149 AREA 51 & EL DIABLO Almost a century ago, Bandito Arms uncovered the ultra-secret military base called Area 51—the most advanced research, prototyping, and testing facility in the world. To everyone’s surprise, the abandoned facility’s vast hangars, bunker complex, and high-tech production facilities remained completely intact thanks to the arid environment. Bandito Arms moved right in, renamed the facility “El Diablo,” and quickly made it their secret headquarters. They completely cleared the area around Groom Lake and Area 51 of surface structures capable of giving away the location. Robot dinosaurs covered in realistic skins scare away interlopers lingering in the area. When that doesn’t work, a massive force can spring from hidden access points and overwhelm anything short of a Coalition mechanized division. A small contingent of Black Market researchers, technical personnel, and security crew commute in for shifts from an isolated village where they live with their families. Inconspicuous vehicles drop-off and pick-up the employees at a hidden site connected to the main El Diablo complex by an improvised, hundred mile-long subway system. LAS VEGAS Salvage operations picked clean the deserted, haunted ruins of Las Vegas over a century ago. The bones of its suburbs house concealed Bandito Arms listening and observation posts designed to protect their secretive operations in the area. Henderson, a collection of neighborhoods on the southeast side of the city, appears to be a small merchant town in the middle of nowhere. In truth, vast underground warehouses hide throughout the area. The townspeople and “visiting” mercs are actually Black Marketeers and their families. Lake Mead serves as the headquarters of Bandito Arms’ smuggling operations. Supplied by the storehouses in Henderson, the inactive Hoover Dam is now a seasonal waterfall and port for shipments traveling along the Colorado River to markets throughout the New West and beyond. THE HAUNTED STRIP The Haunted Strip is the main reason Las Vegas remains desolate and depopulated. Once the most famous corridor of the pre-Cataclysm city, the central stretch of Las Vegas Boulevard was lined with extravagant casinos, hotels, and outrageous attractions. Now, what looks like innocuous ruins by day become a perilous “fun house” of haunted horrors by night. Once darkness falls, a majestic illusory vision of Las Vegas coalesces, with crowds of phantom revelers, innumerable bright lights, and the towering structures of the era reappearing. The sounds of raucous crowds, vehicles, and casinos fill the Haunted Strip. Anyone daring to navigate the Strip at this time must resist the mind-controlling effects of the illusion or be completely enthralled by the joyous spectacle. Those enthralled lose track of what they were doing, interact with the faux reality, and party, gamble, or otherwise amuse themselves and engage with the “people” of years past in the mind-blowing wonderland of pre-Rifts Las Vegas during the Golden Age of Humanity. Victims slowly find themselves drained of arcane and psychic energies as incorporeal beings feed on their emotions, but usually are not otherwise harmed. However, ghosts and spirits try to frighten or attack anyone trying to interrupt the mirage or remove those Michael Logan (Order #41085069)
150 enthralled by it. If a commotion ensues, tectonic entities are drawn to the conflict and escalate the violence. Psychically tied to the ruins of the Strip, the incorporeal beings rarely pursue those who flee, though rare reports of possession and worse exist. Roswell The Great Cataclysm left Roswell, site of a famous UFO crash-landing and subject of countless alien conspiracy theories, an uninhabited ruin. Recently, many Psi-X “alien” outcasts, led by someone called “The Smoking Man,” made their way to Roswell and established an eclectic settlement. The community specializes in indulging the needs of the travelers (and Pecos raiders) crisscrossing the wastelands between old Texas and the New West. The Psi-X claim to be descendants of the original Roswell aliens and the community encourages “alien” looking D-Bees to settle there and engage in the charade. Many visitors believe in traditional UFOs and aliens, conflating Rifts Earth reality with what they see on preCataclysm movies and shows. The lighthearted Roswell community plays to the cultural hype by peddling all sorts of memorabilia, “alien artifacts,” and exotic technology and weapons—in addition to the casinos, taverns, drug dens and general stores necessary to keep rough travelers and mercs entertained and supplied. An immensely popular freak show includes a “real UFO” and visitors are continually entertained by the various “alien” townspeople and their unusual antics. A sizable—and very successful— Naruni Enterprises outlet calls Roswell home. It is run by Uteni sales clerks NEW WEST ENCOUNTERS D20 RESULT 1–7 Same results as in The Game Master’s Handbook. 8 Coalition Scouting Party: Same results as in The Game Master’s Handbook but substitute forces with entries from this book. 9 –10 Native American Band: A band of 3d8 Native Americans (as Soldiers) travel through the area, led by a Wild Card shaman (see Savage Rifts® North America: Arcana & Mysticism). Roll on the Opposition Leader Table. 11–12 Simvan Monster Riders: Same results as in The Game Master’s Handbook, but twice the number. 13 –14 Wandering Monsters: As the Wandering Monsters result in The Game Master’s Handbook (typically dinosaurs, Rhino Buffalo, Worm Wraiths, Panthera-Tereon, and Blood Hawks see Savage Foes of North America and Arcana & Mysticism). 15 –16 Brodkil: Same results as in The Game Master’s Handbook but add a Witchling. 17 Black Market Smuggling Operation: Same result as in The Game Master’s Handbook. 18 –19 Wild Vampires: Same results as in The Game Master’s Handbook, but twice as many. 20 Same results as in The Game Master’s Handbook. Michael Logan (Order #41085069)
151 wearing ridiculous outfits and RepoBots operating publicly and openly as a marketing ploy. The interdimensional arms dealers base their operations out of a huge alien hover caravan, disappearing without a trace into the badlands whenever Coalition forces arrive in the region (which Naruni Enterprises monitors with a hidden network of ultratech sensors). New El Paso The large city-state of El Paso is one of the last great vestiges of civilization as one travels into the New West. King Wyatt Halloway, a shallow ranching tycoon known to be sometimes extravagantly generous and sometimes murderously vindictive, rules the important trade hub. The city has a massive gang problem, with the mutant dog “K-9s,” mutant and D-Bee feline “Wild Cats,” ugly Orc and mutant “Trogs,” and human supremacist “Hammer” gangs fighting in the streets regularly. The city’s market square caters to operations in the vampire-infested region, and features expedition outfitters, magic shops, mystic travel services, a psychic healer society, an official Wilk’s outlet, Rio Grande ferry services (daylight only), high-tech garages, and a modern hospital with cyber-clinic. THE TOMORROW LEGION IN THE NEW WEST The New West just waits to be mapped and explored by the Tomorrow Legion, and is the destination of countless desperadoes, including those fleeing Tolkeen, who need to be brought to justice or recruited to the cause. Here, Legionnaires interact with Cowboys, Gunslingers, Justice Rangers, and wild frontier folk. Relatively near to Castle Refuge, the Texas Freelands act as a portal for adventures into the Vampire Kingdoms and the New West. Castle Refuge dispatches Exploration and Community Outreach teams to the region’s city-states, all potentially valuable trade partners and allies. Interdiction Teams may be tasked with protecting towns from raiders or with defeating troublesome warlords among the scum and villainy of the Pecos Empire. ENCOUNTERS IN THE NEW WEST To generate encounters in the New West, use the new New West Encounters table in conjunction with the Game Master’s Handbook. SAVAGE TALE: THE BOONIES An ancient, long-forgotten treasure lies buried somewhere beneath the mountains of Colorado. While on a longrange mission to the Colorado Baronies, the Legionnaires come into possession of a map to this treasure—but the forces of the corrupt Nathaniel Zane, Baron of Charity, stand in the way. Standoff A growing winter storm forces the heroes to seek refuge in a shanty town located in the ruins of Denver. The “town” is really nothing more than a bunch of squatters in the ancient rubble. While weathering the storm, a stranger approaches the Legionnaires and requests sanctuary from his pursuers. “My name is Brendan Welsche. I am being pursued over this,” he says, waving a map in your faces. “This map leads to a treasure beyond your wildest dreams. I Michael Logan (Order #41085069)
152 stole it from the pig Baron Zane and his lackeys while I was being forced to work for him. If you help me, we can split it amongst ourselves.” E Brendan Welsche: As a Cowboy with Boating d6, see page 190. If captured, the treasure could pay for upgrades to the heroes’ own equipment or be donated to fund the efforts of Castle Refuge. The Legionnaires must attempt to decipher the map’s riddles to find the treasure. SOLVING THE RIDDLE The clues all refer to the landscape of these parts, and heroes should be able to pick out local landmarks to help decipher the clues. Clue 1: leads the team to Long Lake Clue 2: leads them to the confluence of two creeks Clue 3: leads them to the Valley of the Twin Peaks. Once they decipher the first clue, the Legionnaires set forth on their journey to retrieve the fortune. If needed, a Survival or Common Knowledge roll at −2 solves the riddle. Journey into the Boonies The heroes must scale a mountainside to reach the first point on the map. Another storm comes on as the heroes travel further up into the mountains. Brendan Welsche suggests looking for a nearby abandoned mine to seek refuge from the storm. Finding the mine before the storm hits requires one hero to succeed a Difficult Dramatic Task using Notice or Survival (see Dramatic Tasks in Savage Worlds). If found, the mine provides excellent protection against the storm, possibly allowing those in its shelter time for an Interlude. If the heroes fail to find the mine, they must hunker down and weather the worst of the blizzard. Any characters not protected by an enclosed vehicle or inside armor with Full Environmental Protection must make a Vigor check at −2 or suffer one level of Cold-based Fatigue (see Cold in Savage Worlds). Come the morning, the heroes crest the peak and find in the distance a lake believed to be the destination revealed by the first clue: Long Lake. A group of Zane’s gunmen spring from the protection of rocky outcroppings, ambushing the Legionnaires as they approach the lake. Commandos (6 + 1 per hero): Three crew the GAW Bradley below, see Savage Foes of North America. GAW Bradley IFV: See page 48. Gunslinger: See page 190. NG-X9 Samson Power Armor Pilot: As a Commando with the Power Armor Jock Edge, see Savage Foes of North America. Wilderness Scout: See Savage Foes of North America. Once they dispose of the attackers, the team must decipher the second clue— requiring a successful Survival check or vision-based Notice check at −2—and Take care on the long road to the lake of the same name. Follow the creek to where the roaring forks meet. In the shadow of the Twin Peaks find its opposite, though similar in name, and there the treasure lies. THE RIDDLE Michael Logan (Order #41085069)
153 pick which creek to follow towards “where the roaring forks meet.” Travel becomes difficult as the forest grows thicker and a frozen creek bars the way. While crossing the frozen creek, ground-based travelers roll Athletics, Driving, or Piloting to successfully cross, with vehicles size 2 or larger making the checks at −1 or more at the GM’s discretion. Failure means the ice cracks, plunging walking characters and nonhover vehicles into the icy water. Once the group reaches where the forks meet, the heroes must make either an Academics check or Common Knowledge check at −2 to determine which of the many peaks are the Twin Peaks. They may also attempt a tracking (Survival) check to find a trail left by a large party of Baron Zane’s troops. Either way, the Legionnaires can proceed to the final clue or rest here before making the final leg of the journey. If the group decides to keep moving forward through the night, they must roll successful Survival checks with Illumination penalties to make headway and Vigor checks to fend off a point of exhaustion-based Fatigue (see Fatigue in Savage Worlds). Thrill of the Chase The following morning, the Legionnaires follow the trail left by Zane’s men. The distant sound of explosions reaches them, echoing off the hills. As the group approaches and peers into the valley, they see two TK Flyers engaged with Zane’s forces. It seems a double-cross of some kind has occurred, and this opportunity is too good to pass up. Brendan Welsche urges the heroes to move into the valley and take advantage of the chaos to seize the treasure. As the group moves through the action, they find Zane’s lackeys have loaded the treasure onto one of three barges and left it unguarded. After the heroes reach the barges, they have three rounds to get underway before the TK Flyers are shot down and the Baron’s men are no longer distracted. A barge piloted by Zane’s remaining men pursue the group with deadly intent (see Chases in Savage Worlds). The Legionnaires start on Card 4 (subtract one for each round they delayed in getting underway in the barge), and the Baron's men on Card 1. GAW BRADLEY IFV Michael Logan (Order #41085069)
154 The ship contains six crates of treasure. Anytime a Boating check is failed a crate falls overboard. Critical Failure results in all passengers rolling an Agility check at −1 to stay onboard. Soldiers (6, plus 1 per hero): See Savage Foes of North America. River Barge Pilot: As a Civilian with d8 Boating, see Savage Foes of North America and page 48 for the Barge. Power Armor Pilots (2): Piloting Bandito “Sidewinder” SAMAS, see page 40. As Commandos with the Power Armor Jock Edge, see Savage Foes of North America. Triax X-1000 Ulti-Max and Robot Pilot: Aboard one of the River Barges, see The Tomorrow Legion Player’s Guide and Savage Foes of North America. E Claud ‘Creed’ Jacobson (Gunslinger): Baron Zane’s lieutenant, see page 190. Riches! The river empties into a lake, allowing the heroes to escape pursuit. Once clear, the heroes find the remaining crates on board are packed with precious metals and gems worth 250,000 credits each! The Legionnaires gained vast amounts of riches, but they no longer know where they are. The wild ride took them far from anything they recognize into the unmapped wilds beyond the Great Barrier Wall. Their next adventure can see them trying to find a way back to safety with their new-found wealth. SAVAGE TALE: THE PSI-X FILES The Legionnaires attempt to rescue D-bees they believe to be Psi-X Aliens from a Coalition Hovertrain. However, on top of dealing with a train heist, Dead Boys, a Mauler, SAMAS, and Sky Cycles, the heroes learn these “Psi-X Aliens” aren’t from Rifts Earth at all! Cowboys and Aliens The Tomorrow Legion sends the team to investigate a series of D-Bee disappearances in the Texas Freelands. The squad stops in what used to be Sweetwater, Texas to refuel and make camp for the night. After checking into the local hotel, their informant—a mysterious Human Cowboy named Wyatt (see page 174)—treats the investigators to dinner. Wyatt purchases another round of drinks and explains he contacted the Tomorrow Legion about the disappearances. Based on rumors and increased hovertrain traffic, Wyatt believes the Coalition is kidnapping D-bees, most likely Psi-X Aliens, and experimenting on them. He opens a tube and spreads a map over the table. Tracing the lines, he points out the route of a hovertrain and explains his plan to free a group of Psi-X Alien prisoners tomorrow. Paraphrase or read aloud the following: “Alright y’all, the Coalition’ve been using hovertrains for their recent influx of deliveries to Lone Star. The rig we’re targeting is towing two climate-controlled trailers and a flatbed in between ‘em. Accordin’ to my sources, they’re haulin’ some D-Bees picked up out in Nevada. “Though we’d normally blow the rig to hell and salvage the cars, we can’t risk killing the prisoners. I’ve hired some hover vehicles to get us in close. A team and I will move through and take control of the train. E’en though y’all got a pretty tough group here, I’ve got my own posse that’ll be taggin’ along. After we get the train, we’ll hafta move it to a secure location outside Coalition territory.” Michael Logan (Order #41085069)
155 This would be a good opportunity to add an Interlude. If any characters know the origin of the Psi-X Aliens and question why the Coalition would attempt to recapture them, Wyatt admits he’s as baffled as anyone. Flatbed Firepower Around noon the next day, the Legionnaires meet with Wyatt and some mercenaries on the edge of town. Wyatt and the Legionnaires load into some hover trucks while his mercenaries get into a hover car and all parties head towards the intercept. Any characters Size 2 or smaller can fit inside the vehicles, with any larger characters sitting in the exposed bed of a hover truck or moving alongside the vehicles. As the silhouette of the train comes into view, the mercenaries’ hover car disappears in a fiery explosion! Wyatt’s voice crackles over the radio “They’ve got an Enforcer on the flatbed!” A Chase begins (see Savage Worlds). The heroes begin on Card 1 and the train on Card 3. The boxcars and the flatcar reduce the train’s speed to 175 MPH. The goal of the Legionnaires is to board the train. Coalition Grunts (4+1 per hero): See page 186, use Squad Weapon Loadouts on page 186. Coalition Junior Officer (1): See page 186. UAR-1 Enforcer: Fully crewed, see Savage Foes of North America. NG-HCH-1228 Hovertrain: See page 46. NG-HCH-2000 Tractor Hover Truck: 1 for every 4 Legionnaires, see page 47. Heist to Meet You After taking care of the guards, Wyatt and the boarding party move through the front car, wading through the crowd of alien-looking D-Bees. After getting into the engine compartment, the conductor locks the controls and glares. The Legionnaires can attempt an Intimidation or Persuasion roll against the conductor. With a success he hands the controls over to the players and on a raise he actually drives the train for them. Alternatively, Legionnaires may attempt a Thievery or Hacking roll at −2 to get control of the train (in this case a player character needs to roll Driving checks to control the train). Either way, the train begins moving towards its new destination. Conductor: As a Civilian with Driving d8 and Spirit d8, see Savage Foes of North America. Detour Ambush With the train moving towards its new destination, Wyatt and the heroes return to the D-bees. Read this aloud, or paraphrase: The creatures stuffed into the Coalition cargo containers are approximately 3 to 4 feet in height, with enlarged skulls and jet-black, ovoid eyes. These scrawny creatures huddle together in groups of a half-dozen or so around the room, looking even smaller in their Coalition-issued jumpsuits. While Wyatt heads to the back of the train, the Legionnaires can make a Common Knowledge check. On a success, they recognize the aliens resemble but do not match Psi-X Aliens. Wyatt’s voice crackles over the radio. “Havin’ some trouble back here. None of these folks speak ’Merican and they’re all too short and pale to be the missing persons. Let’s just get ’em out of here and ask questions later.” If the Legionnaires head back to the flatbed they find Wyatt, perplexed. The Michael Logan (Order #41085069)
156 D-bees are communicating with each other, it seems, but he can't understand them, nor they him. As he gets more and more frustrated (and before the heroes can intervene and decipher what the strange creatures are saying), the train suddenly lurches violently. The train is under attack from above and being raked by the laser fire of Coalition Air Troops! Begin another Chase as the heroes try to evade the Air Troops in the captured hover train. The heroes begin on Card 2 and the CS forces on Card 1. Coalition Sky Cycle Pilots (1 per hero): See Savage Foes of North America. Coalition Elite RPA Pilots (One for every three heroes): Piloting Super SAMAS, see page 182. The Psi-X Aliens? After defeating the Coalition and reaching the new destination, Wyatt and the Legionnaires begin unloading all the aliens from the train and radioing for transport. The D-Bees begin to murmur to each other again in their strange language. Everyone makes a Notice roll. Anyone with a success notices a blurry, shining object speeding through the sky towards their position. Before anyone can react to what the D-bees are doing, a bright light blinds all characters and five distinct tones deafen everyone and then knocks them unconscious. Sometime later, a group of Psi-X Alien farmers gently shake the Legionnaires awake. All of the rescued D-bees are gone, and the Legionnaires realize none of them looked like the farmers! COALITION SKY CYCLE Michael Logan (Order #41085069)
157 CHAPTER NINE T he Tomorrow Legion comes into possession of an enigmatic piece of hardware: the partial head and torso of a powerful combat robot of unknown origin. Second-hand reports of the supposed encounter suggest the hightech automaton belongs to a much larger legion. If this is true, there’s no time to lose in investigating such a potential threat. However, initial analysis cannot determine whether it is of Rifts Earth construction or from somewhere else in the vast Megaverse®. Top Chief Elle of Owls assigns a team of Legionnaires to safeguard the package while transporting it to one of the most experienced robotics experts in North America for analysis. Major Albert Deschesne hopes the Legionnaires can immediately use this intel in an extended mission to make an accurate threat assessment. With yet another unknown menace looming on the horizon, the expedition prepares to embark. Suggested Sequence of Events Over the course of this Plot Point Campaign, the heroes get embroiled in the shadow war brewing between Archie and the Republicans. The campaign is designed so the GM can run other adventures in-between sessions as she sees fit, though running them consecutively will help keep tension high. As the team travels through the Domain of Man and the Shemarrian Nation, the EX MACHINA SESSIONS ADVENTURE 1–2 A Piece of Something Dangerous 1–2 Adventure Generator 1–2 Intrigue in Ishpeming 1 Adventure Generator 1 An Evitable Conflict 1–3 Adventure Generator 1–2 Android Dreams 1–3 Adventure Generator 1 Encounter at Gynoid 1–2 Soldiercicles 1–2 Shadow War Michael Logan (Order #41085069)
158 story can be expanded using the rules for Travel, Interludes, and Encounter Mods from chapters five and seven respectively. Familiarity with those chapters will also help the GM to provide necessary details as the Legionnaires make their trek north and then east. A PIECE OF SOMETHING DANGEROUS The Legionnaires depart Castle Refuge with their mangled package in tow. The team’s first objective is to locate their contact, a dwarf named Noldrin Frostforge, the source of the evidence and report regarding combat with the advanced robots, before heading north to consult with a robotics expert in Ishpeming. Their source’s last known location was in the employment of the Tennessee Headhunters, a mercenary company operating out of the citystate of MercTown located across the Mississippi River. The Streets of MercTown After traveling to MercTown, the heroes make a Networking check in order to track down their source. A mere 1,000 credits gains a +2 Money Talks bonus to associated Persuasion checks. Their inquiries lead them to the Quiet Warrior Inn, a serene bed-and-breakfast at odds with the rowdy roadhouses and taverns dotting the city. As soon as they ask about Noldrin at the front desk, one of the guests in the adjoining room pulls a gun on them. The female elf has clearly been waiting for just this moment. Read or paraphrase the following: “What did you do with him?” snaps the elf. Though tears roll down her cheeks, she holds her pistol steady in the practiced grip of a Gunslinger. “What did you do with Noldrin?” A successful Persuasion roll can convince the elf of the Legionnaires’ good intentions and get her to lower her pistol. The heroes gain +1 Persuasion if they mention or openly display their affiliation with the Tomorrow Legion and another +1 if they mention they are investigating the battle Noldrin had with advanced robots. She takes the heroes aside to interrogate them. With a raise, she takes them directly upstairs to Noldrin’s apartment. The elf, Aerilya, knows Noldrin belongs to the dwarf clan that built Castle Refuge. She reveals Noldrin saved her from the Siege of Tolkeen several years ago, and he’s been a surrogate father to her ever since. Noldrin’s been cagey for the last few weeks, evidently nervous about something he encountered during a job back east. Last night, he finally confessed he felt he was being watched. This morning, he was gone and his rooms were ransacked. Aerilya hasn’t gone to the authorities yet out of a prideful sense of rivalry with Drago’s Defenders. If convinced they mean to help her, Aerilya lets the heroes into the dwarf’s ransacked apartment with a key Noldrin left her. While the neighborhood outside isn’t much to look at, Noldrin’s apartment features exquisite wood furnishings and stonework. It would be very inviting except it has obviously been turned upside down by someone looking for something. The heroes find a fresh boot print in a pool of sticky (presumably dwarven) blood. A successful Notice roll finds Noldrin’s journal. Since the initial raid and kidnapping at least one more party has been here. Michael Logan (Order #41085069)
159 The elven merc swears the blood was previously undisturbed (the boot print is much too big to be hers), and the rooms appear to have been rifled through a second time. It appears there are multiple parties interested in Noldrin’s encounter. Reading Noldrin’s journal reveals every page after taking the East Coast job has been ripped out. No valuables appear to be missing from the premises, and it has been hours since the dwarf was taken. Aerilya lashes out in frustration, smashing an already damaged chair, angry at the bleak situation. While the team does not have Noldrin’s record of events, the evidence on the ground lends much credence to his account. Their instructions are to contact Castle Refuge to report in using the radio relay station at the local Northern Gun Manistique Imperium, or NGMI, bank (the distance is easily within the 500 mile radio relay limit, and there is no ley line or atmospheric interference). After giving their report, they are told to proceed north to meet their contact, a Trimadore scholar called Primagor, in Northern Gun territory via the Mississippi River steamboat Memory of New Orleans. The Tomorrow Legion has already booked passage and it departs in the next 24 hours; they will need to leave MercTown soon. Each Legionnaire is also provided a Universal Credit Card issued by NGMI worth 100,000 credits to help fund and resupply their expedition. The team must choose whether to find Noldrin or prioritize their orders. Aerilya Glaenith (Gunslinger): Elven, see Gunslinger page 190. Hard and Heavy With less than a day to find Noldrin, the Legionnaires must act fast. Using Intimidation for a Networking roll works faster than Persuasion, and characters with Connections to mercenary bands in the area might call in a favor. If the heroes succeed, they get word late in the evening that a group of suspicious characters were seen half-dragging a bloodied dwarf into a run-down hovel on the outskirts of MercTown. A trio of A-51 Spybots working for Archie Three captured Noldrin and tortured him for information. Unfortunately for Aerilya, the dwarf bit out his own tongue and died under the Spybots’ ministrations. The androids stuffed his corpse into an old trunk. Sneaking up on the Spybots requires an opposed Stealth roll against their Notice, as the androids are active guards. As soon as one Spybot is Incapacitated, it self-destructs—triggering the selfdestruct mechanisms of its companions. Rescuing Noldrin’s corpse from the ensuing inferno may prove difficult. A-51 Spybots (3): See page 176 the Spybots are disguised as D-Bees and equipped as Wilderness Scouts (see Savage Foes of North America). Interdimensional Entanglements The needs of the mission mean the Legionnaires must leave the grieving Aerilya the next day. If they invite her to come with them, she readily agrees. Otherwise, she takes Noldrin’s remains and heads into the Magic Zone to find someone capable of resurrecting him. The dirt road heading west towards the Mississippi berth of the Memory of New Orleans seems empty of other travelers. The team follows the trail through a dense bit of forest. As they tramp through a gully, Naruni Repo-Bots and mercenaries ambush them from a well-prepared position. The encounter is subject to the Surprise rules, with the Legionnaires rolling NoMichael Logan (Order #41085069)
160 tice versus the enemy’s Stealth (effectively d8+4 due to equipment and Cover). Their enemies flank them and have the high ground, starting in Medium Cover behind a waist-high rocky outcropping (+10 Armor if the heroes try to shoot through it). Naruni headquarters in MercTown has been enticed by the rampant rumors of a high tech artifact, and sent a team to "acquire" it. However, since the rumors are unsubstantiated the team has orders to retreat if their prey aren't easily defeated. Dealing a Wound to one of the cyborgs reveals their identity (the cloak is torn off), as does a successful Notice check at −4 (takes an action with penalties for Cover and Illumination). T h e e n e my seeks to capture the package, and if they do a Chase begins as they i m m e d i a t e l y break off the attack and head east t o w a r d s MercTow n. G i v e n t he c los e quarters, the Naruni team begins on Card 1 and the heroes on Card 2. If necessary to stop the package being lost, Aerilya uncannily comes to the heroes’ aid. The Naruni team will retreat if one of the Repo-Bots is Incapacitated, though the mercs might flee first if half of them are Incapacitated. Questioning the attackers in the aftermath only reveals Naruni Enterprises is behind this. The Naruni hit squad is on a strictly need-to-know basis, and see the package as a "target of opportunity." Naruni involvement is a red herring, but the GM may leverage this encounter as a way to involve them in future adventures if he so wishes. Commandos (two plus one per hero): Wearing NE-C20 camouflage body armor, armed with NE-10 Plasma Cartridge Rifles (see page 43) and Vibro-Swords. See Savage Foes of North America. E Naruni Repo-Bots (one for every two heroes): All wear cloaks to disguise their identity, see page 191. INTRIGUE IN ISHPEMING The Memory of New Orleans offers plenty of cargo space for the Legionnaires’ equipment. The heroes leave behind t he operat ional range of the radio relay network connected to Castle Refuge, making communications with Tomorrow Legion command difficult at best until they return from their (potentially very) longrange mission. Mississippi Cruising The journey up the Mississippi can be as involved as the GM would like, but at least one randomly-generated adventure is suggested. Coalition patrols and the containment of Devil’s Gate keep the river as safe as it’s been since t h e NARUNI REPO-BOT Michael Logan (Order #41085069)
161 Apocalypse, but river monsters and bandits (many with True Federation ties) still haunt its banks. Possible encounters can involve Coalition patrols either coming to the steamboat’s aid or requesting assistance. The respect of CS border troops may prove helpful as they sail through Coalition territory. Disembarking at the northern borders of CS Chi-Town, the heroes can travel overland through the wilds to the Upper Peninsula and Ishpeming (a fairly dangerous route), or head east to port “Old Chicago” where they can book a hovertrain traveling up the western coast of Lake Michigan all the way to Menominee (a.k.a. Pirate’s Point) with hovertrain connections to Escanaba then Ishpeming. Enter the Robodome One of the most technologically advanced cities in the world, Ishpeming is the headquarters of the arms manufacturer Northern Gun. Any and all NG products are readily available with no Gear Availability roll necessary. The Legion’s contact, Primagor, works as a subject matter expert at the Robodome. Finding Primagor is easy. His office number is listed in the Robodome’s directory, so the heroes can either look it up or be directed his way by a friendly secretary located in the office section of the arena’s main lobby. Primagor greets them warmly but says he does not have time to meet with them. He stops anyone from discussing the situation aloud, nodding and motioning towards the walls to indicate he believes they might be bugged. Instead, he greets the heroes as competitors in the Robodome’s open call team competition. He insists on meeting them at the Ishpeming Arms Hotel later to discuss the competition. Located in a premier section of Ishpeming, the Arms is renowned for its luxury, amenities, and high-class service. NG corporate execs, robo-gladiators, celebrities, and merc commanders can regularly be seen in the lobby and hallways. Primagor explains that he’s being spied upon and jumped at the first cover story he could concoct for the Legionnaires. Now, though, they’re stuck competing in the event. Based on earning points in multiple competitions, the open call team competition is held in two phases designed to test physical and piloting skills as much as combat prowess. It goes all weekend, and the arena is packed with a crowd, vendors, and announcers fit for a pre-apocalypse monster truck or wrestling event. Betting is rampant among attendees. The competing teams are very organized, with garishly-colored matching jerseys, and largely comprised of Juicers, Crazies, Headhunters, Borgs, mercs, and pilots of all kinds. Resolve the competition using the Quick Encounter rules with two rounds of encounters. The first day of the competition allows each competitor to earn points for their team by competing in a series of obstacle races divided into various types of courses including: A foot course focusing on climbing and jumping obstacles A flight course featuring jetpacks and hovercycles Water courses featuring swimming or jet skis A vehicular ground course featuring small vehicles, power armor, and augmented humans like cyborgs and Juicers Each team member must use an appropriate skill to compete in one of the events. Be creative with the skills—a Michael Logan (Order #41085069)
162 Ley Line Walker might use Spellcasting and the fly power to compete in the flight course. The competition is tough, so apply a −2 modifier to the rolls with failures resulting in Technical Difficulties or destroyed gear. The crowd gasps, oohs, and ahs while the announcers joke and release smoke, foghorns, and thumping electronica clips throughout the obstacle course events. The next day brings an all-day team combat tournament. Non-lethal versions of every possible weapon type are available for use, but the event is still a punishing double-elimination style affair. The combat portion of the contest is what most of the elite teams focus on, really upping the ante. Apply a −4 modifier to the Quick Encounter rolls. Allow non-combat focused characters to use their skills creatively. Battle, Persuasion, Intimidate, Taunt, and Stealth become excellent options here. Successes result in Bumps and Bruises, failures in Wounds, and critical failures in d3 Wounds. The crowd cheers or jeers appropriately and the announcers spout off nonsensical combat stats, give blow-by-blow recounts, and play bleacher-thumping hard rock at climactic moments. The GM should adjudicate the results and determine where the Legionnaires place in the lineup. Each team placing in the top ten wins a 5,000 credits purse. Double, triple, and quintuple amounts go to the teams placing third, second, and first respectively. Live and Let Die After the two days of the competition, the heroes meet Primagor in the lobby of the Ishpeming Arms. He confirms the package is indeed of hyper-advanced origin. He cannot, however, be certain of its origins. Instead, he refers them to Argent Goodson, chief of Titan Robotics, who runs an advanced manufacturing and sales complex in the Manistique Imperium town of New Cedarville. As the conversation ends, call for a Notice roll. The winner spots an unassuming young man whom the hero noticed multiple times in the crowds of the Robodome, though he now wears a tuxedo instead of a merc’s combat jumpsuit. A raise allows the hero to be sure absolutely certain the young man is tailing them. The man flees if confronted. After a short foot Chase, the man in the tuxedo begins frothing at the mouth. He falls over, uttering the following: “We will be the army of the New Republic,” he coughs, “that will restore peace and prosperity…to our great nation.” He breathes heavily, gasping for air. “We are the hope for the future and… we will not fail in that duty…” The young man dies. A successful Notice roll uncovers no identification— in fact he carries nothing in the tuxedo— but a raise finds a tiny “1776” tattooed over his heart. A Healing roll confirms the cause of death as poison, while a raise determines it was a cyanide pill. An Academics check at −2 (or Common Knowledge at −4) recalls hearing portions of the man’s dying words associated with a secret society known as the Republicans. A raise lets characters remember stories about the Republicans connected to the origins of Chi-town and Free Quebec. Some may instead remember legendary tales of the Glitter Boys and the Neemans set during the Two Centuries Dark Age after the Great Cataclysm. Northern Gun security quickly arrives at the scene if the heroes attempt to make off with the body to interrogate the spy through divination or resurrection. If the Legionnaires do somehow manage to run off with the corpse, the spy’s handlers remotely activate an implanted Michael Logan (Order #41085069)
163 device and immolate the body, doing 3d10 damage to anyone within a Medium Blast Template. Primagor: As a Rogue Scholar, see Savage Foes of North America. E Mysterious Spy: As a Commando with the Attractive, Fleet-Footed, and Conditioned Edges (on page 33), see Savage Foes of North America. In the unlikely chance the Legionnaires do manage to interrogate the spy, he identifies himself as Jimmy Blount, gives his serial number (770-IV-6549), and does nothing more than repeat the Republican mantra above. AN EVITABLE CONFLICT The Legionnaires easily travel down the wondrous IM Highway, equivalent to a modern interstate but with hover cars and a robot vehicle lane, reaching New Cedarville with or without incident per the GM’s preference. There they find the slick, modern, and chromed corporate headquarters of Titan Robotics. A pleasant and strikingly attractive secretary greets them. She purses her lips doubtfully and frowns when they ask to see Argent Goodson, but steps behind her desk and makes a phone call regardless. She looks surprised as she says Mr. Goodson will see them shortly and smiles as she offers the group refreshments. All Shiny and Chrome Argent Goodson meets with them in his office, which contains a cutting-edge diagnostic workshop hidden behind a mirrored wall panel. Goodson has a corporate demeanor, a steely poker face, and is impossible to persuade, intimidate, or read (even mind reading fails from odd white noise and interference). He insists on silence, then methodically and efficiently examines the package with painstaking detail. Once finished, he informs the Legionnaires the automaton is most definitely of extra-dimensional origin and offers to purchase the artifact for the sum of five million credits. Argent Goodson is really the hyper-advanced android “son” of Archie, and head of his public operations. The package is actually the remains of an A-63 Bot not sufficiently destroyed by a malfunctioning self-destruct system and retrieved by a hardnosed merc company Archie didn’t have the assets in place to stop. When the heroes won’t sell, Argent gives them gift cards hoping they will buy body armor with one of Archie’s standard integrated spy radios, a standalone radio set, or—better yet—a vehicular-mounted Sensor Targeting Suite or Signal Booster (all coincidentally on sale at a heavy discount in the corporate shop downstairs see page 49 for Vehicular Modifications). The bugged equipment provides intel on the team’s activities (see A Titan of Industry on page 68 note these ludicrously expensive bugs are a step above the regular Titan recording devices, are quite undetectable, and periodically tight-beam burst-transmit data to the Cyberworks sensor net). He also plans to kill them. GOODSON’S PLAN Michael Logan (Order #41085069)
164 Though they may be tempted, the heroes know their orders do not allow them to part with the package. When they refuse, Goodson gives them each a gift card which can be redeemed for up to 75,000 credits in Titan Industries equipment (they sell high-end variants of Common Equipment, see page 40). Mr. Goodson explains he only wishes to thank them for letting him examine the rare alien artifact, a priceless opportunity in and of itself, and begins to mention he knows an expert in alien technology before stopping himself. A successful Persuasion check prompts him to divulge the contact—a PsiOperator acquaintance residing in Old Bones named Aiven Latticus—and pen a letter of introduction. The Persuasion check is a feint, Goodson plans to give the team the information anyway, but wants to get their buy-in. If asked about the Republicans, Argent Goodson laughs about conspiracy theories and brushes off the subject. He excuses himself to return to his work, refusing to discuss anything further. The secretary returns, as if summoned by magic, and escorts the heroes downstairs where a luxurious free meal at the building’s five star restaurant, a day pass to the facility’s gun range, and a tour of the flagship corporate store awaits them. Argent Goodson: see page 171. ANDROID DREAMS The fastest, safest way to reach Latticus, barring a Rift, is by boat across the Great Lakes, past New Lazlo, Lazlo, and Montreal up the Saint Lawrence River to the ruins of ancient Quebec City, now known as Old Bones. Safety, though, is relative on Rifts Earth, and Game Masters may wish to generate some Travel encounters (see Travel in Savage Worlds) or include time for Interludes during the roughly 1,300 mile trip. After whatever other adventures they experience, when the team finally arrives, run this scenario. Something Rotten in Old Bones The ramshackle city of Old Bones crumbles, twists, and turns chaotically. Using the address Goodson provided, the team finds Latticus’ workshop. As the Legionnaires approach the dilapidated two-story building, a hero making a successful Notice roll hears Latticus being abducted (whispered threats and sounds of someone being gagged). On a raise, the heroes can attempt to sneak up on the assailants using Stealth, in which case combat ensues. Otherwise a Chase across the city’s crumbling rooftops precedes a showdown. Quebecois Juicers (one per hero): Hired by Clay; see Savage Foes of North America. E Aiven Latticus: As an Operator, see Savage Foes of North America. Gagged, drugged and hogtied, he is a human Master Psionic with divination, mind link, object reading, the Telemechanics Edge, Electronics d10, Hacking d8, Psionics d10, and Repair d12. E Clay Steele: As a Cyborg (see Savage Foes of North America). Carrying Latticus in a sling on his back, Clay fights to the “death.” Clay is a hyperadvanced neural intelligence android disguised as a borg and deployed by Argent Goodson. If captured or defeated there is an explosion (a self-destruct sequence, 6d6 Mega Damage, SBT) leaving nothing but small shards of burnt scrap. Michael Logan (Order #41085069)
165 E Katia Delcroix: As a Le Sûreté Operative (see page 187). A Free Quebec secret agent helping Clay because she owes him one, Katia retreats if Wounded. Armed with an additional 6 sticks of MD Dynamite and a Type Two Fusion Block, see page 44. Overdrawn at the Memory Bank After his rescue, Latticus gratefully returns with the Legionnaires to his workshop. He knows a Cyber-Doc if anyone is wounded and helps the group with any necessary Repair rolls. Once finished, Latticus tells the heroes to call him Aiven, and examines the package. His findings directly refute Argent Goodson’s claims in that the manufacturing methods are hyper-advanced but bear unmistakable tell-tale signs of Earthbased technology. Activating his psychic powers, Aiven grasps the package and peers deep into the automaton’s remains, battling the damaged failsafes engineered by its creators and the machine’s intentionally obscure construction patterns. The Operator speaks aloud what he sees… A vast high-tech underground chamber guarded by this robot and others like it… There is a room labeled “The Central Housing Chamber.” In the middle of it sits a ten-ton, ten-meter-round, gray pulsating brain hooked up to hundreds of electrodes and wires…My vision shifts, now I see a grinning man with a ridiculously giant helmet sitting on a throne… Pushing deeper…I feel inhuman darkness and despair…Troubled dreams… Still deeper I see humans…Neemans? They fight Splugorth Slavers and other monstrosities in an epic battle. Behind them, I see monuments and grand buildings of the Old American Empire… The humans are overwhelmed, the city will die…It is too much, I can’t see any more. Michael Logan (Order #41085069)
166 Aiven knows the memories and special insights imparted by the vision will rapidly dissipate, and quickly begins to explain a plan. He figures the end of the vision contains the most concrete clues. To decode the vision, the one of the heroes must lead a Difficult Dramatic Task. The primary skill is the group’s option of Academics at −2 or Common Knowledge at −4. Allies can Support the lead character’s skill tests each round with Academics, Common Knowledge, Occult, Psionics, or Smarts rolls. If unsuccessful, the group loses critical time and is forced to conduct the research at a run-down library with a historical database in Old Bones. Either way, the clues clearly point to the ruins of Washington D.C. There is no time to waste getting there. ENCOUNTER AT GYNOID The 730 mile journey to Washington D.C. requires the expedition to head deep into the wilderness of the East Coast. After tangling with appropriate events from Travel, Interludes, and Encounter Mods from Chapter Five, run this scenario as the team approaches the outskirts of Washington D.C. Nearing the remains of the old capital, the heroes encounter an ongoing battle between a trio of Shemarrians and Splugorth Slavers at the outskirts of the D.C. area. As the Legionnaires arrive, one of the Shemarrians has already fallen. The remaining Shemarrians are overwhelmed and will lose without help. If the battle begins to turn heavily against our heroes, another Shemarrian Warrior riding a Monst-Rex appears and covers their retreat. E Chief Grelna: A Shemarrian Warrior riding a Monst-Rex, see page 176. Piesia: A Shemarrian Warrior. Her Monst-Rex mount has been annihilated, see page 176. Altara Warrior Women (3 per hero): See Savage Foes of North America. Splugorth Slavers (2): Both are Very Resilient, see Savage Worlds and Savage Foes of North America. Chief Grelna speaks tersely with a Dragonese-accented lilt. She mourns her slain sister, Shenza, and says last rites over the fallen Monst-Rex. Briskly thanking the Legionnaires for their support against the vile slavers, she warns them not to venture any closer to the ruins of the ancient capital, now the location of sacred Shemarrian burial mounds. More mounted Shemarrian Warriors arrive and load their dead onto their mounts before galloping east in great haste. Blast from the Past Shemarrian forces seem occupied by other events, with many leaving the D.C. area. A Stealth roll at +1 allows the expedition to avoid further Shemarrian patrols. Past the outskirts of the necropolis, the Shemarrians are completely absent. There is no sign of intelligent life in the area. A Survival check at −2 navigates the expedition to the location seen in Aiven Latticus’ vision. A successful Academics check (optionally Common Knowledge at −4) reveals this district, once called Capitol Hill, was the nerve center of the Old American Empire. The team searches the area looking to unearth clues, and possible loot. Use the rules for Relic Salvage Operations on page 55. Each sweep of the area takes one full day, all Notice and Support rolls are made at −2, and discard cards 2 through 10 (the area has been searched before). Once the team comes up with some treasure, they also stumble upon a hidden bunker. Michael Logan (Order #41085069)
167 The surprisingly intact bunker is buried deep. Legionnaires up to Size 3 may make their way through the treacherous remains of an elevator shaft to the bunker by making an Athletics roll at –2 (flight is not possible in these confines). Once inside the bunker, a Notice roll finds a functional terminal with a dataport! Roll Common Knowledge at –2 or Hacking to access the workstation, which contains a hasty account of the destruction of the New Republic at the hands of the Splugorth (summarize The New Republic section on page 63). Aside from the active computer, the bunker is surprisingly bare, with collapsed tunnels blocking off access to other rooms. As the Legionnaires prepare to leave, a hatch—which previously appeared to be a dead-end—opens. Out steps an officer and a small squad of troopers wearing the same body armor described by Aiven in his vision. SOLDIERCICLES Major Eric McCoy, a military officer straight out of an American war movie, leads the squad of troopers. At the objection of the sergeant accompanying him, he says if the team will swear to keep the confidence and secrecy of the Republicans, he will show them to his outpost where they can take hot showers and relax. This requires a successful Social Conflict task against the sergeant’s Smarts or Spirit. The Social Conflict is mostly a show for his subordinates. Major McCoy plans on enlisting the Legionnaires’ aid. If asked, he refuses to discuss the incident with the Republican spy in Ishpeming, saying it is “above my pay grade.” The Legionnaires are led through the transit tunnels of the D.C. metro to the Republican outpost converted from a now-underground section of the ancient Smithsonian aerospace museum. After the team enjoys some downtime, McCoy joins them in the briefing room and presents a mission opportunity. The “Mad AI” controls a small hidden base nearby, which his men nicknamed “the Fridge.” Apparently long forgotten and nearly inactive due to a failing reactor, the facility has levels dedicated to supply storage, arms production, and even cryogenic stasis. The lowest level houses an entire company of NEMA troops frozen for the last three centuries! The Major intimates his hope the Tomorrow Legion and Republicans can become allies and asks them to assist his platoon in a daring operation to seize the facility. Skip to The MachineMan Behind the Curtain if the heroes do not agree, otherwise proceed to the next section. Republican Troopers (2 per hero): see page 179. E Major Eric McCoy: Use the Junior Officer entry on page 186. Pilots a Golden Eagle SAMAS into battle, see page 179. Raiding the Fridge Run the assault on the Fridge as a Quick Encounter broken up into three stages (see Staged Encounters in Savage Worlds). General skill check guidelines are provided, but the GM must adjudicate other skill checks, like Spellcasting or Psionics, which may be applicable depending on which specific powers and abilities the heroes possess. The Republicans lean heavily on the Legionnaires’ skill-sets, especially during the critical second phase of the op. Michael Logan (Order #41085069)
168 The first round covers the trek to and infiltration of the bunker using Notice, Survival, and Thievery at a −2. Failures result in damaged gear (roll Technical Difficulties). As the team enters the base, they recognize the construction pattern to be nearly identical to the ancient underground bunker they discovered in D.C. The second round involves the covert disabling of communications and alarm systems using Hacking, Stealth, and Repair at −4. This stage is critical. Each failure imposes a −1 on stage three checks. Critical Failures result in a Wound from automated defenses. Before resolving round three, complete the These Are the Bots You’re Looking For encounter listed in the sidebar. During round three, the assault force defeats automated security systems, including a contingent of Archie’s robots, and secures the compound with checks on Battle, Fighting, and Shooting with modifiers from stage two (if any). Success results in Bumps and Bruises, while failures or Critical Failures result in a Wound or d3 Wounds respectively, which may be Soaked as usual. After Action Retort The Republicans win with the heroes’ help. Immediately following the operation’s success, the dynamic between the Legionnaires and the Republican platoon shifts, feeling more guarded and even a little distrustful. Major McCoy only allows general access to the top level of the ancient base, which contains the barracks and personnel facilities. He bars access to the lower levels, posting armed guards at the central elevator bank. Legionnaires can attempt to circumvent McCoy's security by employing Hacking, Stealth, Thievery, and the like to reveal the following information before reinforcements arrive. Each success and raise gleans one piece of information: McCoy has contacted Republican HQ. A battalion-sized reinforcement force is en-route. McCoy’s primary objective has always been securing the Fridge’s arms production facilities. There was never an intention to wake the frozen NEMA soldiers, they could be an unpredictable element and may not follow Republican orders. The Republican leadership is leery of an alliance with Castle Refuge and is still trying to decide whether or not to eliminate the Tomorrow Legion expedition! The package is revealed to be a minion of the “Rogue AI” which the Republicans have been at war with since the immediate aftermath of the Great Cataclysm. Roleplay this discovery by pausing before rolling for round three of the Quick Encounter to resolve a combat encounter between the Legionnaires and the force of A-63’s and AA-10’s within the dark lower levels of the bunker. AA-10 Bottweilers (four plus two per hero): see page 174. A-63 All-Purpose Heavy Robots (three plus one per hero): see page 175. THESE ARE THE BOTS YOU’RE LOOKING FOR Michael Logan (Order #41085069)
169 SHADOW WAR If the heroes confront the Major or ask pointed questions, he dismisses any negatives and assures the team they will be rewarded with advanced equipment for assisting the Republicans in fully securing the base. If pushed, he also states the Republicans do plan on eventually unthawing the troops in stasis, but until the situation is “more stable” they are a potential security threat best left as they are. Major McCoy occupies them with patrolling the region around the Fridge. The Machine-Man Behind the Curtain While in the field, the Legionnaires come across what appears to be a lone woman walking through the wilderness—an A-51 Spybot sent by Archie to negotiate with the group. He speaks through her in a masculine voice reminiscent of the sentient computers depicted in classic science fiction films. Archie admits observing the heroes since the beginning of their expedition. Though they have “broken” some of his “toys,” he is interested in a strategic alliance. Archie dispatched local assets to retake the Fridge before the assault on the base even began. He predicts a 68% chance of success against the combined Republican forces, which drops to 55% if the heroes remain their allies. This margin of probability is unacceptable, and the loss of hardware would be non-optimal. Instead, the rogue AI offers an alternative: assist his forces. In return, Archie will secure the Fridge and allow the Legion to use it as a hidden forward operating base on the East Coast. Additionally, he promises to allow the leadership at Castle Refuge to decide the fate of the 197 NEMA troops and one child currently in suspended animation there. The A-51 Spybot waits patiently for the group’s decision (with its self-destruct system primed, just in case). Non-Binary Calculations The heroes must decide which faction to ally with. If they stay out of the conflict, Archie wins, though it takes a second assault force. In this case, Archie continues to passively observe the team but takes no action against them. The Republicans, however, become hell-bent on eliminating the heroes and all traces of their expedition as quickly as possible. Ancient Grudge Match Resolve the conflict over the Fridge using the Mass Battle rules. Archie’s legions are approximately 40% more powerful, so the Republicans start with 6 tokens and Archie 10. The Republicans have a +4 Tactical Advantage for their defensive position, Golden Eagle SAMAS air support, and Glitter Boy artillery capabilities. Archie, however, has superior intelligence capabilities and some clever tricks which provide a +1 Battle Plan modifier for his forces. The Tomorrow Legion expedition is the deciding factor in the engagement. Resolution and Aftermath As long as the heroes participate in the final showdown, the results of the conflict will be conclusive. Neither side attempts another assault on the Fridge anytime soon. If Archie wins with the help of the heroes, he keeps his word. He strips the Fridge of advanced arms production facilities, repairs the base’s security and other systems to full capability, and sends a message offering a tentative secret nonMichael Logan (Order #41085069)
170 aggression agreement between himself and the Tomorrow Legion. He requests the Council of Hope make an official but secret decision regarding the survivors in suspended animation. They wait to hear the testimony and recommendations of the heroes before deciding. Archie also petitions for an information-sharing agreement and alliance against the forces of the Splugorth. He does not, however, reveal any details of his larger forces, bases, capabilities, or machinations to the Tomorrow Legion. If the heroes assist the Republicans in achieving victory, they award each hero an advanced weapon and suit of armor of their choice (see E Pluribus Unum on page 179). They also donate to the Tomorrow Legion one USA G-10 Glitter Boy and two suits of ancient protot y pe SAMAS (Sidewinder SAMAS with generic styling). These newly minted suits arrive by unmarked freight shortly after the expedition returns to Castle Refuge. A cooperation agreement between the two factions eventually breaks down, leaving operational stances up to individual Legion and Republican field commanders. Additionally, regardless of whether the heroes helped a faction or abandoned them both, roll three times on the Risks and Rewards table (see the Game Master’s Handbook), re-rolling results of 3. Each member of the team is awarded a Legionary of Merit medal and is advanced one level in the Military Ranks of the Tomorrow Legion. If they participated in the Mass Battle, they also receive a framed citation for “service above and beyond the call of duty” accompanied by a Hazardous Mission Bonus and Special Success Bonus (see the Game Master’s Handbook). CYBERWORKS A-63 ALL-PURPOSE HEAVY ROBOT Michael Logan (Order #41085069)
171 CHAPTER TEN ROGUES’ GALLERY E ARGENT GOODSON Archie and Hagan built the perfect agent to run their operation in the Manistique Imperium. Archie decided to make this artificial being the most powerful neural intelligence possible and considers him to be his “son.” Thus “Goodson” was the perfect surname. Archie chose “Argent” as his first name because it means “silver” and is also a play on combining the words “Archie” and “agent.” Unlike Archie’s Shemarrian creations and other robot spies, Argent Goodson would have to constantly interact with humans. Despite feeding the budding android’s databases with reams of human behavioral information, slang terminology, social data, and human knowledge through the psionic mind link device originally used to teach Archie, the being’s neural network needed to learn through interacting with living humans. Argent served as an undercover agent in Old Bones, and quickly developed a black market arms trading network. During this time Argent Goodson’s neural network concluded that humans were inferior beings. Their weak intellect destroyed their civilization, and their physical weakness allowed alien beings like the Minions of Splugorth to dominate and enslave humanity. Argent Goodson became proud of his machine heritage, “son” of the synthetic being stronger than any mortal creature and destined to rule humanity. To Argent Goodson, the individual lives of the unreliable, weak human race are meaningless and not important enough to have any value. Argent took over operations at the Titan Robotics headquarters in the Imperium, and immediately entered negotiations with Northern Gun and other independent weapons dealers to allow his products to be distributed in unprecedented quantities. He can be ALLIES AND ADVERSARIES Michael Logan (Order #41085069)
172 found working on the showroom floor or meeting with clients in his office. Attributes: Agility d12, Smarts d12+2, Spirit d12, Strength d12+4, Vigor d12 Skills: Athletics d12, Common Knowledge d10, Electronics d12, Fighting d12, Notice d10, Persuasion d12, Piloting d10, Occult d10, Repair d12, Shooting d12, Stealth d10, Survival d10, Taunt d10 Pace: 10 Parry: 8 Toughness: 20 (8) Hindrances: Overconfident, Ruthless (Major), Vow (Major—serve Archie and Hagan) Edges: Ace, Ambidextrous, Combat Ace, Imp Level Headed, Harder to Kill, Killer Instinct, Marksman, Martial Warrior, Power Armor Jock, Quick, Robot Vehicle Jock, Strong Willed Gear: Argent is normally unarmed but has access to all Cyberworks and Titan Robotics weapons, gear, and robots. Special Abilities: Armor: Argent’s reinforced frame grants +4 Toughness and +8 Armor. Construct: +2 to recover from Shaken does not need to breathe immune to Poison and Disease ignores one level of Wound penalties. Cyberworks Knowledgebase: Argent’s advanced database allows him to make all unskilled checks at d8 (instead of d4−2). Fearless: Automatons are immune to Fear and Intimidation. Obscure Construction: Archie and Hagan intentionally employ peculiar nonstandard technology in their creations to hinder anyone attempting to tweak, modify or examine them, incurring a −4 skill roll penalty. Sensor Suite: +4 to Notice checks and to offset Shooting or Range penalties. Ignores Illumination penalties. Synthetic Demigod: Argent’s handsome features, blonde hair, green eyes, and flawless physique make him a synthetic human sculpture, with warm skin (capable of bleeding), flowing hair, and male model looks (granting +2 on Persuasion checks). Unless examined under a microscope he cannot be differentiated from a flesh-and-blood creature. Unrecoverable: If hopelessly captured, Argent Goodson will initiate a self-destruct sequence causing his advanced power plant to explode (8d6 Mega Damage, MBT) leaving nothing recoverable. E COMMANDER QHORA HORNBURG Left an orphan after her parents were killed in a CS border skirmish with Tolkeen, Qhora has a deep-seated hatred for D-Bees and blames them for her parents’ death. Enlisting at a young age into the Whykin military, her D-Bee bloodthirst drove her to quickly rise through the ranks. Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+2, Vigor d8 Skills: Athletics d10, Battle d8, Common Knowledge d8, Driving d8, Fighting d10, Notice d8, Persuasion d6, Repair d6, Shooting d10+2, Stealth d6, Survival d8 Pace: 8 Parry: 7 Toughness: 19 (8) Hindrances: Illiterate, Loyal, Partisan (Minor—Human Supremacist), Vow (Minor—serve Whykin) Edges: Brawny, Martial Artist, Nerves of Steel, Quick, Rock and Roll!, Soldier, Steady Hands, Sweep, Upgradeable Gear: Crusader Heavy EBA (+8 Armor, +3 Toughness), BigBore “Long-Barrel” Shotgun (Range 12/24/48, Damage 1–3d8+4, RoF 1–2, AP 4, 6 Shots, Min Str d10, Double-Barrels), Vibro-Longsword (Str+d10 Mega Damage, AP10), utility belt. Cybernetics: Bionic Str Augmentation III, Core Electronics Package, Cyber-Wired Michael Logan (Order #41085069)
173 Reflexes II, Leg Upgrades, Nano-Repair System, Optics Package, Reinforced Frame, Targeting Eye. E ROBERT CORNELL A famous Coalition RPA Ace, Captain Robert Cornell, has seen too much death for a twenty-four-year-old. As a kid growing up in Chi-Town’s mid-levels, Captain Cornell watched way too many pre-Rifts sci-fi action movies. With offthe-charts aptitude scores for intelligence and reflexes, he landed a dream commission training to be an elite RPA pilot—then he saw war first hand. Robert was a truly gifted pilot and warrior, and instantly made a name by volunteering for the most dangerous rescue missions. No matter what he did, though, good people still died. During the Siege on Tolkeen, the hotshot lieutenant went undercover with the Crimson Wing as “Siggie” Kline. The unit was a merc company of power armor pilots who appeared to hire out to both sides of the conflict. In reality, each member of the Crimson Wing was an elite CS operative put in place to provide deep intel. Robert constantly played pranks and goofed around to blow off steam, leading to friction with the unit’s hard-nosed colonel, but the unit quickly became brothers in arms against the world. That all changed with the Sorcerer’s Revenge when, while blowing their cover to rescue a CS division, the Crimson Wing was completely wiped out. A combat photographer recorded the undercover unit’s heroic delaying action and virtually every Coalition citizen beheld the Crimson Wing’s fall. Months later, Robert Cornell awoke a Captain, a Partial Reconstruction Cyborg, and a Coalition hero. In an extravagant public ceremony in the gardens atop the Fortress Arcology of Chi-Town, and before the assembled High Command, Emperor Prosek himself awarded Captain Cornell the Imperial Medal of Honor. The ace quickly graduated from the Black Talon RPA combat school and returned to the frontlines along the Free Quebec battlefront. His iconic crimson Super SAMAS, painted in honor of his fallen comrades, saw the thickest fighting during the desperate battle known as the Free Quebec Double-Cross. There he earned the nickname the “Red Reaper,” dispatching dozens of demons and sorcerers alike from the shores of Quebec to the spires of Tolkeen. With the war over, Captain Cornell finds himself stationed in Missouri. Free to do as he pleases on solo “recon” missions, Robert frequently intervenes when Coalition troops from El Dorado attempt to torch local D-Bee villages. He has walked into Castle Refuge in plain clothes more than once, a haunted young man looking for a better path. If the Legion can befriend him and get him to join the cause, it would be a political coup. If they can keep him from self-destructing, Castle Refuge could gain a terrifically skilled ally in the fight against evil. Attributes: Agility d12+1, Smarts d8, Spirit d8, Strength d6, Vigor d10 Skills: Athletics d8, Common Knowledge d6, Electronics d10, Fighting d10+2, Intimidation d10, Notice d10+2, Piloting d12+2, Repair d6, Shooting d10+2, Stealth d10, Survival d8 Pace: 7 Parry: 8 Toughness: 26 (11) Hindrances: Arrogant, Habit (Major), Illiterate, PTSD (Major) Edges: Ace, Brave, Combat Ace, Harder to Kill, Improved Level Headed, Marksman, Martial Warrior, Power Armor Jock, Quick, Rock and Roll!, Sharpshooting, Steady Hands Gear: “Red Reaper” Super SAMAS (sidebar), matte black CA-4 Standard EBA Michael Logan (Order #41085069)
174 (+8 Armor, +3 Toughness, Multi-Optics Helmet), matte-black TX-26 Particle Beam Pistol (Range 12/24/48, Damage 3d8, RoF 1, AP 6), black talon graduate’s Vibro-Knife (Str+d6 Mega Damage, AP 6), silvered imperial death’s head dagger (Str+d4, a gift from Emperor Prosek), utility belt. Cybernetics: Cyber-Wired Reflexes I, Hand-to-Hand Reaction Wiring, Nano-Repair System, Optics Package, Reinforced Frame I, Synthetic Organ Replacement, Targeting Eye, Vehicle Interface Package. E WYATT “SWEETWATER’S WATCHDOG” WILKINS Somewhat of a local hero, Wyatt is the impromptu sheriff of Sweetwater. The son of a preacher and a rancher, Wyatt’s childhood mainly consisted of defending his family’s land from wild animals, mercenaries, and thieves. Quickly gaining a local reputation as “Sweetwater’s Watchdog”, Wyatt outgrew his family’s ranch and moved into Sweetwater to help protect the closest thing to a hometown he ever knew. Attributes: Agility d12, Smarts d8, Spirit d8, Strength d6, Vigor d8 Skills: Athletics d6, Common Knowledge d6, Fighting d6, Gambling d8, Notice d8, Persuasion d6, Riding d10, Shooting d12, Stealth d6, Survival d8 Pace: 6 Parry: 5 Toughness: 12 (3) Hindrances: Heroic (Major), Illiterate, Habit (Minor—Smokes) Edges: Ambidextrous, Brawny, Level Headed, Marksman, Quick, Steady Hands, Trick Shooting, Trademark Weapon (for “Sally Mae” and “Suzy Q”) Gear: NG Maverick riding armor (+3 Armor, +2 Toughness), 2 × Wilk's 237 "Backup" Laser Pistols (“Sally Mae” and “Suzy Q” Range 10/20/40, Damage 3d6+4, RoF 1, AP 5), utility belt. FORCES OF ARCHIE THREE Cyberworks Automatons AA-10 BOTTWEILER This canine attack bot is the result of Hagan’s love for dogs. Archie already had similar NEMA designs in his production database, and happily set about updating the mechanical hounds with all his upgraded features. Though they possess “Red Reaper” Super SAMAS: Size 3 (Normal), +11 MDC Armor, +7 Toughness, Strength d12+5, Pace 10 + d8 (40 MPH) Notes: Nimble, Amphibious (Swim Pace 14 + d10, 70 MPH), Flight (Handling +2, 500 MPH), prototype armor (+2 Toughness) Weapons: CS Prototype Medium Laser Rifle (handheld, two hands). 2 × Fo r e a r m G r e n a d e Launchers (use WI-GL4). 2 × Dual-Linked Plasma & Laser System (Shoulder Mounts—360 degrees fires as either dual Light Lasers or dual Plasma Cannons). 2 × Forearm Vibro-Blades (Str+d10 Mega Damage, AP 6). Wing Scythes (Str+d10 Mega Damage AP 6, +6 damage if moves 6”+ before attacking). RED REAPER SUPER SAMAS Michael Logan (Order #41085069)
175 human-like artificial intellect, Hagan wanted them to behave like dogs and tear their prey apart with their teeth, hunt in packs, and growl instead of speaking (though they are programmed to emit an eerie animalistic chuckle when they corner prey). Cosmetic upgrades make many Bottweilers resemble large dogs or wolves. These upgraded units patrol in packs near Archie’s facilities, along the northern Atlantic coast, or are disguised as wolven animal companions of the Shemarrians. Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d10 Skills: Athletics d10, Common Knowledge d8, Fighting d10, Notice d8, Survival d8, Stealth d8 Pace: 20 Parry: 7 Toughness: 16 (6) Hindrances: Bloodthirsty, Vow (Major— Obey programming and Archie’s commands) Edges: Danger Sense, Dodge, FleetFooted, Improved Frenzy, Woodsman Special Abilities: Armored Frame: Has +6 Armor and +3 Toughness. Claws and Bite: Str+d6 Mega Damage, AP 4. On a raise, Fighting attacks make opponents Vulnerable. Construct: +2 to recover from Shaken immune to Disease, Drowning, and Poison, ignores 1 level of Wounds. Cyberworks Knowledgebase: Archie’s bots know all Rifts Earth languages and make unskilled checks at d6 (instead of d4−2). Fearless: Mindless automatons are immune to Fear and Intimidation. Obscure Construction: Archie and Hagan intentionally employ peculiar nonstandard technology in their creations to hinder anyone attempting to modify or examine them incurs a −4 skill roll penalty. Pounce: Can Jump twice as far as normal and add +4 to damage when making a Wild Attack when coupled with a leap, instead of the usual +2 (needs room to leap, at least 1”). Self-Destruct: If incapacitated or captured, this bot explodes (6d6 Mega Damage, SBT) leaving nothing recoverable. Sensor Suite, Advanced: Includes an advanced molecular analyzer, which allows the robot to “smell” and track by “scent.” Gains +2 to Survival (tracking) checks, Notice checks, and offsets two points of Range-based penalties to those rolls. Ignores Illumination penalties, and can detect chemicals, radiation, and electrical fields. A-63 ALL-PURPOSE HEAVY ROBOT Designed as an “all purpose” bot, the A-63 humanoid construct is equally adept working in technical or deadly combat roles. Sturdy and sinister, the A-63 is fully artificially intelligent, though it is not a neural intelligence and cannot learn. Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+4, Vigor d12 Skills: Athletics d8, Common Knowledge d8, Fighting d8, Notice d8, Repair d8, Shooting d8, Stealth d8, Survival d8 Pace: 16 Parry: 6 Toughness: 26 (12) Hindrances: Ruthless (Major), Vow (Major— Obey programming and Archie’s commands) Edges: Ambidextrous, Fleet-Footed, Rock and Roll!, Steady Hands, Two-Fisted Gear: Arch-22 Pulse Rifle (Range 36/72/144, 4d6+2 Mega Damage, RoF 3, AP 6, Heavy Pulse, 90 Shots, Weight 22 Min Str d10). Michael Logan (Order #41085069)
176 Special Abilities: Armor: Alloy casing provides +12 MDC Armor, +4 Toughness. Construct: +2 to recover from Shaken immune to Disease, Drowning, and Poison, ignores 1 level of Wounds. Cyberworks Knowledgebase: Archie’s bots know all Rifts Earth languages and makes unskilled checks at d6 (instead of d4−2). Fearless: Mindless automatons are immune to Fear and Intimidation. Hardy: If Shaken, another Shaken result doesn't cause a Wound. Obscure Construction: Archie and Hagan intentionally employ peculiar nonstandard technology in their creations to hinder anyone attempting to modify or examine them, incurring a −4 skill roll penalty. Self-Destruct: If Incapacitated or captured, this bot explodes (Damage 6d6, SBT) leaving nothing recoverable. Sensor Suite, Advanced: +4 to Notice and to offset Range or Shooting penalties, ignores Illumination penalties, +1 Shooting. Detects chemicals, radiation, and radar. Size 2 (Normal): Six feet 800 pounds. Weapon Mount: Dual-linked Eye Lasers (Range 15/30/60, Damage 3d6+2, RoF 1, AP 4). Weapon Mount: 2 × retractable Vibro-Blades (Str+d8 Mega Damage, AP 8). A-51 SPYBOT Originally designed by James T, the A-51 is an effective model and still in common use. The A-51 Reconnaissance and Espionage Drone has androgynous features and appears human, though it doesn’t stand up to scrutiny without further make-up. Each A-51 wears varied disguises, clothes, body armor, and other accessories to blend into target environments. The bots are clever, and lie, steal, and prowl to gather info and manipulate interlopers. Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d10 Skills: Athletics d8, Common Knowledge d10, Fighting d8, Intimidation d8, Notice d8, Persuasion d8, Shooting d8, Stealth d8, Survival d8, Taunt d8, Thievery d8 Pace: 14 Parry: 6 Toughness: 13 (6) Hindrances: Curious, Vow (Major—Obey programming and Archie’s commands) Edges: Ambidextrous, I Know a Guy, Fleet-Footed, Streetwise, Thief Gear: Varies, usually local clothing, weapons, body armor, and accessories. Special Abilities: Armor +6: Can wear body armor. Construct: +2 to recover from Shaken immune to Disease, Drowning, and Poison, ignores 1 level of Wounds. Cyberworks Knowledgebase: Archie’s bots know all Rifts Earth languages and make unskilled checks at d6 (instead of d4−2). Fearless: Mindless automatons are immune to Fear and Intimidation. Obscure Construction: Archie and Hagan intentionally employ peculiar nonstandard technology in their creations to hinder anyone attempting to modify or examine them, incurring a −4 skill roll penalty. Self-Destruct: If incapacitated or captured, this bot explodes (Damage 6d6, SBT) leaving nothing recoverable. Sensor Suite: +2 to Notice checks and to offset Range penalties. Ignores Illumination penalties. Shooting +1. The Shemarrian Nation SHEMARRIAN WARRIOR A-SHE-2 Shemarrian androids appear to be Amazonian warriors studded with alien cybernetic and bionic implants. Michael Logan (Order #41085069)
177 They wear distinctive exotic body armor, ride fearsome cybernetic mounts, and carry Rail Guns similar to miniaturized Boom Guns. Shemarrians fight against slavery and travel in pairs or small bands patrolling the Atlantic coast. Barbarian tribes and frontiersmen respect them and their wishes, and steer clear of their communities. The androids truly believe they are a tribal race of D-Bees from beyond the Rifts, locked in a deadly struggle against the Minions of Splugorth and inhuman raiders like the Horune Pirates. Territorial, they do not allow armed parties—especially Coalition or other state troops—to trespass into their clan territories (areas important to Archie’s operations in the region). Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+2, Vigor d12 Skills: Athletics d10, Common Knowledge d4, Fighting d10, Intimidation d10, Notice d8, Persuasion d8, Riding d10, Shooting d10, Survival d10, Taunt d8 Pace: 16 Parry: 8 Toughness: 30 (14) Hindrances: Arrogant, Delusional (Major—believe their pre-programmed, fictitious history and culture), Stubborn, Vow (Major—Obey programming and Archie’s commands) Edges: Ambidextrous, Block, Danger Sense, Fleet-Footed, Improved Frenzy, Marksman, Martial Warrior, Quick, Steady Hands, Two-Fisted, Woodsman Gear: Shemarrian Rail Gun (Range 75/150/300, 4d10+4 Mega Damage, RoF 1, AP 16, Shooting +1, considered a shotgun for Innocent Bystanders, Min Str d12+2), Shemarrian Combat Armor (+8 MDC Armor, +3 Toughness, Min Str d12). Special Abilities: Antennae: Shemarrians possess ultra-sensitive antennae acting as sensor housings, granting the Danger Sense Edge and halving Blindness penalties. Armored Carapace: Shemarrian androids are heavily constructed, though appearing lithe and fit. They gain +6 Armor, +3 Toughness, and can wear additional body armor. Construct: +2 to recover from Shaken immune to Disease, Drowning, and Poison, ignores 1 level of Wounds. Cyberworks Knowledgebase: Shemarrians speak Dragonese/Elven, understand all Rifts Earth languages and make unskilled checks at d6. Fearless: Mindless automatons are immune to Fear and Intimidation. Hardy: If Shaken, another Shaken result doesn't cause a Wound. Obscure Construction: Archie and Hagan intentionally employ peculiar nonstandard technology in their creations to hinder anyone attempting to modify or examine them incurs a −4 skill roll penalty. Sensor Suite, Advanced: +4 to Notice and to offset Range or Shooting penalties, ignores Illumination penalties, +1 Shooting. Size 2 (Normal): Shemarrians are 8 feet tall and weigh 900 pounds. Synthetic Goddess: Hagan insisted each Shemarrian be an individual work of art. Every A-SHE-2 is a synthetic human sculpture, with warm skin (capable of bleeding), flowing hair, bright eyes, and moviestar looks (+2 on Persuasion checks). Unless examined under a microscope they cannot be differentiated from flesh-and-blood creatures. Unrecoverable: If incapacitated or captured, the bot’s inner workings burn and melt, leaving no salvageable or identifiable remains this includes any weapons in-hand. Michael Logan (Order #41085069)
178 Weapon Mount: 2 × Gauntlet Lasers (Range 20/40/80, Damage 3d6+4, RoF 1, AP 4). Weapon Mount: 2 × Retractable Hand Claws (Str+2d4 Mega Damage, AP 8). MONST-REX The Monst-Rex A-002 is another one of Hagan’s outrageous ideas that Archie fell in love with. The robot creature appears to hail from the same dimension as the Shemarrians, explaining their bond. The warrior-women ride the Monst-Rexes, but many Monst-Rexes are dispatched by Archie to prowl “wild” throughout the Shemarrian territories. They often attack demons, D-Bees, and any troops who roam into the region, though they refrain from attacking humans unless they wander too close to one of Archie’s operations sites. Since the Monst-Rex also appears to be a partially converted cybernetic organism, like the Shemarrians, nobody thinks twice when they find machine components amongst their remains. Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12 Skills: Athletics d10, Fighting d10, Notice d8, Shooting d8, Survival d8 Pace: 22 Parry: 6 Toughness: 35 (16) Hindrances: Ugly, Vow (Major—Obey programming and Archie’s commands) Edges: Ambidextrous, Fleet-Footed, Improved Frenzy, Two-Fisted Special Abilities: All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2” Aquatic: Swim Pace 6 Armored and Reinforced: High strength alloy, providing +16 MDC Armor and +6 Toughness. Construct: +2 to recover from Shaken immune to Disease, Drowning, and Poison, ignores 1 level of Wounds. Cyberworks Knowledgebase: Archie’s bots know all Rifts Earth languages and make unskilled checks at d6 (instead of d4−2). Fear: Monst-Rex are truly frightening to behold. Fearless: Mindless automatons are immune to Fear and Intimidation. Handling: Riders gain +2 on all Riding checks. Obscure Construction: Archie and Hagan intentionally employ peculiar nonstandard technology in their creations to hinder anyone attempting to modify or examine them incurs a −4 skill roll penalty. Sensor Suite, Advanced: +4 to Notice and to offset Range or Shooting penalties, ignores Illumination penalties, +1 Shooting. Detects chemicals, radiation, and radar. Size 5 (Large): Monst-Rex clock in at 1.5 tons and over 16 feet long. Synthetic Lifeform: The android has warm skin (capable of bleeding), hair, eyes, and detailing. Unless examined under a microscope it cannot be differentiated from a flesh-andblood, albeit cybernetic, creature. Unrecoverable: If incapacitated or captured, the bot’s inner workings burn and melt, leaving no salvageable or identifiable remains. Wall Walker: May walk on vertical or inverted surfaces at full pace. Weapon: Plasma Ejector (right shoulder, Range 20/40/80, 3d12+3 Mega Damage, RoF 1, It Burns). Weapon: Anti-Personnel Laser (left shoulder) Weapon: Prehensile Tail (Str+d10 Mega Damage, AP 10, Reach 2) Weapon: Claws/Bite (Str+3d4 Mega Damage, AP 12, see Natural Weapons in Savage Worlds). Wicked Spines: Four jointed, prehensile spines are used to pin prey Michael Logan (Order #41085069)
179 down. A-002s get one free Grappling attack per round at no Multi-Action penalty, and are +2 on all Grappling checks. FORCES OF THE REPUBLICANS REPUBLICAN TROOPER Wearing an updated version of NEMA heavy body armor and armed with the next generation of NEMA personal weapons, Republican Troopers pack the punch of special forces in most militaries. The troopers show unwavering dedication to the ideals of the New Republic, and this bleeds over into their recruitment, training, and officer selection programs. Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8 Skills: Athletics d8, Common Knowledge d8, Fighting d8, Healing d6, Intimidation d6, Notice d8, Persuasion d6, Shooting d10, Stealth d10, Survival d8 Pace: 6 Parry: 6 Toughness: 17 (8) Hindrances: Loyal, Ruthless (Minor), Vow (Major—Serve the Republicans) Edges: Brave, Conditioned, Fleet-Footed, Marksman, Martial Artist, Quick, Soldier Gear: Republican Infantry EBA (+8 Armor, +3 Toughness, Multi-Optics Helmet, Min Str d6, 14 lb), Patriot LSR-R52 Laser Rifle (Range 24/48/96, Damage 4d6+2, RoF 3, AP 3, Heavy Pulse), Patriot R-22 Max-Ion Pistol (Range 12/24/48, Damage 1–3d10, RoF 3, 3RB), Vibro-Knife (Str+d6 Mega Damage, AP 6, Fighting +1), 4 × Armor Piercing grenades (Range 5/10/20, 3d8 Mega Damage, AP 16, SBT), utility belt. E PLURIBUS UNUM Republican agents come from all levels of society. Any human entries can represent their personnel or leadership. When they must strike in force, the Republicans deploy their most elite and loyal operatives piloting Republican-emblazoned Glitter Boys and Golden Eagle SAMAS. Support troops are commonly armed with legacy NEMA light or medium body armor, multi-optics helmets, laser assault, plasma, and particle beam rifles (use Common Equipment entries adding a Manufacturer modifier: +2 Armor and +1 Toughness, or +2 Damage and +1 to hit). Depending on their role, Republican personnel use the Republican Trooper entry or a relevant Coalition entry but replace their Vow Hindrance with (Major—Serve the Republicans) and add Ruthless (Minor). For any reawakened NEMA personnel instead substitute the Vow (Major—support and defend the Constitution of the United States) and Code of Honor. Golden Eagle SAMAS: Size 2 (Normal), +14 MDC Armor, +5 Toughness, Strength d12+4, Pace 14 + d8 (60 MPH) Notes: Nimble, Aquatic (40 MPH), Flight System (Handling +2, 300 MPH) Weapons: Light Rail Gun (Handheld). 2 × Claw Fingertips (Str+2d4 Mega Damage, AP 8). Michael Logan (Order #41085069)
180 FORCES OF THE COALITION WAR CAMPAIGN ISS INSPECTOR The notorious inspectors of the Internal Security Service, “Specters” perform espionage, counter-espionage, investigative, surveillance, and undercover infiltration roles. They specialize in sniffing out and hunting down criminals, rogue scholars, subversives, dissidents, and enemy collaborators. Their equipment varies widely depending on their current mission and is swapped out for highend Northern Gun gear for undercover operations. They also have regular access to department hover cars. Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6 Skills: Athletics d6, Common Knowledge d10, Electronics d8, Fighting d8, Intimidation d8, Notice d10, Persuasion d8, Piloting d6, Research d10, Shooting d8, Stealth d8, Thievery d8, Survival d8 Pace: 6 Parry: 6 Toughness: 15 (8) Hindrances: Curious, Partisan (Minor— Human Supremacist), Vow (Major— Serve the Coalition) Edges: Alertness, Conditioned, Field Intel, Improvisational Fighter, Investigation, Streetwise Gear: CA-1 Heavy EBA (+7 Armor, +3 Toughness), CP-30 Pulse Laser Pistol (Range 10/20/40, Damage 3d6, RoF 3, AP 4, 3RB), silver-coated knife (Str+d4), Vibro-Knife (Str+d6 Mega Damage, AP 6), investigation kit, lock-pick release gun (+4 Thievery to open locks). RCSG SCIENTIST Warrior scientists charged with studying the Rifts and anything coming out of them, Rifts Control Study Group operatives often accompany teams into the field to catalogue arcane phenomena and assist in efforts to destroy dangerous D-Bees, supernatural creatures, and sorcerers. Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6 Skills: Athletics d6, Fighting d6, Notice d8, Occult d10, Persuasion d6, Research d8, Science d10, Shooting d6, Stealth d6, Survival d8 Pace: 6 Parry: 5 Toughness: 14 (7) Hindrances: Curious, Quirk, Vow (Minor—Serve the Coalition) Edges: Jack-of-all-Trades, Linguist, Monster Slayer, Scholar (Occult and Science) Gear: CA-3 Light EBA (+7 Armor, +2 Toughness, Multi-Optics Helmet), CP30 Pulse Laser Pistol (Range 10/20/40, Damage 3d6, RoF 3, AP 4, 3RB), silvercoated knife (Str+d4), Vibro-Knife (Str+d6 Mega Damage, AP 6), 2 × Fragmentation grenades (Range 5/10/20, 5d6 Mega Damage, LBT). Special Abilities: Recognize the Arcane: RCSG Scientists have an uncanny knack for identifying and understanding arcane, psychic, and supernatural phenomena. Their trained eyes detect arcana per the base power (no modifiers, costing no Power Points) with a Notice check. They do not ignore penalties for foes hidden by supernatural abilities like invisibility. FASSAR-30 SKELEBOT (NEW STYLE) With hundreds of thousands of oldstyle FASSAR-20s part of the infamous “Skelebot Graveyard” in the ruins of Tolkeen, the newest Skelebots off the assembly line have been upgraded— their alloys and styling similar to the new CS body armor. The vibro-blades have a wicked “wing” pattern, and the CV-212 has been replaced with the “Dead Man’s” Michael Logan (Order #41085069)
181 rail gun—a more versatile armament which can be loaded with wood or silvertipped rounds for supernatural enemies. Attributes: Agility d4, Smarts d6, Spirit d4, Strength d12+1, Vigor d10 Skills: Athletics d8, Fighting d8, Notice d6, Shooting d8, Stealth d6, Survival d6 Pace: 8 Parry: 5 Toughness: 18 (8) Hindrances: Ruthless (Minor), Vow (Major— Obey programming and Coalition commands) Edges: Ambidextrous, Fleet-Footed, Rock and Roll!, Steady Hands, Two-Fisted Gear: C-200 “Dead Man’s” Rail Gun (Range 50/100/200, 2d10+2 Mega Damage, RoF 3, AP 7, Str Min d12). Special Abilities: Armor: Hardened alloy casing, +8 Armor, +3 Toughness. Construct: +2 to recover from Shaken doesn't breathe or eat, immune to Poison and Disease, ignores 1 point of Wound penalties. Fearless: Mindless automatons are immune to Fear and Intimidation. Sensor Suite: +4 to Notice checks or to offset Shooting penalties ignores Illumination penalties, detects chemicals and radiation, +1 Shooting. Weapon Mount: 2 × retractable Vibro-Blades (Str+2d4 Mega Damage, AP 8). COALITION ELITE RPA PILOT The elite pilots of the Robot Power Armor (RPA) corps are experts in the use of the power armor, robot combat vehicles, and the other terrifying war machines employed by the CS. The most elite are graduates of the Coalition’s Black Talon School of air combat or Steel Armor Academy of ground combat. When not piloting power armor, pilots don CA-3 Light EBA. Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d8 Skills: Athletics d8, Common Knowledge d6, Electronics d10, Fighting d8, Intimidation d6, Notice d8, Persuasion d6, Piloting d10, Repair d4, Shooting d10, Stealth d6, Survival d6 Pace: 6 Parry: 6 Toughness: 15 (7) Toughness (Mauler): 25 (13) Toughness (Super SAMAS): 23 (11) Hindrances: Illiterate, Loyal, Vow (Minor—Serve the Coalition) COALITION MAULER Michael Logan (Order #41085069)
182 Edges: Ace, Brave, Combat Ace, Power Armor Jock, Robot Vehicle Jock, Rock and Roll!, Steady Hands. Gear: Commonly Hellraiser or Mauler or Super SAMAS (see sidebars), CA-3 Light EBA (+7 Armor, +2 Toughness, MultiOptics Helmet), C-20 Laser Pistol (Range 12/24/48, Damage 3d6+1, RoF 1, AP 3), Vibro-Knife (Str+d6 Mega Damage, AP 6). COALITION COMMANDO When you simply must smash something to pieces, Commandos are the way to do it. Specializing in performing surgical strikes, seek-and-destroy, and retrieval operations in dangerous environments, there aren’t many places these elite “Dead Boys” can’t get to. Attributes: Agility d8, Smarts d6, Spirit d10, Strength d8, Vigor d10 Skills: Athletics d10, Fighting d10, Intimidation d8, Notice d8, Piloting d6, Shooting d10, Stealth d10, Survival d10 Pace: 6 Parry: 7 Toughness: 20 (8) Hindrances: Illiterate, Loyal, Overconfident, Vow (Minor—Serve the Coalition) Edges: Assassin, Bruiser, Conditioned, Dodge, Marksman, Quick, Soldier, Steady Hands Gear: CA-7 Special Forces Heavy “Dead Boy” EBA (+8 Armor, +3 Toughness, with Multi-Optics Helmet), CP-50 “Dragonfire” Laser Rifle (Range 24/48/96, Damage 4d6, RoF 3, AP 4, Heavy Pulse), CP-50 integrated grenade launcher (18/36/72, 12 Shots, High Explosive grenades 3d10 AP 4 Mega Damage, RoF 1, MBT), retractable Vibro-Knives (Str+d6 Mega Damage, AP 6), garrote wire (Str+d4, must follow successful Grapple with a raise), Mag-5 Jetpack (60MPH, Handling +1, +2 Stealth), 2 × Plasma grenades (Range 5/10/20, 3d12 Mega Damage, SBT, It Burns), utility belt. PA-100 Mauler: Size 3 (Normal), +13 MDC Armor, +6 Toughness, Strength d12+5, Pace 10 + d8 (40 MPH) Notes: Maneuvering Jets (Jump 8” horizontal, 4” vertical Swim Pace 8 + d6) typical operator Toughness: 18 (10) Weapons: 2 × Anti-Personnel Lasers (Forearm Mount). Mini Rail Gun (handheld). Concealed Mini-Missile Launcher (RoF 3, 8 Shots). 2 × Plasma Cannons (Shoulder Mounts—may swivel 360 degrees). 2 × Forearm Vibro-Sabers (Str+d8 Mega Damage, AP 8). PA-100 MAULER PA-09A Super SAMAS: Size 3 (Normal), +11 MDC Armor, +6 Toughness, Strength d12+5, Pace 10 + d8 (40 MPH) Notes: Nimble, Amphibious (Swim Pace 14 + d10, 70 MPH), Flight (Handling +2, 500 MPH) Weapons: CTT-P40 Particle Beam Cannon (Range 24/48/96, 4d8+4 Mega Damage, AP 16, RoF 1, Min Str d12+3). 2 × Forearm Grenade Launchers (use WI-GL4). 2 × Dual-Linked Plasma & Laser System (Shoulder Mounts— may swivel 360 degrees either a Light Laser or Plasma Cannon). 2 × Forearm Vibro-Blades (Str+d10 Mega Damage, AP 10). PA-09A SUPER SAMAS Michael Logan (Order #41085069)
183 Special Abilities: Who Dares, Wins: Commandos can use the Battle, Boating, Driving, Electronics, Healing, Piloting, and Riding skills at no untrained penalty. In addition, they gain a +2 bonus to checks involving parachuting, rappelling, and similar daring maneuvers. COALITION CYBORG STRIKE TROOPER The Emperor was hesitant to allow the large-scale implementation of bionic conversion into the CS military, but the cyborg troopers haven't become dehumanized as he had originally feared. Combat cyborgs are now an integral part of Coalition infantry and armor regiments. Donning a bulkier version of the new-style CS body armor, they can be difficult to pick out from the rest of the infantry during large engagements—at least until combat begins in earnest. Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+3, Vigor d12 Skills: Athletics d10, Common Knowledge d6, Fighting d10, Intimidation d8, Notice d8, Persuasion d4, Shooting d10, Stealth d6, Survival d6 Pace: 8 Parry: 8 Toughness: 29 (15) Hindrances: Illiterate, Loyal, Vow (Minor—Serve the Coalition) Edges: Improved Frenzy, Rock and Roll!, Steady Hands, Sweep Gear: CA-6C "Dead Boy" Cyborg Armor (+9 MDC, +3 Toughness, Multi-Optics Helmet). CTT-P40 Particle Beam Cannon (Range 24/48/96, 4d8+4 Mega Damage, AP 16, RoF 1, Shots 40, Min Str d12+3, Disintegration, Atomic Annihilation) or C-200 “Dead Man’s Rail Gun (Range 50/100/200, 2d10+2 Mega Damage, RoF 3, AP 7, Min Str d12). Vibro-sword (Str+d10 Mega Damage, AP 10), 2 × Plasma grenades (Range 5/10/20, 3d12 Mega Damage, SBT, It Burns). Cybernetics: Armor Plating (3), Audio Core Electronics, and Optics Package. Special Abilities: Adrenal System: +2 vs Shaken. Hand-to-Hand Reaction Wiring: +2 to all Fighting checks, +1 Parry. Improved Movement: d10 run die. Inhuman Appearance: −1 Persuasion. IAR Hellraiser: Size 6 (Large), Crew 1+2, Strength d12+8, Toughness 42 (24), Pace 15 + d12 (90 MPH) Notes: MDC Armor, can Jump twice as far as normal Weapons Dual-linked Anti-Personnel Laser (left shoulder, Turret) Electro-Stunner (Range 5/10/20, Damage 4d6, RoF 1, Nonlethal unless the Shooting Die rolls a 1 or 2) Plasma Cannon (right shoulder, Fixed Front) Light Missile Launcher (Fixed Front, RoF 3, Shots 3) Quatro-Gun, four-settings weapon system, only one can be fired at a time: Cutting Laser Beam (Range 10/20/40, 2d12 Mega Damage, RoF 1, AP 30) Flamethrower (3d10 Mega Damage, RoF 1, Cone Template, It Burns) Particle Beam (Range 20/40/80, 4d8+4 Mega Damage, RoF 1, AP 16) Medium Laser (standard) Vibro-Claw (Str+2d6+2 Mega Damage, AP 12) IAR HELLRAISER Michael Logan (Order #41085069)
184 Loss of Dexterity: All non-combat Agility checks are at −1. Malfunctions: Subject to the Technical Difficulties. Harder Than Steel: Cyborgs have +6 MDC Armor and +3 Toughness. Internal Life Support: Immune to Disease, Drowning, Poison. +4 to resist Cold, Heat, Radiation. Targeting Eye: +2 Shooting. Size 1: Cyborgs are large and heavy. Unarmed: Str+d4, Mega Damage. Weapon Mount: Forearm Particle Beam (Range 12/24/48, 3d8 Damage, AP 6, RoF 1, Disintegration, Atomic Annihilation). Weapon Mount: Retractable VibroBlade (Str+2d4 Mega Damage, AP 8). COALITION JUICER The Coalition States genuinely cherish the sanctity of human life, as well as the longevity and health of its citizenry. For this reason, Coalition public safety campaigns have long criticized the Juicer conversion process and the use of recreational or performance enhancing drugs (which are, of course, outlawed). To Emperor Karl Prosek they are an abomination of foolishly wasted human life. He is instead focused on augmenting humans through power armor and substituting humans with cannon fodder like Psi-Hounds and Skelebots for the most dangerous battlefield roles. However, statistical cost benefit analysis and the research of his son, Joseph Prosek II, proved Juicers were a cheap option to power armored units and would suffer much lighter casualties than regular infantry in conflicts against superhuman enemies (like the Tolkeen military, composed primarily of D-Bees, monsters, and mages). In fact, twenty Juicers could be recruited from the dregs of the wastelands, trained, and armed for the cost of one Super SAMAS pilot and his armor. After the shocking events of the Juicer Uprising, Karl Prosek reluctantly relented to his son and authorized the full-scale Juicer Division program. Juicer technology is under the exclusive purview of CS Special Forces command (the DSD), which provides detox treatment at the end of service. Volunteers can earn citizenship for themselves and two family members by faithfully serving a two year tour of duty, or for five others in exchange for five years—a veritable death sentence—a popular option with provisional citizens looking for a life of adventure and heroics striking back at the terrible things from the Rifts. Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12, Vigor d10 Skills: Athletics d8, Common Knowledge d6, Fighting d10, Intimidation d6, Notice d6, Shooting d8, Stealth d6, Survival d6 Pace: 14 Parry: 8 Toughness: 20 (9) Hindrances: Death Wish, Illiterate, Overconfident, Vow (Minor—Serve the Coalition) Edges: Brawny, Burn Brighter, Burn Past the Pain, Combat Reflexes, First Strike, Fleet-Footed, Frenzy (Imp), Quick Gear: CA-5 Juicer "Dead Boy" EBA (+9 Armor, +3 Toughness, Multi-Optics Helmet), CAJ-5 FIWS Plasma Blaster (Range 12/24/48, 3d12+3 Mega Damage, RoF 1, It Burns), CAJ-5 FIWS Vibro-TriClaw (Str+3d4, AP6, +1 Parry, Claws), C-14 "Fire Breather" Laser Rifle (Range 24/48/96, 4d6 Damage, RoF 1, AP3) C-14 integral grenade launcher (Range 18/36/72, 3d12 Mega Damage, SBT, It Burns), silver-coated knife (Str+d4). Special Abilities: Burn (6): Juicers can add a d6 to any Strength, Agility, or Vigor check but if they roll a 1 they lose a Burn. Drug-induced Euphoria/Tranquility: Juicers do not gain the benefits of the Quick Edge or the Uncanny Michael Logan (Order #41085069)
185 Reflexes ability on the first round of unexpected combat. Internal Repair System: Juicers have Slow Regeneration, and three times a day they may roll a Vigor check at +2 to give themselves a healing check. Super Endurance: Juicers only need 4 hours of sleep and gain +2 on all checks against Fatigue. Super Speed: Gain d10 run die. Uncanny Reflexes: −2 to be hit by all attacks and +2 on Evasion rolls. COALITION RANGER CS Rangers are one of the oldest Special Forces professions, and the one most likely to fraternize with the enemy. They are experts in reconnaissance, tracking and eliminating fugitives, and guerrilla warfare. Rangers are surprisingly tolerant and often befriend and make connections with mercenaries and outlaws, and temporarily join forces with magic users, D-Bees, and supernatural creatures like dragons. They are unwaveringly loyal to the Coalition, and their association with undesirables rarely interferes with accomplishing mission objectives. CS Rangers specialize in hunting down and capturing or eliminating AWOL troops, escaped/wanted prisoners or mutants, refugees, and monsters, as well as long-range missions deep into enemy territory. Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8 Skills: Athletics d10, Common Knowledge d8, Electronics d8, Fighting d10, Healing d6, Notice d8, Persuasion d8, Shooting d10, Stealth d8, Survival d8. Pace: 8 Parry: 7 Toughness: 18 (8) Hindrances: Arrogant or Heroic, Vow (Major—Serve the Coalition) Edges: Assassin, Brawny, Conditioned, Connections (mercs and outlaws), Field Intel, Fleet-Footed, Marksman, Martial Artist, Woodsman, Steady Hands. Gear: CA-4 Camouflage EBA (+8 Armor, +3 Toughness, Multi-Optics Helmet, +2 Stealth), CP-50 “Dragonfire” Laser Rifle (Range 24/48/96, 4d6 Mega Damage, RoF 3, AP 4, Heavy Pulse), grenade launcher (18/36/72, 12 Shots, Plasma grenades 3d12 Mega Damage, RoF 1, SBT, It Burns), Multi-Optics Scope, CP-30 Pulse Laser Pistol (Range 10/20/40, Damage 3d6, RoF 3, AP 4, 3RB), silver-coated knife (Str+d4), VibroLongsword (Str+d10 Mega Damage, AP 10), 2 × Frag grenades (Range 5/10/20, 5d6 Mega Da mage, LBT), utility belt, Backpack and NG-S2 Survival Pack (Coalition equivalent). CA-4 "DEAD BOY" STANDARD EBA Michael Logan (Order #41085069)
186 COALITION JUNIOR OFFICER (NEW GEAR) Coalition junior officers command a platoon of infantry, and it is their task to make sure mission objectives are completed. They are career warriors and very cunning tacticians. They often take to the field, commanding from a Mark V APC or suit of old-style SAMAS power armor. Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6 Skills: Athletics d8, Battle d8, Common Knowledge d6, Electronics d6, Fighting d8, Intimidation d6, Notice d8, Persuasion d8, Piloting d6, Shooting d8, Stealth d6 Pace: 6 Parry: 6 Toughness: 16 (8) Hindrances: Loyal, Vow (Minor—Serve the Coalition) Edges: Command Presence, Inspire, Level Headed, Power Armor Jock, Tactician Gear: CA-4 Standard "Dead Boy" EBA (+8 Armor, +3 Toughness, Multi-Optics Helmet), CP-30 Pulse Laser Pistol (Range 10/20/40, Damage 3d6, RoF 3, AP 4, 3RB), silver-coated knife (Str+d4), Vibro-Knife (Str+d6 Mega Damage, AP 6), utility belt. COALITION GRUNT (NEW GEAR) Donning the infamous death’s head mask, the average Coalition infantry consider themselves patriots defending their families and homes. All Coalition grunts are highly indoctrinated, motivated, and loyal. Many are provisional citizens earning themselves and their loved ones the right to join Coalition society, whether they live or die. While Coalition line troops carry the CP-40, soldiers in each squad will be designated other weapons to ensure a balanced loadout. These troopers are experienced Technical Soldiers with Shooting d8 and the Brawny Edge. Note that new-style "Dead Boy" body armor incorporates Multi-Optics Helmet functionality which ties into the sensor feeds of scopes mounted on calibrated weapons. For old-style pre-105 P.A. squads swap in the C-14 "Fire Breather" rifle and the C-27 Plasma Cannon for the Sergeant and Special Weapons trooper respectively. Sergeant: CP-50 “Dragonfire” Laser Rifle (Range 24/48/96, 4d6 Damage, RoF 3, AP 4) Notes: Heavy Pulse, grenade launcher (18/36/72, 12 Shots, Plasma grenades 3d12 Mega Damage, RoF 1, SBT, It Burns), Multi-Optics Scope. Special Weapons Technical Soldier: C-29 “Hellfire” Heavy Plasma Cannon (Range 18/36/72, 3d12+6 Mega Damage, RoF 1), Notes: Min Str d8, Snapfire, It Burns; Multi-Optics Scope. Heavy Weapons Technical Soldier: CR-1 Rocket Launcher (Range 50/100/200, 4d6 Mega Damage, RoF 1, AP 20), Notes: Snapfire. Anti-personnel rockets do 5d6, AP 12, SBT; Multi-Optics Scope. Designated Marksman: CV-212 Variable Frequency Rifle (Range 24/48/96, 4d6 Mega Damage, RoF 3, AP 3), Notes: Heavy Pulse, Ignores laser resistance; MultiOptics Scope. CS SQUAD WEAPONS LOADOUTS Michael Logan (Order #41085069)
187 This entry is an updated Coalition Grunt, representing troops outfitted with the shiniest new toys. Grunts love their toys. Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Athletics d6, Common Knowledge d6, Fighting d6, Intimidation d6, Notice d6, Shooting d6, Stealth d4, Survival d4 Pace: 6 Parry: 5 Toughness: 16 (8) Hindrances: Illiterate, Loyal, Vow (Minor—Serve the Coalition) Edges: Soldier Gear: CA-4 Standard "Dead Boy" EBA (+8 Armor, +3 Toughness, Multi-Optics Helmet), CP-40 Pulse Laser Rifle (Range 24/48/96, Damage 4d6 Mega Damage, RoF 3, AP 4, Heavy Pulse), Vibro-Knife (Str+d6 Mega Damage, AP 6), 2 × Frag grenades (Range 5/10/20, 5d6 Mega Damage, LBT), utility belt. FORCES OF FREE QUEBEC LE SÛRETÉ OPERATIVE Some of the best long-range, deep cover operatives in North America, the agents of Free Quebec are widely feared. These fanatical Quebecois patriots do whatever it takes to protect the interests of their homeland. Currently, they work to undermine the Coalition’s expansionist ambitions. The agent listed here is expert at eliminating problems with high explosives. Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6 Skills: Athletics d6, Common Knowledge d6, Electronics d8, Fighting d6, Notice d8, Persuasion d10, Repair d8, Research d8, Shooting d6, Stealth d6, Survival d6, Thievery d8 Michael Logan (Order #41085069)
188 Pace: 6 Parry: 6 Toughness: 12 (5) Hindrances: Cautious, Loyal, Vow (Major—Serve Free Quebec) Edges: Attractive, Conditioned, Expert Demolitionist, Linguist, Scholar (Repair), Streetwise, Take ‘Em Down Gear: SF-D Huntsman Medium Personal Armor (+5 Armor, +2 Toughness), NG-56 Light Ion Pistol (Range 10/20/40, Damage 1– 3d8, RoF 1), silvered knife (Str+d4), Neural Mace (Str+d6 Touch Attack, victim checks Vigor or is Stunned), Field Computer (Grade I), MD Plastique (2 lb). Special Abilities: Spicy Home Cooking: Given time and “household” ingredients, the operative may roll Repair to manufacture improvised grenades, mines, and other explosives listed in Savage Worlds, or upgrade explosives. T-550 “CYCLOPS” GLITTER BOY The pilots of Free Quebec walk the avenues of the Fortress City with a special swagger, embodying the legacy of the Glitter Boy Legion of centuries past. Recently, the technology cooperation agreement with Triax led to the breakthrough ability to produce the “TeeFive-Fifty” facsimile power suit. Smaller of build, easier to manufacture than the USA-G10 Glitter Boy, and sporting woefully needed secondary weapons systems, the T-550’s slightly reduced capabilities shouldn’t negatively impact its overall combat performance. Outside of their armor, Free Quebec Glitter Boy pilots don specially modified and restyled CA-2 Light Body Armor. Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d8 Skills: Athletics d8, Common Knowledge d6, Electronics d8, Fighting d10, Notice d6, Persuasion d8, Piloting d8, Shooting d10, Stealth d6, Survival d6 Pace: 6 Parry: 7 T-550 "CYCLOPS" GLITTER BOY QPA-102 VIOLATOR SAMAS T-550: Size 2 (Normal), +24 MDC Armor, +8 Toughness, Pace 14 + d8 (60 MPH), Swim Pace 6 Notes: Strength d12+4, laser resistant (halve damage and AP from lasers). Jet Boosters (Jump +6" horizontal, +3" vertical). Weapons: T-550 Boom Gun (Range 250/500/1000, 4d12+4 Mega Damage, AP 24, RoF 1, Shots 100, considered a shotgun for Innocent Bystanders). Anti-Personnel Laser (left shoulder, Fixed Front). Rec e s s ed M i n i-M i s si le Launchers (lower legs, Fixed Front, RoF 4, Shots 12). Retractable Vibro-Sword (right forearm, Str+d10 Mega Damage, AP 10). QPA-102 Violator SAMAS: Size 2 (Large), +10 MDC Armor, +5 Toughness, Strength d12+4, Pace 14 + d10 Notes: Nimble, Aquatic (40 MPH), Flight (Handling +2, 360 MPH) Weapons: QR-12A SAMAS Laser Rifle (handheld Range 60/120/240, 3d10 Mega Damage, RoF 1, AP 20, 3RB). 2 × Mini-Missile Launchers (wing-mounted). Wing Blades (wing mounted, Str+d12 Mega Damage, AP 12, +8 damage if V-Sam moves 6”+ before attacking). Retractable Vibro-Blade (left forearm, Str+d8 Mega Damage, AP 8). Michael Logan (Order #41085069)
189 Toughness (Pilot): 12 (6) Toughness (T-550): 38 (24) Hindrances: Loyal, Stubborn, Vow (Minor—Serve Free Quebec) Edges: Ace, Brave, Combat Ace, Frenzy (Imp), Marksman, Power Armor Jock Gear: T-550 “Cyclops” Glitter Boy (see sidebar), Q1-02 "Stopper" Ion Pistol (Range 5/10/20, Damage 1–3d8, RoF 1, Wide Spread), VibroKnife (Str+d6 Mega Damage, AP 6). Cybernetics: Cyber-Wired Reflexes. Special Abilities: Big and Shiny: Suffers −8 to Stealth. Digging In: Activating/deactivating the stabilization system is an action, otherwise firing knocks it 2d6" back and prone, leaving the pilot Stunned. While dug in, it cannot move, can only fire to the front and sides, and attackers gain +2 to attack rolls. Self Destruct: Stolen or captured T-550s will explode as a Type 3 Fusion Block; exclusive to the NGR and Free Quebec militaries and cannot be purchased. Sonic Boom: When fired, all within an LBT (except the pilot) check Vigor at −2. On a failure they are Shaken and Hard of Hearing (Major) for 3d6 minutes (cannot Wound); Critical Failure results in Stunned. Stand By to Fire: Can’t move and fire the Boom Gun in one round. VIOLATOR SAMAS Designed specifically to complement the Glitter Boy, the Violator SAMAS (or “V-SAM”) uses laser weaponry to maintain air-superiority and provide danger-close fire support. That way, even if their ground attack fire hits a Glitter Boy, it just reflects harmlessly off its armor. SAMAS pilots are highly skilled fighter jocks, and the Free Quebec military depends on their professionalism and bravery. Outside of their armor, Free Quebec pilots don re-styled CA-2 Light EBA. Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8 Skills: Athletics d8, Common Knowledge d6, Electronics d8, Fighting d8, Notice d6, Persuasion d6, Piloting d8, Shooting d10, Stealth d6, Survival d6 Pace: 6 Parry: 6 Toughness: 21 (10) Hindrances: Partisan (Minor—Human Supremacist), Loyal, Vow (Minor— Serve Free Quebec) Edges: Ace, Combat Ace, Power Armor Jock, Rock and Roll!, Steady Hands Gear: Violator SAMAS (sidebar), C-18 Laser Pistol (Range 12/24/48, Damage 3d6, RoF 1, AP 3), Vibro-Knife (Str+d6 Mega Damage, AP 6). FREE QUEBEC VIOLATOR SAMAS Michael Logan (Order #41085069)
190 MERCENARIES & SPECIALISTS COWBOY A cowboy can be anything—a Justice Ranger, a desperado, or a deadbeat gambler. They are equally at home on the open range or playing a hand of cards in the saloon. Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8 Skills: Athletics d8, Common Knowledge d6, Fighting d8, Gambling d8, Notice d8, Persuasion d6, Riding d10, Shooting d10, Stealth d6, Survival d8 Pace: 6 Parry: 5 Toughness: 11 (3) Hindrances: Enemy (Minor), Habit (Major), Illiterate Edges: Alertness, Beast Bond, Beast Master (× 3), Marksman, Steady Hands, Woodsman Gear: NG Maverick body armor (+3 Armor, +2 Toughness), NG-57 Heavy Ion Blaster (Range 12/24/48, Damage 1– 3d8+2, RoF 1), Vibro-Knife (Str+d6 Mega Damage, AP 6), NG-S2 Survival Pack, rope (50 feet), deck of cards, horse. Special Abilities: Born in the Saddle: Cowboys ignore two points of penalties to any Riding roll and ignore the Multi-Action penalty for making a Riding check in the same round as other actions. Cowboys may spend Bennies to Soak damage for their mount using Riding instead of Vigor each success and raise negates a Wound. They may also mount or dismount as a free action. GUNSLINGER Despite their reputation, Gunslingers are often good-hearted men and women. Many of them have grown laconic after having seen too much bloodshed and turn to alcohol or other pursuits to distract themselves. Attributes: Agility d12, Smarts d8, Spirit d8, Strength d6, Vigor d8 Skills: Athletics d6, Common Knowledge d6, Fighting d8, Gambling d8, Notice d10, Persuasion d6, Riding d8, Shooting d12, Stealth d8, Survival d8 Pace: 6 Parry: 6 Toughness: 11 (3) Hindrances: Arrogant or Heroic or Overconfident or Vengeful (Major), Illiterate, Wanted (Minor) Edges: Alertness, Ambidextrous, Danger Sense, Dead Shot, Double Tap, Marksman, Quick, Steady Hands, Sharpshooting, Two-Gun Kid After separating from the Coalition, Free Quebec put a great deal of effort into restyling and refitting old CS war-gear. Apart from what is listed in this section, effectively, all Quebec body armor, weapons, vehicles, robot vehicles, and power armor are pre-105 P.A., oldstyle CS equipment with the skull motifs replaced by flat visors (keeping the spikes) and the shiny blue-black CS finish repainted coal black. Quebecois personnel are equally interchangeable with CS entries from Savage Foes of North America, though you can swap out the Illiterate Hindrance with the Partisan (Major—Human Supremacist) one to represent their special brand of xenophobia (apparently not mitigated by their high literacy rate). FREE QUEBEC MILITARY FORCES Michael Logan (Order #41085069)
191 Gear: NG Maverick body armor (+3 Armor, +2 Toughness), 2 × NG-45LP Long Pistols (Range 15/30/60, 3d8 Mega Damage, RoF 1, AP 3, Disintegration, Atomic Annihilation), 2 × Vibro-Blades (Str+d6 Mega Damage, AP 6), utility belt. Special Abilities: The Quick and the Dead: During the first round of combat, immediately after initiative cards are dealt, a Gunslinger may spend a Benny to draw on an opponent. The Gunslinger and his opponent make an opposed Agility roll. If the Gunslinger succeeds, he immediately attacks the target and has the Drop if he fails, the Benny is wasted with no effect. The Gunslinger still acts on his initiative card as normal. E NARUNI REPO-BOT Stories abound, telling ghastly accounts about what happens when you don’t stay current on your Naruni Enterprises bill. Repossession. By a merciless 2-ton SuperCyborg from another dimension…That’s right, pay up! Attributes: Agility d12, Smarts d8, Spirit d10, Strength d12+8, Vigor d12+2 Skills: Athletics d10, Common Knowledge d8+2, Driving d6, Fighting d10+2, Intimidation d10+2, Notice d10+4, Persuasion d8, Piloting d6, Shooting d10+2, Stealth d10, Survival d10+2 Pace: 12 Parry: 10 Toughness: 40 (18) Hindrances: Loyal, Vow (Major— Serve Naruni Enterprises), Enemy (Major— The Coalition), Ruthless (Major) Edges: Block (Imp), Bruiser, Danger Sense, Fleet-Footed, Harder to Kill, Frenzy (Imp), Marksman, Martial Warrior, Rock and Roll!, Steady Hands, Streetwise Cybernetics: Core Electronics Package, Nano-Repair System, Targeting Eye. Gear: NE-200 Plasma Cartridge Machine Gun (Range 24/48/96, 3d12+3 Mega Damage, RoF 3, Heavy Pulse, It Burns). Special Abilities: Advanced Sensor Suite: +4 Notice and to offset Shooting penalties. Ignores Illumination penalties. MDC Armor: Repo-Bots have +18 MDC Armor and +8 Toughness. Notorious Enforcer: Known throughout the Megaverse® as ruthless enforcers +2 Intimidation. Total Conversion: +4 to recover from Shaken, ignore 2 Wound levels, self-contained breathing immune to Diseases and Poisons. Size 3 (Normal): Repo-Bots are imposing interdimensional enforcers. Unarmed: Str+d12 Mega Damage. Weapon Mount: Particle Beam (right forearm Range 15/30/60, Damage 4d8, RoF 1, AP 16, Disintegration, Atomic Annihilation). Weapon Mount: Plasma Flamethrower (left forearm mount 3d12+3 Mega Damage, RoF 1, Cone Template, It Burns). Weapon Mount: Anti-Personnel Laser (left hand index finger). Michael Logan (Order #41085069)
192 INDEX SYMBOLS 1st Apocalyptic Cavalry 145 A A-51 Spybot 176 A-63 All-Purpose Heavy Robot 175 AA-10 Bottweiler 174 Adventuring Gear 35 Amarillo 97 Apache 142 Apaches 142 Area 51 149 Argent Goodson 171 Armor Body 38 Power 40 Arzno 147 B Bandito Arms 100, 148 Baton Rouge 95 Bots 37 Briscoe America 96 C Chillicothe 93 Chi-Town 89, 90 City of Free Quebec 112 City of Iron 93 City of Ishpeming 120 City of Manistique 123 Coalition 113 Encounters 102 Coalition Commando 182 Coalition Cyborg Strike Trooper 183 Coalition Elite RPA Pilot 181 Coalition Grunt 186 coalition Juicer 184 Coalition Junior Officer 186 Coalition Ranger 185 Coalition States 73 Colorado Baronies 146 Commander Qhora Hornburg 172 Cowboy 190 Crossroads 143 Cybernetics 49 D Department of Internal Security Specialists (ISS) 83 Department of Public Information 82 Devil’s Gate 93 Domain of Man 105 Encounters 128 E Edges Combat 31 Iconic Edges 30 Professional 33 El Dorado 94 Escanaba 121 Ex Machina 157 Explosives 45 F FASSAR-30 Skelebot 180 First Century of Darkness 63 Five Kingdoms 89 Fort El Dorado 94 Fort Prospect 146 Fort Sawyer 121 Free City of Queenston Harbor 116 Free Quebec 105 G Gallup 148 Golden Age of Mankind 59 Golden Age Weaponsmiths 100 Great Cataclysm 61 The Great Lakes 79 Great Lakes Kingdoms 115 Great Trade Road 147 Greenville 95 Gunslinger 190 H The Haunted Strip 149 Hindrances 28 Hope 146 Houghton 122 Houstown 138, 139 Hudson Wheigh 117 Human Mutants 101 I Iconic Frameworks Intelligent Construct 7 momano headhunter 19 IM Highway 123 The Iron Chain 122 Iron Heart 92 Ishpeming Military Contract Network 119 Island Kingdom of Montreal 115 ISS Inspector 180 J Joseph City 148 Colonel Joseph Prosek II 82 Juicer Army of Liberation 101 K Kansas 97 King Macklin 136, 138 Kingsdale 125 L Laredo 144 Las Vegas 149 Lazlo 100, 113 Le Sûreté Operativ 187 Lone Star 95 Los Alamo 101, 140, 141 Loss Prevention Office 119 M Manistique Imperium 123 Manitoulin Kingdom 117 Marquette 121 M.A.R.S. Commando 16 Cowboy 16 EOD Specialist 17 Gunslinger 18 Intel Operative 18 RCSG Scientist 16 Mechanicsville 116 Menominee 122 Mercado 144 MercBay. See Escanaba MercTown 127 Minions of Splugorth 113 Mission Profile Tables 56 Mississippi River 79 Missouri 93 Monst-Rex 178 N Naruni Enterprises 101 Naruni Repo-Bot 191 New Cedarville 123 New Durango 147 New El Paso 151 New German Republic 113 New San Antonio 143 Newtown Ruins 95 New West 133 Encounters 150 Northern Gun 100, 113, 117 Northwestern Quarter 122 O Odessa 97 Oklahoma 97 Old Bones 112 Ontonagon 123 Overland Transport 79 P Pecos Empire 141 Pecos Riders 142 Pervic Simvan 142 Phoenix 148 Post-Apocalyptic Age 65 Proseks 81 Psi-Stalker Tribes 101 R Races Mutant Animals 22 Mutant Felines 24 Psi-X Aliens 26 RCSG Scientist 180 Relic Salvage Operations 55 Republican Trooper 179 Robert Cornell 173 robodome 121 Roswell 150 Ruins of Chicago 90 S Sabre Warriors 142 Sault Sainte Marie 93 Savage Tale As Above, So Below 103 Broken Arrow 129 The Boonies 151 The Psi-X Files 154 Second Century of Darkness 65 Shemarrian Nation 114 Shemarrian Uprising 70 Shemarrian Warrior 176 Silver Dagger Gang 142 Silvereno 147 Simmons Line 97 Skelray 97 Southern Minnesota 97 Southern Missouri 124 T T-550 “Cyclops” Glitter Boy 188 Task Force X 119 Techno-Wizard Items 186 Texas 100 Texas Freelands 135 The Clarkdale Confederacy 148 The Colorado Baronies Charity 147, 151 Testament 147 Wilmington 147 The Kingdom of Worth 135, 137, 138 The Pecos Empire 141, 142, 143 The Silver Dagger Gang 142 Titan Robot Industries 70 The Trade Council 118 Triax Industries 100 Tucson 148 U Uvalde 144 V Vehicle Modifications 49 Vehicles 46 W Weapons 42 Wellington 123 Whykin 124 Wichita Falls 96 Wilk’s Laser Industries 145 Wilk’s Laser Technologies 100 Willisburg 116 Wyatt “Sweetwater’s Watchdog” Wilkins 174 X Xiticix Hivelands 98 Michael Logan (Order #41085069)
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Michael Logan (Order #41085069)