot Antiseptic Units), RMK (Robot Medical 
  Kits), RSU (Sedative Units), Palm Bio-Units, Micro Scales, at 
  least two Portable Bio-Scan and Bio-Labs, one Portable Lab-
  oratory, one Portable Scan Dihilator, two portable language 
  translators, and a pair of Multi-Optics Helmets are all standard 
  equipment that come stocked in the med-lab of the Behemoth 
  Super-Explorer. The door can be locked, and has 30 M.D.C.
  ! Two Barracks-Style, Living Quarters. Three level bunks are 
  built into the floors, each with is own private locker, plus com-
  munal lavatory and shower. Sleeping berths and lockers for 30 
  people per barracks. The door and a 12 foot (3.6 m) diameter 
  of wall has 20 M.D.C.; this is true of most interior walls and 
  doors unless stated otherwise.
  ! Two Crew Quarters. Two rooms with two beds and modest 
  living area (two desks, two small closets and dressers, and a 
  sofa) and private bathroom. The door and a 12 foot (3.6 m) 
  diameter of wall has 20 M.D.C.
  ! Pilot’s Quarters. A small room much like the crew’s quarters 
  with a private bathroom. The door and a 12 foot (3.6 m) diam-
  eter of wall has 20 M.D.C.
  ! Auxiliary Bridge Control. A secured room. The airtight hatch 
  has 120 M.D.C. and a 12 foot (3.6 m) diameter of wall has 100 
  M.D.C.
  ! Storage areas. There are two nice-sized storage areas. The 
  door and a 12 foot (3.6 m) diameter of wall has 20 M.D.C.
  Other notable Robot Features
  Belly Cargo Bay. A cargo storage bay in the belly of the Be-
  hemoth Super-Explorer can hold 20 tons of cargo, and 6-8 small 
  vehicles like hovercycles (or one or two medium-sized vehicles) 
  and 12-20 suits of power armor (more depending on how much 
  other cargo there is, and how it is organized). The storage bay can 
  be loaded and accessed by a cargo platform that lowers down like 
  an elevator from the cargo bay. Elevator platform has 75 M.D.C.
  Pilot’s Deck/The Bridge. This is the large, head-like com-
  partment at the front of the Behemoth Super-Explorer. It seats 
  the pilot and has stations for the core crew, but there is seating 
  for an additional eight passengers; standing room for 12-16. It is 
  designed very much like the Forward Observation Deck with four 
  inch (10 cm) M.D.C. plexiglass. It has 300 M.D.C.
  In case of an emergency, the Pilot’s Deck can be shut down, 
  disengaged and the deck sealed off, airtight with a locking envi-
  ronmental hatch (120 M.D.C.). This occurs when the Pilot’s Deck 
  is breached or destroyed. An Auxillary Bridge Control room is 
  located on the second level of the robot, which can be piloted via 
  cameras and sensors. This secured room also controls communica-
  tions, life support, cooling and heating. The airtight hatch has 120 
  M.D.C. and a 12 foot (3.6 m) diameter of wall has 100 M.D.C.
  Exterior Lighting, Headlights and Spotlights. Two light 
  towers are located on the front of the robot, and two, slightly 
  larger light towers are mounted in the rear. All can rotate 360 
  degrees and can tilt up or down 45 degrees. Range is 1,000 feet 
  (305 m). Each has 25 M.D.C.
  Light domes are located on the right and left undercarriage of 
  the Super-Explorer. The two protrusions which could be mistak-
  en for snub-nosed gun barrels are laser distancers that can mea-
  sure the distance of a location, vehicle, fellow traveler or animal 
  up to one mile (1.6 m) away. The laser distancers can rotate 360 
  degrees and have a 30 degree downward arc. A light dome illumi-
  nates a 200 foot (61 m) radius. Each has 5 M.D.C.
  Belly Light & Camera Turret. Located on the underbelly, 
  toward the middle, and right behind the Cargo Bay elevator hatch 
  (which has 100 M.D.C.), is an odd looking turret. The eight pro-
  trusions around it are all spotlights with built-in cameras. Four 
  are incandescent lights and four are infrared. Each can rotate 45 
  degrees to position its light or film; the turret can store up to 5,000 
  hours of digital footage. The turret itself has 100 M.D.C. and can 
  rotate 360 degrees. The optics system is designed to provide a 
  clear view in all directions of what is happening on the ground 
  underneath and around the Behemoth Super-Explorer. The infra-
  red lights and night cameras are for night security and to record 
  the behavior of wildlife. Each member of the core crew gets a 
  live feed from each active camera at his control console at all 
  times, and he can also store and review past footage. Such foot-
  age can also be sent to the lab, the cafeteria, and other locations 
  for display.
  Headlights: A pair of headlights are located on top of the Pi-
  lot’s Deck. The battery of shapes on the side of the robot are also 
  forward-facing lights that can be repositioned and pointed indi-
  vidually up to 30 degrees in any direction.
  Each of the large arms also has a headlight and camera that 
  faces forward the same direction as the arm.
  The nose gun also has a small incandescent and infrared light 
  and gun camera.
  Running lights and other small to tiny lights, reminiscent of 
  aircraft lights, are located around the hatches, arms and legs of 
  the robot.
  Robot utility arms & hands. The hands are more articulated 
  than the old EX-5 Behemoth Explorer, though like it, they are 
  used for rooting through ruins, searching for salvage, grasping 
  and retrieving specimens of flora, examining dead animal car-
  casses, and so on, without ever leaving the robot.
  A pair of smaller retractable arms and mechanical hands are 
  housed in the big forearms, and have a more delicate touch. The 
  hands in the small arms can extend an additional seven feet (2.1 
  m) and contain a light, a camera, a plasma torch and a laser cutter 
  (the latter two both have a maximum range of four feet/1.2 m and 
  damage settings of 5D6 S.D.C., 1D6x10 S.D.C., 1 M.D., 1D4 
  M.D. and 2D4 M.D.; used for repairs, excavation and salvage 
  operations). Both pairs of hands can be used for picking up and 
  moving debris, picking up fallen trees, moving cargo, construc-
  tion work, repairing other robots and vehicles, retrieving salvage, 
  shooing away animals and even pushing away large, hostile crea-
  tures. Robot P.S.: 40 for the large hands, 30 for the small ones.
  Weapon systems are improved. The Behemoth Super-Ex-
  plorer has three obvious weapon turrets: The nose rail gun and a 
  laser turret on each side. These are intended for defense, but make 
  decent assault weapons, too.
  Not so obvious are the concealed missile launchers located in 
  the top section of the front legs. Mini-missiles (and lots of them!) 
  
  111
  are the standard armament, but for an extra half million or one 
  million credits, they can be replaced with short-range (16 per leg) 
  or medium-range missiles (8 per leg).
  There is some concern that these weapon systems may bring 
  more heat on the Behemoth Super-Explorer, but this is a danger-
  ous world with a need for basic protection. Most people still rec-
  ognize the Super-Explorer as a mostly benign vehicle probably 
  housing non-combatants such as explorers, scientists, medical 
  teams, scholars and refugees, and leave it alone. And that is the 
  intention of the designers: To keep it as a non-combat vehicle, 
  but one that has a bit more protection than its smaller, previous 
  version.
  Model Type: Model Type: EX-9 Super-Explorer.
  Class: Behemoth Class Mobile Medical & Research Robot Ve-
  hicle.
  Nickname: Super-X.
  Core Crew: Four; one pilot, one copilot, one communications 
  officer and a dedicated gunner. The Super can be run by the skel-
  eton crew listed above and driven by just one pilot, if necessary.
  Passengers/Research Team: 40 passengers.
  M.D.C. by Location:
  * Headlights & Small Lights (several) – 5 each
  * Dome Lights (2, front) – 10 each
  * Light Towers (4, two front, two back) – 25 each
  * Belly Light Turret (1, underbelly, center) – 35 for the unit; 4 
  M.D.C. per individual light & camera.
  ** Sensor Arrays (2, rear, top) – 100 each
  Observation Deck (1, top) – 300
  Forward Observation Deck (1, front) – 130
  Rooftop Hangar Bays (2, front, top) – 200 each
  Upper Arms, Large (2) – 225
  Forearms, Large (2) – 200 each
  Hands, Large (2) – 120 each
  Arm Housing, Small (2) – 125 each
  Hands, Small (2) – 55 each
  Legs & Feet (4) – 350 each
  Rail Gun Turret (1, nose) – 170
  Laser Turrets (2, one per side) – 150 each
  Concealed Missile Launcher (2, upper leg) – 100 each
  Reinforced Pilot Compartment – None, see Auxiliary Con-
  trols.
  Pilot’s Deck/Bridge (1, front, center) – 300
  *** Main Body – 700
  * A single asterisk indicates a small and/or difficult target 
  to strike, requiring the attacker to make a “Called Shot,” but 
  even then the attacker is -3 to strike.
  ** Destroying one sensor housing has no significant impact 
  on sensor readings. Knock them both out and radar and sensor 
  systems are gone. The pilot and crew must now rely on their 
  own human vision and any portable optics or sensor systems 
  they might have on board. The sensor turrets are small and 
  difficult targets to strike and can only be hit when a character 
  makes a “Called Shot,” and even then the attacker is -3 to 
  strike and needs to be in just the right position.
  *** Depleting the M.D.C. of the main body shuts the robot 
  down completely, rendering it useless.
  Speed:
  Running: 45 mph (72 km) maximum.
  Leaping: Not possible.
  Water: Cannot swim, but can walk along the lake floor at 12 mph 
  (19.2 km). Maximum depth is 1,500 feet (457 m).
  Flying: Not possible.
  Statistical Data:
  Height: 70 feet (21.3 m).
  Width: 40 feet (12.2 m).
  Length: 110 feet (33.5 m).
  Weight: 35 tons fully loaded, but with empty cargo bay.
  Physical Strength: Robotic P.S. of 40.
  Cargo: 30x40x20 foot (9.1 x 12 x 6.1 m) storage area. 250 ton 
  limit.
  Power System: Nuclear; average energy life is 12 years.
  Black Market Cost: 142 million credits new. It’s so new there are 
  no “used” Super-X on the market. Fair availability.
  Weapon Systems:
  1. NG-X009 Rail Gun Turret (1): The main gun for the defense 
  and protection of the Behemoth Super-Explorer is a rail gun 
  turret built into the nose, under the Pilot’s Deck/Bridge. It can 
  rotate 180 degrees to the right and left and has a 45 degree of 
  up and down arc of fire. This weapon can be operated by the 
  pilot or copilot. The rail gun has superior range and fires hard 
  shells that cannot be mitigated by energy-reflecting armor or 
  magic. Moreover, special “monster fighting” ammunition (see 
  the Gunwolf) can be substituted as needed.
  Primary Purpose: Anti-Armor.
  Secondary Purpose: Anti-Aircraft/Flyers.
  Range: 4,000 feet (1,219 m).
  Mega-Damage: A burst is 40 rounds and inflicts 1D4x10 M.D.
  Rate of Fire: Each burst counts as one melee attack/action.
  Payload: 8,000 rounds for a total of 200 bursts, loaded into two, 
  oversized, detachable drum magazines (accessed from the in-
  side).
  2. NG-437-TBL Triple Barrel Laser Turret (2, side): The 437-
  TBL is a triple barrel laser turret with gun camera and laser 
  targeting. The laser cannon turret can rotate 90 degrees and 
  has a 90 degree up and down arc of fire; typically has a dedi-
  cated gunner, but can be fired by the copilot or communica-
  tions officer if necessary.
  Primary Purpose: Defense and Anti-Aircraft/Flyers.
  Secondary Purpose: Anti-Monster and Anti-Personnel/Bandits.
  Range: 2,000 feet (610 m).
  Mega-Damage: One laser blast does 3D6 M.D., two 6D6 M.D. 
  or a simultaneous triple blast does 1D6x10+3 M.D. (most of the 
  blasts hit), but counts as TWO melee attacks.
  3. Concealed Missile Launcher (4): Concealed in the top of 
  each front leg are a pair of missile launchers. The launch doors 
  open to fire and immediately close after launching. May be 
  launched by the gunner, the pilot or the copilot.
  Primary Purpose: Defense and Anti-Monster.
  Secondary Purpose: Anti-Armor.
  Range: Varies with type.
  Mega-Damage: Varies with type.
  Standard Launcher and Payload is mini-missiles. Any type of 
  mini-missile can be used, but standard issue is a mix of 60% High 
  Explosive (1D4x10 M.D.), 30% plasma (1D6x10 M.D.) and 10% 
  smoke.
  Note: For an extra 500,000 credits, the mini-missile launchers 
  can be replaced with short-range missile launchers, and for one 
  
  112
  million credits they can be replaced with medium-range missile 
  launchers. Most people stick with the mini-missiles.
  Rate of Fire: One at a time or in volleys of two or four. Firing a 
  single mini-missile or a volley counts as one melee attack.
  Payload: Varies with the type of missile. Mini-Missiles: 128 to-
  tal, with 32 mini-missiles per launcher. Short-Range Missiles: 32 
  total with 8 short-range missiles per launcher. Medium-Range 
  Missiles: 16 total, with four medium-range missiles per launcher.
  4. Hand to Hand Combat: Rather than use a weapon, the pilot 
  can engage in Mega-Damage hand to hand combat. However, 
  the Behemoth Super-Explorer is not designed for combat, 
  so it gets half the number of attacks and reduce the bonuses 
  described for Heavy Ground Robot Training on page 352 of 
  Rifts® Ultimate Edition, also by half. Robot P.S. 40 for the 
  large arms, Robot P.S. 30 for the small ones.
  Large Arms – 4D6 M.D. for a full strength punch and tear or 
  pry. 2D6 M.D. crush. Power Punch does 6D6+6 M.D. The 
  large arms can extend an additional seven feet (2.1 m) and 
  contain a spotlight, a camera, a plasma torch and a laser cutter. 
  The cutting tools have a maximum range of four feet (1.2 m) 
  and damage settings of 5D6 S.D.C., 1D6x10 S.D.C., 1 M.D., 
  1D4 M.D. and 2D4 M.D.; used for repairs, excavation and 
  salvage operations.
  Small, Retractable Arms – 1D6 M.D. punch and tear. Power 
  Punch does 2D6 M.D. The small arms can extend an addition-
  al seven feet (2.1 m) and contain a light, a camera, a plasma 
  torch and a laser cutter. The cutting tools have a maximum 
  range of four feet (1.2 m) and the same damage settings as the 
  large arms.
  Other Close Combat Attacks:
  Stomp or Trample – 2D6+4 M.D.
  Body Block – 3D6 M.D. with a 01-80% likelihood of 
  knocking down opponents of equal size or smaller. Victims of 
  knockdown lose initiative and one melee attack.
  5. Sensor System Note: The Behemoth has some of the best sen-
  sory equipment available in a robot vehicle. All standard robot 
  features plus the following:
  A. Thermal-Imager: A special optical heat sensor that al-
  lows the infrared radiation of warm objects to be converted 
  into a visible image. Enables the pilot to see in the dark, in 
  shadows, and through smoke. Range: 2,000 feet (610 m).
  B. Infrared and Ultraviolet Optics: This optical system proj-
  ects a beam of infrared light that is invisible to the normal eye. 
  The infrared beam enables the pilot to see in the dark and to see 
  other infrared beams. The ultraviolet system enables the pilot 
  to see into the ultraviolet spectrum of light and is mostly used 
  to detect the light beams of ultraviolet detection systems. Note: 
  The infrared light beam can be seen by anybody who also has 
  infrared optics, and the beam can be traced back to its source. 
  Smoke impairs the infrared beam, making it impossible to see.
  C. Infrared Searchlights: The two front headlights also 
  serve as infrared searchlights. The lights can be used to scan 
  an area at night using the invisible light to avoid detection. 
  Only somebody who can also see infrared light will see the 
  beam. Range: 500 feet (152 m).
  D. Enhanced Radar: Can identify and simultaneously track 
  up to 96 different targets. Range: 100 miles (160 km).
  E. Enhanced Sonar: Can identify and simultaneously track 
  up to 96 different targets for underwater operation. Range: 50 
  miles (80 km). Same IFF and relay capabilities as radar.
  F. Built-in Language Translator: Programmed with the 
  nine known languages of the Americas and can hold 12 ad-
  ditional languages. It can recognize and monitor up to three 
  different voices and two different languages or dialects. Level 
  of accuracy is 98.7%, with a three second delay when directed 
  at one individual, but drops to 78% with a six second delay 
  when translating three speakers simultaneously.
  G. Nightvison Optics: Passive light amplification that al-
  lows the pilot, gunner and communications officer to see in 
  the dark as long as there is at least some ambient light. 2,000 
  foot (610 m) range, but is completely useless in total darkness.
  H. Multi-Camera System (many): The cameras have tele-
  scopic lenses as well as macro-lenses for close studies, and 
  time lapse capabilities. Telescopic Range: 2 miles (3.2 km).
  I. Communications and Data Relay Capabilities: Wideband 
  and directional radio communications system with built-in 
  scrambler that transmits both audio and video from the cockpit, 
  communications suite and battlefield video. Effective range of 
  500 miles (800 km); one third that range in the mountains, un-
  derground, and during storms. Includes the capability of sending 
  and receiving scrambled/coded audio and video transmissions.
  Audio pick-up and filtration system works both multi-di-
  rectionally and as a shotgun mic. It can pick up sound as quiet 
  as a whisper up to 400 feet away (122 m) and can sift through 
  ambient sound for specific noises. Up to 100 hours of audio 
  can be recorded and kept on file.
  NG-V50 Bigfoot
  Bigfoot gets its name from the stout, heavy legs and two mas-
  sive feet required to support this walking artillery battery. In-
  spired by the Gunbot, the design team of Carl Gleba, Dayton 
  DeFoe and Larry Todd Stanley set out to create a bigger, more 
  powerful walking weapons platform. A robot suitable for use as 
  a walking defensive bunker or medium-artillery platform. Some-
  thing mercs going to war and nations defending their borders 
  would salivate over. The Bigfoot delivers in spades.
  Carrying on the tradition of the Hunter Mobile Gun, the NG 
  Bigfoot is a full-sized, low profile, robotic rifleman designed to 
  hammer enemies with a pair of big guns and a variety of weap-
  ons. Its entire upper body is a weapons turret that can rotate 360 
  degrees and has a 30 degree up and down arc of fire. Its purpose, 
  to inflict grievous damage to giant robots, armored vehicles, forti-
  fied positions, and M.D.C. monsters. The big plasma cannons are 
  operated by the pilot, who sits inside the massive weapon turret 
  between the barrels. Above the pilot compartment is a high-pow-
  ered, four-barreled, gatling gun-style laser cannon. It is mounted 
  on an independent turret so that its gunner can rotate to fire upon 
  other enemy targets and to defend the main guns and robot from 
  incoming attacks by ground troops, flyers and missile volleys.
  Another one of NG’s walking guns, the Bigfoot has no arms, 
  but does have an advanced radar, sonar and communications 
  suite, with superior sensors and designed to be a battlefield com-
  munications relay station. All data collected by the Bigfoot can be 
  transmitted to other combat vehicles and troops within its range 
  of transmission. Moreover, transmissions can be “bounced” from 
  one strategically located Bigfoot, mobile command base or other 
  communications relay system to transmit communiques and data 
  for hundreds, even thousands of miles. This makes the Bigfoot 
  
  113
  especially valuable to large mercenary companies, armies and de-
  fenders of kingdoms and territories with long borders to transmit 
  real-time battlefield targets and information. And it makes this 
  NG robot so much more than another walking tank.
  The adjustable, swivel-hips add stability and superior balance 
  for wide stances and positioning on uneven ground. Bigfoot’s 
  low profile, huge feet and thick, short legs on hips that can bend 
  and flair out, make it able to remain standing against most ram-
  ming attacks, explosions and missile attacks; the odds of knock-
  down are half the usual number.
  In the field, a common strategy is for the Bigfoot to take a 
  strategic position behind cover (wall, bunker, tank, debris, etc.), 
  to cover and protect its legs, and have only the big guns and upper 
  torso vulnerable to frontal attacks.
  Bigfoot’s main weakness is its slow speed. Ironically, Big-
  foot is often used for the defense of NG hovertrains that travel at 
  amazing speeds.
  Model Type: NG-V50
  Class: Infantry Assault Robot.
  Crew: One pilot, one gunner (outside), and one communications 
  officer.
  M.D.C. by Location:
  * Main Guns: Plasma Cannons (2) – 220 each
  * Laser Cannon Turret (1, top) – 150
  * Radar & Communications Dish (1, right side) – 90
  * Short-Range Missile Box Launcher (1, right side) – 130
  * Mini-Missile Tube Launchers (4, under main guns) – 12 
  each
  Communications Suite (1, right side) – 200
  Legs & Feet (2) – 380 each
  ** Laser Cannon Gunner (1, top, outside) – As per body ar-
  mor.
  ** Pilot’s Cockpit (1, between main cannons) – 175
  * Reinforced (inner) Pilot Compartment – 75
  *** Main Body/Upper (center mass and upper torso) – 450
  * A single asterisk indicates a small and/or difficult target 
  to strike, requiring the attacker to make a “Called Shot,” but 
  even then he is -3 to strike.
  ** Two asterisks indicates an obstructed view and a dif-
  ficult target to strike, requiring the attacker to make a “Called 
  Shot,” but even then he is -3 to strike (-4 when the robot is 
  moving) and may only be visible from certain angles. Note: 
  Reducing the M.D.C. of the Pilot’s Cockpit to zero knocks 
  out the main controls and leaves the pilot vulnerable (the Re-
  inforced Pilot’s Compartment is exposed). Though the robot 
  can be piloted from the secondary control unit in the Commu-
  nications Suite, by the comms officer, reduce speed by 30%. 
  Worse, the robot is -1 attack per melee round, the pilot is re-
  duced to being the gunner of the main guns and he can only 
  fire one Plasma Cannon at a time, not both simultaneously.
  *** Depleting the M.D.C. of the main body shuts the ve-
  hicle down completely, making it useless.
  
  114
  Speed:
  Running: 45 mph (72 km).
  Leaping: Not possible.
  Water: The Bigfoot cannot swim, but can walk along the bottom 
  of lakes and seas at a maximum speed of 20 mph (32 km). Maxi-
  mum depth tolerance is 2,000 feet (610 m), but the exterior gun-
  ner can NOT survive the pressure of such depths unless clad in 
  environmental body armor/power armor or enchanted with magic 
  that protects him.
  Flying: Not possible.
  Statistical Data:
  Height: 26 feet, 5 inches (8 m).
  Width: 16 feet (4.9 m) for the upper torso; 11 feet (3.3 m) at the 
  hips, but 20-25 feet (6.1 to 7.6 m) for the feet in most stances.
  Length: 32 feet (9.7 m) from the back to the tip of the main guns.
  Weight: 24 tons for the robot fully loaded.
  Physical Strength: Equal to a Robotic P.S. 35.
  Cargo: Minimal, a small locker with enough room for a rifle, 
  pistol, survival kit, 10 gallons (37.9 liters) of water and a few 
  personal items.
  Power System: Nuclear; average energy life is 12 years. Solid 
  Oxide Fuel Cell and electric battery versions are NOT available 
  due to the power drain of its weapon systems.
  Cost: 49 million credits. Fair availability.
  Weapon Systems:
  Note: The pilot sits in a separate cockpit. The communications 
  engineer sits in the communications suite, and the laser cannon 
  gunner mans the gun on the outside of the robot. All coordinate 
  their actions with each other. To point the main guns (numbers 1 
  & 2), the entire upper torso of the Bigfoot must turn and aim like 
  the turret of a tank, but can turn 360 degrees. The upper laser tur-
  ret can turn 360 degrees on an independent turret.
  1. P-6040 “Magma” Plasma Cannons (2): The main guns are 
  a pair of massive plasma cannons – another new design that 
  is still considered a bit experimental. The big guns are for-
  ward facing, but the entire upper torso of the Bigfoot can ro-
  tate 360 degrees, and the plasma cannons have a 30 degree up 
  and down arc of fire. The weapon has good range and does 
  impressive damage. The pilot is also the gunner for the main 
  guns. He sits in a pilot compartment right between the barrels 
  of the two cannons. He also fires the mini-missiles.
  The cannons can be fired one at a time or linked-fire in 
  tandem at the same target simultaneously.
  Primary Purpose: Anti-Armor.
  Secondary Purpose: Anti-Monster, Anti-Infantry and Assault.
  Range: 2,000 feet (610 m).
  Mega-Damage: 1D6x10 M.D. per single blast. 2D6x10 per si-
  multaneous dual blast at the same target.
  Rate of Fire: Each single or double blast counts as one melee at-
  tack/action.
  Payload: Effectively unlimited.
  2. Defensive Secondary Weapon System of Main Guns: Be-
  neath each of the cannons are a pair of mini-missile tube-
  launchers, each containing two mini-missiles, four per pair, 
  eight total. These are used against enemies who get too close 
  for comfort and to knockout incoming missile volleys the laser 
  cannon might miss.
  Primary Purpose: Defense and Anti-Personnel.
  Secondary Purpose: Anti-Missile and Assault.
  Range: One mile (1.6 km).
  Mega-Damage: Varies with missile type, but typically high ex-
  plosive (1D4x10 M.D.) or plasma (1D6x10 M.D.).
  Rate of Fire: One at a time or in volleys of two or four.
  Payload: 8 total; two in each of the four launch tubes.
  3. NG-457-RFL Laser Cannon in Turret (1, top): The 457-
  RFL is built into an open cockpit turret on top of and behind 
  the big guns. The open cockpit means that the gunner has an 
  unobstructed view in all directions with a glance, and in a 
  pinch, anyone can man the turret. While somewhat vulnerable 
  to enemy fire, the laser cannons block most forward attacks, 
  the missile launcher protects him on the right, and he is dif-
  ficult to see from the ground. Enemies on the ground looking 
  up have a difficult time getting a clear shot at the gunner. They 
  must make a “Called Shot” to hit him and suffer -3 penalty to 
  strike; -4 when the Bigfoot is moving. All the same, it is rec-
  ommended the designated gunner for the laser turret be clad in 
  heavy body armor or power armor.
  The laser cannon turret can rotate 360 degrees and has a 
  90 degree up and down arc of fire, independent of the Plasma 
  Cannons. This means the big guns can be aiming at one target 
  and the laser cannon can be pointed at a completely different 
  target off to the side or even completely behind the big guns.
  The 457-RFL is used to engage the enemy from a distance 
  and is excellent against flyers and incoming missiles, but is 
  suitable against ground targets, troops and vehicles. Its revo-
  lutionary gatling gun design enables each of the four barrels 
  to fire in rapid succession. This enables the gunner to pep-
  per and strafe an enemy position with laser fire much like a 
  machine-gun or rail gun, or fire a concentrated burst of four 
  blasts, a split second apart from one another, at one specific 
  target. Both can have a devastating result.
  Primary Purpose: Defense and Anti-Aircraft/Flyers.
  Secondary Purpose: Anti-Personnel and Assault.
  Range: 4,000 feet (1,219 m).
  Mega-Damage: A single shot is one laser blast that does 3D6 
  M.D.; a carefully aimed, rapid-fire, four blast burst directed at 
  one target (ideally larger than man-size) does 1D6x10+6 M.D. 
  (most of the blasts hit), but counts as TWO melee attacks. Note: 
  A hastily aimed, rapid-fire, four blast burst at one specific target 
  does 6D6 M.D. and counts as one attack (only half hit).
  Special: Rapid-Fire Strafing Burst: A spraying, strafing or 
  peppering attack is always intended to spray an area and hit 
  more than one target, or to lay down “suppressing fire” – a hail of 
  energy blasts that should prompt enemy troops to take cover or 
  risk damage or death. It counts as one attack, but the player rolls 
  1D4 to see how many people may actually get struck, then rolls 
  to strike for the burst. Each enemy (or innocent bystander who 
  might become collateral damage) takes 3D6 M.D., all other blasts 
  miss. So for example, the gunner sprays an area with a strafing 
  burst where a dozen enemy soldiers are charging forward. Four 
  blasts are unleashed in a sweeping motion. One strike roll is made 
  for the burst. It is a 16 and will hit. Because the attack is directed 
  as a sweeping line of peppering/strafing blasts, not at one target, 
  the shooter rolls 1D4. In this example, the roll is 2. Two of the 12 
  soldiers each take 3D6 M.D. The next attack, the gunner fires an-
  other strafing burst. If a 3 had been rolled, three different targets 
  would have taken damage. If there was only one soldier/target to 
  begin with, only ONE blast out of the four fired hit.
  
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  In all cases, a Strafing Burst is considered “shooting wild,” so 
  there is a penalty of -6 to strike and no bonuses to strike apply. 
  For the sake of simplicity and expediency, we assume any blast 
  that “missed” does not hit any other personnel and flies off to do 
  no significant damage. But please, use common sense. If there 
  is a large wall or giant vehicle, machinery, etc., too large to be 
  missed behind the targets getting sprayed, the blasts that miss will 
  hit and do damage to whatever is immediately behind them and in 
  the line of strafing fire.
  Rate of Fire: Single blast, hastily aimed rapid-fire burst of four 
  blasts (can only fire once or a burst of four), or strafing burst 
  counts as one melee attack. A carefully aimed burst counts as 
  two attacks.
  Payload: Effectively unlimited.
  4. Short-Range Missile Launcher (1, Right Side): Atop the 
  communications suite is a short-range missile launcher (ex-
  haust ports in the back). It too is built on a turret that can rotate 
  360 degrees and has a 45 degree, up and down arc of fire. The 
  launcher can also slide down to the side of the communica-
  tions suite when not in use, where it is less noticeable, located 
  between the main guns and the suite. This weapon can be fired 
  by the communications officer or the pilot.
  Primary Purpose: Anti-Armor and Anti-Fortification.
  Secondary Purpose: Anti-Monsters and Assault.
  Range: Varies, but typically 5 miles (8 km).
  Mega-Damage: Varies with missile type, but typically frag-
  mentation (2D4x10 to a 20 foot/6.1 m blast radius), high explo-
  sive (2D6x10 M.D. to a 15 foot/4.6 m radius), armor piercing 
  (2D6x10 M.D. to a 5 foot/1.5 m radius) or plasma (2D6x10 M.D. 
  to a 15 foot/4.6 m blast radius, but plasma and fragmentation mis-
  siles only have a 3 mile/4.8 km range).
  Rate of Fire: One at a time or in volleys of two or four.
  Payload: 10 total.
  5. Communications and Sensor Suite (1): Mounted on the right 
  of the Bigfoot, where an arm might be expected, is an entirely 
  separate compartment known as the Communications Suite. It 
  is here that the sensors, radar, and communications systems 
  are located. A dedicated systems engineer/communications 
  officer sits inside in a reclined position, surrounded by moni-
  tors and data feeds. Atop of it is a radar and communications 
  transmitter and relay dish. A large, short-range missile launch-
  er is located on the left side of the suite between the radar dish 
  and the laser turret to the left.
  All sensor systems are advanced, military grade with en-
  hanced radar, sonar and communications systems designed 
  to be a battlefield communications relay station. All data col-
  lected by the Bigfoot can be transmitted to other combat ve-
  hicles and troops within its range of transmission. Moreover, 
  transmissions can be “bounced” from one strategically located 
  Bigfoot, or a mobile command base, or communications relay 
  tower, etc., to transmit communiques and data. If positioned 
  right, this can create a mobile relay network that can stretch 
  for hundreds, even thousands, of miles. This makes the Big-
  foot especially valuable to large mercenary companies, armies 
  and defenders of kingdoms and territories with long borders 
  to transmit real-time battlefield information and targets. This 
  alone makes Bigfoot so much more than another walking tank.
  All standard robot sensor systems, plus the following:
  A. Enhanced Radar: Can identify and simultaneously track 
  up to 120 different targets. Range: 100 miles (l60 km). Note: 
  Includes an extensive Identify Friend and Foe (IFF) database. 
  This system can identify a target and assign it priority based 
  on known abilities and threat level. Provides bonuses to all 
  combat robots, tanks and power armor within a one mile (1.6 
  km) radius of the Bigfoot receiving the data transmission: +1 
  on initiative and +1 to strike. This bonus also applies to the 
  Bigfoot itself.
  B. Enhanced Sonar: Can identify and simultaneously track 
  up to 96 different targets for underwater operation. Range: 50 
  miles (80 km). Same IFF and relay capabilities as radar.
  C. Communications and Data Relay Capabilities: Wide-
  band and directional radio communications system with built-
  in scrambler that transmits both audio and video from the 
  cockpit, communications suite and battlefield video. Effective 
  range of 500 miles (800 km); one third that range in the moun-
  tains, underground, and during storms. Includes the capabil-
  ity of sending and receiving scrambled/coded audio and video 
  transmissions.
  Audio pick-up and filtration system works both multi-di-
  rectionally and as a shotgun mic. It can pick up sound as quiet 
  as a whisper up to 400 feet away (122 m) and can sift through 
  ambient sound for specific noises. Up to 100 hours of audio 
  can be recorded and kept on file.
  A tactical camera can record up to 48 hours of footage into 
  memory. Video footage can also be transmitted live to one or 
  more receivers, or stored and sent at a later time. Such footage 
  is usually used for combat analysis, field studies and combat 
  training. The camera sees directly ahead in the direction the 
  pilot faces.
  D. Built-in Language Translator: Programmed with the 
  nine known languages of the Americas and can hold 12 addi-
  tional languages. It can recognize and monitor up to three dif-
  ferent voices and two different languages or dialects at once. 
  Level of accuracy is 98.7% with a three second delay when 
  directed at one individual, but drops to 78% with a six second 
  delay when translating three speakers simultaneously.
  E. Thermal-Imager: A special optical heat sensor that al-
  lows the infrared radiation of warm objects to be converted 
  into a visible image. Enables the pilot to see in the dark, in 
  shadows, and through smoke. Range: 2,000 feet (610 m).
  F. Infrared and Ultraviolet Optics: This optical system proj-
  ects a beam of infrared light that is invisible to the normal eye. 
  The infrared beam enables the pilot to see in the dark and to 
  see other infrared beams. The ultraviolet system enables the 
  pilot to see into the ultraviolet spectrum of light and is mostly 
  used to detect the light beams of ultraviolet detection systems. 
  Note: The infrared light beam can be seen by anybody who 
  also has infrared optics, and the beam can be traced back to 
  its source. Smoke impairs the infrared beam, making it impos-
  sible to see.
  G. Nightvison Optics: Passive light amplification that al-
  lows the pilot, gunner and communications officer to see in 
  the dark as long as there is at least some ambient light. 2,000 
  foot (610 m) range, but is completely useless in total darkness.
  H. Smoke Grenades (3): Located on the lower right side of 
  the communications suite are three smoke grenade launchers. 
  Smoke is used to help cover retreats or as a signal.
  6. Hand to Hand Combat: Rather than use a weapon, the pilot 
  can engage in M.D. hand to hand combat. See Heavy Ground 
  Robot Training on page 352 of Rifts® Ultimate Edition for 
  
  116
  the number of attacks and bonuses. However, the Bigfoot can 
  not perform Punches or Power Punches as it has no arms or 
  hands. Nor can it perform a Leap Kick. Stomps are only effec-
  tive against targets smaller than 5 feet (1.5 m) tall.
  AX-44 Bison Battler
  The Bison originates from the battle-pits of the Robot Gladi-
  atorial Arena; hence its more stylized, animal appearance, an un-
  usual characteristic for the military hardware look of most North-
  ern Gun robots. The Bison robo-gladiator was an NG creation, 
  commissioned for fun by the R&D department and first entered 
  into competition 16 years ago where it became an immediate fan 
  favorite. It won so many battles over so many years, heralding 
  so many champions and memorable campaigns, that some of the 
  Northern Gun executives decided to create an inexpensive, com-
  mercial model to sell to the public. The original plan was to make 
  it a limited edition, but sales were so strong when the Bison was 
  released five years ago, and it remains such a popular brand, that 
  NG has kept it on the market and has given it full distribution.
  It was the unenviable task of Jason Dvorchak, Bryan Ellis, 
  Matt Clements and Benjamin M. Mumah to turn an icon from 
  the Robodome into a functioning, battle worthy, general purpose 
  exploration and combat robot for use in the field. More than that, 
  the public would have high expectations for the champion ro-
  bot, so the Bison had to live up to its reputation of being a hard-
  fighting, battle robot that could take a licking and still get to kick 
  some . . . well, you get the idea. This could not be some cutesy, 
  second-rate vanity release to make a few credits.
  It helped that the members of the design team were, them-
  selves, fans of the Robodome games and of the Bison. As a result, 
  they made an outline of what they loved about the robot in the 
  arena, and built on those qualities and characteristics. The first 
  decision, to keep its minotaur appearance. Their second decision, 
  to make it a battler. As a gladiator robot, the NG AX-44 Bison 
  is best suited for close combat, where its shovel-like fingers can 
  chop, stab and tear apart other robots and power armor, as well 
  as maul armored vehicles. A favorite attack in the arena is for 
  the Bison to hold its wide, solid fingers pressed together to de-
  liver Karate style blows that literally slice, chop and whittle down 
  combating robots. A power punch delivered in this fashion not 
  only inflicts double damage, but can punch right into the chest 
  or lower abdomen of opposing robots as well as sever weapons 
  and limbs. In the Robodome, such an attack is known as the “Bi-
  son Death Fist,” and always sends the crowd cheering and on its 
  feet, especially if the impaling hand of the Bison is removed from 
  the opposing robot, fist clenched and clutching wires and parts. 
  The fingers and hands, with tapered and sharp fingertips designed 
  for impaling and chopping, create a shovel-blade weapon when 
  locked in place. This works to the robot’s advantage in the wil-
  derness, where the hands can be used as giant scoops for digging 
  and mining, excavating ruins, chopping through barriers of debris 
  and fallen trees, tearing down salvage and chopping wood.
  Another favorite gladiatorial attack is the “Bison Slam,” in 
  which the hunched-back robot lowers its head and runs, full-
  steam, into the chest, back or legs of an opposing robot. The 
  horns are Vibro-Blades and the heavy-duty hydraulics and shock 
  absorbers in the neck enable the Bison to hit like a Mack truck 
  without the impact doing damage to itself or its pilot. Though the 
  eyes glow red and smoke rises from a vent under the nose, the 
  head is nothing more than a solid battering ram. The pilot sits in 
  the hump of the robot’s back, completely enclosed and cushioned 
  in a cockpit designed to handle ram attacks, body blocks, head 
  butts and violent falls. The robot pilot “sees” via a number of 
  tiny, shock-resistant cameras concealed on the robot’s body – the 
  small circles on the head (2), chest (4), hump (2; front), shoulders 
  (1 in each), and back (2); 11 total. They are so small and con-
  cealed that most opponents don’t even notice them.
  The weapons on the forearms are also carried over from the 
  arena. The right forearm is a flamethrower which is ideal against 
  ground troops, monsters and animals (fire holds at bay and chases 
  away most animals and many monsters). The left forearm is a 
  short-range, double barrel ion blaster (can be substituted for an 
  S.D.C. machine-gun and can fire silver-tipped rounds). To give 
  the Bison long-range, “real world” punch capabilities, a heavy 
  plasma cannon has been slapped onto the right shoulder. (Can be 
  substituted with a laser cannon or rail gun, though the latter has 
  a very limited payload.) The Bison’s thick, shovel-blade fingers 
  prevent it from using any handheld firearm, and even holding 
  giant-sized melee weapons is difficult (-2 to strike, parry and all 
  related combat moves).
  Though the Bison is best suited to close combat and has lim-
  ited other uses, its popularity in the NG Robot Arena, combined 
  with its unique combat capabilities, good speed and comparative-
  ly low cost (and low M.D.C.), has made it popular among miners, 
  salvage operations, adventurers, fortune hunters, bandits, raiders, 
  and even many mercenary companies and explorers. Depending 
  
  117
  on how the Bison is used, it can be a very effective siege weapon 
  to tear down or punch through fortified walls and bunkers (as-
  suming it can get close enough), as well as salvage operations, 
  and fighting Xiticix and other monsters in hand to hand com-
  bat. Against Xiticix, the Bison can tear its way into hives, punch 
  through interior walls, navigate its tunnels, chop up nests, smash 
  eggs, and handle well against the insectoid warriors, though hit 
  and run tactics with a timely and hasty retreat give the robot pilot 
  his best odds of survival. Even the CS has taken note of how well 
  the Bison does in combat against Xiticix, and how well it does in 
  the hives.
  Model Type: Bison Combat Robot.
  Class: AX-44 (Gladiator) Medium Combat Robot.
  Crew: One pilot. There is only enough room to stow personal 
  body armor, a backpack, bedroll, some extra gear, and water. The 
  pilot’s seat can also recline for reasonably comfortable sleeping.
  M.D.C. by Location:
  Shoulder-Mounted Plasma Cannon – 100
  ** Head/Battering Ram – 125
  Arms (2) – 180 each
  * Hands (2) – 100 each
  * Forearm Flamethrower – 30
  * Forearm Ion Blaster – 30
  Legs (2) – 210 each
  Reinforced Pilot Compartment – 100
  *** Main Body – 390
  * A single asterisk indicates a small and difficult target to 
  strike, requiring the attacker to make a “Called Shot,” but even 
  then the attacker is -4 to strike.
  ** Destroying the head of the robot has no effect other than 
  taking away the pilot’s ram attack. The pilot actually sits in 
  the robot’s chest and sees via a handful of concealed cameras 
  in the front and back of the ‘Bot. The head takes no damage 
  when it rams an opponent or object.
  *** Depleting the M.D.C. of the main body shuts the ve-
  hicle down completely, making it useless.
  Speed:
  Running: 60 mph (96 km).
  Leaping: 8 feet (2.4 m) high and/or across.
  Water: The Bison is too ungainly to swim, but it can walk along 
  the bottom of the sea or lake bed at 20 mph (32 km). Maximum 
  depth tolerance is 800 feet (244 m).
  Flying: Not possible.
  Statistical Data:
  Height: 21 feet (6.4 m).
  Width: 10 feet (3 m).
  Length: 8 feet (2.4 m).
  Weight: 12 tons.
  Physical Strength: Robotic P.S. of 35.
  Cargo: There is a small locker built into the pilot compartment 
  large enough to hold a rifle, pistol and survival kit. The Bison 
  also features a water filter system with a three gallon (11.4 liter) 
  water tank.
  Power System: Nuclear; average energy life is 10 years. Solid 
  Oxide Fuel Cell and electric battery versions are also available.
  Cost: Nuclear: 21 million credits for a new or almost new robot 
  with a full weapons load. Solid Oxide: 18 million credits. Electric 
  battery: 16 million credits.
  Weapon Systems:
  1. Shoulder-Mounted Plasma Cannon: The Bison’s main gun 
  is a reliable plasma cannon with limited range, but excellent 
  damage output. The plasma cannon has been mounted “Glitter 
  Boy style.” Much like a GB’s Boom Gun, the cannon can flip 
  back and out of the way when not in use, allowing the Bison 
  to perform other jobs.
  Primary Purpose: Anti-Armor.
  Secondary Purpose: Assault.
  Range: 1,500 feet (457 m).
  Mega-Damage: 6D6 M.D. per blast.
  Rate of Fire: Single shot only. Each blast counts as one melee 
  attack.
  Payload: Effectively unlimited: tied into the power supply of the 
  robot.
  Bonus: Laser targeting standard; +1 to strike on aimed shots.
  2. Light Flamethrower (1): Located on the robot’s right forearm 
  is a flamethrower. It can be used to chase off wild animals 
  and monsters, start fires, flush out bunkers and scatter people 
  without armor protection. The flamethrower is designed to 
  be waterproof and is usable on the surface of the water, but 
  comes with valves that automatically seal it off underwater, 
  deactivating it and preventing water from contaminating the 
  napalm reserve.
  Primary Purpose: Anti-Monster and Anti-Personnel.
  Secondary Purpose: Defense and Assault.
  Range: 150 feet (46 m).
  Mega-Damage: 3D6 M.D. to the target and anyone within 5 feet 
  (1.5 m). Those caught within reach of the flamethrower’s attack 
  inside small, enclosed areas like bunkers, caves or non-sealed 
  vehicles and without environmental gear or oxygen, will have 
  to roll to save vs poison (smoke inhalation and lack of air) or be 
  rendered unconscious for 1D4 melee rounds.
  Rate of Fire: Each burst counts as one melee action/attack.
  Payload: Approximately 18 bursts. The flamethrower can be refu-
  eled with military-grade napalm or use normal diesel or gasoline 
  (reduces damage to 1D6 M.D.). 29 gallon (110 liter) fuel reserve.
  3. Ion Blaster (1): Located on the robot’s left forearm is a dou-
  ble-barrel, short-range ion blaster. Point and shoot.
  Primary Purpose: Anti-Personnel.
  Secondary Purpose: Defense.
  Range: 1,200 feet (366 m).
  Mega-Damage: 3D6 M.D. per single blast, 6D6 M.D. per simul-
  taneous dual blast at the same target.
  Rate of Fire: Each single or double blast counts as one melee 
  attack.
  Payload: Effectively unlimited.
  4. Eye Lasers (2): Each of the Bison’s eyes is actually a backup 
  laser weapon designed to be used when the pilot’s arms are 
  occupied, when ammo is low or when the plasma cannon is 
  not available.
  Primary Purpose: Anti-Personnel.
  Secondary Purpose: Defense.
  Range: 1,200 feet (366 m).
  Mega-Damage: 2D6 M.D. per blast, or 4D6 M.D. for a linked 
  blast.
  Rate of Fire: Each single or dual blast counts as one melee attack.
  Payload: Effectively unlimited.
  
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  5. Handheld Weapons: Due to the shovel-blade design of its 
  hands, the Bison cannot use giant-sized guns. Giant-sized me-
  lee weapons, clubs, etc. can be gripped and used, but at a pen-
  alty of -2 to strike, parry and disarm.
  6. Hand to Hand Combat: Rather than use a built-in weapon 
  system, the pilot of the Bison can engage in Mega-Damage 
  hand to hand combat as detailed below. See Light Ground Ro-
  bot Training on page 353 of Rifts® Ultimate Edition for the 
  number of attacks and bonuses.
  Restrained Punch – 1D4 M.D.
  Normal Punch – 2D4 M.D.
  Normal Head Butt – 2D4 M.D.
  Head Butt with Vibro-Horns Turned On – 2D6+6 M.D.
  Claw Strike/Raking with Claws – 2D4+4 M.D.
  Karate Chop/Punch – 2D4+6 M.D.
  Karate Chop Stabbing/Impaling Strike – 2D4+8 M.D.
  Karate Power Punch (chop/slice or impaling attack) – 
  4D4+16 M.D., but counts as two melee attacks.
  Stomp – 1D4 M.D.
  Running Ramming Attack – 4D6 M.D. (+10 if Vibro-Horns 
  are used) and there is an 86% likelihood of knockdown against 
  opponents of the same size, smaller and up to 30% larger. 60% 
  chance against larger opponents up to twice the Bison’s size. 
  +10% to knockdown if the opponent’s leg is targeted and suc-
  cessfully caused to buckle. Victims of knockdown lose initia-
  tive and two melee attacks. Note: This ram attack counts as 
  two of the Bison’s own attacks.
  7. Sensor System Note: The Bison has all the standard robot 
  features.
  Blocker Combat Robot
  The Blocker is something new from the creative minds of 
  Robb Dunn, Steven Carroll, Charles Walton and Benoit 
  Provencher. As the robot’s name suggests, one can think of 
  the robot as a giant, mechanical linebacker that punches holes 
  through the enemy line using raw physical power, its shield and 
  firepower. Actually, the Spartans of ancient Greece and the an-
  cient Romans’ use of large shields to create a mobile wall to block 
  attacks, punch through enemy lines and create phalanx positions 
  were their initial inspirations.
  The Blocker’s most unique feature is its large shield that comes 
  as standard equipment. Mounted on the robot’s back for carrying, 
  the shield is a slatted metal frame, with sheets of M.D.C. panels 
  that fall away as their M.D.C. is exceeded. This, in effect, creates 
  several layers of M.D.C. protection, and creates a shield that can 
  eat up damage from energy blasts and incoming missiles, and 
  distributes the impact of shrapnel. The robot itself blocks such 
  attacks by hiding behind the shield, dropping it to make attacks, 
  though the shield is designed so the robot’s head can peek over it 
  and fire its main gun. The shield is a giant version of a pre-Rifts 
  tank armor accessory that was made to reduce the effectiveness 
  of RPGs and other armor-piercing weapons. It doesn’t neutral-
  ize missiles or explosive damage, but cuts back on their damage 
  greatly and cancels out the blast radius effects.
  Blockers are heavily armored and have a number of concealed 
  weapons, such as their chest mini-missile launchers, forearm 
  guns, and other features. They are typically front-line infantry 
  ‘Bots designed to punch through enemy lines and defensive posi-
  tions, but also make decent wilderness exploration and construc-
  tion robots. They are usually paired with other infantry robots. 
  They are tough hombres in any fight, and function well as sentry 
  robots as well as a rearguard covering the retreat of infantry sol-
  diers, or act as a designated interceptor to block and stall other 
  robot and giant monster attackers. Blockers can take lots of dam-
  age and keep on fighting, and their entire design is made to sur-
  vive as walking battering rams and robot phalanx lines. There are 
  redundant backups for everything and an advanced fire-suppres-
  sion system that prevents the pilot from cooking alive under even 
  worst-case scenarios.
  Model Type: NG-V19
  Class: Infantry Assault Robot.
  Crew: One pilot with room for one passenger or gunner.
  M.D.C. by Location:
  * Head Laser Turret – 180
  * Wrist Ion Blaster (2, one per forearm) – 60 each
  Arms (2) – 280 each
  * Hands (2) – 80 each
  Legs (2) – 300 each
  Feet (2) – 130 each
  Shield (1) – 300
  Reinforced Pilot Compartment – 100
  ** Main Body – 570 (heavily armored)
  * A single asterisk indicates a small and difficult target to 
  strike, requiring the attacker to make a “Called Shot,” but even 
  then the attacker is -4 to strike.
  ** Depleting the M.D.C. of the main body will shut the 
  vehicle down completely, making it useless.
  Speed:
  Running: 65 mph (104 km).
  Leaping: 8 feet (2.4 m) high and lengthwise, increase 50% with 
  a running start.
  Water: The Blocker cannot swim, but can walk along the bottom 
  at 22 mph (35 km). Maximum depth 1,000 feet (305 m).
  Flying: Not possible.
  Statistical Data:
  Height: 31 feet (9.5 m).
  Width: 16 feet (4.8 m).
  Length: 12 feet (3.6 m).
  Weight: 28.5 tons.
  Physical Strength: Robotic P.S. 40.
  Cargo: Minimal, a small locker with enough room for a rifle, pis-
  tol, survival kit and a few personal items.
  Power System: Nuclear; average energy life is 20 years. Solid 
  Oxide Fuel Cell and electric battery versions are also available.
  Cost: Nuclear: 32 million credits. Solid Oxide: 28 million credits. 
  Electric battery: 25 million credits.
  Weapon Systems:
  1. Laser Turret: The Blocker’s main weapon is the snub-nosed 
  laser turret that is its “head.” The pilot operates the robot from 
  within a compartment mounted safely in the chest, so blowing 
  off the head will not harm the pilot. The “head” is a high-pow-
  ered laser built into a turret that can rotate 360 degrees to shoot 
  in any direction and has a 45 degree up and down arc of fire.
  Primary Purpose: Anti-Armor.
  Secondary Purpose: Anti-Aircraft.
  Range: 3,000 feet (914.4 m).
  
  119
  Mega-Damage: 6D6 M.D.
  Rate of Fire: Each blast counts as one melee action/attack.
  Payload: Effectively unlimited.
  2. Chest Mini-Missile Launchers (2): Built into the right and 
  left side of the chest is another concealed weapon: mini-mis-
  sile launchers. Always fired by the pilot.
  Primary Purpose: Anti-Armor.
  Secondary Purpose: Anti-Personnel.
  Range: About one mile (1.6 km).
  Mega-Damage: Varies with missile type. Plasma (1D6x10 M.D.) 
  and Armor Piercing (1D4x10 M.D.) are standard.
  Rate of Fire: One at a time or in volleys of two or four.
  Payload: 36 total; 18 missiles per each chest launcher.
  3. Quad Ion Blasters (2, one each arm): Built into the right 
  and left forearms are extendible and retractable concealed ion 
  blasters. When needed, they pop up, blast away, and when 
  done, lower back into the arms. The Blocker Shield is held 
  in one hand and the wrist blaster fired from the other. Always 
  fired by the pilot.
  Primary Purpose: Anti-Personnel and Assault.
  Secondary Purpose: Defense.
  Range: 1,200 feet (366 m).
  
  120
  Mega-Damage: 3D6 M.D. per single blast, 6D6 per twin blast, 
  1D4x10+6 M.D. per triple blast, or 1D6x10+8 M.D. per simulta-
  neous quadruple blast. Note: Both arms can not be linked to fire 
  simultaneously at the same time.
  Rate of Fire: Each single or multi-shot blast directed at the same 
  target counts as one melee attack.
  Payload: Effectively unlimited.
  4. Blocker Shield: The Blocker shield is 24 feet (7.3 m) tall and 
  12 feet (3.6 m) wide. It is a series of loose slats with enough 
  space in between them that the shock wave of a missile’s ex-
  plosion dissipates rather than being flatly absorbed, so all mis-
  sile, grenade and explosive attacks do half damage and inflict 
  no blast radius damage. Energy blasts and rail gun rounds do 
  full damage. As the shield loses M.D.C., its armored “slats” 
  or panels drop away to reveal new ones underneath. When the 
  shield’s M.D.C. is reduced to zero, it is nothing but a piece of 
  framework with shredded scraps of armor dangling from it. At 
  that point, the shield is useless and offers no protection. Note: 
  See #5 for Special Shield Attacks.
  5. Hand to Hand Combat: Rather than use a built-in weapon 
  system, the pilot can engage in Mega-Damage hand to hand 
  combat inflicting damage as per Robot P.S. of 40. See Heavy 
  Ground Robot Training on page 352 of Rifts® Ultimate Edi-
  tion for the number of attacks and bonuses. Plus the Blocker 
  gets the Special Shield Attacks listed below when using its 
  shield as a weapon:
  Shield Strike – 2D6+6 M.D.
  Two-Handed Shield Power Punch (A chopping or stabbing 
  attack with the pointed bottom of the shield. Most effective 
  in a downward motion.) – 4D6+12 M.D., but counts as two 
  melee attacks.
  Normal Body Block with Shield – 2D6+6 M.D.
  Running Shield Ramming Attack – 4D6+8 M.D. and there 
  is a 90% likelihood of knockdown against opponents of the 
  same size, smaller and up to 30% larger. 66% chance against 
  larger opponents up to 150% larger than the Blocker. Note: 
  This ram attack counts as two of the robot’s own attacks.
  6. Sensor System Note: The Blocker has all the standard robot 
  features.
  NG-V32 Bruiser
  The success of the Bison made R&D engineers Stephen B. 
  Keith, Peter Porcaro Jr., and Jason Cogshall wonder if there 
  might be a market for other, heavily armored robots that special-
  ized in close combat. Keeping the Xiticix threat in mind and the 
  Bison’s success at fighting the monsters in close quarters, the 
  team developed the Bruiser. A close combat robot that is most 
  effective in close quarters, urban streets, thick forests and fighting 
  infantry troops and other giant robots.
  The Bruiser is armed with ion beam weapons mounted on its 
  shoulders, mini-missile launchers in the shoulders, and a pair 
  of laser eyes (the other circular shapes recessed in the face are 
  cameras, and an infrared searchlight). But its namesake weapons 
  are its high-impact fists and piston arms, capped with dangerous 
  “brass knuckles” that pulverize M.D.C. flesh and steel. Versatil-
  ity is always a consideration in Northern Gun designs, and the 
  hammering fists are also suitable for punching through sealed 
  doors and air hatches, walls and fortifications, and shattering 
  stone. The Bruiser’s punches are so strong they can upend light 
  M.D.C. vehicles and stop a charging Rhino-Buffalo in its tracks.
  The Bruiser released just three years ago and has proven to be 
  a popular model for use in a wide range of combat and construc-
  tion operations, as well as gladiatorial combat. The robot’s ability 
  to hammer enemies with its fists while essentially providing its 
  own cover fire makes it particularly deadly in confined arenas and 
  point-blank firefights. It has performed extremely well against 
  Xiticix in and outside of their hives as well as against monsters 
  and in street combat.
  Model Type: NG-V32 Bruiser.
  Class: Infantry Assault Robot.
  Crew: One pilot and one gunner sitting back to back.
  M.D.C. by Location:
  * Head – 115
  * Mini-Missile Launchers (2, shoulder) – 35 each
  * Twin Ion Beam Turrets (2, shoulder mounted) – 75 each
  Arms (2) – 195 each
  * High-Impact Piston Fists (2) – 125 each
  Legs (2) – 215 each
  Reinforced Pilot Compartment – 100
  ** Main Body – 420
  * A single asterisk indicates a small and difficult target to 
  strike, requiring the attacker to make a “Called Shot,” but even 
  then the attacker is -4 to strike. Important Note: The sensor 
  head and eyes of the robot is one of its weaknesses. Destroy 
  the head and all sensors are lost and only the gun cameras on 
  the ion beam turrets remain. Destroy them, and the Bruiser is 
  “blind.” The ‘Bot is new enough that most people don’t real-
  ize this.
  ** Depleting the M.D.C. of the main body will shut the 
  vehicle down completely, making it useless.
  Speed:
  Running: 90 mph (144 km).
  Leaping: 10 feet (3 m) high and lengthwise, increase by 50% with 
  a running start, and 30 feet (9.1 m) at a speed greater than 60 mph 
  (96 km).
  Water: The Bruiser cannot swim, but can walk along the lake bed 
  at a maximum speed of 30 mph (48 km). Maximum depth 1,000 
  feet (305 m).
  Flying: Not possible.
  Statistical Data:
  Height: 22 feet (6.7 m).
  Width: 16 feet (4.8 m).
  Length: 10 feet (3 m).
  Weight: 22 tons.
  Physical Strength: The hydraulic arms and hammering fists have 
  a Robot P.S. 45! One of NG’s strongest robots; however, all that 
  power is delivered as pile-driver punches and all in the arms/fists. 
  Overall, when it comes to lifting and pulling, the Bruiser has a 
  Robot P.S. of 35.
  Cargo: Minimal, a small locker with enough room for a rifle, pis-
  tol, survival kit and a few personal items.
  Power System: Nuclear (the most common); average energy life 
  is 20 years. Solid Oxide Fuel Cell and electric battery versions 
  are also available.
  Cost: Nuclear: 27 million credits. Solid Oxide: 23 million credits. 
  Electric battery: 19 million credits.
  
  121
  
  122
  Weapon Systems:
  1. High-Impact Piston Arms & Super Punches: The Bruiser 
  gets its name from its hardhitting, pile-driver M.D.C. fists. 
  Loaded on heavy hydraulic pistons, they can be “fired” to 
  slam forward into an enemy robot, armored vehicle, door or 
  fortification with incredible power. Given just a few minutes, 
  a Bruiser can break down and pulverize M.D.C. walls and for-
  tifications faster than most teams of sappers.
  Primary Purpose: Anti-Armor.
  Secondary Purpose: Anti-Fortifications and Defense.
  Range: Close combat with a reach of 15 feet (4.6 m).
  Mega-Damage: As indicated below based on P.S. 45 and hydrau-
  lics.
  Jab – 2D6 M.D.
  Elbow Strike – 3D6 M.D.
  Full Strength Punch – 3D6+2 M.D.
  Power Punch (piston driven) – 1D6x10+2 M.D. Targets small-
  er than 13 feet (3.9 m) have 01-55% chance of being knocked off 
  their feet and thrown 1D4x10 feet (3 to 12.2 m) by the impact. 
  Those knocked off their feet lose initiative and two melee attacks. 
  Counts as two melee attacks.
  One-Two Punch: 2D6x10+3 M.D. from a pair of rapid-fire 
  punches, first from one fist and then the other. Counts as three 
  melee attacks. Knockdown same as power punch, above. The 
  arms and hips are designed to swivel and move in such a way as 
  to allow this rapid hammering attack.
  Bonus: +1 melee attack if the Bruiser uses its fists for all attacks 
  in an entire melee round.
  2. Twin Ion Beam Turrets (2; light): Mounted over and above 
  the shoulder are twin ion beam turrets. Each turret can move 
  independent of the other or in tandem for linked fire. Each can 
  rotate 360 degrees and has a 90 degree up and down arc of 
  fire. Only one gunner controls both turrets, while the pilot han-
  dles all other functions. These guns are intended to cover the 
  Bruiser from incoming missiles and attackers while it ham-
  mers through enemy defensive walls, or engages an enemy 
  robot in brawling fisticuffs. The gunner can use the elevation 
  and independent aiming of the ion beams to fire at targets in 
  two different directions, or combined fire against a single tar-
  get. The gun cameras also function as an extra set of eyes that 
  let the gunner or pilot look behind him/her or keep a watch on 
  the sky. They also come in handy as backup in the event that 
  the cameras and sensor system in the robot’s head are knocked 
  out.
  Primary Purpose: Anti-Armor and Assault.
  Secondary Purpose: Anti-Personnel and Defense.
  Range: 1,600 feet (488 m).
  Mega-Damage: 5D6 M.D. for a single blast, 1D6x10 M.D. for a 
  dual blast fired simultaneously at the same target.
  Rate of Fire: Each single or dual blast counts as one melee attack/
  action.
  Payload: Effectively unlimited. 50 dual blasts per charge for elec-
  tric battery models of the robot.
  Independent Targeting: +1 to strike.
  3. Mini-Missile Launcher: The Bruiser’s only weapon to con-
  tend with long-range opponents is its mini-missile launcher. A 
  hatch in the right and left upper shoulder slides open to launch 
  missiles. For the Bruiser’s main job of hunting other robots, 
  however, leading an attack with a salvo of missiles followed 
  by its hammering fists is a deadly combination.
  Primary Purpose: Anti-Armor and Assault.
  Secondary Purpose: Anti-Personnel and Defense.
  Range: About one mile (1.6 km).
  Mega-Damage: Varies with missile type. Plasma (1D6x10 M.D.) 
  and Armor Piercing (1D4x10 M.D.) are standard.
  Rate of Fire: One at a time or in volleys of two or four.
  Payload: 16 total missiles, 8 in each shoulder.
  4. Eye Lasers (2): Two of the lights that glow from inside the 
  Bruiser’s recessed face are two backup lasers designed to be 
  used when the pilot’s arms are occupied or when the other 
  energy weapons are offline.
  Primary Purpose: Anti-Personnel.
  Secondary Purpose: Defense.
  Range: 1,200 feet (366 m).
  Mega-Damage: 2D6 M.D. per blast, or 4D6 M.D. for a linked 
  blast.
  Rate of Fire: Each single or dual counts as one melee attack.
  Payload: Effectively unlimited.
  5. Sensor System Notes: Basic robot systems, plus the following 
  enhanced optics systems.
  A. Thermal-Imager: A special optical heat sensor that al-
  lows the infrared radiation of warm objects to be converted 
  into a visible image. Enables the pilot to see in the dark, in 
  shadows, and through smoke. Range: 1,200 feet (366 m).
  B. Infrared and Ultraviolet Optics: This optical system 
  projects a beam of infrared light that is invisible to the normal 
  eye. The infrared beam enables the pilot to see in the dark and 
  to see other infrared beams. The ultraviolet system enables the 
  pilot to see into the ultraviolet spectrum of light and is mostly 
  used to detect the light beams of ultraviolet detection systems. 
  Range: 1,200 feet (366 m). Note: The infrared light beam can 
  be seen by anybody who also has infrared optics, and the beam 
  can be traced back to its source. Smoke impairs the infrared 
  beam, making it impossible to see.
  C. Infrared Searchlights: Located in the center of the face 
  is an infrared searchlight. Only somebody who can also see 
  infrared light will see the beam. Range: 500 feet (152 m), but 
  the entire head must move/look in the desired direction.
  D. Multi-Camera System of Eyes (4): The Bruiser has four 
  camera eyes in its head with which to see, plus a gun cam-
  era for each ion beam gun. 4,000 foot (1,219 m) range with 
  telescopic lenses as well as macro-lenses for close work and 
  focusing on locks, hinges, stress lines, etc. Includes image and 
  video transmission capabilities.
  
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  fires, and any combat environment where the battle is confined 
  to a limited space. Need to hold a mountain pass, a doorway or 
  stronghold? Want to invade and take down a Xiticix hive, or fight 
  on the street? The Buffalo is the robot for the job. A powerhouse 
  that can go toe to toe with swarms of Xiticix or the robots of the 
  Coalition States, Triax and the Splugorth’s Kittani. Put it out in 
  the open without cover, however, and enemies with the advan-
  tage of long-range weaponry (can fire farther than 1,600 feet/488 
  m) will shred the Buffalo to pieces before it gets close enough to 
  fire off a shot. Despite the Buffalo’s range limitations, it enjoys 
  good sales, especially among mercenaries guarding towns and 
  city-states, city patrols, and small militaries.
  Model Type: NG-V34
  Class: Infantry Assault Robot.
  Crew: Three; one pilot and two gunners sitting back to back.
  M.D.C. by Location:
  * Searchlights (2, head) – 10 each
  * Upper Leg Mini-Missile Launchers (2) – 30 each
  Shoulder-Mounted Particle Beam Cannons (2) – 120 each
  * Mini-Missile Launchers (2, side of head) – 40 each
  * Forearm Plasma Ejectors (2) – 50 each
  Arms (2, with extra armor plating) – 180 each
  * Hands (2) – 80 each
  Legs (2) – 220 each
  ** Sensor Head – 125
  Reinforced Pilot Compartment – 100
  *** Main Body – 510
  * A single asterisk indicates a small and difficult target to 
  strike, requiring the attacker to make a “Called Shot,” but even 
  then the attacker is -4 to strike.
  ** Destroying the head of the robot will eliminate all forms 
  of optical enhancement and sensory systems. The pilot and 
  gunners must rely on their own vision and senses. In addi-
  tion, all combat bonuses are lost. The head is a comparatively 
  small target protected on the sides, and can only be hit from 
  certain angles and when an opponent makes a “Called Shot,” 
  and even then, the attacker is -3 to strike.
  *** Depleting the M.D.C. of the main body shuts the ve-
  hicle down completely, making it useless.
  Speed:
  Running: 55 mph (88 km).
  Leaping: 10 feet (3 m) high or across, increase by 50% with a 
  running start.
  Water: The Buffalo cannot swim, but can walk along the bottom 
  of the sea or lake bed at a speed of 25 mph (40 km). Maximum 
  depth tolerance is 800 feet (244 m).
  Flying: Not possible.
  Statistical Data:
  Height: 25 feet (7.6 m).
  Width: 14 feet (4.3 m).
  Length: 10 feet (3 m).
  Weight: 21 tons.
  Physical Strength: Robotic P.S. of 35.
  Cargo: There is a small locker built into the pilot compartment 
  large enough to hold a rifle, pistol and survival kit. The Buffalo 
  also features a water filter system with a three gallon (11.3 liter) 
  water tank.
  Power System: Nuclear; average energy life is 15 years. Solid 
  Oxide Fuel Cell and electric battery versions are also available.
  NG-V34 Buffalo
  The Fillinger design team, headed by Jason Chapman, 
  Glenn Cole and Mark Dudley, see the Buffalo as a mainline 
  combat robot. A walking bunker suitable for city and perimeter 
  patrols, escort operations and guard duty. A high-powered robot 
  that when its position is attacked, or when on patrol runs into 
  something big, dangerous or armored, has the heavy-hitting fire-
  power to take it down without having to call for reinforcements. 
  The two particle beam cannons mounted above the head are the 
  robot’s “buffalo horns.” They can rotate 360 degrees and have 
  a 45 degree arc of fire. Each has its own gunner and can oper-
  ate independent of each other to attack two different targets, or 
  engage in linked fire to pulverize the same target simultaneously. 
  Mounted on each forearm is a plasma ejector, and the Buffalo 
  has a few dozen mini-missiles for an additional wallop. It can, of 
  course, also engage in hand to hand combat. The Buffalo’s hands 
  are fully articulated and able to use giant-sized, handheld weap-
  ons, tools, and explosives, as well as climb and perform other 
  functions that require dexterity and control.
  The Buffalo can handle anything from monsters and dinosaurs 
  to heavily armored assault vehicles and other combat robots. 
  While it has a battery of weapons that do heavy damage, their 
  ranges are rather short compared to lasers, rail guns and other 
  types of long-range weapons. This means the Buffalo is put to 
  best use in urban environments, guarding tunnels (or guarding 
  anything), perimeter and street patrols, ambushes and cross-
  
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  Cost: Nuclear: 27 million credits for a new or almost new robot 
  with a full weapons load. Solid Oxide: 24 million credits. Electric 
  battery: 22 million credits.
  Weapon Systems:
  1. Twin Particle Beam Turrets (2; light): Mounted over and 
  above the shoulders are twin particle beam turrets. Each turret 
  can move independent of the other or in tandem for linked fire. 
  Each can rotate 360 degrees and has a 45 degree up and down 
  arc of fire. Each turret has its own gunner, though one gunner 
  is capable of controlling both turrets in linked fire. The pilot 
  handles all other weapons and robot movement. The particle 
  beam cannons are intended to be tank and robot killer weap-
  ons, but can also be used to cover the Buffalo from incom-
  ing missiles and attackers while it blasts away at other targets 
  with its plasma blasters and mini-missiles. Each particle beam 
  weapon also has a gun camera that functions as an extra set of 
  eyes, and lets the gunner or pilot look behind him/her or keep 
  a watch on the sky. The cameras also come in handy as backup 
  in the event that the cameras and sensor system in the robot’s 
  head are knocked out.
  Primary Purpose: Anti-Armor and Assault.
  Secondary Purpose: Anti-Fortifications and Defense.
  Range: 1,600 feet (488 m).
  Mega-Damage: 6D6+6 M.D. for a single blast, 2D4x10 M.D. for 
  a dual blast fired simultaneously at the same target.
  Rate of Fire: Each single or linked dual blast counts as one melee 
  attack/action.
  Payload: Effectively unlimited. 30 dual blasts per charge for elec-
  tric battery models of the robot.
  Bonus: Laser targeting: +1 to strike on aimed shots.
  2. Forearm Mounted Plasma Ejectors (2): The Buffalo’s fore-
  arm weapons give it an additional heavy-hitter punch at a de-
  cent range. Point and shoot.
  Primary Purpose: Anti-Armor and Assault.
  Secondary Purpose: Anti-Personnel and Defense.
  Range: 1,600 feet (488).
  Mega-Damage: 5D6 M.D. per blast.
  Rate of Fire: Each single shot counts as one melee attack; can not 
  fire simultaneously at the same target with both arms.
  Payload: Effectively unlimited; tied into the power supply of the 
  robot.
  3. Shoulder Mini-Missile Launchers (2): Located in each of 
  the shoulder housings of the particle beam cannons is a mini-
  missile launcher. The top flips up to launch missiles.
  Primary Purpose: Anti-Armor and Assault.
  Secondary Purpose: Anti-Personnel and Defense.
  Range: About one mile (1.6 km).
  Mega-Damage: Varies with missile type. Plasma (1D6x10 M.D.) 
  and Armor Piercing (1D4x10 M.D.) are standard.
  Rate of Fire: One at a time or in volleys of 2, 4 or 6.
  Payload: 24 total missiles, 12 in each launcher.
  4. Leg Mini-Missile Launchers (2): Four mini-missiles can be 
  fired from each of the upper legs. The top flips open and mis-
  siles are launched.
  Primary Purpose: Anti-Aircraft/Anti-Missile.
  Secondary Purpose: Anti-Armor/Anti-Robot.
  Range: About 1 mile (1.6 km).
  Mega-Damage: Varies with missile type. Any mini-missile can 
  be used, but it comes standard with armor piercing (1D4x10 
  M.D.) or plasma (1D6x10 M.D.). Fragmentation (5D6 M.D.) 
  may be used for anti-personnel operations.
  Rate of Fire: One at a time or in volleys of 2 or 4.
  Payload: 8 mini-missiles total, 4 in each upper leg.
  5. Handheld Weapons: Giant-sized M.D. Rifles or melee weap-
  ons can be used if desired.
  6. Hand to Hand Combat: Rather than use a weapon the pilot 
  can engage in Mega-Damage hand to hand combat as per Ro-
  bot P.S. 35. See Heavy Ground Robot Training on page 352 of 
  Rifts® Ultimate Edition for the number of attacks per melee 
  and bonuses.
  Special Bonus: +2 to parry and +1 to disarm due to the 
  extra plating on the Buffalo’s forearms.
  7. Sensor System Note: The Buffalo has all the standard robot 
  sensors.
  EX-20 Bulldog Explorer
  With the immense popularity of the old EX-5 Behemoth Ex-
  plorer, and the exploding population of settlers, refugees, adven-
  turers and explorers, Northern Gun’s robot engineers have decid-
  ed to develop a number of wilderness exploration robots. Robots 
  that have decent weapons and armor, but are designed for long 
  travels and exploration missions. Robots that can house four or 
  more adventurers and even offer sleeping accommodations. The 
  Bulldog is one such robot.
  An instant hit the moment it was released on the market a 
  year and a half ago, the creative minds of William McGoldrick, 
  Charles McComb III, Jonathan Lovejoy and Donavon Pan-
  kratz are the R&D wizards who brought this robot to life. They 
  went with four legs for maximum stability over uneven terrain, 
  but also included a tracked option for increased speed on open 
  road. To use the tank-like treads, the Bulldog leans back as if 
  standing on its haunches, the legs lock, the treads slide down and 
  lock into place, and the robot is off to the races. The Bulldog is 
  low profile and stands tall enough to tread through deep stand-
  ing water, marshland and shallow rivers and ponds with ease. 
  The interior compartments are sealed, so the Bulldog can travel 
  underwater, walking along the bottom, but it is not often done. 
  The top-mounted cannon cannot be used underwater unless the 
  gunner has an oxygen supply and suitable armor protection for 
  the depth.
  As an explorer robot, there are four small, private, sleeping 
  compartments, a small laboratory and a tiny shower. In addition, 
  the pilot’s seat and gunner’s seat in the forward rail gun compart-
  ment can be made to recline and use as additional sleeping areas, 
  if needed. It is the communal shower that gets much appreciation, 
  as it is a blessing for travelers out in the wild for weeks at a time. 
  There is enough water in the shower for all four crew members to 
  shower. That water is captured, recycled, cleaned and reused as 
  often as 12 times. In addition, there is a small lab room with the 
  most basic of equipment, a half-size refrigerator, and a wall with 
  built-in shelves that hold plastic containers of various sizes that 
  slide in and out, and lock shut, for holding specimens.
  In an effort to make the Bulldog an all-purpose vehicle, there 
  is a giant robot hand used for digging, excavation and moving 
  fallen trees and debris out of its path. It can also be used to pull 
  or push heavy loads, stalled vehicles, and for salvage work. The 
  two small robot arms and hands, also located in the front of the 
  
  125
  vehicle, are used to gather specimens, tear apart wreckage, gather 
  salvage, make repairs on other robots and vehicles and similar 
  work. The small arms and the large hand can all extend an ad-
  ditional six feet (1.8 m).
  Standard weapon systems are the nose gun manned by a dedi-
  cated gunner, a missile launcher on the left side, and a big laser 
  cannon in an open-air turret on the top of the Bulldog. The open-
  air turret is to provide maximum visibility in all directions while 
  exploring. A passenger can sit on a foldout jump-seat to keep the 
  gunner company or to see the sights. The pilot’s cockpit is mostly 
  M.D.C. plexiglass windows to provide a comprehensive view of 
  the countryside. The Bulldog comes with snap-on M.D.C. plates 
  that are easy to attach when the team expects trouble. It takes one 
  person about 10 minutes, or two people four minutes to snap the 
  plates over the windows, leaving only a narrow slit. (Small plates 
  have 25 M.D.C., large ones 40 M.D.C.)
  Model Type: NG-EX 20
  Class: All-Purpose Exploration Robot.
  Crew: Three; one pilot, one copilot/gunner, one topside gunner. 
  Can accommodate one additional crew or passenger comfortably, 
  but as many as 4-6 could squeeze in under cramped conditions.
  M.D.C. by Location:
  ** Cameras (6, concealed) – 12 each
  ** Lights (8, small, recessed) – 5 each
  Legs (4) – 280 each
  * Arms (2, small) – 75 each
  Giant Hand/Digger (1) – 150
  * Forward Rail Gun (1) – 75
  Rail Gun Armored Gunner’s Compartment – 150
  * Pilot’s Cockpit (M.D.C. plexiglass) – 100
  * Hatches to Sleeping Compartments (4) – 50 each
  * Exterior Storage Units (3, size of a large cooler) – 25 each
  * Missile Launcher (1, left) – 70
  * Main Gun Turret (1, top) – 170
  ** Tracks (2, back of rear legs) – 50 each
  *** Main Body – 500
  * A single asterisk indicates a small and difficult target to 
  strike, requiring the attacker to make a “Called Shot,” but even 
  then the attacker is -3 to strike.
  ** Two asterisks indicates a small and difficult target to 
  strike, requiring the attacker to make a “Called Shot,” but with 
  a penalty of -4 to strike.
  *** Depleting the M.D.C. of the main body shuts the ve-
  hicle down completely, making it useless.
  Speed:
  Running: 50 mph (80 km) maximum on its feet. Riding on Treads: 
  70 mph (112 km) on smooth roads.
  Leaping: Not possible.
  Water: 20 mph (32 km) walking along the soft lake floor. Maxi-
  mum depth tolerance is 2,000 feet (610 m).
  Flying: Not possible.
  Statistical Data:
  Height: 19 feet, 7 inches (6 m).
  Width: 16 feet (4.8 m), from shoulder to shoulder.
  Length: 25 feet (7.6 m).
  Weight: 24 tons.
  Robot Strength: Generally, P.S. 40; small arms: 28.
  Cargo: The Bulldog’s storage bay is the size of a 6x4x4 foot 
  (1.8x1.2x1.2 m) closet, plus three 4x2x2 foot (1.2x0.6x0.6 m) ex-
  terior lockers. The pilot cockpit and forward gunner have enough 
  
  126
  space to stow an extra suit of body armor, survival kit, first-aid 
  kit, 5 gallons (19 liters) of water, and a backpack. Additional 
  crates and packages can be tied to the exterior of the robot.
  Power System: Nuclear; average energy life is 20 years. Solid 
  Oxide Fuel Cell and electric battery versions are also available.
  Cost: 31 million credits nuclear, 27 million Solid Oxide, 23 mil-
  lion electric battery.
  Weapon Systems:
  1. Main Gun Turret (1): The main gun on top of the Bulldog 
  is a double-barreled, dual weapon system. The top barrel is a 
  long-range laser, the lower one is an ion cannon with shorter 
  range but more firepower. The entire turret can rotate 360 de-
  grees and has a 45 degree up and down arc of fire when turned 
  to the sides or the back; 30 degree when pointed forward over 
  the cockpit.
  Primary Purpose: Defense and Anti-Monster.
  Secondary Purpose: Anti-Armor and Anti-Flyers.
  Range: Laser: 3,000 feet (914 m). Ion Cannon: 1,200 feet (366); 
  half those ranges underwater.
  Mega-Damage: Laser: 3D6 M.D. per blast. Ion Cannon: 5D6 
  M.D. per blast. 1D4x10+4 per simultaneous dual blast at the 
  same target, provided it is within range of both guns.
  Rate of Fire: Each single or dual blast counts as one melee attack.
  Payload: Effectively unlimited.
  2. NG-501 Rail Gun: The nose gun is an NG-501 Rail Gun. It 
  faces forward but can be moved 20 degrees in any direction 
  and has a good payload. A dedicated gunner mans this weapon 
  system.
  Primary Purpose: Defense and Anti-Armor.
  Secondary Purpose: Anti-Personnel.
  Range: 4,000 feet (1,219 m).
  Mega-Damage: A burst is 40 rounds and inflicts 1D4x10 M.D.; 
  can substitute with special anti-supernatural rounds (see Gun-
  wolf).
  Rate of Fire: Each burst counts as one melee attack/action.
  Payload: 3,680 rounds for a total of 92 bursts; 1,840 rounds or 46 
  bursts in each of the two detachable drum magazines (accessed 
  from the sides).
  3. Side-Mounted Mini-Missile Turret (1): Mounted on a swivel 
  arm that can rotate 180 degrees and has a 45 degree up and 
  down arc. Note: The mini-missile launcher is standard, but 
  for an extra 500,000 credits, it can be substituted with a short-
  range missile launcher.
  Primary Purpose: Defense and Anti-Monster.
  Secondary Purpose: Anti-Armor and Anti-Missile.
  Range: Varies with type.
  Mega-Damage: Varies with type. Standard launcher and payload 
  is mini-missiles. Any type of mini-missile can be used, but stan-
  dard issue is a mix of 60% High Explosive (1D4x10 M.D.), 30% 
  plasma (1D6x10 M.D.) and 10% smoke.
  Rate of Fire: One at a time or in volleys of two, four or six. Firing 
  a single mini-missile or a volley counts as one melee attack.
  Payload: Varies with the type of missile. Mini-Missiles: 36 total. 
  Short-Range Missiles: 12 total.
  4. Hand to Hand Combat: Rather than use a weapon, the pilot 
  can engage in Mega-Damage hand to hand combat. However, 
  the Bulldog is not designed for combat, so it gets half the num-
  ber of attacks when fighting hand to hand, and also reduce the 
  bonuses described for Heavy Ground Robot Training on page 
  352 of Rifts® Ultimate Edition by half. Robot P.S. 40 for the 
  large arm, Robot P.S. 28 for the small ones.
  Giant Hand/Digger – 2D6+3 M.D. for a full strength punch 
  and tear or pry. 1D6 M.D. crush. Power Punch is not possible.
  Small, Retractable Arms (2) – 1D6 M.D. punch and tear. Pow-
  er Punch is not possible. The small arms can extend an addi-
  tional six feet (1.8 m) and have a light and a camera.
  Other Close Combat Attacks:
  Stomp or Trample – 2D6+2 M.D.
  Body Block – 2D6 M.D. with a 01-66% likelihood of 
  knocking down opponents of equal size or smaller. Victims of 
  knockdown lose initiative and one melee attack.
  5. Sensor System Note: Has all basic robot systems.
  Gunbot Robot-Killer
  The Gunbot is a mobile weapons platform loaded down 
  with more guns and firepower than armor. It is an anti-armor/
  anti-monster, “robot-hunter” like the tank-hunters of old, and the 
  brainchild of lead designers Mike Sykes, Chris Steinbrenner 
  and Richard J. Perez. In this case, it is a low-profile, bipedal 
  walking cannon made for ambushing and engaging larger, more 
  heavily armored opponents and holding defensive positions. 
  Though designed for robot to robot combat, the Gunbot performs 
  admirably against living, armored juggernauts such as Fury Bee-
  tles, Dinosaurs, dragons and monsters. The Gunbot’s armaments 
  can deliver devastating attacks to such armored opponents, but 
  to avoid taking damage itself, the pilot must rely on the speed 
  and mobility of the Gunbot to escape enemy fire. To this end, the 
  robot’s ability to run, leap, crouch down low, and pop up to fire 
  goes a long way. Jet thrusters in the back of the lower legs, and a 
  trio of jets in the back of the main body, enable the pilot to make 
  jet-assisted leaps that would seem otherwise impossible for a ro-
  bot this size. A dozen strategically placed stabilizing thrusters in 
  the undercarriage of the main body, and elsewhere, help provide 
  balance. Running and leaping, and bobbing and weaving makes 
  the Gunbot Robot-Killer a truly difficult target to hit. (Note: All 
  attackers are -1 to strike in general and -2 to strike on Called 
  Shots whenever the Gunbot is in motion.)
  This motion defense system is something new and experimen-
  tal, developed by the design team of Walton, Clements, Martin 
  and Beedah. It can take some getting used to, but once the pilot 
  and gunners get the hang of it, the bounding and blasting Gunbot 
  can become a blur of motion and destruction without peer. Initial 
  market acceptance has been slow, but mercenaries and adventur-
  ers are starting to come around to the idea, and Northern Gun uses 
  the robot in its own defenses and “hunting” missions.
  In the field, a common strategy is to have the Gunbot Robot-
  Killer take a strategic position behind cover (trees, debris, etc.), 
  or under camouflage netting, and lie in wait. When an armored 
  target appears, the Gunbot makes the first attack from its con-
  cealed location, like a sniper, often unleashing rapid-fire from 
  multiple weapon systems (i.e., rail gun, ion cannon and missile 
  volley), before the target knows what hit it, or from where. A mo-
  ment later, the Gunbot abandons its “sniper” position and begins 
  to move, leaping and running, bobbing and weaving behind other 
  cover or new firing positions, or moving up, fast, on the enemy 
  for the kill shot or additional attacks on other armored units. In 
  
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  the alternative, the Gunbot may choose to hit and run – fleeing 
  the area entirely or leading the pursuing enemy into an ambush.
  Gunbot Robot-Killers may also be used in perimeter defense 
  of towns, lookout posts, and military base camps. In this case, the 
  robot is used as a mobile weapon turret and may even rest inside 
  a bunker or behind a defensive wall or barrier made of debris, 
  with only its guns and upper body showing. As enemies or hostile 
  intruders move in, the robot functions as a sort of bunker turret 
  blasting away with its weapon systems, while its lower torso and 
  legs are protected by the bunker walls. However, there is never 
  a roof to such a “bunker” arrangement, enabling the Gunbot to 
  leap up and out from behind the defensive walls to pursue enemy 
  targets or take up a new, superior defensive position as the battle 
  progresses. Enemies not familiar with the Gunbot Robot-Killer 
  are surprised when the bunker turret leaps out to reveal it is a 
  mobile combat robot. It is this mobility that makes the Gunbot a 
  versatile field and defense robot.
  Its main weakness is its lack of heavy armor. Northern Gun 
  does not have the same advanced M.D.C. alloys, nor propulsion 
  systems and avionics as the CS and Triax, so the Gunbot trades 
  armor to make it light enough to take advantage of its jump-jet 
  system. The Gunbot is too heavy and ungainly to actually fly, but 
  can certainly surprise opponents with its jumping abilities and 
  speed.
  Enemy targets unfortunate enough to step into the Gunbot’s 
  sights will come under fire from its main gun: a heavy ion can-
  non and rail gun combined weapon system. Mini-missiles and 
  a grenade launcher complete the package, giving the Gunbot a 
  nice range of different weapons capable of taking out armored 
  opponents such as other giant robots, tanks, and Mega-Damage 
  monsters as well as infantry troops. The variety of weapons also 
  gives the Gunbot combat options with varying effects and range. 
  Many mercenaries and even NG salespeople often refer to the 
  Gunbot as both a “Robot/Tank-Killer” and a “Dragon Slayer.”
  Model Type: NG-V47 Gunbot Light Artillery.
  Class: Infantry Assault and Support Robot.
  Crew: One pilot and two gunners.
  M.D.C. by Location:
  Legs (2) – 250 each
  * Feet (2) – 145 each
  ** Pilot’s Cockpit (1, upper) – 120
  ** Gunners’ Cockpit (1, lower) – 140
  * Grenade Cannon (1, right side; top) – 115
  * Nose Gun: Rail Gun (1, upper barrel) – 150
  * Nose Gun: Ion Cannon (1, lower barrel) – 135
  * Mini-Missile Box Launchers (2, right and left side) – 50 
  each
  * Maneuvering Thrusters (12, small, mostly undercarriage) – 
  5 each
  * Leg Jump-Jet Clusters (2) – 35 each
  Rear Jet Thrusters (3, back of main body) – 40 each
  Shield Panels (2, behind Box Launchers) – 90 each
  *** Main Body (upper half above the legs) – 390
  * A single asterisk indicates a small and difficult target to 
  strike, requiring the attacker to make a “Called Shot,” but even 
  then the attacker is -3 to strike; even more difficult (an addi-
  tional -2) when the Gunbot is moving and leaping.
  ** Two asterisks indicates a small or difficult target to 
  strike, requiring the attacker to make a “Called Shot,” but even 
  
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  then he is -4 to strike; even more difficult (an additional -2) 
  when the Gunbot is moving.
  *** Depleting the M.D.C. of the main body shuts the ve-
  hicle down completely, making it useless.
  Speed:
  Running: 75 mph (120 km). Power jumping and high-speed 
  bounding and running: 105 mph (168 km).
  Leaping: The robot’s powerful legs and jet boosters enable it to 
  perform leaps and running-leaping movements. Leaps without 
  jets: 30 feet (9.1 m) high or across, double at speeds of 50 mph 
  (80 km) or greater. Jet-assisted leaps: 50 feet (15.2 m) high and 
  up to 100 feet (30.5 m) across, double at speeds of 50 mph (80 
  km) or greater.
  Water: The Gunbot cannot swim, but can walk along the bottom 
  of lakes and seas at a maximum speed of 30 mph (48 km). Maxi-
  mum depth tolerance is 2,000 feet (610 m).
  Flying: Not possible.
  Statistical Data:
  Height: 18 feet, 10 inches (5.8 m).
  Width: 12 feet (3.6 m) at the hips. The low-profile upper torso/
  gun turret main body is long and narrow; 9 feet (2.7 m) from 
  box launcher to box launcher, 11 feet (3.3 m) with shields fully 
  extended.
  Length: 18 feet (5.5 m).
  Weight: 12 tons for the robot, plus 3.2 tons fully loaded with 
  ammo and missiles.
  Physical Strength: Equal to a Robotic P.S. 35.
  Cargo: Minimal, a small locker with enough room for a rifle, 
  pistol, survival kit, 10 gallons (37.9 liters) of water and a few 
  personal items.
  Power System: Nuclear; average energy life is 15 years. Solid 
  Oxide Fuel Cell and electric battery versions with a 5.6 year life 
  are also available.
  Cost: Nuclear: 31 million credits. Solid Oxide: 24 million credits. 
  Electric Battery: 21 million credits. Good availability.
  Weapon Systems:
  Note: The pilot and two dedicated gunners sit in two separate 
  cockpits. The pilot in the upper cockpit handles all the movement, 
  running and leaping. The lower cockpit contains two gunners. 
  One handles the dual nose guns, the other fires the mini-missiles 
  and grenade cannon. All coordinate their actions with each other. 
  To point the main guns (numbers 1a & 1b), the entire upper torso 
  of the Gunbot must turn and aim like the turret of a tank.
  1. Dual-Cannon Nose Guns: The Nose Guns are the Gunbot’s 
  main guns. Both are built into the same fixed-forward hous-
  ing, but the upper body of the Gunbot can rotate 360 degrees 
  to fire in any direction, and can tilt up and down 45 degrees, 
  giving it a good arc of fire effective against ground troops and 
  low flyers. Linked Fire Note: When an enemy target comes 
  within range of both the rail gun and the ion cannon (1,800 
  feet/548.6 m), they can both be unleashed to inflict simultane-
  ous damage upon the same target. That’s 2D4x10 M.D. per 
  dual melee attack.
  a) NG-1010 Heavy Rail Gun: The Gunbot’s primary 
  weapon is an NG-1010 Rail Gun with an underbarrel ion can-
  non built in. The rail gun has superior range and fires hard 
  shells that cannot be mitigated by energy-reflecting armor or 
  magic. A dedicated gunner mans this dual weapon system.
  Primary Purpose: Anti-Armor and Anti-Monster.
  Secondary Purpose: Anti-Aircraft and Anti-Flyers.
  Range: 5,000 feet (1,524 m).
  Mega-Damage: A burst is 40 rounds and inflicts 1D4x10 M.D.
  Rate of Fire: Each burst counts as one melee attack/action. See 
  linked fire, above.
  Payload: 3,680 rounds for a total of 92 bursts; 1,840 rounds or 46 
  bursts in each of two detachable drum magazines (accessed from 
  the sides).
  b) NG 2020 Underbarrel Ion Cannon: Beneath the heavy 
  rail gun barrel is a high-powered ion cannon. The weapon has 
  good range for an NG ion weapon, does impressive damage 
  and should not be used carelessly. A dedicated gunner mans 
  this dual weapon system.
  Primary Purpose: Assault and Anti-Infantry.
  Secondary Purpose: Anti-Armor and Anti-Monster.
  Range: 1,800 feet (548.6 m).
  Mega-Damage: 1D4x10+4 M.D. per single blast.
  Rate of Fire: Each blast counts as one melee attack/action. See 
  linked fire, above.
  Payload: Effectively unlimited.
  2. Shoulder Mini-Missile Launchers (2): Each of the robot’s 
  shoulders sports a series of six mini-missile tubes. The mini-
  missiles can be used for extra long-range attacks, to shoot 
  down aircraft, or simply as bombardment weapons. The mini-
  missile launchers can tilt out 25 degrees and rotate 360 de-
  grees to fire forward, upward and behind the robot. The second 
  gunner or pilot operates the mini-missile launchers.
  Primary Purpose: Anti-Armor.
  Secondary Purpose: Anti-Aircraft/Flyers.
  Range: About one mile (1.6 km).
  Mega-Damage: Varies with missile type.
  Rate of Fire: One at a time or in volleys of two, three or six.
  Payload: 24 total; 12 per box launcher.
  3. NG-GL1030A Grenade Cannon (1, top): Mounted atop the 
  robot’s right side is a rapid-fire grenade launcher that looks 
  more like a cannon. Its longer barrel and cannon-like design 
  provides it with better range. The grenade cannon is used to 
  suppress enemy infantry, punch holes in defenses, knock out 
  bunkers and fortified positions and create cover. Able to point 
  from the front to the back, the gunner can position the weapon 
  to defend itself along its entire right side as well as fire at en-
  emies behind it. The grenade launcher can sweep from front to 
  back, 220 degrees and has a 90 degree up and down arc of fire. 
  The second gunner operates this weapon.
  
  129
  Primary Purpose: Assault and Anti-Personnel.
  Secondary Purpose: Anti-Monster and Riot Control.
  Range: 1,800 feet (548.6 m).
  Mega-Damage: 3D6 M.D. per single grenade to a 12 foot (3.7 
  m) radius for fragmentation grenades (1D4x10+3 M.D. for a 
  3-grenade volley), 4D6 M.D. to a 3 foot (0.9 m) radius for high 
  explosive/armor piercing grenades (1D6x10+6 M.D. for a volley 
  of three), or 6D6 M.D. to a five foot (1.5 m) radius for a single 
  plasma grenade (2D4x10+12 M.D. for a volley of three). Note: 
  As a rapid-fire weapon, the cannon can fire one grenade at a time 
  or a rapid-fire volley of three (unleashed a split second apart). A 
  volley always contains the same type of grenade.
  A smoke grenade covers a 40 foot (12.2 m) radius in a dense 
  cloud of smoke, obscuring vision and creating cover. Radius x3 
  for a volley of three smoke grenades, tear gas or flash grenades.
  A tear gas grenade covers a 25 foot (7.6 m) radius and makes 
  the eyes and noses of victims not protected by gas masks or envi-
  ronmental armor burn and tear, as well as gags and chokes them 
  (-10 to strike, parry, dodge, -3 on initiative and lose one melee 
  attack as long as they are in the gas cloud and for 1D6+1 melee 
  rounds after exiting it; protected individuals suffer no penalties).
  A stun/flash grenade unleashes a bright flash, sparkles and 
  white smoke that temporarily blind victims (-10 to strike, parry, 
  and dodge, -1 on initiative, and lose one melee attack for 1D4 
  melee rounds). Radius of effect is 4 feet (1.2 m).
  Rate of Fire: Single shot or volley of three. Each shot or volley 
  counts as one melee action/attack.
  Payload: 120 grenade drum for a total of 40 volleys. Can be all 
  one type of rifle grenade or a “mixed load” of 2-5 different types. 
  A Riot Control payload contains only non-lethal grenades: Tear 
  Gas, Stun/Flash and Smoke.
  4. Hand to Hand Combat: When necessary, the pilot can en-
  gage in Mega-Damage hand to hand combat. However, the 
  Gunbot has no arms and is limited to swats with its gun nose, 
  kicks, stomps and ramming attacks. See Light Ground Robot 
  Training on page 353 of Rifts® Ultimate Edition for combat 
  bonuses. Note: Cannot parry, punch or power punch. Robot 
  P.S. 35.
  Swat with Gun Barrels of the Nose – 2D4 M.D.
  Kick Attack – 2D8+4 M.D.
  Leap Kick Attack – 4D8+8 M.D., but counts as two attacks.
  Power Leap Kick (Jet Thruster Boosted) – 1D4x10+12, but 
  counts as three attacks and requires a running start.
  Stomp or Trample – 2D4 M.D., but limited to targets 6 feet 
  (1.8 m) tall or smaller.
  Leaping Stomp – 1D6x10+12 M.D., but counts as three at-
  tacks and is -2 to strike. This attack requires the Gunbot to leap 
  up and land on top of the target to stomp it. Maximum leaping 
  height is 30 feet (9.1 m) without jet assistance; 60 feet (18.3 
  m) with a running start at speeds of 50 mph (80 km) or greater. 
  Jet-assisted leaps: 50 feet (15.2 m) from a standing still posi-
  tion, or 100 feet (30.5 m) with a running start at speeds of 50 
  mph (80 km) or greater.
  Body Block/Ram – 2D6 M.D. with a 01-66% likelihood 
  of knocking down opponents of equal size or smaller (+1D6 
  M.D. at maximum speed and +1D6% to knockdown). Victims 
  of knockdown lose initiative and one melee attack.
  5. Sensor System Note: The Gunbot has all the standard robot 
  systems.
  Gunwolf
  The Gunwolf was created to fill a gap in NG’s robot prod-
  uct line: A monster fighter. A robot capable of standing against 
  waves or swarms of demons and monsters, or giant horrors like 
  dragons, as well as able to engage robots, power armor and con-
  ventional troops. With the alarming increase of the Xiticix popu-
  lation, and the frequent appearance of new demons and monsters, 
  as well as alien monstrosities from beyond the Rifts all on the 
  rise, NG execs were concerned. It seems only a matter of time 
  before Ishpeming, or another nation, might have to fight an entire 
  army of monsters. Such events were certainly not unprecedent-
  ed. People still tell stories about the Demon Plagues of the Two 
  Hundred Years Dark Age, a nightmare that Northern Gun itself 
  had managed to survive, barely. The Tolkeenites raised armies 
  of Daemonix, Brodkil and other supernatural beings to throw 
  at the invading Coalition Army; and the New German Republic 
  (NGR) is famously surrounded by millions of hostile Gargoyles 
  and Brodkil, and have battled them for generations. With more 
  and more chatter in recent years about the Vampire Kingdoms 
  in Mexico and a new Kingdom of Monsters in Calgary, Canada, 
  not to mention a seemingly growing number of demonic beings 
  and dinosaurs being flushed out from the North and West, there is 
  definitely a market for an anti-monster robot.
  Since Northern Gun survived the Two Hundred Years Dark 
  Age and has hundreds of mercs, Psi-Stalkers and “specialists” 
  under contract who have experience battling such monstrosities, 
  the nation is prepared to deal with supernatural invaders. Prob-
  ably more so than some other nations. After all, NG has a reserve 
  of silver weapons and ammo, as well as some magic items and 
  strategies and tactics to deal with such an event. They also make 
  and sell silver weapons and ammo to vampire hunters, demon 
  slayers, mercs and adventurers across the continent, but all are 
  for small-scale combat operations. There are no heavy, combat 
  robots or preparations for a mass onslaught like generations past. 
  As further evidence of this tactical mistake, NG executives point 
  to kingdoms of magic, all of whom have magical weapons and 
  war machines to deal with such threats. This concern has led to 
  the creation of the Gunwolf anti-monster combat robot.
  The lead designers of the Gunwolf, Charles Walton, John 
  Kallil, Marc Ferrari and Andrew Kelsoe, spent hundreds of 
  hours researching the supernatural threat in order to design a ro-
  bot that would have maximum effectiveness against a wide range 
  of inhuman foes. The end result is a heavily armored and versa-
  tile combat robot, equipped to fight creatures of magic and the 
  supernatural, as well as high-tech enemies. To set the robot apart 
  and include more combat features, the team gave it a stylized, 
  mechanical wolf’s head and a biting maw lined with silver-plated 
  teeth, and powerful, crushing jaws.
  Projectile weapons generally being the most effective against 
  the supernatural, provided the rounds are coated in silver, made of 
  wood, or some other unconventional ordnance, the Gunwolf has 
  several such weapons. A pair of dual rotary rail guns are mounted 
  on the right forearm. One is loaded with silver rounds, the other 
  firing specially designed wood and silver rounds. Located in the 
  nose of the cockpit, in the center of the chest, is a lighter rail 
  gun also capable of firing conventional or anti-monster ammo. 
  Mounted under it is a secondary sensor cluster with two cameras 
  (one conventional, one infrared), an infrared spotlight plus the 
  
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  131
  usual array of sensors. A pair of concealed, gun-style mini-mis-
  sile launchers provide explosive power. Plasma missiles are the 
  standard payload for use against monsters and animals vulnerable 
  to fire. In addition, each hand has large, silver-plated claws for 
  slashing in close combat, but also suitable for climbing, digging, 
  mining, salvage operations and ripping through enemy defenses.
  Keeping in mind the need to have weapons that can dish out 
  damage to human opposition and ordinary monsters (not just 
  magical or supernatural beings), a heavy ion cannon is mounted 
  on the left forearm and lasers fire from the eyes. The ion cannon 
  and lasers are effective against fellow mortals, armored vehicles, 
  dinosaurs and other dangerous animals, as well as the terrestrial 
  servants and henchmen of demons and monsters. Of course, a 
  silver-plated rail gun slug will chew up mortal troops as nicely as 
  the supernatural, but the design team wanted to insure there were 
  weapons sufficient to deal with a wide range of enemies.
  The designers understood that most monstrous animals and 
  many demonic beings fight like predatory animals. That means 
  they like to pounce and attack with tooth and claw in close com-
  bat. This is where the Gunwolf is at its greatest advantage. The 
  biting maw and massive silver claws are equal to those of any 
  monster, but there is more thought to them than that. The Gun-
  wolf pilot will deliberately bait demons and monsters to charge 
  and pounce. When the beast gets in close, the pilot grapples and 
  holds the creature, the robot’s claws digging deep into the mon-
  ster’s flesh. Better yet, the tooth-filled mouth bites into the mon-
  ster’s neck or shoulder, or one of its limbs, and holds tight. With 
  the monster held by the maw or claws, or the creature willingly 
  engaged in hand to hand combat, the pilot can fire the chest gun 
  while a gunner blasts with the laser eyes and/or the flamethrower. 
  Likewise, the mini-missiles can be fired right into the giant mon-
  ster, and if the pilot or gunner has the angle, the robot can blast 
  away at point-blank range with either of the forearm weapons. 
  This strategy and tactic may sound unfair and brutal overkill, but 
  fighting such creatures is no game, and a quick kill is the best 
  possible result.
  Northern Gun has recently added a significant number of these 
  anti-monsters to their own military reserve. They have also been 
  assigned to a select number of border patrol operations and ex-
  cursions into hostile wilderness to hunt monsters and to put the 
  relatively new robot through its paces in the field. To support 
  Gunwolf patrols, a few other fast robots or power armor may be 
  deployed with them. A small, standard Gunwolf patrol consists 
  of 1D4+2 Gunwolves and two fast, smallish robots or 3-4 power 
  armor troops. Larger deployments may consist of an entire squad 
  of 8-10 Gunwolves and 2 other robots or 2-4 power armor troops. 
  Such squads have come to be known as the Northern Wolves. 
  Meanwhile, an entire platoon of 14-20 Gunwolves, 2-4 other ro-
  bots plus 2-8 power armor troops are known as a Wolf Pack. 
  While the smaller, accompanying robots and power armor units 
  provide support, they more often fill the role of hounds to flush 
  predatory monsters out in the open or toward the Gunwolf where 
  it lays in wait.
  Results with the Gunwolf have been impressive and intimi-
  dating, making it popular among bounty hunters, monster hunt-
  ers, mercenaries and city-states who have issues with monsters 
  or demons and the supernatural. Having only been released in 
  the last year, the Gunwolf has not yet made it into the American 
  Southwest or Mexico to fight vampires.
  There are two notable weaknesses to overcome with the 
  Gunwolf. One is the robot’s reliance upon weapon systems with 
  finite ammunition. When the ammo is gone, the Gunwolf crew 
  must rely upon hand to hand combat and energy weapons, of 
  which the latter may be completely ineffective against many su-
  pernatural and magical foes. Similarly, after the ammo is gone, 
  the Gunwolf can be overwhelmed by swarming monsters like the 
  Xiticix, though the robot has proven fairly effective inside hive 
  tunnels. The trick in fighting Xiticix is either going in with a force 
  that can completely wipe out all members of the hive, or getting 
  out alive and making a hasty retreat. Of course, that’s true of all 
  hive incursions with any vehicle or troops. This is why hit and 
  run strikes with a transport vehicle close at hand (or a means of 
  magical extraction or concealment) are the only way attackers in-
  vading a Xiticix hive have any chance of survival. Once a Xiticix 
  hive is riled up, the frenzied instectoids don’t stop searching and 
  killing until all intruders are destroyed, or have fled further than 
  two miles (3.2 km) from the hive. In some rare cases, soldiers 
  have managed to hide and slip away hours later. Many Gunwolf 
  pilots believe a large robot and power armor force led by a com-
  pany of Gunwolves could march on a hive, enter and wipe out the 
  entire hive population. There are even some Gunwolf pilots lob-
  bying to give it a try, knowing full well that it could be a suicide 
  mission. So far, no human power has tried such an operation even 
  against a small hive.
  The second problem is the Gunwolf’s bulk and overall design. 
  The irony is the Gunwolf was originally conceived as a sleek, 
  fast robot able to prowl the woods in search of monsters, as if it 
  were a robotic predator. However, the developers quickly moved 
  away from that idea in favor of projectile weapons with massive 
  payloads, heavy armor and enough mass to wrestle with drag-
  ons, demons and giants. Probably the right move, as the smaller, 
  sleeker early prototypes would run out of ammo after two or three 
  kills and were easily tossed around by giant monsters.
  The final version of the Gunwolf is ideal for stand-up fights, 
  holding a perimeter position, urban combat and fighting in con-
  fined spaces as well as out in the open. It is, however, terrible as 
  a stealthy, woodland hunter. Not only does its size and bulk work 
  against it, but almost every weapon and design element seems 
  to be made to snag on branches, brush and vines. Walking even 
  through a light forest, the robot can be heard for a mile (1.6 km) 
  as it crashes through trees and rips down branches that get caught 
  in the spikes and barrels of its weapon systems and other protrud-
  ing elements of the big, heavy robot.
  Otherwise, the design is tough, durable and reliable under the 
  worst of conditions.
  Model Type: NG-V61 Gunwolf.
  Class: Anti-Monster and Infantry Combat Robot.
  Crew: Two; one pilot and one copilot/communications engineer.
  M.D.C. by Location:
  * Wolf’s Howl Fins (4, back, right side) – 60 each
  * Wolf’s Howl Transmitter Array (1, top right) – 50
  * Searchlight Array (1, left, back) – 50
  * Secondary Sensor Turret (center) – 25
  Searchlight Extendible Limb (1, behind left shoulder) – 50
  Shoulder Plating (2, top, heavy) – 200 each
  Arms (2) – 170 each
  Hands/Claws (2) – 100 each
  * Forearm Rail Guns (2, right arm) – 75 each
  * Forearm Ion Cannon (1, left arm) – 50
  
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  * Chest Rail Gun – 50
  Legs (2) – 220 each
  * Retractable Mini-Missile Launchers (2) – 50 each
  * Neck – 130
  ** Eye Lasers (2, one per socket) – 15 each
  Head & Main Sensor System – 180
  Reinforced Pilot Compartment – 100
  *** Main Body – 480
  * A single asterisk indicates a small and difficult target to 
  strike, requiring the attacker to make a “Called Shot,” but even 
  then the attacker is -3 to strike.
  ** Two asterisks indicates a smaller or more difficult target 
  to strike, requiring the attacker to make a “Called Shot” with a 
  penalty of -5 to strike.
  *** Depleting the M.D.C. of the main body shuts the ve-
  hicle down completely, making it useless.
  Speed:
  Running: 60 mph (96 km), a good speed for a robot so heavily 
  armored and laden with heavy ordnance.
  Leaping: Due to the heavy armor and bulk, the powerful robot 
  legs, even with jet stabilizers in the legs, can only leap 10 feet (3 
  m) high and 18 feet (5.5 m) across with a running start.
  Water: The Gunwolf is not designed for use in water, but can 
  walk along the bottom at 25 mph (40 km) at maximum speed. 
  Maximum depth is 1,200 feet (366 m).
  Flying: Not applicable.
  Statistical Data:
  Height: 26 feet (7.9 m).
  Width: 20 feet (6 m), at the shoulders.
  Length: 14 feet (4.2 m).
  Weight: 30 tons, fully loaded.
  Physical Strength: Equal to a Robotic P.S. 40.
  Cargo: Minimal, several medium lockers (1 on each thigh and 
  pelvis bay), 2 small lockers on the knees and one mid-large lock-
  er in the back unit. Each has 50 M.D.C.
  Power System: Nuclear, average energy life is 20 years. Solid 
  Oxide Fuel Cell and electric battery versions are also available.
  Cost: Nuclear: 38 million credits. Solid Oxide: 34 million credits. 
  Electric Battery: 31 million credits.
  Weapon Systems:
  1. Dual NG-232 Rail Guns: These big guns are mounted on 
  the right forearm of the robot, and are bigger than even many 
  vehicle-mounted weapons. Opponents who underestimate the 
  Gunwolf’s range capabilities by focusing only on the Gun-
  wolf’s jaws and talons are often struck from afar by a surprise 
  burst of nasty rail gun rounds.
  Primary Purpose: Assault & Anti-Personnel.
  Secondary Purpose: Defense.
  Range: Conventional rail gun rounds and silver coated rounds: 
  4,000 feet (1,219 m). Special, weighted wood rounds with silver 
  rings: 2,000 feet (610 m).
  Mega-Damage: Varies. Standard & Silver Ammo: A standard 
  M.D. burst is 60 rounds and inflicts 1D4x10 M.D.; one round 
  does 1D4 M.D.; 2D4x10 M.D. for a dual burst in linked fire at the 
  same target (counts as one melee attack).
  Special Ammo Rounds: Depending on what the Gunwolf is 
  hunting or expects to encounter, the robot is likely to carry dif-
  ferent types of rounds. There are silver-plated slugs for creatures 
  like werebeasts vulnerable to silver, and wooden rounds with sil-
  ver rings to use against creatures, like vampires, vulnerable to 
  wood and silver. The addition of silver rings means the rounds 
  are suitable for use against creatures vulnerable to either wood or 
  silver. For example, if the creature is impervious to wood, a shaft 
  of wood/wood rounds would harmlessly pass through or shatter 
  on impact with its body, but if vulnerable to silver, when that part 
  of the round hits, the creature takes full damage. And vice versa. 
  These are S.D.C. rounds that do 1D4 S.D.C., 1D4x10 S.D.C. or 
  2D4x10 S.D.C. for a dual, simultaneous blast.
  Rate of Fire: Each single shot or burst counts as one melee attack.
  Payload: 18,000 rounds total. Four 2,250 round drums (9,000 total 
  rounds), two for each rail gun, with enough ammo for 150 bursts 
  for each Gatling-gun style rail gun (300 bursts total). Note: As a 
  general rule, one rail gun has a payload of M.D.C., silver-coat-
  ed rounds (does M.D.C. equivalent damage as Hit Point/S.D.C. 
  damage to supernatural creatures vulnerable to such things) and 
  one with the special wood and silver rounds (150 bursts for each 
  type).
  Reloading a Gunwolf’s rail gun requires loaded ammo drums 
  being available and special equipment or another giant–sized ro-
  bot and a readily available ammo drum. It will take about 15 min-
  utes for those not trained, but a mere five minutes by somebody 
  trained in Robot Mechanics or who is an Operator.
  Rail Gun Weapon Blades: Even when the ammo is spent, the 
  barrel tips are lined with short, silver-plated blades for slashing 
  and stabbing; does 2D4 M.D. per attack.
  2. Medium NG-223 Chest Rail Gun (1): A medium rail gun 
  is built into the chest and used against closer targets and on 
  opponents while grappling or locked in hand to hand com-
  bat. Like the other rail guns, it can fire conventional rail gun 
  rounds, conventional silver-coated rounds or special wood and 
  silver rounds.
  Primary Purpose: Assault & Anti-Personnel.
  Secondary Purpose: Defense.
  Range: Conventional rail gun rounds and silver coated rounds: 
  2,000 feet (610 m). Special, weighted wood rounds with silver 
  rings: 1,000 feet (305 m).
  Mega-Damage: Varies. Standard & Silver ammo: A standard 
  M.D. burst is 60 rounds and inflicts 5D6 M.D. (+4 M.D. to op-
  ponents at point-blank range; within 10 feet/3 m) for a burst. One 
  round does 1-2 M.D.
  Special Ammo Rounds: Same. These are S.D.C. rounds that 
  do two S.D.C. per round and 5D6 S.D.C. per burst.
  Rate of Fire: Each single shot or burst counts as one melee attack.
  Payload: 9,000 rounds total, enough ammo for 150 bursts.
  3. NG-I-323 Ion Cannon (1): Mounted on the left forearm is a 
  medium ion pulse cannon. The cannon is hardwired into the 
  robot’s nuclear power supply for ammo and provides decent 
  firepower and reliability. For use against opponents vulnerable 
  to energy attacks.
  Primary Purpose: Anti-Armor.
  Secondary Purpose: Assault.
  Range: 1,600 feet (488 m).
  Mega-Damage: 5D6 M.D. per blast.
  Rate of Fire: Each blast counts as one melee attack/action.
  Payload: Effectively unlimited. 50 blasts per charge for the elec-
  tric battery models.
  
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  4. Retractable Mini-Missile Launcher (2): Housed in the low-
  er sides of the chest chambers are retractable mini-missile 
  launchers.
  Primary Purpose: Anti-Aircraft, Anti-Missile and Anti-Flyers.
  Secondary Purpose: Anti-Personnel/Monsters and Anti-Armor.
  Range: One mile (1.6 km).
  Mega-Damage: Varies by missile type, but plasma (1D6x10 
  M.D.) for use against creatures vulnerable to fire, is standard.
  Rate of Fire: One at a time or in volleys of two, four or six.
  Payload: 28 total, 14 per launcher. Must retract to reload, after its 
  payload of 7 has been fired. It takes one melee round (15 seconds) 
  for the automatic reload.
  5. Wolf’s Head Weapon Platform: The robot’s head is a multi-
  weapon platform and sensor unit (see sensor details in #9), 
  with eye lasers, fire-breathing, and bite attacks.
  The design and mechanics of the Gunwolf’s head are par-
  ticularly noteworthy. It is both the main sensor array and a 
  multi-weapon system, with the pilot and crew seated inside 
  the robot’s chest, not the head. The large front teeth are silver-
  plated, as are the rest of the smaller teeth. The powerful jaws 
  are capable of biting and tearing through M.D.C. hides and 
  armor. Inside the mouth is a flamethrower to use against ani-
  mals and monsters afraid of, or vulnerable to, fire. The sight 
  of a fire-breathing, wolf’s headed robot is also a startling and 
  frightening image and has been shown to have an effect even 
  on lesser demons. The eye housings contain a battery of optic 
  systems, as well as a pair of light lasers. The sensors are lo-
  cated in the top of the head. Mounted on the back is the Wolf’s 
  Howl, an ultrasonic attack that disorients many animals and 
  supernatural targets.
  a) Assault Jaws: The robot’s deadly hydraulic jaws can ex-
  ert a bite that can penetrate M.D.C. hides and steel, snag fly-
  ing power armor and bite or latch onto monsters and robots in 
  hand to hand combat.
  Primary Purpose: Assault.
  Secondary Purpose: Defense.
  Mega-Damage from Bite:
  Controlled “Soft” Bite/Nip – 1D4 M.D.
  Full Strength Bite – 2D6+3 M.D.
  Power Bite – 4D6+6 M.D.
  Power Bite & Lock-Grip – 4D6+6 M.D. from the initial 
  power bite, plus a 01-50% chance of holding on to its oppo-
  nent in its teeth. This enables the Gunwolf to hold on with its 
  locked jaws and deliver an additional 2D6 M.D. by shaking its 
  head violently. Each shake counts as one melee attack, does 
  2D6 M.D. and does not require a roll to strike because the 
  Gunwolf is latched onto its prey with its teeth and powerful 
  jaws. To pull free, an opponent must roll 18 or higher to parry 
  and pull free, but takes 3D6 M.D. in doing so! Otherwise, this 
  lock-grip (possible only via Power Bite) automatically shakes 
  lose at the end of the melee round. Note: In the alternative, 
  the Gunwolf can simply hold on to its prey inflicting only 1D4 
  M.D. by maintaining its grip, or fry it with its flamethrower in 
  the back of the mouth.
  b) Heavy Flamethrower: Same as the one deployed by the 
  Beachmaster, except it is fired from the Gunwolf’s mouth. 
  Though it can be used to flush out bunkers and enemy posi-
  tions, it is intended for use against creatures vulnerable to fire. 
  Comes with valves that automatically seal it off underwater, 
  deactivating it and preventing water from contaminating the 
  napalm reserve.
  Primary Purpose: Anti-Structure.
  Secondary Purpose: Anti-Personnel.
  Range: 400 feet (122 m).
  Mega-Damage: 1D4x10 M.D. to the target and anyone within 
  10 feet (3 m).
  Rate of Fire: Each burst counts as one melee action/attack.
  Payload: 48 bursts. The flamethrower can be refueled with 
  military-grade napalm or use normal diesel or gasoline (reduc-
  es damage to 5D6 M.D.). 80 gallon (302 liters) fuel reserve.
  c) Eye Lasers (2): Nestled within each eye socket is a short-
  ranged laser for extra combat capabilities and for use against 
  creatures vulnerable to light energy.
  Primary Purpose: Anti-Armor.
  Secondary Purpose: Assault.
  Mega-Damage: 2D6 M.D. per single blast or 4D6 M.D. per 
  linked blast at the same target.
  Range: 1,200 feet (366 m).
  Rate of Fire: Each single or dual linked blast counts as one 
  melee attack.
  Payload: Effectively unlimited. 50 blasts per charge each for 
  the electric battery model.
  6. Hand to Hand Combat: The Gunwolf is uniquely designed 
  for hand to hand combat with giant animals, monsters and ar-
  mored foes; detailed below. See Heavy Ground Robot Train-
  ing on page 352 of Rifts® Ultimate Edition for the number 
  of attacks and bonuses.
  Restrained Punch – 1D4 M.D.
  Normal Punch – 2D6 M.D.
  Normal Head Butt – 2D4 M.D.
  Claw Strike/Raking with Claws – 3D6+4 M.D.
  Power Claw Strike – 6D6+8 M.D., but counts as two melee 
  attacks.
  Power Claw Rip Strike – 1D6x10 M.D., but counts at three 
  melee attacks and requires a simultaneous attack with both 
  hands in which the Gunwolf strikes, tearing into its prey and 
  then ripping up and away with both sets of clawed hands; rips 
  with all its might. Note: The Gunwolf cannot parry the next 
  attack after using this strike.
  Kick Attack – 3D6 M.D.
  Stomp – 1D6 M.D.
  Running Ramming Attack – 3D6 M.D. and there is a 70% 
  likelihood of knockdown against opponents of the same size, 
  smaller and up to 20% larger. 45% chance against larger oppo-
  nents up to twice the Gunwolf’s size. Victims of knockdown 
  lose initiative and two melee attacks. Note: This ram attack 
  counts as two attacks.
  7. Handheld Weapons: The robot’s claws make it impossible 
  to use giant-sized gun. Giant-sized melee weapons, clubs, etc. 
  can be gripped and used, but at a penalty of -1 to strike, parry 
  and disarm.
  8. Wolf’s Howl Anti-Monster System (1): The art of pilot-
  ing Gunwolves is the ability to close the distance upon your 
  adversary(s) and shred them apart. To assist in closing ranks 
  and getting the jump on the enemy, be they monsters or robots, 
  the Gunwolf is equipped with an experimental NG–RS-X 
  Scrambler, dubbed the “Wolf’s Howl” or just “Howler.” Via 
  the spinal fin emitters located on the back of Gunwolf, the 
  Howler emits a variety of disruptive pulse waves at various 
  
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  subsonic and ultrasonic requencies simultaneously. Mon-
  sters and animals with acute or enhanced hearing (including 
  Xiticix, Dog Boys, other mutant animals, some D-Bees, and 
  vampires!), are sensitive to the ear-splitting noise, causing the 
  creature’s ears to hurt and head to throb. Moreover, it is disori-
  enting and painful to the point that the creatures suffer the fol-
  lowing penalties: Reduce Spd by 10%, -1 attack per melee, -3 
  on Perception Rolls, -2 on initiative, -1 to parry and dodge, -2 
  to pull punch, and -15% on the performance of all skills. Note: 
  The Wolf’s Howl also has a short-range scrambling effect on 
  electronic communications and sensor systems, creating static, 
  whistling and crackling on earphones and speakers and inter-
  fering with sonar, radar, and radio transmissions (may require 
  repeating the message). All of this makes tracking and target-
  ing difficult with a -15% penalty to Sensory Equipment and 
  all Radio communications skill rolls. This gives the Gunwolf 
  an advantage to locking onto confused or disoriented targets.
  9. Sensor System Note: The Gunwolf has all the standard robot 
  features plus the following.
  A. Thermal-Imager: A special optical heat sensor that al-
  lows the infrared radiation of warm objects to be converted 
  into a visible image. Enables the pilot to see in the dark, in 
  shadows, and through smoke. Range: 2,000 feet (610 m).
  B. Infrared and Ultraviolet Optics: This optical system 
  projects a beam of infrared light that is invisible to the normal 
  eye. The infrared beam enables the pilot to see in the dark and 
  to see other infrared beams. The ultraviolet system enables the 
  pilot to see into the ultraviolet spectrum of light and is mostly 
  used to detect the light beams of ultraviolet detection systems. 
  Note: The infrared light beam can be seen by anybody who 
  also has infrared optics, and the beam can be traced back to 
  its source. Smoke impairs the infrared beam, making it impos-
  sible to see.
  C. Infrared Searchlights: The appendage behind the left 
  shoulder can extend another six feet (1.8 m) and rotate up and 
  down 360 degrees to light up an area. There are two lights on 
  the top (one small, one long) and a large light on the under-
  side. All are infrared lights used to scan an area at night using 
  the invisible light to avoid detection. Only somebody who can 
  also see infrared light will see the beam. Range: 500 feet (152 
  m).
  D. Multi-Camera System: The Gunwolf has two cameras in 
  each of its eye sockets, one on each forearm, two in the chest 
  sensor cluster, one in each of the chest missile launchers, and 
  two in the back. Each has a 4,000 foot (1,219 m) range with 
  telescopic lenses as well as macro-lenses for seeing up-close. 
  Includes image and video transmission capabilities.
  NG-V67 Grizzly
  The Northern Gun ‘Grizzly’ is aptly named. It is big, bad and 
  capable of tearing its enemies to shreds in a matter of minutes. 
  The design team of Frederick Seibel the Fifth, Ammon Red-
  man, Ramzie Othman and Jonathon E. Conroy wanted to cre-
  ate a combat robot that was able to fill the role of armored troop 
  support in the field, as well as a mobile bunker able to park itself 
  and hold a strategic position, defend a town and tear apart swarms 
  of Xiticix, monsters or gangs of demons, dimensional raiders and 
  armored assailants. This makes the Grizzly, like the Gunwolf, 
  suitable as a monster-slayer as well as a tank-killer.
  Since its release six months ago, demand has been so great 
  that NG has been unable to keep the Grizzly in stock, creating 
  ever increasing demand and higher prices (50% to 200%) on the 
  secondary market. (The Gunwolf and Gunbot have similar high 
  demand and availability issues.) The Grizzly is one of the most 
  heavily armored robot weapon platforms ever placed on the open 
  market by NG. In fact, there was considerable debate about doing 
  so. Many Northern Gun executives feared making such a power-
  house war machine available to independent kingdoms and mer-
  cenaries who might oppose the Coalition States could provoke a 
  backlash from NG’s Coalition ally. To the company’s surprise, 
  the CS has been silent on the matter. Many speculate it is because 
  the Grizzly, though powerful, is slow and has limited combat ap-
  plications, and because the CS recognizes the growing threat of 
  the Xiticix and demonic enemies.
  At a maximum speed of 35 mph (56 km), a height of 32.8 feet 
  (10 m) and massive girth, the Grizzly is not ideal for wilderness 
  travel or exploration. The tank-like track system built into the feet 
  provides improved grip and traction for climbing and negotiat-
  ing uneven terrain, but it is not enough to enable the Grizzly to 
  trek through dense forest, deep mud or mountains; steep inclines 
  of more than 40 degrees are unmanageable by the robot. How-
  ever, the Grizzly does well in desert and prairie environments, 
  city streets and debris-strewn battlefields. Likewise, it can wade 
  through rivers and streams without fear of being swept away by 
  the strongest of currents, and can walk along the floor of deep 
  lakes and coastal waters. In fact, field tests by NG have shown 
  that deploying the Grizzly in operations with the Beachmas-
  ter is a devastating combination in amphibious operations and 
  beach assaults. However, so far, most purchasers have deployed 
  the giant robot as an anti-monster defense, robot-killer and walk-
  ing bunker to hold strategic positions and to defend outposts and 
  towns.
  For prosperous merc companies, towns and city-states, the 
  Grizzly is ideal as a mobile artillery unit, walking guard tower 
  and border defender. Its heavy construction, extra armor for the 
  shoulders, arms, legs, knees, and main body, and its array of 
  heavy weapons make it difficult for enemies to dispatch quickly. 
  And when this beast of a robot engages in combat, it has a bar-
  rage of weapons with ranges of 4,000 feet (1,219 m) and greater. 
  The Grizzly can turn 180 degrees at the waist enabling it to sweep 
  across the field of battle with its full load out of weapon systems. 
  In addition, the top, dual weapon turret can rotate 360 degrees, 
  and the big laser cannon on the left shoulder can rotate to fire for-
  ward, upward and backward while other weapons are unleashed 
  upon enemies at other positions in front of it. Both of these weap-
  
  135
  
  136
  ons are so deadly, it is difficult to point to which qualifies as the 
  Grizzly’s ‘main gun.’
  Rail guns and other projectile weapons can be loaded with 
  conventional ammunition or monster-slaying rounds to engage 
  the supernatural and creatures of magic. Likewise, its modular 
  forearm mounts enable energy weapons or grenade launchers to 
  be swapped out with monster-slaying weapons such as wooden 
  stake throwers, silver ammunition and water blasters. Regardless 
  of type, all of the Grizzly’s weapon systems inflict heavy dam-
  age to take down enemies fast. As a result, the robot’s operators 
  often fight to quickly damage and cripple enemy armor and mon-
  sters, slowing them down and making them ‘more manageable’ 
  for the infantry troops (foot soldiers and power armor) to fin-
  ish off. That said, the robot is capable of mowing down enemy 
  infantry and destroying armored opponents on its own. It’s just 
  that the Grizzly offers the greatest strategic value in using its ar-
  ray of weapons to ‘soften up’ attackers and target and eliminate 
  the enemy’s armored units and heaviest hitters. That’s part of its 
  infantry support function. The other is to stand strong to hold off 
  advancing enemy forces and cover troop retreats, extractions and 
  EVAC operations.
  Of course, unless there is a way to extract the mighty Griz-
  zly quickly, the robot is likely to be overrun by the enemy, de-
  stroyed and its crew captured or slain. For this reason, the pilot 
  and copilot are encouraged to wear environmental body armor 
  that can accommodate a jet pack, such as the NG Explorer Armor 
  with the Falcon 300 jet pack, to make a strategic run for it. The 
  light, Triax Terrain Hopper power armor, and similar compact, 
  light power armor, is also suitable for this purpose. There are two 
  compartments where such a jet pack can be stowed inside the 
  robot. Regrettably, it is probably prudent to initiate the destruct 
  mechanism to fry the Grizzly’s internal workings to prevent it 
  from being captured and used by the enemy. Note: Self-destruct 
  may not be necessary when fighting Xiticix and other animalistic 
  opponents or enemies unable to use advanced technology, as they 
  are likely to leave the robot standing where it is. Under such cir-
  cumstances, locking the robot up and sneaking back to recover it 
  at a later time may be an option.
  Model Type: NG-V67 Grizzly.
  Class: Anti-Armor, Anti-Monster and Infantry Artillery Combat 
  Robot.
  Crew: Two; one pilot (chest) and one copilot/gunner (head).
  M.D.C. by Location:
  Top Weapon Turret (itself; center) – 170
  Top Weapon Turret Guns (2) – 150 each
  * Head – 230
  Reinforced Gunner’s Compartment (head) – 50
  * Head Mini-Missile Launchers (2, sides) – 70 each
  * Chaff Tube Launchers (3 per shoulder) – 25 each
  * Sensor & Communications Cluster (1, top right) – 75
  * Searchlight (1, top left shoulder) – 20
  * Headlights (8, thighs, forearms, elsewhere; small) – 5 each
  Upper Arm & Shoulder Extra Exterior Plating (2) – 175 each
  ** Robot Upper Arms (robotic; 2) – 150 each
  Lower Arm Extra Exterior Plating (2) – 100 each
  ** Lower Arms (robotic; 2) – 125 each
  * Forearm Weapons (2; one per arm) – 100 each
  Hands Extra Exterior Plating (2) – 70 each
  ** Hands (themselves; 2) – 75 each
  Armor Buster Cannon (1; left) – 200
  Chest Guns (2) – 75 each
  Leg Exterior Plating (2) – 300 each
  ** Legs (robotic; 2) – 250 each
  * Feet (2) – 220 each
  Reinforced Pilot Compartment (chest) – 100
  *** Main Body/Upper Torso – 700
  * A single asterisk indicates a small and difficult target to 
  strike, requiring the attacker to make a “Called Shot,” but even 
  then the attacker is -4 to strike.
  This includes the head and its missile launchers because 
  they are low profile and protected and obscured by the shoul-
  der plating, rear gun turret (the head cannot be hit from be-
  hind) and various other systems and protrusions. Note: De-
  stroying the head knocks out the Top Weapon Turret, Head 
  Mini-Missile launchers and the Armor Buster Cannon.
  ** Two asterisks indicates an armored target that is vulner-
  able only after exterior plating is destroyed. It cannot be dam-
  aged until the ‘Extra’ exterior armor is reduced to zero. This is 
  a feature unique to the Grizzly.
  *** Depleting the M.D.C. of the main body shuts the ve-
  hicle down completely, making it useless.
  Speed:
  Running: 35 mph (56 km), a decent speed for a robot so large and 
  heavily armored.
  Leaping: Not possible.
  Water: The Grizzly cannot swim, but can walk along the lake bed 
  at a maximum speed of 10 mph (16 km). Maximum depth 2,000 
  feet (610 m).
  Flying: Not possible.
  Statistical Data:
  Height: 32.8 feet (10 m).
  Width: 22.4 feet (6.8 m).
  Length: 19.7 feet (6 m).
  Weight: 43 tons, fully loaded.
  Physical Strength: Equal to a Robotic P.S. 40.
  Cargo: Each cockpit has enough space to stow a jet pack, back-
  pack, rifle, a couple canteens, and a few other small articles that 
  could fit in a small duffle bag.
  Power System: Nuclear; average energy life is 20 years.
  Cost: Nuclear: 48 million credits. Alternative power supplies 
  cannot be used due to the heavy drain of the ion weapons.
  Weapon Systems:
  Modular Weapons Note: Many of the Grizzly’s weapon 
  systems are modular and can be swapped out with an alternate 
  weapon system. The standard weapon system is described below, 
  with the optional replacement listed under it. To change a weapon 
  system requires an Operator or NG Certified Mechanic, and takes 
  20-40 minutes unless stated otherwise. Even the simple forearm 
  weapons take 6-10 minutes to remove and replace when the Op-
  erator has proper gear, double the time without it.
  1. Top Mounted Weapon Turret (1 turret, two guns): Mount-
  ed on the back, behind the head of the Grizzly, are a pair of 
  massive guns built into a turret. These guns can be heavy ion 
  cannons or rail guns, depending on the purchaser or the de-
  mands of the combat mission. The pair are mounted on a turret 
  that can turn 360 degrees.
  The guns have a 120 degree up and down arc of fire and 
  can engage in linked fire at the same target or split their at-
  
  137
  tacks between two completely different targets. To better ac-
  commodate this, each gun can move side to side 45 degrees 
  independent of each other. Note: This weapon turret, the head 
  mounted mini-missile launchers (below it), and shoulder tube 
  launchers are operated by the gunner who sits in the head of 
  the Grizzly. The pilot sits in the chest and operates the big gun 
  and all other weapon systems, as well as handles movement 
  and close combat.
  NG-I-367 Ion Cannons (2): A pair of high-powered ion 
  cannons are attached to the weapon turret as the standard is-
  sue weapon system. The cannon is hardwired into the robot’s 
  nuclear power supply, providing an unlimited payload. These 
  guns are ideal for delivering good damage to enemy troops, 
  armored vehicles and monsters. Note: The Ion Cannons are 
  shown in the illustration.
  Primary Purpose: Anti-Armor and Assault.
  Secondary Purpose: Anti-Monster and Anti-Personnel.
  Range: 2,000 feet (610 m).
  Mega-Damage: 5D6 M.D. per single blast or 1D6x10 M.D. for 
  linked fire with both guns shooting simultaneously at the same 
  target.
  Rate of Fire: Each single or dual linked blast counts as one melee 
  attack.
  Payload: Effectively unlimited.
  ALTERNATE Weapon System: Rail Guns (2): A pair 
  of rail guns that can be loaded with conventional M.D. am-
  munition or ‘monster slaying’ rounds of silver or wood. Many 
  so-called ‘monsters’ that are mortal Mega-Damage creatures, 
  such as Fury Beetles and dinosaurs, are just as susceptible 
  to blasts from the ion cannons as human troops and war ma-
  chines. However, many supernatural beings and creatures of 
  magic are resistant or impervious to such weapons, or heal 
  from their damage in a matter of minutes. Yet, many are vul-
  nerable to ordinary items like silver, wood, bone or stone. Rail 
  guns and other projectile weapons can fire some or all of these 
  special monster-slaying rounds. Purchasers who know they 
  are going to be facing supernatural beings with such vulner-
  abilities may want to load-up on weapons that can fire rounds 
  that hurt such nemeses. Of course, the trick is having a balance 
  of weapon systems that can be used against monsters and con-
  ventional M.D.C. troops.
  Primary Purpose: Assault & Anti-Personnel.
  Secondary Purpose: Defense.
  Range: Conventional rail gun rounds and silver-coated rounds: 
  4,000 feet (1,219 m). Special, weighted wood rounds with silver 
  rings: 2,000 feet (610 m).
  Mega-Damage: Varies. Standard & Silver Ammo: A standard 
  M.D. burst is 60 rounds and inflicts 1D4x10 M.D.; one round 
  does 1D4 M.D.; 2D4x10 M.D. for a dual burst in linked fire at the 
  same target (counts as one melee attack).
  Special Ammo Rounds: Silver, wood, etc., same as the Gun-
  wolf (see page ***). These are S.D.C. rounds that do 1D4 S.D.C., 
  1D4x10 S.D.C. or 2D4x10 S.D.C. for a dual, simultaneous blast.
  Rate of Fire: Each single shot or burst counts as one melee attack.
  Payload: 18,000 rounds total. Four 2,250 round drums (9,000 to-
  tal rounds), two for each rail gun, with enough ammo for 150 
  bursts for each gun (300 bursts total). Note: Reloading a Griz-
  zly’s rail gun requires loaded ammo drums being available and 
  special equipment or another giant–sized robot and a readily 
  available ammo drum. It takes about 15 minutes for those not 
  trained, but a mere five minutes by somebody trained in Robot 
  Mechanics or who is an Operator.
  2. Armor Buster, Long-Range Laser Cannon (1, left shoul-
  der): The Armor Buster cannon is also known as the Big Gun. 
  It is one of the few weapon systems that cannot be swapped 
  out for an alternate weapon system. The cannon can rotate 360 
  degrees up and down, and spin to fire backward, but the entire 
  upper torso must move to fire upon a designated target. The 
  Big Gun is fired by the pilot.
  Primary Purpose: Anti-Armor and Assault.
  Secondary Purpose: Anti-Monster and Anti-Personnel.
  Range: 4,000 feet (1,219 m).
  Mega-Damage: 6D6+4 M.D. per single blast.
  Rate of Fire: Each single only.
  Payload: Effectively unlimited.
  3. Mini-Missile Box Launchers (2, top): On each side of the 
  head is a pepper box-style mini-missile launch system. To aim 
  at a specific target, the head must turn to face it. The head and 
  its launchers can turn left and right 120 degrees and have a 
  45 degree up and down arc of fire. They are controlled by the 
  copilot/gunner seated inside the head. There is no alternate 
  weapon system for this item, though smoke and Hex mini-mis-
  siles, both known to have an impact on supernatural monsters 
  and creatures of magic, may be part of the payload or replace 
  it. (See #4 Flare Chaff Launcher Alternate Payloads for details 
  on the Hex loadout.)
  Primary Purpose: Anti-Aircraft, Anti-Missile and Anti-Flyers.
  Secondary Purpose: Anti-Personnel/Monsters and Anti-Armor.
  Range: One mile (1.6 km).
  Mega-Damage: Varies by missile type, but high explosive 
  (1D4x10 M.D.) And plasma (1D6x10 M.D.), for use against 
  creatures vulnerable to fire, is standard.
  Rate of Fire: One at a time or in volleys of 2, 3, 4, 5, 6 or 7.
  Payload: 70 total, 35 per launcher; automatic reload.
  4. Shoulder Flare Chaff Launchers (3 per shoulder; 6 total): 
  Housed in the upper shoulders are six tube launchers equipped 
  with flare chaff rockets. The chaff rockets explode at a pre-
  set altitude or location indicated by the pilot, creating a cloud 
  of sparkling light, bright flashes, chaff, foil and particles, de-
  signed to foil incoming missiles and airborne flyers, includ-
  ing Gargoyles, dragons, other flying monsters, rocket bikes, 
  jet pack troops, power armor and aircraft. Each tube fires one 
  missile, but several tubes can be fired in unison to create a 
  larger and denser chaff cloud.
  Primary Purpose: Anti-Missile.
  Secondary Purpose: Anti-Flyers.
  Range: 6,000 feet (1,829 m).
  Chaff vs Missiles: The chaff cloud has a chance of causing them 
  to explode before striking the Grizzly or other nearby target. A 
  single chaff cloud has a 10% chance of exploding any volley of 
  missiles that enters the cloud. Increase the chance of success by 
  10% for each additional chaff rocket fired. Thus, a volley of two 
  chaff rockets has a success rate of 20%, three rockets: 30%, four 
  rockets: 40%, five: 50% and six (a maximum volley), 60%. Upon 
  detonation of a missile or missile volley the chaff cloud is de-
  stroyed and dispersed, but the incoming missiles are destroyed.
  Chaff vs Aircraft and Flyers: Flying aircraft, power armor and 
  beings caught in a chaff cloud momentarily have their vision im-
  paired, sensors fouled and suffer the following penalties: -6 on 
  Perception Rolls, -3 on initiative, -5 to strike, -2 to parry and 
  
  138
  dodge, and lose one melee attack for the rest of that round (or the 
  next melee round if they enter or are caught inside a chaff cloud 
  at the end of a melee). Moreover, the chaff cloud temporarily 
  negates any laser or optics based targeting bonus and inflicts a 
  -20% skill penalty to Sensory Equipment and Piloting for that 
  melee round. Such penalties last for as long as the character is in 
  the chaff cloud (typically only a second or two) and for the rest 
  of that melee round for vision and sensor systems to recover (the 
  next melee/15 seconds, if the character enters the cloud at the end 
  of melee round). It has a similar effect as a Flash grenade.
  Chaff Cloud Size: 30 foot (9.1 m) diameter cloud, increase an 
  additional 10 feet (3 m) per each chaff rocket fired in the same 
  volley. Only rockets fired in that volley count toward the detona-
  tion of incoming missiles (60% maximum).
  Duration: The chaff cloud lasts two melee rounds or until de-
  stroyed.
  Rate of Fire: One at a time or in volleys of 2, 3, 4, 5 or 6.
  Payload: 30 total, five per launcher.
  ALTERNATE Grenade or Flare Payloads: Rather than 
  fire chaff rockets, the tubes can unleash grenades or flares that 
  have proven to have a negative impact on the supernatural and 
  creatures of magic with a superior sense of smell.
  Primary Purpose: Anti-Monster.
  Secondary Purpose: Anti-Personnel.
  Range: 2,000 feet (610 m) when fired by the Chaff Launcher.
  Anti-Monster Grenade Damage/Effects: A typical payload is 10 
  smoke and 20 Hex grenades, or an entire payload of one or the 
  other.
  a) Conventional Smoke Grenades: Smoke is effective in 
  obscuring the vision of most monsters and supernatural beings. 
  Those caught inside a smoke cloud are blind, unable to see be-
  yond their noses or what else is inside the cloud. Those standing 
  outside a smoke cloud cannot see through the cloud and will not 
  know what is happening on the other side of it unless they go 
  through it, around it or over it (they cannot see what is in the 
  cloud or on the other side). Smoke is excellent for concealing an 
  escape or obscuring an impending attack. The same is true of fog. 
  Duration: 1D4+4 minutes; half in strong wind (25 mph/40 km or 
  greater).
  b) Hex Grenades: The so-called ‘Hex’ grenade is a pre-Rifts 
  chemical weapon rediscovered by the Coalition States and whose 
  secrets have been recently shared with Northern Gun. It unleash-
  es a smoke cloud that consists of hexachloroethane, grained alu-
  minum and zinc oxides, producing a zinc chloride-oxychloride 
  and hydrochloric acid emission that absorbs the moisture in the 
  air in a 20 foot (6.1 m) radius. The chemical toxicity is created by 
  the strong hydrochloric acid and thermal effect reacting from the 
  zinc chloride and water.
  Duration of Hex Grenade Effects: The cloud lasts for 1D4+3 me-
  lee rounds (half that in a strong wind), but the full penalties for 
  the initial effects last for 1D6+2 minutes after exposure to the 
  toxic cloud. After that initial period, reduce the penalties by half 
  for an additional 2D4x10 minutes of mortal beings. The latter is 
  not applicable to supernatural beings and creatures of magic; see 
  below. (Note: In the real world, victims suffer from symptoms 
  for 12-48 hours, can develop lasting respiratory problems, de-
  layed pulmonary edema and cyanosis, and in some cases, death. 
  Most people require several hours to a few days to recover. Res-
  pirators are required as proper treatment for people coming into 
  contact with hydrochloric acid smoke.)
  Damage from Hex Grenades: When inhaled by humans, D-Bees 
  and animals (including monstrous ones), the chemical cloud af-
  fects breathing and respiration, and can cause lesions in the upper 
  passageways and lower airways to cause dyspnea and retrosternal 
  pain (labored breathing and pain behind the breast bone asso-
  ciated with heart and lung disease). Victims cannot catch their 
  breath, breathing is labored, they are struck with bouts of severe 
  coughing, and the throat is so immediately and severely irritated 
  that the voice becomes hoarse and raspy, making it difficult to 
  talk. Hex Effects as Penalties: -2 melee attacks, -6 on Perception 
  rolls, -4 on initiative, -2 to strike, parry, dodge, and disarm, re-
  duce Spd by half, and -20% on skill performance.
  Against mortal ‘Mega-Damage’ creatures, including Xiticix, 
  dinosaurs, and most animals and mortal monsters, the toxic cloud 
  has the same effect as above, except all of the initial penalties are 
  half. Duration of the initial effect is the same, but the lingering 
  penalties are reduced by half, again, and last only 3D6 minutes.
  Against dragons, creatures of magic, some demons and many 
  supernatural beings (including demigods, godlings and Daemo-
  nix), the toxic cloud has the same effect, except reduce all of the 
  initial penalties and duration by half. After the initial penalties 
  end, there are no lingering effects. The monster is back up to full 
  speed and ability unless exposed to the acidic smoke again. A 
  note on supernatural beings and creatures of magic who suf-
  fer full penalties: Those beings with keen olfactory senses, in-
  cluding Loup Garou, Wendigo, Werebeasts and others, suffer the 
  full penalties for the full duration of the initial effects. The linger-
  ing effects see penalties reduced by half and last only 1D6 min-
  utes. A note on beings completely immune to the effects: The 
  toxin has no effect on animated dead, the undead, Elementals, 
  and beings resistant or impervious to sulfur and other toxic gases, 
  nor those beings who can breathe fire. Of course, the toxic smoke 
  has no effect on people inside environmental armor or inside a 
  sealed, environmental system/vehicle/robot or power armor.
  Saving Throw: 16 or higher vs non-lethal toxin.
  Area of Effect: 20 foot (6.1 m) radius for the Hex smoke cloud. 
  EVERYONE caught inside the cloud must roll to save. A suc-
  cessful save means half the penalties for 1D4 melee rounds with 
  no lingering effects.
  Rate of Fire: Same as chaff, one at a time or in volleys of 2, 3, 
  4, 5 or 6.
  Payload: Same as chaff, 30 total. Five per launcher.
  Note: Also available as a mini-missile with a range of 3,000 feet 
  (914 m).
  Cost: 2,500 credits per grenade and 7,500 credits per mini-mis-
  sile. Poor availability.
  c) TW Flares! In the alternative, though it is not ‘official’ 
  and such items are not sold by NG, the tube launchers can fire 
  Techno-Wizard Flares such as Globe of Daylight Flares and TW 
  Storm Flares to ward off and damage supernatural beings vulner-
  able to such things. Duration, area of effect and damage as per 
  TW item.
  5. Belly Gun Type One: Heavy, Long-Range Rail Gun (1): 
  A pair of rail guns are a standard issue weapon system; one 
  long-range and one medium-range. Both can be loaded with 
  conventional M.D. ammunition or ‘monster slaying’ rounds. 
  Both can retract inside the robot to protect the weapon when 
  engaged in hand to hand combat. They cannot fire when re-
  tracted and concealed.
  
  139
  Primary Purpose: Assault & Anti-Personnel.
  Secondary Purpose: Defense.
  Range: Conventional rail gun rounds and silver coated rounds: 
  4,000 feet (1,219 m). Special, weighted wood rounds with silver 
  rings: 2,000 feet (610 m).
  Mega-Damage: Varies. Standard & Silver Ammo: A standard 
  M.D. burst is 60 rounds and inflicts 1D4x10 M.D.; one round 
  does 1D4 M.D.; 1D6x10 M.D. at the same target (counts as one 
  melee attack) when linked-fired with the medium belly rail gun.
  Special Ammo Rounds: Silver, wood, etc., same as the Gun-
  wolf (see page 132) These are S.D.C. rounds that do 1D4 S.D.C., 
  1D4x10 S.D.C. or 2D4x10 S.D.C. for a dual, simultaneous blast.
  Rate of Fire: Each single shot or burst counts as one melee attack.
  Payload: 9,000 rounds total with enough ammo for 150 bursts. 
  Note: Reloading, same as the previous rail gun.
  6. Belly Gun Type Two: Medium NG-223 Rail Gun (1): A 
  medium rail gun is built into the belly and used against close 
  targets and on opponents while grappling or locked in hand to 
  hand combat. Like the other rail guns, it can fire conventional 
  rail gun rounds, conventional silver-coated rounds or special 
  wood and silver rounds.
  Primary Purpose: Assault & Anti-Personnel.
  Secondary Purpose: Defense.
  Range: Conventional rail gun rounds and silver-coated rounds: 
  2,000 feet (610 m). Special, weighted wood rounds with silver 
  rings: 1,000 feet (305 m).
  Mega-Damage: Varies. Standard & Silver Ammo: A standard 
  M.D. burst is 60 rounds and inflicts 5D6 M.D. (+4 M.D. to op-
  ponents at point-blank range; within 10 feet/3 m) for a burst. One 
  round does 1-2 M.D.
  Special Ammo Rounds: Same. These are S.D.C. rounds that 
  do two S.D.C. per round and 5D6 S.D.C. per burst.
  Rate of Fire: Each single shot or burst counts as one melee attack.
  Payload: 12,000 rounds total with enough ammo for 200 bursts. 
  Note: Reloading, same as the previous rail guns.
  a) ALTERNATE Weapon System for Belly Guns: Dual 
  Ion Guns:
  Primary Purpose: Anti-Personnel and Assault.
  Secondary Purpose: Anti-Monster and Defense.
  Range: 1,600 feet (488 m).
  Mega-Damage: 4D6+4 M.D. per single blast or 1D4x10+2 M.D. 
  for linked fire of both laser guns firing simultaneously at the same 
  target.
  Rate of Fire: Each single or dual linked blast counts as one melee 
  attack.
  Payload: Effectively unlimited.
  Cost: 178,000 credits for the pair.
  b) ALTERNATE Weapon System for Belly Guns: Dual 
  Laser Guns:
  Primary Purpose: Anti-Personnel and Assault.
  Secondary Purpose: Anti-Monster and Defense.
  Range: 2,000 feet (610 m).
  Mega-Damage: 4D6 M.D. per single blast or 1D4x10 M.D. for 
  linked fire of both ion guns firing simultaneously at the same tar-
  get.
  Rate of Fire: Each single or dual linked-blast counts as one melee 
  attack.
  Payload: Effectively unlimited.
  Cost: 155,000 credits for the pair.
  c) ALTERNATE Weapon System for Belly Guns: Dual 
  Flamethrowers: Same as the Gunwolf or Beachmaster, in-
  cluding 80 gallon (302 liter) payload. Cost: 140,000 credits.
  Note: All of the alternate weapon systems above can be 
  used to replace either one or both of the belly guns.
  7. Standard Right Forearm Weapon: Flamethrower (1): A 
  flamethrower attachment is the standard weapon system. It is 
  used to flush out bunkers and enemy positions, against foot 
  soldiers and also very effective against monsters and super-
  natural beings vulnerable to flame. Of course, most animals 
  are afraid of fire too. The flamethrower is designed to be wa-
  terproof and comes with valves that automatically seal it off 
  underwater, deactivating it and preventing water from con-
  taminating the napalm reserve.
  Primary Purpose: Anti-Structure and Anti-Personnel.
  Secondary Purpose: Anti-Monster.
  Range: 200 feet (61 m).
  Mega-Damage: 1D4x10 M.D. to the target and anyone within 
  10 feet (3 m). Those caught within reach of the flamethrower’s 
  attack inside small, enclosed areas like bunkers, caves or non-
  sealed vehicles and without environmental gear or oxygen, must 
  roll to save vs poison (smoke inhalation and lack of air) or be 
  rendered unconscious for 1D4 melee rounds.
  Rate of Fire: Each burst counts as one melee action/attack.
  Payload: 10 bursts. The flamethrower can be refueled with mili-
  tary-grade napalm or use normal diesel/gasoline (reduces damage 
  to 3D6 M.D.). 20 gallon (76 liters) fuel reserve.
  Cost: 50,000 credits as an alternative modular attachment.
  a) ALTERNATE Weapon System for Right Forearm: 
  L-555 Multiple-Target Laser: This new design looks just 
  like the Searchlight and Holographic Projector with a few sub-
  tle differences (and is depicted in the illustration). The L-Five-
  Fifty-Five is a new, experimental weapon system currently 
  only available to the Grizzly, though as a modular component, 
  could easily be adapted to other large robots.
  The NG-L-555 has a special targeting system that identifies 
  and paints up to five different targets within its limited range. 
  The wide spread can be as much as a 45 degree arc of fire in 
  width and up and down. The weapon then fires a simultane-
  ous, laser blast at each target. Damage is light, but hits several 
  targets in a single laser volley. Note: The L-555 is based on 
  weapon plans stolen by NG from Wilk’s Research and De-
  velopment during one of several acts of industrial espionage.
  Primary Purpose: Anti-Personnel and Assault.
  Secondary Purpose: Anti-Missile and Defense.
  Range: 1,000 feet (61 m).
  Mega-Damage: 1D6 M.D. to each target. Can NOT concentrate 
  fire on any one target unless it is 20-40 feet (6.1 to 12.2 m) wide, 
  like a wall or the side of a large vehicle, and even then the beams 
  hit in a wide, scatter pattern, not clustered on one narrow target or 
  area like the tires or a sensor array.
  Rate of Fire: Each blast of up to five simultaneous shots at five 
  different targets counts as one melee action/attack.
  Payload: Effectively unlimited; tied to the Grizzly’s power sup-
  ply.
  Cost: 115,000 credits.
  Note: NG is trying to build a rifle based on the same principle, but 
  has had no luck so far. Wilk’s is almost certain to beat them to the 
  punch with such a weapon.
  
  140
  b) ALTERNATE System for Right Forearm: NG-SH-7 
  Searchlight: Rather than a weapon, the arm is equipped with 
  a pair of long-range searchlights, one infrared and one in vis-
  ible light. Can also be used as a lantern to illuminate a 30 foot 
  (9.1 m) radius.
  Primary Purpose: Illumination of Target.
  Secondary Purpose: Search and Rescue.
  Range: 1,500 feet (457 m).
  Mega-Damage: None.
  Rate of Fire: Each repositioning of the light in an attempt to lo-
  cate a specific target/subject counts as one melee action/attack. 
  Keeping the light trained on the subject/location counts as one 
  melee attack/action.
  Payload: Effectively unlimited; tied to the robot’s power supply.
  Cost: 25,000 credits.
  c) ALTERNATE System for Right Forearm: 3D Cam-
  era & Holographic Projector: Instead of a gun, a trio of digi-
  tal cameras, recording and holographic systems are built into 
  the modular attachment; point and film. This can be used to re-
  cord enemy troop movement, defenses and attacks, as well as 
  to film and transmit data of all kinds, including possible traps, 
  ambush positions, breaches and damage to fortifications, re-
  cording the faces of all who come to a specific checkpoint 
  or guard station, etc.; includes facial recognition software to 
  identify known fugitives and known enemy combatants (pro-
  vided there are photographic records of their appearance).
  Two of the cameras have a 4,000 foot (1,219 m) range with 
  telescopic lenses. The third is a dedicated macro-lens for film-
  ing details up-close. Includes image and video transmission 
  capabilities.
  The cameras can record and store up to 6,000 hours of footage 
  into memory. Video footage can also be transmitted live to a 
  HUD and/or video screen of the pilot and gunner, or stored 
  for later review. Footage can also be sent out as video trans-
  missions and images by linking to a proper communications 
  relay system of another robot, vehicle or portable system, or 
  shared and downloaded via headjacks, fingerjacks and so on, 
  into cyborgs to watch footage or onto computer disks and data 
  file holders. Such footage is usually used for combat analy-
  sis, field studies, combat training, mission briefings and intel-
  ligence.
  The facial recognition system is used to confirm the identify 
  of officers and key personnel (heck, all personnel) assigned 
  to a particular unit, as well as visiting dignitaries and known 
  enemies, at checkpoints and during combat operations. Up to 
  10,000 faces can be stored. Takes 1D4 minutes to sort through 
  the data files and requires a minimum of six different points of 
  reference to ‘greenlight’ an I.D.
  The holographic projector can be used to project recordings 
  onto flat, light surfaces like a traditional video or as 3D im-
  ages. Ideal for reviewing recorded data, investigations, and 
  mission briefings. Note: Cannot film and project at the same 
  time; one or the other.
  Primary Purpose: Intelligence and Tactical Visual Recordation.
  Secondary Purpose: Security and Identification.
  Range: 4,000 feet (1,219 m) for long-range cameras. 500 feet 
  (152 m) for holographic projections.
  Mega-Damage: None.
  Rate of Fire: Each deliberate snapshot or five seconds of video re-
  cording counts as one melee attack/action (point, aim and shoot).
  Payload: 6,000 hours of continuous footage.
  Cost: 120,000 credits.
  Note: This is another system pirated from Wilk’s via industrial 
  espionage.
  d) ALTERNATE System for Right Forearm: Long-
  Range Communications and Data Relay Capabilities: Wide-
  band and directional radio communications system with built-
  in scrambler that transmits both audio and video from the 
  cockpit, communications suite and battlefield video. Effective 
  range of 500 miles (800 km); one third that range in the moun-
  tains, underground, and during storms. Includes the capabil-
  ity of sending and receiving scrambled/coded audio and video 
  transmissions.
  Audio pick-up and filtration system works both multi-di-
  rectionally and as a shotgun mic. It can pick up sound as quiet 
  as a whisper up to 400 feet away (122 m) and can sift through 
  ambient sound for specific noises. Up to 100 hours of audio 
  can be recorded and kept on file.
  Primary Purpose: Long-Range Communications.
  Cost: 75,000 credits.
  8. Standard Left Forearm Weapon: Wooden Spike Thrower 
  (1): This is a monster-fighting weapon that fires thick, two 
  foot (0.6 m) long wooden stakes; also effective against S.D.C. 
  opponents.
  Primary Purpose: Anti-Monster and Assault.
  Secondary Purpose: Anti-Personnel.
  Range: 1,200 feet (366 m).
  Damage: 2D6 Hit Points/S.D.C. damage per single stake to ordi-
  nary mortals and S.D.C. beings, typically double damage direct 
  to Hit Points to vampires and other beings vulnerable to wood. 
  Can also shoot a rapid-fire burst of three stakes doing 4D6 S.D.C. 
  or six stakes doing 1D6x10 S.D.C. per burst, but only one stake 
  can be fired to make a carefully aimed shot. Ammo Note: The 
  Spike Thrower is designed in such a way that it can accommo-
  date similar sized and shaped stakes made of bone, stone, iron or 
  silver (or silver-coated stakes of wood) to battle creatures vulner-
  able to these other materials. While Northern Gun does make a 
  limited selection of such specialized ammo for the retail market, 
  they are not commonly available. Silver-coated bullets and other 
  types of anti-monster ammunition and vampire fighting gear are 
  often shipped out and sold only in regions where there is a large 
  demand for such goods. Of course, mercenary companies and 
  long-standing clients can place special orders for anything NG 
  makes, though manufacture and delivery may take a month or 
  longer (1D4+3 weeks). Furthermore, there may be a minimum 
  quantity required, especially for ammunition.
  Rate of Fire: A single wooden stake or burst of 3-6 counts as one 
  melee attack/action.
  Payload: 36 stakes. Additional stakes can be loaded by hand 
  (takes one melee round to load four stakes), and there is a storage 
  locker in the pilot compartment that can stow a dozen stakes (or 
  four mini-missiles) in addition to the usual storage space.
  a) ALTERNATE Weapon System for Left Forearm: 
  Grenade Launcher (1): A grenade launcher is mounted on 
  the left arm.
  Primary Purpose: Anti-Armor and Anti-Fortifications.
  Secondary Purpose: Anti-Personnel and Anti-Monster.
  Range: 1,200 feet (366 m).
  Mega-Damage: Varies with the type of grenade.
  Rate of Fire: One at a time or in volleys of 2.
  
  141
  Payload: 42 total. Must retract to reload after its payload of 7 has 
  been fired. It takes one melee round (15 seconds) for the auto-
  matic reload.
  Cost: 75,000 credits for the launcher, plus the cost of each gre-
  nade.
  b) ALTERNATE Weapon System for Left Forearm: 
  Mini-Missile Box Launcher (1): A box-style mini-missile 
  launcher is mounted on the forearm.
  Primary Purpose: Anti-Aircraft, Anti-Missile and Anti-Flyers.
  Secondary Purpose: Anti-Personnel/Monsters and Anti-Armor.
  Range: One mile (1.6 km).
  Mega-Damage: Varies by missile type, but plasma (1D6x10 
  M.D.), for use against creatures vulnerable to fire is standard.
  Rate of Fire: One at a time or in volleys of 2, 3 or 4.
  Payload: 12 total.
  Cost: 85,000 credits for the launcher, plus cost of each mini-mis-
  sile.
  9. Hand to Hand Combat: The Grizzly is not intended for close 
  combat, but can handle itself well when it must, delivering 
  heavy punches. See Heavy Ground Robot Training on page 
  352 of Rifts® Ultimate Edition for the number of attacks and 
  bonuses, modified as indicated below.
  Restrained Punch – 1D4+1 M.D.
  Punch – 2D6+3 M.D.
  Power Punch – 4D6+6 M.D. (+1D6 M.D. additional for the 
  hand that has knuckle spikes; typically the left), but counts as 
  two melee attacks.
  Stomp – 2D4 M.D.
  Head Butt – Not possible.
  Kick Attack and Leap Kick – Not possible.
  Running Ramming Attack – Standard.
  Bonus Modification due to Size and Weight: The usual bonus-
  es to parry and dodge are reduced; only +1 to parry and dodge.
  10. Handheld Weapons: The robot’s very large armored hands 
  make it impossible to use most giant-sized guns. Giant-sized 
  melee weapons, clubs, etc., can be gripped and used without 
  penalty.
  11. Sensors and Other Features of Note: The Grizzly has all the 
  standard robot features plus the following.
  A. Thermal-Imager: A special optical heat sensor that al-
  lows the infrared radiation of warm objects to be converted 
  into a visible image. Enables the pilot to see in the dark, in 
  shadows, and through smoke. Range: 2,000 feet (610 m).
  B. Infrared and Ultraviolet Optics: This optical system 
  projects a beam of infrared light that is invisible to the normal 
  eye. The infrared beam enables the pilot to see in the dark and 
  to see other infrared beams. The ultraviolet system enables the 
  pilot to see into the ultraviolet spectrum of light and is mostly 
  used to detect the light beams of ultraviolet detection systems. 
  Note: The infrared light beam can be seen by anybody who 
  also has infrared optics, and the beam can be traced back to 
  its source. Smoke impairs the infrared beam, making it impos-
  sible to see.
  C. Infrared Searchlights: The appendage behind the left 
  shoulder can extend another six feet (1.8 m) and rotate up and 
  down 360 degrees to light up an area. There are two lights on 
  the top (one small, one long) and a large light on the under-
  side. All are infrared lights used to scan an area at night using 
  the invisible light to avoid detection. Only somebody who can 
  also see infrared light will see the beams. Range: 500 feet 
  (152 m).
  D. Multi-Camera System: The Grizzly has four cameras in 
  the chest, one in each weapon arm and two in the thigh just 
  about the knee plate of the legs. Each has a 4,000 foot (1,219 
  m) range with telescopic lenses as well as macro-lenses for 
  seeing up-close; x10 magnification. Includes image and vid-
  eo transmission capabilities (100 mile/160 km transmission 
  range). Can store up to 10,000 hours of video footage before 
  requiring transfer to some other medium. Includes image and 
  video transmission capabilities.
  E. Winch and Cable: Located in the belly area, between the 
  two chest guns is a winch, hook and tow line for pulling cargo 
  and assisting other robots and vehicles, as well as for climbing 
  and securing the Grizzly itself.
  NG-V7
  Hunter Mobile Gun
  The ‘Original’ Model
  The Hunter Mobile Gun is one of Northern Gun’s most fa-
  mous robots. It has served mankind for decades, a true NG origi-
  nal centered around the massive Howitzer rail gun whose plans 
  were recovered near the end of the Two Hundred Years Dark 
  Age. Northern Gun has been selling the venerable V7 Hunter for 
  nearly thirty years now, offering a full-size, fully armed combat 
  robot at a time when only the Coalition and a handful of nation-
  states boasted comparable war machines. A time when virtually 
  no one else in North America had thirty foot (9.1 m) metal giants 
  or self-propelled field guns, and certainly not both in the same 
  package.
  One of Northern Gun’s most popular and iconic robots ever 
  released, even today, after nearly 30 years on the market, the 
  Hunter Mobile Gun remains in wide used by Robot Pilots, mer-
  cenaries, explorers, adventurers and high-tech bandits throughout 
  North, Central and South America. It is known for being easy 
  to pilot and a dependable workhorse in the field. Its Howitzer 
  rail gun and mini-missiles make it one tough mother in a fight. 
  Its humanoid shape is suitable for most terrains whether it is on 
  the plains, in the forest or slogging through swamps. Humanoid 
  arms and hands allow the robot to gather specimens during ex-
  plorations, set up and carry equipment, work on other robots, and 
  wrestle with dinosaurs and giants. The Hunter is capable of sat-
  isfying the role of border patrols, sentry duty, artillery positions, 
  troop support, exploration and monster hunting.
  Due to its popularity, NG has considered releasing various dif-
  ferent versions of the Hunter Mobile Gun for years. However, 
  market research has shown the familiar robot is what the cus-
  tomer wanted, so the Hunter has been sold as originally designed, 
  with only modest upgrades to its armor, electronics and inter-
  nal components for more than two generations. (See the NG-V7 
  Block IV for the first new Hunter ever released. Its description 
  immediately follows this one.)
  This has created a huge secondary market for ‘previously 
  owned’ Hunter Mobile Guns. Ironically, this lower priced market 
  for used and rebuilt Hunters has made the legendary robot all the 
  more familiar and popular. Even robots that have been ancient 
  
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  rebuilds and look like patchwork, mechanical Frankenstein mon-
  sters, command a decent price and perform nearly as well as new 
  models right off the NG assembly line. This makes the NG-V7 
  Hunter as trusted and desired as ever. And affordable. Rebuilt 
  models are among the most affordable ‘big’ robots around.
  Note on Used NG-V7 Hunters: Used and partially rebuilt 
  NG-V7s typically have 2D6% less M.D.C., but otherwise per-
  form to all the standard specifications as a new unit. Price is typi-
  cally 20-40% less than new.
  Patchwork Hunter Mobile Guns have taken a beating and un-
  dergone comprehensive to near total reconstruction at least once, 
  and very likely several times. Each M.D.C. location will have 
  1D4x10% less M.D.C., speed is reduced by 1D4x10%, 1D4 stan-
  dard robot features are missing or inoperable, and one of the sec-
  ondary weapons is likely to be missing or not working. Price is 
  typically 40-60% less than a new one.
  ‘Original’ Hunter Mobile Gun Assault Robot
  Model Type: NG-V7 Block I, II and III (the last had 10% more 
  M.D.C. for all the robot’s limbs, head/turret and main body).
  Class: Infantry Assault Robot Vehicle.
  Crew: Three: One pilot, one copilot and gunner, plus four pas-
  sengers in cramped conditions. Note: The controls are designed 
  so that the pilot can handle all functions and weapons if neces-
  sary.
  M.D.C. by Location:
  Upper Arms (2) – 90 each
  Forearms with Rocket Launchers (2) – 140 each
  Hands (2) – 50 each
  Legs (2) – 220 each
  Feet (2) – 160 each
  Head/Rail Gun Turret (1; top) – 160
  * Crotch Blaster (1) – 20
  * Chest Spotlight (1; near right shoulder) – 6
  Leg Headlights (2; one in each lower leg) – 5 each
  * Sensor Eyes (4; in turret) – 5 each
  * Vent Tubes (4; back) – 30 each
  ** Main Access Hatch (1; chest) – 75
  Emergency Hatch (1; top, rear) – 75
  Reinforced Pilot Compartment – 120
  *** Main Body – 490
  * A single asterisk indicates a small and difficult target to 
  strike, requiring the attacker to make a Called Shot, but even 
  then the attacker is -4 to strike.
  Destroying all four of the sensor eyes mounted in the gun 
  turret destroys the main radar, targeting system and optics. 
  This leaves the pilot to rely on his own human senses and 
  eliminates any combat bonuses the sensors provided to strike, 
  parry or dodge. Note: The sensor eyes are even smaller targets 
  and require an attacker to make a Called Shot with a penalty 
  of -5 to strike.
  ** Depleting the M.D.C. of the hatch makes the robot’s in-
  ner pilot compartment vulnerable to entry by the enemy, pro-
  vided the enemy can climb up or fly over the robot. The inner 
  hatch has only 20 M.D.C.
  *** Depleting the M.D.C. of the main body will effectively 
  destroy the robot, shutting it down completely, rendering it 
  useless.
  Speed:
  Running: 70 mph (112 km) maximum. Note that the act of run-
  ning does NOT tire the pilot and speed can be maintained indefi-
  nitely.
  Leaping: Not recommended because the disproportionately large 
  head and top-heavy upper body are likely to cause the robot to 
  veer off balance and fall, head first. A leap is possible only with 
  a running start and limited to six feet (1.8 m) high and up to 20 
  feet (6.1 m) across. There is a 01-62% likelihood of falling over 
  (a roll of 63% or higher means sticking a successful landing, but 
  62 or less means a fall, causing the Hunter to lose all its attacks 
  for one melee round while the pilot struggles to stand the robot 
  back up on its feet).
  Water: Cannot swim, but can walk along the bottom of lakes and 
  seas at about half its normal speed. Maximum depth tolerance is 
  2,500 feet (762 m).
  Flying: Not possible.
  Statistical Data:
  Height: 32 feet (9.7 m).
  Width: 19 feet (5.8 m).
  Length: 14 feet (4.3 m).
  Weight: 34 tons fully loaded.
  Physical Strength: Equal to a Robotic P.S. 40
  Cargo: Minimal storage space; about four feet (1.2 m).
  Power System: Nuclear; average energy life is 20 years.
  
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  Cost: 40 million credits. Excellent availability in Michigan, Iron 
  Heart, Free Quebec, the Midwest and most places in the Domain 
  of Man. Fair availability of new NG-V7s most everywhere else 
  within North America. Poor availability in South America and 
  other markets outside the Americas. Fair to good availability of 
  used, rebuilt and patchwork Hunters on the secondary market.
  Weapon Systems:
  1. NG-H155 Howitzer Rail Gun (1): The main weapon of the 
  classic NG-V7 Hunter is its rapid-fire, automatic, self-loading, 
  Howitzer rail gun. The big gun can be fired by any crew mem-
  ber, or the designated gunner. The Howitzer rail gun is housed 
  in a protective turret that can rotate 360 degrees and has a gun 
  arc of 90 degrees up and down. This gives the weapon good 
  range and excellent angle of fire suitable against ground and 
  air targets. However, it also means there is a 20 foot (6 m) 
  blind spot at its feet and a 30 foot (9 m) blind spot directly 
  above its head.
  Primary Purpose: Anti-Armor and Assault.
  Secondary Purpose: Anti-Aircraft and Anti-Missile.
  Range: 6,000 feet (1,828 m).
  Mega-Damage: 1D6x10 M.D. per single burst (40 rounds) or 
  2D6x10 M.D. per double blast (rapid-firing of two full bursts at 
  the same target).
  Rate of Fire: Each single shot or burst counts as a single melee 
  action/attack.
  Payload: Two 80,000 round drums; that’s 2,000 single bursts per 
  drum or 1,000 double bursts. The second drum feeds immedi-
  ately after the first drum is exhausted. Reloading a drum takes 
  about two minutes with the proper equipment and training, but 
  1D6x10 minutes for anyone who is not a robot or weapon system 
  specialist.
  2. Forearm Rocket Launchers (6 total; 3 per arm): Low pro-
  file, recessed mini-missile launch tubes are built into each 
  forearm. Point and shoot.
  Primary Purpose: Anti-Armor and Anti-Aircraft.
  Secondary Purpose: Anti-Personnel and Defense.
  Range: One mile (1.6 km).
  Mega-Damage: Varies with missile type. Usually fragmentation 
  (5D6 M.D.) or plasma (1D6x10 M.D.).
  Rate of fire: One at a time or in volleys of 2, 3, 4 or 6.
  Payload: 18 total; nine per arm.
  3. NG-330 Heavy Laser (1, Crotch Gun): A single-barreled la-
  ser is located on the lower abdomen area of the Hunter. Its 
  primary purpose is to disperse enemy ground troops around its 
  feet and in the blind spot of the main gun. The turret can rotate 
  180 degrees downward, forward and backwards.
  Primary Purpose: Anti-Personnel.
  Secondary Purpose: Defense.
  Range: 2,000 feet (610 m).
  Mega-Damage: 5D6 M.D.
  Rate of Fire: Each single blast counts as one melee action/attack.
  Payload: Effectively unlimited.
  4. Hand to Hand Combat: Rather than use a weapon, the pilot 
  can engage in Mega-Damage hand to hand combat as per Ro-
  bot P.S. 40. See Heavy Ground Robot Training on page 352 
  of Rifts® Ultimate Edition for the number of attacks and bo-
  nuses. All abilities are the same except as follows.
  Restrained Punch: 1D4 M.D.
  Full Strength Punch: 2D6 M.D.
  Power Punch is not possible.
  Head/Turret Butt: 1D6 M.D.
  Stomp Attack: 2D4 M.D., but is only effective against tar-
  gets smaller than 13 feet (4 m) tall.
  Leaps and Kicks are not possible.
  5. Sensor System Notes: All standard robot systems, plus the 
  following:
  A. Recessed sensors (4 in the head turret).
  B. Chest spotlight located near the right shoulder, can 
  swivel to the right and left 180 degrees, and up and down in a 
  90 degree arc. Range is 2,000 feet (610 m).
  C. Four old-style cooling vent tubes in the back, two point-
  ing up, two pointing down.
  NG-V7
  Hunter Mobile Gun,
  Block IV Upgrade
  The Hunter Mobile Gun remains one of Northern Gun’s 
  most famous and popular robots. And though the days when a 
  single Hunter unit could shift the local balance of power may 
  be gone, the NG-V7 is still a highly capable combat system that 
  can trounce power armor, sweep aside infantry and go toe-to-toe 
  with much more modern robots and armored vehicles. Its primary 
  weapon system, the massive rail gun that led to the robot’s name, 
  can be brought to bear with remarkable speed by a skilled crew, 
  using the movement of the turret and the robot’s body orientation 
  together to shift fluidly from one target to the next. This arrange-
  ment makes the Hunter a competitor even on today’s battlefield, 
  and the Hunter Mobile Gun Block IV, unveiled in 108 P.A., 
  features a series of upgrades, increased armor and alternate weap-
  ons that promise to extend the service life of the robot well into 
  the future.
  The Hunter Block IV uses the same basic body frame, design 
  and weapons as the original Block I and subsequent Block II and 
  III production models. One can tell at a glance that the Block 
  IV is the venerable Hunter Mobile Gun. However, a longer look 
  reveals a number of subtle differences, including slight changes 
  in the body styling that allow for increased M.D.C. armor, larger 
  and different feet, and modular weapon features that offer a selec-
  tion of different weapon systems to gives the Hunter greater ver-
  satility than the original NG-V7. Other ‘improvements’ include 
  a light chest gun and better optical sensor array, and a backup 
  sensor cluster to eliminate the famous blind spot. Most of these 
  features are barely noticeable by just looking at the redesigned 
  Hunter Block IV. In fact, people not very familiar with combat 
  vehicles cannot tell the difference between the earlier model 
  blocks and the Block IV, but each new variation improves upon 
  the performance of an already tried and true combat robot. Crews 
  familiar with the Hunter are happy to find the Block IV handles 
  exactly the same, but with the benefit of new and different modu-
  lar weapon options (if desired), superior armor and a better optics 
  and sensors package.
  The NG-V7 Block IV represents the most dramatic change 
  and enhancements the Hunter Mobile Gun has seen since its in-
  ception. (The Block III had 10% more M.D.C.) And customers 
  
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  are loving it. The Block IV has received rave reviews with com-
  ments like, “Improving upon perfection.” “More armor protec-
  tion. The same performance value. Who wouldn’t want one?” 
  and “A well conceived upgrade to an old favorite.” The Block IV 
  is the product of the design team lead by Charles Walton, Mat-
  thew Clements and Sam Beedah.
  Hunter Mobile Gun Assault Robot
  Model Type: NG-V7, Block IV.
  Class: Infantry Assault Robot Vehicle.
  Crew: Three: One pilot, one copilot and one gunner. There is 
  seating for two passengers but that makes for cramped quarters. 
  Note: The controls are designed so that the pilot can handle all 
  functions if necessary, but it is most effective when weapon sys-
  tems are divided between the pilot and a dedicated gunner, with 
  the copilot handing communications and sensor information. The 
  pilot typically operates the smaller weapon turrets and mini-mis-
  siles, and the gunner fires the Main Turret and sometimes the 
  ‘Crotch Cannon.’
  M.D.C. by Location NG-V7 Block IV:
  Upper Arms (2) – 150 each
  Forearms with Rocket Launchers (2) – 190 each
  Hands (2) – 60 each
  Legs (2) – 250 each
  Feet (2) – 200 each
  Head/Rail Gun Turret (1) – 200
  * Sensor Drum (1; top turret) – 35
  * Sensors Eyes (4; in turret) – 5 each
  * Chest Gun (1; small) – 25
  * Chest Spotlight (1; chest, right side) – 10
  * Chest Secondary Sensor Pod (1; next to gun) – 12
  * Belly Gun (1) – 50
  Vent Tubes (2, small) – 20 each
  Vent Tubes (2, large, top) – 40 each
  ** Main Access Hatch (1; chest) – 100
  Emergency Hatch (1; top, rear) – 100
  Reinforced Pilot Compartment – 120
  *** Main Body – 600
  * A single asterisk indicates a small and difficult target to 
  strike, requiring the attacker to make a Called Shot, but even 
  then the attacker is -4 to strike.
  Destroying all four of the sensors mounted in the gun turret 
  has no serious impact as they are now part of a larger sensor 
  package. Even destroying the Main Sensor Drum on the gun 
  turret only inflicts a -5% penalty on the Sensory Equipment 
  skill, reduces the number of targets that can be tracked from 
  96 to 48, and reduces radar range by 20%. An attacker must 
  now destroy all the sensor systems to knock out the radar and 
  targeting system (which results in no bonuses to strike, parry 
  or dodge and the pilot must rely on his own human vision). 
  Note: The four original sensor eyes are small and difficult to 
  hit, especially on a moving target. And even the main sensor 
  pod on the top turret and chest sensor cluster are small enough 
  to require an attacker to make a Called Shot and even then he 
  is -3 to strike.
  ** Depleting the M.D.C. of the hatch makes the robot vul-
  nerable to entry by the enemy. The inner hatch has only 20 
  M.D.C.
  *** Depleting the M.D.C. of the main body shuts the robot 
  down completely, rendering it useless. Note: The chest spot-
  light is destroyed when the main body has suffered 450 points 
  of damage.
  Speed:
  Running: 70 mph (112 km) maximum. The act of running does 
  NOT tire the robot pilot and speed can be maintained indefinitely.
  Leaping: Not recommended. Seven feet (2.1 m) high and 15 feet 
  (4.6 m) across, double with a running start. Though the Block IV 
  design is less top-heavy and more balanced, there is still a risk of 
  falling when it leaps. Roll percentile for every jump/leap. 01-25% 
  the Hunter stumbles when its feet hit the ground and falls on its 
  face. Fall causes the Hunter Block IV to lose 1D4 melee attacks 
  while the pilot struggles to stand the robot back up.
  Water: Cannot swim, but can walk along the bottom of lakes and 
  seas at about half its normal speed. Maximum depth tolerance is 
  2,500 feet (762 m).
  Flying: Not possible.
  Statistical Data:
  Height: 32 feet (9.7 m).
  Width: 18 feet (5.5 m).
  Length: 13 feet (4 m).
  Weight: 38 tons fully loaded.
  Physical Strength: Robotic P.S. 40.
  Cargo: Minimal storage space; about four feet (1.2 m).
  Power System: Nuclear; average energy life is 20 years. Solid 
  Oxide Fuel Cell and electric battery models are also available.
  Cost: 56 million credits nuclear, 49 million Solid Oxide Fuel Cell 
  and 45 million electric battery.
  Weapon Systems:
  1. (Option A) NG-H155 Howitzer Rail Gun: The Mobile Gun’s 
  namesake is a massive Howitzer rail gun installed in a turret 
  where a normal humanoid robot’s head would be. This place-
  ment lets the Hunter maintain a low silhouette behind cover, 
  only exposing its weapon when firing on tanks and robots. 
  The positioning of the big gun gives it an excellent 360 degree 
  view of the battlefield. Note: The old blind spots of the ear-
  lier models of the Hunter, directly above and below the robot, 
  have been eliminated with the optics and sensor drum located 
  on the front of the turret, giving the Block IV the ability to 
  look up, down and elsewhere as the big gun aims at its des-
  ignated target(s). A secondary, chest optics and sensor array 
  also functions to eliminate blind spots and keep the pilot and 
  gunner aware of enemies in close quarters or rushing toward 
  the Hunter.
  Primary Purpose: Assault and Anti-Armor.
  Secondary Purpose: Anti-Aircraft.
  Range: 6,000 feet (1,828 m).
  Mega-Damage: 1D6x10 M.D. per single blast (40 rounds) or 
  2D6x10 M.D. per double blast (rapid-firing of two full bursts at 
  the same target).
  Rate of Fire: Each single blast or burst counts as one melee ac-
  tion/attack.
  Payload: Two 80,000 round drums; that’s 2,000 single bursts per 
  drum or 1,000 double bursts. The second drum feeds immedi-
  ately after the first drum is exhausted. Reloading a drum will take 
  about two minutes; the process is fully automated. Note: The tra-
  ditional ammunition can be swapped out with anti-supernatural 
  rounds. See the Gunwolf for such ammunition.
  
  146
  (Option B) NG-R505 Rail Cannon: Replacing the usual 
  Howitzer with the new R505 lets the Hunter fire single shells 
  instead of concentrated bursts, leading to more consistent 
  overall damage, but sacrificing the H155’s impressive range.
  Primary Purpose: Assault/Anti-Armor.
  Secondary Purpose: Anti-Fortification.
  Range: 4,000 feet (1,219 m).
  Mega-Damage: 2D4x10 M.D.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: 600 shells total, contained in two oversized 505 ammo 
  drums.
  (Option C) NG-515IC Ion Cannon: Replacing the usual 
  Howitzer with the new ion cannon lets the Hunter fire heavy 
  energy blasts, but sacrifices the H155’s impressive range.
  Primary Purpose: Anti-Armor and Assault.
  Secondary Purpose: Anti-Personnel and Anti-Fortifications.
  Range: 4,000 feet (1,219 m).
  Mega-Damage: 6D6+4 M.D. per single blast.
  Rate of Fire: Single shot only.
  Payload: Effectively unlimited.
  2. Forearm Mini-Misssile Launchers (2): Each of the Hunter 
  Block IV’s arms contains a low profile mini-missile launcher; 
  an unchanging feature across production Blocks I-IV. Their 
  concealed nature and large payload inside the heavily armored 
  forearms makes the mini-missiles an effective and deadly sur-
  prise when the robot is fighting in ranged and hand to hand 
  combat.
  Primary Purpose: Anti-Armor and Anti-Missiles.
  Secondary Purpose: Anti-Personnel and Defense.
  Range: One mile (1.6 km).
  Mega-Damage: Varies with missile type. Usually fragmentation 
  (5D6 M.D.) or plasma (1D6x10 M.D.).
  Rate of Fire: One at a time or in volleys of 2, 3, 4 or 6.
  Payload: 24 total; 12 per arm.
  3. (Option A) NG-333 Heavy Laser Belly Gun (1): Sometimes 
  jokingly referred to as a ‘crotch-cannon’ (sales staff usually 
  call it a ‘belly gun’ or ‘infantry dispersal weapon’), a heavy 
  laser is placed between the Hunter’s legs to mow down ground 
  troops trying to take advantage of the original Hunter’s in-
  famous blind spots. Note: Regardless of the weapon system 
  selected (A, B or C), the turret rotates 180 degrees downward, 
  forward and backwards with a straight ahead line of fire.
  Primary Purpose: Anti-Personnel and Assault.
  Secondary Purpose: Defense.
  Range: 2,000 feet (610 m).
  Mega-Damage: 5D6+3 M.D. per simultaneous triple blast.
  Rate of Fire: Each triple blast counts as one melee attack.
  Payload: Effectively unlimited.
  (Option B) Heavy Flamethrower (1): Though limited 
  in range, replacing the belly gun’s laser with a flamethrower 
  makes it even better suited to repelling waves of small mon-
  sters and infantry troops trying to climb aboard or fire at the 
  Hunter from the ground at its feet. It can also be used to flush 
  out bunkers and enemy positions, and against creatures vul-
  nerable to or afraid of fire. Comes with valves that automati-
  cally seal it off underwater, deactivating it and preventing wa-
  ter from contaminating the napalm reserve.
  Primary Purpose: Anti-Structure and Defense.
  Secondary Purpose: Anti-Personnel and Assault.
  Range: 400 feet (122 m).
  Mega-Damage: 1D4x10 M.D. to the target and anyone within 10 
  feet (3 m).
  Rate of Fire: Each burst counts as one melee action/attack.
  Payload: 48 bursts. The flamethrower can be refueled with mili-
  tary-grade napalm or use normal diesel or gasoline (reduces dam-
  age to 3D6 M.D.). 80 gallon (302 liter) fuel reserve.
  (Option C) Medium NG-223 Chest Rail Gun (1): A me-
  dium rail gun is used against ground targets and on opponents 
  while grappling or locked in hand to hand combat. Like all rail 
  guns, it can fire conventional rail gun rounds or silver-coated 
  rounds or wood and silver rounds (see Gunwolf for details) to 
  battle the supernatural.
  Primary Purpose: Assault & Anti-Personnel.
  Secondary Purpose: Defense.
  Range: Conventional rail gun rounds and silver coated rounds: 
  2,000 feet (610 m). Special, weighted wood rounds with silver 
  rings: 1,000 feet (305 m).
  Mega-Damage: Varies. Standard & Silver Ammo: A standard 
  M.D. burst is 60 rounds and inflicts 5D6 M.D. (+4 M.D. to op-
  ponents at point-blank range; within 10 feet/3 m) per burst. One 
  round does 1-2 M.D.
  Rate of Fire: Each single shot or burst counts as one melee attack.
  Payload: 6,000 rounds total with enough ammo for 100 bursts.
  4. NG-133 Light Laser Chest Gun: A light laser turret has been 
  added to the Block IV’s defenses. It is intended to protect the 
  secondary optical sensor pod in the chest and to disperse en-
  emy troops who get too close for comfort. The small turret can 
  rotate 90 degrees up and down, and has a forward sweep, side 
  to side, of 45 degrees.
  Primary Purpose: Anti-Personnel and Assault.
  Secondary Purpose: Defense.
  Range: 2,000 feet (610 m).
  Mega-Damage: 2D6 per single blast.
  Rate of Fire: Each blast counts as one melee attack.
  Payload: Effectively unlimited.
  5. Hand to Hand Combat: Rather than use a weapon, the pi-
  lot can engage in Mega-Damage hand to hand combat as per 
  Robot P.S. 40. See Heavy Ground Robot Training on page 
  352 of Rifts® Ultimate Edition for the number of attacks and 
  bonuses.
  6. Sensory System: The Hunter Block IV has all the standard 
  robot features, and a backup sensor array built into its chest, 
  plus the following:
  A. Enhanced radar via the main sensor drum, can I.D. and 
  track 96 targets. If the Main Sensor Drum is destroyed, that 
  number drops to 48.
  B. Recessed sensors (4 in the head turret) and a secondary 
  sensor package in the chest.
  C. Chest spotlight located near the right shoulder, can 
  swivel to the right and left 180 degrees, and up and down in a 
  90 degree arc. Range is 1,500 feet (457 m).
  D. Four old-style cooling vent tubes in the back, two point-
  ing up, two pointing down.
  
  147
  MMB-01 ‘Big Papa’
  Mobile Medical Robot
  The Mobile Medical Robot is the brainchild of the Gleba de-
  sign team of Matthew Wood, Christopher Wilmer, Jeremy 
  D.Helton, Carl Gleba, Benjamin Rodriguez, and Sam Beed-
  ah. It was originally designed with the idea of being a part of a 
  medical field team. The design team asked the question, “What is 
  the most important aspect of any robot, power armor, or mecha-
  nized weapon?” The answer, “Its pilot.” And when a pilot’s ro-
  bot or combat vehicle is destroyed (reduced to zero or less Main 
  Body M.D.C.), that pilot or combat crew may be trapped with the 
  wreckage and/or in need of medical assistance. To rescue robot 
  pilots, they came up with the idea for the MMB-01. Only as they 
  worked on the robot, and built in design elements to pry open 
  hatches and cut robot pilots out of a dead robot, they were actu-
  ally creating a much more versatile, first-responder, rescue ro-
  bot. And as such, the MMB-01 has proven to be one of Northern 
  Gun’s hottest selling new robots.
  The MMB-01 Mobile Medical Robot, also known as Big Papa 
  (because there is also a smaller version known as Junior), is a 
  large, manned, all-terrain medical robot that functions as a small, 
  mobile hospital. Inside is a medical team and 16 beds for patients. 
  If magic, psychic healing or medical nano-bot systems are used 
  (the latter is most common among technological people), two-
  thirds of injuries can be addressed in the field, with the patient 
  being released back into active duty within 10-30 minutes. Only 
  the most severe of injuries require the patient to be stabilized and 
  kept for long-term care or to be medevaced to a hospital for more 
  extensive surgery or treatment.
  Big Papa and Junior are both capable of field diagnosis with a 
  96% accuracy rate, surgery and rescue operations, with the latter 
  including pulling pilots and crews out of the wreckage of com-
  bat vehicles as well as digging people out from under debris and 
  collapsed buildings. In many situations, able-bodied combatants 
  can be freed from their dead robot or the debris that has them 
  
  148
  pinned in a matter of minutes. Immediate medical aid can be ad-
  ministered to the injured via a wide range of nano-medical sys-
  tems even before the rescue is completed! Wounds can be sutured 
  closed, bleeding stopped, internal injury fixed and other physical 
  repairs initiated via tiny nano-medical robots. If the person can be 
  touched by one of the robot’s fingers or a remote delivery system 
  (a tiny robot the size of a field mouse, but more resembles a me-
  chanical bug), the appropriate combination of nanobot systems 
  can be put to work. This is done while the trapped individuals are 
  waiting to be liberated or rescued.
  To make such efforts possible in most environments, the 
  MMB-01 has treads and vehicular locomotion for quick response 
  and extraction. Additionally, the treads provide a smoother ride 
  which may be called for if delicate medical procedures are being 
  performed. However, when needed, a pair of legs unfold to en-
  able the robot to walk and negotiate uneven surfaces, climb over 
  debris, go up and down inclines/stairs, walk through water, and 
  maneuver in environments unsuitable for a vehicle. The legs also 
  enable the MMB-01 to rise up to reach crewmen trapped inside 
  robots that may become inoperable but remain standing, and to 
  reach people trapped on floors above ground level and low roof-
  tops. (Maximum elevation of the legs while keeping the main 
  body level is 66 feet/20 m or roughly six stories. Add another 20 
  feet/6.1 m if the main body is titled at an angle. However, the hy-
  draulic arms can reach another 45 feet/13.7 m upward. The legs 
  are not made for running or leaping, but rather to reach people in 
  need of rescuing in a range of different environments.
  The MMB-01 Big Papa (and to a lesser degree, the MMB-02 
  Junior) functions as a mobile medical combat clinic and medical 
  transport that quickly addresses minor injuries and keeps the seri-
  ously injured patients stable. Those requiring extraction from hot 
  zones to fully equipped field hospitals are placed in secure, au-
  tomated med-beds that are stacked like rows of bunk-beds three 
  tall. Each holds the patient securely, administers proper medica-
  tion, blood/plasma, nutrients and oxygen (as needed), keeps the 
  patient stabilized, and monitors vital statistics (heart rate, respira-
  tion, blood pressure, etc.). When all beds are full, or the crew is 
  given orders to evacuate the patients, the Mobile Medical Robot 
  folds up its legs, sets down on its tank treads and zooms away 
  to the nearest medical facility or designated extraction point. In 
  the field, the wounded are most likely to be extracted via hover 
  ground vehicle, helicopter, magic, or other suitable means. As 
  soon as the patients are whisked away, the MMB-01 returns to 
  the field to minister to more combat injuries.
  The two MMB series robots have proven equally adept at 
  emergency response and rescue of people from burning buildings 
  and collapsed structures. However, it is important to note that Big 
  Papa and Junior are designed as field clinics for combat injury 
  and physical trauma. This means their medical teams and built-in 
  capabilities are oriented toward rescue and the tending to cuts, 
  burns and wounds, setting bones, surgery, and injuries resulting 
  from war or physical injury, not disease control or forensics, nor 
  chemical analysis or scientific research.
  The main body of the Mobile Medical Robot is boxy and elon-
  gated. In fact, the big robot is reminiscent of the old EX-5 Be-
  hemoth Explorer, especially when standing on both legs. When 
  riding on the street, through fields, grasslands and deserts, the 
  treads are used. When the terrain is too uneven or requires a hu-
  manoid range of mobility, a pair of large, oversized legs and feet 
  unfold. The legs and feet are designed for maximum stability to 
  support the robot. Maximum standing height is 66 feet (20 m).
  The arms are also designed to fold up tight and small, and un-
  fold as needed. The two large arms have hydraulic and telescop-
  ing capabilities that enable them to extend up to 45 feet (13.7 m). 
  Each can rotate 360 degrees at the shoulder, and at the elbow. The 
  fingers are actually a variety of tools used for cutting, excavation 
  and extracting combat pilots from the wreckage of vehicles and 
  people trapped under debris or collapsed buildings.
  On each hand, two fingers have specialized cutting tools that 
  extend from the fingers when needed. One is a saw for cutting 
  anything from M.D.C. metals to wood and concrete. Another tool 
  is the modern-day equivalent of the Jaws of Life, used to pry 
  open M.D.C. hatches, tear through metal and mortar, or widen 
  holes. All fingers have a built-in camera and light to enable the 
  pilot and medical crew to see wherever it points (200 foot/60 m 
  range). Each finger also has a bio-comp system to scan the vitals 
  of any person it touches. Likewise, if an injured person can be 
  touched by the finger, medical nano-bots can be released to tend 
  to injuries and stabilize him. All visual and biological informa-
  tion is immediately relayed to the crew and medical team inside 
  the robot. It can also be transmitted to a mobile base or nearby 
  hospital within 100 miles (160 km) of the MMB-01, or any group 
  monitoring or supervising the rescue operation. A Jaws of Life 
  and chainsaw, as well as cutting laser and surgical laser, are all 
  standard equipment built into the fingers. When a patient cannot 
  be reached by the arms, but can be seen or heard in the distance, 
  the Mobile Medical Robot can release one or more RMDR-
  NM12 Remote Medical Delivery Robots. These are small robots 
  the size of a field mouse that scurry along on spider-like legs to 
  administer the designated medical nano-robots to begin medical 
  treatment and repairs.
  The MMB is not meant as a front-line fighter and as such, has 
  a light weapons load. Optimally the MMB is protected by a small 
  company of defenders. Some MMBs used in cities or rural areas 
  that are relatively protected often forgo the weapons to save on 
  costs. Instead, water tanks tend to be added and the unit doubles 
  as a fire-fighting rig.
  The MMB has four different sections. The top floor/section is 
  the medical bay and there is a rooftop bay that opens for airlift 
  extraction of patients via helicopter, power armor, hover vehicles 
  or other air-based means. The rear lower deck contains the living 
  quarters for the medical staff plus a small kitchen and commu-
  nal shower and three toilets and sinks. The front section, where 
  the spotlights are located, is the cockpit/crew compartment and 
  where many of the robot’s features can be accessed. The box-
  like compartment under the cockpit is medical supply storage, 
  which could be used to add more beds or transport the wounded 
  if needed, but the supplies would have to be ‘dumped’ to make 
  room and the ride is uncomfortable.
  Northern Gun has found it has a monopoly on medical robots. 
  Kingdoms, city states, mercenary companies and even adventur-
  ers and explorers who can afford one, are happy to do so and are 
  willing to wait months for their order. While the wait is incon-
  venient, Northern Gun will customize the robot with a specific 
  paint scheme to match the local kingdoms protectors or fire and 
  rescue team. The instant success of the Mobile Medical Robots 
  has many military companies and communities believing they 
  are not complete unless they have at least one MMB-01 Mobile 
  Medical Robot (or a couple of the smaller MMB-02s). Likewise, 
  
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  adventurers and heroes have found Big Papa and Junior to be 
  decent exploration robots and a valued resource when a teammate 
  is injured or becomes ill hundreds of miles away from the nearest 
  medical facility, and when swept away to an alien world by a Rift 
  or magic. Both Big Papa and Junior are hot commodities which 
  makes keeping them in stock difficult at best. Poor availability.
  Model Type: NG MMB-01
  Class: Mobile Medical Field Unit & Rescue.
  Nickname: Big Papa.
  Crew: The top, forward section is the pilot compartment and 
  seats the Robot Pilot, copilot/communications specialist and one 
  Body Doc or other medical personnel to serve as an advisor. In 
  the alternative, the medical advisor could be replaced with an Op-
  erator, engineer or excavation and rescue specialist. The pilot or 
  copilot manipulates the arms.
  Onboard Medical Team: 6-12; the optimal medical team is 2-4 
  skilled doctors (Body Fixers or other type of doctor or Psychic 
  Healer) and 6-8 medical assistants (nurses, paramedics, psychics, 
  mage with healing powers, etc.). One member of this team is of-
  ten an Operator or mechanical engineer to deal with mechanical 
  and structural concerns in rescue operations.
  Patient Capacity: 18 beds. Inside the body of the 72 foot (22 m) 
  long robot are four examination areas that also serve as operating 
  rooms, a dispensary, and sick bay with 18 automated med-beds. 
  But triple that number of patients can be transported sitting and 
  laying on the floor, and standing wherever there is room. Un-
  der the floor is additional storage for medical supplies and nano-
  medical systems.
  M.D.C. by Location:
  Spotlights (4, head) – 15 each
  Upper Arms/Shoulders (2) – 150 each
  Forearms (2) – 150 each
  * Utility Hands (2) – 100 each
  * Utility Hand: Pry Bar/Jaws of Life (1 pair per hand) – 100 
  each
  * Utility Hand: Chainsaw (1 per hand) – 75 each
  ** Utility Hand: Fingers (4 per hand, folding) – 25 each
  ** Folding Sensor ‘Arms’ (2) – 30 each
  ** Folding Arm: Thermal Array (1, small, right) – 45
  ** Folding Arm: Spotlight Array (1, small) – 45
  * Mini-Missile Launcher (1, nose, between spotlights) – 150
  Upper Legs (2) – 250 each
  Lower Legs (2) – 275 each
  Feet (2) – 150 each
  * Treads (2, underneath the main body) – 140 each
  * Rear Hatch (1, large) – 150
  * Top Hatch (1, large) – 200
  * Concealed Side Panels for Tenting (2 per side) – 30 each
  Front Cargo Bay (1, chest) – 200
  Reinforced Pilot Compartment – 100
  *** Main Body – 580
  * A single asterisk indicates a small and difficult target to 
  strike, requiring the attacker to make a “Called Shot,” but even 
  then the attacker is -3 to strike.
  ** Two asterisks indicates a very small and moving, or 
  extremely difficult target to strike. It requires the attacker to 
  make a “Called Shot” with a penalty of -5 to strike.
  *** Depleting the M.D.C. of the main body shuts the ve-
  hicle down completely, making it useless. All hatches can be 
  opened by hand.
  Speed:
  Treads: 55 mph (88 km) in vehicle mode.
  Running: 20 mph (32 km) maximum using legs.
  Leaping: Not possible.
  Water: Fair to poor, the MMB-01 is able to walk along the bot-
  tom of a body of water at 10 mph (16 km). Maximum depth is 
  1,200 feet (366 m).
  Flying: Not possible.
  Statistical Data:
  Height: Variable. 20 feet (6.1 m) in vehicle form and legs retract-
  ed to a stowed position. Up to 66 feet (20 m) walking or standing 
  on legs. 86 feet (26.2 m) when the forward section of the MMB-
  01 is tilted upward and legs are at maximum extension.
  Width: 28 feet (8.5 m).
  Length: Body: 72 feet (22 m). Maximum Length/Reach of Main 
  Arms: 45 feet (13.7 m). Length/Reach of Smaller, Folding Arms: 
  40 feet (12.2 m).
  Weight: 25 tons.
  Physical Strength: Robot P.S. of 40, overall. P.S. 50 for Jaws of 
  Life.
  Cargo: 20 foot (6.1 m) storage area (chest) with a 160 ton limit. 
  Typically contains medical supplies and gear, folding tables, por-
  table field equipment, 1D4 portable generators, and similar.
  Power System: NGV8 Nuclear power core with enough fuel to 
  last 12 years. Cannot use alternative power supplies.
  Cost: 132 million credits new with full medical gear. High de-
  mand, poor availability.
  Weapon Systems:
  1. NG-A48 Mini-Missile Launcher: Mounted just under the pi-
  lot compartment, in the nose, is a box mini-missile launcher. 
  It can rotate 90 degrees left or right as well as 45 degrees up 
  or down.
  Primary Purpose: Defense.
  Range: One mile (1.6 km).
  Mega-Damage: Any type of mini-missile can be used, but stan-
  dard issue is fragmentation, anti-personnel missiles (5D6 M.D.).
  Rate of Fire: One at a time or in volleys of two, three or four. Fir-
  ing a single mini-missile or a volley of 2-4 counts as one melee 
  attack.
  Payload: 48, but as a rule, an additional 48 are stored in the cargo 
  hold. It takes 1D4+1 minutes for a trained crewman to reload; add 
  six minutes for the untrained.
  2. Large Utility Arms & Jaws of Life (2): There are two arms 
  with multi-purpose utility hands containing a wide array of 
  lifesaving features. Each finger folds to be concealed when 
  not in use, and has 25 M.D.C.; Jaws of Life and chainsaw have 
  more M.D.C. Attackers must make a Called Shot to hit, and 
  even then they are -5 to strike.
  a) Large Pry Bar/Jaws of Life Apparatus: The Jaws of 
  Life are used for prying open hatches and doors, enlarging 
  holes in metal hulls to make them large enough for people 
  to squeeze through, ripping through wreckage to find people 
  who may be inside, moving rubble and debris, and for lifting 
  out the injured. When not in use, the tong-like Jaws of Life 
  are pressed together (like human hands in a prayer position), 
  creating the illusion there is only one pry bar. In reality, there 
  
  150
  are two. Standard use is to force the pry bars into the crease of 
  a door or hatch and spread the two bars apart to force the hatch 
  open. The same technique is used to create larger openings in 
  damaged hulls/walls.
  Primary Purpose: Rescue and Forced Entry.
  Secondary Purpose: Anti-Fortification.
  Range: Touch/close combat.
  Mega-Damage: The pry bar/Jaws of Life has a Robotic pry/tear 
  strength of 50 and inflicts 3D6+6 M.D. when they are used to 
  spread openings and otherwise pry open doors/hatches or tearing 
  through debris and hulls (not applicable to punches). Despite the 
  strength of the Jaws of Life, the pilot can control them to lift and 
  move the injured very gently.
  Payload: Effectively unlimited.
  b) M.D. Chainsaw (1 per hand): Each hand has a five 
  foot (1.5 m) long chainsaw blade for cutting through M.D.C. 
  doors, hulls, walls, and collapsed structures to free people who 
  are trapped and injured. When not needed, the tool folds back 
  and slides behind the hand to stow inside a forearm housing. It 
  takes two melee actions to extend the chainsaw or to put it in 
  its stowed position.
  Primary Purpose: Rescue and Cutting through wreckage/debris.
  Secondary Purpose: Anti-Fortification, Sabotage and Defense.
  Range: Touch/close combat.
  Mega-Damage: The chainsaw does 5D6 M.D. per attack, and 
  even when turned off, it does 1D4 M.D. as a blade weapon plus 
  Robot P.S. punch damage for slashing attacks. Note: The chain-
  saw is a modular unit that can be easily replaced with a chainsaw 
  that has silver sawteeth to battle supernatural beings vulnerable 
  to silver. The problem is that the silver plating is destroyed af-
  ter 2D4 uses against M.D.C. armor, so it is best to swap out the 
  chainsaw unit on an as needed basis depending on the anticipated 
  opposition.
  Payload: Effectively unlimited.
  c) Laser Torch (1 per hand): The utility hand has a finger 
  that is a precision cutting device for slicing through debris to 
  free the trapped and injured. It can fold up when not in use. 
  Point and fire.
  Primary Purpose: Cutting and Rescue.
  Secondary Purpose: Defense.
  Range: 40 feet (12.2 m).
  Mega-Damage: All of the following settings are available: 3D6 
  S.D.C., 5D6 S.D.C., 1D6x10 S.D.C., 1 M.D., 1D4 M.D. and 2D4 
  M.D.
  Rate of Fire: Each blast counts as one melee attack/action.
  Payload: Effectively unlimited.
  d) Laser Scalpel (1 per hand): Mounted on the Laser 
  Torch finger is a smaller laser used for delicate cutting, repairs 
  and actual field surgery. Ideal for soldering, cutting away ob-
  jects and wire, removing limbs and cauterizing wounds. Point 
  and fire. Folds back when not in use.
  Primary Purpose: Cutting and Rescue.
  Secondary Purpose: Defense.
  Range: 12 feet (3.6 m).
  Mega-Damage: All of the following settings are available: 1 
  S.D.C., 1D4 S.D.C., 2D4 S.D.C. and 4D4 S.D.C.
  Rate of Fire: Each blast counts as one melee attack/action.
  Payload: Effectively unlimited.
  e) Clamp Finger (1 per hand): This two-finger apparatus 
  is used to clamp and tear away (Robotic P.S. 40), grip and hold 
  or grip and lift objects or the patient. When not needed, it folds 
  up and tucks back behind the palm.
  f) S.D.C. Cutting Tool (1 per hand): This is a compara-
  tively small, circular blade the size of a dinner plate. It is a 
  precision cutter use to remove clothing and cut through light 
  S.D.C. material.
  Primary Purpose: Rescue and Cutting.
  Range: Melee combat.
  Mega-Damage: Not applicable; does 1 S.D.C., 1D4 S.D.C. or 
  2D4 S.D.C.
  Payload: Effectively unlimited.
  Note: Each finger has an infrared and conventional light 
  beam (200 foot/61 m range) and digital video camera that 
  feeds directly into the crew compartment. Live feed can be 
  relayed to the medical crew as well. This enables the team to 
  find victims trapped in debris, assess damage and conditions, 
  and see into narrow places.
  3. Hand to Hand Combat: Rather than use a weapon, the pi-
  lot can engage in Mega-Damage hand to hand combat as per 
  Robot P.S. 40. However, the Mobile Medical Robot is NOT 
  designed for fighting. See Heavy Ground Robot Training on 
  page 352 of Rifts® Ultimate Edition, but reduce the number 
  of attacks and bonuses by half, round down.
  4. Sensor Systems and Other Features of Note: In addition to 
  those common to all robot vehicles, the MMB-01 has the fol-
  lowing:
  A. Sensor Arm with Thermal Imager and Display Screen 
  (1, right): A special acoustic array and optical heat sensor are 
  built into this the right, folding arm. It also has a video camera 
  and laser distancer. The acoustic array picks up and amplifies 
  sound in the same way as the bionic Ultra-Ear, for the purpose 
  of identifying sounds of life and locating victims trapped in-
  side wreckage and collapsed buildings. The infrared radiation 
  of warm objects can be detected and converted into a visible 
  image. This enables the Big Papa pilot and rescue team to see 
  in the dark, in shadows and through smoke and dust, as well 
  as pinpoint heat signatures behind S.D.C. walls, thin M.D.C. 
  material (one inch or less) and loose earth and dust to recover 
  survivors.
  A flat, display screen is also a vital feature of this arm. The 
  screen can flip up when not needed, and down to display data. 
  It is used to show trapped victims images, diagrams and live 
  video messages from the rescue team. This is used mainly by 
  the communications officer and medical team to communicate 
  directly with people trapped in wreckage. Seeing a friendly 
  face, even one on a video screen, talking calmly and explain-
  ing the situation is extremely comforting, reassuring and 
  soothing. This simple feature calms those in panic situations 
  and can actually lower blood pressure, reduce anxiety, and 
  gather potentially helpful and situational data. The screen can 
  also be used to display diagrams, plans and information to the 
  victims as well as members of the rescue team and field per-
  sonnel regarding excavation and recovery, medical procedures 
  and mechanical and/or electrical schematics. In a pinch, it can 
  also be used to display a silent, visual message. The monitor 
  does have a mic and speakers for two-way communication.
  The arm can extend 40 feet (12.2 m), as well as rotate 360 
  degrees at the shoulder mounting and at the flat screen located 
  at the end of the arm. The arm is thin and flexible with 30 
  M.D.C., the acoustic array has 12 M.D.C., the thermal imag-
  
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  ing sensor wand has 8 M.D.C., and the monitor has 6 M.D.C. 
  All require a Called Shot to be hit by an enemy, and the shoot-
  er does so with a penalty of -5 to strike.
  B. Multi-Purpose Searchlight Arm (1, left): Mounted under 
  the two spotlights, on the left side of the nose, is an extendible, 
  folding arm. It contains a video camera, a laser distancer, a 
  secondary sensor array, communications system and a search-
  light. The arm can extend 40 feet (12.2 m), as well as rotate 
  360 degrees at the shoulder mounting and at the sensor box 
  mounting at the end of the arm. The arm is thin and flexible 
  (30 M.D.C.; and the sensor box where the light and camera 
  are located has 35 M.D.C.). Obviously, the arm serves several 
  functions, not the least of which is to position itself to provide 
  superior lighting for search and rescue operations, surgery and 
  investigation. The light beam has a maximum range of 3,000 
  feet (914 m). The long-range, directional radio that is part of 
  this unit has a range of 500 miles (805 km) and scrambling and 
  relay capabilities.
  C. Thermal Imager: Perfect for seeing through smoke and 
  can help to find victims caught in a fire or on a smoky battle-
  field. Range: 1,800 feet (548.6 m).
  D. Finger Multi-Medical Scan System and Cameras: Built 
  into each finger is a medical scanner that can detect and trans-
  mit the vitals of anyone it touches (or of whom it comes within 
  three feet/0.9 m). It provides respiration, heart rate, blood pres-
  sure, body temperature, EKG and EEG data, and similar bio-
  stats. The finger also has a concealed laser distancer (2,000 
  foot/610 m range), light and digital camera (the latter two have 
  a 200 foot/61 m range) with macro lens for close detail and 
  magnification (x10) to relay visual information. All this data 
  gives the medical team a +10% bonus in diagnosing the sever-
  ity of the injuries and assessing the person’s condition.
  E. Field Hospital Clinic: The MMB-01 functions as a mo-
  bile field hospital with a full medical team inside the robot. 
  When it is necessary to expand the capabilities of the medi-
  cal facility, the robot goes into vehicle mode and tarps can be 
  removed from compartments on the sides of the MMB-01 to 
  create additional, tent-like awnings with drop down mosquito 
  netting for the sides of the enclosure. This provides a tempo-
  rary shelter for additional wounded that is 18 feet (5.5 m) by 
  8 feet (5.5 m) in size. Folding tables, also stowed in the side 
  compartments, can be used as surgical tables and work places 
  for emergency field surgery and care. Moreover, there are out-
  lets and power hook-ups in these side compartments where 
  additional medical equipment and lights can be plugged in for 
  use. All such items are usually part of the MMB-01’s standard 
  cargo.
  F. Automated med-beds (18): Each holds the patient se-
  curely, administers proper medication, blood/plasma, nutri-
  ents and oxygen (as needed), keeps the patient stabilized, and 
  monitors vital statistics (heart rate, respiration, blood pressure, 
  etc.).
  G. Nano-Robot Medical Systems: 36 of each, minimum. 
  Many have two or three times that number. Thirty-six of each 
  comes standard with the MMB-01.
  IRMSS Internal Robot Medical Surgeon System: An 
  amazing medical device that injects a dozen microscopic ro-
  bot units, about the size of a pinpoint, into the bloodstream to 
  repair internal injury. The containment unit is placed over or 
  near the suspected area of damage and the depression of a but-
  ton releases the micro-surgeons into the body. The tiny robots 
  search for the damage and repair it. Types of internal injury 
  which they can repair include the removal of blood clots, re-
  pairing torn/ruptured veins, internal bleeding, and minor dam-
  age to internal organs. Equal to a medical doctor’s surgical 
  skill of 75%. When the units are done, they simply turn off and 
  are naturally flushed from the body (average life is one hour). 
  They are not reusable. Each IRMSS holds 48 surgical robots 
  for four uses. Cost: 42,000 credits for each IRMSS kit.
  IROU Internal Robot Oxygen Unit or ‘Breather’: This 
  is the largest of the internal robots although still quite small. 
  The ‘bot resembles a caterpillar, because it is long and nar-
  row and has many tiny legs. It can enter the body through the 
  mouth or a tracheotomy in the throat. It crawls through the 
  narrow passage with a pair of thin, narrow plastic tubes trail-
  ing behind it. As the ‘bot makes its way towards the lungs 
  it can transmit video images and data about damage to the 
  throat. Once in the lungs, it transmits data and video images of 
  damage and does analysis. A tiny molecular analyzer is used 
  to identify toxins, drugs and foreign agents. Respiration is also 
  monitored. The video pictures enable the doctors to accurately 
  assess problems and determine the most appropriate treatment 
  without surgery. One of the tubes is hooked up to an external 
  device to extract fluids in the lungs and the other supplies oxy-
  gen. The Breather can also release a half dozen IRMSS ‘bots 
  to repair small holes and perform minor surgery. Cost: 50,000 
  credits each.
  IRVT Internal Robot Visual Transmitters or ‘Seekers’: 
  This is another nano-bot about the size of a pinhead. It is in-
  jected into the vein of a patient and goes traveling through the 
  circulatory system. It is tracked and monitored via a homing 
  device. The ‘bot transmits a more powerful signal and video 
  image of obstructions and damage to the veins and arteries as 
  they are encountered. It is used primarily to locate blocked, 
  pinched and damaged arteries, veins, and other internal pas-
  sageways. Cost: 80,000 credits per unit – disposable (less than 
  33% can be safely retrieved, thus they harmlessly disintegrate 
  inside the body after about 72 hours).
  RAU Robot Antiseptic Units or ‘Cleaners’: A cleaner is 
  a tiny robot roughly three inches (76 mm) long and one inch 
  (25 mm) in diameter. They are reminiscent of a mechanical 
  beetle that gently crawls along a wound or infected area de-
  stroying infection, removing pus and dead flesh, while clean-
  ing the wound and spraying it with antiseptic protein for faster 
  healing. The cleaners are usually sold and dispatched in pairs. 
  Cost: 50,000 credits per pair.
  RMK Robot Medical Kit or ‘Knitter’: A unique medi-
  cal kit, developed with the mastery of nano-technology, in 
  which a half dozen tiny robots, about the size of a shirt button, 
  are released and automatically seek out cuts in the skin. One 
  sprays the wound with disinfectant, another sprays antibiotics, 
  a third cuts away dead or infected flesh, while the other three 
  surgically suture the cut closed. When the cut is repaired, the 
  tiny ‘bots return to their carrying unit, refill their supplies and 
  wait till activated again. Equal to a paramedic suturing skill 
  of 90%. Not effective against internal injury, broken bone, 
  or severe wounds. But great for cuts, bruises, bullet and stab 
  wounds. Cost: 24,000 credits each.
  RSU Robot Sedative Units or ‘Sleepers’: Four tiny ro-
  bots, each the size of a pinhead, enter the brain and stimulate 
  
  152
  certain areas to make the patient relax and feel drowsy. The 
  calming effect of these nano-bots causes the patient to breathe 
  slow, even breaths, keeps the pulse rate steady and calm, and 
  helps maintain normal blood pressure. When they are done the 
  ‘bots return to a tiny housing device. Cost: 100,000 credits per 
  set of four.
  there is room. Under the floor is additional storage for medical 
  supplies and nano-medical systems.
  M.D.C. by Location:
  Spotlights (4, head) – 6 each
  Upper Arms/Shoulders (2) – 100 each
  Forearms (2) – 90 each
  * Utility Hands (2) – 60 each
  * Utility Hand: Pry Bar/Jaws of Life (2 per hand) – 30 each
  * Utility Hand: Chainsaw (1 per hand) – 20 each
  ** Folding Sensor ‘Arms’ (2) – 20 each
  ** Folding Arm: Thermal Array (1, small, right) – 15
  ** Folding Arm: Spotlight Array (1, small) – 20
  ** Utility Hand: Fingers (4 per hand, folding) – 15 each
  * Mini-Missile Launcher (1, nose, between spotlights) – 80
  Upper Legs (2) – 120 each
  Lower Legs (2) – 130 each
  Feet (2) – 90 each
  * Treads (2, underneath the main body) – 70 each
  * Rear Hatch (1, large) – 90
  * Top Hatch (1, large) – 100
  Front Cargo Bay (1, chest) – 140
  Reinforced Pilot Compartment – 100
  *** Main Body – 445
  * A single asterisk indicates a small and difficult target to 
  strike, requiring the attacker to make a “Called Shot,” but even 
  then the attacker is -3 to strike.
  ** Two asterisks indicates a very small and moving, or 
  extremely difficult target to strike. It requires the attacker to 
  make a “Called Shot” with a penalty of -5 to strike.
  *** Depleting the M.D.C. of the main body shuts the ve-
  hicle down completely, making it useless. All hatches can be 
  opened by hand.
  Speed:
  Treads: 45 mph (72 km) in vehicle mode.
  Running: 12 mph (19.2 km) maximum using legs.
  Leaping: Not possible.
  Water: Fair to poor, the MMB-02 is able to walk along the bot-
  tom of a body of water at 8 mph (13 km). Maximum depth is 
  1,000 feet (305 m).
  Flying: Not possible.
  Statistical Data:
  Height: Variable. 13.6 feet (4.1 m) in vehicle form and legs re-
  tracted to a stowed position. Up to 35.6 feet (11 m) walking or 
  standing on legs. 47 feet (14.3 m) when the forward section of 
  the MMB-02 is tilted upward and legs are at maximum extension.
  Width: 15 feet (4.6 m).
  Length: Body: 29 feet (8.8 m). Maximum Length/Reach of Main 
  Arms: 20 feet (6.1 m). Length/Reach of Smaller, Folding Arms: 
  15 feet (4.6 m).
  Weight: 15 tons.
  Physical Strength: Robot P.S. of 30, overall. P.S. 40 for Jaws of 
  Life.
  Cargo: 10 foot (3 m) storage area (chest) with an 35 ton limit. 
  Typically contains medical supplies and gear, folding tables, por-
  table field equipment, 1D4 portable generators, and similar.
  Power System: NGV8 Nuclear power core with enough fuel to 
  last 15 years, but can use alternative power supplies.
  Market Cost: 70 million credits new with full medical gear. 64 
  million for a Solid Oxide Fuel Cell power system and 60 million 
  credits of an electric battery. High demand, poor availability.
  MMB-02 ‘Junior’
  Mini-Mobile
  Medical Robot
  The MMB-02 ‘Junior’ Mobile Medical Robot is exactly what 
  the name suggests, a much smaller version of the MMB-01. Ju-
  nior is identical to the Big Papa in appearance and function, it is 
  just smaller, accommodates fewer patients and has less available 
  resources.
  Model Type: NG Mini-MMB-02
  Class: Mobile Medical Field Unit & Rescue.
  Nickname: Junior.
  Crew: Three. The top, forward section is the pilot compartment 
  and seats the Robot Pilot, copilot/communications specialist and 
  one Body Doc or other medical personnel to serve as an advisor. 
  In the alternative, the medical advisor could be replaced with an 
  engineer or excavation and rescue specialist. The pilot or copilot 
  manipulates the arms.
  Onboard Medical Team: Four or five; 1-2 skilled doctors (Body 
  Fixers or other type of doctor or Psychic Healer) and 2-3 medi-
  cal assistants (nurses, paramedics, psychics, mage with healing 
  powers, etc.). One member of this team is often an Operator or 
  mechanical engineer to deal with mechanical and structural con-
  cerns in rescue operations.
  Patient Capacity: Eight beds. Inside the body of the 29 foot 
  (8.8 m) long robot are two examination areas that also serve as 
  operating rooms, a small drug dispensary, and sick bay with 8 
  automated med-beds. But triple that number of patients can be 
  transported sitting and laying on the floor, and standing wherever 
  
  153
  Weapon Systems:
  1. NG-A16 Mini-Missile Launcher: Mounted just under the pi-
  lot compartment, in the nose of Junior, is a box mini-missile 
  launcher. It can rotate 90 degrees left or right as well as 45 
  degrees up or down.
  Primary Purpose: Defense.
  Range: One mile (1.6 km).
  Mega-Damage: Any type of mini-missile can be used, but stan-
  dard issue is fragmentation, anti-personnel missiles (5D6 M.D.).
  Rate of Fire: One at a time or in volleys of two, three or four. Fir-
  ing a single mini-missile or a volley of 2-4 counts as one melee 
  attack.
  Payload: 16 total. As a rule, an additional 32 are stored in the 
  cargo hold. It takes 1D4+1 minutes for a trained crewman to re-
  load; add six minutes for the untrained.
  2. Large Utility Arms & Jaws of Life (2): There are two arms 
  with multi-purpose utility hands containing a wide array of 
  lifesaving features. Each finger folds to be concealed when 
  not in use, and has 12 M.D.C.; Jaws of Life and chainsaw have 
  more M.D.C. Attackers must make a Called Shot to hit, and 
  even then they are -5 to strike.
  a) Large Pry Bar/Jaws of Life Apparatus: Same as the 
  MMB-01 Big Papa Mobile Medical Robot, just smaller.
  Primary Purpose: Rescue and Forced Entry.
  Secondary Purpose: Anti-Fortification.
  Range: Touch/close combat.
  Mega-Damage: The pry bar/Jaws of Life has a Robotic pry/tear 
  strength of 40 and inflicts 2D6+4 M.D. when they are used to 
  spread openings and otherwise pry open doors/hatches or tearing 
  through debris and hulls (not applicable to punches). Despite the 
  strength of the Jaws of Life, the pilot can control them to lift and 
  move the injured very gently.
  Payload: Effectively unlimited.
  b) M.D. Chainsaw (1 per hand): Same as the MMB-01 
  Big Papa Mobile Medical Robot, just smaller. Each hand has 
  a two foot (0.6 m) long chainsaw blade for cutting through 
  M.D.C. doors, hulls, walls, and collapsed structures to free 
  people who are trapped and injured. When not needed, the tool 
  folds back and slide behind the hand to stow inside a forearm 
  housing. It takes two melee actions to extend the chainsaw or 
  to put it in its stowed position.
  Primary Purpose: Rescue and Cutting through wreckage/debris.
  Secondary Purpose: Anti-Fortification, Sabotage and Defense.
  Range: Touch/close combat.
  Mega-Damage: The chainsaw does 2D6+3 M.D. per attack, and 
  even when turned off, it does 1D4 M.D. as a blade weapon plus 
  Robot P.S. punch damage for slashing attacks.
  Payload: Effectively unlimited.
  c) Laser Torch (1 per hand): Same as the MMB-01 Big 
  Papa Mobile Medical Robot, just smaller and less damage. 
  The utility hand has a finger that is a precision cutting device 
  for slicing through debris to free the trapped and injured. It can 
  fold up when not in use. Point and fire.
  Primary Purpose: Cutting and Rescue.
  Secondary Purpose: Defense.
  Range: 40 feet (12.2 m).
  Mega-Damage: All of the following settings are available: 1D6 
  S.D.C., 2D6 S.D.C., 4D6 S.D.C., 1D4x10 S.D.C., 1 M.D. and 
  1D4 M.D.
  Rate of Fire: Each blast counts as one melee attack/action.
  Payload: Effectively unlimited.
  d) Laser Scalpel (1 per hand): Similar to the laser of the 
  MMB-01 Big Papa Mobile Medical Robot, but a little less 
  range of damage. Used for delicate cutting, repairs and ac-
  tual field surgery. Ideal for soldering, cutting away objects and 
  wire, removing limbs and cauterizing wounds. Point and fire. 
  Folds back when not in use.
  Primary Purpose: Cutting and Rescue.
  Secondary Purpose: Defense.
  Range: 12 feet (3.6 m).
  Mega-Damage: All of the following settings are available: 1 
  S.D.C., 1D4 S.D.C., 2D4 S.D.C. and 3D4 S.D.C.
  Rate of Fire: Each blast counts as one melee attack/action.
  Payload: Effectively unlimited.
  e) Clamp Finger (1 per hand): Same as the MMB-01 
  Big Papa Mobile Medical Robot, just smaller and not quite as 
  powerful. This two-finger apparatus is used to clamp and tear 
  away (Robotic P.S. 30), grip and hold or grip and lift objects 
  or the patient. When not needed, it folds up and tucks back 
  behind the palm.
  f) S.D.C. Cutting Tool (1 per hand): Same as the MMB-
  01 Big Papa Mobile Medical Robot, just smaller and not quite 
  as powerful. This is a comparatively small, circular blade the 
  size of a coffee cup saucer. It is a precision cutter use to re-
  move clothing and cut through light S.D.C. material.
  Primary Purpose: Rescue and Cutting.
  Range: Melee combat.
  Mega-Damage: Not applicable; does 1 S.D.C., 1D4 S.D.C. or 
  1D6 S.D.C.
  Payload: Effectively unlimited.
  Note: Each finger has an infrared and conventional light 
  beam (200 foot/61 m range) and digital video camera that 
  feeds directly into the crew compartment. Live feed can be 
  relayed to the medical crew as well. This enables the team to 
  find victims trapped in debris, assess damage and conditions, 
  and see into narrow places.
  3. Hand to Hand Combat: Rather than use a weapon, the pi-
  lot can engage in Mega-Damage hand to hand combat as per 
  Robot P.S. 30. However, the Mobile Medical Robot is NOT 
  designed for fighting. See Heavy Ground Robot Training on 
  page 352 of Rifts® Ultimate Edition, and reduce the bonuses 
  by half, round down.
  4. Sensor Systems and Other Features of Notes: In addition to 
  those common to all robot vehicles, the MMB-02 has all the 
  same sensors and attributes as the MMB-01 Big Papa Mobile 
  Medical Robot, just smaller.
  A. Sensor Arm with Thermal Imager and Display Screen 
  (1, right): The arm can extend 15 feet (4.6 m) and rotate 360 
  degrees at the shoulder mounting and at the monitor mount-
  ing at the end of the arm. The arm is thin and flexible with 20 
  M.D.C., the acoustic array has 8 M.D.C., the thermal imaging 
  sensor wand has 6 M.D.C. and the monitor has 3 M.D.C. All 
  require a Called Shot to be hit by an enemy, and the shooter 
  does so with a penalty of -5 to strike.
  B . Multi-Purpose Searchlight Arm (1, left): The arm is 
  thin and flexible (20 M.D.C.; and the sensor box where the 
  light and camera are located has 20 M.D.C.). The light beam 
  has a maximum range of 2,000 feet (610 m). The long-range, 
  
  154
  directional radio has a range of 500 miles (800 km) and relay 
  capabilities. Arm can extend 15 feet (4.6 m).
  C. Thermal Imager: Perfect for seeing through smoke and 
  can help to find victims caught in a fire or on a smoky battle-
  field. Range: 1,200 feet (366 m).
  D. Finger Multi-Medical Scan System and Camera: NOT 
  available to the MMB-02 Junior.
  E. Field Hospital Clinic: Same as the MMB-01 Big Papa 
  Mobile Medical Robot, just smaller. The MMB-02 functions 
  as a mobile field hospital with a full medical team inside the 
  robot. When it is necessary to expand the capabilities of the 
  medical facility, the robot goes into vehicle mode and tarps 
  can be removed from compartments on the sides of the MMB-
  01 to create additional, tent-like awnings with drop down mos-
  quito netting for the sides of the enclosure. This provides a 
  temporary shelter for additional wounded that is 10 feet (3 m) 
  by 10 feet (3 m) in size. All such items are usually part of the 
  MMB-02’s standard cargo.
  F. Automated med-beds (8): Each holds the patient secure-
  ly, administers proper medication, blood/plasma, nutrients and 
  oxygen (as needed), keeps the patient stabilized, and monitors 
  vital statistics (heart rate, respiration, blood pressure, etc.).
  G. Nano-Robot Medical Systems: Same as the MMB-01 
  Big Papa Mobile Medical Robot, just fewer. 24 of each mini-
  mum. Many have two or three times that number. Twenty-four 
  of each comes standard with the MMB-02 Junior.
  NG-M56
  ‘Original’ Multibot
  The M56 Multibot is another one of Northern Gun’s older ro-
  bot models. At the time of its release in 100 P.A, it was the com-
  pany’s most ambitious and most unusual robot vehicle design. 
  Intended to be an all-purpose robot with both light combat and 
  exploration applications, the robot vehicle has a number of di-
  verse features. The main weapons are a heavy ion cannon mount-
  ed in its mid-section that swings up and forward when needed, 
  and a new-style missile launcher built into the back. When the 
  missiles are to be launched, two scissor-shaped arms swing up 
  and lock into a V shape. When not needed, the two appendages 
  swing back down, folded behind the robot (the illustration shows 
  the launchers locked in firing position). The shoulder shields flip 
  out to fire mini-missiles and a gunner’s hatch is located on the top 
  of the robot, with an NG-101 rail gun mount.
  The most unique feature is that the head-like upper body is 
  a hover vehicle that can separate from the shoulders and waist 
  to fly away. The flying head can detach and reattach with ease, 
  although docking back with its main body is the more difficult 
  procedure and requires 1D4 minutes to fit into place. Disengag-
  ing from the humanoid shaped part of the robot is instant, but the 
  V-missile launchers must be in the down position and all missile 
  defenses are left behind. Once detached, the only weapon sys-
  tems are the ion cannon, which sticks straight out forward, and 
  the hatch rail gun. The arms, legs, missiles and humanoid arma-
  ture are all left behind and are vulnerable to attack unless a sentry 
  or another robot is left behind to guard it. The idea was to create a 
  dual system transport that was part hover car and part robot. The 
  flying section could detach to scout ahead or navigate trails too 
  narrow for the giant robot, drive into communities where robots 
  are not allowed, or abandon the robot to make good an escape.
  Some genius at Northern Gun thought this was the robot ve-
  hicle of the future and rushed it into mass production. However, 
  the Multibot never won customer acceptance. Its light armor and 
  funky appearance had a great deal to do with that. As one de-
  signer noted, “The old M56 Multibot lacked sex appeal.” In 107 
  P.A. the line was discontinued.
  NG-M56 Multibot
  Model Type: NG-M56
  Class: Modular Ground Assault Robot Vehicle.
  Crew: Two; pilot and copilot, and can accommodate six passen-
  gers.
  M.D.C. by Location:
  V-Missile Launcher Arms (2) – 120 each
  Shoulder Mini-Missile Shields (2) – 100 each
  Ion Cannon (1, mid-section) – 100
  * Hands (2) – 25 each
  Forearms (2) – 90 each
  
  155
  Upper Arms (2) – 100 each
  Legs (2) – 200 each
  * Spotlight (1, above right exhaust vent) – 10
  * Headlights (2, undercarriage) – 5 each
  * Sensor Turret (1; left shoulder) – 50
  * Reinforced View Ports (2, eye-like windows) – 12 each
  Reinforced Pilot Compartment (inside hover craft) – 100
  Detachable, Flying Hover Craft (1; upper body) – 200
  ** Main Body (the supporting armature) – 290
  * A single asterisk indicates a small and difficult target to 
  strike, requiring the attacker to make a Called Shot, but even 
  then the attacker is -4 to strike.
  Destroying the sensor turret of the robot eliminates all 
  forms of optical enhancement and sensory systems. The pilot 
  must rely on his own human vision and senses; no bonuses 
  to strike, parry, and dodge. Note: The sensor turret is a small 
  target and is difficult to hit; requires a Called Shot and even 
  then the attacker is -4 to strike.
  ** Depleting the M.D.C. of the main body shuts the robot 
  section down completely, making it useless. However, the up-
  per, hovercraft section can detach and fly away. Note: When 
  assigning main body damage, after 100 M.D.C. is lost, it is 
  best to divide the damage between the main body and the up-
  per hover craft portions of the body (both large targets). When 
  the hover craft’s M.D.C. is depleted, it can no longer fly. But it 
  may continue to function as the robot’s command center until 
  the reinforced pilot compartment is reduced to zero M.D.C., at 
  which point the robot shuts down.
  Speed:
  Running: 60 mph (96 km) maximum. Note that the act of running 
  does NOT tire out its operator. Cruising speed is a more cautious 
  35 mph (56 km). Well suited for most terrains, including under-
  water, but does not handle climbing or mountainous terrain well.
  Leaping: 10 feet (3 m) high or across from a stationary position; 
  20 feet (6 m) high or 30 feet across (9 m) with a running start.
  Water: Fair; able to walk along the floor of lakes and seas at half 
  the robot’s normal speed. The hover craft can ride atop the sur-
  face of water at speeds up to 120 mph (192 km or 104 knots). 
  Maximum depth tolerance, however, is only 1,500 feet (457.2 
  m).
  Flying (Hovercraft Only): The pilot and crew compartment is 
  built into the upper section, which is also an independent hover 
  vehicle that can separate from the main body of the robot and fly. 
  The flying helm can attach and reattach as often as necessary, but 
  the main body remains immobilized until the hover craft returns.
  Flying speed of the hovercraft is 240 mph (384 km) and can 
  reach an altitude of 10,000 feet (3,048 m); +4 to dodge when 
  flying. It can also hover stationary or hug the surface, hovering 
  about 5 feet (1.5 m) above the ground. VTOL capable.
  Statistical Data:
  Height: 26 feet (7.9 m) from head to toe with missile arms down. 
  34 feet (10.4 m) with the missile launchers extended.
  Width: 20 feet (6.1 m).
  Length: 19 feet (5.8 m).
  Weight: 30 tons fully loaded, 24 tons without missiles, 20 tons 
  without missile arms.
  Physical Strength: Equal to a Robotic P.S. 40.
  Cargo: Small area for the pilot’s personal items, as well as a 
  weapon bin that has room for four rifles, pistols, four suits of 
  body armor, canteens and food rations (4 week supply). A small 
  refrigeration unit and a 100 gallon (378.5 liter) water cooler are 
  built into the cockpit.
  Power System: Nuclear, 18 year life.
  Cost: List price was 34 million, but for 18-22 million credits, 
  a new, undamaged, full combat unit complete with missiles can 
  still be found. Used Multibots sell for as little as 10 million cred-
  its. Good availability in Upper Michigan, Kingsdale, MercTown, 
  Arzno and other places that cater to soldiers and adventurers.
  Weapon Systems:
  1. Scissor Launchers (2): Ten medium-range missiles are 
  mounted in two V-shaped launchers (five each) on the robot’s 
  back.
  Primary Purpose: Assault and Anti-Fortification.
  Secondary Purpose: Defense and Anti-Armor/Monsters.
  Range: Usually around 40 miles (64 km).
  Mega-Damage: Varies with missile type. Any medium-range 
  missile can be used, but standard issue is armor piercing (2D4x10 
  M.D.) or high explosive (2D6x10 M.D.).
  Rate of Fire: One at a time or in volleys of 2, 3 or 4.
  Bonus: +1 to strike; guided missiles.
  Payload: 10 missiles; five in each launcher.
  2. Concealed Shoulder Mini-Missile Launchers (2): Behind 
  each shoulder shield is a mini-missile launcher.
  Primary Purpose: Anti-Aircraft and Defense.
  Secondary Purpose: Anti-Armor and Anti-Missiles.
  Range: One mile (1.6 km).
  Mega-Damage: Varies with missile type. Usually fragmentation 
  (5D6 M.D.) or plasma (1D6x10 M.D.).
  Rate of Fire: One at a time or in volleys of 2 or 3.
  Payload: 18 total; nine in each shoulder.
  3. Heavy Ion Cannon: The single-barreled ion blaster is de-
  signed to counter ground troops. Fixed forward, with a 90 de-
  gree angle up and down.
  Primary Purpose: Assault.
  Secondary Purpose: Defense.
  Range: 4,000 feet (1,219 m).
  Mega-Damage: 5D6 M.D. per single blast.
  Rate of Fire: Each blast counts as one melee attack.
  Payload: Effectively unlimited.
  4. NG-101 Light Rail Gun (1): The light rail gun is built into a 
  swivel mounting on top of the flying helm portion of the Mul-
  tibot. The gun can rotate 360 degrees and can point 90 degrees 
  up and down. A gunner must man the gun.
  Primary Purpose: Assault.
  Secondary Purpose: Defense.
  Range: 4,000 feet (1,219 m).
  Mega-Damage: 6D6 M.D. per 30 round burst.
  Rate of Fire: Each blast counts as one melee attack.
  Payload: 1,800 rounds (60 bursts).
  5. Hand to Hand Combat: Rather than use a weapon, the pilot 
  can engage in Mega-Damage hand to hand combat, inflicting 
  damage as per Robot P.S. of 40. See Heavy Ground Robot 
  Training on page 352 of Rifts® Ultimate Edition for the 
  number of attacks and bonuses. Note: The Multibot can NOT 
  perform a Restrained Punch, Power Punch, or a Leap Kick.
  6. Sensor System Notes: Basic robot systems with advanced ra-
  dar. Can identify and simultaneously track up to 96 different 
  targets. Range: 100 miles (160 km).
  
  156
  
  157
  NG-M57-2N1 Megabot
  Always the odd man out in Northern Gun’s product line, the 
  complex and unique Multibot never caught on with customers as 
  expected. It has always had its fans, however, especially amongst 
  Ishpeming’s engineers and Operators. Their love for the sophisti-
  cated machine (as well as political pressure for new jobs) has led 
  to the reopening of the Multibot assembly line and the creation of 
  an updated variant re-designated as the Megabot. The revamped 
  Megabot was unveiled along with Northern Gun’s new catalog 
  and marketed as a battlefield command robot in the Spring of 
  109 P.A., sold as the ultimate VIP escort platform and explora-
  tion vehicle. A two-in-one vehicle capable of carrying up to six 
  passengers safely within a combat robot chassis, yet able to fly 
  away at a moment’s notice in the detachable hover-racer that is 
  the upper body section.
  Unlike the Multibot, the Megabot has the look of military 
  hardware, heavy armor, and power. When tromping through 
  uncharted wilderness or across the battlefield, the giant combat 
  robot has decent speed and a battery of weapons that includes 
  mini-missiles, short-range missiles, medium-range missiles and a 
  triple-barreled laser. This gives it plenty of punch. The Megabot 
  is also well armored and one of the largest robots to roll off the 
  Northern Gun assembly lines.
  When there is the need for speed, a reconnaissance patrol, 
  rapid response, or a lightning quick assault or getaway, the upper 
  body of the Megabot detaches, with its entire crew and passen-
  gers, and rockets across the landscape as a hover combat racer. A 
  racer with a heavy ion cannon built into the undercarriage of its 
  forward section.
  The release of the Megabot has received rave reviews and has 
  been well received by the public. Critics, however, insist the ro-
  bot has the same problems as the Multibot. One, while the hover 
  racer is stylish and inviting, it gets in the robot’s way during hand 
  to hand combat, provides a tempting target, and gives giant en-
  emies something to grab onto in close combat. It also creates a 
  blind spot under its belly.
  Two, the forward section of the combat racer (Main Body) 
  makes the robot a bit top heavy and off balance (+10% to knock 
  it off its feet with a body block or ram attack).
  Three, when the combat racer breaks away, it leaves the body 
  chassis, arms, legs and missile launchers behind, immobile and 
  completely unprotected.
  Four, if the combat racer is destroyed when detached, the rest 
  of its body housing is inoperable and immobilized. An easy target 
  for theft, salvage or enemy attack.
  And new to the Megabot, the big ion cannon built into the 
  racer can only fire in a downward 45 degree angle at the ground 
  while it is part of the larger robot. It cannot fire forward until the 
  combat hover racer detaches from the rest of its body armature. 
  Even then, the big gun can only fire forward, though the tri-barrel 
  laser cannon on the top of the armored vehicle can rotate 360 
  degrees and has a sweeping 90 degree up and down arc of fire.
  Despite these alleged ‘flaws,’ the Megabot is impressive. Its 
  initial sales are outpacing the Multibot three to one, and expected 
  to improve as word about the robot spreads. Why? Because it is 
  a remarkable, versatile and daring NG creation, especially ap-
  pealing to speed-junkies, robot aces and special forces. Soldiers 
  are quick to point out that most large combat vehicles and giant 
  robots have weak spots/vulnerabilities. The Megabot is no differ-
  ent. To take full advantage of its versatile, quick-strike capabili-
  ties, it should be escorted by one or more smaller robots, combat 
  vehicles, power armor units or troops to defend its legs and ro-
  botic body when the combat racer detaches to engage in other 
  vital missions.
  As an exploration robot, The Megabot can find a safe loca-
  tion to ‘park’ and let the combat racer detach to engage in recon-
  naissance, make supply runs, investigate areas quickly, get out of 
  trouble quickly, and to arrive at exploration sites, towns and other 
  locations as fast as a hovercycle, only it carries along the entire 
  team of six in the process. When a standing fight is necessary, the 
  two-in-one robot can pound an attacker or enemy with a hail of 
  missiles and then break away to charge forward and attack with 
  the combat racer, outflank a slower adversary before they realize 
  what’s happening or make a hasty retreat.
  In a combat role, as a one piece combat robot, the Megabot 
  can provide troop support by hammering the enemy or breaking 
  through fortifications with its array of missiles. This can also be 
  done to cover a retreat. Then, if the situation allows it, the combat 
  racer can detach to engage the enemy or further assist ground 
  troops. The fast moving, high-powered and well armored racer 
  is effective at search and rescue operations, border patrols, mak-
  ing supply runs, delivering messages, fast insertions and extrac-
  tions in hot zones, medevac for wounded troops, engaging in fast 
  response to enemy attacks with heavy firepower of its own and 
  chasing down and destroying hovercycles, ground vehicles and 
  low flying power armor.
  NG-M57-2N1 Megabot
  Model Type: NG-M57-2N1 Megabot.
  Class: Modular Multi-Piece Ground Assault Robot Vehicle.
  Crew: Two; pilot and gunner, both of whom sit in a forward 
  cockpit in front of the passenger section. This forward cockpit 
  has a sliding shield covering that completely covers the cock-
  pit (120 M.D.C.), requiring the crew to pilot via instruments or 
  video.
  Passenger or Additional Crew: Accommodates six additional 
  people seated (9 under cramped conditions, kneeling or sitting on 
  the floor between seats). These may be additional crew members 
  such as a laser cannon gunner, communications specialist and ad-
  ditional troops, or adventurers or short-term passengers.
  M.D.C. by Location:
  * Short-Range Missile Launcher (1, right shoulder) – 100
  * Medium-Range Missile Launcher (1, left shoulder) – 150
  * Sensor & Communications Array (1, left shoulder) – 50
  Shoulders/Upper Arms (2; heavy armor) – 270 each
  Forearms (2) – 200 each
  Hands (2) – 100 each
  Legs (2) – 275 each
  * Supporting Armature/Docking Port (upper body when racer 
  is gone) – 160
  M.D.C. of Combat Racer Section:
  * Racer Sensor Sphere (1) – 35
  * Tri-Laser Cannon (1, top; combat racer) – 100
  ** Ion Cannon (1, combat racer) – 200
  ** Mini-Missile Launch Tubes (8, combat racer) – 25 each
  * Headlights (6 total in racer) – 5 each
  
  158
  * Passenger Compartment Windows (4; heavy M.D.C. plexi-
  glass) – 20 each
  ** Passenger Compartment Window Plates (4; with cameras) 
  – 50 each
  * Cockpit Windows (6; heavy M.D.C. plexiglass) – 20 each
  ** Cockpit Pop-Off Cover (1, with cameras) – 120
  ** Airfoil Fins (2, combat racer) – 30 each
  * Main Rocket Thrusters (2, large) – 150 each
  * Secondary Thrusters (2, small, low) – 50 each
  * Hover Thrusters (5, undercarriage) – 20 each
  * Small Maneuvering Jets (4, concealed) – 12 each
  Reinforced Crew Compartment (inside racer) – 100
  *** Main Body/Combat Racer (upper body) – 375
  * A single asterisk indicates a small and difficult target to 
  strike, requiring the attacker to make a “Called Shot,” but even 
  then the attacker is -3 to strike (-5 when the combat racer is 
  moving faster than 60 mph/96 km).
  Destroying both the sensor sphere and the sensor/commu-
  nications array eliminates all forms of optical enhancement 
  and sensory systems. (Destroying one does nothing to impair 
  the robot.) Without sensors, the pilot must rely on his own hu-
  man vision and senses; no bonuses to strike, parry, and dodge.
  ** Two asterisks indicate a very small, difficult target to 
  hit, requiring a “Called Shot” to hit with a -4 penalty to strike 
  (-6 when the combat racer is moving faster than 60 mph/96 
  km).
  M.D.C. plexiglass windows in the passenger compartment 
  have 20 M.D.C. each, but a metal alloy plate covering slides 
  into place in combat situations with the press of a button or 
  voice command. The metal plating provides each window 
  with an additional 50 M.D.C. The pilot’s cockpit also has 
  plexiglass windows, but they do not come into play unless the 
  cameras and sensors are knocked out, or the one piece metal 
  covering (120 M.D.C.) is reduced to zero M.D.C., at which 
  point the cover piece is ejected. The pilot drives via instru-
  ments and video images from a number of cameras. Two cam-
  eras are built into the pop-off shield cover, another is located 
  in the tall sensor/communication array over the left shoulder 
  and there is a concealed camera in the nose and rear of the 
  vehicle. When the windows are visible, an attacker needs 
  to make a Called Shot to target a specific window with the 
  penalty noted above. Destroying the M.D.C. of the window 
  plexiglass and M.D.C. shielding makes the Reinforced Pilot 
  Compartment vulnerable to attack in the cockpit. Passengers 
  can be targeted via a Called Shot (-4 to strike) when both the 
  metal plate and window are destroyed.
  Destroying one fin makes the combat racer a bit less stable: 
  -2% to speed and inflicts a piloting penalty of -2%; -5% to 
  speed and penalty when both fins are destroyed.
  Destroying one of the main turbojets reduces speed and 
  dodge bonuses by half and inflicts a -20% piloting penalty. 
  Destroying both of the big jets eliminates the dodge bonus and 
  reduces speed to a crawl: 30 mph (48 km) and max altitude is 
  30 feet (9.1 m)! The -20% piloting penalty remains in place 
  but it increases to -40% when trying to perform evasive or 
  trick maneuvers.
  *** The combat racer counts as the Megabot’s main body. 
  Reducing its M.D.C. to zero or below shuts it (and the rest of 
  the robot) down completely, making it useless. Destroying the 
  combat racer when it is detached and away leaves the rest of 
  
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  its body immobile, stranded and vulnerable to theft, vandal-
  ism and attack without defense (unless someone is standing 
  guard).
  Speed:
  Running: 55 mph (88 km) maximum. Cruising speed is a more 
  cautious 35 mph (56 km). Well suited for most terrains, including 
  underwater.
  Leaping: Clumsy, 10 feet (3 m) high or across from a stationary 
  position; 20 feet (6.1 m) high and across with a running start.
  Water: When the racer is attached to the rest of the robot, the 
  Megabot can walk along the floor of lakes and seas at a speed 
  of 20 mph (32 km). Maximum Depth: 2,000 feet (610 m). Note: 
  The combat racer can NOT travel underwater, but can hover on 
  the surface of water as deep as 60 feet (18.3 m). Sinks in deeper 
  waters! Speed on water surface is a maximum of 120 mph (192 
  km or 104 knots).
  Flying (Combat Racer Only): The combat racer cannot actually 
  fly like an aircraft, but can rocket along the ground like a rocket 
  bike. Speed: 250 mph (400 km). Maximum Altitude: 500 feet 
  (152 m). It can also hover stationary or hug the surface, riding as 
  low as 4 feet (1.2 m) above the ground. VTOL capable and can 
  rotate 360 degrees when in a stationary hover mode. Note: The 
  pilot and passenger compartments are built into the upper section 
  (racer), the independent hover vehicle that can separate from the 
  rest of the robot body. This section contains the two energy weap-
  ons and mini-missiles, as well as the power supply. It detaches 
  and reattaches as often as necessary, but the rest of its robotic 
  body remains immobilized until the combat racer returns. If the 
  racer is destroyed when away, its other half remains immobilized 
  until a replacement racer can be acquired or the rest of the robot 
  is hauled away by other means.
  Statistical Data Megabot:
  Height: 37 feet (11.3 m).
  Width: 24 feet (7.3 m).
  Length: 27 feet (8.2 m) with the combat racer locked in a diago-
  nal position pointing at a down slope.
  Weight: 51 tons fully loaded.
  Physical Strength: Robot P.S. 40.
  Power System: Nuclear, 15 year life. Solid Oxide Fuel Cell sys-
  tem is an available alternative.
  Cost: The Megabot with combat racer, a nuclear power supply 
  and full missile payload costs 42 million credits, 36 million for 
  a Solid Oxide Fuel Cell power system. Cannot use electric bat-
  teries. The hovercraft contains the power supply and the rest of 
  the body has no energy when the hovercraft is detached from it.
  Statistical Data Combat Racer:
  Height: 16 feet (4.9 m) from belly to top of the laser cannon. Con-
  cealed land gear, on wheels adds 3.6 feet (1.1 m) when parked.
  Width: 12 feet (3.6 m).
  Length: 30 feet (9.1 m).
  Weight: 16.3 tons.
  Physical Strength: Not applicable.
  Cargo (Combat Racer): In addition to seating for six in the pas-
  senger compartment, there is a weapons locker the size of a small 
  closet, a tiny toilet and washroom (similar to what you find on a 
  commercial aircraft), a place under the seats to stow a backpack 
  and an overhead bin like those in commercial aircraft. There is 
  space for more baggage and gear in the aisle, but using it for 
  packages/gear will block the passengers’ path and may require 
  them to step or crawl over the packages. A small refrigeration 
  unit and a 120 gallon (454 liter) water cooler are built into the 
  passenger area.
  In the cockpit, there is an area for the pilot’s personal items, 
  as well as a weapon bin that has room for four rifles, pistols, two 
  Vibro-Knives (1D4 M.D.), two suits of body armor, four can-
  teens and food rations with a one week supply for two people.
  Power System: Nuclear, 20 year life for just the racer when it 
  is not part of the bigger robot body. Solid Oxide Fuel Cell is an 
  available alternative. Electric batteries cannot be used. The com-
  bat racer contains the power supply for the robot.
  Cost of Combat Racer: The combat racer can be purchased sepa-
  rately as a stand-alone vehicle for 14 million credits with a nu-
  clear power supply and 9 million with a Solid Oxide Fuel Cell.
  Note: The nose of the Megabot racer is jointed to bend at an 
  angle when docked with its robotic body, but the vehicle model is 
  usually braced to be one, rigid piece. The braces can be removed 
  to work with a Megabot body.
  Weapon Systems:
  1. Medium-Range Missile Launcher (1): A medium-range mis-
  sile launcher is mounted on the left shoulder.
  Primary Purpose: Anti-Armor.
  Secondary Purpose : Anti-Aircraft.
  Range: Usually about 40+ miles (64+ km).
  Mega-Damage: Varies with missile type. Any medium-range 
  missile can be used, but standard issue is armor piercing (3D6x10 
  M.D.) or high explosive (2D6x10 M.D.).
  Rate of Fire: One at a time or in volleys of 2, 3 or 4.
  Bonus: +1 to strike.
  Payload: Nine medium-range missiles.
  2. Short-Range Box Missile Launcher (1): A short-range mis-
  sile launcher is mounted on the right shoulder.
  Primary Purpose: Anti-Armor.
  Secondary Purpose : Anti-Aircraft.
  Range: Usually about 5 miles (8 km).
  Mega-Damage: Varies with missile type. Any short-range mis-
  sile can be used, but standard issue is armor piercing (2D6x10 
  M.D.) or high explosive (2D6x10).
  Rate of Fire: One at a time or in volleys of 2, 4 or 8.
  Bonus: +1 to strike.
  Payload: 16 short-range missiles.
  3. Mini-Missile Tube Launchers (8): Mounted on the side of 
  each jet thruster of the combat racer are four mini-missile 
  launchers. Each launch tube can be turned 120 degrees in an 
  arc of fire behind, above and forward.
  Primary Purpose: Anti-Aircraft and Defense.
  Secondary Purpose: Anti-Armor and Anti-Missiles.
  Range: One mile (1.6 km).
  Mega-Damage: Varies with missile type. Usually fragmentation 
  (5D6 M.D.), armor piercing (1D4x10 M.D.) or plasma (1D6x10 
  M.D.).
  Rate of Fire: One at a time or in volleys of 2, 3, 4 or 8.
  Payload: 24 total; three per launch tube. Automatic reload after a 
  missile is fired.
  4. NG-IRC57 Heavy Ion Cannon (1): A single-barreled ion 
  blaster is built into the undercarriage of the combat racer. 
  When the racer is connected to the large robot, the big gun 
  points down at a 45 degree angle in a fixed-forward position. 
  This renders it nearly ineffective, because it can only be used 
  
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  against ground troops very close to the Megabot. To fire in a 
  different direction, the robot must turn its entire upper torso, 
  which can rotate at the waist 180 degrees.
  When detached from the rest of the Megabot, the cannon 
  becomes the formidable main gun of the combat racer. It is 
  fixed forward and fires in the direction the racer is pointed. 
  Used to blast targets at a distance and strafe hovercycles, 
  ground vehicles and troops, as well as engage rocket bikes and 
  power armor in low altitude dogfights.
  Primary Purpose: Anti-Hovercycles and Assault.
  Secondary Purpose: Anti-Personnel and Defense.
  Range: 4,000 feet (1,219 m).
  Mega-Damage: 1D4x10 M.D. per single blast.
  Rate of Fire: Each blast counts as one melee attack.
  Payload: Effectively unlimited.
  5. NG-LC57 Tri-Barrel Heavy Laser Cannon (1): This tri-
  ple-barreled laser cannon is mounted on a turret that can be 
  manned by a gunner or operated remotely from inside the 
  combat racer; usually by a dedicated gunner or the copilot. It 
  can rotate 360 degrees and has a 90 degree up and down arc of 
  fire. It is part of the combat racer.
  Primary Purpose: Anti-Personnel and Assault.
  Secondary Purpose: Anti-Flyers and Defense.
  Range: 2,000 feet (610 m).
  Mega-Damage: 3D6 M.D. per single blast, 6D6 M.D. per double 
  blast and 1D6x10 M.D. per triple blast.
  Rate of Fire: Each single blast or simultaneous dual or triple blast 
  at the same target counts as one melee attack/action.
  Payload: Effectively unlimited.
  6. Hand to Hand Combat: Rather than use a weapon, the pilot 
  can engage in M.D. hand to hand combat. See Heavy Ground 
  Robot Training on page 352 of Rifts® Ultimate Edition for 
  the number of attacks and bonuses, except the Megabot cannot 
  perform a Power Punch nor a Leap Kick.
  7. Robot Sensors and Features: All standard robot features, 
  plus multiple cameras for driving, flying and navigation.
  Tactical Cameras: The digital video cameras send live 
  feeds directly into the cockpit and HUDs of helmets of pas-
  sengers. Live feed can be relayed throughout the robot and 
  displayed on monitors, HUDs and a screens not only to those 
  inside the Super Max but to robots in the same company, mo-
  bile command, and any designated recipient within range (500 
  mile/800 km transmission range). Each camera has a 4,000 
  foot (1,219 m) range with telescopic lenses as well as macro-
  lenses for seeing up-close, x10 magnification. Can store up 
  to 10,000 hours of video footage before requiring transfer to 
  some other medium. Includes image and video transmission 
  capabilities.
  NG-EXC-17 Ogre
  Exploration & Labor Robot
  The Ogre comes from the drawing board of lead designers 
  Ammon Redman, Ramzie Othman and Frederick R. Seibel 
  the 5th. It gets its name from its brutish and stocky build, mas-
  sive hands, squat, hunched shape and brutal power. Even at rest, 
  the robot looks as if it is ready to lunge forward or wrestle. The 
  Ogre is a heavy, multi-purpose robot designed to perform double-
  duty as a heavy labor robot and wilderness explorer/camper. As 
  such, speed and weaponry have been sacrificed for strength, ar-
  mor, multi-purpose hands and sleeping/living quarters inside the 
  robot. There are camper/sleeper compartments for four people 
  (as many as 8-12 under cramped conditions with people sleeping 
  on the floor and in the cockpit). There is also a storage bay the 
  size of a walk-in closet, a mini-shower and toilet, and an ample 
  supply of water.
  Each oversized hand has diverse functionality. The right hand 
  has better articulation than the left, and is suitable for picking up 
  and examining specimens as well as handling heavy cargo, haul-
  ing lumber, ripping out trees by their roots, or crushing stone. A 
  camera and sensor pod is mounted on the hand to memorialize 
  operations, video wildlife and to scan potential ore deposits, con-
  struction sites, wreckage and whatever else needs to be examined 
  or documented. The camera sensor pod can retract into a special 
  housing during heavy work, as well as move on a track to other 
  locations on the hand and wrist to position itself out of harm’s 
  way during work and combat.
  The left hand is designed for lifting fallen trees and debris, 
  lumber operations (uprooting small to medium-sized trees, cut-
  ting down large trees, hauling trees, etc.), digging, mining, drill-
  ing and excavation, as well as heavy construction work and re-
  covering robots and scrap. In fact, the Ogre can lift 5x more than 
  is usual for its Robot Strength class (P.S. 45), and is capable of 
  pulling 12x more. One feature not immediately apparent is that 
  the fingers of the left hand can lock and the entire hand can ro-
  tate at the wrist to cut down trees, drill into solid earth and rock, 
  or bore through M.D.C. fortifications. This function is ideal for 
  digging trenches and foundations, starting the entrance to mines, 
  digging up gravel pits, pulverizing stone and demolitions and 
  tearing down walls or buildings. Actually, the Ogre is suitable 
  for all sorts of construction work and cargo hauling operations, 
  as well as robot field repair, robot retrieval, salvage operations, 
  gathering large pieces of scrap, cutting down robots and armored 
  vehicles for scrap and recovering robots and armored vehicles 
  that have stopped working or gotten themselves stuck.
  The pilot compartment in the nose of the Ogre, with its seven 
  windows and seating for five, provides an excellent view for ex-
  plorers, travelers and workmen. Passengers are a bit of a liabil-
  ity in combat, however, but the Ogre is not intended for battle. 
  Weapon systems are simple and limited. There is a medium ion 
  turret in the nose and a pop-up mini-missile launcher on the top 
  near the left shoulder. The entire upper torso of the Ogre can 
  rotate 360 degrees to face any direction; a nice feature for ex-
  ploration, construction and combat. And when it is forced into 
  combat, the Ogre is big and heavy enough to wrestle with dino-
  saurs, giant monsters and robots of equivalent size and up to 20% 
  larger. Its wedge shape, short legs and large feet make the stout 
  robot almost impossible to knock down, even with a high-speed 
  
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  ramming attack, and its oversized hands and great strength are 
  devastating in hand to hand combat. All of this makes the Ogre a 
  sturdy workhorse and exploration robot of considerable strength 
  and versatility.
  If there is a downside to the Ogre, besides its vulnerable win-
  dows, it is its ponderous maximum speed of 35 mph (56 km). It 
  was reasoned that the dual function of a heavy work robot and 
  exploration vehicle didn’t require speed or weapons. Most ex-
  plorers want to travel slowly to avoid missing something extraor-
  dinary or to take photos and make notes as they travel. Tools and 
  capabilities like cutting, drilling and digging give explorers and 
  adventurers the capability to engage in mining, lumber and sal-
  vage operations, as well as the excavation of ancient ruins. And 
  the Ogre can handle most difficult terrains and dangerous envi-
  ronments. It can wade across rushing rivers, plod through lakes, 
  hold its ground against mud slides and flash floods, has little to 
  fear from herds of large animals or giant predators, and handles 
  snow and arctic conditions better than most other robots.
  When it comes to harsh winters, the likes of which are com-
  mon to Northern Michigan, Canada and other parts of North 
  America, you want a big robot like the Ogre, unaffected by the 
  deepest snowfalls. In fact, the Ogre is often sent out to rescue 
  other robots and vehicles stuck in snow or lost in a blizzard. The 
  Ogre slogs through deep snow, handles ice without falling and 
  plows through the tallest snowdrifts with little difficulty; its speed 
  and mobility virtually unimpaired. In situations like these, slow 
  and steady wins the race, and the hotshot crews of those fast ro-
  bots bristling with weapons are thrilled to see the Ogre come to 
  pull them out and escort them home.
  Ogre Multipurpose Explorer and Labor Robot
  Model Type: NG-EXC-17 Ogre.
  Class: Exploration and Construction Robot Vehicle.
  Crew: Two: One pilot and one copilot/communications engineer 
  or Operator. Has seating for three passengers in the cockpit, but 
  only has four living compartments. Note: The controls are de-
  signed so that the pilot can handle all functions and weapons if 
  necessary.
  M.D.C. by Location:
  * Upper Arms (2) – 200 each
  Right Forearm (1) – 200
  Right Hand (1) – 150
  Left Forearm (1) – 270
  Left Hand (1) – 250
  Camera & Secondary Sensor Pod (1; Right Hand) – 35
  Legs & Feet (2) – 330 each
  * Nose Turret (1) – 90
  * Nose Sensor Array (1; on side of turret) – 25
  * Chest Headlights (2; large) – 20 each
  * Toe Headlights (4; two per foot) – 12 each
  ** Plexi-Windows (7) – 15 each
  ** Window Plate Shielding (7) – 50 each
  Main Hatch (1, top behind cockpit) – 110
  Emergency Hatch (2; one top, one rear) – 75 each
  Nose/Head/Cockpit Area (1; midsection) – 200
  Reinforced Pilot Compartment – 100
  *** Main Body – 570
  
  162
  * A single asterisk indicates a small and difficult target to 
  strike, requiring the attacker to make a Called Shot, but even 
  then the attacker is -4 to strike.
  Destroying both sensor arrays knocks out the radar, target-
  ing system and optics. This leaves the pilot to rely on his own 
  human senses and eliminates any combat bonuses the sensors 
  provided to strike, parry or dodge. Note: The sensor eyes are 
  even smaller targets and require an attacker to make a Called 
  Shot with a penalty of -5 to strike.
  ** M.D.C. plexiglass windows have 15 M.D.C. each. How-
  ever, they also have metal alloy plates that slide into place in 
  combat situations with the press of a button or voice command 
  from the pilot. The metal plating provides each window with 
  an additional 50 M.D.C.; the pilot drives via video images 
  from the nose or hand sensor array and via instruments. An at-
  tacker needs to make a Called Shot to target a specific window, 
  but suffers a penalty of -3 to strike. Destroying the M.D.C. of 
  the window plexiglass and M.D.C. window shielding makes 
  the Reinforced Pilot Compartment vulnerable to attack. When 
  it is depleted to zero, the pilot and crew are vulnerable inside.
  *** Depleting the M.D.C. of the main body will effectively 
  destroy the robot, shutting it down completely, rendering it 
  useless.
  Speed:
  Running: 35 mph (56 km).
  Leaping: Not possible.
  Special: The Ogre is very difficult to knock off its feet. Only body 
  block/ram attacks from attackers of similar size and power have 
  any chance, and even they attack at only one third the usual per-
  centage for a knockdown. Attackers that are smaller or weighing 
  less than 12 tons have no chance of knocking down the Ogre. 
  Likewise, small attackers ramming the Ogre inflict half the usual 
  damage to it, and suffer the same damage themselves; it’s like 
  slamming into the side of a mountain.
  Water: Cannot swim, but can walk along the bottom of bodies 
  of water at 20 mph (32 km). Maximum depth tolerance is 3,000 
  feet (914 m).
  Flying: Not possible.
  Statistical Data:
  Height: 33 feet (10 m).
  Width: 35 feet (10.6 m).
  Length: Body: 30 feet (9.1 m) to the tip of the nose. The ion can-
  non adds another 4.5 feet (1.4 m).
  Length: Arms: The hands would touch and drag across the 
  ground like a gorilla if completely relaxed, and are usually held 
  in a slightly raised position. The reach of the right arm is 30 feet 
  (9.1 m). The reach of the left arm is 36 feet (11 m).
  Weight: 42 tons.
  Physical Strength: Equal to a Robot P.S. 45.
  Cargo: In addition to the living quarters and minimal storage 
  space they offer (the equivalent of a trunk and two foot lock-
  ers), there is an 8x4x8 foot (2.4 x 1.2 x 2.4 m) cargo closet for 
  additional cargo and gear, and a specimen cabinet the size of a 
  refrigerator. The cockpit has space for a rifle, backpack and basic 
  gear in a luggage compartment above each seat.
  Power System: Nuclear; average energy life is 20 years. Solid 
  Oxide Fuel Cell system is an available alternative.
  Cost: 35 million credits for nuclear power supply with a 15 year 
  life, 28 million credits for Solid Oxide Fuel Cell; cannot use an 
  electric battery system. Fair to good availability.
  Weapon Systems:
  1. NG-I17 Medium Ion Cannon (1): The nose gun is mounted 
  on a turret that can rotate 180 degrees and has a 45 degree up 
  and down arc of fire. It can be operated by the pilot or copilot. 
  Note: Built into the turret is also a sensor array on the right 
  side and a camera system on the left. Both are on the side and 
  above the gun itself.
  Primary Purpose: Defense.
  Secondary Purpose: Assault and Anti-Personnel.
  Range: 1,800 feet (548.6 m).
  Mega-Damage: 4D6 M.D. per single blast.
  Rate of Fire: Single shot only. Each shot counts as one melee 
  attack.
  Payload: Effectively unlimited.
  2. NG-732 Pop-Up Mini-Missile Launcher (1, top): The low 
  profile mini-missile launcher is located atop the Ogre near the 
  left shoulder. The protective cover rises up to reveal the bat-
  tery of launch tubes in order to fire. When done, the launcher 
  goes back down. Can rotate 360 degrees and has a 60 degree 
  up and down arc of fire.
  Primary Purpose: Defense.
  Secondary Purpose: Anti-Armor and Anti-Aircraft.
  Range: One mile (1.6 km).
  Mega-Damage: Varies with missile type. Usually high explosive 
  (1D4x10 M.D.) or plasma (1D6x10 M.D.).
  Rate of Fire: One at a time or in volleys of 2, 3 or 4.
  Payload: 24 total. As a rule, an additional 24 are stored in the 
  cargo hold. It takes 1D4+1 minutes for a trained crewman or Op-
  erator to reload; add six minutes for the untrained.
  3. Defensive Flare Chaff Launchers (16 total; 8 per side): Lo-
  cated on each side of the Ogre are two batteries of four tube 
  launchers (8 per side). The first four are loaded with flare chaff 
  rockets. The second group contains smoke grenades.
  Chaff Flares: The chaff rockets explode at a preset altitude 
  or location indicated by the pilot, creating a cloud of sparkling 
  light, bright flashes, chaff, foil and particles designed to fool 
  incoming missiles and airborne flyers, including Gargoyles, 
  dragons, other flying monsters, rocket bikes, jet pack troops, 
  power armor and aircraft. Each tube fires one rocket, but sev-
  eral tubes can be fired in unison to create a larger and denser 
  chaff cloud.
  Primary Purpose: Anti-Missile.
  Secondary Purpose: Anti-Flyers.
  Range: 6,000 feet (1,829 m) high, into the air.
  Chaff vs Missiles: The chaff cloud has a chance of causing mis-
  siles to explode before striking the Ogre or other nearby target. 
  A single chaff cloud has a 10% chance of exploding any volley 
  of missiles that enter the cloud. Increase the chance of success 
  by 10% for each additional chaff rocket fired. Thus, a volley of 
  two chaff rockets has a success rate of 20%, three rockets: 30%, 
  four rockets: 40%, five: 50% and six (a maximum volley): 60%. 
  Upon detonation of a missile or missile volley, the chaff cloud is 
  destroyed and dispersed, but the incoming missiles are destroyed.
  Chaff vs Aircraft and Flyers: Flying aircraft, power armor and 
  beings caught in a chaff cloud momentarily have their vision im-
  paired, sensors fouled and suffer the following penalties: -6 on 
  Perception Rolls, -3 on initiative, -5 to strike, -2 to parry and 
  dodge, and lose one melee attack for the rest of that round (or the 
  next melee round if they enter or are caught inside a chaff cloud 
  
  163
  at the end of a melee). Moreover, the chaff cloud temporarily 
  negates any laser or optics-based targeting bonus and inflicts a 
  -20% skill penalty to Sensory Equipment and Piloting for that 
  melee round. Such penalties last for as long as the character is in 
  the chaff cloud (typically only a second or two) and for the rest 
  of that melee round for vision and sensor systems to recover (the 
  next melee/15 seconds, if the character enters the cloud at the end 
  of melee round). It has a similar effect to a Flash grenade.
  Chaff Cloud Size: 30 foot (91.4 m) diameter cloud, increase an 
  additional 10 feet (3 m) per each chaff rocket fired in the same 
  volley. Only rockets fired in that volley count toward the detona-
  tion of incoming missiles (60% maximum).
  Duration: The chaff cloud lasts two melee rounds or until de-
  stroyed.
  Rate of Fire: One at a time or in volleys of 2, 3, 4, 5 or 6.
  Payload: 16 total, two per launcher, per side.
  Conventional Smoke Grenades: Smoke is effective in ob-
  scuring the vision of most monsters and supernatural beings. 
  Good for attempting a getaway, a diversion, concealing an at-
  tack or marking a position.
  Primary Purpose: Defense.
  Secondary Purpose: Position Marker.
  Range: 1,200 feet (366 m).
  Damage: Those caught inside a smoke cloud are blind, unable 
  to see beyond their noses or what else is inside the cloud. Those 
  standing outside a smoke cloud cannot see through the cloud and 
  will not know what is happening on the other side of it unless 
  they go through it, around it or over it (they cannot see what is in 
  the cloud or on the other side). Smoke is excellent for concealing 
  an escape or obscuring an impending attack. The same is true of 
  fog.
  Duration: The smoke cloud lasts 1D4+4 minutes; half in strong 
  wind (25 mph/40 km) or greater).
  Rate of Fire: One at a time or in volleys of 2, 3, 4, 5 or 6.
  Payload: 16 total, two per launcher, per side.
  4. Hand to Hand Combat: The Ogre is especially deadly in 
  Mega-Damage hand to hand combat, as per Robot P.S. 45 and 
  massive, powerful hands. See Heavy Ground Robot Training 
  on page 352 of Rifts® Ultimate Edition for the number of at-
  tacks and bonuses. All abilities are as listed except as follows:
  Restrained Punch – 1D6 M.D.
  Full Strength Punch, Tear or Crush with Right Hand – 
  3D6+5 M.D.
  Full Strength Punch, Tear or Crush with Left Hand – 
  3D6+9 M.D.
  Power Punch with Right Hand – 1D6x10+7 M.D.
  Power Punch with Left Hand – 1D6x10+12 M.D.
  Spinning Hand/Drill Strike (Left) – 1D6x10+30 M.D.
  Stomp Attack – 3D6 M.D., but is only effective against tar-
  gets smaller than 8 feet (2.4 m) tall.
  Head Butt – Not possible.
  Leaps and Kicks – Not possible.
  Ram/Body Block – Standard.
  Note: Power Punches and the Spinning Hand Strike count 
  as two melee attacks.
  5. Sensor System Notes: All standard robot systems, plus the 
  following:
  A. Right Hand, Camera and Sensor Pod: Has an infrared 
  and conventional light beam (1,000 foot/305 m range) and 
  digital video camera that feeds directly into the crew compart-
  ment. Live feed can be relayed to the living compartments and 
  displayed on a screen over the bunk. The camera has a 6,000 
  foot (1,829 m) range with telescopic lenses as well as macro-
  lenses for seeing up-close, x10 magnification. Can store up 
  to 10,000 hours of video footage before requiring transfer to 
  some other medium. Includes image and video transmission 
  capabilities. The sensor pod has all the standard sensor capa-
  bilities plus motion detection (100 feet/30.5 m).
  B. Nightvison Optics: Passive light amplification that al-
  lows the pilot, gunner and communications officer to see in 
  the dark as long as there is at least some ambient light. 2,000 
  foot (610 m) range, but is completely useless in total darkness.
  C. Built-in Language Translator: Programmed with the 
  nine known languages of the Americas and can hold 12 ad-
  ditional languages. It can recognize and monitor up to three 
  different voices and two different languages or dialects. Level 
  of accuracy is 98.7%, with a three second delay when directed 
  at one individual, but drops to 78% with a six second delay 
  when translating three speakers simultaneously.
  D. Winch and Cable (2): Located in the back and on the 
  left hand (concealed) is a winch, hook and tow line for pulling 
  cargo, assisting other robots and vehicles, towing small boats 
  and barges along the shore, and climbing.
  EX-11 Okemos
  Explorer Robot
  The Okemos, aka ‘Little Chief,’ comes from the NG Depart-
  ment of Exploratory Robot Designs. It was named by the head of 
  Northern Gun Research and Development, Federico Franceschi. 
  The exploration robot (and the pre-Rifts city of Okemos near the 
  ruins of Lansing) is named after a Michigan Native American 
  chief, John Okemos, of the Saginaw Chippewa people of the 
  Ojibwa nation. In the Ojibwa language, Ogimaans – anglicized 
  to ‘Okemos’ – means ‘Little Chief.’ Federico, fascinated with the 
  pre-Rifts history of Michigan, thought it was appropriate to name 
  his tough, small explorer robot after the famous Indian Chief and 
  found it equally appropriate that the ancient Michigan city of 
  Okemos was once a place of industrial manufacturing.
  As a light, four-man robot vehicle, the Okemos is a multi-pur-
  pose ‘Bot designed for long stays in the wilderness and trekking 
  across great expanses of hostile territory. Though the Little Chief 
  has only two weapon systems with which to protect itself, it can 
  be formidable in combat. The Redapple Design Team, lead by 
  Peter Adams, David Snell, and Chris Axtell, wanted to create a 
  comparatively small, fast, versatile robot that would be ideal for 
  adventurers, explorers and wilderness travelers without breaking 
  their bank account.
  Indeed, the real advantage of the Okemos is its travel and ex-
  ploration capabilities. The mighty, little robot walks on two legs, 
  enabling it to navigate uneven ground, step or hop over barriers 
  such as fallen trees, boulders and rock slides, and tromp through 
  fields of tall grass, tangles of brush and thin forests, as well as 
  wade through swamps, streams and bodies of water. Its pair of 
  hydraulic arms have a maximum extendible reach of 12 feet (3.6 
  m) and can be used to pick up and carry specimens or supplies, 
  climb, make repairs to other robots and large vehicles, and even 
  engage in simple, hand to hand combat.
  
  164
  The forward cab is the pilot’s cockpit with a large, M.D.C., 
  bubble-like window. Though the window makes the driver vul-
  nerable to attacks, adventurers and explorers have demanded the 
  feature of a large, clear M.D.C. window rather than an armored 
  compartment with a slit or no window at all. They want to be 
  able to see the world they are traveling through. The window is 
  Mega-Damage plexiglass (35 M.D.C. total). For those who want 
  security more than a view, there is an optional plate cover (100 
  M.D.C.) with a narrow slit that can be attached to cover the glass 
  bubble window. It takes 1D6+6 minutes and the proper tools to 
  bolt on or remove.
  On either side of the pilot’s cockpit (top) is a spotlight/head-
  light that can angle 30 degrees in all directions. There is another, 
  smaller light (3 M.D.C. each) in each of the shoulders as well as 
  a digital camera (1 M.D.C. each). What some might mistake for 
  a small weapons turret in the nose is a digital recording system 
  capable of up to 8,000 hours of video, with sound, and has a tele-
  scopic, zoom lens with 12x magnification (6,000 foot/1,828 m 
  range), and macro zoom that can get as close as 3mm and has 30x 
  magnification. There is another camera in the main gun turret. 
  All cameras send their feed to the pilot’s HUD (Heads-Up Dis-
  play) as well as monitors in the cockpit, main turret and sleeping 
  berths.
  The most appealing travel feature to adventurers and mercs 
  is that the Okemos has four individual, environmentally sealed, 
  sleeping berths/living quarters. Each has a bed that can fold into a 
  recliner/easy chair, or made to lay flat for sleeping. A light panel 
  is located above the bed/chair, as is a flat screen monitor for live 
  camera feeds or recorded entertainment (music, films, etc.). Each 
  private ‘travel room’ has all of the following: a small, stainless 
  steel sink with a 100 gallon (378.5 liter) water supply (to be used 
  sparingly), a mirror above the sink with a small medicine cabinet, 
  a separate tank of drinking water (50 gallons/189.2 liters) with 
  a built-in water purification and filtration system for new water 
  supplies of unknown quality, two very small tables/counters that 
  fold out from the wall and flat back into it, a chest-sized trunk at 
  the foot of the bed for stowing personal gear that doubles as a 
  seat, a small rack for hanging clothes, and a flushless toilet that 
  disposes of waste via a light S.D.C. ion vaporization system (a 
  fan pulls the odor of vaporized waste out of the tiny compart-
  ment, though an unpleasant odor almost always lingers for 3D6 
  minutes). Each of the sleeping berths also has two windows (15 
  M.D.C. each), but they have protective plates (40 M.D.C. each) 
  that slide into place with the press of a button or voice command.
  Weapon systems are limited to the nose rail gun turret and 
  the top-mounted weapon turret. The nose gun can be an S.D.C. 
  machine gun (silver ammo for fighting vampires and werebeasts 
  is available), an M.D. rail gun or laser weapon, depending on 
  what the purchaser is willing to spend. It is mounted into a turret 
  that can rotate 180 degrees and has a 45 degree up and down arc 
  of fire. The heavy weapon turret mounted on top of the sleeping 
  quarters is also the housing for a second, major camera recording 
  unit. There is also a spherical communications and sensor array 
  with a spotlight.
  As an exploration vehicle, the Little Chief has long-range 
  communications, a laser relay system and full sensor capabilities. 
  The turret has an open-air seat for the gunner/communications 
  engineer. The open seat is ideal for quick, easy entry and exit. 
  Though open in the front, the operator/gunner is obscured and 
  protected by the turret, the armored control panel and the gun 
  itself, making him an extremely difficult target to pinpoint and hit 
  (requires a “Called Shot” with a penalty of -6 to strike) and he can 
  only be targeted at an angle from the side.
  If there is a negative to the Okemos, it is that the robot is nose-
  heavy and bobs up and down a bit when it walks and runs. Some 
  have complained that it’s like riding a camel, but most adventur-
  ers get used to it in a few days. The Little Chief is sturdy, reliable 
  and very popular among adventurers, explorers, mercenaries and 
  even merchants who rip out the beds and use the sleeping berths 
  as cargo bays.
  Name: Okemos
  Nicknames: Little Chief and NG Scout ‘Bot.
  Model Type: EX-11
  Class: Exploration Robot; suitable for wilderness exploration, 
  travel, scouting, long-range reconnaissance and light combat.
  Crew: One pilot, with room for three passengers.
  M.D.C. by Location:
  Gun Turret (1, top, manned) – 125
  ** Turret Camera (1, top) – 10
  * Turret Sensor Array (1, top, bubble shape) – 30
  ** Spotlights (4) – 6 each
  ** Nose Camera (1) – 10
  * Nose Rail Gun (1) – 75
  Shoulders of Utility Arms (2) – 100 each
  * Utility Arms and Hands (2) – 50 each
  Legs and Feet (2) – 190 each
  Sleeping Berths (4, Rear Section) – 115 each
  Berth Hatches (4) – 50 each
  Berth Windows (8) – 15 each glass + 40 for sliding plate
  M.D.C. Glass of the Pilot’s Cockpit – 40
  M.D.C. Snap-On Cockpit Plate Covering (Optional) – 100
  *** Main Body (Forward Section) – 295
  * A single asterisk indicates a small and difficult target to 
  strike, requiring the attacker to make a “Called Shot,” but even 
  then the attacker is -3 to strike.
  ** Two asterisks indicates a very small or difficult target to 
  strike, requiring the attacker to make a “Called Shot,” but even 
  then he is -4 to strike.
  *** Depleting the M.D.C. of the Forward Section/Pilot’s 
  Cockpit shuts the vehicle down completely, making it useless. 
  The M.D.C. glass of the pilot compartment has an M.D.C. of 
  35, but requires a “Called Shot” to target it specifically. Such 
  attacks suffer a penalty of -2 to strike. When the glass (or plate 
  covering and glass) is gone, the pilot is vulnerable, protected 
  by only whatever body armor (typically 28-100 M.D.C.) or 
  light power armor he may be wearing. To target the pilot re-
  quires a “Called Shot” with a penalty of -3 to strike.
  Speed:
  Running: 72 mph (115.2 km) maximum speed; 30-50 mph (48 to 
  80 km) is considered cruising speed. Speed is likely to be deter-
  mined by the conditions of the environment, weather and terrain.
  Leaping: The robot’s powerful legs enable it to perform leaps and 
  running leaping movement 20 feet (6.1 m) high and 30 feet (9.1 
  m) across.
  Water: The Little Chief is not designed for use underwater, but 
  can walk along the bottom at a speed of 30 mph (48 km). Maxi-
  mum depth tolerance is a mere 800 feet (244 m).
  Flying: Not possible.
  
  165
  
  166
  Statistical Data:
  Height: 20 feet (6.1 m) from top of the cockpit to toe. The big gun 
  adds another 6 feet (1.8 m) for a total height of 26 feet (7.9 m).
  Width: 12 feet (3.6 m) at the hips.
  Length: 17.6 feet (5.4 m).
  Weight: 7.5 tons.
  Physical Strength: Equal to a Robotic P.S. 30.
  Cargo: Minimal, the chest-sized locker in the sleeping berths is 
  3x3x3 feet (0.9 x 0.9 x 0.9 m), plus some hangers and space to stow 
  a few backpacks, a rifle, pistol, survival kit and personal items.
  Power System: Nuclear; average energy life is 20 years. Solid 
  Oxide Fuel Cell and electric battery versions are also available.
  Cost: Nuclear: 18 million credits. Solid Oxide Fuel Cell: 12 mil-
  lion credits. Electric battery: 11 million credits.
  Weapon Systems:
  1. Main Gun Turret (1, top): Regardless of the weapon system 
  selected, the turret needs to be manned by a gunner, can rotate 
  360 degrees, and has a 45 degree, up and down, arc of fire. It 
  also has a camera, laser targeting, and sensor system mounted 
  on the turret.
  (Option A) NG-LC117 Heavy Laser Cannon (1): Excel-
  lent range and heavy firepower.
  Primary Purpose: Anti-Personnel and Assault.
  Secondary Purpose: Defense.
  Range: 3,000 feet (914 m).
  Mega-Damage: 4D6 per single blast.
  Rate of Fire: Each blast counts as one melee attack.
  Bonuses: +2 to strike.
  Payload: Effectively unlimited.
  Cost: 170,000 credits.
  (Option B) NG-IC17 Ion Cannon: An ion cannon for su-
  perior damage but less range.
  Primary Purpose: Anti-Armor and Assault.
  Secondary Purpose: Anti-Personnel and Defense.
  Range: 1,800 feet (548.6 m).
  Mega-Damage: 6D6 M.D. per single blast.
  Rate of Fire: Each blast counts as one melee attack.
  Bonuses: +1 to strike.
  Payload: Effectively unlimited.
  Cost: 120,000 credits.
  2. Nose Turret (1, front): Regardless of the weapon system se-
  lected, the nose gun can turn 180 degrees in a forward sweep, 
  and has a 45 degree, up and down, arc of fire.
  (Option A) Medium NG-217 Rail Gun Turret (1): A 
  medium rail gun is used against dangerous ground animals, 
  monsters and assailants. Like all rail guns, it can fire conven-
  tional rail gun rounds or silver-coated rounds or wood and sil-
  ver rounds (see Gunwolf for details) to battle the supernatural. 
  This is the typical choice as it provides versatility.
  Primary Purpose: Assault & Anti-Personnel.
  Secondary Purpose: Defense.
  Range: Conventional rail gun rounds and silver-coated rounds: 
  2,000 feet (610 m). Special, weighted wood rounds with silver 
  rings: 1,000 feet (305 m).
  Mega-Damage: Varies. Standard & Silver Ammo: A standard 
  M.D. burst is 60 rounds and inflicts 5D6 M.D. (+4 M.D. to op-
  ponents at point-blank range; within 10 feet/3 m) per burst. One 
  round does 1-2 M.D.
  Rate of Fire: Each single shot or burst counts as one melee attack.
  Payload: 3,000 rounds total with enough ammo for 50 bursts.
  Cost: 125,000 credits.
  (Option B) NG-017 Heavy Machine-Gun (1): This is a 
  heavy, S.D.C. machine that can fire used against non-M.D.C. 
  threats, but is also effective against supernatural and magic 
  creatures when using silver-coated rounds. The machine-gun 
  has the advantage of a great payload, but little effect against 
  Mega-Damage opponents.
  Primary Purpose: Assault & Anti-Personnel.
  Secondary Purpose: Defense.
  Range: Conventional S.D.C. machine-gun rounds and silver-
  coated rounds: 3,000 feet (614 m). Special, weighted wood 
  rounds with silver rings: 1,000 feet (305 m).
  Damage: Varies. Standard & Silver Ammo: A short burst of 
  2-5 rounds does 2D4x10 S.D.C.; 20 round burst does 4D6x10 
  S.D.C./1 M.D.; and a 40 round burst inflicts 1D6x100 S.D.C./1D6 
  M.D. equivalent damage.
  Rate of Fire: Burst fire only. Each burst counts as one melee at-
  tack.
  Payload: 4,800 rounds total with enough ammo for 120 long 
  bursts.
  Cost: 60,000 credits.
  (Option C) NG-127 Laser (1): A medium laser for range, 
  power and an unlimited payload.
  Primary Purpose: Anti-Personnel and Assault.
  Secondary Purpose: Defense.
  Range: 2,000 feet (610 m).
  Mega-Damage: 4D6 M.D. per simultaneous triple blast.
  Rate of Fire: Each triple blast counts as one melee attack.
  Payload: Effectively unlimited.
  Cost: 140,000 credits.
  (Option D) Box Mini-Missile Launcher (1): The nose 
  gun is replaced by a box mini-missile launcher turret.
  Primary Purpose: Anti-Armor and Anti-Missiles.
  Secondary Purpose: Anti-Personnel and Defense.
  Range: One mile (1.6 km).
  Mega-Damage: Varies with missile type. Usually fragmentation 
  (5D6 M.D.) or plasma (1D6x10 M.D.).
  Rate of Fire: One at a time or in volleys of 2, 3 or 4.
  Payload: 12 total.
  Cost: 100,000 credits, plus cost of the mini-missiles. (Generally 
  cost 1,200-2,500 credits each depending on type. See page 257 of 
  Rifts® Ultimate Edition for prices).
  3. Hand to Hand Combat: Rather than use a weapon, the pi-
  lot can engage in Mega-Damage hand to hand combat as per 
  Robot P.S. 30. However, the Little Chief is NOT designed 
  for fighting. See Light Ground Robot Training on page 353 
  of Rifts® Ultimate Edition, but reduce the bonuses by half, 
  round down.
  4. Sensor System Note: Standard for robots, plus long-range ra-
  dio and multiple cameras.
  Cameras (4): Two main camera systems are built into the 
  robot. One in the nose (above the weapon turret) and one in 
  the main cannon. There is also a small camera built into each 
  shoulder. All cameras are protected from blast shock with a 
  combination of high and low acoustic impedance and shock 
  dispersal materials. The internal hard lenses are made of a ma-
  terial that turns them into a gel with a plastic outer enclosure 
  upon impact, and once the shock dissipates, a small electric 
  current automatically reforms the lenses to their hard state. 
  
  167
  When mounted in heavy robots or armored vehicles, any 
  bumps or minor impacts initiate an automatic image stabiliza-
  tion system. A direct hit on a camera is highly unlikely.
  The most common cameras have an internally adjustable, 
  28-600mm telephoto lens with automatic focusing. Normal 
  human vision is considered about 50mm, so any number 
  below that provides for a wider than normal angle of view. 
  At 300mm, distant objects are magnified by a factor of 6x. 
  A separate 600mm camera, also with auto-focus, provides a 
  magnification of 12x. (Note: This is the type used by wildlife 
  and sports photographers.)
  The cameras installed in the robot can store 4 million still 
  photographs or 8,000 hours of video with sound, or a combi-
  nation of the two. As digital files, they can be downloaded to 
  video disks and other data storage media in order to free space 
  in the camera. Photos and video can also be transmitted to 
  proper receivers like a radio transmission.
  NG-EX-V50
  Scorpion Battler
  The NG-EX-V50 Scorpion is something of a departure and 
  experiment for Northern Gun, inspired by the Coalition States’ 
  Scorpion Skull-Walker and the success of Bandito Arms’ Taran-
  tula ATR. The Tarantula is so popular, in fact, that it has been 
  knocked off by both Titan Robotics under the name Spider and 
  the Manistique Imperium under the name Black Widow; both of 
  which are selling very well. Highly competitive, a Northern Gun 
  design team lead by Doug Roy, Brian Terrill, Orion Pobursky, 
  Carmen Bellaire and Sam Beedah decided to outdo Bandito’s 
  Tarantula with their own version of a full combat, insect-styled 
  robot.
  Ever mindful of creating robot vehicles with multiple func-
  tions that can satisfy military applications along with exploration 
  and adventuring, the NG Scorpion Battler is an eight-legged 
  (counting the pincers), all-terrain robot that provides diverse 
  functionality. It only requires a two man crew to operate, but ac-
  commodates four additional passengers and has a barracks-style 
  sleeping area with bunks, plus small kitchen and dining room, 
  toilet (with ion vaporization waste disposal system) and small 
  shower; all features that appeal to adventurers out in the field for 
  long periods of time.
  Patterned after a real scorpion, the EX-V50 features a revolu-
  tionary articulated weapons tail (only the Coalition military has 
  a similar weapons system) and a pair of massive pincers. The 
  tail is a multi-weapon platform that houses the main energy can-
  non, a pair of lasers, a secondary mini-missile launcher, two spot-
  lights (one on each side of the gun) and a gun camera. On its 
  back, behind the cockpit, is a weapon turret for additional hitting 
  power. The left pincer can be used to crush ground troops, grab 
  and hold light vehicles and power armor or tear out barbed wire 
  and fencing as well as punch through defensive walls and brush 
  away human-sized forces. The right pincer is not a true pincer, 
  but rather a large cutting tool suitable for slicing through doors, 
  walls, fences and fortifications, as well as fighting other robots 
  and armored vehicles in close combat. Of course, both pincers 
  are useful in construction operations, building, cutting down trees 
  and lumber, digging trenches and foundations, chopping-up sal-
  vage and cargo hauling. A digital video camera is built into each 
  pincer, the turret and the tail, providing live feeds sent to the crew 
  via Heads-Up Displays (HUDs) and internal monitors, as well as 
  the capacity to transmit video to other units and field command. 
  Another ‘tool’ is the backhoe that unfolds from the nose section 
  of the Scorpion, good for digging trenches or general earthmov-
  ing operations.
  The Scorpion Battler was one of NG’s new releases in the 
  Spring of 109 P.A., but is already getting good buzz among ad-
  venturers, explorers and mercenaries as a dependable, versatile 
  and flexible combat and exploration vehicle. Many like that it 
  rides low to the ground compared to most other robots. And the 
  fact that real scorpions are animals to be feared adds to its ap-
  peal for many customers. Like the Tarantula, the Scorpion Battler 
  looks cool – and cool always sells!
  Model Type: EX-V50
  Class: All-Terrain Robot Combat Vehicle.
  Crew: One pilot and a dedicated gunner, with room for four pas-
  sengers comfortably, 6-8 cramped.
  M.D.C. by Location:
  Tail – 230
  Tail Gun Platform (multiple weapons) – 200
  * Tail Spotlights (2) – 5 each
  Top Weapon Turret (1, multiple weapons) – 220
  Right Pincer, Chainsaw (1) – 200
  Left Pincer (1) – 300
  ** Legs (6) – 200 each
  * Cameras (4; turret, tail and both pincers) – 12 each
  * Nose Backhoe (1, folding) – 100
  * Nose Headlights (2) – 8 each
  * Nose Sensor Array (1) – 35
  * Windows of Pilot Cockpit – 25 each
  Reinforced Pilot Compartment – None
  ** Window Plates (8) – 50 each
  *** Forward Section (cockpit) – 300
  *** Midsection/Main Body/Passengers – 350
  * A single asterisk indicates a small and difficult target to 
  strike, requiring the attacker to make a “Called Shot,” but even 
  then the attacker is -4 to strike.
  ** The Scorpion Battler can lose two legs without any re-
  duction in speed, even if the loss is on the same side. The loss 
  of three reduces speed by 30% and inflicts a -15% piloting 
  penalty when the loss is divided between both sides. Meaning 
  one side has one leg remaining and the other has two. When 
  the Scorpion loses three legs on the same side, it drags on that 
  side. Reduce speed by 70%, -40% piloting penalty, -2 on ini-
  tiative and parry, and -1 melee attack. Note: As long as it has 
  one leg on each side, it can continue to crawl along at half 
  speed and suffers a -30% piloting penalty.
  *** Destroying the forward section – or what some people 
  might consider the head (where the cockpit is located) – im-
  mobilizes the entire robot. The pincers, backhoe, cockpit con-
  trols, legs and main sensor array are all knocked out and dead. 
  The robot cannot walk, but it is not dead.
  Important Combat Note: The Midsection/Passenger 
  Compartment is the Main Body where the power supply is 
  located, and it remains up and running even if the forward sec-
  tion is destroyed. This means the weapon turret on top as well 
  as the tail and tail weapons platform ALL remain functional 
  and able to continue to fight. The turret can rotate 360 degrees, 
  
  168
  the tail can move and all weapons can fire. The weapon turret 
  also has a secondary sensor and communications system with 
  half the standard range, and a camera that also remains work-
  ing. The M.D.C. of the midsection must be reduced to zero 
  to “kill” the Scorpion and take away its sting. The gunner is 
  located inside the top turret.
  M.D.C. plexiglass windows have 25 M.D.C. each. How-
  ever, they also have metal alloy plates that slide into place 
  in combat situations with the press of a button or voice com-
  mand from the pilot. The metal plating provides each window 
  with an additional 50 M.D.C.; the pilot drives via video im-
  ages from the nose or hand sensor array and via instruments. 
  An attacker needs to make a Called Shot to target a specific 
  window, but suffers a penalty of -3 to strike. Destroying the 
  M.D.C. of the window plexiglass and M.D.C. window shield-
  ing makes the pilot and crew vulnerable to attack.
  Speed:
  Running: 60 mph (96 km) maximum.
  Leaping: Not possible.
  Special: The Scorpion is impossible to knock off its feet, knock-
  down or roll over. Likewise, small attackers ramming the Scor-
  pion Battler suffer the same damage themselves that they inflict 
  upon the robot.
  Water: Cannot swim, but can walk along the bottom of bodies 
  of water at 25 mph (40 km). Maximum depth tolerance is 2,000 
  feet (610 m).
  
  169
  Flying: Not possible.
  Statistical Data:
  Height: 16 feet (4.9 m) low to the ground and with the tail curled 
  and held at turret height off to one side or the other. 22 feet (6.4 
  m) with tail curled over the main body and turret. There is four 
  feet (1.2 m) of clearance under the robot when it is walking.
  Width: 18 feet (5.5 m).
  Length: 22 feet (6.7 m) from tip of the nose to the end of the Main 
  Body. The tail curled up (standard position) adds another 12 feet 
  (3.6 m) and the pincers add another 5 feet (1.5 m), but have a 15 
  foot (4.6 m) reach. The tail laid flat behind the robot is 36 feet 
  (11 m) long.
  Weight: 28 tons.
  Physical Strength: Robotic P.S. of 45.
  Cargo: In addition the living quarters and minimal storage space 
  they offer (the equivalent of a trunk and one footlocker for each 
  berth), there is an 8x4x8 foot (2.4 x 1.2 x 2.4 m) cargo closet for 
  additional cargo and gear, and a specimen cabinet the size of a 
  refrigerator. The cockpit has space for two rifles, two backpacks, 
  an extra suit of body armor (the pilot usually wears heavy body 
  armor or light power armor) and basic gear in a luggage rack be-
  hind the seat. The weapon turret has similar space for the gunner.
  Power System: Nuclear is standard, but a Solid Oxide Fuel Cell 
  system is also available.
  Cost: 38 million credits for a nuclear power supply with a 15 year 
  life, 30 million credits for a Solid Oxide Fuel Cell; cannot use an 
  electric battery system. Fair to good availability.
  An Explorer Scorpion: The EX-EC49 Scorpion Wanderer 
  is an explorer and construction model with no weapon turret and 
  only a medium laser (4D6 M.D. per single shot, 2,000 foot/610 
  m range) and Vibro-Blade (3D6 M.D.) built into the tail. Speed 
  is a bit faster at 70 mph (112 km), and all other stats, pincers and 
  features are the same. It is available for 28 million credits nuclear 
  or 22 million credits for Solid Oxide fuel Cell. Fair availability.
  Weapon Systems:
  1. Tail Multi-Weapon Platform (1, multiple weapons): The 
  main weapon platform is built into the end of the scorpion tail. 
  Since the tail is completely articulated, it can be made to point 
  in any direction, including up, down, side to side, front and 
  back. The tail is usually held in a curled forward combat posi-
  tion. In addition to firing any one of its three weapons or spot-
  lights (2,000 feet/610 range), the tail can also be used to swat 
  and hit opponents (-1 to strike man-sized opponents smaller 
  than 7 feet/2.1 m); see Hand to Hand Combat for tail damage.
  Ion Cannon (1, top): The large gun barrel is a heavy ion 
  cannon with excellent range for a weapon of its type. Point the 
  tail and shoot. It can be fired by itself or in linked fire with the 
  two laser cannons under it.
  Primary Purpose: Assault and Anti-Armor.
  Secondary Purpose: Anti-Monster and Defense.
  Range: 2,000 feet (610 m).
  Mega-Damage: 1D4x10 M.D. per single blast. Linked fire from 
  it and the two lasers is also possible, provided the target is within 
  range of the ion cannon. See damage numbers under Dual Laser 
  Cannons.
  Rate of Fire: Each single or linked blast counts as one melee at-
  tack.
  Payload: Effectively unlimited. Note: There is also a gun camera 
  and two spotlights (one on each side of the ion cannon).
  Dual Laser Cannons (2, top): The two long, thin barrels 
  running along the ion cannon are laser cannons that provide 
  superior range.
  Primary Purpose: Assault and Anti-Personnel.
  Secondary Purpose: Anti-Fliers and Anti-Missile.
  Range: 4,000 feet (1,219 m).
  Mega-Damage: 3D6 M.D. per single blast, 6D6 M.D. per simul-
  taneous double blast. Linked fire from the lasers and the ion can-
  non is possible for a total of 1D6x10+15 M.D.
  Rate of Fire: Each single or paired laser blast or triple linked blast 
  with the ion cannon, counts as one melee attack.
  Payload: Effectively unlimited.
  
  170
  Tail Mini-Missile Launch Tubes (2): Designed to supple-
  ment the primary mini-missile launcher and to knock down 
  incoming enemy missiles and flyers.
  Primary Purpose: Anti-Aircraft and Anti-Missile.
  Secondary Purpose: Anti-Armor and Anti-Robot.
  Range: 1 mile (1.6 km).
  Mega-Damage: Varies with missile type. Any mini-missile can 
  be used, but it comes standard with armor piercing (1D4x10 
  M.D.) or plasma (1D6x10 M.D.). Fragmentation (5D6 M.D.) 
  may be used for anti-personnel operations.
  Rate of Fire: One at a time or in volleys of two.
  Payload: 8 total mini-missiles can be fired from the tail.
  Bonus: +1 to strike for the missiles.
  2. Top-Mounted Weapon Turret (1, multiple weapons): The 
  turret can rotate 360 degrees and includes a forward-facing 
  camera, a short-range laser (top, side) and four mini-missile 
  launch tubes. It also houses the secondary sensor and commu-
  nications system. Note: The gunner is seated completely self-
  contained inside the turret. He operates the weapon systems of 
  the turret and the tail. The pilot operates the robot and controls 
  the pincers, but depending on the circumstances, he can take 
  over the tail weapons from the gunner so both main weapon 
  platforms can be directed at two or more targets or different 
  areas of the battlefield.
  (Option A) Main Gun: Quad Mini-Missile Launcher: 
  All of the four launch tubes are forward-facing but have a 30 
  degree up and down arc of fire. This is the standard weapon 
  for the turret.
  Primary Purpose: Anti-Armor/Anti-Robot.
  Secondary Purpose: Anti-Aircraft/Anti-Missile.
  Range: 1 mile (1.6 km).
  Mega-Damage: Varies with missile type. Any mini-missile can 
  be used, but it comes standard with armor piercing (1D4x10 
  M.D.) and plasma (1D6x10 M.D.); payload is half of each.
  Rate of Fire: One at a time or in volleys of 2 or 4.
  Payload: 40 total, ten mini-missiles per tube; automatic full re-
  loads.
  Bonus: +1 to strike for the missiles.
  (Option B) Main Gun: Rail Gun: The quad mini-missile 
  launchers can be replaced by a heavy rail gun. Forward-facing 
  but has a 30 degree arc of fire up and down or side to side arc.
  Primary Purpose: Assault and Anti-Personnel.
  Secondary Purpose: Defense.
  Range: 4,000 feet (1,219 m).
  Mega-Damage: 1D6x10 M.D. per 60 round burst.
  Rate of Fire: Each burst counts as one melee attack.
  Payload: 6,000 rounds (100 bursts).
  (Option A) Secondary Weapon: Medium Laser (1): A 
  snub-nosed laser is mounted in the top right side of the turret. 
  It has a 45 degree up and down, and a 30 degree side to side, 
  arc of fire. This is the standard weapon that comes on the tur-
  ret.
  Primary Purpose: Defense.
  Secondary Purpose: Anti-Personnel.
  Range: 2,000 feet (610 m).
  Mega-Damage: 3D6 M.D. per blast.
  Rate of Fire: Each single blast counts as one melee attack.
  Payload: Effectively unlimited.
  (Option B) Secondary Weapon: Ion Blaster: A snub-
  nosed ion blaster is mounted in the top right side of the turret. 
  It has a 45 degree up and down, and a 30 degree side to side, 
  arc of fire.
  Primary Purpose: Defense.
  Secondary Purpose: Anti-Personnel.
  Range: 1,200 feet (366 m).
  Mega-Damage: 5D6 M.D. per blast.
  Rate of Fire: Each single blast counts as one melee attack.
  Payload: Effectively unlimited.
  3. Right Pincer M.D. Chainsaw (1): The right pincer has a mas-
  sive, heavy-duty cutting tool. To call it a chainsaw is a dis-
  service, as it is designed to cut through wood, lumber, roots, 
  dirt, stone, wire and M.D.C. concrete and metal. The saw is 
  built into a flipper that can bend from one side to the other 180 
  degrees, and can rotate to cut at all angles.
  Primary Purpose: Cutting/Construction and Anti-Fortification.
  Secondary Purpose: Assault and Defense.
  Range: Touch/close combat. The arm has a 15 foot (4.6 m) reach. 
  The saw itself is six feet (1.8 m) long on one side and three feet 
  (0.9 m) on the other.
  Mega-Damage: The chainsaw does 1D6x10 M.D. per attack, and 
  even when turned off it does 4D6 M.D. with its dagger-like saw-
  teeth. A full strength punch/swat with the blunt side (includes Ro-
  bot P.S. consideration) does 3D6 M.D. Note: The chainsaw is a 
  modular unit that can be easily replaced with a chainsaw that has 
  silver sawteeth to battle supernatural beings vulnerable to silver. 
  The problem is that the silver plating is destroyed after 2D4 uses 
  against M.D.C. armor, so it is best to swap out the chainsaw unit 
  on an as-needed basis depending on the anticipated opposition.
  Combat Note: A power punch/attack is NOT possible with this 
  weapon.
  Payload: Effectively unlimited.
  4. Left Pincer (2): This pincer is used for grabbing, lifting, car-
  rying, crushing, digging (with its large top claw), and tearing 
  down walls. It can also be used to uproot small and medium 
  trees, move or roll over stalled vehicles and debris, and in 
  combat to hit, swat, and even impale other robots and enemy 
  troops with its larger pincer that tapers into a sharp point. Note: 
  Both pincers can be positioned to strike mid-body or the legs 
  and feet when fighting other giant robots and opponents, and 
  the robot has a special tripping attack (below). The Scorpion 
  is not likely to be able to reach the head or shoulders of most 
  giant opponents taller than 12 feet (3.6 m) with its pincers, but 
  can hit such targets with its tail (see Hand to Hand Combat).
  Primary Purpose: Construction and Cargo Hauling.
  Secondary Purpose: Anti-Fortifications and Combat.
  Range: Touch/close combat; 15 foot (4.6 m) reach.
  Mega-Damage (includes Robot P.S. consideration):
  Restrained Punch/Jab – 1D6 M.D.
  Full Strength Punch, Tear or Crush – 3D6+3 M.D.
  Power Punch – 1D6x10+6 M.D.
  Power Punch Impalement – 1D6x10+12 M.D.
  Tripping with Pincers (special) – The attack counts as a strike 
  that must be parried or dodged; usually dodged as it is aimed at 
  the lower legs and feet of giant opponents. Failure to parry or 
  dodge means a successful trip that knocks an opponent off his/
  its feet. No damage is inflicted, but the victim of tripping loses 
  initiative and two melee attacks. And is vulnerable to additional 
  attacks from the Scorpion via its cutting pincer, weapon turret or 
  weapons in the tail.
  
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  Climbing Attack (special) – Once an opponent has been 
  knocked down, the Scorpion Battler can attempt to climb onto 
  the prone opponent to pin him down with the weight of its own 
  body and continue to attack with its pincers and weapon tail.
  First the target must be knocked off its feet and in a prone 
  position, lying flat on its back or face. The victim of knockdown 
  and the Scorpion both re-roll for initiative with the Scorpion get-
  ting a +2 bonus on initiative. High roll wins. Add any applicable 
  bonuses. If the victim wins, he gets back up on his feet and con-
  tinues to fight or run away. The victim has avoided getting pinned 
  down, but either way, still loses two melee attacks from being 
  knocked down.
  If the Scorpion Battler wins the initiative, it manages to climb 
  on top of the fallen opponent and may continue to attack with 
  pincers and tail weapons for the rest of the melee round. Depend-
  ing on the opponent’s body design, he/it may still be able to at-
  tempt to parry the Scorpion’s attacks, but dodging is impossible, 
  and the Scorpion, who has the advantage, is +2 to strike. NEXT 
  MELEE ROUND, the victim can attempt to push the Scorpion 
  Battler off enough to roll or squirm out from under the massive 
  robot. This is only possible if the victim has no less than a Robot-
  ic P.S. 40 (or Supernatural P.S. 30), weighs at least half as much 
  as the Scorpion, and bests the Scorpion in the initiative roll for 
  the new melee round. (Note: To attempt to get out from under the 
  Scorpion, both the victim and the Scorpion re-roll initiative at the 
  beginning of each new round until success is achieved. However, 
  such an attempt, success or failure, uses up two melee attacks of 
  the victim.) Moreover, the Scorpion gets a +2 bonus on initiative 
  and to strike, parry, dodge and all combat maneuvers against the 
  pinned victim due to its superior position and leverage of being 
  on top. Rather than struggle to get away, a victim pinned down 
  might fare better to attack the Scorpion as best he can, targeting 
  the vulnerable front section or even the midsection.
  5. Hand to Hand Combat: The NG Scorpion is especially dead-
  ly in Mega-Damage hand to hand combat, as per Robotic P.S. 
  45 and massive, powerful pincers; see Pincers, above, for their 
  attacks and damage. See Heavy Ground Robot Training on 
  page 352 of Rifts® Ultimate Edition for the number of at-
  tacks and bonuses. All abilities are as listed on that page ex-
  cept as follows:
  Punch or Tear (special) – See Pincers, above.
  Tail Punch or Swat (special) – 4D6 M.D. (Cannot power 
  punch with tail.)
  Stomp Attack – 1D6 M.D., but is only effective against tar-
  gets smaller than 7 feet (2.1 m) tall.
  Head Butt – Not possible.
  Leaps and Kicks – Not possible.
  Ram/Body Block – Standard.
  Note: Also see #3 and 4, above, for pincer and special 
  attacks. Power punch and tripping attacks with the pincers 
  count as two melee attacks.
  6. Sensor System Notes: The sensor pod in the nose has all stan-
  dard robot systems. The secondary communications and sen-
  sor system in the weapon turret has redundant systems at half 
  the standard range. Plus the following additional systems:
  A. Cameras: Four digital video cameras send live feeds 
  directly into the cockpit, weapon turret and passenger com-
  partment. Live feeds can be relayed throughout the robot and 
  displayed on monitors, HUDs and a screen over each bunk. 
  Each camera has a 4,000 foot (1,219 m) range with telescopic 
  lenses as well as macro-lenses for seeing up-close, x10 magni-
  fication. Can store up to 10,000 hours of video footage before 
  requiring transfer to some other medium. Includes image and 
  video transmission capabilities and standard sensor capabili-
  ties plus motion detection (100 feet/30.5 m).
  B. Nightvison Optics: Passive light amplification that al-
  lows the pilot and gunner to see in the dark as long as there is 
  at least some ambient light. 2,000 foot (610 m) range, but is 
  completely useless in total darkness.
  C. Built-in Language Translator: Programmed with the 
  nine known languages of the Americas and can hold 12 ad-
  ditional languages. It can recognize and monitor up to three 
  different voices and two different languages or dialects. Level 
  of accuracy is 98.7%, with a three second delay when directed 
  at one individual, but drops to 78% with a six second delay 
  when translating three speakers simultaneously.
  D. Winch and Cable (2): Located both in the rump section 
  of the tail and up front in the nose (concealed) is a winch, 
  hook and towline for pulling cargo, assisting other robots and 
  ground vehicles, and climbing.
  NG-SE48 Sunfire
  The Sunfire is a compact robot vehicle perfect for patrolling 
  borders and frontiers and defending remote communities. Though 
  it looks much like any other humanoid-shaped combat robot, the 
  Sunfire contains several experimental systems being offered for 
  the very first time from Northern Gun. It comes from the BGJP 
  R&D design group with major contributions from Scott Ken-
  drick, Albert Rosado, Lawson Stevenson, Mark Dudley and 
  Carl Gleba. The robot is equipped with an experimental energy 
  system made up of solar panels that recharge the electric battery; 
  something that has never been tried on the scale of a full-sized 
  combat robot. A Solid Oxide Fuel Cell system is the backup and 
  supplemental power supply, but if the solar panel system is de-
  ployed properly and is not damaged, the backup fuel cells should 
  never be needed. Other innovations include a water-collecting 
  cistern and purification system as well as holographic decoys 
  used to harass and deceive the enemy. These innovations enable 
  a cagey pilot to run circles around enemy forces and operate in 
  the field for weeks without the need for resupply.
  The Sunfire’s main weapon is also a departure from the norm 
  for a Northern Gun laser cannon and has a distinctive appearance. 
  New designs have enabled NG to create a long-range laser with 
  a much shorter barrel than is usual. The laser is connected to the 
  solar panel array that transmits and stores energy to an indepen-
  dent, high-capacity electric battery system exclusive to the can-
  non. Mounted behind the head is the new, variable bore rail gun 
  that can accept and fire virtually any sized rail gun ammo, from 
  standard Northern Gun 202 rounds to various Coalition, Triax 
  and even foreign rail gun ammo types.
  As is so often the case, the Sunfire is designed to function as 
  both a combat robot and as a vehicle suitable for exploration and 
  adventuring. The pilot and passengers sit inside the chest area, 
  while the robot’s head actually contains an advanced sensory 
  and communications package, as well as two head cameras. The 
  Sunfire’s comparatively small size, heavy armor, low cost, ver-
  satility and unique features have made it popular amongst NG’s 
  new robot line released in the Spring of 109 P.A. Even NG has 
  
  172
  
  173
  been surprised by how many customers are excited about the so-
  lar panel energy system. The Sunfire packs a punch and is a rela-
  tively small and inexpensive robot vehicle with both combat and 
  wilderness travel capabilities, a combination that has adventurers 
  delighted.
  Model Type: NG-SE48 Sunfire.
  Class: Solar Electric Exploration and Combat Robot.
  Crew: One pilot with tight space for two passengers, one of 
  which can operate the variable bore rail gun, if allowed by the 
  pilot.
  M.D.C. by Location:
  * Sensor Head – 100
  * Solar Panel Array (6 when unfolded) – 50 per each panel
  * Nova Laser Cannon (1, right shoulder) – 120
  * Rail Gun (1, behind head) – 60
  * Shoulder Mini-Missile Launchers (2) — 50 each
  Upper Arms (2) – 150 each
  Forearms (2) – 120 each
  Forearm Extra Plating (2) – 80 each
  Hands (2) – 90 each
  Legs (2) – 190 each
  Feet (2) – 120 each
  Reinforced Pilot Compartment – 100
  ** Main Body – 300
  * A single asterisk indicates a small and difficult target to 
  strike, requiring the attacker to make a “Called Shot,” but even 
  then the attacker is -3 to strike.
  Destroying the head knocks out all sensors and communi-
  cations. The pilot must use his own vision, relying on images 
  from the gun cameras built into the laser cannon and rail gun.
  ** Depleting the M.D.C. of the main body will shut the 
  vehicle down completely, making it useless.
  Speed:
  Running: 70 mph (112 km) maximum.
  Leaping: Five feet (1.5 m) high and 12 feet (3.6 m) across.
  Water: The Sunfire is not designed for use in water, but can walk 
  along the bottom of lakes and seas at a speed of 25 mph (40 km). 
  Maximum depth tolerance is 1,000 feet (305 m).
  Flying: Not possible.
  Statistical Data:
  Height: 19 feet (5.8 m) with laser cannon level and pointing for-
  ward.
  Width: 9.6 feet (3 m).
  Length: 7.5 feet (2.3 m).
  Weight: 16 tons.
  Physical Strength: Equal to a Robotic P.S. 35.
  Cargo: Minimal, a small locker with enough room for a rifle, pis-
  tol, survival kit and a few personal items.
  Power System: Solar-electrical (new and experimental) with a 
  Solid Oxide Fuel Cell system as backup. Anticipated energy life 
  is 12 years. The electric batteries automatically recharge using 
  the solar panels; requires 24 hours of exposure to sunlight while 
  the robot is completely inactive to fully recharge the batteries. 
  Once full charged, the robot can function at full capacity for 48 
  hours. Of course, the idea is to have the solar panel array unfold-
  ed and drinking in energy while the robot is traveling or sitting 
  idle to keep the batteries charged at all times.
  Cost: Nuclear is NOT an available option (though the robot can 
  be customized after purchase to change to a nuclear power pack 
  for the cost of 1D4+6 million credits depending on the provider). 
  Solar electric with Solid Oxide backup: 17 million credits. Note: 
  It costs 150,000 to replace one solar panel (there are 6 panels 
  total).
  Weapon Systems:
  1. Solar-Powered Laser Cannon: In order to keep its overall 
  price low, the Sunfire makes use of an electric battery power 
  system. To make up for this, its primary weapon is tied into 
  the solar power array and normally soaks up most of the juice 
  the solar panels provide.
  Primary Purpose: Anti-Armor.
  Secondary Purpose: Anti-Aircraft.
  Range: 3,000 feet (914 m).
  Mega-Damage: 1D4x10 M.D.
  Rate of Fire: Each blast counts as one melee attack/action.
  Payload: 160 blasts when the independent solar battery pack is 
  fully charged. The solar panel array requires one hour of time in 
  direct sunlight to recharge enough energy for each blast. The flip 
  of a switch can tie the weapon into the Solid Oxide Fuel Cell sys-
  tem for effectively unlimited firepower until it runs out of juice.
  2. NG-VBR048 Variable Bore Rail Gun: A new type of rail 
  gun that can fire almost any type of rail gun round, adjusting 
  to most sizes and shapes. Cannot fire grenades, mini-missiles, 
  explosive shells or other projectiles with fuses or moving 
  parts. Possible ammo includes all known types of Earth rail 
  gun rounds, and most alien and unknown rounds, including 
  S.D.C. machine-gun ammunition.
  Primary Purpose: Anti-Personnel and Anti-Monster.
  Secondary Purpose: Defense and Anti-Aircraft.
  Range: 4,000 feet (1,219 m), half that range when firing S.D.C. 
  ammo and truly oddly shaped alien rounds.
  Mega-Damage: A burst is 40 rounds and inflicts 6D6 M.D. One 
  round does 1D4 M.D.
  Rate of Fire: Each single shot or burst counts as one melee attack.
  Payload: 4,000 round drum, enough for 100 bursts.
  3. NG-M009 Mini-Missile Pod: A mini-missile launcher is built 
  into each shoulder. The lid pops open and the missiles are 
  fired.
  Primary Purpose: Anti-Aircraft and Anti-Missile.
  Secondary Purpose: Assault and Defense.
  Range: 1 mile (1.6 km).
  Mega-Damage: Varies with the missile type used. Usually Plas-
  ma (1D6x10 M.D.) or A.P./Heat rounds (1D4x10 M.D.), but any 
  type can be used.
  Rate of Fire: One at a time or in volleys of 2 or 4.
  Payload: 18 total, nine per shoulder.
  4. NG-RHD-48 Holographic Decoys (4): The Sunfire comes 
  with 4 holographic decoys, each roughly the size of a toaster. 
  They are holographic projectors that project three-dimension-
  al images of a Sunfire robot in action. The exact portrayal of 
  the image varies with the situation and can be static (stand-
  ing still looking tough or just turning its head or weapons as 
  if looking around) or active (appears to be walking back and 
  forward, targeting, even firing the laser). The most convincing 
  are static holographic images from a distance.
  When deployed, the decoys emit a 3D holograph of the ro-
  bot that lasts for 60 minutes until the battery is depleted. The 
  idea is to trick potential spies and enemies observing from a 
  distance into believing there are more Sunfires than there re-
  
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  ally are, standing guard or walking around. Of course, holo-
  graphs are easily revealed for what they are via sensors as they 
  do not appear on radar or motion detectors, magnetometer 
  readings or thermal-imaging systems, and infrared and ultra-
  violet optics see right through them. The decoys do not work 
  underwater.
  Primary Purpose: Intimidation and Deception.
  M.D.C. of Projectors: 6 M.D.C. each
  Range: 300 feet (91.4 m) from projector.
  Mega-Damage: None.
  Duration: Holographic image will run for one hour; rechargeable 
  battery with charging station inside the Sunfire robot.
  Payload: Four holographic decoys come standard with the Sun-
  fire. Each must be placed by hand.
  Cost: 15,000 per holographic decoy.
  5. Hand to Hand Combat: Rather than use a weapon, the pi-
  lot can engage in Mega-Damage hand to hand combat as per 
  Robotic P.S. 35. See Light Ground Robot Training on page 
  353 of Rifts® Ultimate Edition for the number of attacks and 
  bonuses.
  6. Sensor System Note: The Sunfire has all the standard robot 
  features, plus the following:
  A. Enhanced Radar: Can identify and simultaneously track 
  up to 120 different targets. Range: 100 miles (l60 km). Note: 
  Includes an extensive Identify Friend and Foe (IFF) database. 
  This system can identify a target and assign it priority based 
  on known abilities and threat level. Provides bonuses to all 
  combat robots, tanks and power armor within a one mile (1.6 
  km) radius of the Sunfire that are receiving the data transmis-
  sion: +1 on initiative and +1 to strike. This bonus also applies 
  to the Sunfire itself in hand to hand combat.
  B. Communications and Data Relay Capabilities: Wide-
  band and directional radio communications system with built-
  in scrambler that transmits both audio and video from the 
  cockpit, communications suite and battlefield video. Effective 
  range of 500 miles (800 km); one third that range in the moun-
  tains, underground, and during storms. Includes the capabil-
  ity of sending and receiving scrambled/coded audio and video 
  transmissions.
  Audio pick-up and filtration system works both multi-di-
  rectionally and as a shotgun mic. It can pick up sound as quiet 
  as a whisper up to 400 feet away (122 m) and can sift through 
  ambient sound for specific noises. Up to 100 hours of audio 
  can be recorded and kept on file.
  C. Tactical Cameras: Four cameras, two in the head and 
  one in each gun, can record a total of 8,000 hours of footage 
  into memory. Video footage can also be transmitted live to 
  one or more receivers, or stored and sent at a later time. The 
  pilot ‘sees’ via the cameras.
  D. Built-in Language Translator: Programmed with the 
  nine known languages of the Americas and can hold 12 ad-
  ditional languages. It can recognize and monitor up to three 
  different voices and two different languages or dialects. Level 
  of accuracy is 98.7%, with a three second delay when directed 
  at one individual, but drops to 78% with a six second delay 
  when translating three speakers simultaneously.
  NG-V10 Super
  Labor Robot
  The NG-V10 is a giant robot vehicle that looks like a giant 
  version of the humanoid-shaped NG-W10 Heavy Labor Drone. 
  It is designed for construction work and to aid humans working 
  under hazardous conditions and otherwise deadly environments 
  (bottom of a lake or sea, desert, toxic, etc.). Although originally 
  intended for labor in mines and construction, the NG-V10 Super 
  has become a favorite among explorers, adventurers and Head-
  hunters, as well as Robot Pilots who enjoy mixing it up in hand 
  to hand combat.
  NG-V10 Super Labor Robot
  Nicknames: Big Laborer and Super Laborer.
  Model Type: NG-V10
  Class: Ground Labor Robot Vehicle.
  Crew: One pilot, with room for one passenger, although very 
  cramped.
  M.D.C. by Location:
  * Hand (1, right) – 30
  Laser-Claw Hand (1) – 60
  Arms (2) – 90 each
  Legs (2) – 185 each
  * Head – 180
  Reinforced Pilot Compartment – 100
  ** Main Body – 375
  * A single asterisk indicates a small and difficult target to 
  strike, requiring the attacker to make a Called Shot, but even 
  then the attacker is -4 to strike.
  Destroying the head destroys the targeting system, sensors 
  and optics (no bonuses to strike, parry or dodge), leaving the 
  pilot to rely on his own human senses.
  ** Depleting the M.D.C. of the main body shuts the robot 
  down completely, making it useless.
  
  175
  Speed:
  Running: 60 mph (96 km) maximum. Note that the act of run-
  ning does NOT tire out its operator. Cruising speed is a more 
  cautious 25 mph (40 km). Well suited for most terrains, including 
  underwater, mining, climbing, and mountain terrains. Excellent 
  for mining (digging) and construction operations.
  Digging: 1D6x100 cubic yards/meters per hour through soft 
  earth just digging a hole, 1D6x10 cubic yards/meters of tunnel-
  ing through soft earth per hour with the intention of making a 
  sustainable tunnel with the proper support and wall construction 
  to prevent collapse. Half that amount digging through stone, con-
  crete, or M.D.C. materials.
  Leaping: 10 feet (3 m) high or across from a stationary position; 
  20 feet (6 m) high or 30 across (9 m) with a running start.
  Water: Fair, able to walk along the bottom of lakes and seas at 
  about half its normal speed. Maximum depth tolerance is 2,500 
  feet (762 m).
  Flying: Not possible.
  Statistical Data:
  Height: 20 feet (6 m).
  Width: 10 feet (3 m).
  Length: 8 feet (2.4 m).
  Weight: 18 tons.
  Physical Strength: Equal to a Robotic P.S. 38.
  Cargo: None.
  Power System: Nuclear; average 10 years of life. Solid Oxide and 
  electric battery models are also available.
  Cost: 16 million credits nuclear, 12 million Solid Oxide and 10 
  million electric battery. Civilian versions armed only with the 
  laser-claw hand sell for 2 million credits less than the combat 
  variant.
  Weapon Systems:
  1. Laser-Claw Hand (1): The left hand is a powerful, three fin-
  gered claw used for digging through and pulverizing rock in 
  mining, construction and excavation operations. The same 
  arm has a heavy laser for cutting through rock, metal, debris 
  and M.D.C. materials.
  Primary Purpose: Labor/Mining.
  Secondary Purpose: Cutting and Welding.
  Mega-Damage: Four settings: 1D6 M.D., 2D6 M.D., 4D6 M.D., 
  6D6 M.D.
  Rate of Fire: Can only fire one blast at a time, and each counts as 
  one melee action/attack regardless of power setting.
  Range: 2,000 feet (610 m). Range can be extended to 4,000 feet 
  (1,219 m) by adding a long barrel at a cost of 80,000 credits, but 
  the claw hand becomes useless and the heaviest setting is 4D6 
  M.D. (the 6D6 M.D. setting is lost).
  Payload: Effectively unlimited.
  2. Hand to Hand Combat: Rather than use a weapon, the pilot 
  can engage in Mega-Damage hand to hand combat. See Heavy 
  Ground Robot Training on page 352 of Rifts® Ultimate Edi-
  tion for the number of attacks and bonuses. Same as listed 
  except as follows:
  Restrained Punch – 1D4 M.D.
  Full Strength Punch (right hand) – 2D6 M.D.
  Power Punch, counts as two melee attacks – 4D6 M.D.
  Claw Strike (left hand) – 3D6 M.D.
  Crush, Pry or Tear (claw) – 3D6 M.D.
  Dig – 2D6 M.D.
  Power Dig – 4D6 M.D.
  Kick – 3D8 M.D.
  Leap Kick – 5D8 M.D.
  Stomp – 1D4 M.D. but is only possible against targets eight 
  feet (2.4 m) or smaller.
  3. Sensor System Note: The NG-V10 Super Labor ‘Bot has full 
  optical systems, including laser targeting, telescopic, passive 
  nightvision (light amplification), thermo-imaging, infrared, 
  ultraviolet, and polarized filters to reduce glare.
  4. Optional Weapon Systems: Rail Gun: The robot can be 
  armed with a giant-sized NG-202 or TX-500, or other large 
  rail gun. A separate power pack can be mounted onto the back 
  of the robot or it can be tapped into the ‘Bot’s own nuclear 
  power source. The rail gun can be stowed on a mounting on 
  the hip or back, behind the right shoulder or carried in hand. 
  Cost is limited to the expense of the rail gun plus 6,000 credits 
  to hook it all up. Tapping into the robot’s power is tricky work 
  and costs 50,000 credits.
  5. Optional Weapon Systems: Concealed Particle Beam or 
  Plasma Rod: A particle beam or plasma weapon is concealed 
  in one of the legs and powered by the robot’s nuclear engine.
  Primary Purpose: Assault.
  Secondary Purpose: Defense.
  Mega-Damage: Particle Beam 6D6+6 M.D., or Plasma 5D6 M.D.
  Range: Particle Beam: 1,600 feet (488 m). Plasma: 2,000 feet 
  (610 m).
  Rate of Attack: Each blast counts as one melee attack/action.
  Payload: Effectively unlimited.
  Cost: Weapon system and integration into robot’s power source: 
  200,000 credits.
  NG-8000 Super Max
  The Super Max is Northern Gun’s response to the Triax 
  X-1000 Ulti-Max power armor. The Super Max, however, is an 
  actual giant robot, NOT a power armor suit. It is a new and unique 
  design that came from the drawing boards of Ryan Mahoney, 
  Rob Byrne, Dylan Lundrigan, Gil Lee Ba and Ben Rodriguez, 
  built to have a relatively small profile like the Triax Ulti-Max. 
  Its small size and slight build (for an NG robot) can only sup-
  port light armor, but the Super Max is an innovative design with 
  surprising speed, agility and firepower. The Northern Gun engi-
  neers had originally thought of the unit as an urban defense robot 
  small enough to patrol city streets, parks, courtyards and even 
  the halls and lobbies of some buildings. However, as their ideas 
  developed, they found the Super Max was versatile enough for 
  all arenas of combat and all environments. It is small and nimble 
  enough to run, leap and climb stairs, scale walls and pillars, climb 
  trees and cliff facings, take cover, dodge and roll. The hands are 
  small and articulate enough to use weapons designed for Combat 
  Cyborgs or handle and set explosive charges, operate most equip-
  ment and make repairs on other robots and vehicles. And should 
  one or both of its delicate hands or arms be destroyed, the bulk 
  of the Super Max’s built-in weapon systems are in its upper torso 
  and available to strike back with a vengeance.
  For enhanced speed, leaping capabilities and jumping, the Su-
  per Max has an oversized robot jet pack in its back. Booster jets 
  built into the shoulders, lower legs and feet provide control, bal-
  ance and additional lift and mobility. The robot cannot fly, but 
  
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  it can jump up to 60 feet (18.3 m) high and 100 feet (30.5 m) 
  across with booster assisted leaps, or jump down from elevations 
  as tall as 1,000 feet (305 m) or roughly ninety stories. This gives 
  the Super Max the ability to jump to the roof of a small building 
  (or climb the building’s facade), to run and leap from rooftop to 
  rooftop and use the elevated position to target enemies on the 
  street below or flyers as they pass overhead. Moving from rooftop 
  to rooftop also enables the Super Max to avoid traffic, circumvent 
  ground forces, take shortcuts to cut off a fleeing enemy and ac-
  cess alleys and back streets that might be too narrow for larger 
  robots. Likewise, it can bound over giant robots, tanks, debris, 
  walls and other obstructions, and move quickly across the battle-
  field. This mobility and speed enables the Super Max to use the 
  terrain to its tactical advantage. The legs and feet are reinforced 
  so that the robot can survive hard landings and remain intact. One 
  of the commercials that Northern Gun runs shows a Super Max 
  jumping onto the roof of a pre-Rifts building in Detroit, racing 
  across to the other side and making another leap into a hand-
  ful of Brodkil on the street below. Even as the Super Max drops 
  down upon the startled Brodkil, it unleashes a salvo of grenades 
  while blasting away with its handheld weapon. Half of the sub-
  demons are dead before the Super Max hits the ground. The rest 
  are finished off 30 seconds later. The attack is quick and lethal. 
  Best of all, the video is not staged. It is actual, real-life footage 
  shot by one of NG’s mercenary groups that helps field test robots 
  before they are put on the market. This video is a sensation and 
  has helped to catapult the Super Max to the top of the charts as 
  Northern Gun’s Number One selling combat robot among its 109 
  P.A. Spring releases. Demand is so high that the company can’t 
  produce them fast enough.
  To compete with Triax’s Ulti-Max and increasing competition 
  from the Manistique Imperium, Titan Robotics, Bandito Arms 
  (see Rifts® Black Market Sourcebook), and others, Northern 
  Gun is marketing more and more of their new line of robots with 
  what they are calling ‘upward mobility.’ Robots built for diversi-
  ty, multiple operational parameters (e.g. combat and exploration, 
  combat and construction, etc.) or easily modified to meet a wide 
  variety of missions.
  Model Type: NG-8000 Super Max
  Class: Infantry Assault Robot.
  Crew: One, the pilot.
  M.D.C. by location:
  * Head Sensor Array (NG-CNC99 Command and Control 
  Pod) – 75
  * Head Spotlights (2, forehead) – 5 each
  * Hip Lights (2, one per leg) – 3 each
  Upper Arms (2) – 90 each
  Forearms (2) – 100 each
  * Hands (2) – 25 each
  Legs (2) – 150 each
  * Feet (2) – 100 each
  * Main Booster Jets (2, back) – 115 each
  * Robot Rifle (1, varies; handheld) – 90
  * Ammo Drum for Rail Gun (1, upper back when applicable) 
  – 50
  * NG-G88 Beehive Grenade Towers (2) – 70 each
  * NG-M99 Mini-Missile Pod (left shoulder) – 75
  * NG-C44 Short-Range Missile Pod (right shoulder) – 60
  * NG-48 Forearm Weapons (2) – 30 each
  ** Hardpoints (6, two per leg, two on the chest) – 5 each
  ** NG-41 Chest Mini-Missile Tube (1 per side, small) – 12 
  each
  ** Combat Cameras (3, head and below the Chest Tube) – 6 
  each
  * Reinforced Pilot Compartment – 70
  *** Main Body – 350
  * A single asterisk indicates a small and/or difficult target 
  to strike, requiring the attacker to make a “Called Shot,” but 
  even then he is -3 to strike.
  Destroying one of the main thruster jets reduces leaping 
  height and distance by half and maximum running speed is 
  75 mph (120 km). Destroy both jets and the enhanced leaping 
  capability is completely eliminated; reduce bonus to dodge by 
  half.
  Destroying the head, which is the control and command 
  pod, knocks out all long-range radio communications, radar 
  and sensor systems; -2 on all combat bonuses! The pilot must 
  rely on the cameras built into the chest to see.
  ** Two asterisks indicates an obstructed view and a dif-
  ficult target to strike, requiring the attacker to make a “Called 
  Shot,” but even then he is -3 to strike (-4 when the robot is 
  moving) and may only be visible from certain angles; even 
  more difficult (-1) when the robot is moving.
  *** Depleting the M.D.C. of the main body shuts the ve-
  hicle down completely, making it useless.
  Speed:
  Running: 60 mph (96 km) maximum. Running and jet booster 
  assisted leaps to cover ground more rapidly: 90 mph (144 km). 
  Can leap and climb the side of a building at a stunning speed of 
  40 mph (64 km).
  Leaping: 10 feet (3 m) high and 20 feet (6.1 m) across without 
  the assistance of the boosters. With the leap thruster system op-
  erational, the Super Max can leap up to 60 feet (18.3 m) high and 
  100 feet (30.5 m) across. It can also drop from high elevations as 
  tall as 1,000 feet (305 m) or roughly nine stories with the thrust-
  ers slowing descent to land on its feet like a cat and charge off 
  into combat (or be firing at the enemy the entire descent).
  Water: The Super Max can use its leap thruster system to lurch 
  through water in a herky-jerky swimming motion at a speed of 25 
  mph (40 km) or it can walk along the bottom of lakes and seas at 
  the same speed. Maximum depth tolerance is 2,000 feet (610 m).
  Flying: Actual flight is not possible; see Leaping.
  Statistical Data:
  Height: 17 feet (5.2 m) from head to toe, but the Beehive Grenade 
  Launchers extends to 21 feet (6.4 m).
  Width: 11 feet, 6 inches (3.5 m).
  Length: 9 feet, 6 inches (2.9 m).
  Weight: 6.5 tons.
  Physical Strength: Robotic P.S. 30.
  Cargo: There is a small area for the pilot to store his personal 
  belongings. There is enough room for light body armor, a rifle, 
  pistol a canteen, food rations (4 week supply) and a first aid kit. 
  There is a small, two gallon (7.6 liter) water cooler built in.
  Power System: Nuclear power supply; 20 year life.
  Cost: 21 million credits, but demand is so high NG can’t keep the 
  robot in stock. Poor availability at list price. Sold out in show-
  rooms everywhere! Fair availability at 50% higher and good 
  availability at double the list price on secondary markets (Black 
  Market, independent robot dealers, mercenary companies, etc.). 
  The price includes all built-in weapon systems and an NG-1001 
  
  178
  Robot Rifle all with one complete load of ammo. Northern Gun 
  hopes to ramp up production within a year.
  Future Market Note: Models of the Super Max deploying a Solid 
  Oxide Fuel Cell and Electric battery power supplies are on the 
  drawing board. They should be released within a year with the 
  following ‘list price’: Solid Oxide Fuel Cell: 17 million credits. 
  Electric battery: 14 million credits; but are almost certain to sell 
  out quickly and sell on the secondary market for 50% more to 
  double. NG is even thinking of increasing the original list price 
  on all models by 30%. Obviously, the market can bear the price 
  increase.
  Weapon Systems:
  1. Robot Handheld Rifle (1): Northern Gun’s concept of up-
  ward mobility means giving its robots options and diversity. 
  In this case, the Super Max can carry and use large handheld 
  weapons.
  (Option A) NG-1001 Robot Rail Gun Rifle: The NG-
  1001 is sold separately (see Rifts® Merc Ops, page 95) to 
  give customers the option to use the rifle with other robots, but 
  is standard with the purchase of a Super Max. The Super Max 
  was designed with the NG-1001 in mind. The under-mounted, 
  detachable drum can be swapped in battle quickly. The rifle 
  has its own independent power supply, which is a plus in that 
  there are no bulky power cables which are often vulnerable. 
  Additional ammo drums are often stored on one of the avail-
  able weapon hardpoints.
  Primary Purpose: Assault.
  Range: 4,000 feet (1,219 m).
  Mega-Damage: A burst is 20 rounds and inflicts 1D6x10 M.D., 
  one round does 1D4 M.D. As usual, anti-monster rounds (silver, 
  etc.) can be fired from the rail gun, but at half the range.
  Rate of Fire: Each burst counts as one melee attack/action.
  Payload: 920 rounds or 46 bursts per detachable drum magazine. 
  Additional drums can be carried on one of the leg’s weapon hard-
  points. One of the unique features that the Super Max has is being 
  able to change the ammo drum in the field. The ammo drum on 
  the weapon can be automatically ejected when depleted. All the 
  pilot has to do is change the clip as if he were changing a clip on a 
  normal weapon. The automated systems then take over and cycle 
  the ammo into the weapon. In all it takes 15 seconds (one melee) 
  to change the ammo drum.
  (Option B) NG-P8011 Robot Particle Beam Rifle: The 
  NG-P8011 is an oversized rifle designed specifically with the 
  Super Max in mind. The weapon can, theoretically, be used by 
  Combat Cyborgs and heavy power armor as an oversized, two-
  handed weapon, but its size, weight and awkwardness when 
  used by smaller, lighter units inflicts a -2 to strike penalty for 
  them.
  This is the newest particle beam weapon released by NG in 
  years. The company had moved away from P-beam weapons 
  due to the level of power they drain, short range and stabil-
  ity concerns. In fact, when the NG-P8011 rifle (90 M.D.C.) 
  is damaged (M.D.C. is reduced to 30 or less) one of the fol-
  lowing takes place (roll percentile dice): 01-50% The rifle be-
  gins to sizzle, smoke and stops working completely. 51-75% 
  The rifle smokes and bursts into flames (1D6 M.D. to the ro-
  bot’s hand). It burns until the rifle is a glob of slag. 76-00% 
  It explodes, doing 1D6x10 M.D. to the hand and everything 
  within a 4 foot (1.2 m) radius. Note: Uses a standard E-Clip. 
  A backpack-style bag (30 S.D.C.) or ammo box (15 M.D.C.) 
  containing as many as eight extra E-Clips are often stored on 
  one of the available weapon hardpoints on the chest or leg.
  Primary Purpose: Assault.
  Range: 1,400 feet (427 m).
  Mega-Damage: 1D4x10 M.D. per blast.
  Rate of Fire: Single shot only. Each blast counts as one melee 
  attack.
  Payload: 8 shots per standard E-Clip. NG NEVER authorizes ty-
  ing this weapon into the robot’s power supply, because if the gun 
  burns out or explodes it damages the energy supply of the ‘Bot, 
  fries the sensor system and does 2D6x10 M.D. to the main body.
  (Option C) Cyborg Rail Guns and Heavy Weapons: The 
  hands of the Super Max are small and delicate enough to be 
  able to operate most medium and heavy cyborg weapons and 
  all handheld weapons designed specifically for robots (Triax 
  has many of these). Such guns can be used as an alternative 
  or in addition to the NG-1001. Northern Gun recommends the 
  NG-404 Heavy Rail Gun or the NG-ML6 Mini-Missile Can-
  non (both introduced in Rifts Merc Ops, page 94).
  (Option D) Melee Weapons: The Super Max is able to 
  wield most large melee weapons, such as large Vibro-Swords. 
  Of course, in a pinch, tree limbs, pipe, and other weapons can 
  be used (including large TW and other magic weapons for ad-
  venturers operating outside of Ishpeming and CS territory).
  2. Forearm Weapons: Various options. Each forearm can have 
  one modular weapon system. Standard issue is the mini-mis-
  sile tube launcher for its range and power, but a variety of 
  energy weapons are also available. Note: The Super Max may 
  have the same forearm weapon on each arm (standard manu-
  facture is two NG-M48 mini-missile launchers on each arm) 
  or a different one on each arm. Costs 15,000 credits to change 
  each standard factory issue launcher plus the cost of the alter-
  native forearm weapon and the necessary ammo.
  (Option A) NG-M48 Forearm Mini-Missile Launcher: 
  Forearm weapons and mini-missile tube launchers are seen in 
  many of Northern Gun’s robots. The only drawback is the arm 
  holding the NG-1001. The rail gun must be out of the hand 
  before a mini-missile is launched to fire without penalty (-1 
  to strike). The jet wash of the missiles has also been known 
  to damage the targeting system of the rifle (01-50% chance), 
  which is another reason to stow the rifle or switch hands be-
  fore firing mini-missiles.
  Primary Purpose: Assault and Anti-Armor.
  Secondary Purpose: Anti-Missile and Defense.
  Range: One mile (1.6 km).
  Mega-Damage: Varies with the missile type used. Usually Plas-
  ma (1D6x10 M.D.) or A.P./Heat rounds (1D4x10+5 M.D.), but 
  any type can be used.
  Rate of Fire: One at a time or in volleys of two per arm.
  Payload: 8 total; four per arm (two per tube launcher).
  Cost (of Launcher): 50,000 credits each, plus 6,000 credits per 
  missile.
  (Option B) Forearm Laser: A low-profile forearm weap-
  on. Point and shoot.
  Primary Purpose: Assault and Anti-Personnel.
  Secondary Purpose: Defense.
  Range: 2,000 feet (610 m).
  Mega-Damage: 3D6 M.D. per blast.
  Rate of Fire: Each single.
  
  179
  Payload: Effectively unlimited.
  Cost: 40,000 credits each.
  (Option C) Forearm Plasma Ejector: A low-profile fore-
  arm weapon. Point and shoot.
  Primary Purpose: Assault and Anti-Personnel.
  Secondary Purpose: Defense.
  Range: 1,200 feet (366 m).
  Mega-Damage: 4D6 M.D. per blast.
  Rate of Fire: Each single.
  Payload: Effectively unlimited.
  Cost: 52,000 credits each.
  (Option D) Forearm Ion Blaster: The blaster is a double-
  barreled, short-range ion blaster. Point and shoot.
  Primary Purpose: Anti-Personnel.
  Secondary Purpose: Defense.
  Range: 1,200 feet (366 m).
  Mega-Damage: 3D6 M.D. per single blast, 6D6 M.D. per simul-
  taneous dual blast at the same target.
  Rate of Fire: Each single or double blast counts as one melee 
  attack.
  Payload: Effectively unlimited.
  Cost: 65,000 credits each.
  (Option E) Forearm Particle Beam Blaster: A low-pro-
  file forearm weapon. Point and shoot.
  Primary Purpose: Assault and Anti-Personnel.
  Secondary Purpose: Defense.
  Range: 1,000 feet (305 m).
  Mega-Damage: 6D6+6 M.D. per blast.
  Rate of Fire: Each single blast counts as one melee attack.
  Payload: 8 blasts per E-Clip. NEVER tied directly to power sup-
  ply.
  Cost: 70,000 credits each.
  3. NG-C44 Shoulder-Mounted Short-Range Missile Pod (1, 
  right shoulder): When heavier engagements are expected, the 
  Super Max has three short-range missiles it can fire from its 
  right shoulder. Standard issue, no substitutes by NG. Howev-
  er, it could easily be swapped out with the NG-M99 Shoulder 
  Mini-Missile Launcher by a capable Operator.
  Primary Purpose: Assault.
  Secondary Purpose: Anti-Aircraft.
  Range: Five miles (8 km).
  Mega-Damage: Varies with the missile type used. Standard load 
  is armor piercing (2D6x10 M.D. to a 5 foot/1.5 m radius) or plas-
  ma (2D6x10 M.D. to a 15 foot/4.6 m blast radius).
  Rate of Fire: One at a time or in volleys of two per launcher.
  Payload: 3 short-range missiles.
  Cost: 75,000 credits for the launcher. Short-range missiles gener-
  ally cost 2,000-4,500 credits each, depending on type. See page 
  256 of Rifts® Ultimate Edition for prices.
  4. NG-M99 Shoulder Mini-Missile Launcher (1, left shoul-
  der): The designers of the Super Max wanted to match or 
  exceed the Ulti-Max’s firepower. However, instead of sev-
  eral mini-missile launchers, they combined mini-missiles with 
  the new Beehive Grenade launchers. This launcher is part of 
  the Super Max’s multiple-missile weapon system. It is stan-
  dard issue, no substitution by NG. However, it can easily be 
  swapped out for the NG-C44 Shoulder-Mounted Short-Range 
  Missile Launcher by a capable Operator.
  Primary Purpose: Anti-Aircraft, Anti-Armor, and Assault.
  Secondary Purpose: Anti-Missiles and Defense.
  Mega-Damage: Varies with the missile type used. Usually Plas-
  ma (1D6x10 M.D.) or A.P./Heat rounds (1D4x10+5 M.D.), but 
  any type can be used.
  Rate of Fire: One at a time or in volleys of 2, 4 or 6.
  Range: One mile (1.6 km).
  Payload: 12 total.
  Cost: 65,000 credits for the launcher. Mini-missiles generally 
  cost 1,200-2,500 credits each depending on type. See page 257 of 
  Rifts® Ultimate Edition for prices.
  5. NG-G88 Beehive Grenade Launchers (2): This is a new and 
  somewhat experimental design that has functioned well in 
  field tests. The sheer volume of mini-missiles that could be 
  launched by the Ulti-Max was impressive, and the designers of 
  the Super Max wanted similar or superior capabilities for their 
  robot. Rather than deck it out in mini-missiles, they created the 
  Beehive Grenade Launcher. Range is short, especially com-
  pared to mini-missiles, but the barrage that is possible against 
  ground troops, ground vehicles, robots, monsters and fortifi-
  cations is devastating. It is important to note that only half of 
  the slits in the stacks hold and fire grenades, the other half are 
  vents. The launch towers can rotate 360 degrees to fire in the 
  desired direction, but rim the launch tower, making it possible 
  for the pilot or gunner to fire front, back or to the sides at any 
  time. Each slot contains one grenade. This launcher is part of 
  the Super Max’s multiple-missile/explosives weapon system. 
  It is standard issue, no substitutions.
  Primary Purpose: Anti-Personnel and Anti-Monster.
  Secondary Purpose: Anti-Fortifications and Assault.
  Range: 1,200 feet (366 m).
  Mega-Damage: Varies with grenade type. A typical payload is 12 
  smoke (see the Grizzly for description), 12 HEX grenades (see 
  the Grizzly), 30 fragmentation grenades (2D6 M.D. to a blast ra-
  dius of 20 feet/6.1 m),and 30 explosive grenades (4D6 M.D. to a 
  six foot/1.8 m radius).
  Rate of Fire: One at a time or in volleys of 2, 4, 6 or 8. A volley, 
  regardless of the number of grenades fired, counts as one melee 
  attack.
  Payload: 88 total; 44 grenades per beehive tower.
  6. Hand to Hand Combat: Rather than use a weapon, the pilot 
  can engage in Mega-Damage hand to hand combat as per Ro-
  botic P.S. 30. See Light Ground Robot Training on page 353 
  of Rifts® Ultimate Edition for number of attack and bonuses.
  Restrained Punch – 1D4 M.D.
  Full Strength Punch – 2D4 M.D.
  Power Punch – 2D6 M.D.; counts as two melee attacks.
  Stomp & Tear Attacks – 1D4 M.D.
  Leap Kick – 2D8 M.D.; counts as two melee attacks.
  Jet Boosted Leap Kick (special) – 3D6+2 M.D. and is only 
  possible with a jet assisted leap; counts as two melee attacks.
  7. Sensor Systems & Features of Note: The Super Max has all 
  standard robot sensor and features plus those described below.
  A. NG-CNC99 Command and Control Pod/Head: The NG-
  CNC99 is a large sensor, communications, targeting and com-
  puter array built into the head of the Super Max to function 
  as a mobile relay station and mini-mobile command unit. The 
  pilot sits in the chest and relies on sensors, instruments and 
  live video feed to ‘see’ and target the enemy.
  Enhanced Radar: Can identify and simultaneously track up 
  to 120 different targets. Range: 100 miles (l60 km). Note: 
  Includes an extensive Identify Friend and Foe (IFF) database. 
  
  180
  This system can identify a target and assign it priority based 
  on known abilities and threat level. Provides bonuses to all 
  combat robots, tanks and power armor within a one mile (1.6 
  km) radius of the Super Max that are receiving the data trans-
  mission: +1 on initiative and +1 to strike. This bonus also ap-
  plies to the Super Max itself.
  Enhanced Sonar: Can identify and simultaneously track up 
  to 96 different targets for underwater operation. Range: 50 
  miles (80 km). Same IFF and relay capabilities as radar.
  Communications and Data Relay Capabilities: Wideband 
  and directional radio communications system with built-in 
  scrambler that transmits both audio and video from the cock-
  pit, communications suite and battlefield video. Effective 
  range of 500 miles (800 km); one third that range in the moun-
  tains, underground, and during storms. Includes the capabil-
  ity of sending and receiving scrambled/coded audio and video 
  transmissions.
  Audio pick-up and filtration system works both multi-di-
  rectionally and as a shotgun mic. It can pick up sound as quiet 
  as a whisper up to 400 feet away (122 m) and can sift through 
  ambient sound for specific noises. Up to 100 hours of audio 
  can be recorded and kept on file.
  Thermal-Imager: A special optical heat sensor that allows 
  the infrared radiation of warm objects to be converted into a 
  visible image. Enables the pilot to see in the dark, in shadows, 
  and through smoke. Range: 2,000 feet (610 m).
  Infrared and Ultraviolet Optics: This optical system proj-
  ects a beam of infrared light that is invisible to the normal eye. 
  The infrared beam enables the pilot to see in the dark and to 
  see other infrared beams. The ultraviolet system enables the 
  pilot to see into the ultraviolet spectrum of light and is mostly 
  used to detect the light beams of ultraviolet detection systems. 
  Note: The infrared light beam can be seen by anybody who 
  also has infrared optics, and the beam can be traced back to 
  its source. Smoke impairs the infrared beam, making it impos-
  sible to see.
  Nightvison Optics: Passive light amplification that allows 
  the pilot to see in the dark as long as there is at least some am-
  bient light. 2,000 foot (610 m) range, but is completely useless 
  in total darkness.
  Note: If the head/sensor array is destroyed, all of the above 
  features are lost.
  B. Built-in Language Translator: Programmed with the 
  nine known languages of the Americas and can hold 12 addi-
  tional languages. It can recognize and monitor up to three dif-
  ferent voices and two different languages or dialects at once. 
  Level of accuracy is 98.7% with a three second delay when 
  directed at one individual, but drops to 78% with a six second 
  delay when translating three speakers simultaneously.
  C. Tactical Cameras (3): One in the head and one on each 
  side of the chest. Three digital video cameras send live feeds 
  directly into the cockpit and HUD of the pilot’s helmet. Live 
  feed can be relayed throughout the robot and displayed on 
  monitors, HUD and screens not only to the pilot inside the Su-
  per Max but to robots in the same company, mobile command, 
  and any designated recipient within range (500 mile/800 km 
  transmission range). Each camera has a 4,000 foot (1,219 m) 
  range with telescopic lenses as well as macro-lenses for seeing 
  up-close, x10 magnification. Can store up to 10,000 hours of 
  video footage before requiring transfer to some other medium. 
  Includes image and video transmission capabilities.
  D. Weapon Hardpoints (6): There are six hardpoints where 
  extra gear and ammo drums can be attached to the Super Max. 
  There are two on each leg and one on each side of the chest.
  Optional Add-On: NG-A64 Modular Armor Com-
  ponents: That’s right! Additional armor can be clamped on 
  to cover key locations on the robot for extra protection. The 
  M.D.C. of this additional armor, if worn, comes off first. When 
  all M.D.C. is depleted, the section of armor drops away. Note: 
  The bulk and less aerodynamic design reduces speed by 25% 
  and reducing the leaping height and distance by half, including 
  dropping down from heights, and inflicts the penalties of -1 on 
  initiative and -1 to dodge.
  Extra M.D.C. by Location:
  Head Covering (helmet-like) – 40
  Upper Arms (2) – 50 each
  Forearms (2) – 50 each
  Legs (2) – 60 each
  Cost: 500,000 credits.
  NG-V58 Thundercaster
  The Thundercaster is the little robot that packs a big wallop. 
  After so many big ‘Bots in the NG product line, the team of Jason 
  M. Volinsky, David Thompson and Randy P. Belanger wanted 
  to design a small, heavily armored, heavily armed robot. They 
  were inspired by the wolverine, a small but fierce animal known 
  to stand its ground against predators many times larger than itself 
  to defend its burrow, and win. They even wanted to name the 
  robot after the animal, but the NG marketing team branded it the 
  Thundercaster, for reasons that will become apparent.
  The Thundercaster has only been available, even to insiders, 
  for the last few months (Summer 109 P.A.). It is a robot built with 
  mercenaries and independent warriors in mind, and is designed to 
  offer versatility and survivability on the battlefield.
  The primary weapon system of the Thundercaster is a sort of 
  all-purpose artillery cannon – a large and intimidating weapon 
  that ‘casts the thunder’ – every time it fires it makes a consider-
  able ‘boom’ sound. (See the weapon description below for com-
  plete details.) Its secondary weapon is also thunderous: an NG-
  404 gatling-style rail gun built into the right arm. There is one 
  internal ammo drum installed within the arm itself, but a larger 
  ammo drum can be hooked to the back where the shoulder-blade 
  would be on a human, and fed by a belt that loops from the drum 
  under the shoulder and into the big rail gun. This is less obtrusive 
  than one might imagine, because the right arm does not bend at 
  the elbow. It bends just above what would be the biceps of a 
  human. This limits the range of movement for the lower armor 
  and hand, but the hand can still be used for lifting and carrying, 
  and the gun arm can bend and shoot in a 90 degree up and down 
  arc. The big shoulders actually contain extra artillery rounds for 
  the Thunder Cannon. The left arm has a double-barreled laser 
  mounted on the forearm.
  The head of the Thundercaster is a sensor and communica-
  tions array, while the pilot and gunner sit in the chest. There is 
  a plexiglass window should the pilot want to see without instru-
  ments, otherwise the window is shielded by M.D.C. metal plates 
  that slide into place with the press of a button. In the belly is one 
  
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  of the five cameras that the pilot uses to drive the robot. There 
  are others in the sensor head and each weapon platform. To help 
  the Thundercaster take a beating from larger combat robots and 
  monsters, it is heavily armored, yet still retains decent speed.
  This tough, small combat robot is NG’s most recent release. 
  The unusual Thunder Cannon and other design elements all have 
  people talking, and the model is selling very well.
  Model Type: NG-V58 Thundercaster.
  Nicknames: Walking Thunder, Michigan Wolverine and Little 
  Wolverine.
  Class: Infantry Assault Robot.
  Crew: One pilot and one gunner (or a passenger). The pilot 
  drives and fires the arm weapons and the gunner or passenger 
  usually fires the Thunder Cannon.
  M.D.C. by Location:
  * Sensor Head – 75
  Thunder Cannon (1, shoulder) – 135
  * Shoulder Ammo Compartments (2) – 80 each
  * Camera/Spotlight (1, cannon) – 5 each
  Rail Gun Arm (1, right arm) – 125
  Left Arm (1) – 125
  * Laser Blaster (left forearm) – 50
  * Hands (2) – 35 each
  * Ammo Hopper (1, back) – 50
  Upper Legs (2) – 170 each
  Lower Legs & Feet (2) – 225 each
  * Upper Leg Headlights (2, small) – 5 each
  * Belly Camera (1) – 8
  * Reinforced Pilot Compartment – 100
  ** Plexiglass Window (1, large) – 35
  ** Plexiglas Windows (2, small) – 15 each
  ** Sliding M.D.C. Window Shield (1, large) – 75
  ** Sliding M.D.C. Window Shields (2, small) – 30 each
  *** Main Body – 400
  * A single asterisk indicates a small and difficult target to 
  strike, requiring the attacker to make a ‘Called Shot,’ but even 
  then the attacker is -4 to strike.
  ** The Thundercaster has a plexiglass viewport/window in 
  the chest. The large M.D.C. plexiglass window has 35 M.D.C. 
  and the small ones have 15 M.D.C. each. However, they also 
  have metal alloy plates that slide into place in combat situa-
  tions with the press of a button or voice command from the 
  pilot. The metal plating provides the large window with 75 
  M.D.C. and each small window with an additional 30 M.D.C.; 
  the pilot drives via video images from various cameras and 
  via instruments. An attacker needs to make a Called Shot to 
  target a specific window, but suffers a penalty of -3 to strike. 
  Destroying the M.D.C. of the window plexiglass and M.D.C. 
  window shielding makes the Reinforced Pilot Compartment 
  vulnerable to attack. When it is depleted to zero, the pilot and 
  crew are vulnerable inside.
  *** Depleting the M.D.C. of the main body shuts the ve-
  hicle down completely, making it useless.
  Speed:
  Running: 55 mph (88 km) maximum.
  Leaping: 7 feet (2.1 m) high and 14 feet (4.3 m) across.
  Water: Cannot swim, but can walk along the bottom of lakes and 
  seas at a speed of 20 mph (32 km). Maximum depth tolerance is 
  2,000 feet (610 m).
  Flying: Not possible.
  Statistical Data:
  Height: 17 feet (5.2 m) from head to toe, but the Thunder Cannon 
  can point higher.
  Width: 14 feet (4.3 m).
  Length: 8 feet, 6 inches (2.6 m).
  Weight: 10.5 tons.
  Physical Strength: Robotic P.S. 35.
  Cargo: There is a small area for the pilot to store his personal 
  belongings and enough room for light body armor, a rifle, a pis-
  tol, two canteens, food rations (2 week supply) and a first aid kit. 
  There is a small, two gallon (7.6 liter) water cooler built in.
  Power System: Nuclear; average energy life is 20 years. Solid 
  Oxide Fuel Cell and electric battery versions are also available.
  Cost: Nuclear: 23 million credits. Solid Oxide Fuel Cell: 17 mil-
  lion credits. Electric battery: 14 million credits. The price in all 
  categories includes a full ammo payload for all weapon systems. 
  Demand is strong and the robot has been selling for 20-30% 
  above list price at some stores. Fair availability.
  Weapon Systems:
  1. NG-C58 Variable Projectile Cannon (1): The primary 
  weapon system of the Thundercaster is a sort of all-purpose 
  artillery cannon – a large and intimidating weapon that ‘casts 
  the thunder.’ Though it is officially known as the NG-C58 
  Variable Projectile Cannon, it has been dubbed the Thunder 
  Cannon by NG marketing. It is a large, air-pressure powered 
  tube that can launch a wide range of ammunition and objects. 
  One might think of it as a giant ‘potato gun,’ as the VPC can 
  fire artillery shells designed for it, but also large rocks, bricks, 
  bowling balls, cinder blocks, chunks of concrete, pieces of 
  metal, fence posts, tree branches and logs (but no larger than 
  4 feet/1.2 m long or bigger than two feet/0.6 m in diameter). 
  Just about anything with the minimum diameter of a man’s fist 
  or softball placed inside the cannon can be fired from it. The 
  idea is that even in the wilderness, far from civilization, the 
  Thunder Cannon can find ammunition. Moreover, when fac-
  ing supernatural or magical creatures that may be vulnerable 
  to wood, rock, iron, silver, salt, bone, etc., such unconven-
  tional materials can be placed inside the cannon and fired at 
  the monster. These projectiles are launched with great velocity 
  and inflict considerable damage.
  The Thunder Cannon can be used as a weapon, a distrac-
  tion or as a tool if the pilot is clever enough. The gun works 
  by using a small laser to scan the projectile placed inside the 
  barrel before it is fired. The barrel mechanism then contracts 
  or expands to fit around whatever is going to be launched, and 
  a computer adjusts the burst of high-pressure air based on its 
  size and estimated weight. Explosive artillery shells come 
  standard with the Thundercaster, but the C58 VPC’s versatil-
  ity means ‘improvised’ ammo is never hard to find. Heck, the 
  Thundercaster can chop up young and medium-sized trees and 
  large tree branches with its hands or lasers to create ready to 
  use ammunition, as well as pull up rocks and debris.
  It is the loading that is tricky. For the artillery shells, 
  there is a sort of ‘hopper’ into which the round shells (and 
  objects of similar size and shape) are placed. The ammo hop-
  per can hold as many as eight shells, each one cycled into the 
  firing chamber a moment after the previous one has been fired. 
  Improvised ammo, however, requires a single projectile to be 
  
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  hand-loaded into the cannon and fired before another projec-
  tile can be loaded into the weapon. In this regard it is rather 
  like loading cannons of old, except that almost any object can 
  be dropped into the front of the barrel or via a hatch in the back 
  of the cannon. It typically takes the equivalent of two melee 
  actions (5-6 seconds) for a prepared loader or loading crew 
  (2-4 people), with ammo handy, to load the Thunder Cannon 
  with a new projectile to fire.
  Of course, due to the size of the Thundercaster combat ro-
  bot, the weight of the improvised ammo, and the height of the 
  cannon mounted on the robot’s shoulder, another robot, team-
  mate in flying (or large) power armor, a cyborg or other strong 
  ‘loader’ (needs Robot or Supernatural Strength), is needed to 
  physically place unconventional ammo into the cannon. The 
  cannon can be loaded via a hatch in the back, or by dropping 
  the projectile into the mouth of the big gun. If the loader can-
  not reach the cannon from the ground (he is not tall enough 
  or cannot hover up to it), the Thundercaster may have to get 
  down on its hands and knees. The robot’s designers realized 
  this and made certain the robot has legs and arms that enable 
  it to do so quickly and easily (one melee action to get down, 
  one melee action to stand back up). The Thundercaster can 
  fire the cannon from a standing, kneeling, crouched or down 
  on all fours position. This is also why the extra artillery shells 
  are mounted in housings on the shoulders. When kneeling or 
  down on all fours, the shells are easy to reach and easy to place 
  into the hopper or directly into the cannon.
  The Thunder Cannon has a 180 degree up and down arc 
  of fire and a 45 degree side to side sweep. A spotlight and a 
  laser distancer are built into the top of the cannon. However, 
  since most improvised ammunition is not aerodynamic, it has 
  minimal or no bonuses to strike.
  While some critics insist the weapon is idiotic, adventur-
  ers who have field-tested this brand new release are impressed 
  with it, especially for travel and time spent in remote regions. 
  Reid’s Rangers, the famous vampire hunters, have placed an 
  order for two dozen Thundercasters.
  NG-C58 Variable Projectile Cannon Stats: The big can-
  non over the right shoulder.
  Primary Purpose: Anti-Fortification, Anti-Armor and Assault.
  Secondary Purpose: Anti-Monster and Defense.
  Range & Penalties: Varies with the type of projectile.
  ! Artillery shells designed for it: 1,400 feet (427 m). Penalty: 
  Reduce the usual bonus to strike by half.
  ! Reasonably aerodynamic objects: 1,000 feet (305 m) when fir-
  ing an object like a fence post or a smooth bowling ball. Pen-
  alty: Reduce the usual bonus to strike by half.
  ! Objects that are not aerodynamic: 700 feet (213 m) when fir-
  ing an object like a brick or cinder block, crooked tree branch, 
  log with bark still on it, a jagged piece of scrap, a large sword, 
  a boulder and so on. Penalty: No bonuses to strike are appli-
  cable. NONE! Outcome is determined by the unmodified roll 
  of a D20.
  Weight Limit: The object being fired cannot weigh more than 300 
  pounds (135 kg).
  Mega-Damage: Varies. S.D.C. items do S.D.C./Hit Point damage 
  and M.D.C. items inflict Mega-Damage.
  ! Explosive shell designed for it: 1D6x10 M.D. to a 10 foot (3 
  m) blast radius.
  ! S.D.C. materials inflict damage typical for that object +4D6 
  S.D.C. damage (+30 S.D.C. if it weighs 150 pounds/67.5 kg 
  or more).
  ! Mega-Damage materials inflicts damage typical for that object 
  plus 2D6 M.D. (+10 M.D. if it weighs 150 pounds/67.5 kg or 
  more).
  Note: Explosive devices such as hand grenades, sticks of 
  dynamite, and most missiles and explosives do NOT explode 
  upon impact. They have to be activated or triggered in some 
  way. Placing explosives into the Thunder Cannon, even with 
  a time delay, is ill-advised. Pulling the pin on a hand grenade 
  and dropping it into the cannon is only going to see the gre-
  nade explode before it can be launched, and damage or destroy 
  the big gun. Likewise, munitions designed to explode on im-
  pact have a 01-33% chance of exploding when hit with the air 
  burst that fires it from the cannon, causing it to explode while 
  still inside the cannon (this does not include the artillery shells 
  designed for the weapon, of course).
  Rate of Fire: One shell or projectile at a time. Each shot counts 
  as one melee attack.
  Payload: 24 total. Eight shells can be placed in the ‘hopper’ and 
  fed into the cannon by an auto-loader. Eight more are stored in 
  each shoulder dispenser (16 total). As many as eight artillery 
  shells, or objects of similar size and shape, can be placed in the 
  hopper and fired in succession. All other types of ‘improvised’ 
  ammo must be loaded by hand, either using the gun’s breech or 
  by simply dropping it down the muzzle of the barrel. Takes two 
  melee actions/attacks to load the weapon and scan the projectile 
  before firing.
  2. NG-R58 Rail Gun: An NG-R58 multi-barrel rail gun is, in 
  effect, the Thundercaster’s right arm. It is attached to an ad-
  justable joint high up on the arm that enables the weapon to 
  point left and right, up and down. The gun has a camera with 
  telescopic lens (6,000 feet/1,828 m) where a sight would nor-
  mally be located, letting the pilot see what he is shooting at.
  Primary Purpose: Anti-Armor.
  Secondary Purpose: Assault.
  Range: 4,000 feet (1,219 m).
  Mega-Damage: 1D4 M.D. for a single round. A burst of 40 
  rounds inflicts 1D4x10 M.D.
  Rate of Fire: Each single shot or burst counts as one melee attack.
  Payload: 50 bursts before requiring a reload. 400 rounds are 
  stored in the arm itself for 10 bursts. An ammo drum attached to 
  the back with a belt feed into the rail gun contains 1,600 rounds 
  (40 bursts). A second ammo drum is mounted on the back with 
  another 1,600 rounds (40 burst), but the old drum needs to be 
  removed and the full drum reloaded by hand (weighs 400 lbs/180 
  kg). This takes a skilled crew 1D4+2 minutes or an inexperienced 
  crew 2D4+4 minutes.
  3. NG-L258 Double-Barreled Laser: A twin-barrel laser weap-
  on is built into the robot’s left forearm. It can fire single beams 
  for picking off enemy infantrymen and cutting, or dual beams 
  for greater damage.
  Primary Purpose: Anti-Personnel and Assault.
  Secondary Purpose: Defense.
  Range: 2,000 feet (610 m).
  Mega-Damage: 3D6 M.D. per blast or 6D6 M.D. for a dual blast.
  Rate of Fire: Each blast or dual blast counts as one melee attack.
  Payload: Effectively unlimited.
  
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  4. Hand to Hand Combat: Rather than use a weapon, the pi-
  lot can engage in Mega-Damage hand to hand combat as per 
  Robotic P.S. 35. See Light Ground Robot Training on page 
  353 of Rifts® Ultimate Edition for the number of attacks and 
  bonuses.
  5. Sensor Systems of Note: The Thundercaster has all the stan-
  dard robot features, plus the following. The head of the ro-
  bot is a sensor and communications array that also includes 
  a camera.
  A. Enhanced Radar: Can identify and simultaneously track 
  up to 90 different targets. Range: 100 miles (l60 km). Note: 
  Includes an extensive Identify Friend and Foe (IFF) database. 
  This system can identify a target, and assign it priority based 
  on known abilities and threat level. Provides a bonus of +1 on 
  initiative and +1 to strike with the rail gun and laser (does not 
  include the Thunder Cannon).
  B. Communications and Data Relay Capabilities: Wide-
  band and directional radio communications system with built-
  in scrambler that transmits both audio and video from the 
  cockpit, communications suite and battlefield video. Effective 
  range of 500 miles (800 km); one third that range in the moun-
  tains, underground, and during storms. Includes the capabil-
  ity of sending and receiving scrambled/coded audio and video 
  transmissions.
  Audio pick-up and filtration system works both multi-di-
  rectionally and as a shotgun mic. It can pick up sound as quiet 
  as a whisper up to 400 feet away (122 m) and can sift through 
  ambient sound for specific noises. Up to 100 hours of audio 
  can be recorded and kept on file.
  C. Tactical Cameras (5): The robot has one camera in the 
  sensor head, one on each arm, one on the Thunder Cannon and 
  one in the belly. Can record a total of 8,000 hours of footage 
  into memory. Video footage can also be transmitted live to 
  one or more receivers, or stored and sent at a later time. Im-
  ages are automatically transmitted to the pilot and gunner in-
  side the robot to monitors and HUDs; the pilot sees and fights 
  via the cameras. If helpful, the images and data can be sent to 
  the HUD (Heads-Up Display) inside the helmets of teammates 
  outside the robot.
  D. Built-in Language Translator: Programmed with the 
  nine known languages of the Americas and can hold 12 ad-
  ditional languages. It can recognize and monitor up to three 
  different voices and two different languages or dialects. Level 
  of accuracy is 98.7% with a three second delay when directed 
  at one individual, but drops to 78% with a six second delay 
  when translating three speakers simultaneously.
  NG-V41 Viking
  The Viking is an intimidating combat robot built for raw pow-
  er, destruction and combat, though it also functions well in roles 
  involving construction and demolitions. However, its primary 
  design consideration is that of troop support and mobile artillery. 
  The hulking Viking robot is a walking bunker with thick armor, 
  an array of concealed weapons, and one nasty shoulder cannon. 
  Its silhouette strikes fear into intelligent enemies and monsters 
  alike. Ever mindful of ‘upward mobility,’ the design team spear-
  headed by Ian Small, Daniel Ogle, Peter Smith and Ryan Mc-
  Daniel, made sure the Viking’s weapons systems can be used to 
  punch though enemy fortifications, demolish old buildings, take 
  down dinosaurs and giant monsters with its own brutish strength 
  and slashing Vibro-Claws the size of swords. The Viking is also 
  ideal as a mobile, defensive bunker for towns, city-states and 
  military bases, making it suitable for defense, assault and troop 
  support.
  The head is both a sensor and communications array as well 
  as housing two conventional and two infrared searchlights, plus 
  tactical cameras and bunny ear-like radar dishes. While they are 
  supposed to be the ‘horns’ of the Viking’s helmet, among many 
  mercs and soldiers, they have earned the Viking the pet name of 
  Rabbit, Big Bunny and Killer Bunny. None of which are meant to 
  be derogatory. In fact, many like the nicknames precisely because 
  they belie the destructive power of the big ‘Bot.
  The pilot and gunner sit in the chest, and there is seating for 
  two passenger or additional crew members. The pilot drives the 
  robot and operates the grenade launcher and claws. A dedicated 
  gunner controls the main cannon and missile launchers.
  In an exploration capacity, the Viking is not ideal unless one 
  is looking for a defensive anchor for a larger caravan of robots 
  and vehicles. All seats recline, making them suitable for sleep-
  ing, but there is also a small cab area with two bunk beds, and 
  storage space for two suits of body armor or light power armor. 
  Always a plus with explorers and soldiers out in the field for long 
  periods, there is also a toilet with an ion vaporization system for 
  waste, a wash basin and a tiny, closet-like shower; 200 gallons 
  (757 liters) of water, plus a water purification and filtering system 
  is standard.
  The robot is so big and so heavy that it requires a massive 
  venting and cooling system, but has enough armor (one of the 
  most of any NG robot ever put on the market) that it can take on 
  and hold its own against 1-3 Glitter Boys. An impressive feat. If 
  it had better speed (impossible for NG engineers if they want to 
  keep the armor), it would be an even better-selling item.
  Model Type: NG-V41 Viking.
  Class: Infantry Assault and Tactical Support Robot.
  Nicknames: Rabbit, Big Bunny and Killer Bunny.
  Crew: One pilot and gunner. Can accommodate two additional 
  passengers; four under cramped conditions.
  M.D.C. by Location:
  * Sensor Head – 200
  * Head Searchlights (4) – 10 each
  * Radar Dishes (4, top of head) – 15 each
  * Grenade Launcher (1, mouth) – 25
  * Communication Antennas (2, left shoulder) – 10 each
  Main Gun (1, right shoulder) – 140
  * Shoulder Missile Launcher Coverings (2, plate) – 75 each
  
  185
  
  186
  ** Shoulder Missile Launchers (2, inside covers) – 25 each
  Upper Arms (2) – 260 each
  Forearms (2) – 240 each
  Hands (2) – 100 each
  * Vibro-Claws (5 per hand) – 25 each
  Legs (2) – 350 each
  * Feet (2) – 200 each
  * Leg Lights (2 per leg) – 12 each
  Reinforced Pilot Compartment – 100
  *** Main Body – 745
  * A single asterisk indicates a small or difficult target to 
  strike, requiring the attacker to make a ‘Called Shot,’ but even 
  then is -3 to strike.
  ** The actual missile launchers, concealed under the flip-
  top armored plating, are vulnerable to attack only when the lid 
  is flipped up to fire, and when it has been destroyed (reduced 
  to zero or less M.D.C.).
  *** Depleting the M.D.C. of the main body will shut the 
  vehicle down completely, making it useless.
  Speed:
  Running: 45 mph (72 km).
  Leaping: Limited. With a running start, 6 feet (1.8 m) high and 
  12 feet (3.6 m) across.
  Water: The Viking is not designed for use in water, but can walk 
  along the bottom of lakes and seas at 20 mph (32 km). Maximum 
  depth 2,500 feet (762 m).
  Flying: Not possible.
  Statistical Data:
  Height: 29 feet (8.8 m).
  Width: 15 feet (4.6 m).
  Length: 14 feet (4.3 m).
  Weight: 54 tons.
  Physical Strength: Equal to a Robotic P.S. 45.
  Cargo: In addition to the sleeping cab and bunk with two foot-
  lockers, there is a small weapon locker with 4 rifles, 4 pistols, 4 
  smoke grenades, 8 flares, 4 canteens, 2 survival kits and one first 
  aid kit. There is space under each seat (4) for a backpack and a 
  few personal items as well as two small cargo compartments like 
  those on airliners, for the two passenger seats.
  Power System: Nuclear; average energy life is 15 years. Solid 
  Oxide Fuel Cell and electric battery versions are also available, 
  but not recommended.
  Cost: Nuclear: 64 million credits. Solid Oxide Fuel Cell: 56 mil-
  lion credits. Electric Battery: 52 million credits.
  Weapon Systems:
  1. NG-41G Automatic Grenade Launcher: What looks like 
  the circular mouth area of the Viking is an automatic grenade 
  launcher configured to fire three-round bursts. Burst fire helps 
  conserve ammunition and increases the damage radius.
  Primary Purpose: Anti-Personnel and Assault.
  Secondary Purpose: Anti-Monster and Defense.
  Range: 1,000 feet (305 m).
  Mega-Damage per Three Grenade Burst: 2D6 M.D. to a 24 foot 
  (7.3 m) radius for fragmentation grenades, 3D6 M.D. to a 12 foot 
  (3.6 m) radius for high explosive/armor piercing grenades, 6D6 
  M.D. to a 24 foot (7.3 m) radius for plasma grenades. Smoke, 
  HEX and tear gas grenades are considered ‘special ordnance’ and 
  sold separately.
  Rate of Fire: Each three grenade burst counts as one melee action/
  attack.
  Payload: 120 round drum, enough for 40 bursts.
  2. Concealed, Shoulder Missile Launchers (2): Each shoulder 
  has a missile rack behind an armored plate. The armored door 
  flips open, the missiles fire, and the door closes. The robot 
  rolls off the assembly line with both shoulder launchers being 
  the same type, mini-missiles or short-range. For 70,000 cred-
  its, any competent Operator can purchase and replace one of 
  the shoulder launchers with the other to provided greater ver-
  satility. That said, many purchasers prefer having both shoul-
  der mechanisms and missile types to be the same.
  (Option A) Mini-Missile Launchers (2): Each shoulder 
  sports a mini-missile rack behind an armored plate. The mis-
  siles give the Viking a ranged combat option for shooting 
  down aircraft, other flyers and incoming missiles, as well as 
  targets in the distance.
  Primary Purpose: Anti-Aircraft, Anti-Missiles and Assault.
  Secondary Purpose: Anti-Armor and Anti-Monsters.
  Range: One mile (1.6 km).
  Mega-Damage: Varies with missile type. Plasma (1D6x10 M.D.) 
  and armor piercing (1D4x10 M.D.) are standard.
  Rate of Fire: One at a time or in volleys of two or four.
  Payload: 36 missiles per launcher, 72 total if both are mini-mis-
  sile launchers. Note: Replacement mini-missiles generally cost 
  1,200-2,500 credits each, depending on type. See page 257 of 
  Rifts® Ultimate Edition for prices.
  (Option B) Short-Range Missile Launchers (2): Each 
  shoulder contains a short-range missile launcher behind an 
  armored plate. The missiles give the Viking a longer range 
  combat option for shooting at aircraft, other flyers and targets 
  in the distance.
  Primary Purpose: Anti-Aircraft and Assault.
  Secondary Purpose: Anti-Armor and Anti-Monsters.
  Range: Five miles (8 km).
  Mega-Damage: Varies with the missile type used. Standard load 
  is armor piercing (2D6x10 M.D. to a 5 foot/1.5 m radius) or plas-
  ma (2D6x10 M.D. to a 15 foot/4.6 m blast radius).
  Rate of Fire: One at a time or in volleys of two or four.
  Payload: 12 short-range missiles per launcher, 24 total if both are 
  short-range launchers. Note: Replacement short-range missiles 
  generally cost 2,000-4,500 credits each, depending on type. See 
  page 256 of Rifts® Ultimate Edition for prices.
  3. NG-EV66 Heavy Plasma Cannon (1): Mounted on the right 
  shoulder is a massive, heavy plasma cannon. The gun has a 
  45 degree up and down arc of fire and can turn side to side 20 
  degrees.
  Primary Purpose: Anti-Aircraft and Assault.
  Secondary Purpose: Anti-Armor and Anti-Monsters.
  Range: 2,500 feet (762 m).
  Mega-Damage: 1D6x10+6 M.D. per blast.
  Rate of Fire: Each shot counts as one melee attack of the gunner.
  Payload: Unlimited when tied to the nuclear power supply. Most 
  Solid Oxide Fuel Cell systems provide a separate Solid Oxide 
  power supply (4 cells) for the cannon itself, giving it a 1D4 week 
  payload with frequent use. Electric battery systems also provide 
  the cannon with its own battery supply that lasts 4D6+20 hours 
  with frequent use of the cannon (double with infrequent use).
  
  187
  4. NG-L41 Concealed Arm Lasers (2): A small forearm laser 
  is built into each wrist of the Viking. When needed, it rises up 
  from its housing to fire.
  Primary Purpose: Anti-Personnel and Cutting.
  Secondary Purpose: Assault and Defense.
  Range: 2,000 feet (610 m).
  Mega-Damage: 3D6 M.D. per single blast. Dual blasts are not 
  possible.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: Effectively unlimited, or as per the duration of alterna-
  tive energy systems.
  5. Vibro-Claws (5): Each finger of the right and left hand has 
  a serrated cutting blade that can extend and retract from the 
  robot’s finger housing. Used for combat, cutting, digging/min-
  ing and excavation.
  Primary Purpose: Anti-Fortification and Assault.
  Secondary Purpose: Labor and Defense.
  Range: 17 foot (5.2 m) reach.
  Mega-Damage: 4D6 M.D. for a slashing or stabbing attack with-
  out the Vibro-edge activated. 6D6+4 when four or five of the 
  blades are extended and the Vibro-Blades activated.
  6. Hand to Hand Combat: Rather than use a weapon, the pi-
  lot can engage in Mega-Damage hand to hand combat as per 
  Robotic P.S. 45. See Heavy Ground Robot Training on page 
  352 of Rifts® Ultimate Edition for the number of attacks and 
  bonuses. Same as listed except as follows:
  Restrained Punch – 1D6 M.D.
  Punch – 3D6 M.D.
  Power Punch – 1D6x10 M.D., counts as two melee attacks.
  Claw Strike – 4D6 M.D.
  Vibro-Blade Claw Strike – 6D6+4 M.D.
  Crush, Pry or Tear: 4D6 M.D.
  Dig (with hands) – 2D6 M.D. +2D6 M.D. with claws ex-
  tended.
  Kick – 5D8 M.D.
  Leap Kick – Not possible.
  Stomp – 2D4 M.D. but is only possible against targets eight 
  feet (2.4 m) tall or smaller.
  7. Sensor Systems of Note: The Viking has all the standard robot 
  features, plus the following. The head of the robot has various 
  sensor and communications arrays, spotlights, loudspeakers, 
  and two cameras.
  A. Communications and Data Relay Capabilities: Wide-
  band and directional radio communications system with built-
  in scrambler that transmits both audio and video from the 
  cockpit, communications suite and battlefield video. Effective 
  range of 500 miles (800 km); one third that range in the moun-
  tains, underground, and during storms. Includes the capabil-
  ity of sending and receiving scrambled/coded audio and video 
  transmissions.
  Audio pick-up and filtration system works both multi-di-
  rectionally and as a shotgun mic. It can pick up sound as quiet 
  as a whisper up to 400 feet away (122 m) and can sift through 
  ambient sound for specific noises. Up to 100 hours of audio 
  can be recorded and kept on file.
  B. Tactical Cameras (6): The robot has two cameras in the 
  head, one in each arm, one in the chest and one in the back. 
  Can record a total of 8,000 hours of footage into memory. Vid-
  eo footage can also be transmitted live to one or more receiv-
  ers, or stored and sent at a later time. Images are automatically 
  transmitted to the pilot and gunner inside the robot to monitors 
  and HUDs; the pilot sees and fights via the cameras. If help-
  ful, the images and data can be sent to the HUDs (Heads-Up 
  Display) inside the helmets of teammates outside the robot.
  C. Built-in Language Translator: Programmed with the 
  nine known languages of the Americas and can hold 12 ad-
  ditional languages. It can recognize and monitor up to three 
  different voices and two different languages or dialects. Level 
  of accuracy is 98.7% with a three second delay when directed 
  at one individual, but drops to 78% with a six second delay 
  when translating three speakers simultaneously.
  D. Head Searchlights (4): The two large lights in the top 
  of the head are conventional lights. The two smaller ones that 
  look like the eyes of the robot are infrared searchlights.
  NG-V39 Volcano
  The Volcano combat robot comes from the Morpheus design 
  team, led by Dan Deluca, Rosalena Butka, Amanda Butka 
  and Scott Gibbons. It is intended to fill a specific combat and 
  monster-fighting role that the design team felt was lacking: fire. 
  Most animals, even monstrous ones, as well as a fair number of 
  supernatural monsters and creatures of magic, are vulnerable to 
  fire, making the Volcano their worst nightmare. Also with mon-
  sters in mind, NG hopes the Volcano will be ideal for clearing out 
  Xiticix nests and burning down their hives.
  Bearing an impressive array of fire-based weapons, the North-
  ern Gun Volcano is adept at torching everything around it, boil-
  ing infantry out of bunkers and armored vehicles, and scorching 
  opponents who can’t take the heat. With customers heading out 
  into the endless tundra of Canada or the vast and icy American 
  North, Northern Gun has provided the Volcano as a means for 
  countering demons, monsters and aliens who are vulnerable to 
  the elemental essence of fire.
  The Volcano’s main weapon is a long-range flamethrower. 
  The weapon is mounted above the right shoulder, and is capable 
  of burst fire or a sustained stream of flame. The big drum on the 
  back of the Volcano contains an impressive amount of liquid am-
  munition for the heavy flamethrower.
  The right forearm contains one of Northern Gun’s most revo-
  lutionary and experimental weapons to date, a little something its 
  designers call the Heatwave Emitter. The blocky weapon looks 
  as if saws or Vibro-Blades should be sliding out of the three for-
  ward facing slots. Instead, they emit a heat ray that cooks the air 
  in a tight, cylindrical cone in front of the emitter. It deals modest 
  damage initially, and little damage to M.D. materials, but burns 
  exposed flesh within a few prolonged blasts and causes flamma-
  ble material to burst into flame, including hair and fur. See the 
  weapon description below for full details.
  The Volcano is also intended for ranging over long distances 
  and traversing difficult terrain. It has good mobility as well as 
  seating for two, the pilot along with a gunner or crew member, 
  both riding safely within the robot’s chest/upper body. The seats 
  recline for naps and even sleeping inside the robot. There is a toi-
  let with an ion vaporization waste disposal system, a water basin 
  with a 100 gallon (378.5 liter) tank, and a second hundred gallon 
  tank of drinking water. Volcanoes are best suited for raids and 
  missions of sabotage, as well as burning out nests of monsters. 
  
  188
  
  189
  One (or a few) makes a nice addition to most robot squads and 
  mercenary companies.
  Model Type: NG-V39
  Class: Infantry Assault Robot.
  Crew: One pilot with room for one crewman/gunner or passen-
  ger.
  M.D.C. by Location:
  * Sensor Head – 100
  * Heatwave Emitter (1, right forearm) – 70
  * Plasma Ejector (1, left forearm) – 50
  * Heavy Flamethrower – 75
  Flamethrower Fuel Drum (1, back) – 110
  Upper Arms (2) – 200 each
  Lower Arms (2) – 120 each
  * Hands (2) – 50 each
  Legs (2) – 200 each
  Feet (2) – 120 each
  Reinforced Pilot Compartment – 100
  ** Main Body – 400
  * A single asterisk indicates a small and difficult target to 
  strike, requiring the attacker to make a ‘Called Shot,’ but even 
  then the attacker is -3 to strike.
  ** Depleting the M.D.C. of the main body shuts the vehicle 
  down completely, making it useless.
  Speed:
  Running: 60 mph (96 km).
  Leaping: With a running start, 10 feet (3 m) high and 16 feet (4.9 
  m) across.
  Water: The Volcano is not designed for use in water, but can walk 
  along the bottom at 25 mph (40 km). Maximum depth 1,000 feet 
  (305 m). The Heatwave Emitter and flamethrower cannot be used 
  underwater. The plasma ejector can be used, but only has a 400 
  foot (122 m) range.
  Flying: Not possible.
  Statistical Data:
  Height: 24 feet (7.3 m).
  Width: 15 feet (4.6 m).
  Length: 12 feet (3.6 m).
  Weight: 23 tons.
  Physical Strength: Equal to a Robotic P.S. 40.
  Cargo: Minimal, a small locker with enough room for a rifle, pis-
  tol, survival kit and a few personal items.
  Power System: Nuclear; average energy life is 15 years. Solid 
  Oxide Fuel Cell system is also available. Electric battery version 
  is not suitable for this robot.
  Cost: Nuclear: 38 million credits. Solid Oxide Fuel Cell: 31 mil-
  lion credits. Electric battery not available.
  Weapon Systems:
  1. NG-F139 Heavy Flamethrower: The weapon mounted over 
  the right shoulder is the Volcano’s long-range, heavy flame-
  thrower. It is mounted on a turret that can sweep side to side 
  120 degrees and has a 90 degree up and down arc of fire. It 
  fires spurts of burning napalm that can force infantry out of 
  cover, take out bunkers, burn out monster nests and start fires.
  Primary Purpose: Anti-Structure, Anti-Personnel and Assault.
  Secondary Purpose: Anti-Monster and Defense.
  Range: 600 feet (183 m).
  Mega-Damage: 1D4x10 M.D. to the target and anyone within 
  10 feet (3 m). Those caught within reach of the flamethrower’s 
  attack inside small, enclosed areas like bunkers, caves or non-
  sealed vehicles and without environmental gear or oxygen, must 
  roll to save vs poison (smoke inhalation and lack of air) or be 
  rendered unconscious for 1D4 melee rounds.
  Rate of Fire: Each blast counts as one melee attack.
  Payload: Approximately 140 blasts. The flamethrower can be re-
  fueled with military-grade napalm or use normal diesel or gaso-
  line (reduces damage to 3D6 M.D.). 260 gallon (984 liter) fuel 
  tank.
  2. NG-E39 Plasma Ejector (1): The Volcano features a forearm-
  mounted plasma ejector on the left arm. A straightforward, 
  ‘point-and-shoot’ weapon with decent range.
  Primary Purpose: Anti-Personnel and Assault.
  Secondary Purpose: Anti-Armor and Defense.
  Range: 1,600 feet (488 m).
  Mega-Damage: 6D6 M.D. per blast.
  Rate of Fire: Each blast counts as one melee attack.
  Payload: Effectively unlimited.
  3. NG-HE139 Heatwave Emitter (1): The right forearm is 
  where NG’s experimental Heatwave Emitter is mounted. The 
  blocky weapon emits a heat ray that cooks the air in a tight, 
  cylindrical cone directly in front of it. Think of an ant placed 
  under the focused heat beam of a magnifying glass. Targets, 
  especially S.D.C. targets, immediately feel incredibly hot and 
  uncomfortable, like being suddenly exposed to the heat of a 
  blast furnace. After the equivalent of two heat blasts, their skin 
  starts to turn red as if sunburnt. Sustained use of the Heatwave 
  blast can boil water in seconds (three blasts) and create flash 
  steam (four blasts), shrivel vegetation (three blasts), and cause 
  exposed gasoline, tinder, dry grass, straw and old rags to burst 
  into flames (one blast). Human hair and animal fur burst into 
  flame after the equivalent of three blasts, clothing in five, and 
  S.D.C. plastic and rubber in six (they start to soften and melt 
  in two). Wood begins to char and scorch after the equivalent 
  of three blasts and catches fire in eight. The Heatwave Emitter 
  can even cremate the remains of the living, burning away flesh 
  and muscle in the equivalent of 10 blasts and turning bone to 
  ash in 36.
  To achieve serious damage, the beam must be kept trained 
  on the item/target until the exposure to the intense heat has 
  the desired effect. The Heatwave Emitter can only fire four 
  blasts per melee round (15 seconds). To aim the weapon at 
  a different target breaks the time of exposure (measured by 
  blast equivalents). When the weapon is trained back on the 
  target/material, the Heatwave damage starts anew from the 
  beginning. This makes it less effective against moving targets. 
  (Roll to strike as if it is a new blast/attack, requiring a suc-
  cessful strike to keep the beam on the moving target and apply 
  continuous damage.) Likewise, it inflicts comparatively light 
  damage to M.D.C. armor, structures and creatures, but can an-
  nihilate S.D.C. beings, set ablaze S.D.C. material in seconds, 
  inflicts double damage to beings vulnerable to heat or fire, and 
  is a potent intimidation weapon. (Of course, it does no dam-
  age to beings or materials impervious to heat or fire; including 
  those protected by magic or psionics.)
  There are strategic applications for this weapon too. For 
  example, setting fire to create a diversion or distraction, creat-
  ing smoke to cover an attack or escape, acts of sabotage by 
  
  190
  burning/melting wiring or a key component (even a handle or 
  switch), overheating computers, causing them to temporarily 
  lock up or shut down, knocking out heat sensors (one heat 
  blast to a thermal sensor or optics system temporarily knocks 
  it out [blank red screen] for 1D4 melee rounds), and similar 
  uses. Note: See Danger of Overload for potential problems 
  with this weapon system.
  Primary Purpose: Anti-Personnel and Assault.
  Secondary Purpose: Sabotage.
  Range: 500 feet (152 m).
  Mega-Damage: One M.D. point of damage for a single blast or 
  two. However, keeping the Heatwave trained on a target for more 
  than two blasts starts to inflict more damage: 1D4 M.D. for the 
  rest of the melee round (next two blasts), and 1D4 M.D. for each 
  subsequent blast that stretches into the next and subsequent melee 
  rounds. This slowly does damage and can be used to melt through 
  M.D.C. locks, hinges, chains, wire, and even cut through M.D.C. 
  walls and doors. It may take several minutes, even an hour or 
  two, but it can be done.
  S.D.C./Hit Point Damage: One S.D.C./Hit Point damage for a 
  single blast and as described above. Dry brush, dry grass, straw, 
  and most flammable materials not locked up in a sealed contain-
  er instantly burst into flames when struck by a single Heatwave 
  blast.
  However, keeping the Heatwave trained on a target for more 
  than the equivalent of two blasts starts to inflict an ever-increasing 
  amount of damage. The following applies to all S.D.C. material 
  and Hit Point beings when the beam is KEPT ON THEM with-
  out pause. Continuous exposure measured by blasts: The third 
  continuous blast does 1D4 S.D.C., the fourth 2D4 S.D.C., the 
  fifth 2D6, the sixth 4D6 S.D.C., the seventh 8D6 S.D.C., the 8th 
  does 2D4x10 S.D.C., the 9th 2D6x10 S.D.C., the 10th 4D6x10, 
  the 11th 1D4x100 S.D.C., the 12th 1D6x100 S.D.C., the 13th 
  2D6x100 S.D.C., the 14th blast on continues to inflict 2D6x100 
  S.D.C. points of damage per subsequent and continuous blasts.
  Note: We want to stress for clarity that this cumulative dam-
  age applies only when the same target is continuously blasted in 
  what is an unbroken exposure to the heat ray.
  If the ray is shot at fourteen different targets in that same time 
  frame, each one, be it target number one or target number four-
  teen, would only suffer ONE S.D.C. point of damage. Two sus-
  tained blasts to the same target, 2 S.D.C. (one per each of the 
  two blasts). However, if that same target was struck with a third 
  blast (actually a sustained heat beam that never stopped), that 
  third blast does 1D4 S.D.C. after about 11 seconds of continuous 
  exposure. NOW, further sustained, unbroken exposure to the heat 
  ray starts to inflict escalating damage as described above (2D4, 
  2D6, 4D6, and so on).
  Rate of Fire: Maximum of four blasts or one continuous beam 
  (equal to four blasts) per melee round. Each blast counts as one 
  melee attack.
  Payload: Effectively unlimited when tied to the robot’s power 
  supply.
  Danger of Overload: This is a new and experimental device. Af-
  ter 12 blasts or a sustained beam for 45 seconds (three melee 
  rounds), there is a 5% chance of overheating. The chance for 
  overheating is cumulative and increases by 5% every three melee 
  rounds. (10% after six melees, 15% after nine, 20% after 12, 30% 
  after 18 melee rounds, 50% after 30 melee rounds, 100% after 
  60.) Roll percentile dice every three melee rounds.
  When overheating occurs, the weapon shuts down for 1D6x10 
  minutes as a failsafe mechanism. If the failsafe is disabled or 
  doesn’t work (01-25% chance), the weapon can fire for another 
  2D6 melee rounds, but burns out completely at the end of that pe-
  riod. (The G.M. should roll secretly, and write the number down 
  on sheet of paper. When the weapon burns out, he/she announc-
  es it at the beginning of that melee round. “The weapon stops 
  working. It’s burned out and your Volcano robot takes damage.”) 
  When a Heatwave Emitter burns out, it inflicts 2D6x10 M.D. to 
  the right hand and arm of the robot. If the limb is not destroyed, 
  it is frozen; immobilized and useless, and inflicts a -5% piloting 
  penalty. Also roll to see if the overload caused the Flamethrower 
  fuel tank to explode. There is only a two percent chance of this 
  happening (01-02% on a percentile roll), but if it does, the tank 
  explodes, inflicting 2D6x10 M.D. to the main body and sensor 
  head. If the head is destroyed, sensors are knocked out: -4 on all 
  combat rolls (initiative, strike, parry, dodge, etc.), reduce speed 
  by 20% and suffer a -20% piloting skill penalty.
  4. Hand to Hand Combat: Rather than use a weapon, the pi-
  lot can engage in Mega-Damage hand to hand combat as per 
  Robotic P.S. 40. See Heavy Ground Robot Training on page 
  352 of Rifts® Ultimate Edition for the number of attacks and 
  bonuses. Same as listed except as follows:
  Restrained Punch – 1D4 M.D.
  Full Strength Punch – 2D6 M.D.
  Power Punch – 4D6 M.D., counts as two melee attacks.
  Kick – 3D8 M.D.
  Leap Kick – Not possible.
  Stomp – 1D6 M.D. but is only possible against targets six 
  feet (1.8 m) tall or smaller.
  5. Sensor System Note: Same as the Viking, previously de-
  scribed.
  NG Weapons
  Northern Gun Production Blocks
  With many of its products enjoying years of popularity and 
  sales success, Northern Gun is always working to improve the 
  effectiveness of its weapons and the efficiency of its assembly 
  lines. When a particular unit seems past its prime, the Trade 
  Council puts together a special commission of scientists and en-
  gineers to bring it up to speed. They apply lessons learned from 
  reverse-engineering alien and foreign products, as well as years 
  of honest experience and tinkering to craft a more modern ver-
  sion. When a new design is created, it is designated as a new 
  production ‘block’ in order to help sales staff distinguish between 
  old and new models.
  Most of the robots, power armor, vehicles and weapons that 
  Northern Gun offers are still in their first production block, but 
  Block II models are relatively common, and older units like Sam-
  son power armor have already gone into Block III and even com-
  pletely new designs inspired by the original.
  
  191
  NG-33 Laser Pistol
  A trusty side arm offered by Northern Gun, the NG-33 has 
  been upgraded by NG engineers led by Jonathan Harris and 
  Thomas Schrupp over the years to develop a slightly more pow-
  erful weapon, but still retains all of its signature NG ruggedness 
  and dependability.
  Weight: 4 lbs (1.8 kg).
  Range: 800 feet (244 m).
  Mega-Damage: 1D6 M.D. per blast for the original Block I weap-
  on. 2D4 M.D. for the NG-33 Block II; same price.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: 20 shots.
  Cost: 6,500 credits.
  NG-Super Laser
  Pistol & Grenade Launcher
  One of the weapons that put the ‘Gun’ in Northern Gun was 
  conceived by the legendary weapon designer K.H.S. It is the NG-
  Super Laser Pistol, which reflects the limitations of the compa-
  ny’s early manufacturing methods. While it is certainly a reliable 
  weapon, it is heavy and bulky, more of a submachine-gun than 
  a real pistol. The secondary grenade launcher is a handy feature, 
  but adds weight and kicks like a mule. The overall result is a 
  weapon more useful to Juicers, Crazies, cyborgs and powerful D-
  Bees than normal humans, though particularly strong individuals 
  sometimes use it to show off.
  Weight: 13 lbs (5.8 kg).
  Range: Laser 800 feet (224 m), grenade launcher 500 feet (152 
  m).
  Mega-Damage: Laser 2D4 M.D., grenade launcher 2D6 M.D. to 
  a blast area of six feet (1.8 m) in diameter.
  Rate of Fire: Each grenade or laser blast counts as one melee at-
  tack.
  Weight Penalties: Characters with a strength of 19 or less are -3 
  to strike firing one-handed, and -1 to strike when bracing it with 
  both hands or on something, whether firing the laser or grenade 
  launcher.
  Payload: Laser is 20 blasts, Grenade Launcher carries six gre-
  nades hand loaded into the gun plus eight spares that can be load-
  ed into a top-feeding clip by hand.
  Reloading the Launcher: Requires one full melee round (15 sec-
  onds), to manually reload the grenade launcher. As always, re-
  loading an E-Clip takes about five seconds or equal to one melee 
  attack.
  Cost: Original price 21,000 credits. For a while the price dropped 
  to 11,000 to 15,000 credits for a used weapon. New ones still list 
  at 21,000 credits, but the weapon is often featured in sales that 
  drops the price to the same price range as used. Grenades cost 400 
  credits apiece or 3,800 a dozen.
  NG-35 Heavy Laser Pistol (new)
  Northern Gun is known for their heavy, durable infantry 
  weapons, but most laser pistols are typically light, small guns. 
  To appeal to its customer base of macho types and individuals 
  with enhanced strength, an NG design team spearheaded by Rob-
  ert Edmunds and Phillip A. Compher has created a new high-
  powered laser pistol. The NG-35 is a big, bulky weapon with 
  good range, good firepower and is still sturdy enough that it can 
  be used just fine as a cudgel. No one will mistake it for a Triax or 
  Wilk’s product, which is how Northern Gun likes it.
  Weight: 4.5 lbs (2 kg).
  Range: 800 feet (244 m).
  Mega-Damage: 3D6 M.D.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: 14 shots, 22 with a long E-Clip.
  Cost: 19,500 credits.
  NG-45LP Long Pistol
  The lead designers, Jason Domke and Frederic Christie, 
  were thrilled to see the NG-45LP become an instant hit with cus-
  tomers. Many feel Northern Gun’s Long Pistol is really a medi-
  
  192
  um-range energy rifle or carbine in a pistol-shaped design. Juic-
  ers and others with augmented strength like it because they can 
  wave around a pistol that has rifle-like firepower with one hand. 
  Pilots, crewmen and travelers like it because it is compact enough 
  to be stowed in a vehicle compartment or piece of luggage. If it 
  has a drawback, it’s its low payload.
  Weight: 5 lbs (2.25 kg).
  Range: 1,200 feet (366 m).
  Weight: Block One: 14 lbs (6.3 kg). Block Two: 12 (5.4 kg), and 
  10 lbs (4.5 kg for the NG-L5 Block III).
  Range: 1,600 feet (488 m).
  Mega-Damage: 3D6 M.D. per blast.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: 10 shots standard clip or 20 shots long E-Clip.
  Cost: 16,000 credits.
  NG-LP25
  Laser Pulse Submachine-Gun
  Conceived by lead designers James Briggs and Barry Buse, 
  the LP25 is a hot seller, particularly in urban markets. Light and 
  unobtrusive, its pulse capabilities let the small weapon dish out 
  as much damage as comparable rifles. With a short E-Clip the 
  LP25 fits neatly under a coat or cloak, and with a long E-Clip or 
  Power Pack, it can maintain consistent suppressive fire for clear-
  ing rooms or shoot-outs in alleys and bars. Famous for its use as 
  standard equipment by the Crisis Response Officers of Ishpem-
  ing’s police force, the weapon is also extremely popular amongst 
  gangs and Black Market criminals.
  Weight: 4 lbs (1.8 kg).
  Range: 1,000 feet (305 m).
  Mega-Damage: 2D6+1 M.D. per single shot, or 5D6 M.D. per 
  rapid-fire, triple shot pulse.
  Rate of Fire: Each blast or triple pulse counts as one melee attack.
  Payload: 21 single blasts or 7 pulse bursts per standard (short) E-
  Clip, or 36 single and 12 burst shots for a long E-Clip.
  Cost: 19,000 credits.
  NG-L5 Laser Rifle
  The standard amongst Northern Gun’s laser rifles and a strong 
  seller for many years, is the creation of Becky Northaven and 
  Kimihoro Hamaura. The L5 is remarkably durable and resilient 
  in the field, (it was on the market for two full years before a client 
  reported a misfire). However, it can be quite a burden for a soldier 
  to carry. NG’s technicians have been cutting the weapon’s weight 
  down with each production block, and the new Block III rifles are 
  slimmer and lighter, but still tough enough to be used as a club 
  if necessary.
  Mega-Damage: 5D6 M.D. per shot.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: 8 shots.
  Cost: 15,000 credits; often sells for 50% to 200% more than the 
  NG list price on the secondary market. Even the Black Market 
  sells this weapon at a mark-up. Poor availability at list price. 
  Good availability at higher prices.
  
  193
  NG-LG6 Laser Rifle
  and Grenade Launcher
  An L5 Laser Rifle mated with a full-size grenade launcher, 
  the LG6 can unleash any grenade type in NG’s inventory. It was 
  introduced by lead designers Cerbelaud Bruno and Benjamin 
  Barbre to compete with Coalition weapons and is favored by 
  mercenaries and soldiers more so than outlaws; truly designed for 
  the open battlefield.
  Weight: Block I: 19 lbs (8.6 kg). Block II: 15 lbs (6.8 kg).
  Range: Laser: 1,600 feet (488 m). Grenade launcher 1,100 feet 
  (335 m).
  Mega-Damage: 3D6 M.D. per laser blast or 4D6 M.D. to a blast 
  radius of about 12 feet (3.6 m) per grenade. See the GL-10 Gre-
  nade Launcher for more grenade types.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: Laser: 10 shots standard E-Clip, or 20 shots long E-
  Clip, or 70 shots with power pack (pack weighs 12 lbs/5.4 kg 
  and regenerates 4 blasts per hour; costs 70,000 credits). Grenade 
  launcher: Four grenades (pump action). Requires one melee at-
  tack/action to reload.
  Cost: Block I: 20,000 credits. Block II: 22,000 credits. Grenades 
  cost 400 credits each.
  NG-SR3 ‘Marksman’
  Collapsible Sniper Laser Rifle
  The Marksman is the precision laser rifle that Northern Gun’s 
  Research & Development division turned out after years of study-
  ing Wilk’s and Triax products. The leaders of that design team, 
  Jeff Bunde, Michael Smith and Matthew Newton, produced 
  a surprisingly sophisticated and compact weapon for an NG de-
  sign. The rifle is collapsible, breaking down into five component 
  parts (takes 15 seconds/one melee round) that fit neatly inside a 
  briefcase or bag, or can be concealed amongst one’s garments. 
  Banned for sale within the Coalition and Free Quebec, the SR3 is 
  highly sought out by assassins and hit men across the continent.
  Note: Comes standard with a basic telescopic sight and pas-
  sive nightvision scope (both 2,000 foot/610 m range).
  Weight: 8 lbs (3.6 kg).
  Range: 2,400 feet (731.5 m).
  S.D.C. Damage: The weapon has an S.D.C. setting that inflicts 
  1D6x10 S.D.C. per shot.
  Mega-Damage: 3D6 M.D. on the medium setting or 4D6 M.D. 
  for the high intensity laser setting.
  Rate of Fire: Each blast counts as one melee attack.
  Payload: A standard E-Clip provides enough energy for 5 high-
  intensity or 10 medium M.D. shots; S.D.C. firing drains 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 payload.
  Bonus to Strike: +2 to strike on an Aimed shot.
  Cost: 32,000 credits.
  
  194
  NG-SL20 Sniper Laser Rifle
  ‘Inspired’ by the Triax TX-SL12, Northern Gun’s SL20 Snip-
  er Laser Rifle is really just a direct knock-off. The laser itself is 
  standard enough, but the rifle has impressive laser targeting and 
  self-balancing capabilities that makes the beams much more ac-
  curate. The targeting system takes a moment to line up properly, 
  however, making the weapon unfit for rapid fire. To compensate, 
  Northern Gun has added an ion blaster that can take over in close 
  quarters or when there isn’t time to carefully aim each shot.
  Weight: 10 lbs (4.5 kg).
  Range: Laser: 3,000 feet (914 m). Ion Blaster: 1,000 feet (305 m).
  Mega-Damage: Laser: 4D6 M.D. Ion Blaster: 3D6 M.D.
  Rate of Fire: Each laser shot fired requires two melee actions to 
  aim and shoot. Each ion blast counts as one melee action/attack.
  Payload: 5 laser shots or 10 ion blasts.
  Targeting Bonus: +3 to strike thanks to laser targeting and supe-
  rior balance for the laser, but only +1 when using the ion blaster 
  for assault purposes.
  Cost: 50,000 credits.
  NG-SSL20 Super-Sniper Laser Rifle
  A large, high-powered sniper laser rifle, the SSL20 is bulky, 
  but makes up for it with accuracy and energy output. Its sensitive 
  optics are a bit troublesome at times (requires two melee attacks/
  actions for an Aimed shot), but snipers who have time to lie in 
  wait for a target prefer the greater precision over a faster rate of 
  fire. Lead designers Ron Guest and Jeff Farrar are responsible 
  for this weapon.
  Weight: 10 lbs (4.5 kg).
  Range: 2,000 feet (610 m).
  Mega-Damage: 6D6+6 M.D. for the laser; single shot only.
  Rate of Fire: Each shot counts as two melee attacks.
  Payload: 6 laser blasts per short E-Clip or 12 laser blasts per long 
  E-Clip.
  Bonus to Strike: +1 to strike on Aimed attacks in addition to the 
  character’s usual bonuses.
  Penalty to Strike: -1 to strike when used for anything other than 
  an Aimed shot.
  Cost: 60,000 credits.
  
  195
  Seasnake Series Lasers
  In a bid to dig into its competitors’ pockets, Northern Gun 
  has introduced the Seasnake line of energy weapons. Based off 
  the company’s earlier blue-green laser designs, each Seasnake 
  is powered by a low-cost capacitor and energy refraction sys-
  tem that produces blue-green laser light. Every Seasnake laser 
  weapon works when submerged and has vents that allow water to 
  drain when the weapon is brought onto dry land.
  The Seasnake series are manufactured to be light and handy. 
  They sport thin barrels and features like folding stocks that cut 
  down on size and weight. NG marketing’s intention is to make a 
  separate line of guns more akin to Wilk’s products, going against 
  the company’s reputation for heavy, sometimes even clunky 
  weapons. Their hope is that customers will replace their purchas-
  es of Wilk’s and other small arms with the competitively priced 
  Seasnake series. Add in the benefit of underwater functionality 
  that comes from the blue-green energy, and the Seasnake lineup 
  becomes a real threat to other arms manufacturers’ profits. NG is 
  currently selling the weapons at cut-rate prices in an attempt to 
  aggressively displace Wilk’s sales presence.
  With its lighter weight and distinctly non-Northern Gun ap-
  pearance, many customers, especially illiterate ones, aren’t even 
  aware that they are buying an NG product when they purchase a 
  Seasnake weapon. Rain and water corrosion are no problem for 
  the completely waterproof, high-impact, M.D.C. plastic used to 
  make the laser’s weapon casings. And for shooters who don’t 
  necessarily need a gun that can fire underwater, each Seasnake is 
  still a quality, well-priced weapon, and the ability to pick off op-
  ponents who try to dive into the water for safety doesn’t hurt ei-
  ther. Favored by naval forces, pirates and aquatic D-Bees. Range 
  Note: The range for the Seasnake line is applicable both under-
  water and above water in an atmosphere. Lead designers for the 
  series were Andrew Antolick, James Chance, Alan Jones and 
  John Frederick.
  NG-SE3
  Laser Emergency Side Arm (new)
  Small and handy like the NG Holdout, the Seasnake SE3 is 
  intended for use by sailors, marines, pilots and outdoorsmen. It 
  has limited range and power but can be easily stowed in a boot 
  or tucked into a belt or waistband. Divers often use the SE3 as 
  an emergency backup weapon in case they have to defend them-
  selves while submerged.
  Weight: 0.5 lbs (0.22 kg).
  Range: 600 feet (183 m).
  Mega-Damage: 1D4+1 M.D.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: 20 shots per standard E-Clip.
  Cost: 6,000 credits.
  NG-SE5 Laser Pistol (new)
  The SE5 is the standard Seasnake handgun. It is a light, reli-
  able weapon, good as a backup for sailors or marines or anyone 
  who needs a quality laser pistol at their side.
  Weight: 1.5 lbs (0.68 kg).
  Range: 800 feet (244 m).
  Mega-Damage: 2D4+2 M.D.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: 24 shots per standard E-Clip, 38 with a long E-Clip.
  Cost: 7,500 credits.
  NG-SE9 Sharpshooter
  Laser Pistol (new)
  The NG-SE9 looks very much like the SE5, but with a larger 
  barrel and telescopic, passive nightvision scope that comes stan-
  dard with the pistol. The Sharpshooter Laser Pistol is perfect for 
  fending off sea monsters, ship-to-ship battles at medium range 
  and precision shooting. In fact, it is a favorite among marksmen, 
  hunters and target shooters. It is also extremely popular with pi-
  rates, sailors and aquatic D-Bees who enjoy a weapon with good 
  range and power for a precision weapon, but do not wish to be 
  encumbered by a rifle.
  Weight: 2.5 lbs (1.1 kg).
  Range: 1,000 feet (305 m).
  Mega-Damage: 3D4+3 M.D.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: 20 shots, 36 with a long E-Clip.
  Cost: 15,000 credits with a telescopic targeting scope with pas-
  sive nightvision and laser distancing features (1,500 foot/457 m 
  range for the distancer and 3,000 feet/914 m for the telescopic 
  scope).
  
  196
  NG-SE14 Laser Burst Pistol (new)
  Made expressly for boarding parties and amphibious assault 
  troops, the Seasnake SE14 blurs the line between pistol and 
  submachine-gun. It can be set to fire a “double-tap” of two la-
  ser beams back to back, dishing out more damage but burning 
  through E-Clips at a faster rate. In the kind of close-up, short-
  lived combat that the SE14 is made for, however, conserving am-
  munition takes second place to sheer firepower.
  Weight: 4 lbs (1.8 kg).
  Range: 800 feet (244 m).
  Mega-Damage: 1D6+4 M.D. for a single blast or 2D6+6 M.D. 
  for a dual burst.
  Rate of Fire: Each shot or burst counts as one melee attack.
  Payload: 20 single shots or 10 bursts with a standard E-Clip. 32 
  single or 16 dual blasts with a long E-Clip.
  Cost: 17,000 credits.
  NG-SE17 Laser Carbine (new)
  The SE17 Laser Carbine fulfills a similar role to the Burst Pis-
  tol in that it is a compact weapon good for boarding actions or 
  stowage onboard a lifeboat. The Carbine has good range and uses 
  energy more efficiently.
  Weight: 9 lbs (4 kg).
  Range: 1,500 feet (457 m).
  Mega-Damage: 3D6 M.D.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: 17 shots with a standard E-Clip or 28 with a long E-
  Clip.
  Cost: 20,000 credits.
  NG-SE20 Laser Rifle (new)
  The Seasnake SE20 is the heaviest weapon in the Seasnake 
  family. It is a true battle rifle with full underwater capabilities. 
  It has the lighter design of most Seasnake weapons, but is still 
  sturdy enough to be used as a melee weapon. Marines like the 
  weapon for its ability to fire into the water at incoming torpedoes, 
  minisubs or sea monsters.
  Weight: 12 lbs (5.4 kg).
  Range: 1,800 feet (549 m).
  Mega-Damage: 3D6+4 M.D.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: 15 shots with a standard E-Clip or 25 with a long E-
  Clip.
  Cost: 25,000 credits.
  
  197
  NG Solar Powered Lasers
  In an effort to cater to Wilderness Scouts, downed pilots and 
  its remote and impoverished customers, the Northern Gun design 
  team led by Thaddeus Moore, Anthony Casab and David A. 
  Moffatt have devised a new type of energy weapon that runs on 
  solar-power. Each of these sunlight driven laser weapons has a 
  solar panel “hood” that connects to a battery similar to an E-Clip. 
  While the UV series have limited range, they can make the dif-
  ference between life and death for someone stranded in the wil-
  derness. Solar energy systems are new to Northern Gun and most 
  people consider it pioneering, experimental technology.
  NG-UV4 Solar Powered Laser Pistol
  The UV4 is a full-sized pistol with greater power, range and 
  payload, but is a fairly bulky pistol with the solar panel hood 
  taken into consideration.
  Weight: 3.8 lbs (1.7 kg).
  Range: 600 feet (183 m).
  Mega-Damage: 2D4+1 M.D.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: 16 total solar charges. One shot per charge. Takes three 
  hours of direct sunlight to recharge each shot. Diffused sunlight 
  (overcast sky) will not charge the weapon. Can also use standard 
  E-Clips (20 blasts).
  Cost: 20,000 credits.
  NG-UV1 Solar Powered Mini-Laser
  The UV1 is a small pistol made for convenient storage and 
  concealment. The solar panel flips up for better absorption of sun-
  light, and the handgrip can be folded back to essentially make the 
  gun into one long tube, even easier to store, handle and conceal, 
  but -1 to strike.
  Weight: 0.8 lbs (0.36 kg).
  Range: 300 feet (91.5 m).
  Mega-Damage: 1D6 M.D.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: 12 total solar charges. One shot per charge. Takes two 
  hours of direct sunlight to recharge one blast. Diffused sunlight 
  (overcast sky) will not charge the weapon. Can also use standard 
  E-Clips (22 blasts).
  Cost: 12,000 credits.
  
  198
  NG-UV7 Solar Powered Laser Rifle
  For serious survivors and wilderness folk, the UV7 laser rifle 
  is a much more capable weapon that still harnesses energy di-
  rectly from the sun. Its solar panel section is clipped to the top 
  of the gun but can be disconnected and placed on the shooter’s 
  shoulder or back, connected to the rifle’s battery by an extendable 
  M.D. cord.
  Weight: 7.5 lbs (3.4 kg).
  Range: 1,200 feet (366 m).
  Mega-Damage: 2D6 M.D.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: 18 total solar charges. One shot per charge. Takes four 
  hours of direct sunlight to recharge each shot. Can also use stan-
  dard E-Clips (20 blasts).
  Cost: 30,000 credits.
  Heavy Energy Weapons
  NG-H5 Holdout Ion Pistol
  Once restricted to Northern Gun personnel and IMCN mer-
  cs, the H5 Holdout pistol is small and deadly, designed to fit in 
  pockets (+6% to concealment rolls) and pass right through metal 
  detectors. Normal metal detectors have no chance of picking up 
  on the weapon’s ceramic construction, which many argue was 
  ‘inspired’ by similar Wilk’s products. High quality detection 
  systems have a 01-40% chance of registering the gun, but these 
  kind of setups are usually only found within the Coalition States, 
  Northern Gun and other centers of technology.
  The Holdout is extremely popular, even though it has been 
  outlawed within the CS, Free Quebec and several other states. 
  While customers had to settle for knock-offs and occasional hi-
  jacked shipments in the past, demand for the little weapon has 
  led to open sales from Northern Gun, who market the Holdout 
  as a survival and backup gun for Bush Pilots, law enforcement, 
  Wilderness Scouts, spies and assassins. Of course, as an easy to 
  conceal weapon, it is popular among all manner of criminals, 
  spies, hit men and Black Marketeers. The design team leaders re-
  sponsible for this little gem is Brandon Fong and Chris Miller.
  Weight: Under one pound (0.45 kg).
  Range: 200 feet (61 m).
  Mega-Damage: 1D4+1 M.D. per shot.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: 6 shots.
  Cost: 50,000 credits due to the miniaturization and ease of con-
  cealment. However, NG has recently reduced the price to 35,000 
  credits (109 P.A.) and often makes it a sale item for as little as 
  30,000 credits.
  NG-56 Light Ion Pistol
  One of the older side arms offered by Northern Gun, the NG-
  56 is lighter and more powerful than previous pistols, though it 
  burns through E-Clips at an accelerated rate.
  
  199
  Weight: Block I: 3 lbs (1.4 kg). Block II: 2.5 lbs (1.1 kg).
  Range: 400 feet (122 m).
  Mega-Damage: 2D6 M.D.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: 6 shots per standard E-Clip, 12 shots per long E-clip, 
  or 42 shots with Power Pack (pack weighs 3 lbs/1.4 kg and re-
  charges 4 blasts per hour; costs 60,000 credits).
  Cost: The list price is 10,000 credits, but this old standard pistol 
  has been on sale at 5,000 credits so often over the years, that most 
  people think of it as the list price.
  Rate of Fire: Each shot or grenade counts as one melee attack. 
  Reloading the grenade launcher requires one melee action.
  Payload: 20 shots per standard E-Clip, 30 shots long E-Clip. Gre-
  nade launcher holds one grenade.
  Cost: 15,000 credits. Grenades cost 400 credits apiece or 3,800 a 
  dozen and take two melee actions to reload. Can fire virtually any 
  type of rifle grenade.
  NG-57 Heavy-Duty Ion Blaster
  Another Northern Gun classic that came out around the same 
  time as the NG-Super Laser Pistol, the NG-57 is a heavy-duty ion 
  blaster that has as much power as many rifles and better energy 
  conservation – all contained in a weapon that fits snugly in a hip 
  holster or glove compartment.
  Weight: 5 lbs (2.25 kg).
  Range: 500 feet (152 m).
  Mega-Damage: Two settings, 2D4 or 3D6 M.D.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: 10 shots.
  Cost: This long-time favorite that is almost always on sale for 
  8,000 credits, even though its ‘official’ list price is 15,000 credits. 
  Knock-offs are also available from the Black Market for 8,000 
  credits.
  NG-59 Ion Pistol
  & Grenade Launcher (new)
  The new NG-59 Ion Pistol developed by team leaders Oswin 
  Chang and James Holt is a variant of the NG-56. It incorpo-
  rates a light ion blaster with a single-shot grenade launcher into a 
  compact pistol housing, providing an unexpected amount of fire-
  power for such a small package. The 59 is popular amongst gang 
  members, law enforcement (who often load the grenade launcher 
  with smoke or tear gas) and soldiers who like a side arm with a 
  certain element of surprise.
  Weight: 3.5 lbs (1.6 kg).
  Range: Laser: 400 feet (122 m). Grenade Launcher: 500 feet (152 
  m).
  Mega-Damage: Ion: 2D6 M.D. Grenade Launcher: 2D6 M.D. to 
  a blast area of six feet (1.8 m).
  NG-IP7 Ion Pulse Rifle
  A high-tech departure from Northern Gun’s usual style, and 
  was conceived by team leaders Frank Mitchell and David A. 
  Hughes. The IP7 ion pulse rifle is built with an E-Clip port in 
  the rear of the gun, with a “bull-pup” configuration that makes it 
  easy to wield in close quarters. Three-shot pulses deliver a huge 
  amount of energy, but all that energy has to come from some-
  where and the shooter would be wise to keep a good supply of 
  E-Clips on hand.
  Weight: 7 lbs (3.15 kg).
  Range: 1,600 feet (488 m).
  Mega-Damage: Single shot 3D6 M.D. or multiple pulse 1D4x10 
  M.D. (a pulse counts as one attack but consumes three shots).
  Rate of Fire: Each single shot or pulse counts as one melee attack.
  Payload: 30 single shots and 10 pulse blasts per special dual E-
  Clip holder (contains two E-Clips in one oversized housing; an 
  idea that NG quickly gave up on) or 15 single shots and 5 pulse 
  blasts per one standard E-Clip.
  Cost: 20,000 credits.
  NG-IR5 Ion Rifle (new)
  The NG-IR5 is a rifle version of the popular NG-57 Heavy-
  Duty Ion Blaster whipped up by Scott Gibbons, Jason William-
  son and Neil Johnson. It has greater power along with much bet-
  ter range and energy management, but retains the dual damage 
  settings and the ability to fire into and under the water. This last 
  feature makes the IR5 popular with privateers and pirates, as well 
  as raiders and ship crews working out on the Great Lakes who 
  often have to fend off lake monsters.
  Weight: 11 lbs (5 kg).
  Range: 2,000 feet (610 m).
  Mega-Damage: Two settings, 2D6 or 4D6 M.D.
  Rate of Fire: Each shot counts as one melee attack.
  
  200
  Payload: 20 shots per standard E-Clip at the low setting, 11 shots 
  at the higher setting. 36 and 15 shots with a long E-Clip.
  Cost: 24,000 credits.
  NG-I8 Light Ion Scattergun (new)
  The “pistol” scattergun is actually more of a submachine-gun 
  style weapon, fitting right in with Northern Gun’s other large 
  pistol designs. It has five barrels that each project their own dis-
  charge of ion energy. For indiscriminately clearing rooms and 
  firing into crowds of attackers, the NG-I8 is powerful and easily 
  managed.
  Weight: 5 lbs (2.25 kg).
  Range: 100 feet (30.5 m).
  Mega-Damage: 1D6 M.D. to everyone within a 4 foot (1.2 m) 
  radius of the intended target and not behind cover.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: 10 shots per standard E-Clip, 18 shots with a long E-
  Clip.
  Penalty: The awkward and heavy nose/barrel sections imposes a 
  -2 to strike penalty even on aimed shots.
  Cost: 25,000 credits.
  NG-I13
  Medium Ion Scattergun (new)
  The NG-I13 is a more robust, shotgun version of the Ion Scat-
  tergun concept. It has greater range and power, but works just like 
  the lighter pistol variant. It has two E-Clips to power it. One near 
  the trigger and another in the right side of the weapon.
  Weight: 9 lbs (4 kg).
  Range: 200 feet (61 m).
  Mega-Damage: 2D6 M.D. to everyone within a 4 foot (1.2 m) 
  radius of the intended target and not behind cover.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: 10 shots per two standard E-Clips, 18 shots with two 
  long E-Clips.
  Penalty: The awkward and heavy nose/barrel sections imposes a 
  -1 to strike penalty even on aimed shots and even with a forward 
  grip.
  Cost: 35,000 credits.
  Northern Gun
  Ion Scatter Series
  Drawing on NG’s experience with ion weapons, the Ion Scat-
  ter Series uses multiple small, highly-efficient ion dischargers 
  to spread its firepower across a horizontal plane. Unlike a con-
  ventional shotgun, which fires a circular pattern of pellets, the 
  Ion Scatter weapons’ horizontal fire patterns increase the odds 
  of hitting targets at a specific height or orientation. Ion Scatter 
  weapons are highly effective in trenches, enclosed buildings and 
  streets and alleys. As their energy is more widely dispersed than 
  traditional ion weapons, they have an extremely limited range. 
  Note: Reduce range and damage by half underwater. The Ion 
  Scatterguns come from the drawing boards of Juan Baez, Steven 
  Brewinton, Sean Reed and Andrew Gillespie.
  NG-I26 Ion
  Scatter Rifle (new)
  The full-sized Ion Scatter Rifle is a true battlefield weapon 
  and throws a wider spread of ion charges. The Scatter Rifle is 
  well at home clearing out trenches, shooting into formations and 
  providing suppressive fire against enemies who attack in waves 
  like the Xiticix.
  Weight: 24 lbs (10.8 kg).
  Range: 400 feet (122 m).
  Mega-Damage: 2D6+3 M.D. to everyone within a 6 foot (1.8 m) 
  radius of the intended target and not behind cover.
  Rate of Fire: Each shot counts as one melee attack.
  
  201
  Payload: 9 shots per two standard E-Clips, 16 shots with two long 
  E-Clips.
  Penalty: The awkward and heavy nose/barrel sections imposes a 
  -2 to strike penalty even on aimed shots.
  Cost: 45,000 credits.
  NG-P5
  Light Particle Beam Rifle (new)
  The NG-P5 is a more manageable, modern weapon based off 
  the older NG-P7 heavy particle beam rifle and the NG-45LP pis-
  tol. It was developed by team leaders Benjamin Mason, Charles 
  Huighe and Jacob Healy. It still provides substantial firepower 
  in a single shot function, but is lighter and has better ammunition 
  capacity.
  NG-PB713 Particle Beam Pistol (new)
  Particle beam weaponry is something of an exclusive area of 
  technology for Northern Gun. The company had given up on par-
  ticle beam weapons because of stability concerns and high en-
  ergy consumption issues. Over the last few years, however, NG 
  has gone back to the drawing board to produce a handful of new 
  P-beam weapons. The design leaders, Neal Johnson, Damon 
  Armstrong, Seth Lamble and Joseph MacIsaac and their team, 
  have managed to put a particle beam in a weapon small enough 
  to be considered a pistol. Shrinking the P-beam tech down to the 
  size of a pistol was a tremendous challenge, but it is NG’s hottest 
  selling new handgun.
  Weight: 6 lbs (2.7 kg).
  Range: 300 feet (91.5 m).
  Mega-Damage: 5D6 M.D. per blast and a Critical Strike does 
  50% more damage on the roll of a Natural 19 or 20. Vampires, 
  Werebeasts and mummies are impervious.
  Rate of Fire: Single shot only. Each shot counts as a melee attack.
  Payload: 10 shots from a standard short E-Clip, 16 with a long 
  E-Clip.
  Cost: 40,000 credits (double to triple outside of Northern Gun, 
  even at NG stores away from Upper Michigan). Poor availability 
  due to overwhelming demand for this small, very lethal weapon.
  Weight: 14 lbs (6.3 kg).
  Range: 1,200 feet (365 m).
  Mega-Damage: 5D6 M.D., a Critical Strike does 50% more dam-
  age on the roll of a Natural 19 or 20. Vampires, Werebeasts and 
  mummies are impervious.
  Rate of Fire: Single shot only. Each shot counts as a melee attack.
  Payload: 10 shots from a standard short E-Clip, 16 with a long 
  E-Clip.
  Cost: 28,000 credits.
  
  202
  NG-P7 Particle Beam Rifle
  Northern Gun’s reputation for heavy, practically unbreakable 
  weapons was built on guns like the P7 designed by K.H.S. While 
  the original Block I version weighed in at a sturdy twenty-one 
  pounds (9.45 kg), the newest Block III particle beam rifles have 
  almost cut that weight in half, much to the relief of anyone that 
  has to carry one out on patrol.
  Weight: Block I: 21 lbs (9.45 kg). Block II: 17 lbs (7.6 kg). Block 
  III: 12 lbs (5.4 kg).
  Range: 1,200 feet (365 m).
  Mega-Damage: 1D4x10 M.D. per blast, a Critical Strike does 
  50% more damage on the roll of a Natural 19 or 20. Vampires, 
  Werebeasts and mummies are impervious.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: 8 shots from a standard E-Clip or 12 with a long E-Clip.
  Cost: 22,000 credits.
  NG-P9 Heavy Particle Beam Rifle (new)
  Rate of Fire: Single shot only. Each shot counts as a melee attack.
  Payload: 6 shots from a standard E-Clip or 9 shots with a long 
  E-Clip.
  Bonus: Laser targeting standard; +1 to strike on aimed shots.
  Cost: 45,000 credits. Double to triple outside of Northern Gun, 
  even at NG stores away from Upper Michigan. Poor availability 
  due to high demand for this lethal weapon.
  The P-9 particle beam rifle is the big brother of Northern 
  Gun’s P-5 and P-7 particle beam rifles. While a good weapon, the 
  P-9 is generally outshone by similar weapons made by the Coali-
  tion States, Naruni Enterprises, Triax and Northern Gun.
  Weight: 12 lbs (5.4 kg).
  Range: 1,600 feet (488 m).
  Mega-Damage: 1D4x10 M.D. per blast, a Critical Strike does 
  50% more damage on the roll of a Natural 19 or 20. Vampires, 
  Werebeasts and mummies are impervious.
  
  203
  NG-P85 Personal
  Particle Beam Cannon (new)
  This heavy weapon has a slightly longer range than rifles, and 
  packs a bit of a bigger punch. Taking a page from the Glitter Boy 
  play book, this big gun is a shoulder-mounted and firing particle 
  beam cannon designed for Combat Cyborgs and power armor to 
  provide them anti-armor firepower, if only for a moment. The 
  PBC drains E-Clips quickly, and is most often sold along with 
  a support weapon-sized power pack (30 blasts per power pack).
  Weight: 61 lbs (27.5 kg).
  Range: 1,800 feet (549 m).
  Mega-Damage: 1D4x10+4 M.D. per blast, a Critical Strike does 
  50% more damage on the roll of a Natural 19 or 20. Vampires, 
  Werebeasts and mummies are impervious.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: 4 shots per short E-Clip, 7 for a long E-Clip. 30 blasts 
  with an NG power pack.
  Penalties: -1 to dodge and reduce the running speed by 10% and 
  the flying speed of power armor or cyborgs with jet packs by 
  20% whenever this large, shoulder mounted weapon system is 
  attached. Requires the W.P. Heavy Weapons skills for bonuses to 
  strike. All penalties are cumulative.
  Connecting the weapon directly into to the Combat Cyborg or 
  power armor’s own nuclear energy supply reduces its running/
  flying speed by an additional 10% and apply the following penal-
  ties: -1 to dodge, -1 attack per melee round, due to weight, awk-
  wardness of movement, and slow response from other built-in 
  systems. Moreover, the weapon mounted on the shoulder makes 
  the ‘Borg or power armor top heavy on one side, making move-
  ment clumsy and less fluid.
  Cost: 75,000 credits and includes the apparatus for attaching it 
  to the back and shoulders. Hangs over one shoulder or the other. 
  Not suitable for all power armors or cyborgs, and only one can be 
  attached at a time.
  NG-E4 Plasma Ejector
  The brutal damage and short range of plasma weapons suits 
  the philosophy of Northern Gun well. The E4, conceived by team 
  leaders Frank Loose and Nathan Jacobus, is a man-portable 
  rifle perfect for toasting anything that gets in its sights. The fact 
  that its internal mechanisms bear a suspicious resemblance to the 
  Coalition’s old C-27 Plasma Cannon is a fact NG would rather 
  not draw attention to.
  Weight: Block I: 20 lbs (9 kg). Block II: 16 lbs (7.2 kg).
  Range: 1,600 feet (488 m).
  Mega-Damage: 6D6 M.D.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: 10 shots standard E-Clip or 20 shots for a long E-Clip.
  Cost: 30,000 credits.
  
  204
  NG-E12 Heavy Plasma Ejector
  An enlarged version of the E4 Plasma Ejector, devised by Na-
  thaniel Baker and Ben Bingham, the E12 is intended for em-
  placements and vehicles. There is also a rifle version that is being 
  included with more and more Northern Gun power armor and 
  robot packages and is popular with cyborgs, but is simply too 
  heavy and bulky for unaugmented humans.
  Weight: 30 lbs (12.5 kg) using an E-Clip, 50 lbs (22.5 kg) with 
  a power pack.
  Range: 2,000 feet (610 m).
  Mega-Damage: 1D6x10 M.D.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: 6 shots standard clip, 12 shots long E-Clip, or 42 shots 
  with Power Pack (pack weighs 20 lbs/9 kg and regenerates 4 
  blasts per hour; costs 80,000 credits).
  Cost: 80,000 credits.
  Cost: 62,000 credits for the weapon. The Power Pack costs 
  30,000 credits and can be recharged at a cost of 10,000 credits up 
  to 20 times before needing to be replaced.
  Rail Guns &
  Non-Energy
  Weapons
  NG-E15 Pulse Plasma Ejector
  Arguably a product of Northern Gun’s engineers getting car-
  ried away with themselves, the Pulse Plasma Ejector is the fin-
  est creation of the science team the Trade Council tasked with 
  developing plasma weapons. Led by team leaders Paul Herbert 
  and Mel Primus, the E15 was devised with augmented humans 
  and powerful D-Bees in mind. Though it is impractically heavy 
  for normal humans, it gives Combat Cyborgs, Crazies, power ar-
  mor troopers, Juicers and the like, a chance against the bigger 
  and more dangerous monsters and military adversaries out there. 
  Including the Power Pack necessary for anyone who wants to fire 
  the weapon consistently in burst mode, a soldier with an E15 is 
  toting approximately 70 lbs (31.5 kg) of firepower, too much for 
  normal infantry with any additional gear, but not a problem for 
  augmented troops and strong D-Bees.
  Weight: 50 lbs (22.5 kg) plus an additional 20 lbs (9 kg) for the 
  Power Pack which can be carried in a hip-pack or backpack.
  Range: 1,600 feet (488 m).
  Mega-Damage: 5D6 per single shot or 2D4x10 per triple pulse 
  burst.
  Rate of Fire: Each single blast or triple pulse counts as one melee 
  attack.
  Payload: The Power Pack provides enough power for 48 single 
  shots or 16 triple pulse blasts. A long E-Clip has enough power 
  for 12 single shots or 4 pulse shots and a standard E-Clip has 
  enough for 6 single shots or two pulse blasts.
  Penalty to Strike: -2 for anyone, even those with Supernatural, 
  Robot or Bionic P.S. or a human P.S. of 25 or greater. -7 to strike 
  for characters with less strength. -1 to strike even when mounted 
  on a tripod or vehicle.
  NG-T9 Dart Tranquilizer Pistol (new)
  A tranquilizer pistol can be used for subduing ordinary ani-
  mals for capture and treatment, as well as to knockout people 
  (mainly humans), without hurting them. The weapon is most 
  popular among naturalists, explorers and scientists exploring the 
  wild, as well as spies, thieves, smugglers, and those who engage 
  in industrial espionage. Using a tranq gun enables them to subdue 
  guards and personnel without using lethal force. Moreover, such 
  criminals and espionage operatives usually use snatch and grab 
  tactics and avoid being seen or fighting with guards. This means 
  getting in fast and quietly – hopefully unseen – grabbing what 
  they came for, and getting out even faster (and hopefully unseen).
  Weight: 3 pounds (1.35 kg).
  Range: 90 feet (27.4 m).
  Damage: Tranquilizer darts render susceptible victims uncon-
  scious for 1D4+1 melee rounds and leaves them groggy for a 
  while after. The drug takes effect within five seconds.
  Saving Throw: Humans: 16 or higher to save vs non-lethal poi-
  son.
  D-Bees: 12 or high to save from the same drug, and when it 
  does work, the duration and penalties are half on nonhumans. 
  Note: Has NO effect on supernatural beings, not even lesser be-
  ings like sub-demons, nor does it work on creatures of magic and 
  Mega-Damage D-Bees (the dart bounces right off their M.D.C. 
  hide). Obviously the dart cannot penetrate even S.D.C. armor.
  Failure to save temporarily renders the victim unconscious as 
  described under Duration.
  
  205
  Those who save vs non-lethal poison suffer grogginess for one 
  melee round (15 seconds) before returning to full awareness and 
  capabilities.
  Penalties for Grogginess: Reduce all combat bonuses and Spd by 
  half, no initiative and no Perception Roll bonuses whatsoever, -1 
  one melee attack, and -15% on skill performance.
  Duration: Knocked out for 1D4+1 melee rounds. Groggy for 
  1D6+2 additional melee rounds after waking up. However, if the 
  NG-T12 Tranquilizer Rifle (new)
  This is a rifle designed to fire a tranquilizer dart. Its effective 
  range is much less than a normal rifle and the weapon must be 
  hand-loaded after every two shots (counts as two melee actions 
  to reload on dart, four to reload two darts). Victims must save vs 
  toxin or be knocked unconscious as described under the descrip-
  tion for the pistol.
  Weight: 6 pounds (2.70 kg).
  Range: 800 feet (244 m).
  Damage: Same as the pistol, above.
  Saving Throw: Same as the pistol, above.
  Penalties for Grogginess: Same as the pistol, above.
  Duration: Same as the pistol, above.
  Rate of Fire: Single shot.
  Payload: Two darts.
  Penalty to Strike: -1 even with W.P. Rifle.
  Cost: 14,500 credits for the rifle. Darts are 900 credits each. Very 
  poor availability for the gun and darts outside Ishpeming.
  NG-MC1 Mega-Crossbow
  A Mega-Damage throwback to the Middle Ages, the NG-
  MC1 is a high-powered crossbow made for silent kills, fighting 
  vampires, and launching ‘alternative projectiles.’ With its power-
  ful firing mechanisms a P.S. of at least 26 is required to cock the 
  weapon, (Supernatural/Robot P.S. of 17 or Bionic/Augmented 
  P.S. of 20) but normal users can fire it without difficulty. A winch 
  lets anyone without bulging biceps reset the firing mechanism, 
  but even the newer, improved design requires 1D4 melee attacks/
  actions to reload.
  Standard crossbow bolts are available, as well as bolts with ar-
  mor-piercing M.D. cores. The crossbow can fire wooden or silver 
  ammo, and NG also sells flare, smoke, tracker bug and explosive-
  tipped bolts. Conceived and developed by the design team under 
  Colin McBride and Jason Martin.
  Weight: 10 lbs (4.5 kg) for the crossbow; Mega-Damage bolts 
  weigh eight ounces (0.22 kg) to 1.5 lbs (0.7 kg) each.
  M.D.C. of the Crossbow: 8 M.D.C.
  Range: 1,200 feet (366 m). This weapon can fire as far as 1,500 
  feet (457 m), but accuracy beyond 1,200 feet (366 m) drops (-3 
  to strike).
  Mega-Damage: Ordinary S.D.C. bolts, including wooden bolts 
  for fighting vampires, inflict 2D6+2 S.D.C. and may shatter on 
  impact, especially when directed at M.D.C. targets (no damage).
  S.D.C. wooden stake 3D6+1 S.D.C. (double damage to vam-
  pires), but range is only 600 feet (183 m).
  Crossbow bolts made of M.D.C. material (about three times 
  thicker than normal arrows) inflict 1D6 M.D. each.
  High-tech speciality bolts with explosive heads do 2D6 M.D. 
  or 3D6 M.D., and plasma arrowheads inflict 3D6 M.D. (double 
  damage to beings vulnerable to fire/heat).
  Smoke grenade arrows do no damage, but fill a 40 foot/12.2 m 
  diameter area with smoke.
  Flares are intended for signaling or illuminating an area, but 
  inflict 3D6 S.D.C. damage when used as a weapon (-1 to strike).
  Tracker bug bolts attach to the target with either a barbed 
  point or magnets, and can be followed using a receiver handset 
  that indicates direction with a 20 mile (32 km) range (2D6 S.D.C. 
  as a weapon).
  Rate of Fire: Special. It takes one melee attack/action to cock the 
  weapon by individuals with a Supernatural, Robotic or Bionic 
  P.S., or a human P.S. of 26 or higher. Those of lesser P.S. need 
  a special pulley system to cock the weapon, and it uses up 1D4 
  melee attacks of the character. Also see W.P. Archery. Skilled 
  archers get an extra attack and can fire rapidly.
  Payload: Up to six bolts can clip onto the crossbow itself. Quiv-
  ers and carrying cases typically hold 12, 24 or 32 crossbow bolts.
  Bonus to Strike: +1 to strike on an aimed shot when a telescopic 
  sight is attached to the crossbow.
  Cost: 15,000 credits for the bow. S.D.C. bolts cost 5-8 credits 
  each. Basic M.D.C. bolts cost 100 credits each and modern, spe-
  cialty explosive arrows cost 400 (2D6 M.D.), 800 (3D6 M.D.), 
  and 120 credits for flare/tracer and smoke bolts. Tracker bug bolts 
  cost 1,000 credits each, receiver handsets are 2,000 credits.
  victim is attacked or fears for his life, the adrenaline rush reduces 
  the duration by half.
  Rate of Fire: Single shot.
  Payload: One dart.
  Penalty to Strike: -1 to strike even with W.P. Pistol or Revolver.
  Cost: 6,500 credits for the pistol. Darts are 800 credits each. Very 
  poor availability for the gun and darts outside Ishpeming.
  
  206
  NG-B10 Bangstick
  Bangsticks are extremely simple devices whipped up by two 
  weapon engineers by the name of James Kenagy and Victor Pe-
  terson. Bangsticks are basically a short, simple, Mega-Damage 
  rod with an M.D. shotgun shell at the end of a metal tube, they are 
  designed so that the shotgun shell goes off at the point of impact, 
  exploding against the target when it is jabbed with the rod. The 
  normal rod version started out as a survival tool and simple weap-
  on used by farmers, merchants and NG City Rats. However, it 
  quickly became popular among City Rats everywhere, as well as 
  gangbangers, brawlers and petty criminals as concealed weapons.
  The typical Bangstick is 2-3 feet (0.6-0.9 m) long, and is easy 
  to hide in a backpack, sack, briefcase, under a coat, cape or cloak, 
  up a sleeve, down a pant leg, in a bundle, and so on. Some are 
  even disguised as walking sticks or a cane. When the weapon has 
  been fired, it can still be used as a bludgeon just like a metal pipe. 
  After the first explosive strike, the Bangstick must be reloaded, 
  by hand, to fire an M.D. shotgun round, but since the “stick” is 
  made of M.D.C. material (Mega-Damage ceramic, plastic or 
  scrap metal), it can be used to parry M.D. melee weapons such as 
  Vibro-Blades and magic swords.
  For reasons nobody is quite certain about, Bangsticks and 
  Bangstick Hammers and Staves have become incredibly popular 
  amongst Juicers, Crazies, Headhunters/partial cyborgs, gamblers 
  and assassins. It may be the simplicity and visceral thrill of using 
  such a simple device to slay an opponent that makes the stick 
  attractive to these individuals. Or perhaps they enjoy the martial 
  skill required to use them to their maximum potential.
  Weight: 4 pounds (1.8 kg).
  Range: Close combat/impact.
  Mega-Damage: Functions as a blunt S.D.C. weapon with normal 
  P.S.: 2D6 S.D.C. +P.S. bonus (if any). Blunt M.D. Weapon: 1D4 
  M.D. +P.S. M.D. punch damage if the user has a P.S. capable of 
  inflicting M.D.
  Shotgun Blasts: 2D4 M.D. impact damage for Mega-Damage 
  explosive shells, 4D6 S.D.C. for buckshot, and 5D6 S.D.C. for 
  solid slug. This is in addition to his usual P.S. punch damage. 
  Note: Each successful shotgun blast causes full M.D. shotgun 
  damage to the target. The round is fired from the end of the Bang-
  stick, so to shoot, it must be “jabbed,” pointed end first, into the 
  intended target.
  Payload: A single shotgun shell (any type, S.D.C. or M.D.). Must 
  be loaded by hand.
  Cost: 800-1,200 credits for the standard Bangsticks, double for 
  ornate walking sticks, canes or scepters. Also see Bangstick 
  Hammers and Staves. Four standard M.D. shotgun shells come 
  with each Bangstick sold by NG. M.D. shotgun shells costs 1,200 
  credits for a box of twenty or 100 credits each when buying 
  smaller numbers.
  NG-B20 Bangstick Hammer
  Bangstick Hammers work on a similar principle as the simple 
  Bangstick. It was designed by NG weapons engineers Jacob 
  Postlewaite and Joseph Olewnicki to function as an old-fashion 
  war hammer with a modern bang. The handle is 2-4 feet (0.9-1.2 
  m) long so it can be used by horsemen, hovercyle pilots, flying 
  power armor units, and those with a jet pack. The weapon ends in 
  an M.D.C. hammer head to bludgeon an opponent. Some have a 
  spike or claw on the other end of the head for combat and utilitar-
  ian purposes. A claw end, for example, can be used to pry open 
  doors and windows, assist in climbing or hook an opponent’s 
  wrist, weapon or ankle. Depending on the size of the hammer’s 
  head, two or three M.D. shotgun rounds are contained in the flat 
  portion of the head, which all go off simultaneously on impact. 
  The weapon is most popular amongst Juicers, Crazies, Brodkil, 
  other intelligent monsters and horsemen and flyers, but some ad-
  venturers are starting to take a look at Bangsticks and Bangstick 
  Hammers and Staves.
  Weight: 8 pounds (3.6 kg).
  Range: Close combat/impact.
  Mega-Damage: Functions as a blunt S.D.C. weapon with normal 
  P.S.: 2D6 S.D.C. +P.S. bonus (if any). Blunt M.D. Weapon: 1D6 
  M.D. +P.S. M.D. punch damage if the user has a P.S. capable of 
  inflicting M.D.
  Two-round Hammer: 4D4 M.D. impact damage for Mega-
  Damage explosive shells. 1D4x10 S.D.C. for buckshot, 1D6x10 
  S.D.C. for solid slug.
  Three-round Hammer: 4D6 M.D. impact damage for Mega-
  Damage explosive shells. 1D6x10 S.D.C. for buckshot, 2D4x10 
  S.D.C. for solid slug.
  Payload: 2-3 shotgun shells (any type, S.D.C. or M.D.). 1,500-
  2,000 credits for the 2-shot Bangstick Hammers.
  Cost: 1,500-2,000 credits for the 2-shot Bangstick Hammers. 
  2,500-3,000 credits for the 3-shot Bangstick Hammer. Double 
  the cost if the weapon is ornate or has a single-shot firing appara-
  tus in the base of the handle. Eight standard M.D. shotgun shells 
  come with each NG Bangstick Hammer. M.D. shotgun shells 
  cost 1,500 credits for a box of twenty. Must be loaded by hand.
  NG-B30 Bangstick Staff
  Fundamentally, a long Bangstick, 5-8 feet (1.5 to 2.4 m) long, 
  that has a firing apparatus in both ends of the staff. This weap-
  on was whipped up by weapon designers James Plowman and 
  Kevin Dyval. Jab with one and fire a shot, twirl the staff around 
  or back-thrust jab to fire the other.
  Weight: 6.5 pounds (2.9 kg).
  
  207
  Range: Close combat/impact.
  Mega-Damage: Functions as a blunt S.D.C. weapon with normal 
  P.S.: 2D6 S.D.C. +P.S. bonus (if any).
  Blunt M.D. Weapon: 1D6 M.D. +P.S. M.D. punch damage if 
  the user has a P.S. capable of inflicting M.D.
  2D4 M.D. impact damage for Mega-Damage explosive shells. 
  4D6 S.D.C. for buckshot, 5D6 S.D.C. for solid slug.
  short range of 20 feet (6.1 m). Even against the undead, the bang 
  portion of the stick may be loaded with BigBore shells, since one 
  of the shells can throw a vampire off its feet and allow the Vam-
  pire Hunter or a teammate time to rush in and stake the monster 
  while it is knocked to the ground. BigBore rounds also allow the 
  Big Bangstick to be used against other M.D.C. threats that may 
  not have a particular weakness to wood or silver.
  Weight: 11 lbs (5 kg); the weapon is 3-4 foot (0.9 to 1.2 m) long.
  Range: Melee Combat or 20 feet (6 m) for manual firing of shot-
  gun feature.
  Mega-Damage: Varies with ammo/weapon feature:
  BigBore Shotgun Shells: 2D4 M.D. per single shell/bullet. 
  See the BigBore Shotgun Shells in Rifts® Black Market for the 
  knockdown effects of the BigBore shotgun shells.
  Silver Rounds: Solid does 5D6 S.D.C.; double damage to 
  vampires and werebeasts. Scatter shot fired at range does 2D6 
  S.D.C. to everything in a two foot (1.2 m) blast radius; double 
  damage to vampires and werebeasts.
  Wood Rounds: Solid, wood bullet does 2D6+2 S.D.C.; double 
  damage to vampires. Scattershot of wood shards does 1D4 S.D.C. 
  Payload: Two total. A single shotgun shell (any type, S.D.C. or 
  M.D.) at each end of the staff. Must be loaded by hand; counts as 
  two melee actions per each shell.
  Cost: 1,500-3,000 credits for the standard Bangstick Staff; dou-
  ble for ornate staves. Also see other Bangsticks. Four standard 
  M.D. shotgun shells comes with each NG Bangstick Staf. M.D. 
  shotgun shells cost 1,200 credits for a box of twenty or 100 cred-
  its each when buying in smaller numbers.
  NG-B40 Big Bangstick
  BigBore Anti-Vampire Weapon
  The “Big Bang Stick” is designed along the same lines as 
  the other bangsticks with a few twists, and conceived by Jacob 
  Healy, Luis Martinez and C. Bellaire.
  First, it is a 3-4 foot (0.9 to 1.2 m) long metal rod that is thicker 
  and heavier than most Bangsticks. The metal may be silver-coat-
  ed and used as a bludgeon against vampires and Werebeasts for 
  an extra cost of 10,000 credits.
  Second, at the handle end there is a grip and a concealed, ex-
  tendible/retractable, silver-coated knife blade (six inches/15 cm 
  long).
  Third, at the opposite end of the handle, the Big Bangstick 
  looks more like a double-barrel shotgun. Indeed, it holds six, 
  Black Market, BigBore shotgun shells. Each time a target is 
  jabbed hard with the point of the double barrel of the cylinder, a 
  BigBore shotgun shell goes off. In the alternative, BigBore shells 
  may be replaced with conventional S.D.C. shells, or wooden or 
  silver shells designed for fighting vampires. This is one of the few 
  NG products that incorporates the ammo of a competitor.
  In an emergency, the cylinder of the Big Bangstick can be 
  fired manually, with the press of a trigger button, but has a very 
  
  208
  to everything in a three foot (0.9 m) blast radius; double damage 
  to vampires.
  Silver-Coated Handle Blade: 1D6 S.D.C. damage; double to 
  vampires and other beings vulnerable to silver.
  Silver-Coated “Stick”/Barrel Used as a Bludgeon: 2D4 S.D.C. 
  damage as a bludgeon; double to vampires or other beings vul-
  nerable to silver.
  Rate of Fire: Each “bang strike” or shot counts as one melee at-
  tack.
  Penalties: -2 to strike as a ranged weapon.
  Payload: Six shells; shotgun or BigBore.
  Cost: 6,000-8,000 credits for the weapon. 120 credits per shell or 
  16,000 credits for a gross (box of 144 shells); 2-5 credits each for 
  wooden, solid shot or scattershot S.D.C. rounds, 100-200 credits 
  each for a silver coated solid shot, 400-600 for a solid silver slug 
  or scattershot.
  Wood Rounds: Solid, wood bullet does 2D6+2 S.D.C.; double 
  damage to vampires. Scattershot of wood shards does 1D4 S.D.C. 
  to everything in a three foot (0.9 m) blast radius; double damage 
  to vampires and werebeasts.
  Rate of Fire: 1D4. Roll 1D4 to determine how many go off with 
  each hit. In the alternative, roll percentile dice: 01-25% One. 26-
  50% Two. 51-75% Three. 76-00% All four at the same time on 
  the same target.
  Payload: 8 total. Four shells per each side of the hammer. Must 
  be reloaded by hand. Loading a single shell counts as two melee 
  actions.
  Cost: 17,000 credits for the weapon (includes silver-plating). 120 
  credits per shell or 16,000 credits for a gross (box of 144 shells).
  NG-B50 ‘Thunderer’
  BigBore Combat Hammer
  The NG team of Stephen Schneider, Chad Trantham and 
  C. Bellaire have created the “Thunderer” combat hammer. A big, 
  hefty weapon said to be ‘fit for the gods!’ The hammer is a mas-
  sive two-handed affair that looks like it should be wielded by Thor 
  himself. The head of the hammer has two facings, each being 
  silver-coated, of course, for dealing with vampires and demons. 
  Each facing is divided into nine sections like a tic-tac-toe board, 
  with the center five squares being the Silver-plated Spike and the 
  other four openings being the BigBore shotgun shell housings. 
  When the Vibro-Spike impacts a target with killing force, 1D4 of 
  the BigBore shells are also triggered, blasting the target at point-
  blank range. Once the target is killed or knocked off its feet, the 
  wielder of the Thunderer usually follows up with another blow 
  or backs away to get some breathing room. Note: The combat 
  hammer has no ranged combat options, but conventional S.D.C. 
  shotgun shells or special wood or silver shells may be substituted.
  Weight: 14 lbs (6.3 kg).
  Range: Melee Combat only.
  Mega-Damage: Functions as a blunt S.D.C. weapon with normal 
  P.S.: 2D6 S.D.C. +P.S. damage bonus (if any); double damage 
  to vampires. Blunt M.D. Weapon: 1D6 M.D. +P.S. M.D. punch 
  damage if the user has a P.S. capable of inflicting M.D.
  BigBore Shotgun Shells: 2D4 M.D. per single shell/bullet. 
  See the BigBore Shotgun Shells in Rifts® Black Market for the 
  knockdown effects of the BigBore shotgun shells.
  Silver Rounds: Solid does 5D6 S.D.C.; double damage to 
  vampires and werebeasts. Scattershot fired at range does 2D6 
  S.D.C. to everything in a two foot (0.6 m) blast radius; double 
  damage to vampires and werebeasts.
  NG-11S Sawed-Off
  A serious shotgun, designed by Martin Schultz and Steven 
  A. Hauser, to compete with similar weapons from Bandito Arms, 
  this .60 caliber smoothbore fires normal shotgun shells, explosive 
  versions, ramjets and even Bandito’s signature BigBore ammo. 
  Its two barrels can be fired at the same time or separately (re-
  quires one melee action to reload) and the shotgun is surprisingly 
  light and easy to handle for a Northern Gun weapon, without sac-
  rificing durability.
  Weight: 4 lbs (1.8 kg).
  Range: Shotgun shells or slugs: 200 feet (61 m). Explosive Shells: 
  300 feet (91.5 m) and APRJ shells: 500 feet (152 m).
  Mega-Damage: Varies with ammo type.
  Shotgun Shell: 4D6 S.D.C. or 8D6 S.D.C. for a double blast at 
  the same target (counts as one melee attack).
  Solid Slugs: 5D6 S.D.C. or 1D6x10 S.D.C. for a double blast 
  at the same target (counts as one melee attack).
  Explosive Shell (Fragmentary): 2D6 M.D. to a 10 foot (3 m) 
  diameter, or 3D6 M.D. to a 20 foot (6.1 m) diameter for a double 
  blast (counts as one melee attack).
  Explosive Shell (Plasma): 3D6 M.D. to a 6 foot (1.8 m) diam-
  eter area, or 5D6 M.D. to a 12 foot (3.6 m) diameter area for a 
  double blast (counts as one melee attack).
  APRJ (Armor-Piercing, Ramjet) Rounds: 3D6 M.D. per shot, 
  or 6D6 M.D. for a double blast at the same target (counts as one 
  melee attack).
  Rate of Fire: Each single or double shot counts as one attack.
  Payload: Two shots. Reloading the gun takes three melee actions.
  Cost: 6,000 credits. Explosive Shells cost 150 credits apiece; 
  APRJ rounds cost 200 credits each at most places; poor avail-
  ability and rising prices.
  
  209
  NG-R50 Mini-Rail Gun
  Unlike most rail guns, the R50 is light and compact, firing 
  large caliber single shells rather than bursts of small projectiles. 
  The technology behind it led to the new 505 rail cannon and Re-
  search & Development is strongly considering a range of semi-
  automatic, large bore rail guns. The NG designers behind this 
  NG-101 Rail Gun
  An older weapon that has been mainly pushed aside by newer 
  models, the 101 was scheduled to end its production run three 
  years ago when a dramatic redesign saved it at the last moment. 
  The new Block III variant has retained the best features of the 
  original, but combines them in a much lighter overall package.
  Weight: Block I & II Gun: 128 lbs (57.6 kg). Block III: 90 lbs 
  (40.5 kg). Power Pack for Block I & II: 80 lbs (36 kg), Block III: 
  52 lbs (23.4 kg). One Ammo-Belt: 25 lbs (11 kg). Case of six 
  belts: 160 lbs (72 kg).
  Range: 4,000 feet (1,219 m).
  weapon systems were Brian Lindholm, Sean Jenkins and M. 
  Sumimoto.
  Weight: 25 lbs (11.3 kg).
  Range: 1,500 feet (457.2 m).
  Mega-Damage: 4D6 M.D.
  Rate of Fire: Each shot counts as one melee action.
  Weight Penalty: A P.S. of less than 20 imposes a penalty of -3 to 
  strike on the shooter.
  Payload: 14 round capacity from a short ammo clip powered by a 
  standard E-Clip or 24 rounds from a banana ammo clip powered 
  by a long E-Clip. A small, portable Power Pack can be used as 
  an alternative to provide enough energy to fire 192 rounds, but 
  weighs 20 lbs (9 kg) and costs 30,000 credits all by itself.
  Cost: 30,000 credits for the mini-rail gun, two credits per ammo round 
  and extra for E-Clips (standard short E-Clip costs 6,000 credits, a long 
  E-Clip costs 11,000 credits and typical E-Clip recharge costs 1,500 and 
  2,000 respectively).
  Mega-Damage: A burst is 30 rounds and inflicts 6D6 M.D., one 
  round does 1D4 M.D.
  Rate of Fire: Each single shot or burst counts as one melee attack.
  Payload: As a machine-gun: 300 round belt.
  Cost: 70,000 credits for the gun and power pack. Used NG-101s 
  sell for 35,000-40,000 and have fair availability throughout 
  North America. Block IIIs have good availability at Ishpeming, 
  but poor in most other places.
  NG-202 Rail Gun
  An old favorite and hot seller for many decades, the NG-202 is 
  arguably the most common rail gun in North America, and shows 
  up mounted on vehicles and fortifications all over the continent. 
  It is a high-powered weapon suitable for a wide range of combat 
  missions for Combat Robots, power armor troops and powerful 
  D-Bees. (Brodkil love the weapon too, whenever they can lay 
  their hands on them.) Now available as the R212 robot-sized rifle 
  version that fires extended bursts.
  Weight: Gun: 198 lbs (89 kg), Power Pack: 100 lbs (45 kg), One 
  Ammo-Belt: 35 lbs (16 kg), Case of six belts: 210 lbs (94.5 kg).
  
  210
  Range: 4,000 feet (1,219 m).
  Mega-Damage: A burst is 40 rounds and inflicts 1D4x10 M.D. 
  One round does 1D4 M.D.
  Rate of Fire: Each single shot or burst counts as one melee attack.
  Payload: 320 round belt (8 bursts). New is a 2,400 round drum 
  (60 bursts) that weighs 175 lbs (79 kg) for those strong enough to 
  manage such weight, such as heavy power armor suits and mon-
  NG-303 Infantry Mini-Rail Gun
  Borrowing a few ideas from Triax and Bandito Arms products 
  studied by NG’s R&D division, team leaders Matthew Wont-
  roba, Donald Dalton and Michael Ivie, the NG-303 is a rail gun 
  light enough for infantry soldiers. It still requires a strong arm 
  and a steady hand to keep it under control, but the gun’s only real 
  drawback is the rate that it burns through ammo.
  Weight: 27 lbs (12.2 kg), which includes the weight of a full am-
  munition drum.
  Range: 2,000 feet (610 m).
  Mega-Damage: 1D4 M.D. for a single round, a burst is 10 rounds 
  and inflicts 4D6 M.D.
  Rate of Fire: Each ten round burst counts as one melee attack.
  Weight Penalty: If the operator’s P.S. is less than 21, he suffers a 
  penalty of -2 to strike.
  Payload: Ammo drum holds 200 rounds or 20 bursts. The NG-
  303 uses a long E-Clip, which provides enough power to fire 40 
  rounds. Backpack mounted ammo-drum, typically used by cy-
  borgs and others with bionic or better P.S., holds 600 rounds and 
  can fire 60 bursts.
  Cost: 68,000 credits for the gun, standard drum magazine costs 
  an additional 1,000 credits, the backpack 2,800 credits.
  NG-404 Heavy Rail Gun
  The NG-404 is a rail gun that fires larger-than-average ammu-
  nition. Shooting in controlled bursts, it deals out massive damage 
  from its three rotating barrels and has incredible range and stop-
  ping power. The 404 is popular as a mounted weapon on tanks, 
  APCs and robots, and is used as a larger alternative to the NG-
  202 on gun emplacements and guard towers throughout Ishpem-
  ing, particularly at anti-aircraft sites.
  Weight: 460 lbs (207 kg).
  Range: 5,000 feet (1,524 m).
  Mega-Damage: 1D6 M.D. for a single round, or a burst of 20 
  rounds that inflicts 1D6x10 M.D.
  Rate of Fire: Each burst counts as one melee attack.
  Weight Penalty: Even if they can carry the weapon, shooters with 
  a Robotic/Supernatural P.S. of less than 30 are -10 to strike.
  Payload: 600 rounds (30 bursts) in a disintegrating link belt, am-
  munition belts come pre-packaged in metal ammo cans. It takes 
  two melee rounds (30 seconds) for a two-man team to reload. 
  Energy is provided by a portable power generator which can fire 
  1,200 bursts before needing to be recharged, or can be linked to 
  a vehicle’s nuclear power supply for unlimited firing capacity. 
  An ammo drum (it has 35 M.D.C.) contains 2,400 rounds (120 
  bursts) can be fitted on some of the largest vehicles but is ex-
  tremely uncommon.
  Cost: 120,000 credits for the gun, 600 round ammo canisters cost 
  an additional 2,000 credits each, a 2,400 round drum costs 8,000.
  sters like the Brodkil. Cyborg or strong D-Bees crazy enough to 
  strap on the big ammo drum see their Spd reduced 30% and they 
  are -3 to dodge and roll with impact.
  Cost: 70,000 credits for the gun and power pack; good availabil-
  ity. Used NG-202s sell for 50,000-65,000 and have good to ex-
  cellent availability throughout North America.
  
  211
  NG-505 Heavy Rail Cannon (new)
  The 505 is an intimidating rail cannon that fires a single, large, 
  aerodynamic shell. It is designed as a primary weapon for mount-
  ing on tanks, combat vehicles and as a light naval cannon, but can 
  be switched out as a replacement for the main weapon system or 
  large secondary weapon on certain large combat robots like the 
  Hunter Mobile Gun and Gunbot. There is even a “ship-hunter” 
  variant of the Beachmaster robot that mounts the weapon.
  Weight: 612 lbs (275 kg).
  Range: 4,000 feet (1,219 m).
  Mega-Damage: 1D6x10+3 M.D. to a three foot (0.9 m) radius.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: The secondary feeding drum built into the rail gun is 
  permanently attached and serves as the only ammo source when 
  using the 505 as a mounted cannon or a hand-held weapon for a 
  combat robot or large monster. The built-in feeding drum holds 
  30 rounds. Full-size, 90 round drums are also available for use 
  with the weapon system.
  Cost: 175,000 credits for the gun alone. The ammo drum (30 
  M.D.C.) itself costs 2,000 credits each. 1,200 credits per each 
  shell.
  NG sells a servo-rig for 15,000 credits that can mount and fire 
  the 505 with a turret but does not protect the gunner. There is also 
  the rifle version available that requires a Robotic P.S. of 35 or 
  greater (or supernatural P.S. of 25) to use and comes with a single 
  90-round drum and ammo system.
  The last variant is the towed artillery field gun, a 505 cannon 
  mounted on a light M.D. carriage (65 M.D.C.) that includes four 
  spiked “feet” that are pounded in the ground to anchor the gun 
  for firing. It takes about four melee rounds to get the weapon 
  anchored; firing without properly securing the gun imparts a -4 
  penalty to strike.
  NG-1001 Robot Rail Rifle
  A big, bad weapon famous for its use in the Robodome gladi-
  ator games, the 1001 is basically an oversized assault rifle that 
  weighs as much as two grown men. Giant robots and NG power 
  armor can use the Rail Rifle as an additional hand-held weapon or 
  as a replacement for a primary weapon system, and its indepen-
  dent power supply means giant D-Bees, demons and Golems can 
  also wield the NG-1001. The ammo drum can be hooked to the 
  back of most humanoid robots and has a belt feed to the weapon 
  itself (the drum as shown in the weapon illustration is its energy 
  canister).
  Weight: 350 lbs (157.5 kg) for the gun, 330 lbs (148.5 kg) for the 
  ammo drum.
  Range: 4,000 feet (1,219 m).
  Mega-Damage: A burst is 20 rounds and fires explosive rounds 
  to inflict 1D6x10 M.D. or conventional rail gun rounds to inflict 
  4D6 M.D. per 20 round burst.
  Rate of Fire: Each burst counts as one melee attack.
  Payload: 920 rounds or 46 bursts per ammo drum.
  Cost: 95,000 credits for the rail gun, 4,000 credits per ammo-
  drum with explosive rounds (exclusive to this weapon) or 2,000 
  credits for conventional rail gun rounds. A robot or power armor 
  suit can be equipped with energy ports in the right or left forearm 
  or shoulder at a cost of 30,000 credits, or the back for 25,000 
  credits, hooking the NG-1001 to the robot’s nuclear power plant.
  
  212
  NG-R1002
  Robot Rail Gun/Assault Rifle
  The classic NG 202 has been enlarged and re-imagined by 
  H.E. Werkheiser and Scott Leopold as a handheld weapon for 
  giant combat robots. It looks very much like the original with a 
  few minor tweaks like no trigger guard. Even as a larger weapon, 
  in the hand of most giant robots, it more resembles an assault 
  rifle. Range is unchanged, but big robots can carry a bigger ammo 
  drum, giving the R1002 a larger payload.
  Weight: Gun: 265 lbs (119 kg), Power Pack: 100 lbs (45 kg), 
  2,400 round ammo drum: 175 lbs (79 kg) or 4,800 round ammo 
  drum: 350 lbs (157.5 kg), or 6,000 round drum: 500 lbs (225 kg).
  Range: 4,000 feet (1,219 m).
  Mega-Damage: A burst is 40 rounds and inflicts 1D4x10 M.D. 
  One round does 1D4 M.D. The NG Super variant fires 60 round 
  bursts that inflict 1D6x10 M.D.
  Rate of Fire: Each single shot or burst counts as one melee attack.
  Payload: 2,400 round drum (60 bursts) or 4,800 round ammo 
  drum (120 bursts), or 6,000 round drum (150 bursts) that weighs 
  500 lbs (225 kg).
  Cost: 100,000 credits for the gun and power pack (may be tied di-
  rectly into the robot’s power supply). Ammo canisters each cost 
  an additional 8,000 credits, 14,000 credits and 18,000 credits, re-
  spective to size. Fair availability at NG outlets throughout North 
  America; poor elsewhere.
  between friend or foe, but it excels at keeping stretches of wilder-
  ness clear of intruders, defending no-man’s zones and strategic 
  positions to ambush enemies. ARGs can be found watching over 
  the most remote stretches of the western border with the Wis-
  consin Wild Land. They are most effective, however, in tunnels 
  and corridors where an enemy cannot use stealth or the terrain to 
  circle around behind the gun.
  Weight: 285 lbs (128.2 kg).
  Range: 4,000 feet (1,219 m).
  Mega-Damage: 6D6 M.D. per 30 round burst.
  Computer Targeting System: The computerized sensor suite and 
  targeting module has a detection range of one mile (1.6 km) with 
  an equivalent Read Sensory Equipment skill of 74%. Its targeting 
  computer provides the equivalent of +3 to strike on a burst and 
  has three attacks per melee round.
  Payload: An ammunition drum that holds 1,200 rounds (40 
  bursts) is standard and provides full mobility. However, the Ar-
  gonaut can be hooked to an ammo-block with 4,800 rounds (160 
  bursts) but the auto-gun is fixed to that position like a pit bull 
  chained to a fence post. It can maneuver and change its direction, 
  but can’t go more than six feet (1.8 m) from the ammo block 
  without disconnecting itself from it. In any case, once this ammo 
  is exhausted the system is rendered harmless, although it can be 
  manually reloaded (operators and loaders carry a sensor that tells 
  the gun that they are “friends”)or the unit can be programmed to 
  return to base, a mobile command center or checkpoint for more 
  ammo or collection.
  Power System: Solid Oxide or electric battery.
  Notable Features: In addition to the computer, sensors and com-
  bat capabilities already noted, the rail gun can turn 180 degrees 
  on its robot legs and point up and down in a 30 degree arc of fire 
  without having to use its legs to reposition. The legs can squat 
  and position to provide a greater arc of fire, up to a 45 degree 
  angle.
  Maximum Running Speed: 20 mph (32 km) and can navigate 
  rugged terrain, crawl over and under debris, and manage inclines 
  up to a 50 degree angle.
  M.D.C. by Location:
  Control Pad (1) – 6 (attackers are -9 to strike it)
  Legs (6) – 15 each (attackers are -4 to strike)
  Rail Gun (main body) – 100
  Cost: 225,000 credits Solid Oxide, 185,000 electric battery. 5,000 
  credits per ammo drum (1,200 rounds) and 18,000 credits per 
  ammo-block (the casing has 50 M.D.C. and holds 4,800 rounds).
  NG-101-ARG Automated Rail Gun
  David A. Lang, Curtis Fielder and Sara McLaughian were 
  the lead designers of this nasty weapon drone. Northern Gun’s 
  ARG ‘Argonaut’ is an NG-101 rail gun equipped with legs and a 
  computerized brain that allows it to operate on its own. Custom-
  ers who expect something on par with a Coalition Skelebot will 
  be left very disappointed, but the ARG is much more capable than 
  a standard sentry gun. It is able to relocate itself to a better posi-
  tion, retreat if overwhelmed or pursue an enemy attempting to re-
  treat. Smart as it may be, the gun is still somewhat indiscriminate, 
  shooting at any target that enters its field of vision. It is not suited 
  for use at security checkpoints where it will have to distinguish 
  
  213
  Other Weapons and
  Ammo Manufactured
  by Northern Gun
  NG Specialty Rail Gun Ammunition
  Standard Ammunition: Northern Gun sells a variety of rail 
  gun rounds to fit the various calibers found in North America.
  Cost: 2-3 credit per standard round on average (plus cost of 
  belt or ammo drum). Bulks order will often receive a discount 
  cost of 10% for orders over 10,000 rounds.
  Monster Tracker Rounds: For years, Northern Gun consum-
  ers have complained of the supernatural menace that got away 
  only to reappear minutes or hours later fully healed. The common 
  tactic these creatures employ involve hit and run tactics and flee-
  ing before slain to allow their superhuman regenerative powers 
  to heal them to a significant level (if not completely), so they may 
  attack again and again, whittling down their opposition through 
  attrition alone. This has made fighting them very difficult and 
  deadly. Physical tracking devices were often not strong enough 
  to survive a battle or would be ejected from the creature’s body 
  as it healed. These creatures always had a means of escaping and 
  coming back fully healed. Many of these monsters foolishly fight 
  to the last minute before making their escape and if they could be 
  quickly tracked down, they could be re-engaged before they were 
  able to heal.
  Northern Gun has tried for years to come up with different 
  solutions but to no avail until someone in their sports and rec-
  reation department suggested using paintballs. It was an off the 
  cuff remark that got the R&D techs under team leaders Alexan-
  der Heck and Ryan Wiebens thinking in a different direction. A 
  specially made rail gun round with a radioactive isotope could be 
  used as a tracking device. Also, the isotope has a very short half-
  life once activated, and within 48 hours it is inert, and not harmful 
  to the environment. The liquid radioactive isotope also appears as 
  a clear liquid like water but glows brightly in the infrared spec-
  trum and will drip to leave a trail that can often be followed, at 
  least for a short distance.
  In order to be effective, 10% of the standard ammunition 
  needs to be replaces with the tracker rounds.
  Tracking Bonus: They will provide a +10% to the tracking 
  skill, but there is a -10% on damage inflicted. Reduce rail gun 
  damage accordingly, rounding down.
  Cost: 4 credits a round.
  Armor Piercing Rounds: Just like the mini-missile, these rail 
  gun rounds have a special chemical coating allowing for easier 
  penetration. Damage is not increased but they do provide a Criti-
  cal Strike on a Natural 19 or 20.
  Cost: 10 credits per round.
  Shredders: The newest specialty rounds developed by Mat-
  thew Daye and James Koski were released earlier in the year 
  (109 P.A.). They are called Shredder rounds. So named because 
  upon impact, they balloon out like a flower petal, creating a larger 
  bullet with serrated edges. Most targets appear to be shredded 
  after receiving multiple bursts. Damage is increased as follows. 
  +2 M.D. for each burst of 20 rounds, so a 40 round burst would 
  be +4, a 60 round burst +6 M.D., and so on. Due to weight and 
  design, the effective range is reduced by 20% when 2shredder 
  rounds are used.
  Cost: 8 credits per round.
  NG Explosives
  NG Hand Grenades
  Northern Gun produces its own line of grenades. They are 
  cheaper, but slightly less powerful than the Coalition equivalents. 
  The company also makes CS equivalent hand grenades and sells 
  them for the usual price (see page 260 of Rifts® Ultimate Edi-
  tion).
  Fragmentation: 2D4 M.D. to a 20 foot (6.1 m) area.
  High Explosive: 3D4 M.D. to a 6 foot (1.8 m) area.
  Plasma: 4D6 M.D. to a 12 foot (3.6 m) area.
  Smoke: No damage, but creates a smoke screen that covers a 
  40 foot (12 m) area.
  Range: Average Throwing Distance: About 120 feet/36 me-
  ters.
  Cost: 160 credits for fragmentation, 120 credits for high ex-
  plosive, 275 credits for plasma, and 50 credits for smoke.
  Plastique & Other Plastic Explosives
  Plastique is a wax or clay-like explosive that can be shaped 
  like putty into a patty, block, rope or blob. It will not detonate 
  if it is dropped, shaken, shot, blasted, or set on fire. It is deto-
  nated by an electric charge usually contained in a blasting cap. 
  However, it can be detonated by lightning or Electrokinesis. The 
  explosion is usually contained mainly to the area where the plas-
  tique was placed, causing little shrapnel and putting the full force 
  of the explosion on one concentrated area. Plastique is used for 
  safe-cracking, sabotage and other precision explosions to blow 
  out locks, open safes, cut girders, set off other explosives, etc. 
  Plastique comes in both S.D.C. and M.D. varieties.
  Commercial Plastique: S.D.C. damage: 1D4 per ounce (28 
  grams) or 1D6x10 per pound (0.45 kg); cost: 5 credits an ounce.
  C4 (military HE) Plastique: S.D.C. damage: 1D6 per ounce or 
  2D4x10+20 per pound (0.45 kg); cost: 8 credits an ounce.
  S.D.C. Dynamite: 5D6 S.D.C. per stick; cost: 10 credits each.
  M.D. Dynamite: 2D4 M.D.C. per stick; blast radius of 10 feet 
  (3 m); cost: 130 credits per stick. Fair availability. A stick of dy-
  namite is usually placed and detonated. It is not made for throw-
  ing. Maximum effective throwing range: 30-40 feet (9-12 m).
  NG 2 M.D. plastique: M.D. damage: One point per ounce or 
  1D6 M.D. per pound (0.45 kg); cost: 20 credits an ounce or 320 
  credits per pound. Fair availability.
  NG 4 M.D. plastique: M.D. damage: 1D4 points per ounce or 
  1D4x10 M.D. per pound (0.45 kg); cost: 40 credits an ounce or 
  640 credits per pound. Poor to fair availability.
  NG 6 M.D. plastique: M.D. damage per ounce: 1D6 points per 
  ounce or 2D4x10+20 M.D. per pound (0.5 kg); cost: 60 credits an 
  ounce or 960 credits per pound. Poor to fair availability.
  Blasting Cap: S.D.C.: 5 credits or M.D.C.: 40 credits.
  
  214
  Grenade Knives (new)
  Grenade knives are a simple and clever weapon that have be-
  come popular with Juicers, Crazies and others who tend to fight in 
  close combat. They were conceived by the design team of Trent 
  Slater, Nolen Keith and Jeff Woodman. Grenade knives are 
  just what they sound like, knives with fragmentation grenades for 
  handles. Once the target has been stabbed, the grenade is activat-
  ed and detonates, all the while held closely against the intended 
  victim by the blade itself. There are both normal and Vibro-Blade 
  versions available, insuring the weapons can be used against su-
  pernatural creatures and armored targets. Note: W.P. Targeting 
  is necessary to have any hope of hitting a target by throwing the 
  weapon at a distance and is still -1 to strike. Unskilled users may 
  be able to hit a target with a thrown weapon within 15 feet (4.6 
  m), but are -3 to strike.
  A new release for NG, it is yet to be seen how popular this 
  unusual weapon may become. However, Grenade Knives have 
  met with instant appeal amongst Crazies, Juicers, Headhunters, 
  Raiders, saboteurs, espionage agents and gladiatorial combatants.
  Weight: One pound (0.45 kg).
  Range: Grenade knives are much heavier than normal throwing 
  knives and have a limited range of about 30 feet (9 m).
  Mega-Damage: S.D.C. Blade: 1D6 S.D.C. on blade impact. Vi-
  bro-Blade: 1D6 M.D. on blade impact/impalement. The second-
  ary explosion occurs one melee action (about 3 seconds) later 
  and delivers 4D6 M.D. to the target in which the Grenade knife 
  is imbedded and 1D6 M.D. to those within a 4 foot (1.2 m) blast 
  radius . Only individuals on the same side of the target where the 
  knife struck are affected; those on the opposite side are protected 
  from the blast by the main target’s body/armor. Note that S.D.C. 
  blades will bounce off Mega-Damage armor and the skin of most 
  Mega-Damage creatures – bounces 2D4 feet (0.6 to 2.4 m) away 
  and may inflict collateral damage to any person or object within 
  the blast radius. But that’s true of all grenades and explosives, 
  which is why they should always be used with extreme caution. 
  Note: The blade of the grenade is destroyed in the explosion.
  Cost: S.D.C. Grenade Knife: 450 credits each. Vibro-Blade: 9,500 
  credits each. Add 500-1,200 credits for a silver-plated blade.
  NG-GL10 Grenade Launcher
  The GL10 is one of Northern Gun’s big successes, a versatile 
  grenade launcher with a wide variety of ammo that rivals compet-
  ing products from Wellington Industries. Appearing mounted on 
  power armor and robots and in the hands of police and mercenar-
  ies, its popularity both with customers and with the company’s 
  weapons techs has led to a lighter, more manageable Block II 
  model.
  Weight: 25 lbs (11.3 kg), (19 lbs/8.6 kg for GL10 Block II). Clips 
  add 1.5 lbs/0.7 kg, drums 6 lbs/2.7 kg and fully-loaded ammo 
  packs weigh roughly 15 lbs/6.8 kg.
  Range: 1,000 feet (305 m).
  Mega-Damage: 3D6 M.D. to a 12 foot (3.7 m) radius for frag-
  mentation grenades, 4D6 M.D. to a 3 foot (0.9 m) radius for high 
  explosive/armor pierc ing grenades, 6D6 M.D. to a five foot (1.5 
  m) radius for plasma grenades, while a smoke grenade covers a 
  40 foot (12.2 m) radius in a dense cloud of smoke obscuring vi-
  sion and creating cover, a tear gas grenade covers a 25 foot (7.6 m 
  radius) and makes the eyes and nose of victims not protected by 
  gas masks or environmental armor burn and tear, as well as gag 
  and choke them (-10 to strike, parry, dodge, -3 on initiative and 
  lose one melee attack as long at they are in the gas cloud and for 
  1D6+1 melee rounds after exiting it; protected individuals suffer 
  no penalties), and stun or flash grenades unleash a bright flash, 
  sparkles and white smoke that make victims -10 to strike, parry, 
  and dodge, -1 on initiative, and lose one melee attack for 1D4 
  melee rounds.
  Rate of Fire: Single shot only, each blast counting as one melee 
  attack/action.
  Payload: A six grenade clip, or 24 round drum or a backpack 
  ammo-pack that carries up to 60 rounds.
  Weight Penalty: Anyone with a Physical Strength under 20 is -2 
  to strike with the GL10.
  Cost: 50,000 credits; includes 24 grenades. 500 credits each for 
  plasma grenades, 350 for high explosive/armor piercing gre-
  nades, 200 credits each for fragmentation grenades, 250 for tear 
  gas, 200 for stun grenades and 50 credits for smoke.
  
  215
  NG Mini-Missiles
  Mini-Missile Price Summary:
  Armor Piercing: 2,400 credits each.
  Fragmentation: 1,200 credits each.
  High-Explosive: 1,200 credits each.
  Plasma/Napalm: 2,400 credits each.
  Smoke/Tear Gas: 800 credits each.
  NG-ML6 Mini-Missile Cannon
  Basically, a large, semi-automatic, smoothbore cannon, the 
  ML6 uses compressed air to launch mini-missiles. Once they 
  have reached a safe distance from the shooter, their rockets kick 
  in, propelling them towards the target. While a bit heavy, the 
  ML6 is reliable and accurate and almost foolproof for users who 
  might not be familiar with the dangerous backblast most mini-
  missile launchers generate. Mini-Missile Cannons are showing 
  up in the hands of many power armor troopers and cyborgs, and 
  mercenary companies and local militias use two-man fire teams 
  equipped with ML6s to ambush robots, tanks and giant monsters 
  from foxholes, rooftops and concealed firing positions.
  Weight: 16 lbs (7.2 kg) plus the weight of each mini-missile.
  Range: One mile (1.6 km).
  Mega-Damage: Varies with mini-missile type, the cannon can 
  fire any standard mini-missile type but standard issue is armor 
  piercing (1D4x10 M.D.) or plasma (1D6x10 M.D.).
  Rate of Fire: One at a time, with each mini-missile fired counting 
  as one melee attack.
  Weight Penalty: Individuals with a P.S. attribute of 18 or less are 
  -2 to strike unless the gun is operated by a two-man team.
  Optics and Laser Targeting: Passive nightvision (3,000 feet/914 
  m range), thermal imaging (1,200 feet/366 m range) and laser tar-
  geting (3,000 feet/914 m range; provides a bonus of +1 to strike).
  Payload: 6 mini-missiles packaged in a disposable box magazine. 
  Reloading the magazine is a simple task that takes just two melee 
  attacks/actions.
  Cost: 72,000 credits for the weapon, additional missiles are 2,000 
  credits for armor piercing and 3,000 for plasma.
  NG-ML7 Mini-Missile Launcher (new)
  The ML7 is a mini-missile launcher designed to compete with 
  Wellington Industries’ extremely popular WI-23. The weapon’s 
  missile clip provides more ammunition than standard one-shot 
  launch tubes, and Northern Gun wanted to provide a similar ca-
  pability for their customers. While NG does sell knock-offs of the 
  WI-23 mini-missile launcher as the NG-ML46, its own shoulder-
  fired mini-missile system has its own strengths and weaknesses.
  The greatest advantage to using the NG-ML7 is its ability to 
  fire in salvoes. Normal mini-missile launchers intended for infan-
  trymen have a single launch tube and must be fired one at a time. 
  The ML7 has four tubes in a quad configuration, allowing for 
  multiple missiles to be fired at once or for different types of mis-
  siles to be loaded and kept at the ready. The weapon’s drawback 
  is its weight and bulk, but neither seem to be stopping customers 
  from making purchases.
  Weight: A fully loaded launcher weighs 30 lbs (13.5 kg).
  Range: About one mile (1.6 km).
  Mega-Damage: Varies with missile type. Armor piercing 
  (1D4x10 M.D.) or plasma (1D6x10 M.D.) are standard.
  Rate of Fire: One at a time or in volleys of two or four.
  Payload: 4 mini-missiles. Reloading all four missiles requires 8 
  melee actions/attacks.
  Cost: 34,000 credits.
  
  216
  NG Mines
  Northern Gun has offered a number of simple land mines for 
  anti-vehicle and anti-personnel purposes for years. Strange as it 
  may sound, few military groups, mercenary companies and king-
  doms use mines, and nobody knows why, exactly. Some specu-
  late that this is one weapon in which sentient beings have learned 
  from the past, inflicts too much collateral damage upon innocent 
  people. Others have speculated that the culture of Rifts Earth is 
  such that combatants simply prefer more ‘in-your-face’ weapons 
  and battles, and combat that requires skill. Whatever the reason, 
  mines are uncommon and amongst Northern Gun’s worse selling 
  product lines. Availability of all mines is poor even at NG outlets.
  Detecting Mines: Traveling on foot and looking for mines, 
  the detect ambush or detect concealment skills at -10% can be 
  used to spot land mines and booby-traps.
  Vehicles can be outfitted with a basic mine detector for 50,000 
  credits. This unit has a 40% chance of locating mines before they 
  are struck and detonated, but will also indicate harmless metal 
  fragments as well (fragments must be the size of a soccer ball or 
  bigger). The basic system can be “fine-tuned” and enhanced + 
  10% for an additional 20,000 credits up, to a maximum of 90% 
  efficiency, but those are rare (most are at 70%). A pilot can try 
  Trap/Mine Detection skill rolls, but is -25% even if traveling at a 
  crawl and -50% if traveling at over 30 mph (48 km).
  NG Anti-Personnel Mines
  These mines typically use fragmentary or incendiary charges 
  designed to inflict damage to a large area, crippling troops with 
  shrapnel or fire. Most are triggered by snapping a trip wire or 
  responding to pressure/weight (100 lbs/45 kg or more).
  Sensor Special: High-tech mines that come with special sensors 
  that will detect a human-sized creature 6 feet (1.8 m) away, or a 
  robot, cyborg, giant, or light vehicle up to 12 feet (3.6 m) away 
  and detonate. The sensor types cost twice as much.
  Mega-Damage: 4D6 M.D. to a 40 foot (12 m) area.
  Cost: 600 credits for the standard mine, 1,200 with sensor.
  NG Anti-Vehicle Mines
  Most have a rudimentary electronic sensor suite that can be 
  programmed to detonate the explosives when a target of a pre-
  determined size comes close enough to be detected. The larger 
  the size, the greater the detectable range. The weapon can also 
  be triggered by a radio signal sent at a distance, (ambushers can 
  wait until the target is close enough, then detonate the explosive).
  Type One: NG Light Anti-Vehicle Mine: Detects a vehicle 
  of under 5 tons at 3 feet (one meter) away, a vehicle weighing 
  5-10 tons from 10 feet (3 m) away, and vehicles over 10 tons 
  at 20 feet (6 m). People on foot only trigger it if they actually 
  step over the mine, or if a remote controller detonates it by radio. 
  Treat heavy creatures and humanoids weighing over 400 lbs (180 
  kg) as light vehicles.
  Mega-Damage: Either high explosive (HE): 5D6 M.D. to a 20 
  foot (6.1 m) area, or plasma: 1D4x10 to a 30 foot (9.1 m) area.
  Cost: 1,000 credits for HE, 2,000 for plasma.
  Type Two: Medium Anti-Vehicle Mine: As above, but does 
  more damage.
  Mega-Damage: HE explosion does 1D6x10 M.D. and the plas-
  ma inflicts 2D4 x 10 M.D. (area and detection range remain un-
  changed).
  Cost: 3,000 credits for HE, 4,000 for Plasma.
  Type Three: Heavy Anti-Vehicle Mine: As above, but even 
  greater damage.
  Mega-Damage: HE explosion inflicts 2D6x10 M.D. and the plas-
  ma does 3D6x10 M.D.; both with a blast area of 70 feet (21 m).
  Cost: 6,000 credits for HE, 8,000 for Plasma.
  NG NM-3 Firefly Plasma Mine
  The Firefly anti-personnel plasma mine. When triggered, a 
  grenade-like plasma charge ignites from the mine casing, propel-
  ling it to a height of 3 feet (1 m) before exploding and showering 
  the area with super-heated plasma. The mine uses two activation 
  mechanisms, a pressure detonator that is activated by a weight 
  of 50 lbs (22.5 kg) or more, or a trip wire that triggers the device 
  when pulled.
  Weight: 6 lbs (2.7 kg).
  Mega-Damage: A direct hit is 5D6 M.D. to everyone in a 6 foot 
  (1.8 m) radius. Anyone within 40 feet (12.2 m) takes 1D6 M.D.
  Cost: 1,000 credits.
  NG NM-4 Claymore
  Based on the US Army M18A1 of antiquity, this is a mod-
  ern claymore design that incorporates Mega-Damage explosives 
  and very dense (i.e. M.D.C.) ball bearings similar to ammunition 
  used for the NG-101 rail gun. The claymore is a directional blast 
  mine that operates in a fashion similar to a shotgun shell. When 
  the explosive charge detonates, it hurls nearly two hundred ball 
  bearings in a 120 degree arc to a distance of 100 feet (30.5 m). 
  This type of mine is normally command detonated, meaning that 
  it is connected by “det cord” to a detonator held by a person who 
  must trigger the mine manually. However, the claymore can be 
  fitted with a sensor package capable of detecting motion and a 
  human-sized target(s) or larger up to six feet (1.8 m) away and 
  detonating.
  Weight: 3 lbs (1.4 kg).
  Mega-Damage: 4D6 M.D. to everything within six feet (1.8 m) of 
  the initial blast and 1D4 to everything else within the blast radius.
  Blast Radius: Special. This mine creates a directional, cone 
  shaped blast that is 100 feet (30.5 m) long in a 120 degree arc.
  Cost: 750 credits. Add 1,500 credits to the cost if fitted with a 
  high-tech sensor.
  NG NM-9 Plasmore Mine
  Northern Gun also has developed a modern, high-tech version 
  of the ancient US Army M18A1 claymore. Unlike the original, 
  this version fires a stream of super-heated plasma in a directional 
  blast, rather than hundreds of ball bearings. When the Plasmore 
  detonates, it sends gobs of plasma in a 120 degree arc to a dis-
  tance of 100 feet (30.5 m). This mine is highly effective, capable 
  of disintegrating lightly armored troops and minor supernatural 
  beings. The plasmore is usually command detonated, meaning 
  that it is connected to a handheld detonator and is triggered manu-
  ally. However, the plasmore can be fitted with a sensor capable 
  
  217
  of detecting a human-sized target or larger up to 12 feet (3.6 m) 
  away and detonating.
  Weight: 4 lbs (1.8 kg).
  Mega-Damage: 1D4x10 M.D. to those caught directly in its blast 
  (within 12 feet/3.6 m) and 1D6 M.D. to everyone else in its blast 
  radius.
  Blast Radius: Special. This mine creates a directional, cone-
  shaped blast that is 100 feet (30.5 m) long in a 120 degree arc.
  Cost: 1,000 credits. Add 1,500 credits to the cost if fitted with a 
  high-tech sensor.
  NG NM-12C “Smart” Scatter Mines
  The NM-12C Scatter Mine is a cluster-style scatter device 
  used by Northern Gun itself, the Coalition States, and several 
  other CS allies like Whykin and El Dorado. Each individual NM-
  12C is a small device about the same size and shape as a hockey 
  puck, with a micro-fusion charge and high-tech sensor. The sen-
  sor will detect a human-sized creature at a distance of 10 feet (3 
  m), or a cyborg, giant or robot up to 30 feet (9.1 m) away.
  What makes the NM-12C unique is that 20 individual mines 
  are packaged in a single canister. The canister is designed to be 
  delivered by aircraft, artillery or missile launcher. In the air, the 
  canister breaks apart, scattering the twenty mines within a 100 x 
  100 foot (30.5 x 30.5 m) area, creating an instant mine field. Ac-
  cording to rumor, NG has special transponders that are instantly 
  recognized and ignored by the NM-12C mine’s high-tech sensor. 
  This means that while these mines are lethal to all other forces, 
  those with a transponder can walk right through a minefield of 
  NM-12Cs without setting off a single one!
  Weight: 1 lb (0.45 kg) each.
  Mega-Damage: 3D6 M.D. per each of the 20 scatter mines to 
  everything within a 5 foot (1.5 m) blast radius.
  Cost: 4,800 credits for a NM-12C canister containing 20 indi-
  vidual land mines. Note: Limited to the Coalition States and its 
  authorized allies. Neither the NM-12C mines or the transponder 
  (1,200 credits) are sold to the general public. However, they are 
  sometimes “captured” and retooled by rogue Operators and the 
  Black Market so they can be used by people other than the CS. 
  When available (rare), a ready to go canister costs 12,000 to 
  24,000 credits; transponders, 2,000-6,000 credits each.
  NG NMBS-11 Bio-Sensor Mine
  The NMBS-11 is an anti-monster mine developed by NG 
  for its CS allies. It is a simple, anti-personnel style explosive 
  that produces a large blast with fragmentation. What makes the 
  NMBS-11 unique is its high-tech bio-sensor triggering system 
  – a sensor that recognizes the thermal signature, heart rate and 
  other vital signs of humans (and most mortal humanoids) versus 
  supernatural creatures, dragons, and monsters. The bio-sensor is 
  programmed to ignore human and human-like signatures and will 
  not detonate in their presence, however, if the system detects any 
  large (man-sized and larger), inhuman creatures within range, it 
  will automatically explode.
  Thanks to this safety feature, the NMBS-11 is harmless to hu-
  man beings and many (not all) D-Bees, but at the same time is 
  highly effective against monsters. The CS army first deployed 
  these mines in the last two years of the Tolkeen War without fear 
  of producing any friendly casualties. Around that same time, the 
  NMBS-11 was also released widely in North America where it 
  has been purchased by predominantly human communities like 
  Whykin, El Dorado and Free Quebec, as well as mercs and other 
  outfits.
  Weight: 3 lbs (1.4 kg).
  Mega-Damage: 1D4x10 M.D. at point-blank range (within 6 
  feet/1.8 m) and 2D6 M.D. to everything within a 15 foot (4.6 m) 
  blast radius.
  Bio-Sensor: The sophisticated bio-monitoring sensor attached to 
  the NMBS-11 is capable of detecting the vital signs of life forms 
  within the mine’s blast radius. Moreover, the sensor is able to 
  differentiate between the vital signatures of human beings and 
  monstrous creatures, detonating only when non-humans are pres-
  ent (Gargoyles, Brodkil, demons, dragons, etc.). The mine will 
  not explode if a human is within the blast radius! Can scan as 
  many as 12 different signatures at once.
  Cost: 2,800 credits. Fair to poor availability in North America.
  
  218
  NG NMX-18 Stinger
  Anti-Flyer Mine
  The Northern Gun Stinger Mine is a high-tech, computerized 
  munition similar to the Wellington SAWS, only designed to en-
  gage flying targets. Originally conceived as an automated weapon 
  defense system to engage dragons, demons, gargoyles and simi-
  lar low-flying supernatural creatures, the Stinger is also effective 
  against low-altitude, slow moving aircraft and vehicles such as 
  Wing Boards, soldiers with jet packs, helicopters, hovercycles, 
  flying power armor, flying sorcerers and similar aerial opponents. 
  Thus, the NMX-18 may be programmed to target any flyer or to 
  recognize and attack specific targets, up to 3,200 of them.
  When the mine is placed, it may be programmed to engage a 
  limited, specific number of targets (such as SAMAS power ar-
  mor, Iron Eagle choppers, Juicer Icarus Flight System, Gargoyle, 
  etc.) or a broad range (hundreds or thousands) and will ignore 
  any others, or set to attack any and all flyers. When such a target 
  passes within the system’s detection range (2 miles/3.2 km), the 
  mine is triggered, it releases one or more Stingers and the enemy 
  is engaged. The Stinger is a unique drone warhead equipped with 
  a hover propulsion engine and targeting system. The drone has 
  limited maneuvering and its maximum speed is only 300 mph 
  (480 km), but that is sufficient to catch most slow moving targets 
  as well as to intercept fast moving ones coming in its general 
  direction (but at -2 to strike). Furthermore, most civilians, low-
  tech people, adventurers and even a third of all mercenaries, have 
  never seen or heard of this mine and misidentify the incoming 
  warheads as birds, insects or something unknown, causing them 
  to hesitate too long before taking evasive action (-3 on initiative 
  and -1 to dodge).
  Note: Sometimes called the “poor man’s mini-missile.”
  Weight of Launch Cube: 45 lbs (20.3 kg). Stingers are one pound 
  (0.45 kg) each.
  Range: 3,600 feet (1,097 m).
  Mega-Damage: 5D6 M.D. direct damage from the plasma war-
  head plus 1D4 M.D. to everything in a 30 foot (9.1 m) blast ra-
  dius.
  Blast Radius: 30 feet (9.1 m).
  Rate of Fire: One at a time or in volleys of 2 or 4. The launch cube 
  has three attacks/launches (single Stinger or volley) per melee 
  round.
  Computer Targeting System: The NMX-18 is equipped with a 
  radar suite with a 2 mile/3.2 km range, an effective Read Sensory 
  Equipment skill of 88%, and computer recognition package equal 
  to the Wilk’s PC-2020 field identifier with an accuracy of 94%. 
  All target data is uploaded to the drones prior to firing, making 
  the drone system the equivalent of a smart missile with bonuses 
  of +3 to strike, +1 to dodge incoming attacks and three attacks/
  actions per melee round until it finds its target, hits and detonates 
  on impact.
  Payload: 12 Stinger drone warheads. The launch unit can be 
  physically picked up and relocated without disturbing the cube, 
  however, trying to pry open any of the hatches or deliberately 
  damaging the cube (it has 31 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 300 mph (480 km), 
  which means that it cannot effectively engage fast moving air tar-
  gets; the system will not even fire at targets traveling faster than 
  300 mph (480 km) unless it has a chance of intercepting it should 
  it come within 2,000 feet (610 m) of the launch cube.
  Cost: 140,000 credits for the launch cube, plus the cost of the 
  individual Stingers, 2,500 credits each. Fair to poor availability 
  in North America.
  Product Note
  In addition to its own product line, Northern Gun also manu-
  factures successful equipment originally produced by small king-
  doms unable to keep up with demand or even direct knock-offs 
  of competitors’ products. Weapons like the L-20 pulse rifle, Vi-
  bro-Blades, environmental body armor like the Bushman, Plas-
  tic Man, Crusader and ATVs and vehicles like the Big Boss and 
  Mountaineer, are all available in Northern Gun models, often for 
  a slightly reduced price (10-15%).
  NG Vibro-Blades
  All Vibro-Blades are bladed weapons surrounded by an invis-
  ible, high-frequency energy field that gives them Mega-Damage 
  capabilities. Vibro-Blades were originally designed by the CS, 
  but have been “knocked off” by virtually every weapon manufac-
  turer in the Americas, including the continent’s largest weapons 
  manufacturer, Northern Gun. Vibro-Knives, Claws and Sabers 
  are widely available throughout North America (and Germany 
  via a trade deal between the CS and Triax). In the CS they are 
  exclusively issued to police and military personnel. It is illegal 
  for private citizens to own a Vibro-Blade or any Mega-Damage 
  weapon without a special and rarely authorized license.
  In the rest of the world, Vibro-Blades are very common, thanks 
  largely to Northern Gun and the Black Market. While designed to 
  be a weapon, Vibro-Blades are also used as cutting and chopping 
  tools by everyone from farmers and woodsmen, to adventurers 
  and butchers of M.D.C. livestock.
  Note: The W.P. Knife skill and bonuses apply to Vibro-Blades 
  and Vibro-Claws. All are handheld weapons which means range 
  is limited to hand to hand/melee combat. Most Vibro-weapons 
  do not throw well and are half the range listed under the W.P. 
  Targeting skill unless a character has an Augmented/Bionic P.S. 
  of 22 or greater.
  Vibro-Knife: Mega-Damage: 1D6 M.D. Cost: 7,000 credits.
  
  219
  Vibro-Bayonet. Mega-Damage: 1D6+1 M.D., designed for 
  attachment to a variety of rifles, but rarely used by the CS. Cost: 
  7,500 credits.
  Vibro-Saber (short sword). Mega-Damage: 2D4 M.D. Cost: 
  9,000 credits.
  Vibro-Sword (large, one-handed sword). Mega-Damage: 
  2D6 M.D. Cost: 11,000 credits.
  Giant-Sized Vibro-Sword. Mega-Damage: 3D6 M.D.; usual-
  ly used by oversized power armor suits or by giant robot vehicles. 
  Rarely used by the CS. Cost: 18,000 credits.
  Vibro-Forearm Claws. Mega-Damage: 2D6 M.D.; usually 
  three hooked blades attached to a forearm gauntlet or protective 
  plate. Great for parrying (+1 bonus) and slashing. Cost: 11,000 
  credits.
  Note: Also see Grenade Knife (new).
  share the wonders of my overactive imagination. It has helped 
  me become a better storyteller and a wiser, better person. Your 
  love for the worlds and characters ‘we’ have shared with you has 
  allowed my own imagination to find heights I never knew I could 
  reach. It is a wonderful, symbiotic relationship that invites my 
  imagination to unlock even more new realms of adventure, new 
  worlds to explore, new characters to play. Best of all, I’m not 
  alone. There is a growing legion of creators being spawned in the 
  Palladium Megaverse and coming forth with their own stories to 
  share. They are making their presence known within and outside 
  the realm of games, and it is a wonder to behold. I still find it hard 
  to believe that it is because of anything we have done at Palla-
  dium Books. Beautiful. Amazing. Humbling.
  The book you hold in your hand is only one more chapter in 
  the unfolding saga that is Rifts®. It feels like Northern Gun 
  One was a very long time in coming. We hope you find it was 
  worth the wait. We hope you will see there is a lot of imagination 
  and heart put into it along with several large doses of love. Love 
  for the world in which it is set. Love for the work we did for it. 
  And love for you, our supportive audience. Never doubt that you 
  are appreciated and thought of in all the products we develop. 
  You inspire and motivate us to push ourselves to bring you won-
  ders that make you say, “wow.”
  As a special nod and thank you to the many of you who sup-
  ported Palladium via the Northern Gun One crowdfunding, I 
  have included as many of you as possible (nearly 250, at last 
  count) as NG robot designers and other characters in Northern 
  Gun. More names will appear in Northern Gun Two. I hope you 
  enjoy becoming an official part of the Rifts® Megaverse®.
  Dare to dream and keep those imaginations burning bright. 
  Game on.
  – Kevin Siembieda, Publisher, Writer & Creator of Rifts®
  Dare to Imagine
  From day one, my goal for Palladium Books® has never been 
  to be the biggest game company, but to be the best. And by the 
  best, I mean to unveil stories, characters and ideas that carry you 
  away on the wings of imagination. I want to sweep you away to 
  worlds you’ve never before imagined, take you on adventures 
  you’ll never forget, and give you characters and stories that be-
  come fond memories that bring smiles for years to come.
  I want to unlock the imagination and show you that there are 
  no limits, no boundaries, except those you impose upon yourself. 
  I want to create products that compel you with art, words and 
  ideas to create your own epic stories. Because once you learn 
  how, there is no stopping you. There is no telling where your un-
  constrained imagination may carry you. And as with any muscle, 
  the more you use your imagination, the stronger and more nimble 
  it becomes.
  To me, this is the wonder and beauty of role-playing games 
  done well. They are an unparalleled medium of imagination. 
  More than that, they inspire others to follow their own dreams. 
  I truly marvel and stand humbled by the incredible number of 
  talented people who tell me it is because of the worlds, art and 
  stories of Palladium Books that they, themselves, have gone on 
  to become artists, writers, game designers, actors, directors, busi-
  ness owners and storytellers of every kind. Others tell of how it 
  helped them find themselves in other ways, or to connect with 
  people or make it through difficult times. What a gift we have 
  been given.
  This very book is filled with the works of individuals who 
  might not have discovered their love to create and tell stories with 
  words and art if not for Palladium’s role-playing games. Palla-
  dium Books helped them find the doorway to their imagination 
  and the inspiration to walk though it. Once they did, there was 
  no turning back. They had to follow their dreams. I count myself 
  among them. Palladium has given me the vehicle with which to 
  
  220
  Experience Tables
  NG Loss Prevention Officer (LPO)
  1 
  0,000 - 2,150
  2 
  2,151 - 4,300
  3 
  4,301 - 8,600
  4 
  8,601 - 17,200
  5 
  17,201 - 25,500
  6 
  25,501 - 36,000
  7 
  36,001 - 52,000
  8 
  52,001 - 73,000
  9 
  73,001 - 98,000
  10 
  98,001 - 134,000
  11 
  134,001 - 184,000
  12 
  184,001 - 240,000
  13 
  240,001 - 295,000
  14 
  295,001 - 365,000
  15 
  365,001 - 425,000
  NG Robot Control O.C.C.
  1 
  0,000 - 2,050
  2 
  2,051 - 4,100
  3 
  4,101 - 8,250
  4 
  8,251 - 16,500
  5 
  16,501 - 24,600
  6 
  24,601 - 34,700
  7 
  34,701 - 49,800
  8 
  49,801 - 69,900
  9 
  69,901 - 95,000
  10 
  95,001 - 130,100
  11 
  130,101 - 180,200
  12 
  180,201 - 230,300
  13 
  230,301 - 280,400
  14 
  280,401 - 340,500
  15 
  340,501 - 400,600
  NG Sales Rep O.C.C.
  1 
  0,000 - 1,875
  2 
  1,876 - 3,750
  3 
  3,751 - 7,250
  4 
  7,251 - 14,100
  5 
  14,101 - 21,200
  6 
  21,201 - 31,200
  7 
  31,201 - 41,200
  8 
  41,201 - 51,200
  9 
  51,201 - 71,200
  10 
  71,201 - 101,500
  11 
  101,501 - 136,500
  12 
  136,501 - 186,500
  13 
  186,501 - 236,500
  14 
  236,501 - 286,500
  15 
  286,501 - 326,500
  Bush Pilot O.C.C.
  1 
  0,000 - 1,970
  2 
  1,971 - 3,940
  3 
  3,941 - 7,880
  4 
  7,881 - 14,880
  5 
  14,881 - 21,880
  6 
  21,881 - 31,880
  7 
  31,881 - 41,220
  8 
  41,221 - 54,440
  9 
  54,441 - 74,660
  10 
  74,661 - 104,880
  11 
  104,881 - 139,220
  12 
  139,221 - 189,440
  13 
  189,441 - 239,660
  14 
  239,661 - 290,880
  15 
  290,881 - 340,000
  NG Police Officer O.C.C.
  1 
  0,000 - 1,925
  2 
  1,926 - 3,850
  3 
  3,851 - 7,450
  4 
  7,451 - 15,000
  5 
  15,001 - 21,500
  6 
  21,501 - 31,500
  7 
  31,501 - 41,500
  8 
  41,501 - 54,000
  9 
  54,001 - 75,000
  10 
  75,001 - 105,000
  11 
  105,001 - 140,000
  12 
  140,001 - 190,000
  13 
  190,001 - 240,000
  14 
  240,001 - 300,000
  15 
  300,001 - 350,000
  Monster Responder O.C.C.
  1 
  0,000 - 2,100
  2 
  2,101 - 4,200
  3 
  4,201 - 8,400
  4 
  8,401 - 16,500
  5 
  16,501 - 24,600
  6 
  24,601 - 34,700
  7 
  34,701 - 50,000
  8 
  50,001 - 70,000
  9 
  70,001 - 95,000
  10 
  95,001 - 132,000
  11 
  132,001 - 182,000
  12 
  182,001 - 232,000
  13 
  232,001 - 282,000
  14 
  282,001 - 335,000
  15 
  335,001 - 395,000
  
  221
  Quick Find Index
  Alternative Fuel Systems  . . . . . . . . . . . . . . . . . . 101
  Anti-Monster (see Gunwolf)  . . . . . . . . . . . . . . . . 129
  Anti-Monster HEX Grenades (see Grizzly) .  .  .  .  .  .  .  .  .  138
  Anti-Monster Rail Gun Rounds .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  132
  Anti-Monster: Wolf’s Head Weapon Platform  . . . . . . . 133
  Anti-Monster: Wolf’s Howl .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  133
  Anti-Monster: Wooden Spike Thrower .  .  .  .  .  .  .  .  .  .  .  140
  Bangsticks Start (new)  . . . . . . . . . . . . . . . . . . . 206
  Big Papa (see Mobile Medical Robot)  . . . . . . . . . . . 147
  Black Market Relations with NG  . . . . . . . . . . . . . . . 25
  Bounty Registry: Escanaba office .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 49
  Bounty Registry: Northern Gun .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 73
  Building Size in NG .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 34
  Chaff Launchers (see Grizzly)  . . . . . . . . . . . . . . . 137
  Chainsaw  . . . . . . . . . . . . . . . . . . . . . . . . . . 150
  Chainsaw Pincer .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  170
  City Rats .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 31
  Combat Racer  . . . . . . . . . . . . . . . . . . . . .157 & 159
  Combat Racer, illustration  . . . . . . . . . . . . . . . . . 158
  Crossbow, Mega  . . . . . . . . . . . . . . . . . . . . . . 205
  Erin Tarn  . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
  Escanaba  . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
  Escanaba Road  . . . . . . . . . . . . . . . . . . . . . . . . 50
  Escanaba Airshow .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 48
  Experience Tables .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  220
  Explosives .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  213
  Flamethrower, Forearm  . . . . . . . . . . . . . . . . . . . 139
  Flamethrower, Heavy  . . . . . . . . . . . . . . . . . . . . 105
  Flamethrower, Light  . . . . . . . . . . . . . . . . . . . . 117
  Freighter Ships  . . . . . . . . . . . . . . . . . . . . . . . . 90
  Ghosts (see Plum Island Region)  . . . . . . . . . . . . . . . 57
  Grenade Cannon .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  128
  Grenade, HEX .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  138
  Grenade Launcher, Beehive .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  179
  Hand Grenades  . . . . . . . . . . . . . . . . . . . . . . . 213
  Heatwave Emitter  . . . . . . . . . . . . . . . . . . . . . . 189
  HEX Grenades  . . . . . . . . . . . . . . . . . . . . . . . 138
  High-Impact Piston Arms .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  122
  Holographic Decoys .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  173
  Hovertrains  . . . . . . . . . . . . . . . . . . . . . . . . . . 93
  IM Highway .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 43
  Ion Weapons Start .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  198
  Ishpeming, City of  . . . . . . . . . . . . . . . . . . . . . . 32
  Ishpeming, Republic of  . . . . . . . . . . . . . . . . . . . . 29
  Junior (see Mini-Mobile Medical Robot) .  .  .  .  .  .  .  .  .  .  152
  Laser Weapons Start  . . . . . . . . . . . . . . . . . . . . 191
  LPO (see Loss Prevention Office)  . . . . . . . . . . . . . . 20
  LPO, O.C.C. .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 78
  Map: Upper Michigan/Northern Gun .  .  .  .  .  .  .  .  .  .  .  .  . 42
  Map: Michigan & Surrounding Region .  .  .  .  .  .  .  .  .  .  .  . 52
  Medical Robots  . . . . . . . . . . . . . . . . . . . .147 & 152
  Mega-Crossbow .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  205
  Menominee “Pirate’s Point”  . . . . . . . . . . . . . . . . . 51
  Mines  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
  Nano-Robot Medical Systems  . . . . . . . . . . . . . . . 151
  NG, the City of  . . . . . . . . . . . . . . . . . . . . . . . . 32
  NG, List of Corporate Officers  . . . . . . . . . . . . . . . . 34
  NG Credits (see The NGMI Credit System)  . . . . . . . . . 23
  NG Giant Defensive Bunkers .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 32
  NG Headquarters, Ishpeming  . . . . . . . . . . . . . . . . . 33
  NG Mercenaries (see IMCN)  . . . . . . . . . . . . . . . . . 62
  NG O.C.C.s start  . . . . . . . . . . . . . . . . . . . . . . . 76
  NG Police  . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
  NG Policy on Corporate Espionage .  .  .  .  .  .  .  .  .  .  .  .  .  . 16
  NG Policy on D-Bees  . . . . . . . . . . . . . . . . . . . . . 16
  NG Policy on Magic  . . . . . . . . . . . . . . . . . . . . . 15
  NG Policy on Returned Merchandise .  .  .  .  .  .  .  .  .  .  .  .  . 24
  NG Policy on Reverse-Engineering .  .  .  .  .  .  .  .  .  .  .  .  .  . 18
  NG Policy on Stealing Ideas  . . . . . . . . . . . . . . . . . 17
  NG Policy on Techno-Wizard Items  . . . . . . . . . . . . . 15
  NG Safe Zone .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 32
  NG Secure Storage Bunkers  . . . . . . . . . . . . . . . . . 31
  NG Security Zone .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 32
  O.C.C. Bush Pilot  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 76
  O.C.C. Loss Prevention Officer .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 78
  O.C.C. Monster Responder  . . . . . . . . . . . . . . . . . . 80
  O.C.C. NG Police Officer .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 82
  O.C.C. NG Robot Control .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 86
  O.C.C. NG Sales Rep  . . . . . . . . . . . . . . . . . . . . . 88
  Particle Beam Weapons Start  . . . . . . . . . . . . . . . . 201
  Plasma Weapons Start .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  203
  Plexiglass Windows (see Megabot) .  .  .  .  .  .  .  .  .  .  .  .  .  158
  Rail Guns, Start  . . . . . . . . . . . . . . . . . . . . . . . 209
  Rail Gun Howitzer  . . . . . . . . . . . . . . . . . . . . . 143
  Rail Gun Special Ammo (see Gunwolf)  . . . . . . . . . . 132
  Rail Gun, Variable Bore  . . . . . . . . . . . . . . . . . . 173
  Robot Rifles (see Super Max) .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  178
  Robots, start .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  100
  Robots, Standard Features  . . . . . . . . . . . . . . . . . 100
  Scissor Launchers .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  155
  Shield (see Blocker Shield)  . . . . . . . . . . . . . . . . . 120
  Solar Robot (see Sunfire)  . . . . . . . . . . . . . . . . . . 171
  Special Rapid-Fire Strafing Burst .  .  .  .  .  .  .  .  .  .  .  .  .  .  114
  Strafing Burst  . . . . . . . . . . . . . . . . . . . . . . . . 114
  Tactical Cameras (see Megabot)  . . . . . . . . . . . . . . 160
  Task Force X  . . . . . . . . . . . . . . . . . . . . . . . . . 60
  Three-D Camera & Holographic Projector  . . . . . . . . . 140
  Thunder Cannon (see Thundercaster) .  .  .  .  .  .  .  .  .  .  .  .  182
  Tranquilizer Pistol (new)  . . . . . . . . . . . . . . . . . . 204
  Tranquilizer Rifle (new) .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  205
  Tugboats .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 93
  Variable Projectile Cannon (see Thundercaster)  . . . . . . 182
  Vibro-Blades  . . . . . . . . . . . . . . . . . . . . . . . . 218
  Wolf’s Head Weapon Platform  . . . . . . . . . . . . . . . 133
  
  222
  
  223
  Robots: An Alphabetical Listing
  Beachmaster Amphibious Combat Robot .  .  .  .  .  .  .  .  .  .  103
  Behemoth Explorer  . . . . . . . . . . . . . . . . . . . . . 106
  Behemoth Super-Explorer  . . . . . . . . . . . . . . . . . 107
  Bigfoot Combat Robot  . . . . . . . . . . . . . . . . . . . 112
  Bison Combat Robot  . . . . . . . . . . . . . . . . . . . . 116
  Blocker Combat Robot  . . . . . . . . . . . . . . . . . . . 118
  Bruiser Combat Robot  . . . . . . . . . . . . . . . . . . . 120
  Buffalo Combat Robot  . . . . . . . . . . . . . . . . . . . 123
  Bulldog Combat Robot  . . . . . . . . . . . . . . . . . . . 124
  Grizzly Combat Robot  . . . . . . . . . . . . . . . . . . . 134
  Gunbot Combat Robot  . . . . . . . . . . . . . . . . . . . 126
  Gunwolf Combat Robot .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  129
  Hunter Mobile Gun NG-V7 ‘Original’  . . . . . . . . . . . 141
  Hunter Mobile Gun NG-V7, Block IV  . . . . . . . . . . . 143
  Megabot NG-M57-2N1 (Multibot reboot)  . . . . . . . . . 156
  Mini-Mobile Medical Robot ‘Junior’ .  .  .  .  .  .  .  .  .  .  .  .  152
  Mobile Medical Robot ‘Big Papa’  . . . . . . . . . . . . . 147
  Multibot NG-M56 ‘Original’  . . . . . . . . . . . . . . . . 154
  Ogre EXC-17 Explorer & Construction  . . . . . . . . . . 160
  Okemos Explorer  . . . . . . . . . . . . . . . . . . . . . . 163
  Scorpion Battler .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  167
  Sunfire Combat Robot .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  171
  Super Labor Robot ‘Original’ .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  174
  Super Max Combat Robot  . . . . . . . . . . . . . . . . . 175
  Thundercaster Combat Robot .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  180
  Viking Combat Robot .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  184
  Volcano Combat Robot  . . . . . . . . . . . . . . . . . . . 187
  
  224
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SOURCE: textdata/thevault/RIFTS/RIFTS (palladium)/World Books/Rifts - World Book 33 - Northern Gun 1.pdf