Rifts - The Crimson Republic (Unofficial) PDF
Rifts - The Crimson Republic (Unofficial) PDF
Warning!
The fictional world of Rifts is quite violent
and deadly. It is an exotic realm where magic is
as real as technology and demonic creatures
plague humankind.
Some parents may find the violence and supernatural elements of the game inappropriate for
young readers/players. We suggest parental discretion.
Note that none of those at Palladium, the
author or us at KJH STUPH Productions condone
nor encourage the occult, the practice of magic,
and the use of drugs or violence.
Net book for the Rifts series Compatible with the entire
Palladium Book Megaverse!
Copyright 2000-2001 Andrew as part of Palladium Books Inc. copyright policy under derivative works.
This book may be freely copied and distributed as long as it remains in its entirety and proper credit is
given. All incidents, situations, institutions, governments and people are fictional and any similarity, without satiric intent, of characters or persons living or dead, is strictly coincidental.
Palladium Books, Rifts, RECON, and Megaverse are registered trademarks owned and licensed
by Kevin Siembieda and Palladium Books Inc. Nightbane, New West, Federation of Magic, Lone Star,
Psyscape, and other names, titles and likenesses of characters are trademarks owned by Kevin Siembieda
and Palladium Books, Inc.
Table of Contents
The Juggernaut Awakes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Crimson Flag & General Stats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
Birth of a New Nation- Crimson Republics History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Pre-rifts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Dark Ages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Todays Republic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Republican States & Provinces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Crimson . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Freeport . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Jewel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Hammersmith & Forge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Newton . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
New Seattle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Alaskan Territory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Eugene Ruins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
Rural & Wilderness Areas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Infrastructure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Caste System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Labor Caste . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
Religious Caste . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
Warrior Caste . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Daily Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Religion in the Republic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Magic in the Republic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
New Magic Spells & Circles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Crime & Punishment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
The Underworld . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Science & Technology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Taxes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
The Republics Government . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
The Senate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
CriSec . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
Way of the Gun- CriSecs Mercenary Guild . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Crimson Republics Military . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
Army . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
Quatoria . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
AirCorp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39
Navy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
Military Bases & Installations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41
New R.C.C.s & O.C.C.s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Draconian R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45
Sivak- Draconian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Kapak- Draconian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
Bozak- Draconian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
Baaz- Draconian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
Wererat R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50
Legionnaire O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Damage Conversion Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Weapons & Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Ageous Arms & Weapon Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
12.5 mm Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .58
The Crimson Republic
15.5 mm Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
18.5 & 20.5 mm Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Energy Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Machine Guns, Grenade. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65
Launchers, & Missile Launchers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
EXCELeration Technologies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .67
MLA & Rail Weaponry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Combat & Power Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69
Standard Combat Armor Systems. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69
Combat Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70
The Judge Exo-skeleton Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71
Point Blank Power Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Law Martial Power Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
Avernus Power Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73
Centurion Power Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74
Valkyrie Power Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76
Predator Power Armor (Navy) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .77
War Machines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Combat Sleds & Cycles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .79
APACS (Navy) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
UPACS (Navy) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Seek & Destroy Assault Cycle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
Piloted Robot Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
Standard Piloted Robot Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Hades Combat Robot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .84
Herald Recon Robot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85
Violator Combat Robot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Splasher Anti-Air Robot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88
Mechanized Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Standard Combat Vehicle Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Apocalypse Heavy Tank . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
5th Horseman Heavy APC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Aggressor Tank . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Flash APC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Hailstorm Towed Artillery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93
Hellspawn HAWP. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94
SkyFire A-AWP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
1st Strike MRLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96
RDF Earthquake Super Transport . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97
Drones- Non-piloted Robots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
Gallu Demon Combat Drone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Harbinger Recon Drone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
Skullbot Infiltrating Drones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
City Patrol Drone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Odds, Ends, & TW Devices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .104
Mimics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Stratosorb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Mesorb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
EMP Grenade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Antiochs Grenade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Freak Grenade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Mage-Phone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
ii
Gnome- 1% (60,000)
Elf- .1% (6,000)
Other humanoid- 5% (300,000)
Government: a Republic set in a caste system
Castes:
1. Warrior- 35% (1,890,000)
2. Labor- 57% (2,878,000)
3. Religious- 8% (610,000)
National Language: Elven
Other Common Languages: Wolfen,
Dwarven, Latin
Capital City: Crimson
Major Religion: Jesuit
Military: 1.62 million active troops
Pre-Rifts
Before the coming of the rifts the
northwest corner of the United States was a
thriving mixture of great forests and huge
sprawling cities, but after the rifts came
none of those cities were left standing and
the forests seemed to magically double in
size. New mountains grew out of the
ground and the already imposing Rocky
Mountains became even more hazardous
and hostile. The northwest corner was cut
off from the rest of the country, which in
hindsight might have been a blessing for the
not yet born republic. The people in this
The Crimson Republic
Todays Republic
The Crimson Republic was born fiftyone years before the current PA (post
apocalyptic) calendar of today, but before
they officially named themselves and
formed a government of elected officials,
they formed castes that differentiated the
different peoples. The Jesuits implemented
its use to stop budding racism between the
different races. The different castes are the
warrior, the laborer, and the religious, and so
far, it has worked very well.
It is now one hundred and fifty five
years later and the Crimson Republic is one
of the most powerful countries in the rifts
world, and only just now are they starting to
show their true might.
Crimson
Crimson: Capital & Republic State
Location: Built on top of the pre-rifts city of
Yakima, Washington
Population: 1.2 million
Racial breakdown:
64% Wolfen
34% Humans
1% other humanoid
.5% Dwarves
.3% Gnomes
.2% Elves
Crimson is the largest of the walled cities within the republic. It is the center of the
government, and houses the senate, congress, and all other important governmental
agencies. Crimson is also a center for
learning and education. This city is the example of everything that the republic has
accomplished in the last 98 years. A two
hundred-foot mega-damage wall surrounds
the city enclosing 49 square miles of urban
area. At the heart of the city is the Democratic building. This impressive ten story
three-block long marble building is where
the senate and congress hold their legislative
sessions, and where most of the day-to-day
government business is done. The new intelligence agency CriSec is located two
blocks away. Besides being home to the
most influential people in the republic, it is
also a city for the common man and the student. The city is filled with theaters, nightclubs, restaurants, and stores. There are four
colleges, two law universities, Laying Hands
University of Medicine, and the University
of the Eleven Elven Sages. Along the inside
of the city wall is a park. It stretches out
from the wall for two blocks and runs the
entire length of the wall. The park is filled
with outdoor theaters, monuments, picnic
areas, and playgrounds. There are a few
factories and manufacturing plants in Crimson, but they are few and far between.
Crimson is also the financial and banking center for the republic. All the money
within the republic flows in and out of here.
The black market credits are also managed
from here. Third party representatives influence and buy interests in other economic
markets (NGR, Coalition, Black Market,
ect) from these financial institutions. The
Crimson Republic for many years has been
securing a significant interest in the black
market. They secretly make loans and buy
markers, which they use to get wealth and
influence outside the republic. From the city
of Crimson, the republic currently controls
about 15% of the Black Credits in North
America. Crimson is the heart of the republic. The power of this awesome country resides within this city and in the hands of
politicians and businessmen that live in it.
Located outside of the two hundred foot
wall are the suburbs and outer city. They
stretch eight miles at some points and
twenty-five miles at other points. They have
become a latticework of walls and gates that
enclose the still growing area. The walls are
thirty-five foot high and fifteen foot thick,
and with each new growth period they are
added on to or tore down and rebuilt to enclose the new area. This is where the bulk
of the Crimson citizens live.
Crimson is patrolled and protected by
the Quatoria and one full army. They are
very heavily fortified and very well armed.
Crimson is the most powerful city in the
republic, but at the same time, it is also the
weakest link, because if it were destroyed it
could realistically plummet the entire republic into chaos. Therefore, it is the most
heavily defended city in the republic.
Freeport
Freeport: Republic state
Location: between Tacoma and Olympia,
Washington
Population: 1.2 million
Racial breakdown:
45% Human
The Crimson Republic
54% Wolfen
.5% Dwarves
.5% Gnomes
Freeport is just that, it is a port city. Its
surrounded on three sides by a two hundred
foot mega-damage wall, and housed within
that wall is 49 square miles of city. Freeport
is a manufacturing and fishing metropolis.
This is the city of industry, and the city of
the Labors caste. Almost the entire city is
dedicated to factories and manufacturing, or
canneries and fishing. Most of the factories
are privately owed and operated, but many
have government contracts, or manufacture
products exclusively for the Crimson government. The factories are many stories tall
and stretch for blocks. They run twenty four
hours a day, except on holidays and Sundays, and even then many of the factories
have sophisticated automation programs so
some work can still be done. Freeport is a
city that never sleeps. A person would think
that with all this industry the city would
have enormous pollution problems, but even
that has become a vast and complex industry
in itself, with many small companies dedicated solely to keeping the city clean and
pollution free.
There is another part of Freeport that is
as important to the manufacturing as the
factories are. It is the entertainment complexes in the very center of the city. These
were built exclusively for the laborers so
they would be more productive. The theory
is to keep them happy in their off time and
show them that the corporations and companies value their hard work. The complexes
are massive buildings of modern technology
and state of the art entertainment systems.
No matter what your hobby or interests are,
they can be indulged within these great
complexes. There is everything from movies and holodecks, to gambling and gaming
halls. Restaurants, theatres, shopping malls,
and you name it, can be found there. There
are games of chance like poker, and games
of thrills like laser tag or splat ball. Professional sports, music groups, acting troupes,
and circuses all come to perform at the entertainment complexes.
6
Jewel
Jewel: Republican state
Location: 30 miles south west of old Portland
Population: 1 million
Racial Breakdown:
75% Wolfen
25% Human
500 Elves
Jewel is a beautiful white and emerald
green city that is surrounded by a 200-foot
mega-damage wall. The wall encloses 36
square miles, and was the last defensive wall
built in the republic. The city is the perfect
mix between modern industry and the old
fashioned; it has the laid-back hustle bustle
feel of the old American Midwest. Forty
percent of the population farms and ranches,
and the other sixty percent work in a variety
of occupations from manufacturing to operating small businesses. The city inside the
wall is as diverse in architecture and activities as any pre-rifts American city would
have been.
Hammersmith &
Forge
Hammersmith & Forge: Republic states
Location: Rocky mountains of Northern
California
Population: 100,000 in each city
Racial Breakdown:
Hammersmith:
35% Wolfen
25% Dwarves
25% Gnomes
15% Kobolds
Forge:
25% Wolfen
45% Dwarves
30% Gnomes
Newton
Newton: Republic State
Location: Dalles (built on top of the ruins)
Population: 900,000
Racial Breakdown:
39% Human
56% Wolfen
5% other humanoid
Newton is the latest, but smallest (25
square miles), city to be built by the Crimson Republic. In 90 PA the senate approved
the bill to start construction and the city was
inhabitable in 102 PA. There is no megadamage wall surrounding the city, and there
is no plan to build one. Newton is an agricultural city dedicated to raising livestock
and growing grains and feed corn. There is
some industry in Newton mostly in the area
of food processing, the manufacturing of
household appliances, and medical supplies.
The city itself is very modest with western
style architecture and very few large multistoried buildings. The center of the city is
mostly office buildings and banks with outer
portions of the city dedicated to quiet neighborhoods and strip malls. The little industry
that is in Newton is on the west side of the
city, while stockyards and rail stations cover
the east and south side. On the north tip of
the city is Merciful Healer hospital, the second largest hospital in the country. Newton
has all the normal attractions and businesses
one would expect to find in a city of this
size.
Newton has the largest rural population
of the Crimson Republic cities with a full
one third of its inhabitants living more than
8
New Seattle
New Seattle: Member State
Location: The ruins of pre-rifts Seattle
Population: 800,000
Racial Breakdown:
61% Human
8% Nithian (see Aliens Unlimited)
7% Gallopas (see Aliens Unlimited)
7% Maeus (see Aliens Unlimited)
5% Minatour (see Rifts Conversion
Book)
3.5% Rotharr (see Aliens Unlimited)
3% Wererat (see R.C.C. section)
2% Naiden (see Aliens Unlimited)
2% Draconian (see R.C.C. section)
1.5% Oni (see Phase World II)
New Seattle is the first Member State of
the republic, and the only state that does not
follow the caste system. The refugees that
came to the Crimson Republic and squatted
outside the republic states of Crimson,
Jewel, and Freeport built New Seattle and
then petitioned for statehood. The Crimson
government gave the refugees loans and
grants to help them build the new member
state, but they did not use Crimsons labor
caste to build the city nor did they commission New Seattle to be built like Newton
was, and therefore they are not a republic
state.
The city has no mega-damage wall and
is larger in square miles than any other city
in the republic. The city presently covers 64
square miles and is the most diverse city in
the republic. Many different architecture
types are used in the city to accommodate
the many different races. For example, the
entire north side of the city has been rebuilt
with giant skyscrapers with no doors on the
first five floors for the Gallopas. The Wererats, for their community, have built interThe Crimson Republic
Alaskan Territory
Alaskan Territory: Republic Province
Location: All of Alaska
Population: 34,000
Racial Breakdown:
99% Human- Inuit
1% Dragon Wolf (see Rifts Conversion
Book)
The Alaskan Territory is 656,424 square
miles, but only about one third of that is under the watch and protection of the Crimson
Republic. The territory was discovered and
claimed when field operatives from CriSec
went there to investigate a pre-rifts military
base. The operatives found a single being
inhabited the base. This beings race was
unknown, but he was on the power level of a
Gene-splicer and the people of the Alaskan
Territory were under his protection. The
Being told One Eyed Pook (CriSecs Director) that the Crimson Republic was welcome
to the military base and all of its lost treasures on two conditions; one, that the native
inhabitants be looked after and protected,
and two, that The Being be allowed to finish
his work without any interference or questions. The Crimson Republic agreed to the
conditions. That was in November, 103 PA,
it is now 105 PA and the Being has left this
realm, and left the Alaskan Territory in the
hands of the Crimson Republic.
The inhabitants of the Alaskan Territory
are a very simple people and live much as
the Inuits did back in the 1800s. There are
some villages and small towns, but no cities
and most of the inhabitants live in nomadic
tribes of 100 to 175 people. Councils of
elders lead both the villages and the tribes,
and both groups are for the most part peaceful. The natives survive by hunting and
fishing, and they barter for goods they cant
make for themselves. There is no monetary
system or currency; the things considered
valuable by the natives are sled dogs, huntThe Crimson Republic
Eugene Ruins
Eugene Ruins: Republic Province
Location: The old city of Eugene, Oregon
Population: 227,500
Racial Breakdown:
100% Ratlings
The Eugene Ruins is a wasteland of decay and rust eaten metal as far as the Crimson Republics government is concerned,
but for the Ratlings that live there it is the
kingdom of Netterbowen. The Ratlings of
Netterbowen live in clans of 5,000 to 10,500
people, and a duke or duchess leads each
clan. There are currently twenty-nine different clans. A king rules all twenty-nine
clans, and presently that is King Rumrucker.
Life in Netterbowen is good when there is a
10
Infrastructure
All the cities and rural areas are powered by nuclear fusion power plants and they
all have elaborate sewer and water systems.
Throughout the Crimson Republic is an extensive communication network that uses
fiber optic, laser, cable, and radio wave
technology. They also have small satellites
throughout the republic. These satellites do
not orbit the earth; they are based on hover
The Crimson Republic
technology and are launched into the stratosphere where they can stay for roughly four
to six months before they must be brought
back down. This is a fairly new technology
and not all the bugs have been worked out
yet, but they do greatly increase the republics communication abilities when they are
operational. Each state has roads and highways that run throughout its territory, and all
the cities have a public airport and rail station. The airports are not as large as 20th
century airports, but the rail stations are
much larger than those of the pre-rifts era,
and most of the traveling done within the
republic is done by rail. Highways and railroads connect all the cities, rural communities, and most of the military installations.
There are not many places in the Crimson
Republic that you cant reach by road or
railway. Each state also has a very efficient
waste management and recycling system.
Very little in the Crimson Republic goes to
waste and almost everything is recycled
which is necessary to ensure they do not use
up the limited resources they have.
Each state has a kindergarten through
14th grade public school system that is run
by the Jesuits and is over seen by the Religious caste. The Jesuits also oversee the
public library system and the public health
care system. Each city has a major hospital
and multiple care clinics, and the military
bases all have hospitals. Each city has a
least one republic college, and two technical
schools. There is also the Republic Postal
Service (RPS) that covers the entire republic
and handles all the mail and bulk packages.
They deliver over one million pieces of mail
a day, and are over seen by the Warrior
caste. The fire, medical, and emergency
responses are handled by the Quatoria. The
Quatoria also has a biohazard and hazardous
materials response team for each city. All in
all the infrastructure of the Crimson Republic is much like that of any nation of the prerifts era only the Crimson Republic has
magic and alien races to take into account
when creating any public service or public
system.
12
Castes System
The Crimson Republic is a caste society,
which means each person is born into a
caste, and at the legal age of adulthood that
person can petition to change their caste or
chose to remain in their present caste. Your
caste dictates your secondary educational
background and your role or service within
the republic, not your social, economic, or
political standing in society. The three
castes are; Religious, Labor, and Warrior.
The caste system was started by the Jesuits
as a way of relieving budding racism in the
republic during its early years. The Jesuits
felt the castes would take the focus off what
race a person was and allow everyone to feel
part of something while still being able to
use their abilities and skills to help the republic. Very quickly, the various races
within the different castes did just that, and
over time the different races found they had
much more in common then they first realized. As time went by each caste saw that
they depended on the other castes for survival, and that one caste was not better or
more important than the other was. The
Jesuits had succeeded in giving each member of society a sense of belonging and a
sense of individuality, and so the people of
the Crimson Republic accepted and kept the
system.
Labor Caste:
This caste literally built the Crimson
Republic. It is also the wealthiest and most
influential of the three castes. Eighty five
percent of the people that belong to the labor
caste are skilled laborers, blue-collar workers, and farmers. The remaining fifteen percent of the Labor caste are the bankers,
businessmen, and white-collar workers. The
Crimson Underground also belongs to this
caste. The Labor caste is responsible for
any construction, upkeep, manufacturing,
and/or business related thing that happens
within the republic. It is because of that fact
that the Labor caste monitors and controls
the flow of money within the republic. It is
The Crimson Republic
Religious caste:
These are the moral guides, teachers,
healers, and spiritual leaders of the Crimson
Republic. The Religious caste is the smallest and the poorest of the three castes, but
they wield incredible political and social
power for their size. The Religious caste is
responsible for all the moral and ethical decisions within the republic. They hold a lot
of influence over the common people, because many look to them for spiritual guidance. Most of, but not all of the Religious
caste are Jesuits, a small percentage of the
caste are priests and religious people of
other faiths. Both the Dwarves and Gnomes
still worship their native worlds Gods, and
there is a small but growing faith in the prerifts eastern philosophies. There is also a
small, but dedicated few who worship a host
of other alien gods and religions. All of
these priests and religious followers are welcome in the Religious caste as long as the
god is benevolent and the religion does not
threaten the well being of the republics
people. Gods of Darkness, Old Ones, and
Demon/Devil worship is illegal in the Crimson Republic, and any who wish to follow
those dark creatures are not allowed in the
caste or the republic. That is another area
that falls under the control of the Religious
caste, the investigation into and extermination of any coven or cult worshipping those
gods.
Warrior caste:
The Warrior caste is the second largest
and wealthiest of the three castes. This caste
13
Daily Life
Daily life in the Crimson Republic is
usually non-eventful and normal. People go
to work and they raise families. The Quatoria keeps the peace and the military protects
the citizens from all aggressors who would
otherwise disrupt their lives. People in the
Crimson Republic know they enjoy a better
lifestyle and standard of living then most
people in the Rifts world, but they dont
truly understand how good they have it. The
average citizen leads not a sheltered life, but
a much protected one. The republic is run
and exists on law and order, which is an
oxymoron in a world over run with chaos,
struggle, and death. The republics people
take for granted what many others believe is
only a pipe dream, not even the mighty
The Crimson Republic
boys raise a little hell trying to impress teenage girls. The varied races celebrate their
ethnic holidays, the whole country celebrates national holidays, and everybody goes
to church on Sunday. And life in the Crimson Republic is uneventful outside of the
everyday ups and downs that person has,
and the people are happy.
15
Level 3
Watchful Hound (15)
Level 8
pg. 18
Prying (8) pg. 18
Blink (50) pg. 22
Bonebreak (45) pg. 22
Mind Bomb (40) pg. 22
Level 4
Armor Patch (15) pg. Mystic Volley (60) pg.
18
23
Grease Fire (12) pg.19 Sulfuric Frog (40) pg. 23
Seal Self (8) pg. 19
Teleport Stop (35) pg.
23
Teleport Trigger (12)
pg. 19
Level 9
Maze (40) pg. 23
Level 5
Mystic Explosion (18) Ransack (45) pg. 24
pg. 19
Repair Mechanics (15) Sterilize (50) pg. 24
pg. 20
Teleport Trance (18)
pg. 20
Teleport: self (50) pg. 25
Level 6
Flamestrike (15) pg.
Level 11
20
Heart Attack (25) pg. Meteor Storm (125) pg.
20
25
Napalm Cloud (25)
pg. 20
Protection Circles
Teleport: self pg. 25
Level 7
MMP-Discharge (10) Teleport: structure pg.
pg. 21
25
Reverse Gravity (30) Teleport: area pg. 25
pg. 21
17
cautious and weary of any who would misuse their powers or serve dark masters.
LEVEL THREE
Watchful Hound
Range: Special
Duration: 1 hour per level
Saving Throw: None
PPE: 15
This spell summons invisible Wolfhounds that only the caster can see. One
hound can be summoned for every three
levels of experience. These hounds are able
to see invisible, astral, ethereal, out of phase,
or duo dimensional creatures. They can
sense evil and/or any supernatural creature
within 50 feet of the area they are guarding.
If the hounds see or sense any of the above
mentioned, or any persons not known to the
mage, they will start barking vigorously.
Only the mage can hear them. If at any time
the creature or creatures that alarmed the
Prying Eyes
Range: 300 yards + 100 yards per level
Duration: 3 min per level
Saving Throw: None
PPE: 8
This spell creates a floating, human
sized, magic eyeball that allows the mage to
see everything it sees. This eyeball can be
mentally controlled and sent forth by the
mage. It has a speed equal to the casters ME
(receives both the dodge and initiative bonus
of that speed), and 3D6 + spell strength for
SDC. The eye has night vision for 90 feet,
and/or infrared vision for 60 feet.
If the eye is destroyed however, the
mage will suffer 3D6 direct to hit points,
and be blinded for 1D6 melee rounds.
LEVEL FOUR
Armor Patch
Range: 5 feet (1.5m)
Duration: 1 hour per level
Saving Throw: None
PPE: 15
18
This spell allows the caster to temporally repair the SDC of almost any armor.
The more time the caster spends patching
the armor the more the SDC is repaired.
1D4 x 50 SDC can be replaced for every 2
minutes spent repairing the armor, but it can
never exceed the armors original maximum.
This is a temporary fix though, and after the
spells duration the armor will revert to its
original condition before the mages
patch. Armor can include composite body
armor, power armor, or even the armor of a
vehicle. It cannot be used on any living
sentient being, only inanimate objects.
Grease Fire
Range: 20 feet (6.1m) by 30 feet (9.1m) up
to 90 feet (27.4) away
Duration: 5 melees per level
Saving Throw: Special
PPE: 12
This spell creates a thin, extremely slippery, highly flammable, carpet of grease
over any flat surface. Anyone entering the
area of affect who is moving faster than a
cautious walk must roll a successful maintain balance of 12 or better, or fall down
losing their next melee action/initiative.
Once covered in the grease it is extremely
hard to hold anything or even get back on
your feet. Each time a victim tries to get up
they must roll another maintain balance of
12 or better, or fall right back down suffering the same penalties. If the grease is ignited anyone in the area of affect will suffer
6D6 points of damage per melee, and anything they have that is flammable will catch
fire. Once the grease is ignited it will burn
for 1D4 melee rounds. Once the fire burns
out the area is no longer slippery.
Seal Self
Range: Self
Duration: 5 minutes per level
Saving Throw: None
PPE: 8
This spell allows a mage to seal themselves off from any kind of spell or psionic
The Crimson Republic
such as; See Aura, Sense Good/Evil, Telepathy, Sense Magic, or Empathy. The person trying to read the mage only has a 3%
chance per level of experience to get any
kind of feeling or aura from the mage. This
spell will also protect the mage from any
type of magic or psychic seeing. The sealed
mage is invisible to any spell such as; Prying
Eyes, Locate, or Astral Projection, nor can
the mage be seen by using any kind of
scrying device like a crystal ball or other
magical locating tool.
Teleport Trigger
Range: Self/ mile (.8 km) per level when
teleporting
Duration: Until set conditions are met, or
one month
Saving Throw: None
PPE: 12
The caster places this spell on themselves, and when a set condition is met the
caster will teleport away to pre-set place.
(Example- caster sets condition to if I go
below 10 hp I will teleport back to camp.
As soon as that person goes below 10 hp
they will teleport back to camp.) The
teleport is only one way, and only for a limited range. If the destination of the pre-set
condition is out of range then spell will fail
and caster will not teleport. If the spell fails
the caster will have to recast Teleport Trigger.
LEVEL FIVE
Mystic Explosion
Range: 300 feet (91.4m) + 25 feet (7.6m)
per level
Duration: Instant, or 10 minutes per level of
spell caster
Damage: 1D4 x 10 + 1D4 per level of caster
Saving Throw: Dodge
PPE: 18
This spell creates a small golf ball sized
orb of magical energy in front of the caster
that they can then mentally throw up to 300
(+ 25 per level) feet away, but the target area
19
Repair Mechanics
LEVEL SIX
Range: Touch
Duration: 5 minutes per level
Saving Throw: None
PPE: 15
Flamestrike
Teleport Trace
Range: 20-foot (6.1 m) radius from teleport
Duration: Instant
Saving Throw: Varies
PPE: 18
This spell allows a caster to try and trace
where someone teleported to.
1 minute to 1 hour since the teleport occurred:
1-50% knows exact location
51-85% knows within 10-mile radius
86-00% unknown
Heart Attack
Range: Touch
Duration: 3 initiatives
Saving Throw: Standard
PPE: 25
The mage touches a victim causing his
heart to beat rapidly and irregular. The victim must roll a successful save on each of
the next three initiatives (1st initiative standard save, 2nd initiative +1 to save, and 3rd
initiative +2 to save). If any one of the
saving throws fail the victim immediately
goes into cardiac arrest, and drops to the
ground defenseless. A victim that goes into
cardiac arrest has a 5% accumulative chance
of dying for each melee round they do not
receive medical, magical, or psychic help.
This spell will not effect anyone in
greater than normal combat armor (i.e.
power armor, robot vehicle, tank, ect.), and
the mage must be familiar with the biology
of the victims race, or know where the victims heart is.
20
Reverse Gravity
Napalm Cloud
Range: 20 feet (6.1m) by 20 feet (6.1m) +
5 feet (1.5m) per level
Duration: 3 melees + 1 every 2 levels
Saving Throw: damage
PPE: 25
Upon casting this spell a thick reddish
black cloud of smoke rolls forward from the
mages outstretched hands. The cloud can
be cast up to 90 feet away. Any one who is
caught in the cloud, and not in full environmental armor, loses all visibility and is
choked with dense smoke and hot vapors (-9
strike, parry, and dodge). On 1D6 initiatives
following the casting of the spell the cloud
will erupt into a large fireball. It will continue to burn for the duration of the spell
doing 1D6 + spell strength x 10 per melee to
everything within it. Victims caught within
the cloud are able to save vs. magic for half
damage.
LEVEL SEVEN
MMP Discharge
Range: 10 foot (3 m) increments per level
of spell caster
Duration: 1D4 melees +1 melee per level of
spell caster
Saving Throw: Special
PPE: 10 per 10 foot (3 m) increment
The mage can emit a magic-magnetic
pulse radiating in 10-foot increments from
him. This pulse renders all electrical devises
inoperable. Military and Emp protected vehicles, equipment, and weapons get a standard save. Unprotected machines or machines that fail their save will be totally disabled for the duration of the spell. The
Mage must use 10-foot increments only (10,
20, 30, etc.). After the duration of the spell
electrical devises will operate normally.
(Large robots and combat vehicles that fail
their save lose 1D4 critical electrical systems)
Supernatural Strength
Range: Self or others by touch
Duration: 2 melees per level of caster
Saving Throw: None
PPE: 20
This spell bestows the recipient with
supernatural strength giving them +10 to
their PS and +5 to their PE and 30 SDC for
the duration of the spell. The recipient also
does hand-to-hand damage as a supernatural
creature and radiates the magic aura of a
supernatural creature. All actions performed
during this period are done without fatigue.
Supernatural Speed
Range: Self or others by touch
Duration: 1 minute per level of caster
Saving Throw: None
PPE: 20
This spell bestows the recipient with
supernatural speed giving them +1D4 x 10
to their Spd and 1 extra attack per melee.
All actions or movements during this period
are done without fatigue.
Teleport Tag
Range: 50 feet (15.2 m)
The Crimson Republic
21
Duration: Instant
Saving Throw: -4
PPE: 30
This spell allows the caster attempt to
tag along with someone teleporting. This is
a snap spell, but the caster must have a least
1 spell attack left in the round. The caster
spends the attack and casts this snap spell,
and if the person trying to teleport away fails
their save vs. magic (at -4) the caster will
follow their teleport.
1-60% lands within 10 feet of tagged person
61-85% lands within 100 feet.
86-00% lands within 1000 feet
LEVEL EIGHT
Blink
Range: Self only / 100 yard radius
Duration: 1 melee (15 seconds)
Saving Throw: None
PPE: 50
This spell allows the mage minor
teleport abilities. The mage casts this spell
on their attack and on the following initiative they will teleport away up to 100 yards,
but not reappear until their next attack. On
their next attack they will reappear on the
spot they chose, and can carry out their desired action. Then on the following initiative they will teleport away again to anywhere they chose within 100 yards of their
first teleport. This will continue until the
mage has no more attacks. On the initiative
following the mages final attack of that melee they will teleport away again to anywhere within 100 yards of their first teleport,
but will not reappear until the first initiative
of the next melee round.
When using this spell the mage cannot
cast any spells that take more than 1 initiative. Both teleport stop and teleport tag will
work against this spell. Teleport tag will
allow its caster to follow the other mage
each time for the whole melee round.
Bonebreak
Range: Varies
Duration: Instant
Saving Throw: Standard
PPE: 45
The intention of this spell is to cause
one of the victims bones to instantly fracture. A mage can do this one of two ways:
1.) The spell can be cast at a victim up to 90
feet away, but the victim must be in the
mages line of sight. The mage rolls a
percentile to see which bone is broken.
1-20% compound fracture the right arm
21-40% compound fracture the left arm
41-60% compound fracture the right leg
61-80% compound fracture the left leg
81-90% 1D6 ribs (each broken rib has
10% chance of puncturing a
vital organ doing damage direct to hit points)
91-00% neck (roll another percentile,
1-79% instantly paralyzed, 8000% instant death)
If they fail their save the spell fractures
the bone. The victim suffers 1D4 x 10
points of damage and the use of that
limb.
2.) The mage can touch the exact bone they
wish to fracture (example: touching the
left thigh will fracture the tibia, or
touching the middle of the back will
fracture the spine). A failed saving
throw means the bone is fractured, and
the victim suffers 1D4 x 10 points of
damage. Additional effects will be at
the GMs discretion depending on which
bone was broken, but at minimum the
victim will lose the use of that limb or
effected body part.
This spell will not affect anyone in
heavier than power armor. (i.e. robot
vehicle, tank, ECT.)
Mind Bomb
Range: Self, or other by touch
Duration: 2 months + 1 month per level
Saving Throw: Standard
PPE: 40
22
Mystic Volley
Range: 3,500 feet (1,067 m)
Duration: Instant
Damage: 1D4 + spell strength x 10 + 10
Saving Throw: Dodge
PPE: 60
This spell creates missiles of magic energy in front of the spell caster that are then
mentally aimed and launched at their intended victim. The caster can create two
missiles plus one missile for every two levels of experience (example: 1st level can create 2 missiles; 2nd level is 3 missiles; 4th
level is 4 missiles; ect...). The missiles
move at incredible speed, but the victim can
still attempt to dodge with a 4 and any spell
strength the caster has. Victims that are
struck can attempt to roll with the impact for
half damage.
Sulfuric Fog
Range: 20 feet (6.1m) by 30 feet (9.1m)
Duration: 5 minutes per level
Damage: Special
The Crimson Republic
Teleport Stop
Range: 100 feet (30.5m)
Duration: Instant
Saving Throw: Special
PPE: 35
This spell allows the caster to try and
stop a person from teleporting. This is a
snap spell and the caster must have a least 1
spell attack left in the round to attempt it. If
the spell caster does have a spell attack they
can cast it regardless of what their initiative
is. The caster and person teleporting both
roll a 20-sided die and add level of experience and any spell strength, the highest
number wins. If the teleport was stopped,
then the one attempting to teleport will randomly reappear 1D100 feet away from the
spot they attempted to teleported from. That
person will also lose their next attack and/or
initiative.
LEVEL NINE
Maze
Range: 1/2 foot per level/ single creature
Duration: Special
Saving Throw: Standard
23
PPE: 40
An extra dimensional space is brought
into being that surrounds and traps the victim. The victim inside the space is faced
with a maze of shifting, changing planes of
force for a period of time that is dependent
upon the victims I.Q. A failed saving throw
means the victim is trapped for the full duration of the spell and a successful save
means the victim is unaffected.
I.Q.
Time Trapped
1-12 2 to 16 rounds
13-15 1 to 8 rounds
16-18 5 to 20 melees
19-21 4 to 16 melees
22-24 3 to 12 melees
25-27 2 to 8 melees
28-30 1 to 4 melees
Ransack
Range: Touch
Duration: Varies
Saving Throw: Standard
PPE: 45
This spell enables a mage to extract information from a persons mind. Although
doing so is extremely painful to the victim,
and rather dangerous for the mage. The
mage is able to extract the information by
placing both hands on the victims head and
mentally ransacking their mind, stealing
thoughts, memories, and personal knowledge. This is an extremely brutal and risky
way to extract information, but it can also be
very effective. Depending on how personal
or secret the information is determines how
long the mage remains in the victims mind:
Relatively common knowledge- 1D4 melees
Personal knowledge and recent memories- 1D6 melees
Secret knowledge or old memories- 2D4
minutes
Hidden knowledge or repressed memories- 2D6 minutes
Secondly, depending on how long the
mage remains in a persons mind determines
Sterilize
Range: 10 foot (3m) radius + 5 feet (1.5m)
per level
Duration: Permanent
Saving Throw: None
PPE: 50
This spell allows a mage to permanently
eradicate all physical evidence or trace of
their having been somewhere, or done
something. Every hair, drop of blood, fingerprint, or DNA sample is gone, including
any physical evidence on the mages person.
No amount, or level, of technology will find
24
Teleport: Self
Range: 5 miles (8 km)
Duration: Instant
Saving Throw: + 2
PPE: 50
This spell allows the caster and 25 lbs
per level to be instantly teleported up to 5
miles away. The caster must know the place
or area that they are teleporting to. The
caster is able to teleport others with this
spell, but only if the caster is holding them
and they fit within the casters weight limitations. Any unwilling person gets a save vs.
magic at a +2.
PROTECTION CIRCLES
Teleport: Self
Range: Within the circle
Duration: 1 hour per level of caster
Saving Throw: Standard
Unless their saving throw is made no
one can teleport, passwall, mystic portal, or
gate into or out of the circle.
Components- circle sealed in casters
blood and sprinkled with rose petals
Teleport: Structure
Range: Special, but less than 1 mile
Duration: 2 months per level of caster
Saving Throw: -2
This actually takes four circles, and the
circles must be equally spaced throughout
the structure (in 4 corners or equal amount
of feet between each circle). Once activated
no one can magically appear within the
structure using such spells as gate, teleport,
mystic portal, passwall, etc. Demon &
Devil Lords, Demigod, Lesser Gods, And
Greater Gods will not be affected by this
magic.
Components- seal circles in an equal
mix of holy water and casters blood
Teleport: Area
LEVEL ELEVEN
Meteor Storm
Range: 1,200 yards / 50 yards per level
Duration: Twice per casting
Saving Throw: Standard for damage
PPE: 125
From both of the mages hands erupts a
fireball, these fireballs will travel half the
desired distance then splinter into five
smaller fireballs. Over the remaining distance the five fireballs will grow to normal
size, each one doing 1D6 + spell strength x
10 damage. The fireballs can be targeted at
one or two targets, each target taking five
fireballs or one target taking all ten.
25
When an interrogation is over and sufficient evidence has been found to convict, the
now guilty person will be sentenced by a
Quatorian Judge (a major or higher in the
Quatoria). Sentencing of the guilty party is
also public. Once sentenced the punishment
is carried out swiftly, usually within twenty
four to seventy two hours. Those sentenced
to pay fines must pay within a reasonable
amount of time, which is determined by the
Quatorian Judge. Criminals sentenced to
hard labor are taken to prison immediately
after sentencing, and working outside the
city walls within a week. Criminals sentenced to death are executed within two days
of sentencing. There are three ways a
criminal can be put to death. The first way is
by hanging. This is used on all humanoids
that can be killed in this way. The second is
to be shot in the head and killed. This
method is used on humanoids and creatures
that cannot be hung. The third way is reserved for only the most heinous and vile
evildoers the republic has, it is meant for
those that a simple hanging or shooting will
not satisfy the Crimson peoples justice. The
method for death is to nail the creature to a
cross and pound the cross in the ground at a
nexus point and let whatever comes out of a
rift have the victim, and if nothing takes the
victim they stay nailed there until they die.
The Quatoria watches these crosses to ensure no one is able to escape or be freed.
The first two executions are made public, but they are not a rowdy festival like
atmosphere. The crowds are very somber
and respectful, because it is meant to be a
witnessing of the Crimson Republics justice
not a mob celebration of vengeance and
death. The third form of execution is sometimes displayed on national TV, but it depends on the crime and the Quatorian
Judges discretion.
The Underworld
28
whether its is laser, radio, TV, or microwave it does not matter, they are the
experts. Second, large computer systems like the ones that run factories or
large corporate office buildings. They
design and install the computer systems
that control the environment, the communications, the security & surveillance, and whatever other system a
company wants. This is a fairly new
company, but they have recruited and
hired the very best computer programmers and communications experts in
the republic. They are extremely competitive, and knowledgeable in these
two areas. Most of the work they do is
civilian, which is not to say they wont
or havent worked for the government,
its just they dont need to.
12.) Mincore Surveys: This Dwarven company specializes in geological surveys
and mineral studies. They design and
manufacture some of the most effective
sensory equipment produced in North
America. They also manufacture mining equipment and machinery. Mincore has been in business for 100 years
and has been a leader in the mechanical
engineering field for 75 years. They
also do contract work for the government in both the mechanical engineering and sensory systems designs for the
military. Mincore was vital in helping
with the design of the RDF super
transports.
13.) Labor Robotics: This is the third largest robotics designer in the republic.
They manufacture mostly large construction and farming bots, but the
strength of the robots, and their computer systems are excellent. Their
main government contracts are for
building the construction bots that have
been used in hostile areas like Fort
Skyhawk, and the California wilderness. They also sell a lot of bots to the
lumber companies and farmers at the
edges of the civilized republic.
14.) Aerosystems Inc: This company is the
leader in new and experimental communication systems and hover-based
30
Taxes
The Republics
Government
The Senate
The Crimson Republic
Republics history has a senator been impeached. First, in the republics early years
it was discovered that a senator had been
stealing from republic, and the second was
shortly after the intelligence agency, CriSec,
was started a senator was found to be a
Splugorth witch and a spy. That senator fled
before he could be officially impeached and
tried for high treason.
Currently the Labor caste holds the executive position and the Warrior caste holds
the secondary position. The republic is finishing a long period of new growth that
started with the construction of Newton and
Fort Skyhawk, and ended with the construction of Battleport. Along with these new
military instillations, the republic also built
new roads and railways and commissioned
the building of three new capital ships and
ten combat vessels for the navy. The executive, secondary, and minority positions
can change at any time. The congress and
the citizens can institute a vote to change the
positions within the senate if they feel the
current positioning is not what the republic
needs. Senators wield an extreme amount of
power within the republic no matter which
position their caste holds.
CriSec
Crimson Intelligence Section
Consilio Et Armis
(by counsel and by arms)
CriSec is responsible for national security, intelligence gathering and analysis, and
diplomatic relations for the Crimson Republic. It was commissioned by the senate in
March, 103 PA and was made operational in
November of that same year. The Crimson
Republic had always held the policy of being isolationists and it wasnt until 100 PA
that they started to see a need for an intelligence agency, so after giving the go ahead
for the agency in 103 PA they hired One
Eyed Pook to head the operation. The Pook
brought in a team of very experienced opThe Crimson Republic
34
Crimson Republics
Military
Deo Volente Semper Victoria Pro Patria
(God willing always victory for ones country)
Troop Strength: 1.69 million
Reserve Strength: 500,000
Draft Strength: 1.2 million
Primary purpose and mission of the Military: The purpose of the Crimson military
is to protect the citizens from all enemies,
be it on the ground, in the sea, or in the
air. The Crimson Military is one of the
largest in the Rifts world; it is also one of
the finest trained, and most highly moti36
3. Legionnaires- Ad Infinitum,
Summa Cum Laude (to infinity,
with highest honor)
A. 26,000 active troops (13
battalions)
B. Once a Legionnaire, always
a Legionnaire. Can be
called into duty long after
retirement if one is still
physically able. All Legionnaires have a tattoo of
their name and service
number with the Latin
phrase Semper Fidelis.
These are special and elite soldiers that
are spread throughout the Crimson military;
Army has 10 battalions from Mage Corp.,
20 battalions from Psi-Force, 10 battalions
of Legionnaires. The Air Corp. has 1 battalion from Mage Corp., Psi-Force, and the
Legionnaires. The Navy has 2 battalions
from Mage Corp. and Psi-Force and 1 battalion of Legionnaires. The Quatoria has 2
battalions from Mage Corp., 3 battalions
from Psi-Force, and 1 battalion of Legionnaires.
Military Bases and Forts:
1. Fort Vigilance
2. Fort Surveillance
3. Battleport
4. Fort Skyhawk
5. Fort Legionnaire
6. Fort Constantine
7. Fort Republica (first military base
built in the Republic)
8. There are about 62 other forts and
listening posts throughout the Crimson Republic. Average population is
500 to 5000.
Breakdown:
1. 1 air group
2. 1 naval fleet
3. 12 armies (11 of Army / 1 of Quatoria)
One Army has:
13 legions
65 battalions
37
325 cohorts
2,600 maniples
13,000 squads
26,0000 fire teams
130,000 soldiers
1 army = 13 legions (130,000 men)
1 legion = 5 battalions (10,000 men)
1 battalion = 5 cohorts (2,000 men)
1 cohort = 8 maniples (400 men)
1 maniple = 5 squads (50 men)
1 squad = 2 fire teams (10 men)
1 fire team = 5 soldiers
Crimson Army
Virtute Et Armis
(By courage and by arms)
Insignia of the 1st thru 10th Army
In Hoc Signa Vinces (in this sign (cross)
you will conquer)
Primary purpose and mission of the
Army: To defend the republic against all
invaders, and to keep the interior of the
country free for all hostile creatures and
supernatural forces. The Armys mission
is simple: be the best, and do the best that
a person can as a free citizen of the republic, and protect freedom and the constitution at all costs against any who would
dare threaten those ideals.
Average Troop make up of the 1st thru
10th:
Mechanized Calvary
25 cohorts Apocalypse heavy tanks
5 cohorts 5th Horseman heavy APCs
15 cohorts Heavy Infantry
5 cohorts The Judge exo-armor
5 cohorts Gallu Demon Drones
6 cohorts Hell Spawn heavy artillery
10 cohorts Hades heavy combat bots
5 cohorts Point Blank power armor
4 cohorts 1st Strike MRLS
5 cohorts Avernus power armor
Mechanized Infantry
5 cohorts Aggressor tanks
10 cohorts Flash APCs
The Crimson Republic
Insignia of the 11th Army: Arma Non Servant Modum (armies do not show restraint)
Troop make up of the 11th Army:
19 battalions Infantry
20 battalions Non-Combat support/supply
25 battalions Combat support/supply
1 battalion Point Blank Armor
Quatoria
Munit Haec Et Altera Vincit
(One defends the other conquers)
Insignia of the 11th Army: Salus Populi
Suprema Lex Esto (let the welfare of the
people be the supreme law)
38
Primary purpose and mission of the Quatoria: The Quatoria is the 12th army, and
is actually a subdivision of the Army, but
like the Marine Corp of the American
Empire they are for all intents and purposes their own branch of military. The
job of the Quatoria is to protect and serve
the people and the cities of the Crimson
Republic. They are a very well armed and
trained police force and city/state defense
unit. The Quatoria has more active members of Psi-Force than any other branch of
military; they also have almost all the Dog
boys and Psi-Stalkers working for them.
The 130,000 Quatoria are spread among
the seven cities of the Crimson Republic
and it is their job to patrol the cities and
surrounding outside area. The Quatoria is
also the cities defense in time of war.
Average Troop make up for each city:
Inside police force:
28 squads of Mage Corp*
85 squads of Psi-Force*
28 squads of Legionnaires*
10 cohorts Point Blank power armor
12 cohorts Law Martial power armor
3 battalions regular infantry (policeman)
2 maniples City Patrol drones
*These troops work both in and out of the city
Total Assets:
1 battalion of Legionnaires
1 battalion of Mage Corp.
1 battalion of Psi-Force
VTOL Jet Fighters (10 battalions)
3 battalions of Grey Eagle fighters
3 battalions of Blood Hawk fighters
2 battalions Robojets fighters
2 battalions of Interceptor fighters
Nunari Crescent Moon fighters (1 squadron)
12 Jets
Bombers (3 battalions)
1 battalion of Deathknight stealth bombers
39
Crimson Navy
Helicopters (6 battalions)
2 battalions of Drake combat helicopters
2 battalions of Wyrm combat helicopters
2 battalions of Hatchery transport helicopters
AWACs
1 battalion of Watchers
Accompanied by Valkyrie power armor
Medical airships (1 battalion)
Air base security (10 battalions)
2 battalions Point Blank power armor
2 battalions Point Blank power armor
2 battalion Valkyrie power armor
2 battalions of Splasher combat bots
2 battalions of heavy infantry with 5th
Horseman APCs
1 battalion of Hades heavy combat bots
1 battalion of regular infantry with Flash
APCs
Air defense (2 battalions)
1 battalion of Trumpeters
1 battalion of SAM batteries
Drones (3 battalions)
2 battalions of Gallu Demon drones
1 battalion of Harbinger drones
1,000 Mimics
40
Fort Surveillance
Location: Built on top of the pre-rifts city of
Pocatello
Stationed Troops: 2 armies
41
Fort legionnaire
Location: Wenatchee National Forest
Stationed Troops: 3 armies
Fort Legionnaire is a huge, 2.2 million
acres, with a massive collection of large and
small fortifications at the center of that wilderness. The base is easily large enough to
accommodate two full armies, and has all
the necessary equipment and housing for
that large of a population. Fort Legionnaire
is the home of the famed Legionnaires, but
more importantly it is the training center for
active army troops and all new recruits.
This fort never rests, at any given time
somebody is doing some kind of training,
and people are always arriving or being
shipped out. Fort legionnaire is one of the
toughest, most comprehensive training facilities in the world. The Legionnaires go
through a six-month boot camp here, and
then attend the University of the Eleven Elven Sages for a year, only to return for another six month advanced training course.
Regular army boot camp is eighteen weeks,
and then the soldiers go to various military
schools anywhere from six months to eighteen months depending on what their MOS
is. Fort Legionnaire is often referred to as
the College, because of all the various
training programs and military schools.
Three armies are dispatched from, and overseen by Fort Legionnaire, but there are usually only one and a half armies on base at
any given time.
Fort Constantine
Location: 15 miles south of the ruins of
Spokane
Stationed Troops: 2 army
Fort Constantine is in essence the headquarters of the military. People from all
four branches are stationed here. The fort is
very much like the pre-rifts NORAD, or
equivalent. This is where the Intelligence
Division and the ranking strategic command
is housed. There are more officers per capita here than any other military base. During
a time of war Fort Constantine is the brain
42
center of all operations. Its out of this fortification that all orders are given, all Intel is
reviewed, and all battle plans are made.
Knowing that a person can then understand
why the base is built the way it is. Fort
Constantine is eighty percent underground,
and the twenty percent that is above ground
is made of the same mega-damage mithril
alloy that Hammersmith and Forge are made
of. Constantine is the most structurally
sound and fortified of all the Crimson Republics bases.
Out of the two armies stationed here
there are at least twenty legions patrolling
throughout the interior of the republic,
though these legion are still considered to be
stationed out of Fort Constantine.
Fort Republica
Location: Pre-rifts Yakima Reserve Training Grounds
Stationed Troops: 2 armies
Fort Republica is the oldest fort in the
nation. It was built in 55 PA and has served
as the home for the 1st and 2nd Republican
armies ever since. Unlike the other bases
both the 1st and the 2nd armies are stationed
at Fort Republica full time. These armies
are the defense for the capital city of Crimson, and for the government of the Crimson
Republic. The other function of fort Republica is training grounds for the Armys reserve troops. Every member of the army
reserves will spend at least one month of
their year here. Seeing the base for the first
time its hard to tell that its a military base
at all, because one can hardly tell where Fort
Republica ends and the city of Crimson begins. The two are have grown so much and
so fast that the base appears like just another
suburb, until you see all the people in BDUs
driving camouflage vehicles. The actual
land that base has is much larger than most
people realize, because the only part of the
base they see is the populated areas near the
capital. The actual amount of acres controlled by Fort Republica is just shy of what
Fort Legionnaire has, but most of that is
woods and wilderness on the opposite side
of the base from the city of Crimson.
The Crimson Republic
44
47
Secondary Skills: Choose 8 from any category except physical and then 2 more at
levels 4, 8, 10 and 13
Experience Levels: Use the assassin experience table in the Palladium Fantasy
book
Lifespan: 1,000 to 1,500 years
Size: 6 feet
Weight: 200 to 300 lbs.
Wererat R.C.C.
Wererats are race of humanoids that
have the ability to shape-change into giant
rats, humans, or a hybrid mix of the two.
They are carries of the rare disease, lycanthrope. The Crimson Republic allows the
Wererats to live within the republic and enjoy full citizenship only as long as they follow the strict laws put on their race. Any
Wererat that willingly inflicts or spreads
lycanthrope is punished by exile or death.
There are two ways to inflict someone with
lycanthrope: one, through a bite and two,
The Crimson Republic
Legionnaire O.C.C.
The soldiers stand at attention while a
large Wolfen in black BDUs addresses them.
Congratulations ladies, you were lucky
enough to bullshit a couple of Dandelion
Eaters into believing you might have some
magic talents. And the assholes in personnel would give a pass to any moron, who
had the seeds to come to my hellhole for six
months! So wipe the proud looks off your
mugs, cause as far as Im concerned they
sent me a bunch of washouts, the Wolfen
barks. So you think you got what it takes
to be killers? Legionnaires? Goddamn
magic wielding heroes for the Crimson Republic?
In one unified voice the soldiers bellow,
Yes we do, Drill Instructor!
Well then, welcome to Fort Legionnaire, the most brutal, grueling military
training post in North America. My name is
Drill Instructor Ennison, and youd better
be prepared for six months of hell, because I
will show you no mercy, and no remorse. I
will break you down, and then I will push
you until you break and run, or stand and
fight. Either way, youre gonna have to dig
deeper inside yourself then ever before to
survive my mental and physical onslaught.
By four weeks into this training one forth of
you will have washed out, and like a shark
who smells blood in the water, I will come at
you harder and stronger.
While you exist in my world you will be
hungry, cold, and tired, but to be a Legionnaire you will have to endure these hardships. You will learn to ignore pain and
fatigue. Goddamn it, you will revel in 'em. I
will work you in the cold and the rain until
your whole body shudders with agony. I
51
52
hold their breathe twice as long as a normal human, they fatigue at one third the
normal rate, have superior balance (+2
maintain balance), and can leap 10% farther. Legionnaires receive +1D4 x 10
SDC; +1D4 PE, PS & PP; +1 attack per
melee; +2 parry, dodge, and roll
w/fall/punch/impact; +20% save vs.
coma/death; and +1 on initiative. They
also receive +2 to strike with all modern
weapons and on all called shots.
Mental: Legionnaires go through grueling
mental tests. Their will power and mental
endurance are pushed to the limit, and
then to the breaking point. They are
trained with no sleep, food, and very little
water at times, and other times they must
face extreme weather and harsh living
conditions. Only the mentally tough are
able to complete the training. The Drill
Sgt.s purposely deprive them of sleep, and
keep them wet and cold to gauge how they
will react under adverse or stressful situations. To pass the training it is important
to be in good physical shape, but not
nearly as important as being in perfect
mental condition. The stress levels during
training are as close to real combat as possible, and it lasts for 6 months. The failure rate is extremely high, and to pass this
training the Legionnaires must have high
MEs. These are the most mentally disciplined troops in the republic. They show
very little emotion when doing their job
and, they have no conscious or remorse
when dealing with the enemy, or completing a mission. Legionnaires receive a
+3 to ME; spells & psionics that cause
confusion, dizziness, or dull the mind are
at duration and effect; +2 or +20% vs.
pain, mind control, fatigue, hunger, or any
skill that must be accomplished under extreme stress. They also receive a +1 vs.
possession at levels 2, 5, 8, 11, 15 and +1
vs. horror factor at levels 3, 5, 7, 9, 11, 13,
and 15.
Magic: Legionnaires are trained in magic.
This starts immediately after the 6 months
of basic training and lasts the rest of their
military career. For the first five years an
average Legionnaire will spend 20 to 40
53
3.) Recon: detect ambush; detect concealment; trap/mine detection; sniper; demolitions; electronic counter measures
4.) Commando: WP- heavy; interrogation
techniques; trap/mine construction; sniper;
demolitions; robot combat-elite
5.) Engineer: military fortification; weapons engineer; mechanical engineer; computer programming; surveillance systems;
basic electronics
6.) Demolitions: demolitions disposal;
demolitions; underwater demolitions; nuclear/biological/chemical
warfare;
trap/mine construction; homemade explosives
O.C.C. Skills: character receives all the
skills below and can choose 2 new skills at
levels 2, 6, 10, and 12. All O.C.C. skills are
at +15%.
Camouflage
Climbing
Intelligence
Running
Wilderness survival
Prowl
Radio- basic
Language (select 3)
Land navigation
Literacy: Latin
Lore- magic
Literacy: Dragonese
Lore- demon/monster
Literacy: (select 1)
Lore- D-bee
Native Language:
Computer operation
(Dragonese 98%)
Robot combat- basic
Math: advanced
WP- e-pistol
Select 1 technical
WP- e-rifle
Select 1 science
WP- 2 of choice
Select 1 domestic
Wrestling
Hand-to-Hand:
Athletics: general
Legionnaire
Hand-to-Hand Combat: Legionnaire:
Attacks per Melee: 3
Escape Moves: Roll with punch/fall/impact,
Maintain balance
Defensive Moves: Auto-parry, Multiple
dodge, Disarm, Circular parry
Hand Attacks: Strike (punch), Knife hand,
Palm strike, Backhand
Foot Attacks: Kick, Round kick, Crescent
kick, Jump kick, Backward sweep, Axe
kick
Holds/Locks: Neck hold/choke, Arm hold,
Elbow lock, Wrist lock
Special Attacks: Auto body flip/throw,
Body block/tackle, Grab/kick, knee, elbow
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MICRO MISSILES
HE (liquid explosive) = 1D6 x 10
(10 foot area)
AP = 1D4 x 10 + 30 (2 to 3 foot area)
PLASMA = 2D4 x 10 (8 foot area)
MINI MISSILES
HE = 2D6 x 10 (15 foot area)
FRAG = 2D6 x 10 (1-15 foot area)
1D6 x 10 (16-30 foot area)
6D6 (31-45 foot area)
AP = 3D4 x 10 + 10 (10 foot area)
PLASMA = 3D6 x 10 (30 foot area)
SHORT & MEDIUM RANGE
MISSILES
HE = 4D6 x 10 (30 foot area)
FRAG = 4D6 x 10/ 3D6 x 10/ 2D6 x 10
(1-40 foot/41-80 foot/81-120 foot)
PLASMA = 5D8 x 10 (30 foot area)
AP = 4D8 x 10 (15 foot area)
MULTI-WARHEAD = 6D8 x 10 + 100
(120 foot area)
NUCLEAR = 3D6 + 12 x 100*
(1000 foot area)
LONG RANGE MISSILES
HE = 5D6 x 10 + 30 (40 foot area)
FRAG = 5D6 x 10/ 4D6 x 10/ 3D6 x 10
(1-80 foot/81-160 foot/161-240 foot)
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(3 foot area)
CS/SMOKE= no damage
PLASTIQUE & FUSION BLOCKS
HE PLATIQUE = 3D6 x 10 + 20 (12 oz)
FUSION = 3D6 x 10 + 20 (6 oz)
LIQUID = 4D6 x 10 + 60 (10 oz)
MINES (LAND)
NUCLEAR = 1D4 x 100
HEAVY = 4D6 x 10 + 40
MEDIUM = 2D6 x 10 + 2O
LIGHT = 1D4 x 10 + 10
ANTI-PERSONNEL = 1D4 x 10 + 20
(360 and covers 35 foot radius)
CLAYMORES = 2D4 x 10 + 30
(180 and out 50 feet)
MINES (WATER)
SUPER = 2D4 x 100
HEAVY = 5D6 x 10 + 50
MEDIUM = 3D6 x 10 + 30
LIGHT = 1D6 x 10 + 10
* All mines can be made smart mines
ARTILLERY AND MORTARS
60 mm to 115 mm
HE = 3D6 x 10 (30 foot)
FRAG = same as SR-missile frag
PLASMA = 3D8 x 10 (30 foot)
AP = 4D6 x 10 (15 foot)
120 mm to 195 mm
HE = 4D6 x 10 (30 foot)
PLASMA = 4D8 x 10 (30 foot)
SUB-MUNITIONS = damage is same
as MR-missile frag
NUKE = 1D6 x 100 + 50 (150 foot)
200 mm and above use the following
HE = 5D6 x 10 (45 foot)
PLASMA = 5D8 x 10 (60 foot)
PROTON = 2D4 x 100 (300 foot)
NUKE (CLEAN) = 3D6 x 100 (300 foot)
SUB-MUNITIONS = use LR-missile frag
RIFTS CLEAN NUKES
MEDIUM = 3D6 x 100 (300 foot area)
HEAVY = 4D6 x 100 (500 foot area)
MULTI-WARHEAD = 5D6 x 100
(1500 foot area)
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AWS-180 with Gas Shroud Bedding option and Silencer option - Gas Shroud
Bedding adds an additional +1 to strike,
while the silencer enables the weapon to
be totally silent past ten feet. Add 15,000
credits to base price for the Gas Shroud
Bedding option. Add 10,000 credits to
base price for the Silencer option.
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Damage: 4D6 x 5 x 5
Range: 2000 feet
Rate of Fire: 4 bursts per round
Payload: 100 or 200 round drum
Market Cost: 48,000 credits for the complete
unit (with stock of choice) or 34,000 credits for the barrel and receiver assembly
and combat bots. Capable of incredible accuracy at a range of over one mile, the
Kharga is equipped with a high-resolution
scope (+2 to strike on an aimed shot) and an
advanced recoil-suppression system.
Weight: 14.5 lbs.
Damage: 1D4 x 10 per shot
1D4 x 10 x 3 per three round burst
1D4 x 10 x 5 per five round burst
Range: 6300 feet (1920.24m)
Rate of Fire: Equal to hand-to-hand attacks
Payload: 30 per magazine
Market Cost: 65,000 credits (very rare!)
Energy Weapons
AWS-58 Viper Triple Pulse Laser Pistol
Small, reliable and powerful, the Viper is
quickly becoming a weapon of choice for
urban bodyguards and Special Forces operatives.
Weight: 3.3 lbs.
Damage: 2D6 x 10
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A simple, rugged weapon capable of delivering multiple grenades in a matter of seconds. With its lever-action design and durable construction, the Terminator has rapidly
become popular among travelers in the New
West. AWS-260 comes with stock or without.
Weight: 6.7 lbs. with stock, 6 lbs. without
Damage: Varies
Range: 1100 feet (335.3m)
Rate of Fire: Equal to hand-to-hand attacks
Can fire bursts of 1, 2, or 3
Payload: 10 grenades
Market Cost: 22,000 credits
weapon. This weapon is powered by two eclips that can fire two 1,000 round drums or
four 500 round magazines.
Weight: 68 lbs., fully loaded
Damage: 25 rounds- 4D6 x 5 x 5
Grenades- varies
Range: Machinegun- 3000 feet / grenade
launcher 1500
Rate of Fire: 4 25 round bursts per round
Grenades- bursts of 3, or 5
Payload: Machinegun- 500, or 1000 round
drums / grenade launcher- 75 rounds
Market Cost: 100,000 credits (military
only!)
AWS-HMLS10 Thunderbolt
Mini-Missile Rifle
This rifle is the bane of power armor and
combat bots. Heavy infantry troops and
commando units prefer this weapon for engaging armored troops.
Weight: 18.3 lbs.
Damage: Varies
Range: 1 mile
Rate of Fire: Equal to hand-to-hand attacks
Can fire volleys 1, 2, or 4
Payload: 24
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EXCELeration
Technologies
MLA & Rail Weaponry
ET-400 Armando 0.8mm Wire
Rifle
A unique development in firearms history,
the Armando rifle is named for its inventor,
a former Crimson captain named Joseph
Armando. He conceived the idea of taking a
spool of pre-stressed wire and magnetically
accelerating it to hypersonic velocities,
much like a rail gun. The wire is made of
depleted uranium, resulting in extremely
dense projectiles for their size. The acceleration would fracture the wire into snippets
4 centimeters long; when fired in 10-meter
lengths, this would create a line of lethal
flechettes capable of penetrating almost any
body armor and even some power armor.
Wound in a 500-meter spool with its own
power source, the ammunition is extremely
effective... and expensive. The Armando
comes equipped with a telescopic sight (+2
to strike).
The Crimson Republic
limbs or even killing the occupant. The telescopic sight adds +1 to strike on aimed
shots.
Weight: 7.3 lbs.
Damage: 1D4 x 10 x 5, and on a natural 19
or 20 a person in body armor takes
damage to their personal SDC. The disks
will not cut through force fields but will
do normal rail gun damage.
Laser- 2D6 x 10 + 20
Range: 3200 feet / Laser: 2200 feet
Rate of Fire: equal to hand-to-hand attacks
Payload: 25 or 50-disc magazines (burst is 5
disks) / 20 shots per E-clip
Market Cost: 46,000 credits
Combat Armor
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it via remote control. The range to activate the self destruct by the pilot is 2
miles, and the Republic is 150 miles.
Communication systems:
1. Long range radio: 100 miles or 500
miles directional, transmission is
encrypted and the frequency is randomly changed every 4 seconds.
2. Short range radio: 10 mile range
and same as long range radio
3. Receiver/decoder: automatically unscrambles frequencies and encryptions.
4. Laser communications: point to
point secure transmissions.
5. Radio/radar jamming: range is 5
miles, but can be boosted to 12
miles if pilot transfers extra power
from the sensory and combat systems.
6. Audio/Video computers: able to record or transmit real time visual and
audio. Automatically records everything the pilot sees, hears, and
says in combat or crisis situation.
Computer can record and store up to
24 hours of continuous footage after
that the pilot will have to use vid
discs.
7. Language translator
8. Loud Speaker: up to 80 decibels
Life support systems:
1. Auto radiation shielding
2. Auto sound damping
3. Climate controlled
4. Vital stats beacon: range 100 miles.
Transmits the operators vital life
signs (heart rate, blood pressure,
body temp, ect) to unit or squad
command.
5. Gas and toxin filtration system: also
has a toxic analyzer and air content
analyzer
6. Spare O2 supply
7. Sealed full environmental suit
8. Back up 2 hour battery support: only
the life support systems, long and
short range radios, black box, optic
systems and half shields work. The
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fense. The armor has both lethal and nonlethal weapon systems built into it, making it
very effective in both day-to-day use, and in
heavy combat or riot situations. The Law
Martial is usually painted silver and black,
or silver and blue when used inside the city,
and camouflage when used outside the city.
Model: AWS-100LEA
Crew: One; pilot
Height: 11 feet (3.35m)
Width: 5 feet (1.75m)
Length: 4 feet (1.2)
Physical Strength: 42
Power Source: Nuclear
SDC: 1000 w/shield 1300
Speed:
Running: 85 mph
Leaping: 16 feet high 25 feet across, add
100 feet to length and height with thrusters
Flying: max 325 mph, but cruising speed is
50 mph to 110 mph. Max altitude is 3,000
feet.
Flying Range: six hours at max speed, 16
hours at cruising speeds, or indefinitely with
frequent stops.
Underwater: 60 mph, max depth is
Max Depth: 2,500 feet
Weapon Systems:
1. NAIL (neural toxin, adhesive, immobilizing, liquid) gun on left shoulder. The
NAIL gun shoots a high-pressure stream
of liquid adhesive that becomes expanding foam adhesive after being exposed to
air. The adhesive also has a mild neural
toxic to help subdue violent or dangerous
suspects. The effects of the toxins are
not permanently damaging.
Primary Purpose: Non-lethal offensive weapon
Damage: None, but does incapacitates the victim
Range: 1200 feet (365.7m)
Rate of Fire: Equal to hand-to-hand
attacks
Saving Throw: A successful dodge
against the adhesive stream, and
save vs. non-lethal poison for the
neural toxin. Strength of 30 or bet72
ter is needed to tear free of the expanding adhesive foam, but it takes
1D4 rounds.
2. Six non-lethal chemical dispensers. Three
dispensers are located along each side of
the chest.
Primary Purpose: Riot or crowd control
Secondary Purpose: defense
Damage: varies with chemical
Rate of Fire: volleys of 1, 2, 3, 4, 5, or 6
Range: 1500 feet
Payload: 18
3. Electric stun gun on the left forearm
Primary Purpose: non-lethal offensive
weapon
Damage: 4D4 + 15 and a save vs. nonlethal poison or victim is stunned losing
initiative, suffering 4 to combat skills,
and lose 2 attacks
Rate of Fire: equal to hand-to-hand attacks
Range: 200 feet
Payload: effectively unlimited
4. Laser blaster on the right shoulder
Primary Purpose: lethal offensive weapon
Damage: 2D4 x 10 + 10
Rate of Fire: equal to hand-to-hand attacks
Range: 2000 feet
Payload: 20 shots; takes the nuclear power
system hour to recharge the weapon
5. 15.5 mm assault weapon on the left forearm
Primary Purpose: lethal offensive weapon
Damage: 5D6 x 5 per five round burst
Rate of Fire: equal to hand-to-hand attacks
Range: 3000 feet
Payload: 50 five round bursts
6. Mini-missiles on each thigh
Primary purpose: anti-power armor
Secondary Purpose: lethal offensive
weapon
Damage: varies (usually armor piercing)
Rate of Fire: volleys of 1, 2, 4, or 6
Range: 1 mile
Payload: 3 concealed on the side of each
thigh
7. Hand weapons:
Neural baton
Primary Purpose: non-lethal incapacitating
devise
Secondary Purpose: riot control weapon
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War Machines
Combat Sleds & Cycles:
1. APAC System- combat sled
The Crimson Republic
Range: 5 miles
Payload: 8
2. Tri-barreled rail gun in the front of the
sled just underneath the battering ram. The
gun can rotate a few degrees up and down
and side to side, but it is always firing in a
forward direction.
Primary Purpose: anti-ship or monster
Damage:
Rate of Fire: equal to hand-to-hand
attacks
Range: 1200 feet
Payload: 40 bursts
3. Rear & side blue-green laser turrets.
There are a total of three turrets: one facing
the rear and one on each side of the sled.
The turrets can rotate 360.
Primary Purpose: defense
Secondary Purpose: light assault
Damage: 2d6 x 10 + 10
Rate of Fire: equal to hand-to-hand
attacks
Range: 1400 feet
Payload: effectively unlimited
4. Dual mini-torpedo launchers located on
the top near the rear of the sled.
Primary Purpose: anti-ship or armor
Damage: varies
Rate of Fire: volleys of 1, 2, 4, 6, or
8
Range: 1 mile
Payload: 16 in each launcher
5. Retractable vibro-fins and frontal battering ram. There are two blades on each side
of the sled. The vibro-fins are used to slash
an opponent as the sled goes speeding by
and the battering ram is used puncture the
hull of a ship after it has been weakened by
the rail gun or torpedoes. The battering ram
is located just underneath the pilots viewshield, and is reinforced with an extremely
hard mega-damage alloy. The sled also has
special shock absorbing systems so the pilot
is not hurt.
Vibro-Fins
Primary Purpose: close combat assault
Damage: 6d6 + 20 per blade that strikes
Rate of Fire: equal to hand-to-hand attacks
Range: 10 feet
The Crimson Republic
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sensitive
directional
microphones.
Range on the video cameras is 7000 feet
(x10 magnification), the still shot cameras are 15000 feet (x20 magnification),
and the directional mikes can hear a
whisper at 1000 feet. The cameras can
see in infrared, passive night vision, ultraviolet, and normal vision.
4.) Communications array on the right
shoulder: this includes laser, microwave,
and radio wave systems. The array has
retractable antennas that can expand to
30 feet for better reception. The bot also
has a stronger transmitter and receiver
than normal, which enhances range
(+200 miles) and reception. Lastly it
has a very advanced scanner system that
intercepts and attempts to decipher radio
transmissions. It will work against almost all non-military radios and most
Bandito Arms, Northern Gun, Iron Heart
Amenities, or black market equipment
(60% chance). Against encrypted or
protected transmissions the scanner is
able to intercept, but only has a 10%
chance to decipher.
5.) The bot has sensory mines that it can
lay: the mines will transmit data back to
the bot (range 10 miles). The mines are
rigged with seismic & motion detectors,
unidirectional microphones (range 500
feet), and infrared video camera (range
1000 feet) linked to the motion detector.
See weapon systems for how the bot
plants the mines.
Weapon Systems:
1. 20.5 mm machine gun ball turrets located
on both collarbone areas. These weapons
can fire simultaneously at the same target or
at different targets.
Primary Purpose: defense
Damage: 1d4 x 10 x 5
Rate of Fire: equal to hand-to-hand attacks
Range: 3500 feet
Payload: 500 bursts per gun
2. On the right forearm is a large plasma
cannon.
Primary Purpose: defense
Damage: 4d6 x 10 + 20
The Crimson Republic
1. The left arm does not have a normal robotic hand, instead it has a reinforced metal
fist, and on the front of the fist between index finger and ring finger is large bore ion
cannon. The fist can be used as blunt
weapon or the pilot can point the fist at a
victim and shoot them with the ion cannon.
Primary Purpose: anti-personnel assault
weapon
Secondary Purpose: hand-to-hand combat blunt weapon
Damage: 4d6 x 10 + 30/ 1d6 x 10 +
strength
Rate of Fire: equal to hand-to-hand attacks
Range: 2000 feet/ hand-to-hand combat
Payload: effectively unlimited
2. Right forearm has three retractable vibroblades (5 feet long) that extend past the
right hand.
Primary Purpose: hand-to-hand robot
combat
Damage: 4d6 x 3 + strength
Rate of Fire: equal to hand-to-hand attacks
Range: 10 feet
Payload: effectively unlimited
3. Under both arms are 18.5 mm gun appendages that extend out 4 feet and maneuver like small arms.
Primary Purpose: anti-personnel
Damage: 6D6 x 5
Rate of Fire: equal to hand-to-hand attacks
Range: 3500 feet
Payload: 35 bursts per gun
4. On the upper right forearm just above the
vibro-blades is a grenade launcher.
Primary Purpose: anti-personnel
Damage: varies
Rate of Fire: volleys of 1, 2, 3, 4, or 5
Range: 1400 feet
Payload: 150 grenades
5. Located on the upper left arm and shoulder is a short-range missile launcher. It can
be loaded with either SAM or SSM rockets
depending on what is needed for the mission.
Primary Purpose: anti-air or armor
Damage: varies
The Crimson Republic
87
Range:
the radar/early warning
equipment- 75 miles, and can track 100
targets
radar jamming equipment- 25 miles radius
The pilot and radar specialist control the
mini-missiles, SAMs, and 22.5 mm flack
gun, while one gunner operates the right side
of the bots weapon systems and the other
gunner operates the left side weapon systems. In Hand-to-hand combat with another
robot the pilot operates the movements and
hand attacks, while the gunners operate the
weapon systems.
Mechanized Units
1. Standard Combat Vehicle Systems
2. Apocalypse Main Battle Tank
3. 5th Horseman APC
4. Aggressor Tank
5. Flash APC
6. Hailstorm Towed Artillery
7. Hell Spawn (HAWP)
8. 1ST Strike MLRS
9. SkyFire (A-AWP)
10. RDF Earthquake Super Transport
89
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6. Plasma flamethrowers (2) on the rear underneath the flechette guns, also ball turrets
Primary Purpose: troop cover fire and
defense
Damage: 1D6 x 10 + 35 to a 35 feet area
and 1D4 x 5 for 1D4 rounds to anything
flammable
Rate of Fire: 3 per melee
Range: extends out in a cone shape up to
a 1000 feet long with a 35 foot radius
Payload: effectively unlimited
7. Smoke dispensers located at the front (2)
and rear (2) of the APC
Primary Purpose: defense and cover
Damage: none
Rate of Fire: equal to hand-to-hand attacks
Range: up to 90 foot radius
Payload: effectively unlimited
The APC has three separate exits that
the troops can dismount from, 1 at the rear
of the APC, 1 on the right side just behind
cockpit, and 1 on the left side in the middle
of the main body of the APC. There are also
four humanoid size hatches for the crew to
exit or escape out of if there is an emergency.
*The weapons officer controls the shortrange missile battery and the mini-missile
batteries, but during battle the co-pilot may
assist him. 2 gunners control the 200 mm
flechette cannons, and 4 gunners control the
rail gun/plasma ejectors (1 gunner per turret). 1 gunner controls both 20 mm flechette
guns and both plasma flamethrowers at the
rear of the APC, but at times the Borg commander will assist him.
**Once the combat drones have disembarked the APC the Borg commander will
move to the tactical/communications area of
the APC to take charge of the drones combat
movements.
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Length: 18 feet
Height: 11 feet
Width: 12 feet
Cargo: Minimal; enough for the soldiers
weapons, ammo, survival packs, and a
med kit
Color: camouflage, olive green, or slate
gray
Power Source: nuclear
SDC: 3,800/ with shields 4,300
SPD:
Land: 70 mph
Water: 20 mph
Weapon Systems:
1. The main gun is a 105 mm I-beam cannon.
Primary Purpose: anti-armor and assault
Damage: 1D4 x 100 + 25
Rate of Fire: equal to hand-to-hand attacks
Range: 18,000 feet
Payload: 100 rounds
2. Underneath and to the left of the main gun
is a large particle beam cannon.
Primary Purpose: anti-armor and assault
Damage: 6D6 x 10 + 10
Rate of Fire: equal to hand-to-hand attacks
Range: 2200 feet
Payload: unlimited
3. On top of the tank is a Warmonger tribarreled rail gun.
Primary Purpose: anti-armor and assault
Damage: 3D4 x 10 x 5
Rate of Fire: equal to hand-to-hand attacks
Range: 4500 feet
Payload: 60 bursts (9000 rounds)
4. At the rear of the tank is a retractable,
self-loading, short range, SAM battery.
Primary Purpose: anti-aircraft and
power armor
Damage: varies
Rate of Fire: volleys of 1, 2, 3, 4, 5, or 6
Range: 5 miles
Payload: 6 in the battery/ 30 more in the
tank. It takes 2 melee actions to reload.
Flash APC
Model: CR97-APC
Primary purpose: Mechanized Infantry
Transport
Crew: 3: 1 pilot, 1 communications specialist, and 1 gunner
Length: 18 feet
Height: 10 feet
Width: 10 feet
Cargo: Minimal; enough for the soldiers
weapons, ammo, survival packs, and a
med kit
Color: camouflage, olive green, or slate
gray
Power Source: nuclear
SDC: 4,000/ with shields 4,500
SPD:
Land: 130 mph
Water: 40 mph
Troop Capacity: 6 heavy combat troops, or
10 regular infantry troops.
92
Weapon Systems:
1. Located on the front of the APC next to
the cockpit is a 40 mm auto cannon. The
gun can move 45 left to right, and 45 up
and down.
Primary Purpose: anti-armor and assault
Damage: 6D6 x 5 + 20
Rate of Fire: equal to hand-to-hand attacks
Range: 4300 feet
Payload: 3000 rounds (600 bursts)
2. Located on top, to the rear of the APC is a
heavy ion cannon turret. It can rotate
around 360, and 35 up and down.
Primary Purpose: anti-armor and assault
Damage: 4D6 x 10 + 30
Rate of Fire: equal to hand-to-hand attacks
Range: 2000 feet
Payload: unlimited
3.) On the top middle of the APC is a retractable, self loading, mini-missile battery.
The battery can rotate around 360, and up
and down 45.
Primary Purpose: anti-armor and assault
Damage: varies
Rate of Fire: volleys of 2, 4, or 6
Range: 1 mile
Payload: 24 in the battery/ with 2 full
housed within the APC
4. At the top right and left hand corners,
above rear unloading door are ball turret
plasma flamethrowers. The turrets can rotate 360 in any direction.
Primary Purpose: defense for unloading
troops
Damage: 3D6 x 10 + 20
Rate of Fire: equal to hand-to-hand attacks
Range: 20 feet wide and 100 feet long
Payload: unlimited
5. Located on both sides of the APC are
flash/stun smoke grenade launchers. They
can rotate 90 left to right, and 45 up and
down.
Primary Purpose: troop offloading
Damage: none, but anyone within 20
feet of the flash/stun grenade detonating
must save vs. non-lethal poison. A
failed roll means the person is stunned
93
Hellspawn HAWP
This heavy artillery weapons platform
was designed for long range artillery barrages and infantry support. The Hellspawn
is not heavily armored, but it does have an
awesome arsenal of weapons and capabilities. Once the Hellspawn is in position it
can be operational and firing in less than 3
minutes. The Hellspawn anchors with its
left side facing the enemy position, or advancing direction when it anchors in the
ground.
Model: CR101HAP
Primary purpose: infantry fire support
Crew: 11; 6 men for the two detachable
cannons, 1 pilot/weapons officer, 1 radar/targeting officer, 1 copilot/weapons
Sgt., 1 communications officer, and 1
Stratosorb officer.
Length: 22 feet / with towed trailers 48 feet
Height: 12 feet
Width: 16 feet
Cargo: Minimal; enough for the soldiers
weapons, ammo, survival packs, and a
med kit
Color: camouflage, olive green, or slate
gray
Power Source: nuclear
SDC: 5,000/ with shields 5,500
SPD:
Land: 55 mph
Water: 15 mph
Weapon Systems:
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1. Two auto loading 205 mm artillery cannons on top of the main body in between the
two missile launching systems. Laser drills
and metal pylons anchor the Hellspawn in
the ground when firing. Both I-beam cannons have a 360 rotation and 90 elevation
capabilities.
Primary Purpose: to weaken entrenched
infantry & destroy advancing armor
units
Damage: varies
Rate of Fire: 3 per melee
Range: 3500 feet minimum to maximum
of 50 miles
Payload: 150 rounds for each gun
2. Two detachable 125 mm artillery cannons
towed at the rear of the platform (Same as
the Hailstorm Towed Artillery)
3. Heat/radar seeking long-range SAM battery mounted behind the cockpit of the vehicle
Primary Purpose: air defense
Damage: varies
Rate of Fire: volleys of 1, 2, 3, 4, or 5
Range: up to 150 miles
Payload: 15 in the battery/ 60 more in
the vehicle, takes 1 full round to reload.
4. On the side of the platform four 200 mm
mortars retract down.
Primary Purpose: destroy advancing armor units
Damage: varies
Rate of Fire: 6 per melee
Range: 3500 feet minimum to maximum
of 35 miles
Payload: 150 rounds for each gun
5. Retractable long-range surface-to-surface
missile (SSM) battery at the rear of the platform.
Primary Purpose: destroy ground assets
Damage: varies
Rate of Fire: volleys of 1, 2, 4, 6, or 8
Range: up to 150 miles
Payload: 24 in the battery/ 96 more in
the vehicle, but it takes 1 full round (1
minute) to reload.
6. Towed on a separate hover trailer three
launch ready Stratosorbs. Each orb takes 1
melee round to launch, and can be in position in as little as 2 minutes. For full capa-
SkyFire A-AWP
The SkyFire is anti-air weapons platform that is used for defense against enemy
hovercraft, power armor, and jets. The SkyFire is deployed in the field and used at both
hardened and mobile military bases. In
combat the SkyFire is deadly as an anti-air
gun, but it does not have the armor or the
firepower to stand against other mechanized
units alone. In the field it is usually accompanied by Aggressor tanks, Avernus power
armor, or one of the combat robots. The
SkyFire is most affective as defensive unit,
especially against incoming missile volleys.
Model: CR101-AAWP
Crew: 4; 1 pilot, 1 communications/radar
specialist, and 2 weapons specialists
Height: 12 feet
Width: 13 feet
Length: 18 feet
Color: camouflage, olive green, or dark
gray
Power Source: nuclear; last 15 years
SDC: 4,200 w/shields 4,500
SPD:
Land: 50 mph
Water: 18 mph
Weapon Systems:
1. 200 mm Flechette guns (2). Both are located at the front of the platform, which pivots just like a tank would. Each gun can
move up or down 90, and they can fire at
the same target or separate targets depending
on the situation.
Primary Purpose: anti-aircraft
Damage: 3D4 x 10 x 5 to large targets/
1D4 x 10 x 5 to humanoid targets and
missile volleys in a 30 foot area.
Rate of Fire: equal to hand-to-hand
combat
Range: 4000 feet
Payload: 400 rounds per gun
2. Short range SAM battery at the back of
the platform. The battery is able to rotate
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RDF Earthquake
The RDF Earthquake is a rapid deployment force, super transport. It is capable of
transporting a large battle group by air at a
moments notice to just about anywhere in
the world. The transport has four separating
parts: 1) Special forces and command post
transport (CPT); 2) a mechanized cavalry
transport (MCT); 3) an air cavalry and AirCorp transport (ACT); 4) a combat robot
and supply transport (R&ST). The RDF
Earthquake super transport can fight without
support for approximately one week before
supplies and reinforcements are needed.
Presently, there are two Earthquakes, the
Destroyer and the Persuader. This is by far
the largest and most expensive piece of
equipment used by the Crimson Army.
Model: CR-102RDFT
Crew: CPT- 34; MCT- 20; ACT- 20;
R&ST- 20
Height: 96 feet
Width: 225 feet
Length: 400 feet
Color: slate gray
Power Sources: nuclear; last 25 years
SDC: 40,000 plus 10,000 from Force
Shields (total 50,000)
SPD:
Land- The RDF can hover 50 feet over
land and move at a speed of 200 mph.
The individual transports can hover 5 feet
off the ground and move at a speed of 400
mph.
Water- The RDF can hover over large
bodies of water and can move at a speed
of 90 mph. It cannot submerge or move
underwater. The separate transports can
hover over water and move at a speed of
125 mph, but only the CPT can submerge
and move underwater. It can move at a
speed of 40 mph and go to a maximum
depth of 400 feet.
Flying- The RDF can fly up to Mach 1
and the separate transports can fly at a
speed of 500 mph. They can maintain
these speeds for up to 36 hours before the
transports start to over heat.
Troop Capacity: CPT- 2 maniples of Point
Blank power armor, 2 squads of Valkyrie
power armor, 6 cohorts of Legionnaires, 1
maniple of MageCorp, 1 maniple of Psibat, 25 Glitterboys. MCT- 30 Apocalypse
tanks, 11 5th Horseman APCs (with full
compliment), 42 Aggressor tanks, 20
Hailstorm towed artillery, 5 Hellspawn
(HAP), 10 1st Strike MRLS, 15 SkyFire
anti-air, 2 battalions of heavy infantry.
R&ST- 4 squads of Hades combat bots, 2
squads of Splasher bots, 2 squads of Herald recon bots, 4 squads of Violator bots, 1
maniple of Avernus power armor. ACT3 squads of Grey Eagle jets, 1 squad of
Wyrm attack helicopters, 3 squads of
Drake light assault helicopters, 3 maniples
of Seek and Destroy hover cycles, 3 maniples of Point Blank power armor, 4 maniples of Valkyrie power armor.
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Harbinger Drone
The Harbinger Drone is a reconnaissance drone that looks almost exactly like a
Xitxic Warrior. Of course, up close a person
can tell that it is a metal robot, but from a
Damage: varies
Rate of Fire: volleys of 1, 2, 3, 4, 5, or 6
Range: 1 mile
Payload: 6
3. Retractable vibro blade in the left forearm
Primary Purpose: defense
Damage: 1D4 x 10 + strength
Rate of Fire: equal to hand-to-hand attacks
Range: 2 feet
Payload: unlimited
4. Triple pulse laser rifle. The rifles were
made to look the Xitxics TK-rifles
Primary Purpose: defense
Damage: 3D6 x 10 + 20
Rate of Fire: equal to hand-to-hand attacks
Range: 4000 feet
Payload: unlimited, connected to nuclear
power
5. Hand-to-Hand combat: The Harbingers
speed, agility, strength, and programming
gives it 5 attacks, and +6 to strike, parry, &
dodge. It has a +5 initiative and can perform a leap attack that does critical damage.
Sensory system:
Optics: passive night vision, infrared,
thermo-imaging, ultraviolet, normal light
spectrum, and telescopic. The telescopic
is x200 and can see as for as 2 miles away.
Communications:
they
have
full
video/audio recording capabilities, both a
long and short range radio receiver &
transmitter, a microwave burst transmitter,
and point-to-point encrypted laser communication capabilities. When transmitting field data they have up to 350 mile
range depending on which transmitter is
used. Range for receiving data or commands are dependent on the senders
transmitter, although they do have extremely sensitive receivers that are able to
pick up even the weakest signals. They
have a built in universal translator that enables them understand a limited vocabulary.
Combat computer: they have IFF (identify
friend/foe) hardware and programming,
plus a targeting and tracking computer.
Motion sensors: they can sense the smallest movement within a 200 foot radius depending on terrain.
Radar: can identify and track up to 25
separate targets up to 20 miles away, but
they must be 100 feet or higher in the air.
The radar does not work well on ground
targets because of terrain, and when terrain does permit, it only works for large
robots or vehicles.
Speech: none
Scientific/reconnaissance:
atmospheric
analyzer (humidity, temp, wind velocity,
atmospheric chemical make-up, ect), advanced thermo-imaging camera (greater
clarity and better imaging), radiation detector, radar detector, and scanner system
that intercepts and records foreign radio
transmissions.
Skullbot Drone
The Skullbot is an infiltrating bot
designed to be used against the Coalition
Army. Early last year members of the Syndicate working in the New West bought four
partially destroyed Skelebots and two Dead
Mans rail guns from an undisclosed
source. They were told the Skelebots were
part of a Seek & Destroy unit sent into the
New West to eradicate a group of feral Dog
boys.
The bots were returned to the Crimson
Republic and handed over to the Armys
R&D department. They were not able to
retrieve much data from the internal computers or AI, but they were able to design a
replica of the Skelebot using their own robotic and AI technology, and manufacturing
began immediately. The Skullbots programming is slightly different from that of
the other drones used by the republic, because it is geared more toward infiltration
and sabotage. Skullbots are programmed to
seek out large groups of Coalition troops or
expensive hardware and then self-destruct
by making their nuclear power source go
critical. They will seek out targets of opportunity like unattended vehicles or robots
that they can easily destroy. They are also
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Motion sensors: they can sense the smallest movement within a 200 foot radius depending on terrain.
Radar: can identify and track up to 10
separate targets up to 5 miles away, but
the targets must be 50 feet or higher in the
air. The radar does not work well on
ground targets because of terrain, and
when terrain does permit, it only works for
large robots or vehicles.
Speech: limited, but much greater than
any of the other drones
Odds, Ends, & TW Devises:
1. Mimics
2. Stratosorbs
3. Mesorb
4. EMP Grenade
5. Freak Grenade (TW)
6. Mage-phone (TW)
Mimics
Model: CR105-NPA
Primary purpose: decoy for military operations
Crew: none
Height: 4 ft
Width: 4 ft
Length: 7 ft
Weight: 400 lbs
Power Source: electric engine/ combustion
engine (hydrogen fueled)
SDC: 450
SPD:
Flying: electric engine- 250 mph/ condensed hydrogen power cell- Mach 2
Maximum Altitude: 50,000 feet
Maximum Range: electric engine- 900
miles/ condensed hydrogen power cell1,500 miles
Mimics are a non-piloted aircraft that can
be programmed to give radar, and/or heat
signatures of almost any power armor,
plane, large transport, or large flying beast.
It is basically a large cylinder made of composite plate and plastic armor, with small
wings and an engine. Its filled with electronic, radio, radar hardware. Its flight plan
The Crimson Republic
Stratosorb
Model: CR105-SO1
Primary purpose: communications
Secondary purpose: reconnaissance
Crew: none
Height: 8 ft
Diameter: 5 ft
Weight: 1,200 lbs
Power Source: nuclear
SDC: 2,000/ with shields 2,500
SPD:
Flying: up to 750 mph (during launch)
Hovering: up to 450 mph
Maximum Altitude: 30 miles
Maximum Range: unless its shot down
malfunctions it can be piloted by remote
control from over 1,200 miles away.
The Stratosorb is an upper atmosphere
satellite. It uses state of the art hover tech-
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Mesorbs
Model: CR105-MO1
Primary purpose: communications & reconnaissance
Secondary purpose: offensive 1st strike
weapon
Crew: none
Height: 12 ft
Diameter: 7 ft
Weight: 3,500 lbs
Power Source: nuclear
SDC: 3,000/ with shields 3,500
SPD:
Flying: up to 750 mph (during launch)
Hovering: up to 450 mph
Maximum Altitude: 55 miles
Maximum Range: unless its shot down
malfunctions it can be piloted by remote
control from over 1,800 miles away.
The Mesorb is not currently in use. It is
still in its experimental stages. The republic
hopes to get the Mesorbs online and functional within a year, as of now they are behind schedule. The main problem has been
a microscopic alien parasite that thrives in
the upper atmospheres above the mesosphere. These parasites attack and feed off
the nuclear power cell of the Mesorb. So
far, the seven orbs that have been launched
have all had their power cell go critical
within a months time. The Crimson scientists are working on force shield that will
protect the orb from these parasites. The
military is pushing very hard for funding for
this program, because they have been extremely pleased with the performance of the
Stratosorb.
The Mesorb is significantly larger than
the Stratosorb and will be built with weapon
systems from the start. The scientific and
sensory systems will be almost identical,
except that the reconnaissance and communications capabilities will increase because
of the greater height in the atmosphere.
Emp Grenade
Weight: 12 ounces
Damage: 2D4 x 10
Rate of Fire: one can be throw per action
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Antiochs Grenade
Weight: 10 ounces
Damage: 3D4 x 10 + 10
Rate of Fire: one can be throw per action
Range: can be thrown 120 feet/ 12 foot blast
radius
Market Cost: not sold on the black market
This is TW grenade developed by a
MageCorp Lieutenant named, Charles
Antioch. The grenade is a standard plasma
grenade that has been modified with a fuel
flame spell. There is a small toggle switch
next to the detonation plunger that has two
settings. Setting No. 1 intensifies the heat
doing x2 damage to the normal area of affect, and setting No. 2 does normal damage,
but to twice the normal blast radius. Outside
of the toggle switch the grenades look like
normal plasma grenades.
Freak Grenade
Weight: 10 ounces
Damage: none
Rate of Fire: one can be throw per action
Mage-Phone
This is a TW device used by the Crimson Republics special forces to communicate with command posts and soldiers in the
field. The Mage-phone is a notebook computer and transmitter that have been modified to send ley line transmissions. The device encrypts the message and transmits
them via the ley line network to receiving
stations within the republic, or vise-versa.
After they receiving the message it is decrypted. The mage must be within 10 miles
of a ley line to transmit or receive, and they
must be able to plot a course by entering the
coordinates of intersecting ley lines into the
computer. After the coordinates have been
entered the computer encrypts the message
and transmits it. Because the ley lines that
criss-cross the Earth have never all been
charted, and do fluctuate somewhat the
mage-phone is not guaranteed to work with
100% accuracy. The base chance of success
is 88% for the first transmission, with 1%
for every intersecting ley line the message
must turn at, -2% for every nexus point the
transmission must turn at. If the first transmission is successful the reply has a base
chance of 98%, with 2% for each nexus it
must turn at to reach the mage.
P.P.E. Cost: 120.
Spells Needed: Globe of Day Light, Locate,
Frequency Jam, Tongues, Ley Line
Transmission.
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