TEXT: Nexus Nine Presents... 
   
  Netbook: Northern Gun 
  Written by: Brian Hardwick 
  John Stevens 
  Eric M. Stitzman 
  Additional Text & Concepts: Phillip D. Humphrey  
  Mat Krepicz  
  Jason Marker  
  Ian Schroen 
  Mark Temple 
  Daryl Wojtowicz 
  Editors: Ian Schroen 
  Eric M. Stitzman 
  Interior Artists: Niklas Jansson 
  Brian Manning 
  Eric M. Stitzman 
  Maps: Ian Schroen 
  Eric M. Stitzman 
   
  
   
  Based on the RPG rules, text, characters, concepts and Megaverse® created by Kevin Siembieda. 
   
  Palladium Books On-Line: www.palladiumbooks.com 
   
  Art of Niklas Jansson: www.itchstudios.com/psg 
   
  Art of Brian Manning: www.brian-manning.com 
   
  Special Thanks to Alzandrion, eric.cline, Gadrin, Hiddenone, Navrin, PiglickJF, Scott Sylvester, 
  Wolfe, and all of the members at Nexus Nine. 
   
  Introduction 
  Welcome to the Northern Gun Netbook!  
   
  Before anything else is said, thanks are in order. First of all, let us take this opportunity to thank Kevin 
  Siembieda and Palladium Books, as well as all of its freelance authors, for bringing us the phenomenon 
  that has become Rifts®! As fans, we have read the various World Books and sourcebooks that describe 
  Rifts® Earth with different degrees of interest. Some of us have purchased the books for the new toys or 
  for the new O.C.C.'s and R.C.C.'s, but one factor that has always been a common desire amongst the 
  fans is the need for world information. We want to know more about the powers-that-be: the movers and 
  shakers of the world! We want to know more about what our own backyards look like in the world of 
  Rifts® Earth! We want to know who is behind the corporations that provide us with the means to 
  adventure and survive, to level the playing field against those who can wield the awesome power of 
  magic.  
   
  Without a doubt, there are those of us who simply couldn't wait for the information that we needed, and 
  hence, have created our own. This brings us to the Northern Gun Netbook. Northern Gun has been a 
  continental power in the world of Rifts® for decades. Not through their military muscle, although they 
  are certainly capable of fielding an army, nor through their humanitarian beliefs. They haven't invaded 
  other communities, except by the means of their widespread distribution of products, nor have they 
  discriminated against their non-human neighbors. Northern Gun has maintained its position because 
  they have been the single largest producer of both military equipment and essential items that range 
  from creature comforts to weapons to tools.  
   
  But who is the driving force behind Northern Gun? What is the city of Ishpeming, home of Northern 
  Gun, like? What about their armed forces?  
   
  At Nexus Nine, we have endeavored to answer these questions. This is not canon material. Palladium 
  may very well publish their own Northern Gun book eventually, rendering all of our hard work moot. 
  However, we have created this Netbook to fill the time between now and then. Rather than focus on the 
  expected arsenal of weapons and equipment, we have tried to look behind the facade of the largest post-
  Rifts corporation in North America. There is an ugly side to Northern Gun that blends in with the smoke 
  belching factories of Ishpeming, just as it's more amicable sales side shines in their showrooms.  
   
  Rest assured that if you want it, Northern Gun probably has it, but you had better be good for it…or else.  
  
  – Eric M. Stitzman, 2006  
   
  Required Books for a NG Setting 
  No Northern Gun Setting would be complete without the expansive NG Catalog. That Catalog is spread 
  out amongst a number of quality Rifts® Books. Thus, for all of the various weapons, equipment and 
  canon history, Nexus Nine recommends the following books when running a NG game: 
  • 
  Rifts® RPG (Main Book)  
  • 
  Source Book 1  
  • 
  World Book Ten: Juicer Uprisings  
  • 
  World Book 11: Coalition War Campaign (for Treaty Info)  
  • 
  World Book 13: Rifts® Lone Star  
  • 
  World Book 14: New West  
  • 
  World Book 20: Rifts® Canada  
  • 
  Rifts® Mercenaries  
  • 
  Rifts® MercTown  
  • 
  Rifts® Merc Ops  
  The History of Northern Gun 
  I have on several occasions worked directly for Maxwell Franklin. He is an amazing man with a keen 
  insight. He obviously knows talent when he sees it, and I have had the good fortune to become one of his 
  preferred operatives in all things concerning the duplicitous Black Market. He is aware of my problems 
  in Lazlo and has encouraged my scholarly tendencies by feeding me tidbits of the past whenever we 
  meet.  
   
  Damn him. For all of my self described wit and immunity to manipulation, I have fallen into his innocent 
  but clever trap. He feels that giving Ishpeming's history the "Erin Tarn treatment", as he so eloquently 
  puts it, would help to raise Ishpeming from a merc and manufacturing town to a place of history and 
  learning. I doubt it, but he knows that my writing would serve as a means to re-enter Lazlo's upper crust 
  and live the life I was intended to live. That dear old man amazes me every time I think of it. It seems I 
  have no choice but to accept employment with him yet again.  
   
  You see, of all the things Maxwell Franklin found in Ishpeming, perhaps the single most significant thing 
  for him to come across was a mid-sized office, on one of the first sub-levels of what was quickly dubbed 
  HQ. During the Golden Age, the building sitting at the very heart of Ishpeming served as the corporate 
  headquarters of a manufacturing giant known as Sentinel Industries. Its central tower stretched towards 
  the sky with an eagerness unmatched by the concentric rings of towers surrounding it. When the 
  apocalypse engulfed the world, a faction of militant civilians calling themselves the Northern Gun 
  Militia made the central building their headquarters.  
   
  The office that Franklin discovered had apparently been used by the leader of the militia as an informal 
  resting area where he kept his daily logs. Franklin spent hours poring over the video logs and audio 
  recordings. There were stacks of documents and personal journals that had been handwritten in the 
  same clean script and dated both before coming to the Ishpeming complex, and long after, when the 
  video disks had become an important enough commodity to resume writing the logs by hand.  
  
   
  They spanned years.  
   
  I was never able to view them all myself, but I have had several conversations with Mr. Franklin on the 
  subject, often over a bottle of his favorite Mackinac Black Bourbon. He has spent far more hours with 
  the history than I have spent listening to him recount it, and I hope to one day be able to view it at my 
  leisure. He has hinted that I may be of service to him sometime soon, and that if that is what I wish to 
  receive as payment, he would grant it. Certainly, it could prove to be a piece of my complex re-
  admittance to the casual elite of my home city of Lazlo.  
   
  From what I have gathered through our discussions, Upper Michigan was once home to both a large 
  association of manufacturing companies and a branch of military personnel referred to as NEMA. The 
  two groups apparently had a working arrangement in which NEMA provided testing for the goods 
  created by the manufacturers. The primary member of the association was Sentinel Industries, which 
  incidentally, was the source of the name for the Ishpeming Defense Force's exclusive cyborg series. 
  When the cataclysm struck the world, the group known as the Northern Gun Militia aided NEMA in 
  establishing a safe haven for survivors amidst the sprawling industrial complexes at Ishpeming.  
   
  As Mr. Franklin explains it, the NEMA forces and the militia forces had a strained relationship, and it 
  was only after several long range reconnaissance and rescue missions depleted the numbers of NEMA 
  personnel that the remainder of them were absorbed by the militia. This took place some time in the first 
  or second year after the apocalypse. Franklin relates that from what he can tell from the logs of the 
  militia commander, he was a competent man who genuinely cared for those in his charge. He tried 
  diligently to make sense of the Chaos around him and made an effort to catalog the strange and unusual 
  new inhabitants of the world as best he could, but given the times, he obviously made several errors that 
  we today would consider elementary.  
   
  At some point several years after the cataclysm, a disease of alien origin wreaked havoc on the populace 
  of the region. For several months, the squads of men and women who were assigned the task of 
  salvaging usable wreckage were warned away, fearing that they too would be affected by the mild 
  mutagens racing through the populace. The disease was slowly brought under control, but in its wake 
  came a new threat. The Demon Plagues had begun and had finally struck Ishpeming at its weakest hour. 
  Even if the several squads of salvagers had been present to help fight the battle, it would hardly have 
  been enough. Franklin believes that the inhabitants of the Northern Gun Protectorate, as it came to be 
  called, were extremely close to seeing the end of the first Demon Plague, but were overwhelmed by a 
  powerful demon who led an organized army of hell-spawned creatures in a campaign of destruction that 
  stormed over Ishpeming like a steamroller. Had the beast known what lay under its feet, it would have 
  certainly destroyed it all, taking great satisfaction in knowing what it would have taken from the world. 
  Thankfully it was oblivious to the importance of the complex, leaving only the mindless stragglers of it's 
  horde to nest in the ruins and feed on the returning survivors.  
   
  In the end, a few groups escaped the devastation and fled to parts unknown, while Ishpeming fell to the 
  monstrosities and darkness taking over the world. Precious little is known about the time between then 
  and its discovery by Franklin's Fist several decades ago. The only thing that is known for sure is that 
  most humans believed the region to be haunted or infested with demons. With mankind's decline into 
  barbarism and decades of living like rats as they hid from the new denizens of the world, it comes as no 
  surprise to find that there is evidence indicating that some group or another lived in the bowels of the 
  complex at some time during the Dark Ages, but they obviously didn't have any understanding of or need 
  to use the technology around them, for all was left untouched.  
   
  
  Lastly, I will say that there is more in Ishpeming's darkest subterranean halls than the casual visitor 
  knows. There are technological marvels of the Golden Age that are still being studied, as well as vaults 
  unopened and databases not accessible by our current level of understanding. There is also a darkness 
  in Franklin's eyes, when the Mackinac Black has him fully in its grip and his bodyguards are out of 
  earshot, when he looks me in the eye and tells me that he couldn't kill everything below Ishpeming.  
   
       - An excerpt from the journal of Alexander Dubeau, former Lazlo dilettante 
   
   
   
  With the fall of The Northern Gun Protectorate, the Upper Peninsula of Michigan fell into the same state 
  as much of the rest of the world. Gone were the survivors of the Golden Age and their valiant effort at 
  establishing a bastion of humanity in an ever changing world of aliens and the supernatural. Also gone 
  were those other-dimensional beings brought through the rifts to this world, alien to them, that had allied 
  themselves with the fledgling kingdom in hopes of surviving and forming a place for themselves amidst 
  the chaos taking place around them in the aftermath of the cataclysm. What was once a sprawling 
  industrial cityscape crawling with signs of life had become a ghost town, haunted by the dreams that 
  died there. It was in this state, as the Dark Age of the post-apocalypse world drew to a close, that a 
  rugged band of mercenaries found the site of the former kingdom.  
   
  To truly appreciate the epic scale of the discovery of Ishpeming, and what the potential held within its 
  dormant halls would eventually mean to the people of North America, one must be aware of the trends 
  that were beginning to emerge during that time. Although there is some truth to the tales which tell of 
  practitioners of magic being hunted by both human and D-Bee alike, out of fear and general mistrust, 
  magic had still become a prevalent means of power. No one knows exactly how long the Demons of the 
  legendary Demon Plague roamed the earth, but those who were capable of using the bountiful PPE that 
  permeated the newly born world stood a head taller than everyone else and often abused their power in 
  the wake of that terrible ordeal. Man had survived what was possibly the most dangerous time to be 
  alive in the history of the world, only to have their demonic tormentors and conquerors be replaced by 
  their own kind. Still, the world was opening up to the masses of people in the absence of the plagues. In 
  this slightly less dangerous environment, men were given to searching and exploring the ruins that 
  covered the land, trying to regain some of their lost knowledge. Technology, while always present, was 
  being rediscovered slowly but surely; and with that, its use was becoming more widespread. At the dawn 
  of the post-Dark Age world, those practitioners of magic who had been grudgingly accepted for their 
  roles as protectors, and sometimes even rulers during those hostile times, were now being chased out of 
  town by their more mundane contemporaries.  
   
  Three of the largest and quickly growing communities in what would become known as the Domain of 
  Man were the kingdoms of Tolkeen, Lazlo, and the Federation of Magic. These communities, while not 
  opposed to the use of technology, had embraced the use of magic along with its wide variety of 
  practitioners, both human and non-human alike, as a ready source of power and protection. Technology 
  was still an evolving aspect of society. Where magic offered the means of conjuring something from 
  thin air, or powering a device through arcane means, technology was often hindered by its age and the 
  lack of people proficient enough to build and repair it. The fact that large scale manufacturing was no 
  longer a luxury to any but the largest enclaves, such as the growing city-state of Chi-Town, only served 
  to enforce man's reliance on magic as an alternate means of empowerment.  
   
  Nevertheless, there were those groups of people that had no affinity for the arcane. Some of them 
  
  embraced the development of technology because technology and those who wielded it were less 
  unilateral than magic. Anyone could use it, which is what made it appealing. A company called Wilk’s 
  was the first to manufacture military grade weapons on a large scale, and sell them on the open market. 
  And people would do anything for one of those sleek, reliable weapons! In no time, there were a handful 
  of groups trying to either copy and reproduce the Wilk’s laser technology or find some of their own. But 
  the advent of a successful new company wasn't enough to even the playing field between practitioners of 
  magic and wielders of technology. Simply put: magic was a large part of everyone's reality, while truly 
  high technology was so uncommon as to be mythical to some.  
   
  As the years yawned by and societies formed in the post-Dark Age, a great demand for mercenary 
  soldiers and protectors had grown, as inevitably, the numbers of raiders and bandits grew. Many folks, 
  human and D-Bee alike, rose to the occasion. Although the Coalition States has been a lightning rod for 
  human supremacy since its inception, humans and D-Bee's often worked side by side after having spent 
  the last few hundred years together in terror of the monstrosities roaming the land. Together they had 
  developed the means to attack and defend against the rift-spawned creatures of the world, and using that 
  knowledge to organize themselves as units of warriors, they spread across the land trying to earn their 
  way.  
   
  One such group of mercenaries was a group known as Franklin's Fist. In their infancy, the group had 
  performed small protection jobs and occasionally raided a few bandit camps themselves. The Robin 
  Hood of the modern world, Maxwell Franklin had always tried to help the people he worked for, so they 
  might better protect themselves when he moved on. As often as not, he would pass their way again 
  sometime later to find them gone. Sometimes the signs told of a mass move; other times their demise 
  was more obvious. More often than not, he found himself and his men scavenging materials to get by 
  between jobs. It was on a mission as the mercenary escort to a scavenging expedition that Franklin met 
  the woman he would move the world for.  
   
  Franklin had hired on with a small group known as The Society for Recollective Thought. Their most 
  basic and sacred tenet was the notion that only through reclaiming the past could the people of the world 
  could regain order, and the means of advancement necessary to live in a society worthy of peace. To this 
  end, they had hired several small mercenary groups to escort them on their various expeditions. 
  Franklin's Fist had the good fortune of being attached to Anne Gedry. Anne was an odd fusion of scholar 
  and technician, highly charismatic and fiercely independent. Anne had been meticulously refurbishing 
  some ancient bit of technology that she had traded for when Franklin met her. As they talked, she 
  explained to him that the world was once rife with the facilities to mass-produce technology of all kinds. 
  That, she said, would be the most valuable discovery of their age: the means to bring mankind back from 
  the bottom of the food chain. She struck a chord in Franklin, one that would resonate in him throughout 
  the rest of his life.  
   
  After two years of working scavenger jobs for The Society, Franklin grew tired of the leadership of The 
  Society. They had begun to hoard whatever technology came to them and were beginning to manifest 
  some disturbing trends among the resident scholars and techs. Their group was becoming less like a 
  society that wanted to see mankind rise from the ashes and more like a religious institution that wanted 
  to be the saviors of the world. Several of their field Operators were slow to see this change as they spent 
  very little time at the home base, but once it became noticeable, many of them left. Franklin struck out 
  for new horizons with Anne in tow.  
   
  After two years of scavenging on their own, Franklin and Anne hit pay dirt. They were recovering parts 
  from a half destroyed power plant south of Old Detroit, near the area that was once the border between 
  the old states of Michigan and Ohio. While taking cover from a firefight in the backseat of a pre-Rifts 
  
  vehicle hulk, Anne found the remains of a man that had lain undisturbed since the Cataclysm shook the 
  world. The corpse sat behind the wheel of the car, one hand holding a revolver, the other holding a faded 
  picture of a human woman and two small children. The scene was saddening to Anne until she noticed 
  the faded badge on the man's chest. It read: David Samson, Engineering and Development Dept. 
  Looking around the interior of the vehicle, she noticed a silver briefcase on the front passenger seat. 
  Suddenly, the beaten hulk seemed more like a crypt as the sound of the battle outside gave way to her 
  mind racing through the possibilities of what lay in the briefcase. Carefully defeating the lock with her 
  Vibro-Blade, Anne found a series of files regarding some technical process that she was unfamiliar with. 
  Also scattered across the top of the files was a handful of brochures describing the Upper Peninsula of 
  Michigan and the area around Ishpeming. Clipped to a file that read Resume was a map with a set of 
  directions to Sentinel Industries in Ishpeming. Anne was breathless as she crawled out of the sacred hulk 
  to find Franklin and plan for their future.  
   
  Since the group was already in Michigan, the decision was made to forge ahead. Legend held that 
  Michigan was one of the deadliest places in America, but the prospect of discovering a manufacturing 
  marvel such as the one described in the brochures was one that the group collectively agreed was worth 
  the risk.  
   
  It took the group three months to reach the Upper Peninsula from the day they found the map. Lead by a 
  wild Psi-Stalker, they came by way of Wisconsin, skirting along the southern border of Michigan to the 
  old state of Wisconsin, where they could proceed north in a relatively safer environment. The terrain 
  was more rugged then, with debris and nature covering what remained of the old American roadways 
  that are said to have connected every city on the continent. Ironically, their trip north aboard vehicles 
  that operated on old technology, in search of a place that could potentially bring that same technology 
  back into the world, was frustrating in it's own way. The group suffered through periodic breakdowns 
  and long hours of jury-rigging their systems to continue their search. They had endured a number of 
  skirmishes with wild beasts and raiders, as well as their own share of infighting over how to divide 
  whatever spoils they would find. Franklin had done a good job of surrounding himself with like-minded 
  people; the majority of them saw the big picture. They knew that the end result of this mission could 
  potentially provide bigger dividends for both their wallets and their conscience. A handful of dissenters 
  went on patrols and didn't return.  
   
  Had the people of the post cataclysm world followed the old calendar, the date would have read: 
  October 4th, 2258. However, not having any accurate recollection of the Golden Age of Man, much less 
  of its calendar, the group moved forward into the pristine wilderness of Upper Michigan unaware: that 
  very day was to be an historic occasion, and one that would warrant remembrance by scholars in the 
  years to come.  
   
  Judging by the map, pre-Rifts Ishpeming and the surrounding communities had sprawled across the 
  western Upper Peninsula all the way to Wisconsin. As they made their way across the countryside, the 
  group noticed that there were a remarkable number of old buildings and structures that had remained 
  intact, albeit abandoned, for what appeared to be many years. Signs warning them to turn back were 
  painted on the weathered facades of some of them, and the mournful sound of the wind lent an eerie feel 
  to the area. From a distance they could make out the silhouette of the cityscape. Cautiously, they passed 
  through the battered and broken outer walls of what appeared to be the outermost perimeter community 
  of Ishpeming proper. Shattered by the waves of demons and supernatural horrors that scoured the earth 
  in mankind's most dismal hour, the exhaust stacks jutting from the cavernous factories scratched the sky. 
  A large thoroughfare led them into the city, to a set of steel gates that lay askew beneath a sign that read 
  Northern Gun Protectorate HQ. The group would call this place home while they spent the next few 
  years discreetly gathering their associates and determining the functionality of the labyrinthine 
  
  complexes. Ishpeming, and more importantly the legacy of Northern Gun, had been discovered.  
   
  The first several hours after discovering the remains of Ishpeming were spent in controlled enthusiasm. 
  Anne desperately wanted to begin hunting for artifacts and cataloging the discovery, but the sounds of 
  scurrying and skulking creatures in the darkness of the buildings and factories that they passed quickly 
  tamed her excitement. Maxwell Franklin had successfully supported his mercs for several years and held 
  each of them in high regard. As a good leader, he valued his men as well as his assets, and made certain 
  to successfully reconnoiter the area and establish a base camp from which to search the city.  
   
  As anticipated, the ruined city was more than they had imagined during their many wistful conversations 
  during the long trek north through the hazardous wilderness. Although the city had obviously been the 
  focal point of a tremendous battle, the remains of its defenders had scarcely been moved from the places 
  where they fell, much less picked over by salvager's. The shredded hulks of robots and abandoned 
  vehicles lay sprawled atop the debris, clogging the roadways. At one point, as the group carefully picked 
  their way through the rubble, a techie in Franklin's troop accessed a video feed from one of the fallen 
  robots with a remote power supply. Frozen in place by their glimpse of the past, they stood transfixed in 
  the blue light of a small view screen and watched several minutes of the battle before witnessing the 
  attack that peeled open this pilot's compartment and removed the heroic soldier from it. A twenty foot 
  tall creature that would come to be known as a Horror in the years to come, charged headlong into the 
  robot, knocking it prone before leaping atop it and rending its armor with its wickedly curved claws. It 
  was a grisly scene. The worst part of the feed was the revelation that came with the video: demons had 
  destroyed Ishpeming and the group known as The Northern Gun.  
   
  News of big discoveries spreads quickly, and Franklin knew that he would have to secure the area as 
  quickly as possible and be prepared to defend his claim if it became necessary. Quite often, if a novice 
  explorer made use of an experienced guide and made an important discovery, the guide would simply 
  sell the location to a wealthier salvager who would in turn swarm the claim with his own people. 
  Thankfully, Franklin wasn't a novice and his Psi-Stalker scout, Corrin, wasn't as morally corrupt as some 
  of the greedy robber-scholars and their tainted guides. Franklin had once been told that the ambient 
  levels of the energy used to power magic, the same energy which was so alluring to the supernatural, 
  had dropped a great deal since the time of the cataclysm. Although still strong, he suspected it was 
  unlikely that there were any such creatures still remaining in the energy deficient zone of the Upper 
  Peninsula. Prudence, however, has always been one of the hallmarks of a good leader, and so, after the 
  first few days of clearing the area and a handful of encounters with deeply entrenched nests of 
  supernatural monsters, Franklin elected to send Corrin to hire a group of Psi-Stalkers that they had 
  camped for a few days with in Wisconsin. The deal he offered was simple: Aid his men in clearing the 
  city of the supernatural denizens and temporarily patrol the surrounding countryside in exchange for any 
  equipment he could supply to aid in their task, and a long term contract with his group, should they be 
  interested in such a deal. It was a generous offer for the times, but needless to say, the mere thought of 
  such a challenging hunt intoxicated the Psi-Stalkers, who came readily and performed with admirable 
  zeal.  
   
  Franklin's Fist, with numbers greatly bolstered by the Psi-Stalkers, systematically cleared and secured 
  the outlying communities, methodically making their way towards Ishpeming proper and their most 
  powerful adversaries. Within a month, Franklin's Fist had killed or routed all of the inhabitants of the 
  ruins. The Psi-Stalkers took to their patrols and hunted the stragglers down while the rest of the group 
  began to take stock of their surroundings. Anne sent word to a few of her more technically inclined 
  friends and former members of The Society for Recollective Thought, asking them to come and assist 
  her in ascertaining the viability of the technology they found. On the surface, much of it was battered 
  and broken during the final hours of the city, the remainder being somewhat weathered by time and the 
  
  elements. The real discovery came when the group forced their way into one of the sealed underground 
  complexes!  
   
  They knew from reading the brochures found in the briefcase that "historical" Ishpeming had it's 
  beginning in the mining industry, so it was no surprise to them that several of the factories had below 
  ground levels. What staggered them was the cavernous size of some of them and the remarkable 
  condition of the equipment therein. They had expected to find much of it in disrepair. Instead, what they 
  found was machinery and equipment that had been faithfully and conscientiously maintained by a group 
  of men and women that were forced to treat it as though each piece was the last of its kind. In the 
  maintenance offices, they found meticulously kept logbooks that detailed the various changes made to 
  the equipment to keep it operational, or to change its functionality. Any removed or altered parts were 
  stored away and labeled in the event that materials could be made to return the piece to its original 
  intent. It was a treasure trove of the most priceless knowledge they had ever heard of, and to find it in 
  such a quantity was enough to make their heads swim with the possibilities. Anne was beside herself 
  with joy to see that someone had so carefully recorded even the most minute details regarding the 
  equipment.  
   
  However, Franklin was very practical and not given to count his dragons before they hatched. He 
  detailed teams of men to follow the paper trails to the storehouses and see what was actually left. More 
  often than not, they found that certain warehouses had been destroyed and the parts needed to return 
  some of the machinery to Golden Age standards simply weren't there. Many buildings had been looted 
  by unscrupulous employees during the cataclysm in hopes of riding out the storm and setting themselves 
  up somewhere later, only to be lost in the destruction of the time. Others had simply been ruined by 
  time. In the early days, much of what was found was reluctantly set aside in an effort to concentrate on 
  what they could figure out. Their goal was to bring a factory up to production level as quickly as they 
  realistically could. Anne and her crew of Operators and techies mulled it over and came up with a 
  possible one year timetable for one of the weapon assembly lines to come up to production level. The 
  line had seen service in the latter days of the complexes inhabitants, some of the materials were readily 
  on hand, and it was one that had several design variations already logged into its system.  
   
  One year doesn't seem like a lot of time to perform such a task. It was even seen as perhaps too 
  optimistic an estimate by a few of the crew, but Anne assured the group that one year was a realistic 
  timetable for them. Franklin was glad to hear the news as well. It had become increasingly more 
  important to come up with at least some sort of timeline to offer the mercenaries under him, who would 
  be working on faith, room, and board until the place began turning a profit. One year seemed like a long 
  time, but it was acceptable given the work that lay ahead. In fact, he told them, it had to be. The 
  remoteness and inherent solitude of the Upper Peninsula could only harbor a secret of such magnitude 
  for so long. Eventually, when word of the discovery got around, others would come looking for a piece 
  of the action and possibly try to stake a claim to the find. In a preemptive strike, Franklin hired several 
  small mercenary groups that he had become acquainted with over the years to perform the various 
  security details he required. He and Anne also discreetly hired several more Operators to recover and 
  rehabilitate the systems in the various factories. To ensure their loyalty, he promised them a portion of 
  the profits and an opportunity to serve in various important capacities when the complexes were up and 
  running. It was an exciting time. The opportunities offered by Franklin were more than most of his 
  company had ever been given before. It was generous. He needed them and they were grateful to be 
  needed. To play a part in man's technological rise from the ashes and near barbarism of the previous 
  generations was an honor he had given to them when most tech hunters were seeking glory and riches 
  only for themselves. It was a time of hope, and the future of the post-Dark Age world finally shone with 
  a hint of a glimmer on the horizon.  
   
  
  With the tumult of industry came the ever present specter of society. Workers brought their families, 
  who brought their own needs, which brought people that could make a living catering to those needs. 
  Within months Franklin witnessed Ishpeming begin the slow transition from ghost town to bustling 
  frontier town. Although he was slightly annoyed at first by the distraction, he eventually came to see that 
  there was in fact some merit to the process. Although premature, the influx of people proved useful in 
  cleaning up parts of Ishpeming and the outlying areas that he himself had placed low on the priority list. 
  Outside of the industrial parks there were whole neighborhoods beginning to take shape. Small 
  merchants catered to the slowly growing populace, and every week more people arrived to seek 
  employment or opportunity. Within the complexes themselves, Franklin was discovering new needs for 
  manpower as gallery upon gallery was opened to reveal everything from long trapped packs of ravenous 
  ghouls to dangerously flooded corridors and shafts. All of the damaged materials had to be hauled out 
  and inspected by the techs to retrieve what was salvageable. The rest was used to barter for services with 
  those new arrivals that Franklin couldn't take on right away.  
   
  Although Maxwell Franklin was openly recognized as the de facto leader of operations in Ishpeming, 
  there were several other people that played an important role in the establishment of what is now the 
  largest independent manufacturer in North America, as well as in the development of the city of 
  Ishpeming. Most notable among them is Anne Gedry, the woman who shared Franklin's dream of 
  empowering the common man through technology. While Franklin and his team used what technology 
  they had to serve as mercenaries, usually in the role of protectors, he had no real way of bringing 
  technology into the mainstream. If he had made the discovery alone, he would have been at the mercy of 
  the more tech savvy of the world. Anne brought to their relationship a genuine desire to see the same 
  dream come to fruition, along with the practical knowledge necessary to see that they had firm control of 
  seeing it done properly. They did, however have to rely on others to help them in their gargantuan task. 
  To that end, they kept notes on the personnel working with them and decided who was best suited to 
  each role to be filled in the forthcoming company; for that was essentially the only way to make their 
  dream actually work. They would have to form a company and produce on a large scale. And to be 
  solvent, they would have to sell themselves as well as their product to the masses. With so much 
  technical work to be done, Anne graciously left the front man's role to Franklin.  
   
  Unfortunately, there were those people who sought to steal away a piece of the tech that would allow 
  them to make their own way in the world without relying on the generosity of someone like Franklin. 
  Franklin knew that he couldn't hope to contain the enterprising people working for him. Greed was a 
  powerful motivator to those who had lived without anything to call their own. He was forced to institute 
  ruthlessly efficient measures to deal with would be thieves. Surprisingly, most people didn't want to see 
  a good thing ruined and wholeheartedly supported his efforts. Not surprisingly there were also those 
  people that made every effort to insinuate themselves into his confidences or gain his ear, but Franklin 
  was no fool. He judged every man on his own merit and how useful he could be to the successful 
  realization of his dream. Those whom he deemed unnecessary or of little help to his cause were put in 
  positions to be of service in establishing some form of government for Ishpeming. Naturally, the 
  sycophants among them made sure that Ishpeming and Northern Gun would grow together and that any 
  legislation to be passed would be favorable to the industry that would eventually prove to be their life's 
  blood. In exchange, Northern Gun would maintain a dedicated group tasked with reestablishing civilian 
  commodities as well as military tech. The deal proved to cement the symbiotic relationship of Ishpeming 
  and Northern Gun to such an extent that many people don't really realize that they are two separate 
  entities.  
   
  Although, slightly behind his self imposed one year deadline, Maxwell Franklin officially opened 
  Northern Gun one year and five months from the day he laid eyes on the sign of the Northern Gun 
  Protectorate and watched the heroics of that group on centuries old video recordings amidst the ruined 
  
  hulks of robots and power armor. Appropriately, he named the new company Northern Gun in honor of 
  the soldiers whose bones his fortune now laid upon. He raised the first Northern Gun energy rifle over 
  his head that day amidst tumultuous applause.  
   
  As elated as they were to see a finished product finally come off of the assembly line, the folks at 
  Northern Gun knew that the real work was just beginning. Alliances had been made and promises 
  needed to be kept in order to maintain some semblance of order amidst the excitement that permeated 
  the town of Ishpeming. Even before workers had put the first NG-33 into a crate, work had been running 
  around the clock for almost sixteen months. Many of the assembly lines had been scavenged from to 
  maintain others, and reassembling them in their proper working order was a herculean task in and of 
  itself. Prioritizing the list of items to be put into production fell to Franklin, who had fallen 
  unceremoniously from the position of Mercenary Commander to Administrator. Naturally, he placed 
  weapons and armor at the very top of the list. He intended to allay the worries of the several mercenary 
  groups he held on retainer by providing them with brand spanking new equipment to appease them 
  while he worked out some system by which he could pay them properly. In the meantime, he pointed to 
  the workers that swarmed over the vehicle and power armor lines like busy worker bees as incentive to 
  trust him a little longer.  
   
  Franklin knew that the company would prove to be successful by providing the items in demand, which 
  at the time were weapons and equipment to survive life in the dangerous world outside. The problem 
  was that in the dangerous world outside, the vast majority of people still utilized a system of trade and 
  barter. Only those living near one of the established city states or a larger kingdom could really produce 
  any kind of currency, and there was little chance that one currency would be valid in another kingdom. 
  While the city of Ishpeming busied itself with growing slowly into a kingdom of its own, Franklin made 
  overtures to a handful of merchants that had set up shop in Ishpeming, with the intention of hiring them 
  to work as traveling salesmen.  
   
  In those days, there were a number of people, human and D-Bee alike, that made a living by traveling 
  the countryside scavenging and selling goods and materials to those folks who couldn't afford to do so 
  themselves. For the most part, they had the lay of the land, and knew where to go to sell the really good 
  finds. By organizing them, Franklin was initially able to get his wares to those places most likely to be 
  able to afford them. His instructions were to make every effort to trade in certain commodities, which he 
  designated, wherever there was no translatable currency. In places with their own established currency, 
  he instructed them to look for a suitable place to set up shop and take an inventory of what the area 
  needed the most. For protection, he sent a small contingent of mercs with them, but naturally some of 
  them ditched their guards and never returned, thinking that they would simply sell what they had and 
  live comfortably in relative obscurity. Most of them were eventually found and dealt with, but those that 
  did return came back with long lists of items desired by the common people, as well as items and 
  equipment desired by the various kingdoms they visited. Many of them also brought with them letters of 
  intent from the rulers of a few of those kingdoms, stating their willingness to trade in the various 
  commodities listed on Franklin's wish list in exchange for finished products. One of the kingdoms even 
  sent an emissary to Ishpeming with the offer of helping Franklin to set up a banking system to better 
  control his developing company. Franklin brought this good news to his newly constructed panel of 
  advisors and councilors as proof of the viability of their endeavor.  
   
  In spite of the promising news, several of the people working in the Northern Gun industrial complex 
  were dissatisfied with their lot. As is often the case when you have a burgeoning new group, some folks 
  thought that they could do a better job of managing the operations of the company. When news of 
  another industrial zone to the south of Ishpeming leaked from within one of the mercenary companies, 
  several of them, along with some disgruntled technicians and the explorers that had discovered it, left to 
  
  seek their own fortunes there. Franklin had known about the site, but had chosen to concentrate his 
  efforts on one site at a time. Being the larger of the two, and the one better equipped to produce weapons 
  in the most expedient fashion, he chose to focus on Ishpeming and leave the area near Escanaba alone 
  for the time being. There was a fifty-fifty chance that the group would fail. Unbeknownst to those that 
  had left, Anne had sent raiding parties to scavenge many of the items needed for the Ishpeming factories 
  from this other site. It would be a long time before they were in a position to compete with Northern 
  Gun on the same scale.  
   
  After a few years, Ishpeming was on the map. Northern Gun had successfully made its name known 
  among many of the kingdoms in the Domain of Man. They had successfully begun selling a few of 
  "their own" weapons, which were obviously Golden Age product designs, or as near as they were able to 
  produce, as well as a few items that they had reverse engineered and knocked off from various sources 
  such as Wilk's and Chi-Town. They had also started production of various sundries and creature 
  comforts that would be a mainstay of their production. There was a steady flow of scholars and other 
  various learned men and women coming to Ishpeming to see what life was like in the place that was 
  bringing civilization back to the lands. The brain trust at Northern Gun grew so that every day was 
  seeing a new idea or proposal that would revolutionize the industry. The designers and idea men were 
  broken down into teams according to what their designs intended: vehicles, power armor, robots, 
  weapons, or equipment. And to top it all off, there was a banking system in it's infancy in Ishpeming, 
  using the Northern Gun Credit. Many of the mercenary companies still worked on the company store 
  policy, having seen credit systems come and go, and would remain that way for years to come. But a 
  great deal more of them bought into the system whole heartedly, spreading the idea around as they 
  traveled the countryside. Soon, in nearly every city in the Domain of Man, one could find a vendor 
  accepting the NG Credit.  
   
  After five years, the group that had abandoned Northern Gun to start fresh in their own venture finally 
  opened the doors on their own company called Wellington Industries. The company was situated in the 
  town of Wellington, in the Manistique Imperium, the kingdom that had grown as an offshoot of 
  Ishpeming near Lake Michigan. For years, it had toiled away at trying to bring its own factories up to 
  production level, competing for the commodities that Northern Gun was reaping daily. With little to 
  offer in trade, it took them longer to get up and running, and only after brokering deals with Northern 
  Gun to produce equipment for Ishpeming first. As Northern Gun grew, the people of the Manistique 
  Imperium watched with thinly veiled jealousy as NG climbed to the top of the Robotics ladder. During 
  the Golden Age, its factories had also been a part of the Ishpeming Manufacturers Association. 
  Unfortunately, most of their facilities were tooled to produce heavy equipment for construction and 
  agriculture, and weapon systems for vehicles. Any means of producing robotics had been scavenged to 
  fit the facilities of Northern Gun. Even when they had their facilities up and running, production was 
  slow compared to the smoke belching factories to the north. Two truths hit the leaders of the Manistique 
  Imperium hard: First, the bulk of their current products were great for an expanding kingdom, but 
  kingdoms generally only expand when they are secure. And second, many of those kingdoms wouldn't 
  be secure until they spent their money with Northern Gun. Thus, it took some time for the Manistique 
  Imperium to really start churning out merchandise. With Northern Gun now living next door to a 
  competitor, they brokered a deal to share vehicle systems technology with each other. The benefit of this 
  was an exchange of information as well as personnel, which was the perfect scenario for the 
  reintroduction of industrial espionage into the post-cataclysm world. One would keep tabs on the other 
  and vice versa, with Northern Gun trying to retain the upper hand and the Manistique Imperium looking 
  for a way out from under Northern Gun's shadow.  
   
  The balancing factor was finally introduced when the Manistique Imperium was invited to attach itself 
  to the NG credit system. Ostensibly, this seemed like the logical thing to do since both parties were well 
  
  known manufacturing companies whose combined strength of production could better serve to back the 
  value of the credit. However, there was an underlying motive for the power brokers that had surrounded 
  Franklin. They felt that since Northern Gun was the larger producer of goods in demand and had 
  supported the credit for so long alone, it should be the majority leader in the endeavor. Outwardly, this 
  seemed fair, but the leaders in Manistique knew that it was one more way for Northern Gun to hold the 
  upper hand. Still, the benefit to such an arrangement held more appeal than not having it, and the 
  Manistique Imperium reluctantly agreed.  
   
  Over the years, the deal has paid off. Northern Gun and Ishpeming have grown exponentially, and so has 
  the Manistique Imperium. Wellington Industries has even contracted some of their designs to be 
  installed in Northern Gun vehicles and some of their wares are showcased in Northern Gun showrooms. 
  There is a brisk trade between the two neighbors and an unofficial stance of mutual defense and non-
  military aggression. There is still a fair amount of tension between the two powers over both their 
  history and the very real practice of industrial espionage. New ideas come to the Ishpeming Bazaar 
  every year and potential sellers are mysteriously whisked away by unknown assailants, presumably to a 
  rival manufacturer like Bandito Arms or Wellington.  
   
  Through all the years, one person has stood by and watched his dream come to life in stark clarity. 
  Maxwell Franklin has lived two lifetimes worth of adventure, both on the battlefield and in the 
  boardroom. In each capacity, he has been forced to make the hard decisions that have proved to guide 
  his company to its current position. He was wise enough to know that Northern Gun's growth and 
  survivability was safer in the hands of a small group of like minded people. His board of directors has 
  seen him live long past his prime, and no longer plan for what will transpire in the event of his passing. 
  He is as much a part of the day to day operation of Northern Gun as the electricity in the complex, 
  thanks to excellent cybernetic implants and bio-systems, and a seemingly unnatural long lifespan. His 
  only regret is that Anne Gedry is no longer with him to share in the realization of their mutual dream. 
  Where she went, no one but Franklin knows, but if she were here to see what has become of the ruined 
  city of Ishpeming and its hollow heart, she would be proud. 
  Ishpeming Geography 
  Ishpeming is situated in the center of the old state of Michigan's Upper Peninsula. The coast of Lake 
  Superior is approximately fifteen miles northeast from the center of the city. Its closest neighboring 
  kingdom, The Manistique Imperium, lies some 75 miles to the south, along the northern shores of Lake 
  Michigan. Numerous small factory towns and cities dot the landscape around and between Ishpeming 
  and The Manistique Imperium, many having given up their independent kingdom status to join one or 
  the other of the two industrial giants.  
   
  The borders of Ishpeming see a great deal of traffic year round. The western border of the kingdom of 
  Ishpeming, which is the most heavily defended, is formed by "The Iron Wall". Following the old US-2 
  roadway between the city of Ironwood, approximately 130 miles (260 km) west of Ishpeming, southeast 
  through the city of Iron River, and then further southeast to the city of Iron Mountain (see the Iron Wall 
  section of this Netbook for more information on these towns). The eastern border of the kingdom is 
  rather indistinct, with patrols ranging between fifty and seventy five miles past the Munising power 
  plant. The independent kingdom of Grand Marais lies east of Munising along the shore of Lake 
  Superior. The dangerous waters of Lake Superior form the natural border of the kingdom on the north 
  side.  
   
  West of the Iron Wall lies the Wisconsin Wild Land, also known as the Wisconsin Wilds, and the Free 
  
  Lands. Prior to the war in Minnesota, the Coalition established two military bases in the Wisconsin Wild 
  Land, ostensibly to keep an eye on the D-Bee and monster infested countryside, as well as the Xiticix to 
  the west, but in reality the bases serve to keep a wary eye on the comings and goings of travelers making 
  their way to Ishpeming and The Manistique Imperium. Even before the CS/Tolkeen conflict, much of 
  the land was a dangerous wilderness, but it suffered a great deal of devastation during The Sorcerer's 
  Revenge and is heavily watched by the CS now. The two bases are Fort Perrion, which stands 
  approximately 170 miles (274 km) from Ishpeming on the bones of the pre-Rifts city of Ashland, and 
  Fort Barron, which lies 60 miles (97 km) further to the southwest.  
   
  While buffered by the two Coalition bases in the Wisconsin Wilds, the Xiticix Duluth Hive remains one 
  of Ishpeming's greatest threats. While the CS bases are certainly capable of defending themselves, the 
  commanders have chosen to let the forces of Lazlo do most of the work for them (see World Book 23: 
  Xiticix Invasion for more information). Unfortunately, this means that a number of Xiticix still reach 
  the border of Northern Gun before being stopped at The Iron Wall. In the past, the Xiticix seemed to 
  treat the Upper Peninsula and its two large industrial kingdoms as a rival hive, leaving them alone with 
  only token efforts at probing the territory. That may change as the Duluth Hive grows in number. Their 
  past treatment of the region hasn't stopped them from making several attempts at establishing hives 
  along the northern coast of Lake Superior, all of which have been smashed by Northern Gun and allied 
  tribes of Wild Psi-Stalkers.  
   
  Near the eastern edge of the Upper Peninsula, 178 miles (278 km) from Ishpeming, the locks at Sault 
  Ste. Marie have always been under the control of a contingent from the Coalition State of Iron Heart 
  (370 miles/595 km). Since the trade agreement with the Coalition States, Northern Gun has enjoyed 
  greater ease of use in shipping and receiving materials through the locks. This has enabled Northern Gun 
  to maintain a slightly easier delivery to the rogue traders that deal with Lazlo on their behalf. The city of 
  Lazlo is 650 miles (approximately 1000 km) from Ishpeming.  
   
  Other notable kingdoms with whom Northern Gun has business dealings and or retail locations are 
  MercTown, which is 740 miles (1191 km) away between Chi-Town and the Magic Zone, Kingsdale and 
  Whykin, which are 800 (1287 km) and 850 miles (1368 km) away respectively in the territory of 
  Missouri, and Fort El Dorado, the hub of the newly christened Coalition State of Arkansas, which is 
  approximately 1165 miles (1875 km) away from Ishpeming.  
   
  To the north, Ishpeming has established the town of Eagle Harbor to monitor conditions on Lake 
  Superior and serve as a stopover for vessels. A large mercenary company has also established an airfield 
  and fortified the facility to serve as a staging point for patrols over Lake Superior's northern coast. The 
  base, called Portage Point, is stationed at the mouth of the Portage Canal, and it sees frequent action 
  fending off stray Xiticix and destroying their hives on the lake's northern coast before they can become 
  established enough to pose a threat. Portage Point is serviced by the independent kingdom of Hancock, 
  which straddles the canal and sits atop the pre-rifts cities of Hancock and Houghton. The only Ley Lines 
  in the Upper Peninsula flow from Hancock to the ruins of Tolkeen, making Hancock the lone domain of 
  the arcane in Ishpeming's area of influence.  
   
  Much of the land between Ishpeming city proper and the Iron Wall is forested wilderness with several 
  small towns and homesteads spread out along the old snowmobile trails and roads. Several small logging 
  companies using the new Forester Power Armor (See New Product Line section of this Netbook for 
  more information) make their living culling the myriad forms of harmful alien vegetation from the 
  forest, as well as cutting down timber for use in one of Ishpeming's many factories making household 
  sundries. Ishpeming maintains a strict policy by which companies removing lumber must also plant an 
  equal number of saplings, but some of the more unscrupulous loggers ignore this rule. Large tracts of 
  
  land have been set aside to the east of Ishpeming for the purpose of farming and agricultural 
  experimentation. Ishpeming manages large automated harvesting systems on most of the farms, with the 
  remainder contracted to grow specialty items not needed in bulk. In the latter part of the Golden Age, a 
  company used the Upper Peninsula Experimental Forest to breed hybrid plant forms. The post-Rifts 
  world has taken this evolution one step further by seeing the introduction of a few beneficial forms of 
  alien plant life into the expansive reserve. A pharmaceutical subsidiary of Northern Gun currently 
  resides there, experimenting on the habitat and attempting to create new medicines.  
   
  The City of Ishpeming 
  February 26th, 101 P.A. 
  The convoy rolled down the Escanaba River service road for a solid hour more before the familiar sky 
  over Ishpeming came into view in the distance. The color of industry clung to the heavens like a stain 
  that was never rinsed away. Smoke and flame belched forth into the sky like dragons breath from the 
  many spires poking from the sprawling industrial parks that dominated the city. Lights shone from the 
  chimneys through the haze to warn away the intrepid fliers of the city that inevitably came too close for 
  their own good. To travelers from afar, however, the lights served as beacons of civilization in a violent 
  
  world.  
   
  Civilization, of course, is a purely subjective term; given to the whim of the individual to determine as he 
  sees fit. To most, civilization is simply the company of other sentients living in some modicum of 
  technologically aided society. To some, it is the whole of that coupled with refined culture.  
   
  As the convoy rolls into the city limits, I see a handful of workers taking their lunch on the curb outside 
  of a cavernous factory. They are blackened, as though they have walked through fire to get here. To look 
  at them, one would not see the cultural refinement of Lazlo's elite, yet refined they are. To them, 
  civilization benefits and advances through the work they perform and by that rationale they are pure. 
   
  In Ishpeming, civilization exists through the grace of technology and those who use it. In the often 
  violent and turbulent world of today, the advancement of technology is of the highest priority to the city 
  of Ishpeming. Technology is Ishpeming's lifeblood, and those daring enough to carry it into the 
  dangerous lands beyond are the ones who ensure that refined culture can exist elsewhere.  
   
  And Northern Gun is the heart of it all.  
   
  Northern Gun is the reason for Ishpeming's existence. They are inseparable. Symbiotic. The fate of one 
  is entwined with the fate of the other. Through their diligent work Northern Gun has enabled entire 
  communities and kingdoms to exist in liberty; free of the yokes of fealty and control that so many others 
  are made to swear to some tyrant or other. Northern Gun has offered freedom to those brave enough to 
  take it through force of arms. They have made the comforts of society possible in the harshest climes and 
  brought that modicum of civilization back to the hands of men.  
   
  I see a large group of men entering a low rise structure on one of the side streets of Ishpeming. Lights 
  and signs indicate to all passersby that the place is a haven for mercenary men and women. I chuckle at 
  the thought of refinement in that bar. But who am I to judge them? Indeed, it is possible that some of 
  them are coarse, and boorish, yet for their lack of social refinement they exhibit their own set of social 
  traits that are unadulterated by the pompousness common to those who consider themselves socially 
  refined. They garb themselves in their truth and make no qualms about it. And for that, I would call them 
  the purer of the two.  
   
  These people are indicative of the lifestyle in Ishpeming. It is coarse and dangerous. There is a whole 
  new set of social skills to learn in order to successfully navigate the streets of Ishpeming; a whole new 
  culture to immerse yourself in. Like an oil bath.  
   
  Thank Northern Gun for the likes of them.  
   
       - An excerpt from the journal of Alexander Dubeau, former Lazlo dilettante  
  Population Breakdown: 
  678,000 Total Citizens 
  75% Humans 
  8% Dwarf 
  5% Ogre 
  5% Mutant Animals 
  5% Psi-Stalker 
  2% Other D-Bees 
   
  
  The City of Ishpeming serves two seemingly opposite purposes. First, it is a benefit package for 
  Northern Gun employees and those who opt to buy in. Employees, as well as non-employees who 
  purchase the plan, are granted citizenship to Ishpeming and access to health care, education, housing, 
  power and water - things 95% of Rifts Earth does without. Second, it is a free-market for NG customers 
  to come and conduct their business with freedom and privacy. Anyone coming to Ishpeming is welcome 
  to stay, they can purchase whatever they want without permit, and they can be generally left alone by 
  security forces. The only rule customers and visitors need to respect is that you don’t harm the citizens. 
  And most people don’t want to, as it is the citizens who provide this wonderful free-market haven. 
  These two unique facets are intertwined on the streets of Ishpeming, making the city a reflection of 
  Northern Gun corporate policy: we won’t ask questions, as long as you pay up.  
   
  Culture of the Gun: Unlike many major cities in North America, the people of Ishpeming and Northern 
  Gun believe in a person's right to bear arms - in fact they make a business out of it. Visitors to Northern 
  Gun are allowed to carry an energy sidearm while inside the city limits. While this can lead to some very 
  violent encounters, it also makes most people leery of starting trouble, as they are likely to get shot full 
  of holes.  
  Ishpeming City Government 
  The City of Ishpeming exists to service the employees and customers of Northern Gun. Most of the 
  citizens are employees of Northern Gun. Although anyone can register to be a citizen, they must pay a 
  hefty application fee (150,000 credits). For non-employees, citizenship must be renewed every three 
  years, and along with renewal comes another fee. Being a citizen allows access to all municipal services 
  from education and health care to membership at public libraries and community programs. 
  Additionally, only registered citizens are allowed to vote in the city council elections. And in order to 
  buy a house or obtain a building permit, you must also be a citizen. Anyone who works for NG, or 
  anyone who has enough money, can become a citizen regardless of race, although magic users and most 
  super-natural beings applications are almost always denied.  
   
  Access to public services is restricted to citizens due to the high transient population in the City of 
  Ishpeming. Merchants, mercenaries, and vagrants all pass through the city in alarming numbers, and 
  Ishpeming could not afford to offer them services, even on a pay-per-use basis, without overwhelming 
  the infrastructure. The only city services accessible to non-citizens on a pay-per-use basis are public 
  transit and the City Information Service (CIS), a local network of information about the city. That being 
  said, visitors can access health care, augmentation, and a variety of other services for a fee through 
  Northern Gun companies. However, these for-profit centers are owned and operated by Northern Gun 
  and not the City of Ishpeming.  
  The Ishpeming City Administration 
   
  The city is governed by The Ishpeming City Administration, which consists of a twenty-three member 
  Administrative Council and the Chief Administrative Office. The Council is made up of one Councilor 
  elected from each of Ishpeming's districts, and it is headed by the Speaker of The Council. The Council 
  is also advised by a Northern Gun representative who holds a seat on the Council. Council members are 
  elected every five years. A Speaker is chosen by a consensus vote from the elected Council members, 
  and the NG Representative is appointed by the company. The Administrative Council meets once a 
  week at City Hall to discuss the budget, debate local laws and by-laws, and discuss citizen services. In 
  addition to the Council meetings, elected representatives also chair committees and boards, such as local 
  school boards, hospital boards, planning committees, and project & construction committees. The 
  
  Council and its members set policy and directives while day to day operations are handled by the Chief 
  Administrative Office.  
   
  The vast majority of citizens are also Northern Gun employees. Therefore, the NG representative carries 
  a lot of weight in Council deliberations. This person is often there to make sure the company and its 
  interests are protected, but also to create a clear line of communications between the two entities. Large 
  scale building projects, budget increases, or changes in taxation often come down to what the NG 
  Representative recommends. For the most part, the NG Representative is interested in things that make 
  employees more productive such as education, health and leisure.  
  Chief Administrative Office 
   
  The Administrative Council sets budgets, plans and policies, while the Chief Administrative Office 
  oversees their implementation. This body, headed by the City Administrator (appointed by the Council), 
  makes certain that Council directives are carried out by the respective departments, ensures projects are 
  being completed on time, and provides administrative support to the Speaker and Council Members. 
  Since the City Administrator has a hand in all of the Council directives and Speaker Affairs, he often 
  becomes quite powerful and influential, and can often bend the Speaker’s ear. Thus, Council Members, 
  Northern Gun, and many other factions often compete for the City Administrator's attention. The Chief 
  Administrative Office is also responsible for coordinating the day to day operations of the city's nine 
  major departments. Each of the departments is headed by a Department Superintendent that reports to 
  the City Administrator.  
  Department of Communications 
   
  Ishpeming City internal communications and public relations are handled by this department, often with 
  support and advice from the NG Marketing Division. New city initiatives, changes in programming and 
  services, and major announcements are all part of the everyday for this group. The Department of 
  Communications is also responsible for the content provided through the Citizen Information Service 
  (CIS) and works very closely with the Department of Information Technology to ensure the service is 
  displaying the most recent news with the most positive spin.  
  Department of Finance 
   
  Revenue collection is generally very simple, as most citizens are NG Employees. As a result, Northern 
  Gun simply taxes the income of its employees at a rate set upon by the city and transfers the money to 
  the City of Ishpeming. All NG employees pay a flat rate of tax that ensures their citizenship. Employees 
  who work for twenty-five consecutive years become permanent citizens and can keep all benefits of 
  citizenship after they retire from Northern Gun. Employees who leave Northern Gun before twenty-five 
  years can retain their citizenship by becoming non-employee citizens and paying a renewal fee every 
  three years.  
   
  The Finance Department also oversees billing and collection of non-employee citizenship fees and the 
  pay-per-use services. Non-employee citizens could be independent mercenaries who want to call 
  Ishpeming their home, traveling merchants, employees of non-NG businesses, or adventurers who want 
  a safe, modern place to live. The current fee for non-employee three year citizenship is 150,000 NGMI 
  Credits. For most people this is very expensive, and the City knows that. Citizenship offers many 
  
  benefits, but is mainly designed for the benefit of Northern Gun and its employees; therefore non-
  employee citizenship must produce profit for the city. Employees of Northern Gun who leave before 
  twenty-five years of service see a reduction of this fee based on years served. Every year, pay-per-use 
  services and citizenship fees are reviewed for profitability, and recommendations are made to the 
  Administrative Council on changes to these fees.  
  Department of Citizen Services 
   
  Citizen Services is the largest department in terms of employees and budget, and it also has the most 
  committees and boards overseen by members of the Administrative Council. Citizen Services include 
  schools, recreation, and a whole host of smaller projects that serve the populace, such as birth 
  certificates and child day care. Each district has a school that services the citizens in the area; school size 
  and funding are based on the number of registered citizens in the area and the influence of their local 
  Councilor. The schools in Ishpeming are some of the best on Rifts Earth, and they focus primarily on 
  reading, mathematics and sciences. The purpose of the school system is to train citizen’s children to be 
  future Northern Gun employees. Those that show promise in people skills are recommended to Northern 
  Gun University (NGU) for the Business and Management Training Program, while those with high 
  technical aptitude are funneled to Northern Gun Technical College (NGTC) to study as Operators, 
  engineers, and other technical vocations. The university and college are run by Northern Gun and are 
  separate entities from the City Schools.  
   
  Recreation is a large priority for the City of Ishpeming because Northern Gun believes healthy 
  employees are productive employees. Therefore, the city offers extensive recreational programs, the 
  largest of which is the Ishpeming Recreational Hockey Association (IRHA). Each district has a local 
  hockey program with teams for kids, teens and adults. Teams from each district play against each other 
  twice a year (44 games a year) with the top-eight teams playing in the Top Gun Tournament. The play-
  offs are held in February to help beat the blues brought on by the harsh Northern Michigan winters, and 
  they are the talk of the city. Each age bracket has a Top Gun Tournament, but the Adult tournament gets 
  the most press. Participation in the league is voluntary, and the city has no professional hockey teams. 
  However, the lack of a professional league doesn’t stop the richer districts from trying to attract 
  superstars by offering to pay the non-employee citizen fee, among other perks. As a result, the city 
  places a limit of two non-employee citizens per team.  
   
  In addition to the Top Gun Tournament, the city also has a Juicer Football team. However, the team is 
  owned, operated and administered by Northern Gun and not the city. Citizens and non-citizens must pay 
  to attend the games.  
   
  The other main function of the Department of Citizen Services is the maintenance of citizen 
  identification cards. These identification cards allow citizens to access the CIS and public transit. ID 
  cards are required to participate in elections, register for school or sports, and receive hospital services. 
  Children are registered on their parents’ card until they turn eighteen. At this time they must find work 
  at NG, go to NGU or NGTC, or be denied services.  
  Department of Public Transit 
   
  The main method of personal transport in Ishpeming is the NG-300 Speedster Hover Cycle. However, 
  when traveling to work, NG employees often prefer the public transit system as it runs from every 
  district to every NG plant and facility through a series of stations. The main public transport system is 
  
  the mono-rail system that connects each district to the other and to Northern Gun. Citizens can use the 
  mono-rail free of charge, while non-citizens can purchase daily, weekly, or monthly passes. Fees 
  generated from non-citizens cover very little of the cost and the bulk of the system is maintained through 
  citizen taxation.  
  Department of Information Technology 
   
  The primary function of the IT Department is to service and maintain the Citizen Information System 
  (CIS, often pronounced "Sis"). The CIS is a local computer network, allowing users to have a messaging 
  account, search local websites, and access information about the city. The Communications Department 
  offers important bulletins through the CIS, and most citizens use it as their primary form of receiving 
  and sending information. The CIS also allows Northern Gun employees to check their corporate 
  messaging accounts and work from remote locations. Non-citizen accounts are anonymous for the most 
  part and easy to set up. An initial activation fee is paid, and then users can access the network on a 
  credit-per-minute basis. Accounts cannot be opened with anything except an NGMI Credit Card, and 
  service is discontinued when a card runs out of credits. These non-citizen accounts are very popular with 
  mercenaries as a way to find jobs. Other more undesirable non-citizens like the anonymous nature of the 
  accounts, and use them to conduct and administer their illicit dealings.  
   
  Non-citizen CIS accounts are extremely popular and profitable. As a result, it is one of the few entirely 
  self-funding departments in Ishpeming, very little citizen tax dollars are spent on the system, and those 
  are only for capital improvements and upgrades.  
   
  When Northern Gun signed its treaty with the Coalition States, both parties were hoping to link their 
  information systems to allow Ishpeming Citizens to access CS content and vice versa. However, the 
  large number of anonymous users on the system made the CS leery. Instead, the CS pays a fee every 
  year to Ishpeming to run a Coalition States information site on the system. This site provides 
  propagandized news items, information on CS citizenship, and other information. It also allows CS 
  digital agents access to the system to help uncover Black Marketeers and other criminals who may be 
  using the Northern Gun network.  
  Department of Public Works 
   
  As most construction projects are managed by Northern Gun, the Public Works Department is actually 
  quite small. Its two primary functions are city planning and snow removal. All other services such as 
  road maintenance, building maintenance, and beautification are contracted out to Northern Gun 
  companies.  
  Department of Utilities 
   
  Like Public Works, Utilities is a small department. All power and water generation are done at Northern 
  Gun facilities. The Utilities Department manages the municipal power grid and water flow. If they 
  detect a problem, Northern Gun technicians step in to remedy the situation.  
  Department of Emergency & Health Services 
  
   
  In Ishpeming, each district has a small health clinic that can handle mundane needs. For more serious 
  injuries, each district clinic has an ambulance service that can quickly move patients to the two main 
  hospitals: Ishpeming General and Negaunee Memorial. Citizens who desire cybernetics, bionics or other 
  augmentation must pay for those services at a Northern Gun Augmentation facility, although citizens do 
  receive a discount on the universal head jack augmentation. For health services, a citizen card is 
  required; otherwise no patients will be refused treatment.  
   
  Fire fighting services are provided by the city as well. Although fires are rare except in the poorest 
  sections of the city, Ishpeming does maintain ten regional fire stations. Each regional station provides 
  service to two or three separate districts. Each station has four trucks, with a crew of 35. Police services 
  are handled by the Ishpeming City Garrison, a wing of the Ishpeming Defense Force (See Ishpeming 
  Defense Force section of this Netbook for more information).  
  Ishpeming Citizens  
   
  As a result of their superior access to health care and education, citizens of Ishpeming have the 
  following skills regardless of O.C.C. chosen (GMs should reduce the number of secondary skills as 
  appropriate):  
  Language: American 98% 
  Literacy: American (+10%) 
  Computer Operation (+20%) 
  Basic Math (+10%) 
  Pilot: Choose one of Hover Cycle, Automobile or Motorcycle (+10%) 
   
  Cybernetics: 01-90% of citizens will have the universal headjack with ear implant, plus 1D4 other minor 
  cybernetic enhancements (excluding black market items and Cyber Armor).  
  Non-Citizens 
   
  Obviously, not everyone who resides in Ishpeming is an employee of Northern Gun or registered citizen. 
  In Ishpeming city, close to 80% of the population are citizens, but the rate of citizenship drops under 
  50% in the outlying cities and towns. The City of Ishpeming welcomes non-citizens, and the main 
  commercial districts all have a variety of hotels, apartments and rental properties to cater to their short 
  and long term housing needs. Not having citizenship means no access to city schools and medical 
  facilities, no property ownership, and having to pay for public transit and a CIS account. Yet, some 
  actually prefer to be non-citizens as it offers a great deal of freedom; one can have an anonymous CIS 
  account and stay off-the-grid, making it easier to conduct illicit transactions. Many members of 
  organized crime, foreign intelligence agents, mercenaries, assassins and thieves choose to live this way. 
  The no-questions-asked lifestyle makes Ishpeming a popular place to live. Northern Gun and City 
  officials are well aware of this situation, but don’t particularly care. They see it as a customer service, 
  and as protecting their customers’ privacy.  
   
  Overall, non-citizens are seen as customers, either to Northern Gun or to citizen run businesses, and are 
  treated hospitably. They will generally get a fair shake from local law enforcement, security forces and 
  merchants. There’s a saying amongst citizens and local businesses: "A satisfied customer is a repeat 
  customer."  
  
   
  Ishpeming City Highlights 
  1. Northern Gun University 
   
  Located downtown near the Northern Gun Center, Northern Gun University (NGU) is where NG 
  managerial and scientific personnel are trained. It is also where many Rogue Scientists, Rogue Scholars, 
  Body Fixers and Cyber Docs have received their training before setting out on a life of adventuring. 
  Almost all the students are residents of Ishpeming, and therefore live in the city and commute to the 
  university via monorail or hover cycle. Those from the outlying areas often stay in a large, simple 
  dormitory at one end of the campus.  
   
  There are only a few fields of study at NGU. Students train to work in various parts of the company 
  either as researchers, engineers, doctors, or managers. Graduates of NGU will have the skills of a Body 
  Fixer, Cyber Doc, Rogue Scientist or Rogue Scholar. Eighty percent of students are citizens of 
  Ishpeming who will move on to work with Northern Gun; the other twenty-percent are the privileged 
  who can afford the outlandish tuition to learn skills lost after the apocalypse.  
   
  In addition to the learning facilities, NGU boasts some top of the line research labs where students and 
  instructors innovate and experiment with new technologies and concepts. Northern Gun keeps the 
  facilities as up-to-date as possible in order to provide the best R&D edge over its competitors. Some of 
  these facilities are guarded by the Military Asset Protecting & Security arm of the Ishpeming Defense 
  Force.  
  2. Northern Gun Technical College 
   
  Adjacent to the university is the technical college; this is where Northern Gun’s legendary mechanics 
  and repairmen are trained. Anyone who wishes to become an independent Operator will most likely 
  have to learn their trade here. Skills in automotive, robot, weapon, mechanical, electrical and computer 
  repair and engineering are all taught at the technical college. Roughly three-quarters of graduates go on 
  to work in Northern Gun’s repair facilities or in one of their manufacturing plants. The remaining 
  quarter who don’t work for Northern Gun usually go on to become traveling Operators.  
  3. Ishpeming Staff College 
   
  The Ishpeming Staff College (ISC) was established in 52 P.A. in a joint effort by the city-state of 
  Ishpeming and the manufacturing giant, Northern Gun. Northern Gun took on the role of a corporate 
  sponsor, providing weapons and equipment and often instructors as well. It was a chance to show off 
  their gear and know how, as well as an opportunity to get better quality recruits.  
   
  The ISC will typically provide a year or two of basic education to a candidate. This helps to weed out 
  those not disciplined enough for military service and making sure those who are dedicated will have the 
  basic skills needed to be a good soldier. Once completed with the initial phase of training, the students 
  begin their training in earnest. The ISC provides training for the following O.C.C.s: Merc Soldier, Robot 
  Pilot, Paratrooper, HazMat Specialist, Special Forces and IDF Soldier (New). Recruits who signup for 
  
  some form of augmentation, such as Borg or Juicer, will receive a basic military training course prior to 
  augmentation, followed by specialized training on how to use their new abilities.  
   
  After completing training, the soldier will be assigned to a unit within the Ishpeming Defense Force or 
  otherwise released to whoever paid for the training. Those rare individuals who paid for the training 
  themselves are given assistance in securing employment, which is usually not too hard given the 
  reputation of the ISC. Enrollment at ISC costs 30,000 credits, but this fee is waived for soldiers who 
  sign a commitment to work at least three years for the IDF after graduation.  
   
  Students from the ISC receive the following bonuses in addition to O.C.C. bonuses: 
  • 
  1 additional language skill at +10%. Other languages selected with O.C.C. Related skill 
  selections are given a +5% bonus to the normal O.C.C. bonus (if any) up to 10% total.  
  • 
  Basic Mathematics plus +15% or adds +5% to skill.  
  • 
  1 additional skill from the Technical category at +10%, or receive a +5% bonus to a technical 
  skill selected with O.C.C. related skill selection.  
  • 
  Alumni of the ISC may return and receive additional training for 3000 credits per class 
  (Ishpeming citizens receive a 50% discount) whenever they are eligible for selecting a new 
  O.C.C. Related skill. Skills selected with ISC training gain a one-time bonus of 5% in additional 
  to normal O.C.C. Related and I.Q. bonuses the character may have available. 
  Trainee's who show promise during training may be selected for Officer Training. While this greatly 
  adds to the length of the training course, and doubles the cost, the benefits are well worth it. In addition 
  to the standard skills and bonuses listed above, the character gains the following: 
  • 
  +10% bonus to Basic Radio. 
  • 
  +10% bonus to Military Etiquette. 
  • 
  +10% bonus to any language or lore skills taken. 
  • 
  +1D4 to M.E.  
  • 
  +1D4 to M.A.  
  4. Ishpeming School of the Augmentation Sciences 
   
  Throughout the Dark Age of man, bionic augmentation survived. It thrived as the one science that 
  mankind would simply not allow to fade from the earth. Most people who underwent bionic conversion 
  were heroes protecting the weak from the depredations of the monstrous and powerful, but for every 
  hero, there was someone who would walk the razors edge of temptation, never sure if he should protect 
  or conquer. The same could be said for the Juicer conversion, for while the ability to manufacture the 
  drugs necessary to become a juicer disappeared a few decades after the apocalypse, the science to do so 
  was never truly lost, simply on hold until man was once again able to bring that formidable science to 
  life.  
   
  In the Dark Age, there were no stringent psychological evaluations to determine who was a suitable 
  candidate for human augmentation. It was a necessity of the times to have superhumans on hand as 
  guardians. Therefore, any willing participant who was not obviously deranged could conceivably 
  become a full conversion Borg, a Juicer, or a Crazy. In some places, such as Kingsdale, the art of human 
  augmentation brought them notoriety and helped to establish the kingdom as a force to be recognized. In 
  the case of Northern Gun, the ability to produce augmented humans was always there, but the focus was 
  on manufacturing. Clean, reputable cyber-clinics would make their way to Ishpeming right alongside the 
  
  more disreputable body chop-shops to perform conversions in the shadow of Northern Gun. The Black 
  Market was making money hand over fist through their chop-shops and Northern Gun wanted some of 
  the market share.  
   
  No one else on the continent produces more bionics and cybernetics than Northern Gun, so it stands to 
  reason that Northern Gun would be the best place to be to study the applied sciences of human 
  augmentation. To that end, the minds at Northern Gun, along with Northern Gun University, decided to 
  invest in developing an advanced school to teach qualified Cyber Docs how to better perform the 
  operations involved in the various sciences. The general course at Northern Gun University is followed 
  up at the Ishpeming School of the Augmentation Sciences (ISAS) with a curriculum tailored towards 
  specializing in one of the various augmentations. Graduates are given official certification from the 
  school for each Augmentation Program they successfully complete, as well as an official license to 
  install and maintain any Northern Gun bionics, cybernetics, and augmentation items that they hold the 
  certification for. Maintenance courses are available for those who wish to have a slightly better than 
  passing familiarity with the systems, so in any given class there may be a handful of Body Fixers 
  looking to get an official maintenance license (eligible for the Cybernetics: Basic skill with a 10% 
  bonus).  
   
  Programs 
  Bionics Skill Upgrade: The Cyber Doc obtaining this upgrade through ISAS not only gains the usual 
  10% to his surgical skill, but also a one time bonus of 10% to both the Cybernetic Medicine skill and the 
  Electrical Engineering skill.  
  Juicer Augmentation Process Upgrade: The Cyber Doc completing this course gains 10% bonus to his 
  surgical skill, and a one time bonus of 10% to both the Medical Doctor skill and the Chemistry: 
  Pharmaceutical skill. 
  Mind Over Matter Augmentation Upgrade: The Cyber Doc gaining this upgrade gets the 10% bonus to 
  his surgical skill as well as a one time bonus to both the Medical Doctor skill and the Psychology skill 
  (ostensibly to ensure a Cyber Doc performing this conversion is capable of evaluating a candidate in a 
  discriminatory fashion, but more as a polite formality). 
   
  For all practical purposes, any Cyber Doc currently in practice, especially one who graduated from 
  NGU, is functionally proficient and may stand to gain little from such courses, however, Northern Gun 
  has placed an incentive for all practicing physicians to take the courses by offering a 10% discount on all 
  Northern Gun augmentation components purchased through authorized channels. Orders placed in bulk 
  may receive a slightly larger discount. So far, Northern Gun has seen a good turnout at the school. 
  Business with their rogue traders is bustling and STING operatives are busily taking notes on suspected 
  Black Market operations, starting with those around Ishpeming. The Manistique Imperium is reeling 
  from the sudden loss of some of their more prominent and reputable Cyber Docs as they rush off to 
  breeze through the certification courses and build an inventory.  
   
  The Dean of Sciences at The School of Augmentation Sciences is Dr. Phillip Brusk (12th level Cyber 
  Doc), a long time resident and leading Cyber Doc in Kingsdale who was lured away by a lucrative 
  contract with Northern Gun and the chance to pioneer some major medical advancements.  
  5. Ishpeming’s Hospitals 
   
  As one would expect from a city such as Ishpeming, there is a great need for medical facilities to support 
  the populace. From industrial injuries to violent outbursts amongst the populace, Ishpeming's two 
  hospitals see more than their fair share of body repair. The emergency rooms are each staffed by a full 
  
  compliment of qualified trauma surgeons capable of handling virtually any kind of medical emergency. 
  The rest of the hospital is equally well staffed and accustomed to handling all sorts of common medical 
  needs from childbirth to the common cold.  
   
  Ishpeming General Hospital 
  Being the closer of the two to the Corporate Sector, Ishpeming General receives the majority of the more 
  important business people and noteworthy citizens. They make a special case for treating the affluent as 
  a slightly higher class of citizen despite the fact that they all receive the same typical insurance through 
  the citizenship package, which infuriates the working class of the city. Ironically, given the large 
  transient population, Ishpeming General maintains a standing order to treat all citizens first, which does 
  not irritate the rank and file working folks. They do, however, offer a medical package to mercenary 
  companies that will allow covered personnel already in the system to access treatment on the same level 
  as a citizen. The price is exorbitantly high and often beyond the reach of most companies, who find it 
  easier to buy their officers a citizenship deal and let the rest of the troops fend for themselves.  
   
  Negaunee Memorial Hospital 
  While both Ishpeming General and Negaunee Memorial serve the general populace, Negaunee 
  Memorial is further from the more influential sections of Ishpeming and closer to the Refugee Sector, 
  thus seeing a bit more of the ugly side of the Ishpeming medical practice. Their emergency room is 
  always packed with real trauma injuries from the factories and violent crime victims. They even man a 
  24 hour security team equipped to handle any out of control augmented humans that are brought in to 
  the ER. Fortunately such incidents are rare, as everyone who has ever been to Negaunee Memorial 
  knows that such ruffians are left at the curb until they shape up or expire. Negaunee Memorial sees a 
  significant amount of working class medical problems and has a superb rehabilitation center, which they 
  use to trumpet the ergonomics agenda to Northern Gun, because a healthy employee is a productive 
  employee. Lastly, Negaunee Memorial treats nearly all of the D-Bee population. Although tensions run 
  high since the recent dealings with the Coalition States, most of the physicians at Ishpeming General 
  refuse to turn away D-Bees or treat them as second class citizens.  
  6. Northern Gun Center 
   
  This huge circular building is the main commercial hub of Ishpeming. The main mono-rail station passes 
  directly through the bottom floor, letting consumers off in the modern looking rounded terminal with 
  high ceilings. The bright and airy terminal is filled with elevators, escalators and stairwells taking 
  patrons up to the main floor, or beyond to the building’s many offices, shops and services.  
   
  The first floor centers on an open, round foyer with a giant sculpture of the NG logo in the middle of the 
  lobby. People are always bustling through this busy corridor either moving down toward the mono-rail 
  or using it as a pass-through to other sections of the commercial district. The higher floors lead one to 
  the Northern Gun Corporate offices, where many of the administrative and logistical divisions have their 
  offices, including the Marketing, Executive, and Support and Service divisions. The very top floor is a 
  glassed observation dome. From here, one can see the entire cityscape from the plants, to the ports, to 
  the polluted skyline. The Dome, as it’s called, contains the executives’ offices and the board room, 
  where the NG Board of Directors meets.  
  7. Franklin Memorial Business Plaza 
   
  Most often referred to as The Plaza, this is the place to do business in the city of Ishpeming. The Plaza 
  
  sprawls almost endlessly outward, encompassing many of the city’s shops and services, especially those 
  that cater to out of town guests. The entire area is like a modern day business park, with long, wide 
  avenues and sidewalks connecting numerous strip-mall style buildings which house hundreds of shops 
  and services.  
   
  Northern Gun Sales Centers 
  The plaza has built up around the large Northern Gun sales centers in the area. Northern Gun features 
  four sales centers located in the center of the plaza, each one featuring a different line of Northern Gun 
  products for sale or on display for special orders.  
   
  Hovercycle Sales Center. This corporately owned dealership features hundreds of new and used hover 
  cycles from the vaunted NG-300 Speedster to the hard to find NG-230 Prowler, all at the "best prices in 
  North America" While it is true that the sticker prices are 10-20% below those listed in the various 
  world books, the skilled sales people try not to let their customers leave without a weapons or armor 
  upgrade. All customizations are done on site and can be ready to drive off the lot the next day. The 
  dealer’s service center is also one of the best places to get repairs on Northern Gun hovercycles. Because 
  of their access to proper parts, and certified Northern Gun technicians, repairs can generally be done 
  15% cheaper then anywhere else in North America.  
   
  Used and refurbished hover vehicles can also be purchased for a fraction of the cost of a newer model. 
  Generally speaking, these hover cycles are in good repair having been serviced by Northern Gun 
  technicians before resale, although there can be the occasional lemon. The dealership also resells trade-
  ins, so there are likely to be some non-NG models available at deep discounts, although these are 
  generally resold as is and where is.  
   
  In addition to hovercycles, the dealership also carries conventional motorcycles, combat bikes, all-
  terrain vehicles and mundane dune buggies.  
   
  Personal Arms & Armor Sales Center. This sales center is basically a large warehouse converted into 
  a showroom with bright lights, video monitors showing NG product commercials, and shiny racks of 
  weapons and armor. The sales people are knowledgeable and very attentive, and they are usually willing 
  to bargain. Like the hovercycles prices, off the shelf weapons are 10-20% below list prices. Most 
  weapon purchases come with one free e-clip charge, good at any Northern Gun facility.  
   
  Of course, the sales people are quick to remind customers that after having saved so much on such a 
  high quality weapon, don’t let it go to waste without adding a high priced scope, energy canister, or a 
  few long e-clips. Weapon and armor accessories usually eat up any savings on the weapon itself. Just 
  about any weapon related item is available here such as black ball paint, sensor jammers, and scopes.  
   
  Armor can be repaired, but it is expensive, as the sales people would often prefer customers buy a new 
  suit instead. Armor repairs are generally 25% more expensive then in other shops and places. If 
  customers want their armor looking like a rehashed mess and have their environmental seals potentially 
  compromised, then they can risk taking it to one of the local shops. At least that’s what the salespeople 
  will say.  
   
  Heavy Equipment Sales Center. In this huge warehouse, potential customers can look at floor models 
  of the latest power armor, robot vehicles, tanks and other military vehicles, as well as heavy industrial 
  equipment and labor robots. If a person wants to test drive vehicles then they have to make a deposit-just 
  in case-and book an appointment on the proving grounds outside of city limits. Repairs for giant robots 
  and military vehicles are done at the proving grounds. This is simply a sales and showroom.  
  
   
  General Merchandise Sales Center. A multi-floor building with elevators, escalators, and aisles upon 
  aisles of Northern Gun equipment. Set-up like a modern day department store, this is where one can 
  purchase everything from a portable language translator to an SE-Sonic Pulsar Unit. Some of the more 
  frequented departments are Wilderness (NG-S2 Survival Packs, NG Freeze dried rations, sleeping bags, 
  tents, hunting knives, rope, etc.), Electronics (Language translators, PDD recorders/players, ID 
  binoculars, pocket laser distancers, PC-3000 computers, sensors, etc.), and Household (Soap, combs, 
  candies and other mundane items).  
   
  There is no negotiating here, all sales are final and all prices are advertised as "rock bottom". On any 
  given day, select items may be marked down as much as 50% or more for immediate liquidation. This 
  building is constantly full of bargain hunters, mercenaries, and even locals all looking for a particular 
  item to round out their equipment list. Industrious merchants will often buy sales items in bulk and then 
  transport them to smaller, outlying and wilderness communities where they can sell them with a 
  significant mark-up. As far as Northern Gun is concerned, this is a good thing, as it gets their products 
  into wider circulation.  
  8. NGMI Bank Building 
   
  One of the newest buildings to adorn the Ishpeming skyline, the high-tech headquarters of the joint NG-
  MI Bank is located in Franklin Plaza, purposely located away form Northern Gun’s Corporate 
  Headquarters. The NGMI Bank only really needs a few floors of this construct to operate, so the Bank’s 
  executive offices are on the top two floors, which boast panoramic views of the city. These top floors are 
  where high level business is transacted between the Bank and its largest customers.  
   
  The first floor, known as the "banking hall," features the everyday service point for bank customers in 
  the city. Here, individuals can open accounts, make deposits, rent safe-deposit boxes, apply for loans 
  and other mundane, but necessary, services. The banking hall is the picture of decadence: it is a wide 
  open area with offices along the north and eastern walls and service points-terminals similar to modern 
  day automated banking machines-along the western wall. The floors are tiled in an elaborate design 
  made from polished stone and much of the decorative motif is polished chrome, including a highly 
  polished chrome bank logo etched into the floor.  
   
  Due to the high level of foot traffic coming and going from the Bank, NGMI rents space on the first 
  floor to other businesses as well. One can exit the main banking hall by a variety of exits that open up to 
  the NGMI Mall, which features a few small cafes but also other shops and services. Deep in the sub-
  levels of the building are the main vaults which house the safe deposit boxes. In addition to anonymity, 
  the NGMI Bank is also known for its security. Private security guards monitor all entrances to the 
  sublevel and operate the plethora of modern security devices. All elevators to the sub-level require key-
  card access and even customers who wish to view their safe deposit box must be accompanied by one of 
  the armed guards and a bank employee.  
   
  Below the vault level is the real treasure of the bank: its computer and credit systems. These central 
  computers monitor account balances and are the only place where names and account numbers are 
  linked together. Many a hacker has tried to enter these systems and transfer a few extra credits to their 
  accounts, but so far all have failed. In addition to technology, it is rumored that NGMI even posses some 
  techno-wizardry security systems to keep out mages and psychics, although no one knows for sure.  
  9. Spyware 
  
   
  Gregory Merrick came to Ishpeming five years ago after retiring from a long and very lucrative career as 
  a freelance spy. He began his career as most men of meager beginnings do: working for peanuts for the 
  plethora of petty, squabbling, and self-proclaimed Presidents and Kings of misbegotten kingdoms across 
  the country. Eventually he secured for himself a spot amongst the inner circle of a Chi-Town Black 
  Marketeer named Jonas "Average Joe" Friedman. Jonas sent Gregory on missions throughout the 
  Domain of Man, and often beyond its tenuous boundaries, to investigate rumors of new opportunities.  
   
  Six years ago, Gregory told Jonas that he intended to retire. After 20 years of loyal service, Jonas felt 
  obliged to accept his retirement without any of the ugliness typical among other Black Market factions. 
  In fact, Jonas went so far as to offer to set Gregory up with his own crew to help him get started in 
  Ishpeming. Flattered, but not a fool, Gregory declined the generous offer. He did, however, acquire his 
  initial stock from Jonas and went on his way a year later.  
   
  When Gregory arrived in Ishpeming, he set up Spyware to fill a niche in the market. Many mercenaries 
  could name a dozen merchants to visit if you were in the market for guns, but most couldn't name a 
  single merchant that specialized in espionage equipment. Everything from cybernetic camera eyes to 
  small radio-controlled drones to light M.D.C. Dark-suits could be found in the showcases at Spyware. 
  To top it all off, Gregory and his staff were experts willing to instruct the buyer in the operation of the 
  devices they purchased. Before long, Gregory had several customers inquire about whether or not he 
  would be willing to spy on their competitors or comrades.  
   
  Not wanting to get back into the active spy business, but wanting to meet his customers’ needs, Gregory 
  started the first Spy School in Ishpeming. Far from being a sanctioned business, Spy School operates 
  clandestinely. Currently, no one gets into the program without knowing someone who is already 
  participating in the program, and Gregory does not advertise. Gregory even manages to find work for 
  some of his more promising students. His presence in Ishpeming has not gone unnoticed by the local 
  Black Market faction, who is keeping a wary eye on the comings and goings of some of his students. 
  Gregory is aware of their scrutiny and has instructed his students to decide for themselves whether or 
  not they wish to accept any work from the Black Market. Many do, but just as many go into business for 
  smaller kingdoms. Gregory uses the money from his school to bolster Spyware. He stays on the cutting 
  edge of espionage technology and far outweighs his less specialized competition in the areas of supply 
  and customer support.  
  10. Specialty Hardware Inc. 
   
  Need a left handed trigger? Want the company logo on your vehicle and armor? How about some 
  custom grips? Or a stylish scope? Then you need to visit Specialty Hardware Inc., often referred to 
  simply as "Specialty". In a town full of mercenaries and gun-bunnies, sometimes style is all that 
  separates one NG-45LP from another. As a result, many of Northern Gun’s generic products pass 
  through Specialty’s workshops.  
   
  At Specialty Hardware, one can have a custom paint job done on their armor or vehicle and have many 
  additions and enhancements done to their weapons and equipment. Some make weapons more deadly, 
  others make armor a little more padded in sensitive areas, maybe a little tweak to get an extra burst of 
  speed from your engines. The skilled Operators at Specialty can make it happen. If you don’t mind your 
  work done by D-Bees.  
   
  The store is family business owned and operated by a large extended family of Trimadore aliens. These 
  
  natural mechanics make a living out of tweaking and customizing much of the military hardware that 
  comes through the city of Ishpeming. Two areas where their work is most sought after is modifying 
  Northern Gun systems for alien and D-Bee physiologies (e.g. taller, shorter, accounting for tails, horns, 
  etc.) and working on non-Northern Gun and alien weapons systems. Although Northern Gun’s 
  Operators are skilled, they often are more interested in reverse-engineering a Wilk’s Laser Rifle or alien 
  Phase Pistol than repairing it. At Specialty, the skilled Trimadore mechanics simply thrive on the 
  challenge.  
   
  In addition to ten Trimadore mechanics, the company also employs a variety of D-Bee Operators, 
  painters and designers, including more then a few dwarves. It is said that Specialty is the largest 
  employer of D-Bees in all of Ishpeming; certainly it is the best paying D-Bee employer. The company’s 
  owner and Trimadore clan leader, Mal Dakkar (9th level Trimadore Mechanic RCC), is a registered 
  citizen of Ishpeming, and so are his mate, Uma Dakkar, and two children Jusca and Prisca Dakkar. All 
  four work in the family business along with Mal’s two brothers, Get and Mo, their mates and children 
  who have been unable to obtain citizenship to date. Rumor has it that many of the humans on the 
  citizenship board are jealous of the D-Bee family’s wealth.  
  11. Armor Bizarre 
   
  "Not the spell, although our technicians can work magic" is a famous line of the owners of this spin-off 
  industry. Because Northern Gun offers little service in the way of armor repair, numerous small time 
  operations have cropped up to fill this void. None are more interesting than Armor Bizarre.  
   
  The store itself features an eclectic mix of armors, all of them custom made from scraps collected from 
  their repair business. Every armored system is unique, often made with one of a kind stylized designs or 
  paint jobs. These "designer" armors sell for less then the market price of a new Northern Gun model and 
  usually offer suitable protection, although many of them are not environmental. Gangs and mercenary 
  companies with money to burn will often contract Armor Bizarre to create custom armors for their 
  members.  
   
  The main business of Armor Bizarre is armor repair, especially working with custom or rare materials. 
  Their technicians can professionally repair Northern Gun, Coalition, Manistique, Chipwell, and even 
  Naruni armor and force fields. For standard mass market armors, the repairs are very cheap (50 credits 
  per M.D. point, plus labor of 50 credits per hour), especially when compared to Northern Gun rates. For 
  rare or alien armors the price is much higher (150 credits per M.D. point, plus labor), but the job is 
  usually of high quality.  
   
  In addition to custom creation and repair, Armor Bizarre also purchases used and scrap armor with 
  which to make its custom designs and to use as inventory for repairs. Intact armored arms, legs, helmets, 
  and chest plates fetch the best rates (100 to 150 credits per 1 M.D. point; up to double or triple for alien 
  or rare pieces) while damaged parts see the price fall dramatically (25 to 50 credits per 1 M.D. point). 
  Unbeknownst to the management and clientele of Armor Bizarre, an undercover IDF operative works in 
  the scrap shop. He tracks the trends of customers returning used armor, and reports this information back 
  to Northern Gun. Those who turn in excessive amounts of armor are investigated by STING operatives. 
  When abusers of this system are found to be turning in large amounts of CS armor, Northern Gun turns 
  this information over the CSID contacts, provided that the offending parties aren’t good NG customers.  
  12. Radio Hill Communications Center 
  
  By Mat Krepicz  
  Used by survivors, robbers and smugglers as a good short-wave reception area after the cataclysm, the 
  area of the former AM radio tower has been converted into a signal processing station and high-speed 
  network node for the entire Ishpeming area. The center and its 120 employees provide wireless 
  coverage, radio broadcasts, television signals, Signals Intelligence (SIGINT) monitoring and analysis, 
  microwave transmission and deep ground radar control. The facility also experiments in extremely-low 
  frequency (ELF) and millimeter-wave radar.  
   
  Radio Hill is also connected to several other network nodes in the surrounding country-side via 
  underground cables and controls most of the non-military network traffic in the surrounding mines and 
  outposts. Although mostly a civilian affair, the strategic position of the center means it is constantly 
  patrolled and decently defended. Half the facility is buried in Radio Hill and reinforced against medium 
  bombardment. Unbeknown to the station's managers, several enterprising employees have managed to 
  create a secret piggyback carrier system on top of the regular network protocols and are selling it in 36-
  hour blocks to the highest bidder, usually black market operatives wanting to communicate incognito.  
  13. Ishpeming Iron 
   
  Ishpeming Iron is one of the local gymnasiums frequented by the many transient Mercs that visit the city 
  everyday. Standing within a block of the East Gate, Ishpeming Iron is usually the first gym seen by 
  passersby, and it is usually crowded throughout the day and most of the afternoon. The majority of the 
  patrons during these hours are out-of-towners, with locals sometimes coming in after dark when things 
  quiet down.  
   
  The owner, Rutger Baumann, is a human D-Bee from an alternate earth (8th level Physical Training 
  superhero from Heroes Unlimited) where he spend his life honing his body to physical perfection to 
  battle the evils of the day. His harrowing experiences on Rifts® earth have made him question the 
  nobility of his quest to eradicate evil when the world itself is so much more dangerous in every respect. 
  With all of the strange aliens and things that defy the imagination on this earth, things no longer appear 
  as black and white as they once did. Rutger decided to help others to focus their energies on developing 
  their physical forms, something he enjoys doing, as a means of helping those less perfect than himself.  
   
  Large, muscled patrons with egos to match are often led to the back half of the gym to settle their spirits 
  with a few rounds in The Octagon. Rutger or one of his powerful bouncers is always ready for a little 
  sparring match too. The Octagon is the highlight of the gym on rowdy weekend nights when mercs from 
  all over the city come to watch Fight Night in The Octagon. For many, this is a good way to settle their 
  differences without killing each other, but for others a Deathmatch is the only way to go. The betting is 
  heavy on fight night, with the Black Market bookkeepers handling the bets. Rutger isn't held liable for 
  damages resulting from battles in The Octagon, but his old hero spirit often bubbles to the surface 
  causing him to either give a large portion of the door money to the family or mercenary company of the 
  dead fighter, or pay for the funeral of those without next of kin.  
  14. The Flipside 
   
  The Flipside is Ishpeming’s hottest night club. In early 96 P.A., Northern Gun bought out the last 
  independent manufacturing company in Ishpeming, a company that made M.D.C. tires for all-terrain 
  vehicles. All that remains of the former tire maker is their gigantic factory building in the city’s 
  industrial center. In 100 P.A., the abandoned factory was bought by a retired NG Executive, Nathan 
  
  Brash (9th Level Smuggler). Brash converted the giant facility to an industrial themed nightclub. Much 
  of the factory’s machinery has been converted into bars and dance floors, giving the club it structured 
  industrial clockwork feel. Many visitors to Ishpeming say the club, its look, and its music, epitomize the 
  city of Ishpeming.  
   
  Brash can often be seen on the dance floor or at one of the many bars surrounded by a gaggle of scantly 
  clad women and well-armed thugs. Many rumors circulate about Nathan Brash and his underworld 
  connections, but no one has been able to prove anything so far. The boring truth is that Brash has little 
  connection with the criminal underground, although his club often plays host to their members, and he is 
  simply a schmooze who plays up the part in order to promote his club and his reputation.  
  15. The Catacomb Motel 
   
  Ishpeming is a big place with a large transient population. Many of the people passing through are down 
  on their luck and looking for the next big job. Some of them manage to hire on with a merc company, 
  some don't, but one thing they all have in common is the need to sleep at night. Several motels and 
  hotels in varying states of comfort have made a small fortune catering to them. The Catacomb Motel is 
  the brainchild of Al Jesko, a former farmer turned mercenary that should never have left the farm. While 
  Al was definitely not a very good farmer, he proved to be an even worse mercenary. He was far from 
  fearless, a bit on the lazy side, and not very dependable. When his last mercenary company abandoned 
  him on a street corner in Ishpeming, Al could only thank them for not leaving him out in the Wisconsin 
  Wilds. Near penniless, Al was relegated to sleeping in the alleys for a fortnight until a brush with evil 
  changed his life forever.  
   
  On a particularly wet and dreary night, as Al curled up under his tattered all-weather poncho, he had the 
  distinct displeasure of encountering a wounded vampire as it fell atop him trying to hide from members 
  of the IDF. Desperate, and seeing Al's plight, the vampire made him an offer: in exchange for protection, 
  he would make Al rich. The vulnerability in its voice and the dollar signs in his mind (as well as some 
  vampiric influence, perhaps) shook Al from his terror. He dragged the vampire down into a drainage 
  pipe and over the next several hours aided it in escaping the authorities and making it back to an 
  abandoned mine shaft where it made its lair.  
   
  In keeping with its bargain, the vampire, who called himself Lucas, agreed to pay Al a fair sum of 
  money, but Al had a better idea. Together the two opened a low cost motel using the mine shaft and its 
  branching tunnels as the gimmick for the tiny sarcophagus-like units that would be installed and serve as 
  a cheap night's stay. The majority of the clientele would be those too poor or those too cheap to pay for 
  full accommodations elsewhere. It was unlikely they would be missed, which would enable Lucas to 
  pick off occupants at his leisure. Al would serve as the face of the operation and share in the profits.  
   
  The Catacomb Motel was born and became an immediate hit. People of all stripes come and go. As 
  predicted, the poor that mange to scrape up enough credits for a nights stay usually save them for a rainy 
  or cold night. Mercenary companies passing through often book whole levels to sleep in and store their 
  gear for the night. Teenagers of Ishpeming see the place as dark, morbid, and trendy, and they often 
  crash there when they are in too much trouble to go home for the night. Cheating spouses, couch bound 
  spouses and angry spouses even rent units for a nights stay. All are appraised by the watchful eyes of the 
  resident vampire and all are equally likely to go missing on any given night. In spite of his morbid 
  playfulness, Lucas is careful to frequent other areas of the city as well, not wanting to draw too much 
  scrutiny to the Motel.  
   
  
  Each unit is a rectangular structure resembling a sarcophagus, only slightly larger. Most units are large 
  enough for one person to sleep in, being roughly the size of a full sized bed. For a slight increase in cost, 
  a few larger rooms are available. Each unit is well padded, with adjustable temperature controls and full 
  air circulation. The lid of each sarcophagus has a view screen and radio built in, along with an alarm 
  clock and dimmer switch for the lights. The base of each unit consists of three small, lockable drawers 
  and one larger one to hold anything the occupant doesn't wish to bring inside. Interestingly, The 
  Catacomb Motel has become a clandestine exchange spot for underworld dealers of all kinds who use 
  the sarcophagi to store their merchandise while awaiting the transaction. For the right amount of money, 
  Al simply looks the other way.  
   
  Much to Al's dismay, Lucas has a tendency to cut the power to certain units in order to save a particular 
  human for a later meal. Although their screams are extremely difficult to hear outside of the 
  sarcophagus, Al worries that a psychic may notice them and blow the whole lid off of the operation.  
  16. Gripper Jack’s 
  By Mat Krepicz 
  Owned and operated for the last 24 years by Jack "Gripper" Garcon and his indomitable wife Judy, this 
  working stiff's bar is the favorite destination of local miners, lumberjacks, truckers, machinists and other 
  blue-collar workers, located outside of Ishpeming City, near the former National Mine. Folks wearing 
  heavy armor or traveling in Robots or PA are decidedly not welcome at Jack's, where the locals consider 
  themselves "just normal folks" and don't take too well to pretentious and arrogant adventurers waltzing 
  in and spending credits like they owned Ishpeming. That's not to say they dislike strangers; and if an 
  outsider comes out of the cold with the appropriate respect for a hard-working, hard-drinking guy, the 
  regulars will mind their own business.  
   
  The patrons of Gripper Jack's are the backbone of the local economy: the factory workers and laborers 
  who don't have fancy gadgets or ultra-lethal weapons to their name, but who nonetheless make Northern 
  Gun work. They like their bourbon straight and their cards clean. That's not to say they're pushovers in a 
  fight. The two bouncers that Jack employs to keep out troublemakers wear full M.D.C. armor and 
  weapons, but they usually sit out of sight until they hear a commotion.  
   
  Gripper Jack's has a fine selection of beer, including Jack’s Black Stout and Judy’s Brown Ale, both 
  home brews. Judy cooks some of the best Bug Burgers (Xiticix meat) and Giant Dimensional Carp in 
  the whole town. Occasionally, the IDF troopers will come down for a frat night, but the out-of-the-way 
  location of Jack's ensures that mostly blue-collar locals patron the bar. As far as rumors go, the locals 
  might not know the latest secret research at the research labs, but they may know how to traverse the 
  backcountry to get to the Gunpowder Lake test range unnoticed, or how to avoid radar detection and 
  border patrols on Ishpeming roads. Even trivial local knowledge can be useful.  
  17. Big Game Expeditions 
   
  Bill Tall Bear is the owner of Big Game Expeditions, located on the outskirts of Ishpeming City. He is 
  widely known as one of the best hunters and survivalists around. Claiming to be able to track his 
  ancestry back through the Dark Age to the pre-Rifts tribe of Chippewa Indians, Bill attributes his 
  abilities to his ancestors' spirits whispering to him in the wild. While many of his customers are 
  skeptical, none deny the old man's prowess. In fact, many merc companies hire Bill or one of his sons to 
  train some of their Wilderness Scouts. Bill's father spent many years among the Psi-Stalker tribes of 
  Michigan, learning how to hunt supernatural predators. But after many years of hunting, he settled down 
  
  and began a family near Ishpeming. As his sons came of age, he taught them how to hunt as well. Bill 
  followed in his father's footsteps, serving as a scout with the Iron River Rangers for several years before 
  opening his own business.  
   
  Big Game Expeditions offers hunting trips into the dangerous Canadian north and Wisconsin Wild 
  Land, as well as the often more dangerous Lower Peninsula of Michigan. While the group will spend 
  time during every trip hunting mundane animals like deer for food, the hunters of Big Game Expeditions 
  specialize in hunting the supernatural. Trips will vary in cost, depending on the length and distance as 
  well as on the intended prey. If the hunt is unsuccessful in finding the desired prey, the customer will get 
  a full refund; but if they do nab some other kind of supernatural creature, the price is adjusted rather than 
  refunded.  
   
  Adventure Idea: Bill's son is gearing up for a big trip into the ruins of Old Detroit to hunt down demons 
  with a gang of vengeful mercs. Bill is hiring some extra muscle to accompany them in case his over-
  zealous son needs assistance.  
  18. Blackwater Deep Salvage Inc. 
  By Mat Krepicz 
  Blackwater Deep Salvage was founded by Jebediah Olson to take advantage of the huge amounts of 
  industrial equipment that had been washed away into the lakes, streams and mines of Ishpeming during 
  the flooding of the Cataclysm. Many of these Golden Age construction, earth-mover, demolition, 
  exploration and survey machines were built to last in severe conditions, as winters in Upper Michigan 
  can be quite harsh. The impressive alloys and synthetics allowed many of them to survive the cataclysm 
  at least partially functional. In the last twenty years, Olson gathered together a group of old-fashioned 
  tinkerers and machinists who preferred not to work directly for Northern Gun. Various types of civilian 
  construction robots were found washed into Teal Lake, and this allowed Blackwater to prosper and grow 
  from a small outfit into a bona-fide corporation. With 170 employees stationed, Blackwater has its 
  headquarters on the shores of Teal Lake. Although Blackwater must report and leave all the military 
  hardware for the Northern Gun teams, they have an exclusive contract to salvage any civilian machinery 
  and vehicles in a ten mile radius of Ishpeming City; much of their operations take place at Teal Lake and 
  Deer Lake.  
   
  The mechanical experts at Blackwater have developed a reputation for reverse-engineering Golden Age 
  construction robots, although they don't have the facilities to build them from scratch as of yet. 
  Blackwater employs 4 Telemechanics and 1 Stone Master for advanced work, and the company is 
  especially good at retrieving materials from submerged caverns and deep, muddy lake beds using 
  remotely-operated drones. Players looking to repair civilian vehicles and robots could do no better than 
  to hire Blackwater Deep Salvage.  
  19. Northern Gun Proving Grounds 
   
  Every company has to test out their wares, and Northern Gun is no exception. In fact, some would say 
  that Northern Gun takes it to a new level. Scattered about the countryside, both above and below ground, 
  are a handful of designated testing areas ranging from indoor weapon ranges to full terrain battlefield 
  proving grounds, where the R&D Division of Northern Gun test fires, test drives, shoots at, blows up, 
  and otherwise hammers everything that will someday stand the chance of rolling off of one of their 
  assembly lines.  
   
  
  The ranges are all separated by functionality. For safety, as well as for expediency, each range is 
  equipped to produce the same test time and again to better obtain repeat results during each phase of 
  adjustments to the item. Most ranges are tiered so that each item will undergo a series of tests 
  appropriate to its type. The only range that isn't tiered in this fashion is the Ragnarok Range, where the 
  soldiers fight an all-out simulated war to use the equipment in as close to real life conditions as can be 
  simulated.  
   
  Attached to the R&D Division are a number of highly specialized soldiers under the employ of Northern 
  Gun, as well as a few mercenaries that are hired on an as needed basis. The soldiers range in 
  specialization from Power Armor Pilots and Robot Pilots to Hovercycle and Motorcycle riders to 
  Marksman and Demolitions Experts . Each soldier has been chosen for his or her focused dedication to 
  one narrow area of expertise, and placed in a squad of similarly trained individuals. When R&D comes 
  up with a new toy, the appropriate squad runs it through the dizzying gamut of tests with technicians on 
  hand to monitor the results of each member and compare them for repeatability.  
   
  Sentinel Proving Ground and Test Fire Range 
  Safe and secure beneath tons of rock, the Sentinel facility is home to the most advanced testing facility 
  in Ishpeming. Every item produced by Northern Gun has been developed through the rigorous testing at 
  this facility. Suits of armor, vehicles, weapons, even canteens, go through the various labs to be tested. 
  Within the facility are labs to simulate extreme temperatures, severe weather conditions, high pressure 
  environments and countless other conditions. There are tests for endurance, output, efficiency, and more. 
  At every stage of testing there is a requisite number that a particular item must score to get a green light 
  for the next level of testing. Obviously, different items have different acceptable levels of quality. For 
  example: a knockoff laser pistol might be passed along a bit easier than a new NG brand laser pistol.  
   
  The Test Fire Range is where weapons are examined for their extreme limits of operation. Weapons are 
  tested for tightness of shot pattern, efficiency of power use, and performance level during extreme 
  conditions, such as prolonged fire without rest. Weapon systems are bore-sighted and calibrated for 
  pilot/user coordination and response time. You name it, and NG has probably done it to one of their 
  items, if not all of them.  
   
  Lake Superior Proving Ground 
  Following a strip of the Lake Superior coastline between Marquette and Munising, the Lake Superior 
  Proving Ground serves the dual purpose of testing items from Northern Gun's marine vehicle line and 
  personal equipment from its Aquatek line. The current focus is on a new suit of deep water power armor 
  to rival the Sea SAMAS.  
   
  Gunpowder Lake Test Range 
  Far from the tender ears of Ishpeming's civilian population, Gunpowder Lake Test Range is home to the 
  Demolition Men. This squad is responsible for the gleeful testing of all things explosive in Northern 
  Gun's arsenal. From new fusion blocks and smart mines to vehicle launched and crew served missile 
  systems, they test it all. Each weapon's effect is measured by R&D scientists and assigned a destruction 
  rating for the purpose of tweaking the weapon’s potential. The Demolition Men strive to outdo one 
  another in the destruction rating category using a system of points to name the Destroyer of the Month.  
   
  Sawyer Proving Grounds 
  The companion to and pre-test range for Blazing Rails Proving Track, this range is where wheeled and 
  tracked vehicles are tested for operation under ideal conditions to gain a benchmark for measuring them 
  on the Blazing Rails Proving Track. Speed, maneuverability, and live-run efficiency are tested to ensure 
  the very highest quality. Using information from Sentinel Proving Ground tests, simulated weather 
  
  conditions are also applied to the testing track to check the vehicle for real life maneuvering capability 
  in a non-lab environment.  
   
  Blazing Rails Proving Track 
  One of the more dangerous test tracks, nearly every vehicle produced by Northern Gun must run it 
  successfully to advance to the final stages of development. The Blazing Rails is a long track following 
  several miles of the old Union Pacific and Wisconsin Central railways. Along the course are several 
  terrain obstacles meant to hinder the vehicles. The obstacles vary from large trees and barricades to pits 
  and bogs. Certain obstacles are more easily traversed by certain vehicles, but all must run the course 
  regardless. NG has found that putting Juicers and Crazies behind the controls virtually guarantees a 
  more rigorous test.  
   
  Ragnarok Range 
  The reality of life in the post-rifts world is that most of Northern Gun's items will potentially see the 
  battlefield some day. Appropriately, the final test takes place on the Ragnarok Range. The vehicle's 
  frame has been stress tested, endured the heat and cold, had it's weapons tested, their systems tested and 
  destructive level measured, maneuverability has been tested, modifications and adjustments have been 
  made, and all of it done leading up to this final test, which will see the driver/pilot/crew run a course 
  designed to test the vehicle's efficiency at operating all of these systems at the same time, while under 
  duress and taking simulated fire. Hard targets must be eliminated, obstacles traversed, and at the end of 
  the run, if expectations have been met, the final assault by Maxwell Franklin must be endured as he 
  shatters a bottle of Mackinac Black Bourbon on the successful vehicle and christens it. Similar severe 
  combat testing is performed for nearly all Northern Gun products at this Range.  
   
  The Towns of Ishpeming 
  Big Bay 
  Population Breakdown: 
  14,000 Total Citizens 
  75% Human 
  21% D-Bee races (mostly humanoid) 
  3% Psi-Stalker 
  1% Mutant Animals 
  Note: This does not include the 5D6x10 mercenaries employed by Northern Gun or the 1D4x100 
  visitors, adventures, or unemployed mercenaries present at any given time. 
   
  About 40 miles (64 km) north of Ishpeming is the coastal community of Big Bay. Before the cataclysm, 
  Big Bay was a recreation haven in the process of being spoiled as man’s thirst for resources expanded 
  into areas that were once considered preserves. Sulphide mining along the rivers near Big Bay caused 
  acidic mining drainage and heavy metals to leech into the water system, turning the pristine area of 
  unspoiled wilderness into an expensive environmental waste.  
   
  However, the mining operations employed hundreds of people and the town of Big Bay saw 
  unprecedented expansion. The town sat on the shores of Lake Independence, an 1860 acre (753 hectare) 
  body of water that was some 30 feet (9 m) at its deepest point. All that separated Lake Independence 
  from Lake Superior was a 1500 foot (457 m) natural dam. All of this was before the coming of the Rifts. 
  Giant waves and storms in the early days of the cataclysm battered this town, causing flooding and 
  
  destruction, leveling it to the ground. Survivors fled south to Ishpeming and Marquette, leaving the area 
  abandoned. In the early years, no one ventured toward the area for fear of the toxic waters from the 
  abandoned and unsafe sulphide mines.  
   
  The years of abandonment allowed Mother Nature to reset the clock and clean up the rivers and 
  tributaries. The rising water levels also saw the small natural dam reduced significantly making Lake 
  Independence an extension of Lake Superior. When Northern Gun needed a new naval production 
  facility for patrol boats and other shallow water craft, it turned its eyes north to Big Bay. Carving a canal 
  into the natural dam, they built their production facilities for the redesigned Black Eel patrol boat and 
  other small water craft. The canal allowed them to offer maximum protection to their production 
  facilities and ship yards. In addition to small patrol boats, the Big Bay facility produces Northern Gun 
  knock-offs of the CS Death’s Head Underwater Sled and the CS Jet Ski (see Sourcebook 4: Coalition 
  Navy for both) and other recreational watercraft. Both items are sold under the Northern Gun brand and 
  have liquid fuel as well as nuclear options.  
   
  Today, the town is centered on the shipbuilding industry and water trade. A medium sized commercial 
  port has been built along Big Bay itself, with the canal still being the only way to access the patrol boat 
  production facilities. Northern Transport sometimes uses the port as an alternate to Marquette, and some 
  mercenaries and merchants prefer it due to lower docking fees, although it is a longer overland trek to 
  Ishpeming.  
   
  The Ishpeming Naval Defense Force keeps a small outpost at the port for patrolling the north shore of 
  Lake Superior. Port Security is provided by a small-time mercenary company, Port Shield Inc., which 
  employs 160 full-time mercs who conduct patrols of the ports and shoreline. Of course, the Naval 
  Defense Force provides their own security at their facilities. Additionally, the ship yards are protected 
  by a platoon (40 personnel) from the IDF Military Asset Protection and Security Division. To keep 
  raiders under control, the canal leading to Lake Independence is defended at the mouth with four large 
  naval guns and a battery of long range and medium missile launchers. A series of smaller gun batteries 
  are built into the arms of the Bay and manned by Port Shield Inc.  
  Cedar River 
  Population Breakdown:  
  13,000 Total Citizens 
  81% Human 
  10% D-Bee races (mostly humanoid) 
  7% Psi-Stalker 
  2% Mutant Animals 
  Note: This does not include the 300 mercenaries employed by Northern Gun or the 2D6x100 visitors, 
  adventures, or unemployed mercenaries present at any given time. About one third of the transient 
  population in Cedar River is from the Manistique Imperium. 
   
  Well south of the traditional border of Ishpeming, Cedar River is of strategic and economic importance 
  as Ishpeming’s only port on Lake Michigan. Before the treaty with the Coalition States, all ships from 
  the north shore of Ishpeming were confined to Lake Superior as the Coalition held control of the locks 
  and canals at Sault Ste. Marie. Non-access to Great Lakes shipping was unacceptable for a nation which 
  relies so heavily on trade.  
   
  Cedar River was disputed territory between Ishpeming and MI, but Ishpeming settled the matter for 
  good, annexing the town in the late 60’s P.A. Northern Transport has built a major transportation hub at 
  
  the mouth of Big Cedar River that can service some of the largest Great Lakes cargo vessels and 
  warships. The town also features a major dry dock and repair center. In 100 P.A., as problems with 
  pirates were heating up and with the prospect of war between the CS and Free Quebec looping, the 
  Ishpeming Naval Defense Force commissioned a second fleet headquartered at Cedar River: the flag 
  ship being the NGS Muskegon, a Sea King missile cruiser. Cedar River is also home to a large number 
  of mercenary ships, hired to protect merchant convoys and to sub-contract shipping. Recently, the 
  Coalition has invested in a small port facility at Cedar River for their ships coming from Old Chicago 
  Naval Station.  
   
  The large military presence at Cedar River, along with its proximity to their borders, does not sit well 
  with the Manistique Imperium, who felt the annexing of the territory was an act of hostility. Whenever 
  the two sides are at odds, Cedar River is on high alert. As a result, no town is more nationalistic and 
  loyal to the company than Cedar River.  
   
  Some 120 miles (193 km) south of Ishpeming, but only 50 miles (80 km) east of Iron Mountain, Cedar 
  River relies on air supply from the main city. Therefore, in addition to its major port facilities, the town 
  also boasts a large commercial and military airport with a squadron of IDF Air Corps fighters on station 
  for repelling attacks and engaging pirate vessels on Lake Michigan. As a transportation hub, Cedar 
  River sees a lot of transient population, as merchants and visitors come to town with deliveries of all 
  sorts.  
   
  Supporting the IDF and Naval Defense Force personnel at Cedar River is a mercenary company of 300 
  personnel known as McGelpin’s Marines. The "Marines" specialize in sea-to-land combat, port 
  protection, shallow water patrols, and boarding vessels. They maintain a small fleet of patrol craft that 
  move around the harbor and surrounding inlets, keeping their eyes open for pirates and other intruders, 
  as well as making up the city garrison and doubling as police. Most of McGelpin’s Marines are 
  Headhunters with swimming, SCUBA, and pilot watercraft skills, although there is also a mix of ex-CS 
  Naval Infantry and good aligned River Pirate O.C.C.s.  
  Covington 
  Population Breakdown:  
  12,000 Total Citizens 
  89% Human 
  6% Psi-Stalker 
  5% D-Bee races (mostly humanoid) 
  Note: This does not include the 200 mercenaries employed by Northern Gun or the 3D6x10 visitors, 
  adventures, or unemployed mercenaries present at any given time.  
   
  Known as Ishpeming’s breadbasket, Covington is 45 miles (72 km) from Ishpeming and is nothing but 
  acre after acre of farmland where basic crops are grown and cattle are ranged. The large lakes and rivers 
  in the area, along with the smooth landscape, make it ideal farmland. Advanced farming techniques and 
  the use of automated labor bots means the population of the town itself is relatively small, especially 
  considering its yearly production.  
   
  Northern Gun Agriculture, makers of fine farm equipment, keeps a few acres of test plot here to 
  experiment with machinery and technologies for export. The farm machines are actually produced in 
  Ishpeming along with most other heavy manufacturing, but tested in Covington. In addition to the farms 
  themselves, there are numerous food processing plants in the area converting livestock and produce into 
  processed and packaged food for sale in Ishpeming and other towns and cities.  
  
   
  Most farms are owned and operated by Northern Gun, although a few independent farmers and ranchers 
  try to stay afloat, refusing to sell out on their way of life. The Independent Ranchers is a community 
  group organized by those who own their own farms and ranches in the area. The Independent Ranchers 
  lobby the government and Northern Gun, handle the sale of produce to the nearby food processing 
  plants, and even organize the local farm hands into a militia in times of need.  
   
  Covington is like the New West of Ishpeming. Many of the best selling brands in the New West are used 
  by the residents of the Covington area. Everything from Hobby Horse hovercycles to Maverick Riding 
  Amour and vintage pistols all make an appearance in Covington. Unlike the New West, however, the 
  area is well developed and the farms and ranches benefit from some of the very best agricultural 
  technologies and methodologies. Although boring, Covington keeps the people of Ishpeming fed. This 
  fact makes the area strategically important. The IDF Air Corps makes continual air sorties over the area 
  to keep an eye open for any threats.  
   
  Law and order, as well as protection, comes from a small mercenary company of about two hundred 
  troops known as Silver Star Security. These folks patrol the ranging farmlands, rivers and forests and act 
  as the town’s garrison and law enforcement. The company is made up mainly of Wilderness Scouts, 
  Cowboys, Fur Trappers, Sheriff, and Deputy O.C.C.s. Most patrol on hovercycles or horses (real and 
  robotic), and they move from farm to farm on a regular rotation to make sure there’s no trouble.  
   
  There are some attractions that make Covington more then just a boring farm town:  
   
  Harvest Fair 
  Every year after produce is collected, there is a giant fair in Covington where produce is displayed 
  (especially the record breaking kind), live animals are on display, and a few animals are even available 
  for rides. The two main features of the fair are the Shooting Jamboree and the Rodeo.  
   
  Some of the best shooters in the North come to the Jamboree to compete for the coveted Covington Cup 
  - which by itself is unimpressive, but the 500,000 credit prize for first place in each category makes it 
  worth the trip. The competition tests a variety of categories from long-range shooting, quick draw 
  competitions, and trick shooting. Spectators flock to the trick-shooting venue to watch ricochet shots, 
  upside down, over the back, and a whole host of other creative and original shots. A panel of judges 
  grades the trick shots on degree of difficulty, creativity and accuracy.  
   
  The reigning champ of the trick-shooting competition is a Gunfighter from Colorado known as Missy 
  Perkins. She specializes in handguns but is also a fantastic acrobat and gymnast allowing her to do trick 
  shots from tight-ropes or in combination with flips and other fancy moves. The long-range shooting 
  champ is, Lieutenant Hank Trainem, a Coalition Officer who makes the trip every year (assignments 
  permitting) and blows the doors off the competition. Lieutenant Trainem is one of the best snipers in the 
  CS and a member of the vaunted Target Acquisition Group (TAG). His presence can sometimes rub 
  some of the other participants the wrong way, especially those from the Pecos badlands, where Lt. 
  Trainem is suspected to be responsible for the long range assassination of some major gang leaders.  
   
  The Rodeo features a variety of riding shows, from the bull-riding, untamed horses, cattle roping, and 
  even riding a few alien animals and small dinosaurs. Simvan are unwelcome at the competition and any 
  who show their faces are usually escorted out of the area; the people of Ishpeming have a long rivalry 
  with an evil Simvan tribe in Wisconsin. The current champion is Dustin "Duke" Wilson a local Cowboy 
  from Covington.  
   
  
  Worm Lake Resort 
  Southeast of the town proper is Worm Lake Resort, a ‘world-class’ resort that offers luxurious cabins in 
  a wilderness lakeshore setting. The resort attracts people from all over North America not only for its 
  plush accommodations, but also for its unique fishing opportunities. The lake itself is home to a 
  peculiar, and seemingly unique, alien fish that is not only entertaining to catch but tasty to eat. The 
  restaurant at the resort features an entire menu of the fish and is frequented by a who’s-who of 
  Ishpeming business types.  
  Eagle Harbor 
  "Why anyone would wan to go way the hell up there is beyond me."  
       - Captain William Rogers, NG Merchant Marine 
   
  Population Breakdown:  
  5,000 Total Citizens 
  86% Human 
  9% D-Bee races (mostly humanoid) 
  5% Psi-Stalker 
  Note: This does not include the 36 mercenaries employed by Northern Gun or the 4D6 visitors present at 
  any given time.  
   
  Eagle Harbor is part of Ishpeming and falls under the protection of its army and navy. The landscape in 
  the area is breathtaking, and the natural harbor is one of the best along the northern shore of Lake 
  Superior. The main features of the town are the Navigational Center and the Naval Defense Force 
  Northern Station.  
   
  Most civilians in the area work as fishermen, trappers, fur traders, and lumberjacks. The only heavy 
  industry of note is a Northern Gun copper mine and electrical wire production plant just south of Eagle 
  Harbor. This is a main strategic asset as thousands of tons of copper wire are shipped from the facility 
  every year, usually by merchant naval vessel to New Marquette where it is used to wire the electrical 
  systems on Northern Gun heavy equipment produced in Ishpeming.  
   
  To keep the wire facility safe, Northern Gun keeps a small mercenary company named Wardens of the 
  North (36 personnel) at the facility. When not on duty, most of them spend their free time in Eagle 
  Harbor, adding some excitement to the otherwise out-of-the-way village. The Wardens of the North also 
  double as the town’s peacekeepers, although there is little work to be done, save the occasional 
  supernatural menace making its way into town.  
   
  In addition to mercenaries, the town houses a small detachment of Naval Defense Force personnel at a 
  refueling and rearming station in the harbor. This is basically a stopover point for NG vessels on patrol 
  in the northern shore of Lake Superior. The station does maintain a small squadron of light vessels for 
  convoy escort and defense, as well as a squadron of air interceptors from the IDF Air Corps. The facility 
  also doubles as the commercial port where Northern Gun merchant vessels pick up wire spools for 
  transport to Marquette.  
   
  The largest strategic asset at Eagle Harbor is the Navigational Center. Eagle Harbor has a long tradition 
  of lighthouses to warn ships away from the dangerous portions of the rocky shoreline. However, the 
  Navigational Center is much more then that. This high-tech, state-of-the-art facility features advanced 
  weather monitoring instruments for predicting storms and weather patterns and a super high-powered 
  radar station that can monitor aircraft over the entire north-western portion of Lake Superior, both linked 
  
  to a gigantic vertical launch long range missile system.  
   
  Data collected from the Eagle Harbor facility helps to direct traffic for the Naval Defense Force, the IDF 
  Air Corps, Merchant Marines, and Northern Transport vessels and aircraft moving through the region. 
  Without Eagle Harbor, they would be effectively blind of the north-western front, something no nation 
  can afford.  
  New Marquette 
  Population Breakdown:  
  23,000 Total Citizens 
  70% Human 
  29% D-Bee races (mostly humanoid) 
  1% Psi-Stalker 
  Note: This does not include the 4D4x100 visitors, adventures, or unemployed mercenaries, or the 5D6 
  Coalition visitors present at any given time. 
   
  A scant 15 miles (24 km) from Ishpeming, New Marquette has always been a major seaport for the 
  industrial giant. Nestled in a natural harbor along the shores of Lake Superior, Northern Transport 
  maintains a major shipping center in New Marquette. Commercial boat traffic from all over Lake 
  Superior docks at the port facilities in New Marquette. If one is traveling to Ishpeming by ship, 
  Marquette is the best place to stop.  
   
  Although it is a shipping port for Lake Superior, New Marquette never achieved explosive growth due 
  to the fact that the Coalition controlled the locks at Sault Ste. Marie. This made it a laborious tasks for 
  NG merchant ships to pass into Lake Michigan and beyond for foreign deliveries. CS troops and 
  bureaucrats would conduct timely inspections, especially of weapon cargoes, making it an inconvenient 
  option.  
   
  Not only has the trade agreement with the CS opened up the locks and canals to NG shipping, but the 
  entire Coalition has opened up as a new market as well. Commercial ships from both nations make 
  extensive use of the port facilities at New Marquette. Northern Gun has even built a brand new dockyard 
  facility to begin producing ship designs taken from the now defunct Iron Heart Armaments. This has led 
  to a real boom in the population and economic growth for the city.  
   
  The naval production facilities are situated within the headquarters of the first fleet of the Ishpeming 
  Naval Defense Force, the main berth for the NGS Marquette, a Sea King Missile Cruiser. All naval 
  personnel not assigned to Cedar River or Eagle Harbor are housed at New Marquette. In addition, the 
  port is a haven for honest privateers who wish to be hired to protect merchant ships and convoys heading 
  out to trade. Both CS and NG shipping companies pay top dollar to groups willing to offer protective 
  services against pirates. This flow of money has increased substantially with the reduction in power of 
  the CS Navy.  
   
  One mercenary company in town is taking advantage of this vacuum of power. Superior Shipping Inc. is 
  a naval mercenary company that has a variety of patrol boats and ships at its disposal. They specialize in 
  convoy protection and are quite creative. Rather than sink money into larger vessels, they have a knack 
  for arming merchant vessels, wooden boats, and other non-military craft. Generally speaking, they can 
  keep all but the most vicious and largest pirates at bay.  
   
  Anyone traveling to New Marquette will immediately notice the wild port city feel, combined with the 
  
  exuberance that accompanies growth. New businesses, new constructions, and new visitors are 
  constantly appearing, making it an exciting place. However, the IDF and local mercenary companies are 
  having trouble keeping up with the growth, and the port city is beginning to develop a seedy underside 
  of crime, press ganging, shanghais, and smuggling. The problem is becoming so pronounced that some 
  on the city council have cynically suggested New Marquette’s motto be changed to ‘Caveat Emptor.’  
   
  Coalition Presence 
  Since the trade agreement, Coalition merchant ships and their escorts have been docking in Marquette; 
  even small CSN warships will dock here occasionally. As a result, Marquette isn’t a safe place for D-
  Bees anymore. When Coalition ships tie up at the docks, their crews pour into the town, looking for 
  action. The usual gathering place is the Red Eye Bar, and after a night of drinking, those who couldn’t 
  find dates often go looking for trouble. They target D-Bee homes and businesses, and these mobs can 
  often get out of hand. The local police try to prevent these attacks, but they never arrest any of the 
  foreign crew members, worried that such action might jeopardize the trade deal.  
   
  A D-Bee gang formed in response to the Coalition presence calling themselves the Skull Crackers, who 
  patrol at night looking to put an end to the pro-human violence. The group was formed by Sir Sheppard, 
  a fallen Cyber-Knight and veteran of the Tolkeen War. Sir Sheppard intended to form a Retribution 
  Squad based out of Marquette, attacking the CS ships that entered the area. His goal was to disrupt 
  shipping as well as fracture the alliance between NG and CS. So far, he has been unable to rally the 
  support he needs for a true Retribution Squad, but the Coalition is changing that. With each attack 
  against non-humans in the city his argument gets stronger. The gang is currently willing to roll CS crew 
  members in port. Soon, Sir Sheppard hopes, they will be willing to do more.  
   
  The Mariner's Net 
  Situated on the banks of Lake Superior, The Mariner's Net is the biggest bar & grill in the city. Known 
  for its rough and tumble atmosphere, not to mention the best Fried Walleye in the Great Lakes region, 
  the place is usually packed every night with dockworkers, merchant marines, and members of 
  Marquette's Mariners. Bedo Marquette, a thoughtful and well spoken D-Bee who took his name from the 
  small pre-Rifts city whose bones now lie beneath the docks, is co-owner and head of Marquette's 
  Mariners.  
   
  Bedo's partner in the business is a loud and very boisterous human woman named Jane Wiles (5th level 
  Merchant Marine). Scurvy Jane, as she is commonly called, used to be a member of the Mariners before 
  she lost her left arm to a Lorica Wraith on the coast of Lake Michigan while escorting a barge of 
  material from Manistique to a coastal town in the lower peninsula. Bedo saved her life and managed to 
  finish off the Wraith, whose skull is mounted behind the bar, cementing himself into the legends of the 
  Great Lakes region. His exploits grow with each passing tale, much to the amusement of Scurvy Jane, 
  who only laughs at her humble friend and encourages the tellers. By last count, he had single handedly 
  defeated 3 Lorica Wraiths (see Worldbook 7: Underseas for details) and a school of Dragonfish (see 
  Sourcebook 4: Coalition Navy for details)!  
   
  Bedo spends nearly all of his time, when not patrolling for Northern Gun, at The Mariner's Net. He 
  keeps the place running smoothly, preps the food for the evening rush, and tries to teach the two street 
  urchins in his care (orphaned dock children) the value of an honest day's work. Scurvy Jane is the life of 
  the party though, and she keeps the clientele coming back. By closing time, she has usually had to break 
  up a few fights, as well as started a few of her own, but the beer flows freely and everyone makes up 
  afterwards, else they meet the business end of Jane's custom-made Vibro Hook (a gift, and a joke, from 
  Bedo).  
   
  
  The menu at The Mariner's Net is heavy on the seafood, but the typical bar fare can be had as well. 
  Scurvy Jane is an awful cook. Bedo likes to say that Jane has burnt more fish than there are in the lake, 
  which prompted them to hire someone to help out. Sally Burns (2nd level Saloon Girl) handles the 
  galley duties for the bar. When the kitchen closes, she can be found singing and dancing with the 
  drunken patrons on the bar's deck. 
  Northern Gun 
  The unusual circumstances which brought about the repopulation of Ishpeming has created the 
  Corporate nation, a company whose rule trumps the regional governments in the nearby towns. In this 
  way, Northern Gun is not unlike a dictatorship, where one leader commands the people with the 
  guidance of his advisors. Maxwell Franklin, President of Northern Gun, is the leader of the nation; his 
  trusted advisors are the members of NG’s Board of Directors. The board is comprised of the Vice 
  President from each Division, plus a liaison from the Ishpeming City Government. While not a 
  government in the traditional sense, the Corporation owns most of the city assets and all of the official 
  military assets, making Northern Gun in control of the Ishpeming nation.  
   
  There are no clear procedures for succession of the Presidency, as Franklin has been President since 
  Northern Gun opened for business. However, Franklin has named Executive Vice President Willard 
  Jacobs Director of the Board and consistently handed off responsibilities to him, making Jacobs the heir-
  apparent, but due only to Franklin’s favor. Were power to change hands because of Franklin’s untimely 
  death, rather than willingly passing on the Presidency while he is still alive, there would likely be a 
  power struggle within the company.  
  NG Divisions 
  Like many pre-Rifts corporate entities Northern Gun is split into divisions. Each of these divisions is 
  headed by a Vice-President (VP) or Executive Vice-President (EVP), who in turn reports to the 
  President. Many of the Divisions are very large and have vast resources at their disposal, making each of 
  the Vice-Presidents powerful NPCs in their own right and providing them with much latitude for their 
  own agendas as well as the corporate strategy for Northern Gun. Currently Northern Gun operates with 
  nine divisions, each carrying one or more departments. The divisions are Executive, Distribution, 
  Manufacturing, Marketing, NGMI Bank, RAID, Research & Development, Security, and Support & 
  Service.  
  Executive Division 
   
  The Executive Division houses the corporate offices and many of the staff and administrative functions. 
  The sole purpose of this division is to collect information from the rest of the company and transport it 
  to the President. As a result, the office is full of consultants, middle managers and others who were 
  owed a favor or have "earned their entitlements" and needed a cushy job to fill out the rest of their time 
  with Northern Gun.  
   
  Maxwell "Max" Franklin 
  President of Northern Gun 
  Alignment: Unprincipled 
  Age: 142 
  
  Brief History: Maxwell Franklin is an ex-soldier and mercenary with a varied and spotted history. It was 
  Maxwell who was the original mind that transformed Northern Gun products from major in the 
  marketplace to dominant. Now, the ‘Old Man’ stands as the Top Dog in the company, his body replaced 
  with bionics and cybernetics, many of which are prototypes or one-of-a-kind designs. One design in 
  particular, the electronic enclosure around Franklin’s brain, was created by a D-Bee scientist; the 
  prototype was installed in Franklin just before the inventor’s death. While it works incredibly well, far 
  outlasting its expected life, the design schematics were lost. Now, the only version resides in Franklin’s 
  head, and his meddling son can’t wait to get it out to reverse engineer its secrets. Maxwell still drives the 
  major direction of the company, but delegates more and more to Willard Jacobs, his trusted advisor.  
  Behavior: Despite the now corporate nature of Northern Gun, Maxwell Franklin still behaves like a 
  soldier. He has a ‘get it done’ attitude and has no need for political correctness. This straight forward 
  attitude has served the company well in negotiates with mercenary commanders, but it has caused more 
  than a few blunders with official governments. While he has slowed down a little due to age, he still has 
  a sharp mind. 
  Appearance: He is old, with most of his body replaced with cybernetics and bionics. Outwardly looks 
  like an old soldier with a weather beaten face and a few scars from combat and bar fights in his youth. 
  Physically Maxwell is in great condition for a man of his age. Oddly, he dresses in very functional 
  apparel and often still comes to work in combat boots. 
   
  Willard Jacobs 
  Chairman of the Board; Executive Vice President 
  Alignment: Scrupulous 
  Age: 39  
  Brief History: Jacobs has been with the company for many years-even he’s lost count-starting off as a 
  delivery driver at age 22. A company man from the get-go, he managed to work his way up the ranks 
  through hard work and friendships to the position he holds today. As a result of his long life with 
  Northern Gun, Jacobs has worked in many different departments over the years, giving him a true 
  knowledge and understanding of the company, its processes, and its goals.  
  Behavior: He goes by "Jacobs" or "Jake" to pretty much anyone who knows him - only Terrance 
  Franklin (Maxwell’s son; see below) calls him Willard, and just to piss him off. He has a genuine care 
  for the workers of NG with and a true passion for the company.  
  Appearance: He looks pretty much like your average Joe: dark hair, gray eyes, average height. His only 
  distinguishing feature is that he smiles almost all the time, and has the good mood to match. Jacobs 
  wears humble but nice business suits when meeting with clients. While at work, he wears business 
  casual clothing to appear approachable at all time, not to mention the fact he had the door removed from 
  his office. 
  Distribution Division 
   
  Part of gaining eighty percent of market share in consumer goods and weapons sales is being able to 
  effectively deliver on your promises. Northern Gun seems to have the ability to get its products 
  anywhere in North America. They have authorized dealers in many major cities outside of the CS, and 
  now for consumer goods, inside the CS. They also have an unknown network of semi-legal and 
  somewhat seedy partnerships to get weapons into jurisdictions where it would be imprudent to have a 
  dealership, such as the ‘Burbs, the former kingdom of Tolkeen, Lazlo, New Lazlo, Old Bones and other 
  politically sensitive areas. To make this work, Northern Gun has a tangled web of corporate assets, 
  affiliates, and private contractors all aimed at making sure products get to dealers and markets where 
  they are needed.  
   
  
  Terrance Franklin 
  Vice President, Distribution 
  Alignment: Miscreant 
  Age: 45 
  Brief History: Terrance is the bastard son of Maxwell Franklin. He got his start in business from 
  privatizing fresh water, with the use of armed guards and razor-wire fences, in the small wilderness town 
  where his mother had hidden after her pregnancy. After robbing the community of their wealth by 
  making them pay for water, Terrance the Tyrant, as he became known, started taking over small 
  businesses in the town, driving out the original owners and creating a monopoly for himself. His mother, 
  desperate to get rid of him, told Maxwell Franklin of his son’s existence when Terrance turned thirty. 
  Maxwell, finally learning of his only son, brought him into the company with open arms. Ever since 
  then, Maxwell has regretted it. Terrance has manipulated and killed to gain a controlling interest in NG, 
  and he has his sights set on taking over the company. Jacobs and Terrance have become bitter enemies, 
  as Terrance is jealous of Jacobs in every way. 
  Behavior: A cutthroat businessman, literally, that is willing to do anything to get ahead. He lives solely 
  to gain power and wealth. Terrance Franklin epitomizes the golden rule: those who have the gold make 
  the rules. While he is a bully and a brute in almost every sense of the word, Terrance relies on cunning 
  and not physical ability. After all, you can always hire muscle. 
  Appearance: Terrance looks to be in his mid-thirties, and he can always be seen dressed in expensive 
  custom made suits. Physically he is thin and not by any means muscular. He must have the best of 
  everything, and makes sure it is visible to everyone around him. To add to his arrogant air, Terrance 
  always seems to have a smirk on his face.  
  Manufacturing Division 
   
  The Manufacturing Division is the heart and soul of Northern Gun. Without the people and processes 
  from this division, there would be no weapons, no armor, no commercial vehicles, no NG-300 Speedster 
  Hovercycle. Nothing.  
   
  The military-industrial complex from the original Sentinel Industries forms the basis of this division. In 
  the underground complex, centuries old automated factories churn out the parts and components of some 
  of North America’s most rugged and sophisticated hardware. The former mine complex that Sentinel 
  used prior to the Golden Age was in serious disrepair by the time the survivors of the Upper Peninsula 
  figured out its true economic value. Much of the work of the manufacturing division is to keep the 
  current machinery running at capacity while attempting to uncover and reactivate other lost parts of the 
  complex. The quantum leap in some Northern Gun equipment over the last forty years has been the two-
  fold result of strong research and development and the uncovering of more advanced manufacturing 
  techniques within the bowels of the "Sentinel Complex".  
   
  The importance of constant advancement is not lost on the Division Executive Vice-President, Rita 
  Fitzgerald. Without a doubt she is the most driven of all the NG upper management and has an almost 
  cult like obsession with the pre-Rifts history of the manufacturing systems at Northern Gun. She is 
  constantly digging through old computer records, archives, research records, industry journals and 
  anything else she can find that might provide a clue as to how to improve or better use their current 
  capacity. As a result, Fitzgerald has one of the largest collections of pre-Rifts technical manuals, 
  scientific journals, and engineering texts in the known world. She has been known to pay an adventurer 
  two or three times the going rate for a new book that may help her unlock the mysteries of the Golden 
  Age.  
   
  
  Fitzgerald’s obsession with innovation is contagious and has become a hallmark of the Manufacturing 
  Division. Engineers, Operators, and even mechanically apt D-Bees are forever reinventing and 
  reengineering, finding newer, faster, cheaper ways of doing things. It is this innovation that has allowed 
  Northern Gun to out-produce many of the more advanced factories of the Coalition States or Free 
  Quebec. It is the constant innovation that explains the wide variation in Northern Gun products from 
  lasers, to particle beams, to ion weapons, and the wildly different designs and components featured from 
  one vehicle to the next.  
   
  While players may never see the giant automated factories of Northern Gun, they certainly see the end 
  result wherever they go. From the sonic flea and tick unit to the vaunted NG-45LP, all of it is produced 
  and quality controlled by the engineers of the Manufacturing Division.  
   
  Rita Fitzgerald 
  Vice President, Manufacturing 
  Alignment: Scrupulous 
  Age: 47 
  Brief History: Fitzgerald started out as a scientist in Research & Development where she gained fame 
  for a number of process improvements. She was moved to manufacturing to oversee the upgrading of 
  the particle beam facility after her team completed the designs for the NG-45 "Long Pistol" - a best 
  seller even today. Her performance on the Long Pistol Project saw her promoted to improve the 
  manufacturing processes and turn out more units more efficiently. Finally, she replaced the previous 
  Executive Vice-President after he suffered a major heart attack. 
  Behavior: An innovator and efficiency fiend rolled into one, Fitzgerald loves to look at a situation and 
  try to make it better. The adage "if it ain’t broke, don’t fix it" means nothing to her. Her motto is more 
  along the lines of "there’s got to be a better way to do this". Her constant analysis of a situation can 
  prove to be very annoying, as many people take her nit-picky thought processes personally. Her phrases 
  often start with "Wouldn’t it be better if" or "That’s good, but what about." Her brain storming often 
  puts more insecure people on the defensive. 
  Appearance: An attractive middle aged woman who is taller than average. She keeps her blond, but 
  slightly graying hair, cut short and functional. She has a very business like demeanor and wears 
  practical, down-to-earth clothing. Fitzgerald walks with long strides and great purpose, and she often 
  appears to have a far away look on her face as she ponders a given situation. Once she is engaged with a 
  project, her whole demeanor changes to a frantic excited cheerleader type who tries to find the very best 
  solution. 
  Marketing Division (NG-MKT) 
   
  Being the number one arms and consumer goods manufacturer in North America, and carrying as much 
  as an eighty percent market-share, takes a lot of effort to stay on top. The creative geniuses in NG-MKT 
  determine the strategies for getting Northern Gun products into more communities and into the hands of 
  more mercenaries and adventurers. They also serve as a pseudo-diplomatic corps for NG, with 
  Ishpeming usually playing a key role in negotiations with other nations. The other function of NG-MKT 
  is to smooth over any bad relations or bad reputations caused by one of their employees, dealers, or even 
  just a rampaging Crazy who was wielding an NG Rifle when he was finally gunned down.  
   
  To achieve these goals the Marketing Division is divided into two departments Advertising, who push 
  products, set sales and specials, and recruit new dealers, and Public Relations, who are responsible for 
  relations with government entities and for spinning the Northern Gun brand in a good light in all 
  situations.  
  
   
  In the business of sales and keeping up appearances, it takes a smooth Operator and smooth talker to get 
  the job done, and no one is better than NG-MKT Vice-President Wendy O’Grady (Human, 10th Level 
  Con Artist O.C.C.). O’Grady earned her way through the Northern Gun ranks over a twenty-five year 
  service history. Beginning her career in hover cycle sales, she eventually and ruthlessly took over 
  operations of the Northern Gun Dealership in Whykin. Turning the fledgling operation into one of 
  Northern Gun’s most profitable stores in a few short years, O’Grady was moved to head office as 
  Director of NG Advertising department and eventually promoted to VP of NG-MKT.  
   
  Wendy O’Grady 
  Vice President, Marketing 
  Alignment: Anarchist 
  Age: 52 
  Brief History: Originally from Whykin, O’Grady began her life as a swindler, negotiating deals between 
  Kingsdale and Whykin business people who preferred not to be known to each other due to the 
  hostilities between the two nations. When business dried up due to increasing tensions, O’Grady used 
  her contacts to get on the sales floor at the Whykin NG Vehicle Dealership. Here her skills really shined, 
  breaking sales records moving hovercycles to mercenaries and adventurers, and then finally brokering a 
  huge government contract to Whykin. Her success gave her enough clout to force out the owner and 
  operate the dealership herself, selling a great deal of hardware to local mercenaries and governments - 
  especially both sides of the Whykin/Kingsdale cold war. She took a job at Northern Gun Head Office as 
  the Director of Advertising ten years ago, and she was promoted to the Vice Presidency of Marketing 
  five years ago. 
  Behavior: A smooth talker, and rumored seductress, O’Grady can usually get what she wants from any 
  person she is speaking to. She is not crass or threatening, but has the uncanny ability to take your money 
  and make you glad you gave it: A consummate salesperson. 
  Appearance: O’Grady is an attractive older woman who knows how to dress for success. She is in 
  remarkable shape and seemingly ageless, much to the chagrin of some of the other female VPs. Her hair 
  is always professionally styled and her appearance never disheveled. 
   
  Diana Giannini 
  Advertising Director 
  Alignment: Unprincipled 
  Age: 30 
  Brief History: Previous job was working with Specialty Hardware, Inc., working with new designs and 
  modifications for vehicles and power armor. Willard Jacobs discovered her when he was out on one of 
  his many quests for raw talent. Both father and son Franklin voted to have Diana aboard because of her 
  good looks. Maxwell has since learned to respect the woman for her creative talents, while Terrance still 
  treats her like his personal secretary. Since joining the NG family, she has "breathed new life in the 
  company," according to Max Franklin. 
  Behavior: Vivacious and full of life, this woman is looking at the world from a different perspective. 
  She is very quirky in her ways, often walking around the offices barefoot or eating lunches with the 
  grunt workers, but respected by most. She can be aloof at times, but focused when she needs to be. 
  Appearance: Good looking, in a non-typical way. Most people can’t put their finger on it, they are just 
  attracted. Her style of dress is odd to say the least. She may show up in a color business suit one day, 
  paint stained coveralls the next, and then end the week with a slinky Asian style dress. 
   
  Player characters will rarely have any direct contact with members of NG-MKT unless they plan to open 
  a new Northern Gun franchise. However, many of the decisions made everyday at NG-MKT may affect 
  the players directly and indirectly. A new sale price on certain NG products may influence what is 
  
  available to buy in a given town, discontinued product lines will be difficult to replace, a player’s 
  favorite weapon or vehicle may be phased out and difficult to acquire the next time they try to replace it.  
   
  Ultimately, this division will most often be used by GMs as a ‘plot device’ to help guide the players 
  along a certain path or to explain why they player’s aren’t getting top dollar when reselling certain 
  items: "Sorry buddy, I can only give your 10% of value on this one, Northern Gun is selling brand new 
  ones at fifty percent off."  
  Northern Gun-Manistique Imperium (NGMI) Bank 
   
  The NGMI is not technically a division of Northern Gun, but a separate entity owned fifty-one percent 
  by Northern Gun and forty-nine percent by the Manistique Imperium. This joint venture between two 
  manufacturing powerhouses provides both entities with the means to offer banking services to their 
  citizens and customers.  
   
  The end result is the NGMI credit. A stable currency used in most of Michigan and accepted at most 
  places of business in North America at various rates of exchange - now including the Coalition States. 
  The Bank is managed by a President and overseen by a Board of Directors appointed by Northern Gun 
  and the Manistique Imperium. The current President, Dale Wadsworth (Human, 7th Level Rogue 
  Scholar O.C.C.) has been at the helm for almost three years, hired after the previous President was fired 
  for vocally opposing the CS treaty.  
   
  The biggest and most stable avenue for the Bank is the extensive dealer networks used by Northern Gun, 
  and to a lesser extent the Imperium. All NG Authorized Dealers keep their business accounts at NGMI 
  as part of their dealer agreement. This ensures that the Bank has a large stable group of customers, helps 
  NG prevent its dealers from cooking the books, and makes seizing the accounts and assets of failed 
  dealers very simple. In reality, the NGMI Bank is the de facto finance department of both Northern Gun 
  and Wellington Industries.  
   
  In addition the Bank also provides deposit services for private customers. Individuals can open an 
  account in Ishpeming, Manistique, MercTown, Whykin, Kingsdale, El Paso and Fort El Dorado. Credits 
  are readily accepted in those cities as well as at any Northern Gun or Wellington Industries outlet. 
  Outside of these major Northern Gun market places, the credits are still widely accepted, although 
  usually at a lesser value. Before the CS Trade Treaty, NGMI was attempting to expand its influence into 
  more cities and towns in North America in an attempt to do what Northern Gun had already achieved in 
  the consumer goods and weapons sales markets: become the dominant player. While the treaty has seen 
  an even wider acceptance of NGMI credits, because of their being accepted in CS states, albeit at a 
  lower rate, the halt of expansion left a sour taste in the mouth of some Bank employees.  
   
  Much like the Swiss and Cayman Island Banks of pre-Rifts Earth, the NGMI credit is still very popular 
  with mercenaries, adventurers, and bandits who buy their weapons and equipment primarily from 
  Northern Gun. The option of using credits not monitored by the CS but more stable then those offered 
  by the Black Market is attractive to a number of parties for a variety of reasons. The Bank is a major 
  bone of contention between Northern Gun, Manistique and the Coalition States. The CS knows that 
  undesirable groups are making use of the credit to avoid detection, and the Coalition vocally criticizes 
  the NGMI for its loose customer background checks and due diligence. The President of the NGMI has 
  to be very careful when dealing with this criticism and balance it against Northern Gun’s hallmark 
  identity of protecting and preserving client privacy.  
   
  
  Dale Wadsworth 
  President, NGMI Bank 
  Alignment: Aberrant 
  Age: 46 
  Brief History: Wadsworth is originally a citizen of the Manistique Imperium and an employee of 
  Wellington Industries, but he received his financial training from the Northern Gun University. Having 
  worked in finance with Wellington, Wadsworth has vast experience in the financial mechanisms of the 
  Upper Peninsula as well as a good working knowledge of the customers of the NGMI Bank. His status 
  as a citizen of the Manistique Imperium also offers an illusion of separation between Northern Gun and 
  its financial arm. When the two Michigan super-powers decided to work together on their own credit 
  system, Wadsworth was a part of the committee formed to spearhead the project. When the former 
  president of the bank was fired for criticizing the treaty with the CS, Wadsworth opportunistically seized 
  the moment to offer his "vast knowledge and experience" to the position. As a result Wadsworth has 
  ascended to the controlling force behind the second largest currency in North America. 
  Behavior: Wadsworth honestly believes in the bank’s impartiality and commitment to customer privacy. 
  He would not give up a customer’s confidence to Northern Gun, the Manistique Imperium, the Coalition 
  or any other element who may wish to know. At the same time he recognizes who his employer is and 
  will not actively work against Northern Gun or Wellington Industries. However, his personal integrity in 
  matters of financial records has made Wadsworth popular amongst some of the bank’s biggest 
  customers including mercenaries and large criminal organizations. 
  Appearance: He is an extremely tall and thin man with short cropped brown hair. He often looks as if a 
  large gust of wind would blow him away. His lanky and spindly features have caused some to question 
  whether he is actually a D-Bee. His height makes business dress difficult and as such he always wears 
  custom clothing, sometimes made form M.D.C. cloth material just to be safe. 
  Recovery, Advancement & Innovation Division (RAID) 
   
  Northern Gun offers a seemingly endless variety of weapons, equipment, and cutting-edge technologies. 
  Their catalog is deep and varied, but not all of these items are available to consumers as a result of the 
  traditional R&D. Much of their overwhelming market share can be attributed to the work of the RAID 
  Division, the dark side of the NG manufacturing process.  
   
  RAID is an outgrowth of R&D, an aggressive approach to bringing new items to the marketplace before 
  your competitors. While much of the organization still consists of traditional engineers working as a 
  think tank for the R&D Division, it’s the specialized workers in RAID that define the group. RAID 
  manages and maintains an extensive network of industrial espionage agents. The division also employs 
  recovery teams to find and acquire pre-Rifts artifacts. This division is also responsible for identifying 
  and hiring away top engineering talent from their competitors. It is through these less scrupulous means 
  that NG maintains its competitive advantage.  
   
  For more details, see the RAID section of the Netbook.  
   
  Edith Saint-Jean 
  Vice-President, RAID 
  Alignment: Unprincipled 
  Age: 38 
  Brief History: Saint-Jean has her roots in the Black Market, smuggling drugs and weapons. NG had 
  contracted her services several times to move weapons into Chi-Town, into the hands of under the table 
  dealers. Excited about her skills and successes, the company hired her on full-time to head the entire CS 
  
  smuggling operation. She excelled in this role up through the signing of the CS-NG trade pact. After the 
  pact, she briefly led the industrial espionage department before being promoted to Executive VP.  
  Behavior: Saint-Jean is a complicated individual. Many believe she was promoted so management could 
  keep an eye on her, because she still has many connections with the underworld, and her knowledge of 
  NG operations is extensive. She still exercises her extensive contact list to pick up new leads for the 
  department. She leads in an authoritative manner, and she has a tendency to speak to employees with a 
  sharp, foul tongue.  
  Appearance: A petite woman, whose appearance does not at all match her personality. She keeps her 
  hair short, but styled, and her dress modest. She would easily pass for a shy, helpless woman; this could 
  not be further from the truth, and it is perhaps the main reason for her success.  
  Research & Development Division 
   
  When an experienced weapons enthusiast flips through a Northern Gun catalogue they cannot help but 
  be struck by the vast variety of North Gun’s product lines. When it comes to commercially available 
  equipment, Northern Gun produces an extremely wide range of weapons, armor, vehicles and bots. 
  Almost none of them seem to share components and parts, save for their power supply - the standard e-
  clip or nuclear power plant.  
   
  Compare this catalogue to the weapons inventory of some major pre-Rifts weapons manufactures, or 
  Wilk’s Laser Technologies, Triax Industries, Free Quebec, even the CS and you will see all of their 
  products have similar form and style, shared components and are built from common technologies. 
  Northern Gun looks like a veritable hodge-podge of product offers, designed by and produced by vastly 
  different minds and thinking. Sometimes these differences are by design, for cosmetic purposes, or to 
  appeal to a certain market; but mostly, NG has an unparalleled variety in their equipment.  
   
  This vast variety is a function of their Research & Development process. Northern Gun does not 
  innovate as much as they reverse engineer. Through their RAID Division, the industrial giant is 
  constantly scouring the planet for new, or previously lost, technologies. Once those are found, R&D 
  attempts to duplicate them. Outgrowths happen from these technologies, such as the NG-P7 leading to 
  the ultimate North American particle pistol the NG-45LP or the NG-57 eventually making way for the 
  NG-IP7. What also happens is new lines evolve around new technologies. The end result is the large 
  stable of product types and styles that is Northern Gun. Oddly enough, this large stable of products is 
  what helps ensure such a large market share. There is a product that suits just about every need.  
   
  Managing this eclectic research and development process is A. William Starks (7th Level Rouge 
  Scientist O.C.C.) a man whose family has a rich pedigree of reverse engineering for Northern Gun. 
  Starks runs R&D fast and loose, and he encourages competition from his employees. Teams are 
  constantly challenged to bring the product to market. Whenever a new technology is discovered or an 
  alien or pre-Rifts item uncovered, Starks forms multi-discipline teams who work over the project and 
  attempt to reverse engineer and commercialize the technology. The end result of this fast-tracked 
  process is the infamous Northern Gun knock-off.  
   
  Knock-offs are the stripped down versions of weapons and vehicles that are commonly available on the 
  open market. In fact, when a product is "knocked-off" Northern Gun sees this as a phase in the R&D 
  process. From knock-offs come further developments or outgrowths, as R&D tries to mine a new 
  product or technology for all profitable variations possible.  
   
  A. William Starks 
  
  Vice-President, Research & Development 
  Alignment: Unprincipled 
  Age: 34 
  Brief History: Like in most businesses, who you know is often as important as what you know. As the 
  son of two of Northern Gun’s most famous employees, William Starks had a leg-up on the competition. 
  He also lives in the shadow of his two famous parents and constantly struggles to prove that he deserves 
  his position out of merit as much as pedigree. He started out as a research assistant in the later years of 
  his mother’s tenure as head of R&D, and he slowly climbed his way up to team leader and finally to 
  vice-president. While he is a capable and competent scientist, Starks often rushes projects to completion 
  as part of an effort to prove himself. This sometimes means that the advancement isn’t the best it could 
  be - hence Northern Gun’s slightly lagging technological edge, despite its manufacturing ability. 
  Behavior: What motives him is drive. William wants nothing more then to prove himself. He thinks that 
  by churning out a large volume of commercially viable technologies he can show that he deserves to be 
  part of the company leadership. 
  Appearance: Williams is a fairly good looking young man who can most often be seen in the testing labs 
  of Northern Gun or in the research labs at NGU sporting coveralls or a lab coat. 
  Security Division 
   
  Just as Northern Gun attempts to acquire technologies and secrets from it competitors, those same 
  competitors try to return the favor. While Northern Gun employs a large Armed Forces Division to 
  protect its convoys, territories and physical assets, the Security Division is more concerned with counter-
  industrial espionage, executive safety, data protection and fraud prevention.  
   
  Counter-industrial espionage is one of the largest departments within the Security Division. These 
  individuals attempt to track down and root out competitors’ spies and informants as well as maintain the 
  physical security of the most sensitive parts of the company, including the old Sentinel Facility, the 
  Research and Development labs, and the computer mainframes. The main work of counter-industrial 
  espionage is investigation through physical searches and electronic monitoring, as well as developing 
  and maintaining electronic protection systems.  
   
  Employees of counter-espionage can be security professionals such as soldiers and Special Forces but 
  are more likely to be former law enforcement professionals such as sheriffs, police personnel and even 
  ex-Internal Security Service (ISS) Peacekeepers and Specters. In fact, the counter-espionage unit is 
  overseen by a former ISS Intel Specter that Northern Gun lured away from Chi-Town with the promise 
  of more money and less dogma.  
   
  A sub-division of counter-espionage is fraud prevention and investigation. Northern Gun takes 
  employee theft very seriously and investigates missing materials, especially missing money, very 
  seriously. Fraud investigators are synonymous with bounty hunters in the Northern Gun lore. If someone 
  perpetrates a fraud, Northern Gun pays their employees a 5% "finders fee" for recovering stolen goods 
  and money. These fraud investigators are perhaps some of the most motivated and mercenary employees 
  of Northern Gun. Employees who steal from Northern Gun are seen as the worst kind of scum and their 
  dead or alive status is usually not the issue, only recovery of the stolen materials and goods is important. 
  As a result many employees of the fraud unit are bounty-hunters and other mercenary occupations.  
   
  An organization’s leaders are valuable assets, and therefore the Executive Safety department takes their 
  role very seriously. They take it so seriously that this dignitary protection unit of Northern Gun has 
  spun-off into the premiere provider of protective services on the continent - Comitas Security Inc. This 
  
  spin-off business allows Northern Gun to recoup some money invested in its protective employees as 
  well as provide real life on the job training for new recruits. Most people who protect a Northern Gun 
  executive serve with Comitas before being eligible to protect the VIPs of Northern Gun. Selection to 
  move from Comitas to NG Protection is wildly competitive because of the vast increase in pay and the 
  fact that so few are selected for this detail.  
   
  In the high-stakes business of industrial manufacturing, protection of one’s information and data systems 
  is paramount. At Northern Gun, the Data Protection unit works tirelessly to ensure all computer and 
  financial information systems are locked down tight. Many of these computer programming geniuses are 
  also skilled hackers who have worked from the outside in, trying to break the systems and then using 
  that knowledge to plug the holes (City Rat O.C.C. with Hacker skill set). In addition to technological 
  means, the anti-hackers in data protection also have a special unit of powerful psychics, with powers 
  such as machine ghost, telemechanics and other electronics based powers. Adventures in data protection 
  may benefit from the electronic hacking rules found in Rifter #2.  
   
  Overseeing all this internal cloak and dagger is Lukas Koch, an ex-Leo (Law Enforcement Officer) for 
  the New German Republic. Koch is a humorless and hardened man who is absolutely merciless and 
  relentless in his pursuit of security. While some people think he is obsessed or crazy, they all agree he is 
  effective and has kind of secret police air about him that keeps most people on edge.  
   
  Lukas Koch 
  Vice-President, Security 
  Alignment: Aberrant 
  Age: 38 
  Brief History: Born in the NGR, Lukas spent most of his early career in the NGR Law Enforcement 
  Division as a counter-espionage investigator. Some of his biggest cases involved industrial espionage 
  and fraud against Triax Industries by members of the Military and Triax Industries employees. After he 
  broke open the widespread smuggling ring that made unauthorized sales to Russia, mercenaries, and 
  North American powers, he was almost broken by the backlash. The people he had exposed were 
  powerful and had powerful friends; as a result, it is suggested that Lukas Koch is hunted by some of 
  those who wish revenge. However, the NGR’s loss is Northern Gun’s gain, as the professional law 
  enforcement officer has proven very effective in managing the Security Division of the company. 
  Behavior: He is cold and closed. Koch has a very difficult past and holds many secrets against many 
  high ranking German officials. He purposely keeps tight about these things. In fact, he keeps tight about 
  everything and nobody really knows what Koch knows about them. The end result is a very nerve-
  racking experience every time someone speaks to him. He constantly looks, but says nothing, as if he 
  knows something about you he shouldn’t. He is an excellent, patient interrogator who rarely uses torture 
  or physical violence. 
  Appearance: Koch is tall with Slavic features, dark hair and brown eyes. He always wears his Security 
  Division uniform, even to Board Meetings. 
  Support & Service Division 
   
  By far the largest division in terms of number of employees, the Support & Service Division takes care 
  of all those back-office and administrative functions needed to make the wheels turn at Northern Gun. 
  Some of the most important functions of the division from an employee perspective are human resources 
  and payroll. While to others, the most important part might be accounts payable and receivable. Of 
  course, the executives maintain that it is their customer care department which is most valuable. All of 
  these and a myriad of other corporate functions fall under the scope of Support & Service.  
  
   
  That being said, Support & Service is not simply a boring and invisible division. Over the years the 
  Northern Gun ethos has even permeated the way support functions are done. The best example of this is 
  how Support & Service handles collections "the Northern Gun way." For more details on the NG 
  Collections Department, see the section on STING.  
   
  Alexandra Cline 
  Vice-President, Support & Service 
  Alignment: Scrupulous 
  Age: 41 
  Brief History: Cline has spent her life working for Northern Gun. She started with the company at 17, 
  working part-time in accounting. Her work ethic was strong, and she had a real talent for dealing with 
  people. What drew the attention of upper management was her leadership. She was moved around from 
  department to department in order to shape up the employees and increase production. Cline served as 
  director of accounts payable and accounts receivable, as well as briefly serving as Associate Director of 
  STING, before being promoted to VP.  
  Behavior: Cline has a no-nonsense personality. She will take time to talk to her employees and develop a 
  relationship, but she clearly states the results she expects. And if she doesn’t receive those results, 
  employees are held responsible. Yet Cline has been letting down her hair lately, so to speak, as she is 
  looking for a husband. She has spent so long focusing on a career; now she’s making up for lost time. 
  Appearance: Cline is average in her dress and physical appearance. Her hair is thin and brown, usually 
  pulled back in a pony tail. She’s slightly overweight, and while she dresses professionally, her clothes 
  have a tendency to be baggy and unflattering. 
   
  Recovery, Advancement & Innovation Division 
  (RAID) 
  Mr. Bender walked briskly through the stainless steel corridors of the underground testing facility, the 
  sound of his steps reverberating down the well lit corridor. He stopped before the security checkpoint. 
  Above him, two swivel mounted medium lasers took a bead on him as he punched in his clearance code 
  and placed his hand inside the scanner. They no longer used retinal scanners in the complex as R&D 
  was so close to a breakthrough on a cybernetic eye capable of retinal forgery.  
   
  Northern Gun: Always trying to stay ahead of the tech world's status quo.  
   
  With the scan complete, the pair of fortified doors slid open to reveal a long bridge crossing the derelict 
  mineshaft to a secure laboratory on the other side. This was the part he hated. The bridge had originally 
  been a breezeway, open on the sides, but some know-it-all corporate infiltration specialist had assessed 
  it and determined that security would be better served by an open air bridge with several wall mounted 
  weapons along the shaft's walls. Either that or an enclosed tunnel, but a tunnel was too damned 
  expensive when there was so much money tied up in research. Although he would never admit it, Bender 
  was afraid of heights. Nodding to the two armed guards approaching from the other side he took a deep 
  breath and started walking across.  
   
  When he got to the other side, he exhaled and began the clearance procedure again, once again sized up 
  by automated weaponry. Strangely, he was more unnerved by the height of the bridge than the idea of 
  potential ventilation by laser fire if he punched the wrong number. Thankfully, he watched the doors 
  
  open on an actual corridor-one without a large drop on each side-and eagerly stepped in, glad to leave 
  the bridge behind.  
   
  Taking a moment to compose himself, he reviewed the facts about his new recruit: ‘Doctor’ Gorlothah 
  was a D-Bee from an undisclosed dimension. He had been working on a holographic disguise suit for a 
  rival company which he was unwilling to leave. He had refused several offers including a share of the 
  device's profits in royalties, a long term and very cushy contract, and having a Shifter send him home 
  when his work was done.  
   
  It seems the good Doctor had entirely altruistic reasons for creating the device, which had something to 
  do with allowing D-Bee's to move about without persecution in areas that were rife with such ways. To 
  be honest, Mr. Bender's superiors, although sympathetic to the plight of D-Bee's, cared less about that 
  than they did about being the first to market such a device.  
   
  There were, of course, other reasons for his attachment to the rival company; namely his life mate. 
  Sadly, she had suffered a devastating injury just the day before his services were acquired by Northern 
  Gun. Fortunately for Doctor Gorlothah, Northern Gun was ‘pioneering a bionic procedure that might 
  be able to save her’, and ‘surely he could continue his research in our facility!’ Obviously, he realized 
  that he was destined to finish his work here.  
   
  Mr. Bender had arrived at the lab to discuss the new contract his superiors drew up for their new alien 
  scientist. Who knew, in a few years, they might have a new piece of high tech gear, and Doctor 
  Gorlothah might see the other side of that bridge. It would probably take that long to pioneer the new 
  procedure they had told him about.  
   
  In the early years, Northern Gun was famous for its low-end knock-offs of high end equipment. While 
  the manufacturing equipment and automated factories recovered at Ishpeming were of good quality, the 
  company had few high-tech weapon designs and components ready for production. As a result, Northern 
  Gun turned quickly to its neighbors, buying up weapons from the Coalition, Free Quebec, Triax, Wilk’s, 
  The Manistique Imperium, the Black Market and many others. NG Engineers worked tirelessly to 
  duplicate, improve and expand upon anything they were able to find.  
   
  This duplication and reverse engineering of technology reached a fevered pitch as NG and MI were in a 
  heated battle for manufacturing supremacy outside of the Coalition States. A conflict arose as Northern 
  Gun stole away not only weapon designs, but an entire team of research scientists with the offer of more 
  money and more opportunity. This incident and many others like it keep the two nations at arms length 
  to this day.  
   
  As this industrial giant extended its reach across North America, and as the major arms and technology 
  leaders have settled, the culture of innovating upon existing designs still prevails. The head office at 
  Northern Gun often distributes a list to its many dealers of items they are on the look-out for. Dealers 
  who can trade or acquire items in the ‘little blue book’ are eligible to receive discounts, products, or cash 
  bonuses from Northern Gun.  
   
  While dealer acquisitions are the easiest way to obtain mass market items and the occasional foreign or 
  alien device, more work is required to obtain and reverse engineer the highest quality technologies from 
  other nations and factions, as well as to unearth the secrets of the Golden Age of Man. This saw the 
  early development of RAID. This Division within the Northern Gun corporate structure is responsible 
  for acquiring new technologies from foreign powers and recovering lost technological relics from the 
  Golden Age.  
  
   
  RAID Teams are engaged in active technology acquisition in one form or another. Active technology 
  acquisition takes on three primary forms: industrial espionage, ruins recovery, and headhunting.  
   
  Industrial Espionage: This department is the smallest, consisting of two main groups: handlers and 
  infiltrators. The handlers group doesn’t have many actual employees; it does have a large network of 
  informants, contacts, and contractors who provide information about rivals, managed by the handlers. 
  These handlers garner influence over highly placed individuals through relationships, blackmail, 
  payoffs, and promises. The information gathered is passed on and used by RAID Infiltration Teams, 
  responsible for industrial espionage missions. A typically mission requires them to infiltrate a rival 
  corporate research facility and steal research data, plans, schematics, and prototypes. Often times these 
  infiltration missions will be conducted by the handler’s informants, rather than by RAID personnel. This 
  is preferred, as you can only enter a facility so many times before security improves. Compromised 
  human assets controlled by RAID handlers can produce results and are less costly if discovered.  
   
  Ruins Recovery: In recent years, the ruins recovery department has seen a large increase in its available 
  resources as Golden Age Weapons has shown the high return on investment in recovering technology 
  from ruins. Using pre-Rifts maps, rumors, and information acquired from Industrial Espionage, the 
  Ruins Recovery department sends teams to high-potential sites to excavate and recover any pre-Rifts or 
  advanced technology. Many of these operations are in unclaimed wilderness areas; as a result, a large 
  part of any RAID Team in this area is the security force. Often times, RAID will employ independent 
  contractors, mercenaries and salvage experts to take on these missions with a RAID advisor on-site to 
  monitor findings.  
   
  Headhunting: While headhunting is a common term for bounty hunting on Rifts Earth, the people at 
  Northern Gun use the word in its more corporate sense: the recruiting of high value employees from 
  other companies/nations to Northern Gun. Often times, if Industrial Espionage uncovers a particularly 
  valuable human asset or project, a RAID Team will attempt to recruit the key personnel. This 
  recruitment process sometimes involves outright payouts, but just as often through extortion, and 
  sometimes even overt threats, although payments and promises are considered the most efficient 
  method.  
   
  Given its wide range of responsibilities, virtually any O.C.C. could be found in a RAID Team from 
  Spies and Super Spies to City Rats, Rouge Scholars and Scientists to Soldiers, Assassins, Professional 
  Thieves, and Operators. RAID Team members are often highly experienced and highly skilled 
  individuals in their respective fields. In RAID, the stakes are high, but so is the pay.  
  RAID Assessments 
   
  As Northern Gun enters new markets and makes contact with new kingdoms, one of their first priorities 
  is to conduct a RAID assessment. This assessment is a wide reaching social, political and technological 
  analysis of the group in question. Once the assessment is complete, usually done with passive probing 
  from Industrial Espionage agents, a priorities list is assembled and RAID undertakes operations to 
  achieve the priorities. Some priorities developed for existing nations include:  
   
  Free Quebec: In addition to stealing many of their SAMAS variant designs, a long standing RAID 
  Objective in FREE QUEBEC has been to obtain the secrets to manufacturing Glitter Boy technology. 
  This secret is closely guarded and attempting to acquire it has cost Northern Gun dearly over the years. 
  The new alliance with the Coalition States has given new vigor to this objective, as the CSID provides 
  
  additional resources to RAID. This degree of separation allows the CS to spy on Free Quebec with some 
  degree of anonymity.  
   
  Coalition States: Once the alliance was called, all RAID agents were recalled to Northern Gun - 
  officially. RAID still makes uses of some paid contractors to keep tabs on Coalition Research and 
  Development, especially in small arms and cybernetics.  
   
  Black Market: This is Northern Gun’s biggest competitor for arms sales in North America. Although 
  the Black Market has little in the way of competitive technology, the advent of Bandito Arms is 
  beginning to change this. Northern Gun feels it necessary to discreetly reduce the Black Market’s share 
  of the pie. Raids, snitches, turns and bribes are often carried out by RAID teams to keep the Black 
  Market from expanding its grip and stealing market share from Northern Gun.  
   
  Wilk’s Laser Technologies: Despite having reverse engineered much Wilk’s technology over the years, 
  RAID’s primary goal remains uncovering the location of the Wilk’s headquarters. Either through a 
  business proposition, or through other means, Northern Gun hopes to benefit from Wilk’s unprecedented 
  mastery of laser technology.  
  RAID Origins & History 
   
  Before RAID became a full-fledged division of Northern Gun, its precursor was a large, cash rich, R&D 
  Division, supported by a loose collection of mercenary companies with specialties in information 
  gathering and recruitment. At first, the division mainly operated by reverse-engineering mass market 
  weapons. The NG-33 Laser Pistol was an admirable knock-off of the Wilk’s 320, and the NG-L5 
  surprisingly similar to the sturdy Wilk’s 447.  
   
  Around 63 P.A. the R&D Division’s lead scientist, Dr. Allison Boyd, was the first to hire mercenaries to 
  acquire foreign equipment. While Northern Gun had managed to become proficient at laser weapons, 
  they had little luck with experiments in other energy weapons such as ion and particle beams. Through 
  colleagues, Dr. Boyd discovered a promising ion and particle beam project in the Manistique Imperium. 
  After a failed attempt to buy the technology from their nearby neighbor, and another failed try at luring 
  away the lead scientists on the project, Dr. Boyd contracted a mercenary company based out of 
  Ishpeming.  
   
  The Interlopers specialized in infiltration and were often employed by Northern Gun as security 
  consultants who would attempt to break into NG facilities in order to test security systems and 
  procedures. It was a logical step for NG to use this group to ‘test’ the security systems of their 
  neighboring nation. The operation to acquire the ion and particle technology went off flawlessly, more 
  or less. While the Manistique Imperium could not prove that their neighbors had pirated the technology, 
  Dr. Boyd’s earlier attempts to acquire the technology by underhanded means pointed at Northern Gun’s 
  involvement. This incident is still a sore point between the two nations.  
   
  However, despite some of the political fallout, the resultant NG-57 Heavy Ion Blaster and ever popular 
  NG-P7 Particle Beam Rifle became Northern Gun bestsellers. The bottom line impact of aggressively 
  acquiring technology could not be ignored. This sparked a long and fruitful relationship between the 
  Interlopers and Research & Development. The professional relationship quickly became personal as Dr. 
  Boyd and the mercenary leader of the Interlopers, Allan Starks, became romantically involved. To this 
  day, both of their children hold leadership roles in Northern Gun.  
  
  Current RAID Leadership 
   
  Today, RAID is its own Division, separate from Research & Development. No longer is it headed by a 
  scientist; Smuggler Edith Saint-Jean (12th Level Smuggler O.C.C.) is the Executive Vice President in 
  charge of RAID, with all scientific research performed in R&D. Saint-Jean formerly smuggled product 
  for RAID, specializing in getting NG equipment into the Coalition States, before the trade pact was 
  signed between the two nations. As a result Saint-Jean has a number of contacts in the Black Market 
  within the Coalition States, as well as many of their allies such as Fort El Dorado, Newton, Whykin and 
  New Kenora.  
   
  Through an extensive network, including many contacts in the Black Market, Edith successfully ran her 
  operation for sixteen years. To this day, CSID has no idea of Northern Gun’s covert distribution and 
  seedy dealings, a secret they jealously guard. After the alliance was formed and the Coalition States 
  were opened up as free markets, Saint-Jean’s track record in Chi-Town made her a shoe-in for vice-
  president and RAID seemed like a perfect fit.  
   
  While many of Saint-Jean’s contacts became legitimate and authorized Northern Gun dealers in the 
  Coalition States, it is suspected that she still deals with the more underhanded elements of the Black 
  Market as well. Both of the Starks’ children believe that Saint-Jean is connected to the Black Market, 
  one of Northern Gun’s biggest competitors, and keep a watchful eye on their boss.  
   
  Amy Starks (6th Level Special Forces O.C.C.), daughter of Allison Boyd and Allan Starks, is the 
  Director of Operations and manages the military and intelligence side of the division. Her older brother, 
  A. William Starks (7th Level Rouge Scientist O.C.C.), is Vice President of Research & Development, 
  where he oversees scientific research and production. Other managers of note are Rachael Walsh (8th 
  Level Mind Melter R.C.C.) who oversees the Recruiting and Headhunting Department and John 
  Stephenson (8th Level Rouge Scholar O.C.C.) who leads Ruins Recovery. Both managers spend the 
  majority of their time in the field and directly supervising employees from Operations and Research & 
  Development.  
   
  Stephenson has made quite an impression in the field of Archaeology and Golden Age discovery in the 
  academic circles of Lazlo and the CS - although this impression is not always endearing. While 
  intelligent and charming, Stephenson is the epitome of Northern Gun’s mentality. His brains and quick 
  thinking are used in the pursuit of profit, not knowledge. His abilities in Lore, Archaeology and History 
  are merely skills for the acquisition of prizes for his employer, who reward him handsomely for his 
  discoveries. Over the years, the mischievous scholar has stolen away important Golden Age finds from 
  every major explorer and scientist in the Domain of Man. His important finds have helped push 
  Northern Gun’s technological know-how forward and earned him the enmity of the academic elite.  
   
  If player characters are exploring a ruin, especially a former military base, they must surely factor an 
  encounter with a Ruins Recovery Team, lead by the infamous John Stephenson, into their plans.  
  John Stephenson 
   
  Name: John Stephenson 
  Family Note: Youngest of four siblings, all Northern Gun employees 
  Alignment: Unprincipled 
  Attributes: I.Q.: 17, M.E.: 11, M.A.: 17, P.S.: 13, P.P.: 12, P.E.: 14, P.B.: 15, Spd.: 21 
  
  Hit Points: 38; S.D.C.: 34 
  M.D.C.: Usually wears NG "Maverick" Body Armor (36 M.D.C.) complete with cowboy hat (10 M.D.). 
  P.P.E.: 9 
  Level of Experience: 8th Level Rogue Scholar. 
  Natural Abilities: Highly intelligent and charismatic; 45% ability to evoke trust or intimidation. 
  Psionic Powers: None 
  Magical Knowledge: None, although he respects the power of magic 
  Combat Abilities: Expert (8th Level Proficiency) 
  Attacks Per Melee: 4 
  Bonuses: +1 strike, +2 Damage, +1 Disarm, +3 parry, +3 dodge, +3 to roll with impact, +2 pull punch, 
  Kick Attack (1D8 S.D.C.), Judo-Style Flip (1D6 S.D.C. and victim loses one attack and initiative), 
  Critical Strike on unmodified 19 or 20. +3 to strike and parry with blunt weapons, +4 to strike with 
  Energy Rifles, Energy Pistols and Handguns. 
  Skills of Note: Literate in American, Techo-Can, Spanish and Euro all at 98%, Speaks American, 
  Spanish and Euro 98%, Appraise Goods 88%, Basic Mathematics 98%, Computer Operation 98%, 
  Computer Programming 83%, Creative Writing 78%, Find Contraband 72%, History: Pre-Rifts 
  88%/77%, History: Post-Apocalypse 88%/83%, Public Speaking 88%, Research 98%, Salvage 88%, 
  Excavation 93%, Lore: Demon and Monsters 78%, Lore: D-Bee’s 78%, Anthropology 78%, 
  Archaeology 78%/68%, Advance Mathematics 93%, General Horsemanship 68%/48%, Wilderness 
  Survival 63%, Land Navigation 64%, Navigation 63%, Sensory Equipment 53%, Pilot Hovercraft 80%, 
  Pilot Automobile 87%, Automotive Mechanics 40%, General Athletics, W.P. Energy Rifle, W.P. Energy 
  Pistol, W.P. Handguns, W.P. Blunt 
  Appearance: A rugged unshaven human, with a weathered, tanned complexion. Lean, but not overly 
  muscular he appears to be about thirty-five years of age. Brown hair, brown eyes, and stands about five 
  feet, ten inches (1.78m) tall. 
  Special Vehicles: Prefers his Northern Gun issue robotic horse 
  Equipment of Note: Small wooden cross worn around neck, articles of clothing, backpack, utility belt, 
  saddle bags, good quality cowboy boots, tinted visor, pocket flashlight, lighter, box of matches, RMK & 
  IRMSS, tube of protein healing salve, sewing kit, laser scalpel, laser torch, infrared distancing 
  binoculars, multi-optics band, bedroll, and NG-S2 Survival Skit. 
  Weapons of Note: A Pair of NG-45LP "Long Pistols", NG-H5 Holdout Ion Pistol, Steel Rod Encased 
  Night Stick (1D6 S.D.C.). 
  Special Weapons:  
  Pre-Rifts Super Redhawk .454 Casull. The revolver was discovered while on a dig in Northern 
  Missouri. Stephenson was impressed by the revolver’s weight, look, and age - as far as he can tell it was 
  produced in 1999 on the Pre-Rifts Calendar. With only slight maintenance and repairs, the engineers at 
  Northern Gun were able to get the gun working. As a history enthusiast, Stephenson loves the gun and 
  feels it gives him some character. Practically, the gun is a favorite for scaring off animals with its loud 
  retort and makes a great defense against vampires. 
  Cartridge: .454 Casull 
  Feed: 6 round cylinder 
  Weight: 3.34 lbs (1.52 kg) 
  Barrel Length: 7.5 inches (19 cm) 
  Damage: 5D6+2 S.D.C. 
  Effective Range: 180 ft (55m) 
  Body Armor: NG "Maverick" Riding Armor (36 M.D.C.) 
  Cybernetics: Universal headjack, ear implant, radio receiver & transmitter, sound filtration system, 
  sensor hand (RMB pg. 230), multi-optic eye (+1 strike), toxic filter, oxygen storage cell, knuckle spikes, 
  explosive finger segments (3)  
  Money: Rarely carries more then 4D6x1000 credits has access to millions in Northern Gun expense 
  
  accounts and a small personal fortune of cash and valuable artifacts. 
  Allies & Alliances: As a well liked member of Northern Gun’s RAID Division, Stephenson can usually 
  count on their support. Additionally, he has made more then one mercenary and adventurer rich from 
  leading them into ruins to recover lost technology and can readily cash in 1D4 favors in just about any 
  mercenary town. To supplement his charm and skill, John also travels with Togo, a full-conversion 
  Cyborg Soldier from Northern Gun who is extremely loyal to the cavalier scholar. 
  Enemies: For every rich merc and adventurer there is a double-crossed or foiled one, this includes some 
  pretty high-end smugglers from the Black Market and academics from Lazlo. Despite the protection 
  from his employer, John will occasionally run across bounty hunters, former partners, and the occasional 
  scorned woman looking to exact some measure of revenge. 
   
  Settlement for Those Indebted to Northern Gun 
  (STING) 
  Morton Armstrong, or Mortie, as was his street name, raced through the slums of Firetown. He weaved 
  through the congested streets, pushing aside old man and child alike. He shouted under his breath as he 
  did, constantly looking over his shoulder. As Morton rounded a corner to dart into an alleyway, he 
  collided with a street vendor hawking fake jewelry. Mortie had attempted to hurdle the wooden cart, but 
  his back foot didn’t quite clear, and both cart and man hit the dirt road, hard.  
   
  "Watch it!" Morton barked as he kicked his way free. Stumbling back to his feet, he turned to give the 
  vendor another piece of his mind, when Mortie’s eyes met with his pursuer: a tall man dressed entirely 
  in black. Armstrong darted down the alley, never looking back.  
   
  An athlete in his younger years, Morton now considered himself a merchant of some great esteem; but 
  he was a drug dealer, and the occasional gun runner, pure and simple. Much to his dismay, his past had 
  finally caught up with him, and he feared the worst.  
   
  Morton skidded to a stop in front of an electronic door. In his panic, he mashed the buttons of the 
  keypad and was greeted with the robotic decline, "Access Denied." He slammed his hand against the 
  door in frustration then entered the PIN again. As the lock clicked open, he did not dare to look back. 
  Morton pushed the door open with his shoulder, and shut it just as quickly. He breathed a momentary 
  sigh of relief, watching the lock indicator return to red.  
   
  Mortie, unarmed, moved toward his basement, toward his stashed NG-X3 Power Armor. As he turned, 
  he froze, spying another agent standing at the other end of the room. Two more approached from either 
  side, seizing his shoulders. As the lead agent stepped forward into the light, the badge on his lapel came 
  into focus: Agent Carrick, Northern Gun STING Division.  
   
  "Mr. Armstrong, I understand that you are indebted to Northern Gun. I hereby inform you that we 
  intend to collect on her behalf," Carrick said, smiling as he finished, "by whatever means necessary."  
   
  The STING department is the police force for the Northern Gun Corporation, not to be confused with 
  the local law enforcement of Ishpeming City. STING troopers go anywhere, anytime in order to 
  recapture a debt owed to the corporation of Northern Gun. They regularly frequent the ‘burbs and have 
  been known to travel as far as Germany, Japan, and even the Splynn Dimensional Market - all for 
  purposes of obtaining, detaining, and negotiating with individuals who owe credits or goods to Northern 
  
  Gun.  
   
  Their members use methods of interrogation and negotiation above and beyond traditional law 
  enforcement. They have no rules, per se. Their officers are trained to use whatever means necessary to 
  recapture a debt. That could include the removal of cybernetic implants, the seizure of vehicles (while in 
  operation, if necessary), the negotiation of new payment terms, or in few cases, friendly repayment of 
  credits of equal or greater value.  
   
  Truth be told, Northern Gun is essentially breaking even by employing the STING department. They 
  provide little in the way of income for the company. By the time all of the soldiers are outfitted, paid, 
  and provided with housing and medical care, little if any is left over at the end of the quarter. The real 
  purpose of the department is sheer intimidation factor. Bandits and merchants all know that the squad 
  exists. They also know about their brutal tactics and relentlessness. Northern Gun makes this abundantly 
  clear to any new merchant, and bandits often spread the word quickly as well. Northern Gun employs 
  the department as a necessary evil: a deterrent for would be thieves and crooked shop owners.  
   
  STING was founded just after the establishment of the NGMI Bank. Weapons, vehicles, armor and gear 
  can all be financed through the Northern Gun directly, using an NGMI Bank account. Anyone interested 
  in obtaining NG equipment can do so with a 50% down payment on new or used equipment, with 
  payment terms to be decided individually depending on their reputation, proximity, and ability to be 
  easily located. The Northern Gun typically charges 10% interest for first time customers, and interest is 
  often reduced for repeat customers. This payment plan has prompted many first time merchants, 
  mercenaries, militias, and countless other organizations to switch over to NG equipment simply because 
  of this financing option.  
   
  Unfortunately, not all risk evaluations are accurate, and some debtors try to avoid repayment. Upon 
  default on an NG loan, STING will seek out repayment in any way possible, including the capture of all 
  collateral. As NG expands their production and technology level, the STING department has kept the 
  defaulting debtors level at a record low, and has recently begun to turn a profit with enormous 
  improvements in their search and recapture techniques.  
   
  Overseeing the recovery operations is Chase Stanton (6th Level ISS Intel Specter O.C.C.), a former ISS 
  Intelligence Officer in Chi-Town. Stanton is a stern man, his career with the CS full of successful busts 
  but marred by charges of excessive force. The blemishes of his record were overlooked, perhaps even 
  welcomed, by STING.  
   
  Chase Stanton 
  Captain, STING 
  Alignment: Aberrant 
  Age: 34 
  Brief History: Stanton had a 10 year career with the ISS, one of the best Intelligence Officers in Chi-
  Town. But as good as he was bringing in the crooks, he had a temper which could not be controlled. He 
  assaulted several innocent citizens, which could be overlooked; he also attacked several guilty, and 
  powerful, politicians, which could not. Stanton was fired over such an assault, but NG seized the 
  opportunity, hiring the young stud for their STING program a few days later. At STING, his skills and 
  his brutality were both welcomed, and he has been highly successful. Not only has Stanton excelled at 
  recovery from high credit debtors, the former ISS Specter also spearheaded a low cost scare program, 
  aimed at individuals only recently falling behind on their payments. So far, over 80% of those ‘enrolled’ 
  in the scare program have returned to regular payments without the need of further, costly STING 
  intervention. As a result of the successful program, Stanton was promoted to lead the department.  
  
  Behavior: He is cold and calculating, and he effectively communicates his vision for the department. He 
  is a good leader, often seen mentoring the other officers, but his tempter still gets the better of him. 
  Since becoming Captain, he has gotten in fist fights with two members, and has since had both 
  transferred to Security. His methods of motivation apply not only to those indebted, but also his own 
  staff.  
  Appearance: Stanton has dark hair and dark eyes. He’s of average height and build, and his facial 
  features are utterly forgettable. This generic look is what made him so successful as an undercover 
  agent. But once he starts talking to you, he has a personality you can never forget.  
   
  Dealer Distribution 
  Distribution through the dealer network is relatively straightforward. Any city that has an authorized NG 
  Dealership of weapons or consumer goods is tied to the corporate delivery service: Northern Transport. 
  A dealer purchases the inventory from Northern Gun at dealer cost, then resells it to a client at market 
  rates. Each dealer keeps an inventory of commonly sold products from the NG-S2 survival kit to NG 
  compatible e-clips, a handful of rifles, pistols, and body armor, as well as a few commonly available 
  vehicles such as the NG-300 Speedster Hovercycle. Dealers are responsible for anticipating demand and 
  order on an as needed basis.  
   
  On a specified day each month, Northern Transport loads all regular time insensitive dealer orders into 
  transport aircraft, often sub-contracted from mercenary companies such as Air Michigan, and delivers 
  them to their dealers. The delivery charge is built into the cost a dealer pays. These transport aircraft fly 
  directly from Northern Gun to the local airfield, where the cargo is transferred to another local 
  subcontractor who delivers the items directly to the dealership. The major exception to this procedure is 
  dealers who have ports accessible via the Great Lakes. Northern Transport also hires out merchant 
  marine cargo vessels that can deliver to markets with port facilities. Dealers who do not have accessible 
  and secure airfields or ports see their goods delivered to the nearest airfield or port and then delivery to 
  the end destination is contracted out to mercenaries and adventurers to deliver to the dealer. The delay 
  between landing at the major airfield and delivery to the dealer varies depending on distance to the 
  dealer, as well as possible problems encountered en route.  
   
  For this reason, items are likely to be more expensive in more remote areas, as payments to delivery 
  agents are generally higher. In game, this may mean that NG equipment may be available in remote 
  areas but at a cost of 25%-100% higher then listed price. The delivery system also could cause delays, if 
  a specific dealer was out of NG-P7 Particle Beam Rifles players may have to wait until the next 
  inventory shipment arrives before being able to purchase the weapon. This delay could be anywhere 
  from a few days, to a month or more. For large orders, such as bots, aircraft, power armor and bulk 
  weapons and armor orders, Northern Transport is much more accommodating.  
   
  While major dealers such as MercTown or Kingsdale may carry a few power armor or robot vehicles in 
  stock, most dealers won’t have these items on their premises unless a buyer is readily available. In this 
  case, the dealer can make a special order to Northern Transport. To make a special order, the customer 
  must pay up-front non-refundable cash or exchange deposit of 30% of the item’s final price. With the 
  cash or exchange deposit in hand, the dealer can then place the order. From there Northern Transport has 
  a transport aircraft loaded and in the air within twelve hours. Deliveries to major cities are made within 
  twenty-four hours, outlying dealers can receive delivery within forty-eight hours. Expedited delivery is 
  available, with a markup of 50%. Customers who change their mind will not have their deposit returned 
  and will likely be blackballed by the dealer, meaning they may have to pay a significant markup for any 
  
  future purchases. In these cases, with 30% already paid on it, dealers will usually try to liquidate the 
  item rather then carry it. Under these circumstances, players could see a discount of 5%-25% of the list 
  price. Of course the dealer may also try to hold out for full-price in order to make 130% on the deal, but 
  often they are willing to negotiate.  
   
  Northern Transport keeps an updated list of mercenaries and companies that specialize in transporting 
  items between cities and makes regular use of these short-listed entities. To get on the short-list requires 
  an excellent reputation for delivering on time and intact. Often local NG Dealers will make 
  recommendations to Northern Transport based on their knowledge of the local area. Another easy way 
  to get delivery contracts is a bribe to the Vice-President, Terrance Franklin. Depending on the route and 
  value of the delivery contracts, Franklin has been known to demand anywhere form a few hundred 
  thousand to a few million for a spot on the prestigious and lucrative list.  
  Non-Dealer Distribution 
   
  In some places, NG will not authorize a dealership, especially for weapons. These areas are generally 
  places where the Coalition States has asked, or threatened, Northern Gun to back off its sales. Some 
  particular sore spots have been New Lazlo and the ‘Burbs. To this end, Northern Gun politely 
  acquiesces and activates a non-dealer network.  
   
  Non-dealer networks are tangled, shadowy systems that make sure NG product is being sold wherever 
  there is a demand and at a much higher price. This system requires Northern Gun to have a connection 
  with a local arms dealer, such as a former NG employee, known Black Market type, covert government 
  agency, or other entrepreneur. From there, Northern Gun requires a legitimate business address in a 
  major delivery city, usually a mercenary or private security company. Orders are placed with Northern 
  Gun through the business and delivered to the major city as usual. Once offloaded, this cargo becomes 
  the responsibility of the buyer. The buyer is then responsible for getting the cargo into the hands of the 
  customer. These orders are generally 20% more expensive and by the time they get to the customer, say 
  someone buying from the Black Market in Chi-Town, weapons and equipment may cost as much as 
  50%-100% more than usual. Foreign governments who are on the CS "do not sell list" use the same 
  method, and may also face a mark-up of 50% or more.  
  Foreign Relations 
  Northern Gun is the company foreign governments love to hate. After all, Northern Gun supplies most 
  North American kingdoms, city states, and communities with not only weapons, but agricultural and 
  industrial equipment too. The only problem is they provide the same things to the competition. Often 
  armies equipped with Northern Gun weapons will be squaring off against mercenaries, rebels or bandits 
  sporting the very same weapon, all sold to both sides by the same company. It is an infuriating situation 
  at times and one that no one, with the recent exception of the Coalition States, has found a way to barter 
  around. A running joke in the diplomatic world is that Northern Gun is even more non-discriminatory 
  than Lazlo - because they’ll sell to anyone.  
   
  The Coalition States. By recognizing the stranglehold that Northern Gun has on the non-Coalition 
  territories, the CS knew not to wake this sleeping giant. Instead they brokered a deal that allowed 
  Northern Gun products to be sold within the CS and opened the lines of trade between the States and the 
  Upper Peninsula. While the Coalition doesn’t need Northern Gun farm and industrial equipment, the 
  trade agreement creates a situation where Northern Gun depends on the Coalition States for a large 
  
  percentage of its sales, freeing up CS industrial capacity for war production rather then civilian needs. 
  This puts the two nations on cordial, if not friendly, terms. Both want something from the other and for 
  now they are getting what they need. The CS is still concerned about weapons sales, but knows it will 
  not be able to curtail this activity. In the end, they simply hope that good trade relations will move 
  Ishpeming closer to statehood, and they use the relationship to keep tabs on this industrial giant.  
   
  Free Quebec. While Great Lakes trade between Northern Gun and Free Quebec happened informally 
  for many years, the CS Civil war and trade deal with Northern Gun ended shipments between the two 
  northern nations. Free Quebec can manufacture all of its needs internally from weapons and armor to 
  consumer equipment. The deal with the Coalition precludes Northern Gun from selling to Free Quebec, 
  and Quebec’s attitude makes abiding by this clause easy enough. There have been a few tense moments 
  along the Great Lakes where Northern Gun vessels have been boarded or shadowed by Free Quebec 
  Naval ships, but to date no shots have been fired. It is rumored that Free Quebec hires Privateers to 
  attack NG shipping heading toward the CS, but such claims have never been substantiated.  
   
  Manistique Imperium. As Northern Gun’s closet neighbor the Manistique Imperium is both an ally and 
  a competitor. The two nations cooperate together on many levels including the joint NGMI Bank and 
  mutual defense pacts. Their armed forces often train together on joint operations and most of the 
  Manistique Officer’s Corps is educated at the Ishpeming Staff College. However, Wellington Industries 
  and Northern Gun also compete in the same industry, especially the coveted hover cycle market, and 
  those competitions can get rough. Industrial espionage and cut throat tactics are the name of the game 
  between these two corporations and, by association, these two nations. Although they compete fiercely 
  for market share in hover cycles, Northern Gun sees Wellington as a blip on the radar in its other 
  markets and views the competitor as an annoying kid brother.  
   
  Lazlo / New Lazlo. While the philosophers of Lazlo disagree with Northern Guns mercenary business 
  practices and object to their trade pact with the Coalition, they as usual do very little about it. Like most 
  kingdoms, Lazlo and New Lazlo depend on Northern Gun for their mundane needs, especially for their 
  non-magical weapons technologies. As the CS has not insisted on a trade embargo against any other 
  nation except Free Quebec, Northern Gun continues to sell to these two magical havens and they 
  continue to buy. Occasionally they offer moral objections, but more often than not they cough up the 
  credits.  
   
  New German Republic. Normally these two nations would have very little concern for each other. 
  However, when Triax Industries started selling weapons in North America, Northern Gun took offense. 
  Although they could do very little at first, they were eventually able to begin industrial espionage and 
  reverse engineering operations against Triax Industries; in fact, there still remains a large team of 
  scientists trying to unlock the mysteries of the Ulti-Max unit. Some early successes, especially in 
  knocking off the artificially intelligent Dynabot, cooled relations between the two nations. To further get 
  an edge on these foreign competitors, Northern Gun has used its new influence with the Coalition to ban 
  the sale of Triax weapons to the mass market in North America. If it were not for the ongoing war with 
  the gargoyles in Europe, these two industry heavyweights would most likely be in very heavy 
  competition.  
  Ishpeming Defense Force (IDF) 
  Ishpeming has a standing army of about 36,000 personnel. Of these, 12,000 are Ishpeming citizens and 
  employees of Northern Gun. These loyal employees serve as the city garrison and police force, as well 
  as making up the naval forces and air corps. Like all good company men, these soldiers exclusively use 
  
  Northern Gun products.  
   
  The remaining 24,000 troops are mercenaries of various backgrounds, many of whom have been under 
  contract with Northern Gun for years. These mercenaries are used to defend the many smaller 
  communities that surround the city of Ishpeming and to escort outbound cargo. Mercenaries are 
  responsible for their own weapons and armor, but they do receive a discount on Northern Gun products. 
  As a result NG gear is widespread but not in exclusive use.  
  Ishpeming City Garrison 
  4,620 Infantry (IDF Soldier O.C.C.) 
  620 Headhunters (All types except Mamano) 
  620 Full Conversion Cyborgs 
  140 Special Forces  
   
  Made up of 6,000 citizen soldiers, this garrison acts in the dual function of military defense and law 
  enforcement. Stationed at fortified positions throughout the city, these troops conduct regular patrols in 
  vehicles and on foot. Since they are also citizens of the city, and not contracted mercenaries, the garrison 
  troops have a fondness for their fellow citizens and most have a genuine concern for their well-being. 
  Since Ishpeming is almost always full of strangers and non-citizens, the garrison keeps a closer eye on 
  them then on the regular working stiffs.  
   
  Garrison troops are equipped with the NG-A15 Peacekeeper Environmental Body Armor (emblazoned 
  with IDF logo, the Northern Gun logo, and personal ID number on the chest plate), NG-T6 Taser and a 
  NG-33 Laser Pistol. S.W.A.T. units also use the NG-LP25 Laser Pulse Sub-machine Gun and NG-
  SSL20 Super Sniper Rifle or NG-SR3 Marksmen Sniper. Additional heavy infantry weapons are also 
  available. Patrol vehicles include Highway Man motorcycles, various Northern Gun hovercycles, and 
  Black Bear ATVs. The IDF also uses modified civilian hover cars for patrols, particularly souped-up 
  versions of the Dove and Stork vehicles. In special circumstances, power armor and robot vehicles may 
  be issued.  
   
  The garrison has a high percentage (20%) of augmented soldiers who provide heavy back-up to the 
  regular patrollers. The average visitor to Ishpeming is usually a well armed mercenary, and as a result 
  the law enforcement officials feel the need to be able to respond in force if they are to be taken 
  seriously. The heavy units are used in riot control or during extremely violent outbreaks. Additionally 
  they are an integral part of the city’s defenses. The dual-role of policing and defense means these 
  soldiers are drilled in street-fighting, urban combat and close quarters combat.  
   
  In addition to standard peacekeeping troops the City Garrison has ten S.W.A.T. teams consisting of 
  twelve special Operators, a commanding officer, and a senior NCO (14 personnel total). These loyal 
  soldiers have been trained in Special Operations at the Ishpeming Staff College and can compete with 
  some of the best units in the business. Their primary role is counter-terrorism, hostage rescue, and high-
  risk arrests within city-limits.  
   
  The Garrison is commanded by General Leo Abraham, a long-time member of the Ishpeming Defense 
  Force who started out as a mercenary before joining the city garrison ten years ago. Since then he has 
  ascended the ranks quickly, proving to be a fair and intelligent commander. He is a firm believer in 
  training, and he has increased the level of training given to each garrison member by twenty five percent 
  since his promotion to General, which has earned him a great deal of respect from the troops under his 
  command. The General also petitioned for, and received, a specialty S.W.A.T. Training Center that is 
  
  used not only by his men, but to train law-enforcement types from all over North America, for a fee. 
  Funds received from the SWAT Training Center are used to purchase more vehicles and equipment, 
  something everyone likes.  
   
  General Leo Abraham 
  Commanding Officer of the City Garrison 
  Alignment: Unprincipled 
  Age: 52 
  Brief History: The General started out as a mercenary in the city of Marquette; he distinguished himself 
  against a vicious gang of robbers who were ripping off NG warehouses and selling the products to the 
  Black Market. His heroics and superb urban combat tactics earned his mercenary outfit a long-term 
  contract to protect the city. After years of quality protection of Marquette, the City of Ishpeming offered 
  Abraham a hefty pay raise and a chance to work as commander of the City Garrison at Ishpeming. Leo 
  quickly accepted the money and title and has proven to be a capable commander ever since. He is due to 
  retire soon, and Northern Gun is looking for candidates to replace him from within and outside the 
  ranks. 
  Behavior: A bit of a politician and mercenary. Leo did not come from the ranks of the IDF and has a 
  knack for doing things differently. Although his savvy negotiating skills have seen an increase in 
  training funding for the City Garrison, the Ishpeming City Council finds him somewhat abrasive and 
  pushy. 
  Appearance: Your typical grizzled Headhunter, General Abraham has bionic systems equal to partial 
  conversion including a multi-optic eye and two bionic arms. His face is not scarred or marred from 
  battle, but he does have heavy lines from worry and combat stress.  
  Military Asset Protection & Security (MAPS) 
  2,000 Infantry (IDF Soldier O.C.C.) 
  250 Headhunters (all types except Mamano) 
  250 Full Conversion Cyborgs 
  125 Super-Spies (All specialties, including magic) 
  125 Master and major psychics (Mostly Mind Melter, Psi-Ghosts, Psi-Stalkers and Zappers) 
   
  Another 3,000 of the non-mercenary citizen soldiers employed by Northern Gun specialize in the 
  physical protection of Northern Gun factories and research facilities. These military types are not the 
  same as the Northern Gun’s Security Division, who mainly provide for internal security, although the 
  two groups work very closely together. Instead, they are the armed guards one encounters when 
  attempting to enter Northern Gun’s most sensitive facilities and restricted areas.  
   
  MAPS troops conduct vehicle searches, security patrols, intrusion detection operations, stand guard, 
  check identification, and otherwise put themselves in harms way to prevent access to restricted areas. 
  Because industrial espionage and theft of weapons material are so common, these troopers are no-
  nonsense Operators who are authorized and ready to use deadly force. Anyone caught in a restricted area 
  by one of these men or women is most likely going to exit the facility in a body bag.  
   
  Standard equipment is a little beefed up compared to a city-garrison trooper: NG-A15 Peacekeeper 
  Environmental Body Armor (emblazoned with IDF logo, the Northern Gun logo, and personal ID 
  number on the chest plate), NG-T6 Taser, NG-45LP Particle Beam Pistol and NG-IP7 Ion Pulse Rifle. 
  Depending on the nature of the facility, security patrols may also be conducted using hovercycles, 
  combat hover cars (particularly the Boll Weevel, Longhorn, and Stag models) armored personnel 
  carriers, and even power armor and robot vehicles.  
  
  Ishpeming Naval Defense Force 
  300 Sailors (IDF Soldier O.C.C.) 
  200 Merchant Marine (See Sourcebook 4 : Coalition Navy) 
  200 Engineers (Operator O.C.C.) 
  150 Pilots (IDF Soldier O.C.C.) 
  50 River Pirate O.C.C. (See Sourcebook 4 : Coalition Navy) 
  50 Special Forces O.C.C. 
   
  Despite their use of the Great Lakes for trade, Northern Gun was a little late in getting into the 
  construction of a navy. To catch-up quickly, the leadership purchased several ships from the now-
  defunct Iron Heart Armaments, and now produce those ships themselves (see IHA Treaty section of 
  this Netbook for more information). The resultant Navy is relatively small (950 personnel), especially 
  when compared to the other Great Lakes powers such as Free Quebec and the Coalition. The trouble 
  caused by Free Quebec has really forced Northern Gun and CS Naval Commanders to work in unison to 
  protect cargo headed for the Coalition States. To beef up their naval capacity, Northern Gun relies 
  heavily on mercenaries and even issues the occasional privateers license to help keep Free Quebec off 
  their backs.  
   
  Naval Vessels 
  2 Sea King Missile Cruisers (With an even mix of the new Beach-Stormer and RedHawk PA suits)  
  8 Triton Patrol Boats 
  14 Black Eel Torpedo Boats (3 are produced under the redesigned Bullhead Torpedo Boat line) 
  10 UB-300 Submersible 
   
  Naval Aircraft 
  24 Dragonfly Combat Hover-Chopper 
  12 NG Wildcat (Black Lightning Knock-off) 
  12 NG Viper (Demon Locust Knock-off) 
  6 Iron Trident Attack Helicopter (All 6 are produced under the redesigned Seabird line) 
   
  Northern Gun Air Corps 
  1,230 Pilots (IDF Soldier O.C.C.) 
  500 Maintenance Engineers (Operator O.C.C.) 
  320 Paratrooper O.C.C. 
   
  Ishpeming keeps a very impressive air force relative to its size. At 2,050 personnel, this is the third 
  largest concentration of citizen soldiers. The powers that be have determined that airpower is a serious 
  force, allowing the small Ishpeming Defense Force to project more firepower than it really has.  
   
  Northern Gun Air Corps Aircraft 
  24 GAW F-16C Improved Fighting Falcons 
  24 GAW A-10 Improved Thunderbolt II's 
  24 IHA Grey Falcon Attack Jet's (8 are produced under the redesigned Northern Harrier line) 
  8 IHA Air Castle Bomber's (4 are prototypes of the new NG line modified to serve as missile planes) 
  48 NG Wildcat (Black Lightning Knock-off) 
  48 NG Viper (Demon Locust Knock-off) 
  96 Dragon Fly's 
  
  192 Sky King's 
  36 GAW Improved C-130's 
  48 NG Sky Bunker's  
  1st Michigan Airborne Regiment: The Sky Hawks 
  Ishpeming is one of the few nations to have a dedicated Paratrooper unit. These brave men and women 
  are one of the very few offensive minded units in the IDF (most are concerned with protection and 
  defense). When Ishpeming is having trouble with a neighbor, squatters, or even just a debt collection too 
  big for the STING unit, these highly-trained paratroopers are often called to the task. Although Northern 
  Gun has no plans for a war, if they did, these paratroopers would no doubt be on the leading edge of any 
  conflict.  
   
  The regiment is made up of two companies of 160 paratroopers, supported by a 40-man power armored 
  platoon using Red Hawk Power Armor and a 16-man Squadron of Sky King and Dragon Fly aircraft that 
  support airborne operations. The regiment is constantly in training and is often rented-out to neighboring 
  kingdoms for special operations. Because Ishpeming and Northern Gun have few enemies with whom 
  they engage in open warfare, they use the Sky Hawks as a mercenary force in order to gain valuable 
  combat experience. Of course, it also allows Ishpeming to pay its paratroopers some of the best rates in 
  the business.  
   
  While acting as the personal mercenary force of Northern Gun and Ishpeming, the Sky Hawks are also 
  an excellent advertisement for Northern Gun equipment. These soldiers make exclusive use of Northern 
  Gun products from their jumpsuits to their energy rifles. The Sky Hawks will often use mercenary 
  operations as an out of sight way to field test new Northern Gun weapon designs. For example, the 
  power armor company was the first to use the Red Hawk design in actual combat before it rolled onto 
  the open market.  
   
  Standard equipment for the Sky Hawks is NG-A12 Anti-Ballistic Armor, which helps reduce impact 
  injuries from airborne landings, and the NG-56 Light Ion Blaster as a side arm. Each ten person squad 
  has six troopers armed with the NG-IP7 Ion Pulse Rifle, two with the heavier NG-L6 Laser Rifle, one 
  heavy weapon (with either the NG-ML6 Mini-Missile Cannon or NG-303 Infantry Mini-Rail Gun) and 
  one sharpshooter (with either the NG-SSL20 Super Sniper Rifle or NG-SR3 Marksmen Sniper). Any 
  other Northern Gun weapons may be used depending on the assignment.  
   
  Commanding this professional unit is Colonel Jason Quigley, an experienced Paratrooper in his own 
  right. The Colonel is known as a front-line commander and often accompanies the troops on their 
  missions. Although he is getting up there in age, a few bionics and bio-systems keep the Colonel healthy 
  and up to the rigors of combat.  
   
  Colonel Jason Quigley 
  Commanding Officer of the Sky Hawks 
  Alignment: Scrupulous 
  Age: 45 
  Brief History: An Ishpeming-man through and through. Jason Quigley comes from one of the oldest 
  families in Ishpeming. He is a loyal company man and has been entrusted with command of Ishpeming’s 
  premiere fighting unit, not only because of his heritage and loyalty, but also his ability. 
  Behavior: More than a bit eccentric, the Colonel believes in drilling hard, and he is also a bit of a 
  showman. He makes big statements with lots of bravado and colorful language. While his men find it 
  motivating, some people find it annoying. Nonetheless, the Colonel has become a celebrity and is useful 
  
  for endorsing NG products. 
  Appearance: He wears his paratrooper jump boots where ever he goes, smokes cheap cigars (with little 
  ill effect thanks to his bionic lung), and sports a wide-brimmed American Cavalry-style hat.  
  IDF Soldier O.C.C. 
  The loyal citizen soldiers of the IDF are trained in Ishpeming by the professionals at the Ishpeming Staff 
  College (ISC). As a result, their training is some of the best in North America. Each recruit, and 
  Ishpeming has no shortage of recruits, completes a twelve week basic military training program 
  designed to build up all new soldiers to the same standard. Basic training is currently taught by a number 
  of combat veterans from the Ishpeming Defense Force and talented mercenaries. Since the IDF is so 
  small, the basic training classes are filled out by mercenary types who wish to train as a man-at-arms; 
  many headhunters and other professional men-at-arms get their start at the ISC. The classes also include 
  recruits from the Manistique Imperium. All non-IDF members pay a fee for basic training, making this 
  training a lucrative business.  
   
  Once recruits complete basic training, they begin another twelve week advanced infantry course 
  intended to produce a highly trained and motivated combat soldiers, able to meet any challenge. 
  Completion of this course allows recruits to go on and become the various men-at-arms O.C.C.s, such as 
  Headhunters, Paratroopers, Special Forces, Bounty Hunters, Juicers, Military Cyborgs, Crazies, etc. IDF 
  recruits can choose any men-at-arms O.C.C. or one of the exclusive IDF Military Occupational 
  Specialties (MOS).  
   
  IDF Soldier O.C.C. Abilities and Bonuses:  
  1. Culture of the Gun: Northern Gun/Ishpeming has its roots in the militia movements of the American 
  Empire. One of the fundamental positions of these movements was a citizens right to bear arms, 
  something Northern Gun promotes wherever it does business (a policy that is also good for business). 
  As a result, all Ishpeming citizens are comfortable with all types of Northern Gun personal firearms. IDF 
  Soldiers are volunteers from the citizenry and possess uncanny familiarity with Northern Gun weapons.  
  +10% to Recognize Weapon Quality when dealing with Northern Gun Weapons and technology. 
  +10% to Field Armorer when dealing with Northern Gun Weapons and technology. 
  +1 to strike on aimed shots and bursts when using NG products (and having the appropriate weapon 
  proficiency)  
  2. Initiative bonus: Superior training from the Ishpeming Staff College helps instill quick thinking and 
  situational awareness, adding +1 on Initiative at levels 1, 4, 7, 10 and 13 
  IDF Soldier O.C.C. and NPC 
  Alignment: Any 
  O.C.C. Requirements: P.S. and P.E. of 10 or higher.  
  O.C.C. Skills: 
  Basic Radio (+10%) 
  First Aid (+10%) 
  Pilot: Hovercycle (+10%) 
  Climbing (+10%) 
  Land Navigation (+10%) 
  Swimming (+10%) 
  Wilderness Survival (+10%) 
  Weapon Systems (+10%) 
  Running 
  
  General Athletics 
  Recognize Weapon Quality (+10% when dealing with NG Products only) 
  Field Armorer (+10% when dealing with NG Products only) 
  W.P.: Heavy Energy 
  W.P.: Energy Rifle 
  W.P.: Energy Pistol 
  Hand to Hand: Expert 
  O.C.C. Related Skills: Select one M.O.S. Package from the list of special training areas below. Two 
  other skills can be selected from any of the available categories at levels two, five, nine and twelve.  
  Communications: Any 
  Domestic: Any 
  Electrical: Basic only (+5%) 
  Espionage: Wilderness Survival only (+5%) 
  Mechanical: Automotive only 
  Medical: First Aid only 
  Military: Any (+10%) 
  Physical: Any except Acrobatics & Gymnastics 
  Pilot: Any (+5%) 
  Pilot Related: Any 
  Rogue: Any 
  Science: None unless M.O.S. 
  Technical: Any (+5%, +10% to Literacy) 
  Weapon Proficiencies: Any 
  Wilderness: Any 
   
  MOS: Power Armor Pilot 
    Pilot: Robots and Power Armor (+20%) 
    Power Armor Elite Combat: NG Power Armor of choice  
    Power Armor Elite Combat: NG Power Armor of choice 
   
  MOS: Robot & Armor Pilot 
    Pilot: Robots and Power Armor (+15%) 
    Pilot: Tanks and APC's (+14%) 
    Robot Combat Elite: NG Robot of choice 
    Robot Combat Elite: NG Robot of choice 
   
  MOS: Air Corps Pilot 
    Pilot: Helicopter (+15%) 
    Pilot: Jetfighter (+20%) 
    Read Sensory Equipment (+10%) 
    Pilot: one of choice (+10%) 
   
  MOS: Naval Sailor 
    Read Sensory Equipment (+10%) 
    Pilot: Warships/Patrol Boats (+20%) 
    Navigation (+10%) 
    Pilot: Watercraft of choice (+10%) 
   
  MOS: Pilot (General) 
    Pilot: Automobile (+10%) 
  
    Pilot: Truck (+10%) 
    Pilot: Helicopter or Combat Driving (+10%) 
    Read Sensor Equipment (+10%) 
    Robot or PA combat skill of choice (+10%) 
   
  MOS: Medic 
    Paramedic (+10%) 
    Holistic Medicine or Basic Cybernetics (+10%) 
    Biology (+10%) 
    Pathology (+10%) 
    Field Surgery (+10%) 
   
  MOS: Weapons 
    W.P.: Heavy 
    W.P.: Automatic Rifles 
    W.P.: Automatic Pistols 
    W.P.: ancient weapon of choice 
    Sniper 
   
  MOS: Demolitions 
    Demolitions (+10%) 
    Demolitions Disposal (+10%) 
    Underwater Demolitions (+10%) 
    Military Fortifications (+10%) 
   
  MOS: Wilderness 
    Tracking (+10%) 
    Trap Construction (+10%) 
    Trap/Mine Detection (+10%) 
    Hunting 
   
  MOS: Technician 
    Mechanical Engineer (+10%) 
    Weapons Engineer (+10%) 
    Electrical Engineer (+10%) 
    Computer Repair (+10%) 
   
  MOS: Communications 
    Cryptography (+10%) 
    Electronic Countermeasures (+10%) 
    Laser Communications (+10%) 
    Electrical Engineer (+10%) 
    Computer Operation (+10%) 
   
  Secondary Skills: The character also gets to select six secondary skills from the previous list. These are 
  additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All 
  secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously 
  indicated in the list. 
  Standard Equipment: A suit of personalized, light or heavy (usually heavy), mega-damage body 
  armor, including Coalition armor. A set of dress clothing, and a set of camouflage clothing for covert 
  
  operations. Also a gas mask and air filter, tinted goggles, hatchet for cutting wood, knives (1D4), a NG 
  energy handgun and rifle and six extra ammo-clips for each, three additional weapons of choice, 1D6 
  grenades, NG-S2 survival pack, tent, knapsack, back pack, saddle bags, two canteens, freeze-dried food 
  rations (five week supply), and some personal items. At the GM’s options, the character may have a 
  vehicle, power armor, extra weapons, or other equipment as fits with the selected MOS.  
  Money: The character starts off with 3D6x100 in credit, and has a black market item that will garner 
  another 1D6x1000 credits. 
  Cybernetics: Can have 1D4 cybernetic implants of player's choice, including black market items.  
  Mercenaries 
  In addition to the 12,000 loyal citizen soldiers, Northern Gun employs 24,000 mercenaries on a long 
  term basis. These mercenaries provide the bulk of Northern Guns defenses outside the city of Ishpeming 
  and some have served so long for the company that they considered themselves part of the nation. In 
  times of war or when threatened, Northern Gun could likely double or triple the number of mercenaries 
  it employs within a few weeks.  
   
  Getting a mercenary gig with Northern Gun, especially in their defense program, is considered one of 
  the best contracts in the business. Not only do mercenaries get paid good money, but they also get deep 
  discounts on Northern Gun hardware. Plus, since no one has ever attacked Ishpeming, combat is limited 
  to fighting off the occasional bandit group, demon, Xiticix, or other menace.  
   
  Northern Gun employed mercenary companies come in all shapes and sizes, from veritable mercenary 
  armies responsible for defending entire cities to single squads hired to protect convoys and guard 
  warehouses. Mercenaries are also Northern Gun’s first choice for offensive operations. The Upper 
  Peninsula is often faced with high-tech bandits looking to capture some Northern Gun equipment, as 
  well as monsters preying on citizens and outlying towns. Existing and new mercenary companies are 
  often employed on seek and destroy missions to hunt down these bandits and monsters. When monster 
  attacks really increase, Northern Gun will often put out a bounty on a particular type of creature and pay 
  any mercenary or adventurer per head.  
   
  The easiest way for a new small-time company to find work with Northern Gun is through convoy 
  escort. Northern Transport employs mercenaries from all over North America to escort their products 
  through hostile territory. A history of credible performance at these and other sundry tasks will usually 
  garner an invitation to join the standing mercenary army. Contracts are handled by Northern Gun’s 
  Support & Service Division, who regularly post jobs through Merc Ops. They also employ a few of their 
  own independent fixers who set up jobs which require more delicacy and discretion, such as RAID 
  operations or actions against competitors.  
  Militias 
  As mentioned earlier, Northern Gun and Ishpeming have their roots in the militia movements of the 
  American Empire, especially focusing on the right to bear arms. This means not only do most citizens 
  own and know how to operate military grade firearms, but that they maintain a volunteer army for times 
  of emergency. The Citizen’s Militia is a voluntary group of Ishpeming citizens who are available to help 
  defend the cities during heavy attacks or lend a hand during disasters. Most cities and towns surrounding 
  Ishpeming have a small chapter of the Citizen’s Militia. However, some are more active then others. In 
  the more remote and wilderness communities of Ishpeming, these militias conduct seek and destroy 
  patrols hunting monsters and bandits on their own (sometimes using a bounty or mercenary contract to 
  fund their chapter); others are more like social clubs who like to romp around in the wilderness and fire 
  
  off their guns.  
   
  Regardless of their activity level, all of these volunteer militias are very loyal and feel strongly about 
  Ishpeming and Northern Gun maintaining their independence. Often these members will become vocal 
  against decisions that might jeopardize the nation’s independence, including the trade deal with the 
  Coalition States. A few groups even sponsor candidates in local politics, or have politicians as a part of 
  their membership.  
   
  Overall the militias form an additional layer of defense for Ishpeming and Northern Gun and epitomize 
  the perfect customer: someone who feels the need to own the latest model of Northern Gun assault rifle. 
  In an attempt to keep some control over the militias and to organize them when needed, each chapter 
  registers with Northern Gun’s Support and Service Division. In exchange for registering as a militia, 
  Northern Gun offers discounts to members for personal body armor and firearms and will ask local 
  militias if they wish to take up any mercenary contracts that are coming up. If all militias were activated 
  they would make up approximately three volunteer battalions (3,000 troops) and fall under the command 
  of the General of the City Garrison.  
  The Iron Wall 
  The borders of Ishpeming are protected by The Iron Wall. Not actually a physical wall, but rather three 
  major military strongholds along the western and southern borders of Ishpeming. The towns of Iron 
  Mountain, Iron River and Ironwood keep the entire southern and western portion of Ishpeming safe from 
  interlopers - the most common being Xiticix encroachment and bandits who wish to prey on cargo and 
  merchants leaving the area.  
  Iron Mountain 
  The Town of Iron Mountain 
  Population Breakdown: 
  20,000 Total Citizens 
  85% Human 
  10% D-Bee races (mostly humanoid) 
  3% Mutant Animals 
  2% Psi-Stalker 
  Note: This does not include the 5,000 to 6,000 mercenaries employed by Northern Gun or the 4D4x100 
  visitors, adventures, or unemployed mercenaries present at any given time.  
   
  Wherever there is a major military presence, there is a need for a variety of spin-off industries. The 
  Town of Iron Mountain exists almost solely for the support, entertainment, and other needs of the 
  various mercenary forces in the area. Northern Gun service centers, rental apartments, restaurants, and 
  other services required by the active mercenaries are all available in Iron Mountain. Remember, not all 
  companies in the area have their own base and facilities, and thus need to rent or borrow living space, 
  training facilities and other necessities. All of these are supported by private industry.  
   
  Adventurers visiting Iron Mountain will find most of their needs can be handled including e-clip 
  recharging, armor and vehicle repair, accommodations, basic supplies and even a good selection of 
  Northern Gun Weapons. Wellington Industries also has a small service and sales depot in the town due 
  
  to its close proximity to the Manistique Imperium.  
   
  Like most military towns, Iron Mountain depends on supporting a large build-up of troops; the more 
  mercenaries in the area the better. This has made the city a haven and base of operations for private 
  mercenary companies as well as those directly employed by Northern Gun. While small compared to 
  MercTown in Kentucky, or even the Northern Gun fortress in Ironwood, many mercenary companies 
  who wish to maintain ties with Ishpeming and Manistique make Iron Mountain their home.  
   
  Mercenary Population 
  In addition to the 3,000 support personnel for the Iron Mountain Free Company, there are usually two 
  battalions (640 troops each) of line soldiers that are assigned to Iron Mountain at any given time. 
  Twenty-five percent of those are manning border stations or on patrol at any given time. Other 
  mercenary companies employed by Northern Gun usually max out at about 2,000 personnel and they 
  assist with border security, add to the city garrison, escort convoys through the area and conduct seek 
  and destroy missions into the Wisconsin Wilds. This level of activity places the standing mercenary 
  forces between 5,000 and 6,000 line and support personnel at any given time.  
   
  Civilian Population 
  This heavy mercenary presence is supported by 20,000 townspeople who typically work in either 
  Northern Gun owned facilities that cater to mercenaries or private industry. Some citizens provide other 
  types of support, such as acting as scouts and guides for some of the smaller mercenary companies. This 
  is especially true of the Psi-Stalker and mutant animal populations; they will hire themselves out to 
  mercenary companies who need some extra anti-supernatural capabilities. Eighty-percent of the 
  townsfolk live within the town itself, and the remainder operate farming, logging, and trapping 
  operations outside the city limits.  
  The Wisconsin Wilds 
  Just south of Iron Mountain are the wilds of Wisconsin. The southern portion of Wisconsin is dominated 
  by ley lines and nexus points which create a constant influx of supernatural creatures. While the 
  Coalition maintains two bases in Northern Wisconsin to try and stem this activity, many of the creatures 
  flee north toward the Ishpeming border region. The area is also a haven for bandits, Tolkeen refugees, 
  and other undesirable types.  
   
  Wild Fox Psi-Stalker Tribe 
  The very things that make the area unattractive for travel make the wilds a perfect hunting ground for a 
  tribe of Wild Psi-Stalkers. The Wild Fox tribe ranges a territory from the Ishpeming border into southern 
  Wisconsin, hunting the supernatural and magic creatures attracted to the heavy ley line activity in the 
  State, as well as preying on nearby Xiticix swarms. Estimates put the tribal membership at about three 
  hundred.  
   
  The Wild Foxes have a good working relationship with the people of Iron Mountain, and especially the 
  mercenary forces stationed there. Young warriors from the Wild Foxes often sign on with the various 
  mercenary companies as a way to earn income or gain new skills and weapons. Additionally, Ishpeming 
  sees these natural predators as a good buffer against supernatural creatures from the south, and thus 
  members of the tribe are often afforded discounts on Northern Gun weapons and armor. The Manistique 
  Imperium offers similar terms to the tribe.  
   
  As a result, the Wild Fox Tribe is one of the most heavily armed and civilized Psi-Stalker tribes in the 
  area. Their members will frequent human towns and villages; act as guides, scouts and extra muscle to 
  
  adventurers and mercenaries; and are a good source of rumors and intelligence on supernatural activity 
  in the region.  
   
  Bandits & Raiders 
  Despite the dearth of supernatural activity, the Wisconsin corridor is the fastest overland route to CS 
  Iowa and Illinois. While Ishpeming and Northern Gun have the capacity to airlift over this dangerous 
  wild, many independent merchants and potential customers are not so lucky. Therefore, independent 
  convoys heading to and from Ishpeming, Manistique and the Coalition States will pass through the 
  Wisconsin Wilds to attempt to make their fortune. This merchant activity has attracted some unsavory 
  types looking to make a profit.  
   
  Small bands of bandits and raiders use the Wisconsin wilderness as a hideout and staging area for 
  attacks against merchant convoys and raids against Ishpeming and Manistique towns and villages. These 
  highwaymen, robbers, and raiders are usually very well armed with excellent gear, and they use fast 
  attack vehicles such as ATVs and Hovercycles. Some of the largest groups will even have a few suits of 
  power armor or a robot vehicle.  
   
  Tolkeen Refugees 
  Fleeing from Minnesota, most refugees headed west away from the Coalition, but some have used the 
  wild and magic rich environment of Wisconsin as a place to hide out from Coalition seek and destroy 
  squads. Many of these refugees are not the peace-seeking types, but are actively involved in organizing 
  Retribution Squads that can roam southward into the Coalition States. Some of these squads have been 
  known to attack smaller Northern Gun outposts for supplies and malice.  
   
  Common Mercenary Missions in the Wilds 
  Independent mercenaries will often be contracted by Northern Gun and independent groups for missions 
  into and around the wilds. The area offers a variety of tasks and attracts mercenaries with a multitude of 
  skill specialties from anti-supernatural to wilderness tracking.  
   
  Seek & Destroy. Mercs may be asked to locate and eliminate a specific threat such as a bandit group, 
  D-Bee raiders, or a supernatural menace that has been plaguing the area.  
   
  Escort. Independent merchants or even Northern Gun convoys may require a few extra guns to get them 
  through the wilds.  
   
  Headhunting. At various times, Northern Gun will put a per-head price on virulent creatures and D-
  Bees. This could be a marauding Simvan tribe, demon horde, Xiticix, or other threat. Basically, any 
  mercenary who brings back proof of the death of the target creatures will be paid a per-head fee for their 
  efforts.  
   
  Bounty Hunting. Known bandits and Tolkeen war criminals make their hideouts in the thick wilderness 
  of Wisconsin. Tracking them through the area and bringing them back for justice, or administering that 
  justice personally, brings many mercenaries into the area.  
  Iron Mountain Free Company 
  Named for the former city and iron mine, this mercenary army is one of the largest independent military 
  forces employed by Ishpeming. The Iron Mountain Free Company is so strongly tied to the nation’s 
  defensive networks that it is a de facto part of the Ishpeming Defense Force. Nonetheless, members of 
  Iron Mountain are not citizens of Ishpeming, and they are mercenaries in the classical sense. The 
  
  company even hires out some of its smaller units when they aren’t needed to other nearby kingdoms - 
  mainly the Manistique Imperium (they even hired out some of the recon companies to the Coalition 
  during the Siege on Tolkeen).  
   
  Headquartered in Iron Mountain, Ishpeming’s third largest city, the Iron Mountain Free Company 
  provides the standing garrison for that city. Troops not used in garrison duty conduct patrols along the 
  south border near the former state of Wisconsin. These patrols most commonly encounter Xiticix, 
  demons from the Wisconsin Wild Lands, and bandits. They work to keep the roads and paths to 
  Ishpeming open for trade. Iron Mountain also sits on the border with the Manistique Imperium, making 
  it of great strategic importance.  
   
  The Iron Mountain Free Company also maintains the southeastern border. Anyone traveling in southeast 
  Ishpeming is likely to encounter a heavily armed patrol belonging to Iron Mountain, as well as their 
  heavily fortified road blocks along the major access ways. The rough, mountainous terrain is covered 
  with heavy forests and vegetation, and it is largely untouched by man since the cataclysm. Thus, Iron 
  Mountain Company soldiers are excellent woodmen and trackers.  
   
  The company is commanded by ‘General’ Amos Plutard (9th level Wilderness Scout), a grizzled veteran 
  with panache for wilderness operations. While he is referred to by the members of Iron Mountain as 
  General, his official rank within the Ishpeming structure is Mercenary Captain, something the local 
  militia types like to point out whenever the ‘general’ rubs them the wrong way. For his part, Plutard 
  knows where his bread is buttered and doesn’t make a big deal about it, as long as those NGMI credits 
  keep flowing, they can call him whatever the hell they want to.  
   
  Iron Mountain Free Company 
  A. Sponsorship: Government (Northern Gun/Ishpeming) 
  B. Outfits: Gimmick Clothing, 40 points 
  C. Equipment: Unlimited Equipment, 50 points 
  D. Vehicles: Specialty Vehicles, 30 points 
  E. Weapons: Extensive Weapons, 40 points 
  F. Communications: Deluxe Communications, 25 points 
  G. Security: Paranoid, 40 points 
  H. Permanent Base: Fortified Headquarters, 20 points 
  I. Intelligence Resources: Scout Detachments (1), 5 points; Special Military Operatives (1), 10 points; 
  Psionic Operatives, 20 points, D-Bee Specialists, 20 points 
  J. Special Budget: Large Loans, 25 points 
  K. General Alignment of Personnel: Unprincipled and Scrupulous, 7 points 
  L. Criminal Activity: None, 0 points 
  M. Reputation: Excellent, 25 points 
  N. Salary: Excellent salary, 20 points 
  Total Points: 377 
  Size & Orientation: Mercenary Army 
   
  Unit Breakdown 
  The 2,000 active combat members of the Iron Mountain Free Company are split into three combat 
  battalions (640 troops) one of which is assigned to garrison duty in the City of Iron Mountain. The 
  second provides border security and combat patrols, and the third is actively hired out to other 
  kingdoms. All three battalions rotate in and out of each role on a four month rotation (four months 
  garrison, four months patrol, and four months assignment) in order to keep the general level of combat 
  experience high and the general level of boredom low. This means all three battalions have an equal mix 
  
  of troops. The company also keeps one platoon (40 personnel) of Special Operatives (usually Special 
  Forces, Juicer, Crazy, and other man-at-arms O.C.C.s) and one air squadron (40 personnel) to support 
  the battalions.  
   
  Each battalion is made up of one Reconnaissance Company, two Mechanized Infantry Companies, and 
  one Armored Company.  
   
  Reconnaissance Companies (3) 
  Perhaps the most renowned part of the Iron Mountain Free Company are the infamous Reconnaissance 
  Companies. These companies are comprised of experienced woodsmen and soldiers who specialize in 
  long range reconnaissance, force reconnaissance, tracking, guerilla warfare, forward observation, 
  artillery spotting, wilderness survival and search and rescue. During the Siege on Tolkeen, the CS hired 
  two of the three companies for use in scouting enemy fortifications, a very lucrative deal for Iron 
  Mountain. The most notorious Reconnaissance Company is the 1st Iron Mountain Recon Company, 
  known as "the Trapper Jacks", or oftentimes simply "the Jacks". The rigorous wilderness of the Upper 
  Peninsula has hardened these veterans to outdoor life, making them ideal scouts in high demand.  
   
  Recon companies often travel on foot, but will also make use of hovercycles, ATVs, and other light and 
  fast vehicles.  
   
  Each company is made up of four platoons (40 soldiers) with a mix of: 
  40% Merc Soldiers 
  25% Wilderness Scouts 
  10% Psi-Stalkers 
  10% Juicer Scouts 
  5% ex-CS Rangers 
  5% Fur Trappers 
  5% Other wilderness and small-unit tactics savvy occupations.  
   
  Mechanized Infantry Companies (6) 
  These heavy infantry companies are the backbone of the Iron Mountain Free Company. Each of these 
  heavily armed and armored units is capable of a variety of assault and defense missions. They are also 
  competent patrolling units, and they make up the bulk of any border guard unit one encounters heading 
  into Ishpeming. The contract with Northern Gun has benefited these companies more then any other, as 
  40% of them are equipped with heavy weapons and 30% with some sort of power armor. Company 
  vehicles are usually Rolling Thunder and Black Bear ATVs for lighter units, and heavy armored 
  personnel carriers for others. The most common power armor units are the NG Samson, Redhawk, and 
  Bounder.  
   
  Each company is made up of four platoons (40 personnel); three infantry platoons and one power armor 
  platoon and is broken down as follows: 
  40% Headhunters 
  30% Full and Partial Conversion Cyborgs 
  10% Juicers (Mostly Standard Types) 
  10% Other man-at-arms O.C.C.s  
  5% Wilderness Scouts 
  5% Psi-Stalkers 
   
  Armored Companies (3) 
  Armored Companies are the heavy support units of the Iron Mountain Company and make heavy use of 
  
  Northern Gun robots, especially the vaunted NG Hunter. However, they also have Titan series robots, 
  Northern Gun reproductions of IHA Tanks, and a smattering of other robotics and armored vehicles. The 
  armored companies usually operate the road blocks at the Ishpeming border, the presence of heavy 
  firepower and equipment often makes bandits and other trouble makers think twice about entering the 
  territory of Northern Gun. Ultimately, however, the best use of the armored companies is assault, and 
  when a mission can be found and a price can be agreed upon, these soldiers enjoy being deployed in 
  combat, usually supported by an infantry company.  
   
  Each company is made up of eight platoons consisting of 6-12 armored vehicles. Most common O.C.C.s 
  are Headhunter, RPA Elite and Equivalents with robot combat skills. Some common armor mixes are:  
   
  Artillery Platoon  
  Four TX-500 Forager Battlebots  
  Three NG-V7 Hunter Mobile Guns 
  Three NG-M56 Multi-Bots  
   
  Armored Reconnaissance Platoon 
  Five Titan Reconnaissance Robots  
  Three Titan Exploration & Light Combat Robots 
  One Iron Maiden Armored Personnel Carrier, with infantry 
   
  Armored Assault Platoon 
  Three Titan Combat Robots  
  Three NG-N7 Hunter Mobile Guns  
  Four NG Rolling Storm Medium Tanks 
  Two NG Rolling Fury Battle Tanks 
   
  Standard Equipment 
  All members of the Iron Mountain Free Company are issued: 6 Grenades (2 fragmentation, 2 plasma, 2 
  smoke), 2 Signal Flares, 1 NG-S2 Survival Kit, NG-L6 Laser Rifle, NG-33 Laser Pistol, Bushman 
  Composite Armor, utility belt, canteen, bed roll, and company uniform. Reconnaissance units often 
  replace their assault rifle with the smaller NG-IP7 Ion Pulse Rifle, or a Sniper Rifle (including the JA-
  11, Wilk’s, and Triax Models) and replace their armor with light designs. Forty percent (40%) of the 
  mechanized infantry troops will carry heavy weapons including the NG-ML6 Mini-Missile Cannon, 
  NG-303 Infantry Mini-Rail Gun, Old Style CS Plasma Cannons, NG-P7 Particle Beam Rifles, and 
  others. Officers may be issued exoskeleton armors, where available.  
   
  Iron Mountain Complex 
  Heavily fortified does not even begin to describe the company’s headquarters. One of the very first 
  missions performed by the early genesis of the Iron Mountain Free Company was clearing the iron mine 
  of some demons that had made it their lair. Since they took it from the demons, it has acted in one way 
  or another as a permanent base for the company.  
   
  Over the years the company has cleared out and remodeled the former Iron Mountain Iron Mine, a 
  tourist attraction that was eventually boarded up sometime in the Golden Age. The facility extends to 
  almost 400 feet (122 m) below the surface and at one time had more then 2,600 feet (792 m) of tunnels. 
  Disrepair and the violence of the cataclysm has collapsed many of the tunnels, but the company has 
  converted and upgraded what remains into a heavy underground bunker that houses troops, supplies and 
  company headquarters. Thanks to the lend-lease of some Northern Gun mining bots, there are now 
  multiple exits from the mine all over the mountain to support the easy deployment of forces.  
  
  Iron River 
  The Town of Iron River 
  Population Breakdown 
  6,000 Total Citizens 
  73% Human 
  15% D-Bee races (mostly humanoid) 
  5% Mutant Animals 
  5% Psi-Stalkers 
  2% Master Psychics (Mind Melters, Bursters, Zappers, etc.) 
  Note: These population figures do not include the 1,600 to 2,500 mercenaries or the 1D6x100 visitors, 
  adventurers, or unemployed mercenaries present at any given time. 
   
  Situated 30 miles (48 km) Northwest of Iron Mountain is the town of Iron River, a small border town 
  about 18 miles (29 km) from the Wisconsin border that’s only real purpose is to service the nearby Iron 
  River Outpost. The outpost is only about four miles away and holds a large force of mercenary soldiers 
  who provide the second link in the "Iron Wall."  
   
  Despite its small size, the town features modern facilities and usually is home to a number of transient 
  mercenaries and adventurers, wilderness travelers, hunters, trappers, and others who make the rugged 
  country that surrounds the town their home. The town has a rustic, rough and tumble feel, mainly due to 
  the transient population. Gruff trappers, stoic wilderness scouts, wild Psi-Stalkers and grizzled 
  mercenaries are always huddled in the town’s only saloon, carousing and drinking.  
   
  Its border town status and isolated feeling make Iron River somewhat more accepting of non-humans 
  and other D-Bees (although they still shun magic users) and more then a few have made a permanent 
  residence in the town, opening ancillary businesses that support the mercenaries stationed in the area.  
   
  Mercenary Population 
  The main mercenary company in the area is the Iron River Rangers, who make their headquarters just 
  south of the city on what used to be the Stambaugh Airport. The base also serves as the city garrison and 
  usually has about 240 combat personnel present at all times to act as the city garrison, plus another 720 
  support personnel. The remaining 660 personnel conduct patrols along the former Wisconsin border and 
  make the city their home. In addition to the Iron River Rangers, there are about 300-700 mercenaries 
  hired by Northern Gun in the area at any given time. These mercenaries are usually sent on anti-
  supernatural patrols outside the city and return to the city to rest and rearm at regular intervals.  
   
  Civilian Population 
  The 4,000 townspeople mostly exist to support the mercenary trade, two-thirds of them (66%) are 
  Northern Gun employees who operate NG weapon, vehicle and armor sales, as well as repair shops. The 
  remaining civilians provide other secondary services such as lodging, food, and basic supplies. Another 
  400 people live in the surrounding area and work as trappers, hunters, fishermen, and farmers who 
  support and trade with the townspeople.  
   
  Iron River Reserve 
  Many of the people who live and work in and around Iron River are experienced outdoorsmen, former 
  mercenaries, and powerful psychics. These courageous and industrious citizens of Ishpeming have 
  organized a volunteer militia that can come to the aid of the city defenders or the IDF employed 
  
  mercenaries in times of serious trouble. The volunteers number about 320 personnel (2 companies) and 
  can usually be mobilized within three days.  
   
  The average Iron River Reservist is an experienced (Level 1D4+2) Wilderness Scout or Fur Trapper, 
  while five-percent (about 16 people) are major or master psychics with powers geared towards detecting 
  and fighting the supernatural. About fifteen-percent are a mixture of retired and semi-retired (Level 
  1D6+1) man-at-arms professions (Headhunter, Mercenary, Bounty Hunter, etc.).  
   
  Harvey’s Pulp & Lumber Plant 
  Located twenty miles north of Iron River is one of the largest producers of wood products in Ishpeming. 
  The Harvey family has owned and operated their logging and pulp business since the early days of 
  Ishpeming’s history. The wood products produced at the company’s plant north of Iron River are used in 
  the construction of many new homes built in the City of Ishpeming and the surrounding communities. 
  Harvey’s is also the leading supplier of wooden weapons crates to Northern Gun.  
   
  The pulp plant produces a wide variety of paper products, from household staples, to more complex 
  products using the paper making by-products of cellulose, oils, and resins. In fact, although the sanitary 
  paper, air filters and cardboard products are sold for common purposes throughout Ishpeming, it is the 
  stuff made from the nearby by-products processing facility that nets big profits.  
   
  Nearby, cellulose made from wood fiber is used to produce rayon, rayon which is then sold as a raw 
  material to Northern Gun for making a wide variety of products, including tires for ATVs, dune buggies, 
  and other mass market vehicles. Although of little value to a raiding party, the plants have been attacked 
  on three separate occasions, twice by the marauding Taraxic Simvan. Although there are very few 
  human employees, thanks to Northern Gun produced labor bots, the tools, supplies and disruption to 
  operations were enough to send the Harvey’s into a frenzy.  
   
  The company now employs a standing garrison of mercenaries of about platoon strength (40 personnel) 
  and regularly hires mercenaries and adventures to protect its labor bots during wood harvesting. The 
  Harvey’s also have a 500,000 credit bounty on the Chief of the Taraxic Simvan, dead or alive - 
  preferably dead.  
   
  The Harvey facility is an example of the numerous small businesses, outposts, etc. scattered through 
  Ishpeming. Other lumber facilities, iron mines, cooper mines, and other raw materials producers are a 
  key part in the Northern Gun manufacturing machine and are the primary focus of protection for 
  Ishpeming Defense Forces and their hired mercenaries.  
  The Border Region 
  Iron River exists to protect the south-western border of Ishpeming. No trade passes through Iron River 
  from the west, making the bandit threat much lower than in the more hostile area surrounding Iron 
  Mountain. Major threats in Iron River are Xiticix scouting parties and supernatural creatures released 
  from Tolkeen during the war. The heavily forested area south and west of Iron River is constantly 
  prowled by all manner of supernatural predators, demons, and Tolkeen Refugees. Mercenaries in the 
  region maintain constant patrols over an area of some 500 square miles (1,294 km2), with their main 
  focus on hunting supernatural creatures, D-Bee raiders, and other menaces left over from the war in 
  Minnesota.  
   
  Ironically, war in the region, the sparse population and the close proximity of the Xiticix keep the area 
  free of most human threats such as bandits and warmongers. However, the wilderness area in and around 
  
  Iron River is some of the most rugged and wild in North America; there are almost no human 
  settlements in the area. Due to this same lack of human presence, there are rumors of totally untouched 
  pre-Rifts ruins in this region that often attract groups of treasure hunters and adventurers. For many of 
  them, Iron River is the last stop (literally and figuratively) in their search.  
   
  The Taraxic Simvan Tribe 
  The perennial antagonists in this region are the tenacious and cruel Taraxic tribe of Simvan Monster 
  Riders. These monster riders prefer to ride Spiny Ravagers and like to strike at Ishpeming patrols in 
  order to capture their valuable weapons and equipment. On more then a few occasions, the tribe has 
  conducted daring raids against the Town of Iron River itself, attempting to grab livestock, food, medical 
  supplies and weapons from the city stores. On one such occasion the Iron River Reserve was activated to 
  help put down the raiding party.  
   
  Since the infamous raid, Ishpeming has been in an unofficial state of war against the tribe and has a 
  standing price per head policy for any Simvan from the Taraxic tribe. Air sorties have even been flown 
  into the area to try and carpet bomb the tribe out of existence, but to date they have always managed to 
  regroup, restock, and eventually reappear. Incidents died down during the war with Tolkeen, as the evil 
  kingdom employed the monster riders as scouts and cavalry.  
   
  Now that the war is over, the Taraxic are reorganizing against their old foes in Ishpeming and are armed 
  with techno-wizardry weapons gained during the war. They are often joined by Tolkeen refugees, 
  including sub-demons like the Brodkil and others. The resultant force is a powerful and savage band of 
  raiders who have recently begun to strike anew against the farms and communities of southwestern 
  Ishpeming.  
  Iron River Rangers 
  While not the largest mercenary force employed by Ishpeming, the Iron River Rangers are one of the 
  most unique. They have the largest number of psychic personnel per capita than any other major 
  company employed by Northern Gun. While not as large or varied as the Coalition’s Psi-Bat, this group 
  specializes in hunting and neutralizing the supernatural. As a result, their powerful psychics are 
  supported by high levels of augmented troops - especially heavy cyborgs.  
   
  From their headquarters in Iron River, the Rangers patrol along a fifty-mile stretch of the Ishpeming 
  Border, and often extend their patrols into the old State of Wisconsin. The Rangers’ "Monster Masher" 
  squads are legendary through the Upper Peninsula and beyond. When a small kingdom has trouble with 
  a nasty group of demons or a particularly persistent predator, they will often look for a squad of Rangers 
  to assist with the extermination.  
   
  Since their inception in 104 P.A., the Iron River Rangers have been commanded by Ray Carter, an 8th 
  Level former CS Ranger and Major Psionic. Carter hates the supernatural and is practically obsessed 
  with wiping them out. But working on the fringes of CS territory as a Ranger and now as a mercenary 
  leader, he has changed his opinion on D-Bees, and his company even employs a handful of them. The 
  only reason Carter left the Coalition after he served his tour was the IC registration; he opposed it and 
  felt it questioned his loyalty. Insulted, he left the CS and has since had the coding surgically removed. 
  Carter is a masterful recruiter of psychics, especially former CS ones, and has also managed to draw in 
  some feral and freeborn dog boys to be a part of his team.  
   
  Iron River Rangers Mercenary Company 
  A. Sponsorship: Government (Northern Gun/Ishpeming) 
  
  B. Outfits: Specialty Clothing, 20 points 
  C. Equipment: High-Tech Augmentation, 40 points; Electronic Supplies & Good Gear, 5 points; 
  Medical Equipment, 10 points 
  D. Vehicles: Combat Cars, 20 points 
  E. Weapons: Advanced Weaponry, 20 points 
  F. Communications: Full Range System, 25 points 
  G. Security: Tight, 10 points 
  H. Permanent Base: Headquarters, 10 points 
  I. Intelligence Resources: Scout Detachment, 5 points; Special Military Operatives, 10 points; Psionic 
  Operatives, 20 points; D-Bee Specialists, 20 points 
  J. Special Budget: Large Loans, 25 points 
  K. General Alignment of Personnel: Anarchist and Unprincipled, 4 points 
  L. Criminal Activity: Psychic Enforcer, 15 points 
  M. Reputation: Known, 10 points 
  N. Salary: Excellent Salary, 20 points 
  Total Points: 259 
  Size & Orientation: Large Company 
   
  Unit Breakdown 
  The Iron River Rangers have 660 combat personnel, organized as a battalion of four companies (160 
  personnel each) with two attached special operations squads (10 personnel each). Most unit actions 
  happen at the squad level (sometimes at platoon level), as the company is mainly engaged in border and 
  wilderness patrols. Small units are sent out to make sure no supernatural threats are crossing from 
  Minnesota and Wisconsin into Ishpeming. Each squad carries considerable firepower in the form of 
  heavy cyborgs that support the sensitive psychics who assist with tracking the supernatural.  
   
  All four companies have similar make-ups: 
  30% Full Conversion Cyborgs 
  20% Headhunters (with partial cybernetic conversion) 
  15% Psi-stalkers (Wild & Mercenary) 
  10% Juicers (Mainly Standard and Juicer Scouts, although there are a few Delphi Juicers) 
  6% Tirrvol Sword Fist D-Bees 
  5% Wilderness Scouts 
  5% Mutant Animals  
  5% Other D-Bees 
  3% Minor & Major Psychics (mainly Man-at-Arms O.C.C.s with Sensitive Psionic Powers) 
  2% Master Psychics (Mainly Mind Melters, Nega-Psychics & Psi-Nullifiers) 
   
  A typical Rangers squad of ten will consist of: 
  3 Headhunters 
  2 Full Conversion Cyborgs (With Heavy Weapons) 
  1or 2 Psi-Stalkers 
  1 Juicer 
  1or 2 Wilderness Scouts or Mutant Animal 
  1 Major or Master Psychic 
   
  Standard Equipment 
  Standard equipment is Bushman Composite Armor for foot soldiers and partial conversion borgs. 
  Psychics will wear lighter Huntsman Armor and full conversion Borgs will wear Standard Cyborg 
  Infantry Armor. Standard issue weapons are the NG-33 Laser Pistol and NG-L5 Laser Rifle. One in five 
  
  personnel (usually Cyborgs) will carry a heavy energy weapon such as an NG-E6 Plasma Ejector, NG-
  P7 Particle Beam Rifle, or NG-202 Rail Gun.  
   
  Special Operations Squads 
  The Stalkers. The Stalkers are a psychic specialist squad lead by Leo Atkinson, a 7th Level Mind 
  Melter (Psychic Enforcer). The squad consists of 3 Psi-Stalkers 2 Psi-Slayers, 1 Psi-Ghost, 1 Psi-
  Nullifier, 1 Burster and an evil Mind Bleeder. These psychics specialize in stealth, stalking, and 
  espionage. Although their main target is the hated Simvan, they are also used for interrogations, 
  kidnappings and intelligence gathering missions. Ishpeming regularly employs this powerful band of 
  mentalists for a variety of industrial espionage and bounty hunting missions.  
   
  The Osprey. The second special operations squad specializes in aerial tactics and power armor combat; 
  the Osprey act as air support for the company. The squad is led by Owen Harding, a 6th Level former 
  RPA Elite who served with Ray Carter in the CS Army. The unit also has 3 Phaeton juicers and 6 RPA 
  Elite equivalent O.C.C.s, all of whom are known for their trick flying and piloting skill.  
   
  Tirrvol Sword Fist Platoon 
  One of the first victims of the marauding Taraxic Simvan tribe was a small clan of Tirrvol Sword First 
  D-Bees who had made their home in northwestern Wisconsin. The survivors were being pursued by the 
  mounted monster riders when they were saved by Ray Carter and his Iron River Rangers. Despite his 
  Coalition upbringing Carter was impressed by the courage of the Sword Fists and helped to resettle them 
  in Iron River; the Tirrvol now make up a large percentage of the D-Bee population. As a result of this 
  kindness, the Tirrvol serve under Ray Carter’s command against supernatural threats, especially the 
  Simvan.  
   
  Thanks to the good folks at Northern Gun, and some major credits from Ray Carter, most of these D-
  Bees have been augmented with cyber-armor and given modified hover cycles that can be operated with 
  their prehensile toes. They ride through the borderlands defending Ishpeming towns, outposts, and 
  citizens from supernatural creatures. So far, their noble actions have caused more then a few citizens to 
  change their minds about D-Bees.  
  Ironwood 
  The City of Ironwood 
  Population Breakdown 
  17,000 Total Citizens 
  67% Human 
  22% D-Bee races 
  6% Psi-Stalkers 
  4% Mutant Humans & Animals 
  Note: These figures do not include the 7,500 to 12,000 mercenaries employed by Northern Gun or the 
  1D6x100 visitors, adventures, or unemployed mercenaries present at any given time. 
   
  Eighty miles (129 km) northwest of Iron River, sitting directly on what was once the border of Michigan 
  and Wisconsin is the mercenary stronghold of Ironwood. This is the largest military complex and build-
  up of forces in Ishpeming. The reason for this base is simple: it is a scant 110 miles (177 km) from the 
  Duluth hive - the largest known Xiticix hive in North America. The entire area west of Ironwood is 
  known simply as "bug land" to the locals, and designated more formally as Xiticix territory by Northern 
  
  Gun.  
   
  The ever encroaching Xiticix expansion has Ishpeming worried. If the bugs ever decide to flood the area 
  in force, it won’t take them long to swarm over the entire Upper Peninsula - one of the few wars that 
  would be bad business for Northern Gun. To help curb this expansion, Ishpeming employs thousands of 
  mercenary soldiers at its Ironwood stronghold and employs hundreds more to make raids and assaults 
  into Xiticix territory to help cull the swarms.  
   
  To support this massive build-up of troops, Northern Gun has literally built a city right on top of the 
  ruins of the pre-Rifts city of Ironwood. Using pre-fabricated buildings and structures made at factories in 
  Ishpeming, the industrious Northern Gun erected the city in record time. Engineers used the city rubble 
  to build a giant wall around the city - not that walls do much good against flying bugs, but it looks 
  imposing.  
   
  When construction was completed, Ironwood had lots of housing and mercenaries, but not a lot of 
  people. To solve this problem the Northern Gun way, the company transferred numerous employees to 
  workshops and small time production facilities in the city and offered incentive pay to anyone who was 
  willing to accept the move. Northern Gun also opened Ironwood as a free-trade zone, meaning any 
  companies or independent businesses could set up shop in the city; of course, they all rent their premises 
  from Northern Gun.  
   
  The end result is a city on the very edge of the Domain of Man, fighting to save Earth from alien 
  occupation. The town has a war-torn feeling, as rough mercenaries and desperate citizens attempt to 
  hold back the flood of Xiticix. The people of Ironwood fight hard and live for the moment. Mercenaries 
  spend their money as fast as they can make it, and they will buy any sort of distraction or vice they can 
  find to keep their minds off their work. Thus, despite the dangers of being so close to bug land, all 
  manner of traders, business people, and adventurers make the trek to Ironwood - for where there is great 
  risk, there is also great reward.  
   
  Mercenary PopulationThe main mercenary company in the city is The Iron Hand, who occupy the 
  Northern Gun built military base inside the city. The Iron Hand is the agent of the Ishpeming 
  government in the area. They subcontract out to many other companies in order to fill the need for a 
  garrison of 4,000 troops, plus nearly 6,000 combat operatives. Most of the townspeople work in direct 
  support of the mercenary armies. Additionally, the mercenaries employ support staff of about 5,000 
  personnel. The employed mercenary population in the city is usually around 10,000, sometimes swelling 
  as high as 12,000. At pique times, the City of Ironwood employs almost half of the mercenaries used by 
  Ishpeming on a regular basis.  
   
  Civilian PopulationAlmost all of the 17,000 city dwellers work to support, feed, and entertain the 
  standing mercenary army in some way. Approximately 1,900 citizens work for Northern Gun in their 
  repair centers, weapons sales center, and small production facility (Ironwood is home to the 
  manufacturing plant for the NG-IP7 Rifle). Fishing, farming and logging happen to the North and East 
  of the city in order to provide food and supplies for the citizens. However, Northern Gun still imports 
  food from Ishpeming and other areas to keep the stores stocked in case of a siege.  
   
  The Wall As mentioned, the city is surrounded by a wall. The wall is not a shiny, smooth structure but 
  rather a twenty foot high pile of pre-Rifts rubble that rings the city. Much like old fashioned gabions 
  used in sea walls, the rubble is dumped into metal cages that form blocks. These blocks are stacked and 
  supported to make the wall. Pre-fabricated towers sit at intervals along the wall to keep watch for 
  swarms and to help man the rail guns and medium range anti-aircraft missile turrets. As the rubble is 
  
  made from the remnants of a Golden Age city, they provide some mega damage protection.  
   
  Free-Trade ZoneAlthough Northern Gun likes having a monopoly on business within its own 
  territories, keeping an outpost like Ironwood stocked with expensive mercenaries costs money. 
  Therefore, Northern Gun has made Ironwood a free-trade zone, allowing many of their traditional 
  competitors to set up shop in the commercial district of the city. Although all these competitors pay rent 
  to Northern Gun, this still means Ironwood is one of the best places to rest, rearm, and reload in the 
  Xiticix territories. All the major weapons manufacturers (Wellington Industries, Wilk’s, Cyberworks 
  and even Bandito Arms) have retail outlets in the city. Of course, the high demand for weaponry and the 
  high cost of doing business in Ironwood means most products are 10-25% more expensive than list 
  prices. The exception, of course, is Northern Gun products, which can be purchased for list price.  
   
  The Xiticix InvasionAlthough the town could probably be defended by a garrison of one quarter the 
  size of the mercenary army it houses now, Ishpeming is in a state of war against the Xiticix. The threat is 
  so serious that their competitors in the Manistique Imperium lend cash and equipment to help keep the 
  Army supplied. The number of mercenaries employed by Northern Gun at Ironwood varies 
  significantly. At any given time, 6D6 x 100 mercenaries are conducting operations in the hive lands on 
  "seek and destroy" or "per head" contracts. When Xiticix activity is high, Northern Gun’s mercenary 
  employment is high; when the bugs are busy with someone else, the contracts aren’t so plentiful.  
   
  Once in a great while, Ishpeming will have the opportunity and circumstances to attack a hive. They 
  have only attempted this twice since the base at Ironwood was established with mixed results. No one 
  knows for sure if the Xicitix are actually being held back by all this activity or not, and many are 
  beginning to wonder if a full fledged extermination is needed. Northern Gun is the continent’s second 
  largest producer of nuclear power plants (second only to the Coalition States) and possesses the arsenal 
  to vaporize much of the hive territories. For the moment, this is not a viable option. However, they 
  might be persuaded to do so if the Xiticix force their hand, or if a wealthy nation, such as the Coalition, 
  makes them an offer they cannot refuse.  
   
  For more information on the Xicitix, please see World Book #23: Xicitix Invasion.  
   
  Coalition Bases in WisconsinThe Coalition States recognizes Ishpeming’s commitment to keeping the 
  Xiticix threat contained, and the two Coalition bases in southern Wisconsin will work in conjunction 
  with the mercenary forces at Ironwood when it suits their needs. Sometimes CS troops will even come to 
  Ironwood for weekend leave, and generally speaking they behave themselves.  
   
  Operation NorthwindTen miles north of the city of Ironwood, along the south shores of Lake Superior 
  is Saxon Harbor, home of a secret Ishpeming operation. Operation Northwind is a project designed to 
  stem the Xiticix invasion. From this secret facility, built under the 90 foot (27 m) waterfall where the 
  Montreal River empties into Lake Superior, mercenaries attempt to keep the Xiticix from expanding 
  eastward and push it north toward CS Iron Heart instead.  
   
  Using a converted Poseidon Missile Cruiser and CS SAMAS units purchased on the Black Market, the 
  company launches waterborne raids against the Duluth hive. These raids are always staged from the 
  north and attempt to lure the Xiticix back toward Iron Heart, designed to make the bugs recognize CS 
  forces as the real threat in the area.  
   
  It is too early to tell if this tactic is effective, and those few who know about its existence wonder if it is 
  worth the risk of being discovered by the CS. However, Ishpeming wishes no ill-will toward the CS; the 
  Ishpeming government simply feels that they have been taking the Xicitix invasion on the chin, and they 
  
  wish for the CS to enter the fray against these hostile aliens before they spread too far.  
   
  The operation is conducted by Northwind Naval Company, a mercenary company made up of savvy 
  pirates and raiders. To date, Ishpeming has done a good job of convincing the people of Northwind that 
  they are employed by Free Quebec, and not Ishpeming. If the CS does find out about the operation, 
  Ishpeming hopes they have created enough plausible deniability through framing Free Quebec and using 
  non-aligned mercenaries for the work.  
  The Iron Hand Mercenary Company 
  The Iron Hand is the largest single company employed by Ishpeming, and its officers and commanders 
  execute the orders of the Ishpeming government as if they were the nation’s official defense force. The 
  Iron Hand also assigns all the mercenary sub-contracts in the area and takes part in the administration of 
  the city, along with the Northern Gun executives located there. This symbiotic relationship has blurred 
  the line between mercenary army and national army, something that doesn’t bother either side very 
  much at all.  
   
  Commanding the Iron Hand, and with an iron fist at that, is Mercenary Captain Elijah Garnett. Garnett 
  was a long time member of the Ishpeming Defense Force, serving as a Colonel in the city garrison as 
  well as instructor at Ishpeming Staff College. During his time at ISC, he made a lot of noise about the 
  Xiticix threat. When the Ironwood base was being constructed, Northern Gun gave Garnett the 
  opportunity to form a company to protect the western front, putting their money where his mouth was. 
  Garnett resigned his commission in the IDF and began recruiting mercenary soldiers from the Ishpeming 
  area. His army assembled quickly, and many of the original members were former IDF soldiers looking 
  to make some money as private contractors. Since then, the Iron Hand has been a steady employer of 
  mercenaries from all over the world and, rumor has it, off world.  
   
  Elijah Garnett is a strategic thinker, and he is becoming frustrated with his inability to actually make a 
  difference in beating back the Xicitix. He knows it is only a matter of time before they encroach on the 
  Domain of Man, and by that time it may be too late to stop their spread. He advocates more drastic 
  action, and has been known to hire mercenaries on the sly to test out more radical methods, such as 
  chemical and biological weapons, against Xicitix hives.  
   
  Iron Hand Mercenary Company 
  A. Sponsorship: Government (Northern Gun/Ishpeming) 
  B. Outfits: Speciality Clothing, 20 points 
  C. Equipment: Electronic Supplies & Good Gear, 5 points; Medical Equipment, 10 points 
  D. Vehicles: Specialty Vehicles, 30 points 
  E. Weapons: Extensive Weaponry, 40 points 
  F. Communications: Superior Communications, 40 points 
  G. Security: Tight, 10 points 
  H. Permanent Base: Company City, 60 points 
  I. Intelligence Resources: Scout Detachment, 5 points; Special Military Operatives 10 points 
  J. Special Budget: Large Loans, 25 points 
  K. General Alignment of Personnel: Anarchist & Unprincipled, 4 points  
  L. Criminal Activity: None. 
  M. Reputation: Excellent Reputation, 25 points 
  N. Salary: Excellent Salary, 20 points 
  Total Points: 289 
  Size & Orientation: Mercenary Army 
  
  Unit Breakdown 
  The Iron Hand has a strong proportion of heavily armed and armored ground forces, using the cost 
  effective Northern Gun reproductions of IHA designs. Instead of robot vehicles, the Iron Hand employs 
  large amounts of tanks and armored personnel carriers. It is broken down into armored cavalry units 
  consisting of tank companies, supported by power armor, mechanized infantry, and heavy air support.  
   
  The Armored Cavalry Regiment (1,300 personnel, including a 12-person HQ unit) consists of two 
  squadrons. A typical armored cavalry squadron has 644 personnel, organized into three Cavalry Troops, 
  one Tank Company, and one Artillery Battery. Another 700 active combat personnel make up the air 
  support personnel, special operations and garrison infantry who man the city defenses.  
   
  Cavalry Troops (6) 
  4 NG Rolling Fury Battle Tanks 
  6 NG Rolling Storm Medium Tanks 
  13 NG Rolling Explorer APCs 
  20 NG-X3 Bounder Power Armor Units (carried inside APC) 
  Total Crew: 60 
  Total Infantry (including "Bounders"): 130  
  Note: Infantry, equipped with medium body armor, NG-IP7 Ion Pulse Rifles and IG-57 Heavy Ion 
  Blasters. Twenty percent will be full-conversion cyborgs with NG-P7 Particle Beam Rifles, NG202 Rail 
  Guns, or other heavy weapons. 
   
  Tank Company (2) 
  10 NG Rolling Fury Battle Tanks 
  4 NG Rolling Storm Medium Tanks 
  Total Crew: 56 
   
  Artillery Battery (2) 
  6 NG Rolling Lightning Missile Vehicles 
  Total Crew: 18 
   
  Bug Busters 
  The most famous section of the Iron Hand is the air support unit. Known as the Bug Busters, these 
  airmen fly constant sorties over hive territory to eliminate the growing threat, and their fighter pilots are 
  known to be the best air-to-air dogfighters in the world: A title they sometimes attempt to prove against 
  the RPA "Fly Boys" stationed in southern Wisconsin.  
   
  Recruiting pilots isn’t much of a problem, as the company pays an outrageous salary and provides top-
  of-the-line Northern Gun aircraft. A famous line for recruiters is: "You provide the skills, we’ll provide 
  the thrills". Therefore, the bug busters fly NG Golden Eagle Fighter Jets, NG Northern Harrier Attack 
  Fighters, and NG Northern Eagle Helicopters in support of ground troops and in general air-to-air or air-
  to-ground assaults against Xiticix swarms and hives.  
   
  New Product Line 
  March 24th, 101 P.A. 
  For some reason I was in an excellent mood today. The snow had melted and the streets were in the 
  process of drying under what little sun could reach them through the haze that hung like a shroud over 
  
  the city. Today was the day of the Ishpeming Bazaar and I had been looking forward to it for quite some 
  time. In fact, when I had been told that we might not arrive in Ishpeming in time for the Bazaar, I felt a 
  momentary pang of regret that I haven't felt since my favorite library in Lazlo closed for renovation 
  when I was a child. Thankfully, my fears were unfounded, as we did in fact make it back to Ishpeming 
  several days ahead of the event.  
   
  The Ishpeming Bazaar is a gala event! It is that time of year when the various vendors and store 
  proprietors gather in the open spaces around the city to hawk their wares at discounted prices. Large 
  parking lots, blocked off streets, parks, and just about any other place large enough is a suitable spot. 
  Throngs of sentients from every race and walk of life make the pilgrimage to Ishpeming for a chance at 
  purchasing that singular item that has been a gleam in their eye all year.  
   
  But the pilgrims are not all buyers. Traveling shows, exotic circuses, troubadours, bloodsports, and 
  anything else you can imagine also find it worthwhile to set up camp in Ishpeming during the Bazaar. At 
  the Bazaar I have sampled exotic cuisine from seemingly foreign parts of this very continent; I have 
  danced with beautiful alien females from other dimensions; and I have heard stories enough to fill 
  volumes in the libraries of my beloved Lazlo, from both mercenaries and scholars alike. I wish that I 
  could regale you with all of them in the pages of this journal!  
   
  Northern Gun is the real heart of the Bazaar. If history tells the tale true, Northern Gun started the 
  Bazaar years ago, when man was beginning to retake his ancestral home. The intent was to encourage 
  people to open relations with Northern Gun, who had themselves just risen to new prominence after a 
  long fall into darkness. Northern Gun offered incentives to those communities who held account 
  contracts with the company, giving them favored status at the bargaining table.  
   
  In time, the Bazaar grew into more than just a display of Northern Gun's weapons and equipment as 
  small inventors and companies used the Bazaar to advertise their creations. Northern Gun would then 
  endeavor to obtain the most successful of those creations and market them, with large profits going to 
  the creators.  
   
  This system worked well for Northern Gun and made many people wealthy. Small industry brought itself 
  back to Ishpeming, under watchful eye of Northern Gun.  
   
       - An excerpt from the journal of Alexander Dubeau, former Lazlo dilettante  
   
  Thanks to the CS trade deal, as well as the continued work of the RAID and R&D Divisions, Northern 
  Gun continues to bring new products to the market place. Efforts persist to improve upon, or pilfer from, 
  existing designs in order to bring small-time buyers fresh, new weapons and equipment. But the real 
  strides have been made in the high-end market, where technological breakthroughs and acquisitions 
  have significantly increased the PA and Vehicle catalog.  
  Weapons 
  NG-45LPP "Long Pulse Pistol" 
  By Ian Schroen 
  The LPP is a pulse version of Northern Gun’s popular long-barreled pistol. Still a favorite among Juicers 
  and Bounty Hunters, although some of the range of the original was sacrificed to add the extra power.  
  Weight: 6 lbs (2.7 kg).  
  
  Mega-Damage: Single shot 5D6 M.D. or double-pulse shot 6D6+2 M.D.  
  Rate of Fire: Single shots of double-pulse only.  
  Range: 1000 feet (300 m).  
  Payload: 8 shots per standard E-Clip, 13 with a Long E-Clip, 42 with power pack.  
  Cost: 26,000 credits. 
   
  NG-M286 Multi-Weapon System 
  A popular trend among mercenary forces is to mate two different weapon systems together to give each 
  soldier enhanced capabilities on the battlefield. Northern Gun engineers have noted this trend as well 
  and have released the NG-M286 Multi-Weapon System. The second in a possible new series of multi-
  weapon systems (the first being the NG-M100), Northern Gun designers have taken their NG-303 
  Infantry Mini-Rail Gun and added the grenade launcher from their NG-Super to the underside of the 
  weapon; in an improvement to the basic design, the engineers have made the grenade launcher a semi-
  automatic weapon. Further, the designers added a modified version of their NG-IP7 on top. An 
  ambidextrous selector switch enables the user to switch from one weapon to another and still use the 
  same trigger. The weight and bulk of weapon require the user to have a P.S. of 22, otherwise they are -3 
  to strike. 
  Weight: 57 lbs (25.9 kg). 
  Mega-Damage: Rail Gun: 1D4 M.D. for a single round or 5D6 M.D. for a 10 round burst. 
  Ion: 3D6 M.D. per single shot or 1D4x10 M.D. for a three-pulse shot. 
  Grenade: 4D6 M.D. to a 6 foot (1.8 m) blast radius 
  Rate of Fire: Rail Gun: Single shot or 10 round burst, both count as one melee attack. 
  Ion: Single shot or three round pulse, both count as one melee attack. 
  Grenade: Single shot only, counts as one melee attack. 
  Range: Rail Gun: 2,000 feet (610 m). Ion: 1,600 feet (488 m). Grenade: 1,000 feet (305 m). 
  Payload: Rail Gun: Uses the same drum from the NG-303; 200 rounds or 20 bursts in a lightweight 
  plastic drum. Like the 303, the M286 model uses a long e-clip for power, good for 40 bursts. The e-clip 
  is inserted into the stock. 
  Ion: 30 single shots or 10 Pulse from a standard, long e-clip. This e-clip is inserted from the weapon’s 
  left side. 
  Grenade: Six grenades, hand loaded one at a time. 
  
  Cost: 85,000 credits 
   
  NG-AABS2 Anti-Armor Beam System 
  By Mark Temple  
  The AABS2 is a heavy energy weapon, designed for anti-armor work. It has a large focusing barrel, and 
  no E-Clip Slot. This weapon must be connected to a NG Powerpack to function, due to the high energy 
  output. It has 3 settings for varying levels of damage. The Beam System is heavy and requires a 
  minimum P.S. of 22 to use handheld; a minimum P.S. of 14 is required to use the weapon when 
  mounted on a tripod or hard point.  
  Weight: 47 lbs (21 kg). 
  Mega-Damage: Light blast deals 5D6 M.D., medium blast deals 1D4x10 M.D., and a heavy blast deals 
  2D4x10 M.D. 
  Range: 5000 feet (1524 m). 
  Rate of Fire: Each shot counts as one melee action, but the weapon may only be fired a limited number 
  of times per melee, due to the time it takes to cool the capacitors; light blasts can be fired 4 times a 
  melee, medium blast 3 times, heavy blast 2 times.  
  Payload: A NG Powerpack provides 8 shots on the light setting, 4 shots on the medium setting, and 2 
  shots on high setting.  
  Cost: 92,000 credits.  
   
  NG-LAW1 Light Anti-Armor Weapon 
  
  By Mark Temple 
  To make an affordable anti-armor weapon, NG introduced a detachable trigger and sight assembly, 
  which attaches to a single shot SRM tube. After firing, the used launcher tube is detached and can be 
  replaced. Detaching the trigger assembly is very easy, and can be done without using up any actions. 
  However, replacing a launcher tube takes 4 melee actions. The missile exhaust ruins the firing circuits, 
  meaning that the tube may not be reloaded or reused. The sight assembly features x20 telescopic 
  magnification with a 2 mile (3.2 km) range, infrared vision with a 2000 foot (610 m) range, passive 
  nightvision with a 2000 foot (610 m) range, and laser targeting. In addition to being affordable, the 
  weapon is more practical for infantry than a standard missile launcher.  
  Weight: The full NG-LAW1 assembly, missile, and launching tube weighs 16 lbs (7.3 kg). The 
  detachable trigger and sight assembly only weighs 3 lbs (1.4 kg) and is designed to fit into a standard 
  weapon holster.  
  Mega-Damage: Armor Piercing (heavy) SRM deals 2D4x10 M.D. to a five foot blast radius. 
  Range: 5 miles (8 km). 
  Rate Of Fire: single shot, single use only.  
  Payload: one SRM. 
  Cost: A full, complete assembly costs 11,000 credits. Replacement tubes are 3200 credits each.  
   
  Equipment & Body Armor 
  NG-BRS01 Weapon Biometric Recognition System 
  By Ian Schroen 
  The BRS01 is a biometric security system for your gun. It utilizes a customized grip with thousands of 
  tiny sensors; these sensors track the complex motion of the hand as it squeezes the trigger, checking it 
  against the stored profile of registered users. The sensors are sensitive enough to identify individual 
  users. Calibration is performed by firing the weapon several times, allowing the sensors and computer 
  system to build the authorized user profile. This must be done at Northern Gun dealerships. The system 
  can also be calibrated far more loosely, authenticating users based on human status. For this reason, the 
  Coalition States is a major purchaser of the technology, utilizing it so that non-humans cannot fire their 
  weapons if stolen. The CS is currently evaluating the technology through a pilot deployment in the Chi-
  Town ‘burbs.  
  Cost: 7,000 per weapon.  
  NG-BRS02 Vehicle Biometric Recognition System 
  By Ian Schroen 
  The BRS02 is a biometric security system for your ride, and far more popular than the weapon 
  technology. The premise is virtually identical: A gear shift or throttle is replaced. The new one contains 
  thousands of tiny sensors; these sensors track the complex motion of the hand as it squeezes and moves 
  the stick, checking it against the stored profile of registered users. The sensors are sensitive enough to 
  identify individual users. When an unauthorized user tries to operate the vehicle, the power supply is 
  disabled and can only be reset by inserting a smartcard. For an additional fee, owners in Ishpeming can 
  subscribe to a security service that monitors the status of the system. Whenever the identification fails 
  and the user does not insert the smart card, the vehicle is flagged as stolen, and NG STING operatives 
  react to the location of the vehicle.  
  Cost: 11,000 per vehicle. Security service: 500 credits per month.  
  
  NG-CES7 Combat Enhancement System 
  By Mark Temple  
  The NG-CES7 is a system of Bio-sensors and auto-injection equipment designed to keep a soldier at 
  peak performance. Somewhat like juice, these designer compounds are designed to provide temporary 
  benefits with limited side effects. The CES is available in three methods of delivery: as an armband 
  mounted version for standard infantry, built into power armor or body armor, or built into a robot 
  cockpit. Each compound takes 1 melee round to metabolize and affect the user. The CES can be set to 
  automatically inject appropriate compounds based on the user’s vital signs. If the user gets fatigued, it 
  injects the stimulant compound. If the user suffers significant damage (S.D.C. or H.P. below 50%), it 
  injects the painkiller and IRMSS compounds. The auto-dose system keeps track of proper dosage and 
  will not overdose unless overridden by the user. 
  Weight: 4 lbs (1.8 kg). 
  Payload: Varies by delivery type. The armband stores up to 12 doses, usually 4 of each type; the built-in 
  types store 18 doses, usually 6 of each type. 
  Cost: CES7 armband system costs 13,000 credits. Integrated injection systems cost 22,000 credits. The 
  cost of individual doses varies by compound.  
   
  CES Stimulant: A cocktail of synthetic adrenalin and other chemicals designed to increase reflexes and 
  reduce fatigue. 
  Duration: 1D6 Minutes.  
  Bonuses: After injection, the user will be +2 to dodge, +2 to strike, and will fatigue at 1/4th the normal 
  rate.  
  Level of Addictiveness: Medium. While the chemicals used are not addictive, the user can become 
  addicted to the rush he/she receives when under its effects. Using the drug more than 7 times in a week 
  will make the character an addict, craving the drug 1D4 times daily. Note: taking more than one dose in 
  an hour constitutes an overdose, which is dangerous to the body and could result in a coma. For 
  overdoses, roll save vs. coma at 10, a failed role deals 1D6 S.D.C. straight to hit points. 
  Cost: 300 credits per dose. 
   
  CES Painkiller: The user is able to ignore pain, although the compound also dulls the senses.  
  Duration: 3D6 minutes. 
  Bonuses: After injection, the user will be +4 to save vs. pain.  
  Penalties: After injection, the user will be -1 to dodge, -1 to strike, and -5% on all skills.  
  Level of Addictiveness: Low. The user will become addicted to the compound if used more than 2 hours 
  straight. The painkiller is medium strength, designed to reduce the possibilities of addiction. 
  Cost: 150 credits per dose. 
   
  CES IRMSS Robots: This dose releases 12 nano-bots designed to help repair internal injuries. 
  Duration: 1 hour.  
  Bonuses: Use rules for IRMSS Robots as normal.  
  Level of Addictiveness: None.  
  Cost: 10,000 
  NG-EX18 Spartacus Exoskeleton 
  By Brian Hardwick & Mark Temple 
  The Spartacus is Northern Gun's second generation exoskeleton battle suit. Designed to do much more 
  than to simply augment a soldier's physical abilities, the Spartacus offers its wearer a number of features 
  to aid in combat. 
  
  Class: NG-EX18 Heavy Infantry Armor and Exoskeleton.  
  Weight: 85 lbs (38.5 kg). 
  Bonuses: +8 to PS, Speed score is doubled to a maximum of 44, +10 feet to jumps/leaps and fatigue rate 
  is reduced by 75%. Additionally the wearer is +1 on initiative and gains 1 additional attack per melee. 
  Mobility Penalties: Fair. -30% to prowl, -15% to swim and perform acrobatics. No penalty to climb.  
  M.D.C. by location: 
  Head - 60 
  Arms - 50 each 
  Legs - 75 each 
  Main Body— 180 
  Notes: Exoskeleton is powered by an E-clip, located in a concealed slot on the back. A short E-clip will 
  power the suit for 12 hours, while a Standard E-clip will power it for 24 hours.  
  Cost: 255,000 credits.  
  Features:  
  1. Soldier's Sight Optics Helmet: A standard Multi-Optics Helmet with increased capabilities and an 
  integrated short range radio and scrambler (10 mile/16km range). The helmet offers a laser targeting 
  sight/rangefinder (4000ft/1220m range), passive night vision (3000ft/914m range), 10x telescopic 
  magnification (2 mile/3.2km range) and thermal imaging (2000ft/610m range).  
  2. Forearm Powerlinks: Using a modified version of the bionic Concealed Internal Power Supply, the 
  Spartacus' forearms are designed to accommodate a single e-clip each. Using a properly modified 
  weapon allows the wearer to increase his weapon's payload. 
  3. Integrated Combat Enhancement System: The NG-CES7 system is built in to the Spartacus suit. 
  4. Thigh Storage Unit: On each thigh of the Spartacus is a storage unit capable of holding up to four 
  long or standard e-clips each. 
   
   
  Power Armor 
  
  NG-X3 Bounder Power Armor 
  By Jason Marker 
  Borrowing a page from Triax, Northern Gun has released a small, light suit of Powered Armor ideal for 
  scouting and forward observing. This sleek suit is extremely fast, and it is capable of leaping long 
  distances, and even limited flight, through the new vectored thrust system that has been applied 
  throughout the entire X series of powered armor suits.  
   
  Bounder PA 
  Model Type: NG-X3 
  Class: Vectored Thrust Light Infantry Powered Armor 
  Crew: One 
  M.D.C. By Location  
  *Chest Spotlight (1) - 4 
  Arms (2) - 50 each 
  *Forearm Mounted Ion Cannon (1) - 35 
  *Hands (2) - 25 each 
  *Retractable Forearm Vibro Blades (2) - 35 each 
  Legs (2) - 110 each 
  Main Thrusters (2) - 45 each 
  *Maneuvering Jets (12) - 15 each 
  *Head - 40 
  **Main Body - 200 
  * A single asterisk indicates extremely small targets. These targets are hard to hit, requiring a called shot 
  at -3 to strike.  
  ** Destruction of the main body will shut down the power armor, effectively destroying it. 
  Speed 
  Running: 100 mph (160 km) maximum. The act of running does tire out its Operator, but at 20% of the 
  usual fatigue rate. 
  Leaping: Unassisted, the Bounder can leap 20 feet (6 m) up and 30 feet (9 m) across. Jet assisted, the 
  Bounder can leap 100 feet (30.5 m) high and 300 feet (91 m) across. 
  Power Leaping: With a running start, the Bounder can jump 120 feet (36.5 m) high and 350 feet (106 m) 
  across. By combining leaping and running, the pilot can achieve and maintain a speed of about 175 mph 
  (282 km). The pilot can control the thrusters with amazing accuracy and can stop in mid-leap, change 
  direction, hover, etc. This leaping or bouncing travel can be maintained through light forest or brush, but 
  traveling through anything denser and the pilot incurs a -1 to strike, parry and dodge due to limited 
  vision and speed.  
  Limited Flight: The Bounder can actually take flight for short periods of time, but is ungainly in the air 
  and the pilot runs the risk of burning out the thruster systems. Max flying speed is 100 mph (160 km) 
  with an average cruising speed of 55 mph (89 km). The maximum altitude is 250 feet (76 m) and flight 
  can only be sustained for two hours before the jets overheat and burn out. Underwater Capabilities: The 
  Bounder is remarkably agile under water and can maintain an underwater or surface speed of 50 mph 
  (80 km). The max depth is 1200 feet (365 m). 
  Statistical Data 
  Height: 6 feet, 6 inches (2 m).  
  Width: 3 feet (1 m).  
  Length: 3 feet (1 m).  
  Weight: 450 lbs (204 kg) fully loaded. 
  Physical Strength: Equal to a Cyborg/Augmented Human PS of 20. 
  Cargo: A small locker between the main thrusters for some personal items and a pistol. The unit comes 
  
  standard with a NG-45LP pistol and a NG-S2 Survival Pack. 
  Power System: Nuclear; average life is 15 years. 
  Cost: 2.9 Million Credits.  
   
  Weapons Systems 
  1. Forearm Mounted Ion Cannon: A more compact version of the NG-IP7 Ion Pulse rifle is mounted 
  on the Forearm. This weapon is small but packs a surprising punch.  
  Primary Purpose: Assault. 
  Secondary Purpose: Defense. 
  Mega Damage: 3D6 M.D. for a single shot or 1D4xlO M.D. for a three-pulse burst.  
  Rate of Fire: Standard.  
  Effective Range: 1,600 feet (488 m).  
  Payload: Effectively Unlimited; linked to the power supply.  
   
  2. Retractable Forearm Vibro-Blades (2): The two foot long blades are mostly concealed in the 
  elongated forearms. When fully extended, they work well for sabotage, hacking through foliage, making 
  a quiet entryway, and of course, melee combat. 
  Primary Purpose: Melee Combat.  
  Secondary Purpose: Defense. 
  Mega Damage: 3D6 for standard attacks. 5D6 per leaping strike (counts as two melee actions).  
   
  3. Optional Hand Held Weapon: The bounder can use any man-sized weapon and many of the smaller 
  weapons suitable for Powered Armor. The Bounder can also use the NG-202 or the NG-R440, but the 
  addition of either weapon will reduce the speed and length of the bounder’s jumps by 20% and reduce 
  its bonuses by 1.  
   
  4. Hand to Hand Combat: The Bounder may also engage in Hand to Hand combat. Bonuses are 
  dictated by Robot Combat Elite from Rifts: p. 45. Due to its small size and high speed the Bounder 
  enjoys the following bonuses on top of those gained by Robot Combat Elite: +2 parry/dodge, +2 to auto-
  dodge only while leaping/bounding.  
   
  5. Systems of Note: The bounder has a full compliment of sensory equipment, including thermal 
  imaging, telescopic 10x magnification, infrared & ultraviolet imaging, infrared searchlight, passive night 
  vision, tactical video camera, and high output radio with scrambler. Due to the sensory systems, the 
  
  Bounder pilot receives a +1 bonus on all ranged attacks  
   
  Kodiak Power Armor 
  By Phillip D. Humphrey  
  "I remember them like it was yesterday. The three of them, they were all perched atop us in the 
  mountains, where we couldn’t get any sight of ‘em-smart bastards. They all stood up at once and fired 
  down a huge load o’ missiles. They destroyed the APC, killing everyone inside. Scared the piss outta me 
  so much I couldn’t move a muscle. I could only sit there and watch as they jumped straight off the cliffs 
  land perfectly with ease, they killed everyone… Jackson. Orison. Julia. All of them gone now. I wish that 
  they would have goned me too now. The horror, the screams, I can’t get them out o’ my head; they were 
  brutal killing machines." 
       - An excerpt taken from a lone survivor from CS platoon Alpha-Pi on routine patrol.  
   
  The Kodiak is designed with head hunters in mind. With the dual shoulder mounted short-ranged 
  missiles and the 386 "Line Backer" heavy weapons system, this suit earns its name as one of the best 
  heavy powered armors in the field. It uses the state of the art Hydro-Jump system. This system allows 
  the Kodiak to jump higher and further than with traditional hydraulics. It’s best suited in the mountains 
  as to achieve the Kodiak’s best abilities, and as long range mobile armor support.  
   
  Kodiak PA 
  Model Type: NG-WSPA-458 
  Class: Heavy Tactical Assault Power Armor 
  Crew: One 
  
  M.D.C. by Location: 
  Shoulder Mounted SR-M Launchers (2) - 85 each 
  *Chest Spotlight - 13 
  **Chest Sensor Cluster - 25 
  386 "Line Backer" Heavy Weapon System - 95 
  **Head - 110 
  *Hands (2) - 45 each 
  Arms (2) - 170 each 
  Legs (2) - 265 each 
  ***Main Body - 415 
  * This is a small and difficult target to strike, requiring a "called shot," even then at -3 to strike. 
  ** Destroying the sensor cluster will activate the secondary sensory system located in the head. 
  Destroying the head will destroy the secondary sensory systems. If both sensor systems are destroyed, 
  the pilot must rely on his own vision. 
  *** If the main body is destroyed, the Kodiak is rendered useless, but may be salvageable for parts. 
  Speed 
  Running: 55 mph (88 km) maximum; the act of running does not tire the pilot. 
  Leaping: The new Hydro-Jump system allows the Kodiak to jump 40 feet (12 m) high, 50 feet (15 m) 
  across from a standing still position; the Hydro-Jump system can only be engaged from a standing 
  position. Without use of the Hydro-Jump system, the Kodiak can jump 10 feet (3 m) high and 15 feet 
  (4.6 m) across from a standing position, and 12 feet (3.6 m) high and 20 feet (6 m) across with a running 
  start. 
  Underwater Capabilities: The Kodiak power armor is too heavy to swim, but can walk across the 
  ocean/sea floor at 8 mph (13 km) maximum. Maximum ocean depth is 2250 feet (685 m). 
  Statistical Data 
  Height: 11 feet, 8 inches (3.6 m) from head to toe. With the missile packs attached, the Kodiak measures 
  15 feet, 11 inches (4.7 m) tall. 
  Width: 4 feet, 6 inches (1.3 m). 
  Weight: 1.1 tons fully loaded, 1600 lbs. (726 kg) with no gear. 
  Physical Strength: Equal to a Robot P.S. of 35. 
  Cargo: A small 2 x 1 x 1/2 foot (60 x 30 x 15 cm) compartment, room enough for some clothes, a 
  sidearm or rifle, and a survival kit. 
  Power System: Nuclear, the average expected energy life is, 15 years. 
  Cost: 5.2 million for a fully loaded suit, 3.9 million for a Kodiak with no missiles. 
   
  Weapon Systems 
  1. 386 "Line Backer" Heavy Weapons System: The Line Backer is a heavy rail gun, with a grenade 
  launcher attached under and a high powered laser attached over the barrel of the rail gun. 
  This is a well balanced weapon good for almost all situations of combat. The 386 houses an advanced 
  targeting scope, and it has a cable tied to the internal power supply to power the laser.  
  Primary Purpose: Assault 
  Secondary Purpose: Defense 
  Mega-Damage: The rail gun does 1D4x10+8 M.D. for a forty shot burst. The grenade launcher can fire a 
  fragmentation grenade doing 3D6 M.D. to a 35 foot (10.7 m) blast radius or a HE round doing 6D6 
  M.D. to a 5 foot (1.5 m) area. The high power laser does 4D6 M.D. 
  Rate of Fire: The rail gun fires forty shot bursts only. The grenade launcher is pump action. The high 
  powered laser fires single shots only. 
  Range: Rail gun, 4000 feet (1220 m). Grenade Launcher, 1600 feet (488 m). 
  High Powered Laser, 3500 feet (1066 m). 
  Payload: Rail gun, 600 rounds in each clip, enough for 15 bursts. Grenade Launcher, 6 explosive rounds 
  
  hand loaded. High Powered Laser, effectively unlimited, as the laser runs off of the Kodiak’s power 
  supply. 
   
  2. Shoulder Mounted SR-M Launcher (2): The Kodiak’s long range weapon. With these, the Kodiak 
  attack from long range, bombarding a camp of enemy troops or monsters from a safe distance, softening 
  the defenses before moving in. 
  Primary Purpose: Anti-Armor 
  Secondary Purpose: Anti-Supernatural 
  Mega-Damage: Varies with missile type, usually equipped with Armor-Piercing, or HE-Medium 
  warheads. 
  Rate of Fire: One missile at a time, or in volleys of 2 or 4. 
  Range: Varies with missile type, usually 5 miles (8 km). 
  Payload: 12 total. 6 per launcher. 
   
  3. Hand to Hand Combat: Rather then use a weapon the Kodiak can engage in mega-damage hand to 
  hand combat. See Basic and Elite Power Armor Combat Training on page 45 of Rifts® RPG for combat 
  bonuses. The basic bonuses and abilities of "elite" Power Armor Combat Training is the same with the 
  following extra bonuses and increased damage capabilities. 
  +2 to roll 
  +1 to parry.  
  Restrained Punch - 1D4 M.D. 
  Full Strength Punch - 1D6 M.D. 
  Power Punch - 3D4, but counts as two melee attacks 
  Tear or Pry with Hands - 1D6 M.D. 
  Kick Attack - 2D4 M.D. 
  Leaping Kick Attack - 3D6 M.D.  
  Hydro Leap Kick - 5D6 M.D. This attack must be used at the beginning of the melee round, and uses all 
  but two melee attack. 
  Body Block/Tackle - 1D8 M.D. 
  Hydro Stomp - 3D4 M.D. This is when a pilot engages the Hydro-Jump system and then lands with its 
  full weight on its target. There is a 01-45% Chance of the target getting knocked back under the weight 
  of the Kodiak if the target weighs less than 1 ton. This attack uses three melee attacks. 
  Forester Power Armor 
  By Phillip D. Humphrey  
  The Forester is a good, reliable piece of hardware in the wilderness of North America, especially in the 
  northern rain forests. The forester uses simple weaponry, it’s fairly well armored, and it’s relatively 
  cheap. This particular suit is often bought by the larger logging companies, as it’s inexpensive and 
  reliable.  
   
  Forester Power Armor 
  Model Type: NG-WSPA-289 
  Class: Light Labor, and Exploration Power Armor 
  Crew: One 
  M.D.C. by Location: 
  *Right Arm Vibro-Chainsaw - 65 
  *Left Forearm Laser - 55 
  Right Shoulder Mounted Dual Mini Missile Launcher - 35 
  Arms (2) - 70 each 
  
  Legs (2) - 95 each 
  *Head - 55 
  **Main Body - 195 
  * A single asterisk indicates a small and difficult target to hit, requiring a called shot at -2 to strike. If the 
  head is destroyed, the pilot loses all bonuses, and must rely on his own vision and senses. 
  ** If the main body is destroyed the Forester is rendered useless, but may be salvageable. 
  Speed 
  Running: 40 mph (64 km) maximum. The act of running tires the Operator, but at 10% the usual fatigue 
  rate. 
  Underwater Capabilities: The Forester PA can swim or walk along the bottom at speeds of 2 mph (3 
  km).  
  Maximum Ocean Depth: 1500 feet (454 m). 
  Statistical Data 
  Height: 7 inches (2.1 m). 
  Width: 3 feet (1 m).  
  Weight: 158 lbs (72 kg). 
  Physical Strength: Equal to a Cyborg/Augmented Human P.S. of 23 
  Cargo: None. 
  Power System: Nuclear with a 10 year life. 
  Cost: 725,000 credits. 
   
  Weapon Systems 
  1. Right Arm Chainsaw: A two foot long chainsaw is mounted on the right forearm, designed for 
  logging and suitable for melee combat. 
  Primary Purpose: Logging. 
  Secondary Purpose: Defense. 
  Mega-Damage: 5D6 M.D. 
  Bonuses: The gains +2 to strike, +1 to parry when using the chainsaw. 
   
  2. Left Arm Laser: A light laser weapon mounted on the left arm. 
  Primary Purpose: Defense. 
  Secondary Purpose: Offense. 
  Mega-Damage: 2D6 M.D. 
  Rate of Fire: Equal to the combined total of hand to hand attacks per melee. 
  Range: 1200 feet (366 m). 
  Payload: Effectively Unlimited for the nuclear powered suit. 
   
  3. Shoulder Mounted Mini-Missile Launcher: The shoulder mounted launcher provides defense 
  against enemy armor and the supernatural.  
  Primary Purpose: Anti-Supernatural 
  Secondary Purpose: Anti-Armor 
  Mega-Damage: Varies with Missile type. 
  Rate of Fire: One, or a volley of two. 
  Range: Varies by missile type; usually 1 mile (1.6 km). 
  Payload: 2 Mini-Missiles. 
   
  4. Energy Rifles, and Hand Held Weapons: The hands of the Forester are small enough to utilize 
  human sized weapons.  
   
  
  5. Hand to Hand Combat: The Forrester can engage in mega-damage hand to hand combat. See Basic 
  and Elite Power Armor Combat Training on page 45 of Rifts® RPG for combat bonuses.  
  Bionics 
  New Bionic Features 
   
  Concealed Internal Power Supply (CIPS): Only Applicable to Full Conversion Borgs. Like the 
  Weapon Link to Power Supply, the CIPS is a system of conduits to tie external weapons to the Cyborg’s 
  power supply. The link provides enough energy to give most weapons an unlimited payload; however 
  unlike the weapon link, the CIPS does not use external cables to link the weapon. Instead, the CIPS is 
  wired through an arm of the Borg, much like a concealed forearm laser. The weapon interfaces to the 
  CIPS though a port in the palm. Modification is required on each weapon to be used; the modifications 
  are very difficult if the e-clip port is not located in the weapon’s trigger grip. Note: Extended use of the 
  CIPS can drain the power supply, reducing the speed and leaping distance by 20%-50%. Cost: 75,000 
  credits for CIPS. Weapon modifications range from 20,000 to 100,000 credits.  
   
  CIPS Integrated Weapons 
  With enough time, money and know-how, any energy weapon can be modified to work with the CIPS 
  system. However, NG has produced a limited run of popular weapons modified for use with the CIPS, 
  each costing about 25,000 more than the standard model:  
  NG-LP45 
  NG-LPP45 (new) 
  NG-L5 
  NG-IP7 
  NG-E4 
  NG Sentinel Class Cyborgs 
  By Ian Schroen 
  The Sentinel class cyborg series are among the oldest designs recovered from the Sentinel facility, and 
  the plans have been worked on the longest, due largely to the fact that the designs were incomplete. It is 
  unclear whether the plans date back to the Golden Age or if they were developed in the Dark Age, but 
  the intention of the original designers is clear: at a distance, these ‘borgs were supposed to look like 
  normal soldiers, luring in the enemy. Early drawings and mockups resembled the old human body armor 
  found in the Sentinel Facility. The first engineers hired by Northern Gun decided to keep this idea intact, 
  and spend years trying to complete the designs.  
   
  The distinguishing feature of the Sentinel Class Cyborgs is the concealed weapons, especially the 
  integration of Northern Gun’s new bionic device, the Concealed Internal Power Supply (CIPS). Using 
  the CIPS, these ‘borgs can wield Heavy Energy weapons with effectively unlimited payloads, with the 
  power supply link both concealed and armored.  
  Sentinel Mark I Cyborg 
  Model Type: NGCBRG Mark I 
  Class: Full Conversion Cyborg 
  M.D.C. by Location 
  
  **Head (1) - 85 
  *Hands (2) - 30 each 
  Arms (2) - 100 each 
  Vibro-Blade (retractable; inflict 2D6 M.D.) - 50 
  *Mini-Missile Launcher Chest Tube (concealed) - 40 
  Legs (2) - 170 each 
  ***Main Body - 230 
  Damage Notes: 
  * A single asterisk indicates a small and/or difficult target to hit. The attacker must make a "Called Shot" 
  and even then he is -3 to strike. 
  ** The head is reinforced in order to provide the 85 M.D.C. Targeting the head and hands requires a 
  "called shot" and even then the shooter is -4 to strike. 
  *** Reducing the main body to zero M.D.C. means it is shattered, riddled with holes, leaking vital fluids 
  and incapable of movement or speech. However, the internal life support systems will keep the 'Borg's 
  brain alive for 4D6 hours before it fails and the brain dies. 
  Note: Most Human-sized body armor cannot be worn, but cyborg armor can be (typically light armor, 
  135 M.D.C.). 
  Speed 
  Running: 120 mph (193 km) Maximum. 
  Leaping: 15 feet (4.5 m) high and 20 feet (6 m) across, plus the distance gained from acrobatic or 
  gymnastic skills. Double with a running start. 
  Flying: Not possible unless a Cyborg Jet Pack is used. 
  Statistical Data 
  Height: Usually about 7-8 feet (2.1 to 2.4 m). 
  Weight: 1000 lbs. (450kg) 
  Tactile sensitivity: 70%  
  Robotic P.S.: 22 
  Bionic P.P.: 24 
  Power System: Nuclear, average life of 25 years. 
  Cost: 6.1 million to 6.7 million credits. 
  Standard Bionic Features: Loudspeaker; Built-in Language Translator; Voice Modulator; Amplified 
  hearing: +1 to parry, +2 to dodge, +3 to initiative; Sound filtration system; Built-in Radio Transmitter 
  and Receiver (5 miles/8 km); Multi-optic eyes: +1 to strike; Clock calendar; Gyro-compass; Bionic lung 
  and toxic filter; Headjack; Concealed Internal Power Supply (CIPS) Port; Combat Computer: +1 on 
  initiative, +1 to dodge, +1 to disarm, +2 to pull punch, and +2 to roll with punch, fall or impact. 
  Special Bonuses: +2 to initiative, +1 to parry with Vibro-Blade, +4 to pull punch, and +2 to roll with 
  punch, fall or impact. 
   
  Weapon Systems 
  1. Concealed Forearm Laser: A laser is concealed in a compartment of the forearm (typically the left 
  arm). 
  Primary Purpose: Precision cutting tool. 
  Secondary Purpose: Defense. 
  Mega-Damage: Adjustable damage. 1D6 or 2D6 M.D. per blast. 
  Rate of Fire: Each blast counts as one melee attack. 
  Range: 1,200 ft (365m). 
  Payload: Effectively unlimited. 
   
  2. Retractable Vibro-Blade: A short Vibro-Sword is concealed in the opposite forearm as the laser 
  (typically the right). The blade has 50 M.D.C. 
  
  Primary Purpose: Anti-Personnel Hand to Hand Combat. 
  Secondary Purpose: Defense. 
  Mega-Damage: 2D6 M.D. 
   
  3. Mini-Missile Chest Launch Tube: 
  Primary Purpose: Anti-Aircraft and Anti-Armor. 
  Secondary Purpose: Anti-Personnel. 
  Missile Type: Any mini-missile can be used, but usually armor piercing (1D4xlO M.D.) or plasma 
  (1D6xlO M.D.). Fragmentation (1D4x10 M.D.) may be used against ground troops. 
  Mega-Damage: Varies with missile type. 
  Range: About a mile (1.6 km). 
  Rate of Fire: One at a time or volleys of two or three. 
  Payload: 3 missiles. 
   
  4. CIPS Integrated Energy Weapon: The Sentinel class chassis comes standard with a NG energy 
  weapon modified for Concealed Internal Power Supply (CIPS) Integration. CIPS port usually installed 
  on the same arm as the retractable Vibro-Blade. 
  Primary Purpose: Varies by weapon. 
  Mega-Damage: Varies by weapon. 
  Range: Varies by weapon. 
  Payload: Effectively unlimited, as it draws on the cyborg's power supply via CIPS. 
   
  5. Robot P.S. and Punch Damage: 
  Restrained Punch - 6D6 S.D.C. 
  Full Strength Punch - 1D4 M.D. 
  Power Punch - 2D4 M.D. 
  Kick - 1D4 M.D.  
  Leaping Kick - 2D4 M.D. 
   
  6. Optional Use of Hand-Held Weapons: Any standard hand-held weapon can be used, from rail guns 
  to laser rifles.  
   
  
  Sentinel Mark II Cyborg 
  Model Type: NGCBRG Mark II 
  Class: Heavy Full Conversion Cyborg 
  M.D.C. by Location 
  **Head (1) - 120 
  *Hands (2) - 40 each 
  Arms (2) - 120 each 
  Vibro-Blade (retractable; inflict 2D6 M.D.) - 50 
  Back Mini-Missile Launch Tubes (2) - 60 each 
  Legs (2) - 170 each 
  ***Main Body - 300 
  Damage Notes: 
  * A single asterisk indicates a small and/or difficult target to hit. The attacker must make a "Called Shot" 
  and even then he is -3 to strike. 
  ** The head is reinforced in order to provide the 120 M.D.C. Targeting the head and hands requires a 
  "called shot" and even then the shooter is -4 to strike. 
  *** Reducing the main body to zero M.D.C. means it is shattered, riddled with holes, leaking vital fluids 
  and incapable of movement or speech. However, the internal life support systems will keep the 'Borg's 
  brain alive for 4D6 hours before it fails and the brain dies. 
  Note: Human-sized body armor cannot be worn, but cyborg armor can be (typically 200 M.D.C.) 
  Speed 
  Running: 90 mph (148 km) Maximum. 
  Leaping: Without jet propulsion, it can leap 12 feet (3.6 m) high and 20 feet (6 m) across; increase by 
  30% with a running start. Jet thruster assisted leaps can hurl the Mark II 100 feet (30.5 m) high and 200 
  feet (61 m) across.  
  Flying: Not possible unless a Cyborg Jet Pack is used. 
  Statistical Data 
  Height: 10 feet (3 m). 
  Weight: 1600 lbs. (720kg) 
  Tactile Sensitivity: 50%  
  Robotic P.S.: 34 
  Bionic P.P.: 22 
  Power System: Nuclear, average life of 25 years. 
  Cost: 7.9 million to 8.5 million credits. 
  Standard Bionic Features: Loudspeaker; Built-in Language Translator; Voice Modulator; Amplified 
  hearing: +1 to parry, +2 to dodge, +3 to initiative; Sound filtration system; Built-in Radio Transmitter 
  and Receiver (5 miles/8 km); Multi-optic eyes: +1 to strike; Clock calendar; Gyro-compass; Bionic lung 
  and toxic filter; Headjack; Cyberjet Nodes; Concealed Internal Power Supply (CIPS) Port; Combat 
  Computer: +1 on initiative, +1 to dodge, +1 to disarm, +2 to pull punch, and +2 to roll with punch, fall 
  or impact. 
  Special Bonuses: +1 to strike, +2 to parry, +4 to pull punch, and +2 to roll with punch, fall or impact. 
   
  Weapon Systems 
  1. Mini-Missile Back Launch Tubes (2; rear): Two Mini-Missile tubes are attached to the back of the 
  Cyborg.  
  Primary Purpose: Anti-Aircraft and Anti-Armor. 
  Secondary Purpose: Anti-Personnel. 
  Missile Type: Any mini-missile can be used, but usually armor piercing (1D4xlO M.D.) or plasma 
  (1D6xlO M.D.). Fragmentation (1D4x10 M.D.) may be used against ground troops. 
  
  Mega-Damage: Varies with missile type. 
  Range: About a mile (1.6 km). 
  Rate of Fire: One at a time or volleys of two or four. 
  Payload: 18 total, nine per launcher. 
   
  2. Concealed Forearm Ion Blaster: An Ion Blaster is concealed in a compartment of the forearm 
  (typically the left arm). 
  Primary Purpose: Anti-Personnel. 
  Mega-Damage: Adjustable damage. 2D4 or 3D6 M.D. per blast. 
  Rate of Fire: Each blast counts as one melee attack. 
  Range: 500 ft (150m). 
  Payload: Effectively unlimited. 
   
  3. Retractable Vibro-Blade: A short Vibro-Sword is concealed in the opposite forearm as the laser 
  (typically the right). The blade has 50 M.D.C. 
  Primary Purpose: Anti-Personnel Hand to Hand Combat. 
  Secondary Purpose: Defense. 
  Mega Damage: 2D6 M.D.  
   
  4. CIPS Integrated Energy Weapon: The Sentinel class chassis comes standard with a NG energy 
  weapon modified for Concealed Internal Power Supply (CIPS) Integration. CIPS port usually installed 
  on the same arm as the retractable Vibro-Blade. 
  Primary Purpose: Varies by weapon. 
  Mega-Damage: Varies by weapon. 
  Range: Varies by weapon. 
  Payload: Effectively unlimited, as it draws on the cyborg's power supply via CIPS. 
   
  5. Robot P.S. and Punch Damage: 
  Restrained Punch - 1D4 M.D. 
  Full Strength Punch - 1D6 M.D. 
  Power Punch - 3D4 M.D. 
  Kick - 1D6 M.D.  
  Leaping Kick - 2D6 M.D. 
   
  6. Optional Use of Hand-Held Weapons: Any standard hand-held weapon can be used, from rail guns 
  
  to laser rifles.  
   
  Robots & Vehicles 
  NG Super Hunter Upgrade Package 
  The Super Hunter package provides marked improvement for the NG robot in all areas. NG Engineers 
  start the process by replacing the arms. The new arms have improved motors and artificial muscle, 
  making the Hunter capable of a power punch. The trademark missile launchers have been removed and 
  replaced with a double barreled laser version of the NG-330 mounted on each arm. New mini-missile 
  launchers are mounted on each of the Hunters upper legs, and each launcher has a six missile payload. 
  The lower legs feature a six shot grenade launcher, capable of utilizing either tear gas or fragmentation 
  grenades. 
   
  The biggest change comes in the form of an improved coolant system. The large coolant tubes mounted 
  on the back have been replaced with a smaller and more efficient model. This frees enough space to 
  allow a back mounted short range missile launcher with a twelve shot payload. Finally, the NG 
  Engineers upgrade the Hunter’s armor.  
   
  Super Hunter Upgrade Package 
  Additional M.D.C. by Location: 
  Legs - +30 to each  
  
  Upper Arms - +20 to each 
  Main Access Hatch - +15 
  Additional Weight: +5 tons. 
  Cost: 10 million credits.  
  New Weapon Systems 
  1. Double-Barrel Forearm Laser (2): Each forearm has a double barreled version of the NG-330 laser.  
  Primary Purpose: Assault.  
  Mega-Damage: 5D6 M.D. on a single barrel blast or 1D6x10 M.D. on a dual blast. 
  Rate of Fire: Single or double barrel shots only.  
  Range: 2000 feet (610 m). 
  Payload: Effectively unlimited.  
  2. Thigh Mini-Missile Launchers (2): A pair of launchers mounted on the upper leg.  
  Primary Purpose: Anti-Armor. 
  Secondary Purpose: Assault. 
  Mega-Damage: Varies with missile type; typically loaded with armor piercing (1D4xlO M.D.) missiles. 
  Rate of Fire: One at a time or volleys of two, or three.  
  Range: About one mile (1.6 km). 
  Payload: 12 total; 6 per each launcher. 
  3. Shin Grenade Launchers (2): A pair of grenade launchers are mounted on each lower leg.  
  Primary Purpose: Anti-Personnel. 
  Mega-Damage: Varies with grenade type; typically loaded with tear gas or fragmentation grenades. 
  Rate of Fire: One at a time or volleys of two.  
  Range: 1000 feet (305m). 
  Payload: 12 total; 6 per each launcher. 
  4. Back Mini-Missile Launcher: A back mounted mini-missile launcher. 
  Primary Purpose: Anti-Armor. 
  Secondary Purpose: Assault. 
  Mega-Damage: Varies with missile type; typically loaded with armor piercing (1D4xlO M.D.) missiles. 
  Rate of Fire: One at a time or volleys of two, or three.  
  Range: About one mile (1.6 km). 
  Payload: 12 total. 
  NG-V12 Warrior 
  For several years, Northern Gun has been watching their old reliable warhorse robot vehicle, the Hunter, 
  decline in terms of performance when compared to the latest designs coming out of the Coalition States, 
  Titan Robotics, Triax Industries, and Naruni Enterprises. More importantly, sales were declining. To 
  remedy this problem, NG embarked on a two fold plan. First they offered an upgrade package for the 
  Hunter, enhancing its combat effectiveness. Second, they designed a new combat robot vehicle, the 
  Warrior. Based on the NG-V10 "Super" robot vehicle frame, the Warrior is designed for intense combat 
  operations. 
   
  The Warrior is a much faster design versus the Hunter or Super it is based on, capable of speeds up to 90 
  mph. The legs are also built for jumps and heavily reinforced to withstand impact. In terms of firepower, 
  each of the Warrior's arms are dual over-under weapon systems, combining a powerful rail gun based on 
  the NG-1001 Rail Rifle with a dependable laser mounted over it. For longer range and anti-aircraft 
  duties the Warrior has twin short range missile launchers in each shoulder. The arms are heavily 
  shielded, in case the pilot is forced to engage in melee combat. The Warrior is also well-equipped to 
  handle enemy light infantry, with grenade launchers mounted on each leg and a ball turret with a 
  machine-gun in the center torso. It utilizes cutting edge sensor and computer systems.  
  
   
  Rumors are rampant that CS Engineers assisted in the design and are using the Warrior as a test 
  platform. 
   
  Warrior Robot Vehicle 
  Model Type: NG-V12 
  Class: Assault Robot Vehicle 
  Crew: One pilot, one gunner and one communications tech. 
  M.D.C. by Location: 
  Arms (2) - 175 each 
  Shoulder Missile Launchers (2) - 75 each 
  Belly Turret - 50 
  Lower Leg Grenade Launcher (2) - 20 each 
  Legs (2) - 300 each 
  Head - 100 
  *Main Body - 550 
  Reinforced Pilots Compartment - 150 
  *Depleting the M.D.C. of the main body will shut the robot down 
  completely, rendering it useless. 
  Speed 
  Running: 90 mph (145 km) maximum; it can reach maximum speed in 9 seconds. 
  Leaping: The powerful robot legs can leap 20 feet (6 m) from a standing start, add 10 feet (3 m) with a 
  short run. 
  Underwater Capabilities: The Warrior can walk along the bottom at a top speed of 20 mph  
  (32.2 km). 
  Maximum Depth Underwater: 1200 feet (366 m). 
  Statistical Data 
  Height: 24 feet (7.3 m). 
  Width: 13 feet (4 m). 
  Length: 10 feet (3 m). 
  Weight: 35 tons.  
  Physical Strength: Equal to a Robotic PS of 50. 
  Cargo: Minimal storage areas; enough for a survival kit and pistol.  
  Power System: Nuclear, average life is 20 years. 
  Cost: 68 million credits.  
  Weapon Systems 
  1. Dual Weapon Arms (2): Each arm has an over-under laser cannon/rail gun combo. The top barrel is 
  the laser, used for longer range precision hits. The rail guns are used to provide the knockdown power 
  once the range has closed. 
  Primary Purpose: Assault 
  Secondary Purpose: Defense 
  Mega-Damage: Laser Cannon: 1D6x10 M.D. or 2D6x10 M.D. when fired together. Rail Gun: 2D4x10 
  M.D. or 4D4x10 M.D. when fired together. 
  Rate of Fire: Single shot only for the laser. The rail guns are only capable of twenty-round bursts. The 
  Warrior can use either the lasers or the rail guns of both arms together simultaneously; however, it 
  cannot fire the laser and rail gun together. 
  Range: Laser: 6000 feet (1830 m). Rail Gun: 4000 feet (1220 m). 
  Payload: Laser: Effectively unlimited, hooked to the nuclear power supply. Rail Gun: 2000 round 
  canister in each arm, enough for 100 bursts. Reloading the rail guns is a quick and simple task if using 
  pre-loaded canisters. The pilot or gunner can simply eject the empty canister and a reload team can 
  
  replace with a loaded canister in under five minutes. 
  2. Short Range Missile Launchers (2): Shoulder mounted short-range mini-missile launchers provide 
  for long range firepower.  
  Primary Purpose: Anti-Aircraft 
  Secondary Purpose: Anti-Armor 
  Mega-Damage: Varies with missile type. 
  Range: About one mile (1.6 km). 
  Rate of Fire: Single shot or volleys of two. 
  Payload: 12 total; 6 in each launcher.  
  3. Grenade Launcher (2): Upper leg mounted grenade launchers provide anti-infantry support.  
  Primary Purpose: Anti-Infantry 
  Secondary Purpose: Defense 
  Mega-Damage: Varies with grenade type. The Warrior can use any type listed under the GL-10 Grenade 
  Launcher in Merc Ops.  
  Rate of Fire: Single shot or volleys of two, three, four or six grenades. 
  Range: Can launch grenades up to 800 feet (244 m). 
  Payload: 24 total, 12 in each launcher. 
  4. 14.5mm Machine Gun: Ball turret machinegun mounted on the torso.  
  Primary Purpose: Anti-Infantry 
  Secondary Purpose: Riot Control 
  Mega-Damage: A burst of 40 rounds does 5D6 M.D. or 2D6x10 S.D.C. using rubber bullets. 
  Range: 2000 feet (610 m). 
  Payload: An internal drum magazine holds 800 rounds, enough for 20 bursts. 
  5. Enhanced Defenses: The Warrior is specially hardened and equipped with many redundant features. 
  The net result is that if using the Optional Robot Combat Damage Table located in Rifts: Ultimate 
  Edition, the Warrior only needs to roll when it has suffered 75% damage to a location rather than the 
  normal 60%. 
  6. Sensors of Note: The Warrior is equipped with the best sensors Northern Gun can produce. It has all 
  the standard features common to all robot vehicles as listed on page 273 of Rifts Ultimate Edition. The 
  Warrior also has a more advanced laser targeting and more powerful combat computer than previous 
  models. For the pilot, a complete optical system is included that has thermal imaging, telescopic, 
  ultraviolet and infrared optics. 
  7. Hand to Hand Combat: The pilot of the Warrior can engage in Mega-Damage Hand to Hand 
  Combat. Use the bonuses listed under "Heavy Ground Robots" on page 352 of Rifts Ultimate Edition for 
  elite pilots. Basic Robot Combat bonuses are listed on page 351. In addition, pilots with the "Elite Robot 
  Combat" gain additional bonuses from the design of the Warrior: 
  +2 Strike on ranged attacks using the arm mounted weapons 
  +1 Initiative 
  
  +1 Dodge 
   
  NG Switchblade UCAV 
  By Ian Schroen 
  A prime example of RAID cunning and NG R&D know-how is the Switchblade unmanned combat 
  aerial vehicle (UCAV). The design schematics for the Switchblade were provided by engineer Arthur 
  Chapman, formerly of Iron Heart Armaments (IHA). Handlers from the Industrial Espionage unit had 
  been working Chapman for months to undermine production and steal plans, yet Chapman had been 
  asking too high a price for the secrets he was trying to sell. That all changed when New Kenora was 
  conquered by the Coalition. The CS assumed control of IHA and imprisoned all employees, branding 
  them as traitors. As part of the IHA Treaty Deal, NG brokered the release of Chapman into their 
  custody. In exchange for his freedom, Northern Gun demanded that Chapman work on all IHA 
  conversion projects, as well as providing the stolen schematics they had been negotiating for. Among 
  the acquired designs was the Switchblade. 
   
  Based on a Golden Age design, the Switchblade is an unmanned combat aerial vehicle capable of both 
  extended reconnaissance and supersonic attack. In order to obtain efficiencies at both subsonic and 
  supersonic flight, the Switchblade utilizes a long wing capable of in-flight reconfigurations. For takeoff 
  and subsonic flights, the wing remains in a standard position, perpendicular to the body of the plane. But 
  prior to breaking the sound barrier, the wing shifts 60 degrees into an oblique position, ideal for 
  reducing the effect drag-causing shockwaves. IHA engineers had managed to prototype the drone, but 
  were still trying to program the artificial intelligence when the CS invaded. NG Scientists were able to 
  complete the work and bring the product to market.  
   
  Switchblade Unmanned Combat Aerial Vehicle 
  Class: Unmanned Robot Aircraft 
  Crew: None; artificial intelligence. 
  
  M.D.C. by Location: 
  Wing - 70  
  *Main Body - 55 
  *The robot aircraft is small and difficult to hit. A called shot must be announced and even then the 
  attacker is - 2 to strike the body.  
  Note: Destroying the wing or depleting the M.D.C. of the main body will knock the UCAV out of the 
  sky. 
  Speed 
  Flying: 1320 mph (2100 km)! Maximum altitude 60,000 feet (18288 m). 
  Range: 600 miles (960 km). 
  Statistical Data 
  Height: 5 feet (1.5 m) from belly to the top of the wings. 
  Width: 7 foot (2.1 m) wide body. 200 foot (61 m) wingspan. 
  Length: 11 feet (3.6m). 
  Weight: 1000 pounds (450 kg). 
  Cargo: None 
  Power System: Fuel engine; high cost models are available with nuclear power, but the low damage 
  capacity of the UCAV usually deters the use of high cost models.  
  Robot Skills: Piloting 98%, basic math 98%, radio: basic 98%, Electronic Countermeasures 80%, 
  navigation 85%, weapons systems 85%, intelligence 75%, detect concealment 60%, detect ambush 40%. 
  Sensors & Equipment of Note: High resolution camera with passive nightvision (2000 feet / 610 m), 
  infrared (one mile / 1.6 km), and thermo-imager (4000 feet / 1220 m) lenses; long-range radio (500 
  miles / 800 km), internal FDD recorder that stores up to 12 hours of video footage; and radar, which can 
  detect and track 16 separate targets at a range of 100 miles (160 km). 
  Stealth Capabilities: Covered with a radar absorbent coating to disturb radar detection (-10% to read 
  sensory equipment skill rolls). 
  Cost: 1.3 million credits. 
  Weapon Systems 
  1. Bomb Bay: The Switchblade contains a small bomb bay, holding five laser-guided bombs. The 
  bombs can be dropped through the bay doors in rapid succession, with the effect of a volley.  
  Primary Purpose: Anti-Vehicle and Bunker.  
  Secondary Purpose: Assault. 
  Mega-Damage: Varies with missile type. Same type and damage as long-range missiles, but triple the 
  blast radius.  
  Rate of Fire: One at a time or in rapid-succession volley. 
  Range: About two miles (3.2 km) above the ground. 
  Payload: 5 bombs are stored in a rotating cylinder magazine. 
  2. Mini-Missile Launchers (2): A pair of side mounted launchers serve as air defense.  
  Primary Purpose: Anti-Aircraft. 
  Secondary Purpose: Assault. 
  Mega-Damage: Varies with missile type; typically loaded with armor piercing (1D4xlO M.D.) missiles. 
  Rate of Fire: One at a time or volleys of two, four or six.  
  Range: About one mile (1.6 km). 
  Payload: 24 total; 12 per each launcher. 
  NG "Eye in the Sky" Drones 
  By Mark Temple 
  This unmanned aerial vehicle (UAV) is a critical element in modern warfare. A network of circling 
  UAVs provide not only visual and radar coverage of the battlefield, but they can also can drop seismic 
  
  sensors to help detect the approach of enemy forces. With multiple drones, the sensor data can be 
  combined and compared to create a 3-dimensional image of the battlefield and the forces on it, in real 
  time. Controlled remotely by users, these drones will operate on limited AI in the absence of specific 
  instructions.  
   
  NG "Eye in the Sky" Drones 
  Class: Unmanned Aerial Vehicle 
  Crew: None; artificial intelligence and remote operation. 
  M.D.C. by Location: 
  *Wings (2) - 10 each 
  *Tail - 15 
  *Main Body - 55 
  *The robot aircraft is small and difficult to hit. A called shot must be announced and even then the 
  attacker is -4 to strike.  
  Note: Destroying the wing or tail, or depleting the M.D.C. of the main body will knock the UCAV out 
  of the sky. 
  Speed 
  Flying: 70 mph (113 km). 
  Maximum Range: The drone can remain aloft for 24 hours in a scouting pattern before battery power 
  runs low and it returns to its launch area. The drone has a maximum range of 300 miles (483 km) when 
  traveling at full speed.  
  Statistical data 
  Height: 1 foot (30.5 cm). 
  Width: 6 feet (1.8 m) wingtip to wingtip, 2 feet (0.6 m) with wings folded in. 
  Length: 7 feet (2.1 m). 
  Weight: 20 lbs (9 kg). 
  Power system: High capacity batteries powering a ducted fan engine.  
  Robot Skills: Piloting 98%, basic math 98%, radio: basic 98%, navigation 85%, intelligence 75%, 
  Electronic Countermeasures 70%, detect concealment 60%, detect ambush 40%. 
  Sensors & Equipment of Note: High resolution camera (1 mile / 1.6 km) with thermo-imaging (1 mile / 
  1.6 km), Infrared (1 mile / 1.6 km), and passive nightvision (2000 feet / 610 m) lenses; long-range radio 
  (300 miles / 483 km); internal FDD recorder, storing up to 8 hours of video footage, radar, which can 
  detect and track up to 24 separate targets at a range of 100 miles (160 km); and Deployable Seismic 
  Sensors. Each drone carries 6 simple seismic sensors it deploys in a pre-programmed pattern. These 
  sensors can detect the footsteps of humans within 1000 feet (305 m), ground-based power armor within 
  2000 feet (610 m), and robots and ground vehicles at 1.5 miles (2.4 km). Strength of the seismic signal 
  is used to help determine the approximate distance from the sensor. Properly networked, this data can be 
  used to pinpoint the rough location of the enemy units. 
  Stealth Capabilities: Covered with a radar absorbent coating to disturb radar detection (-10% to read 
  sensory equipment skill rolls). 
  Cost: 100,000 credits each; currently in use with the Ishpeming Defense Force and only available to 
  customers in good standing who place bulk orders.  
  NG Military Hovercraft 
  Don’t need an Armored Personnel Carrier, but still want to move around the battlefield without 
  becoming a target drone? These heavy-duty vehicles range from combat cars to borderline military 
  aircraft. Most military hovercrafts are knock-offs of the CS AFC series of vehicle. Nuclear engines are 
  standard, along with extra armor, speed and enhanced VTOL abilities. However, Northern Gun has also 
  
  combined their usual tenacity for duplication with creativity to bring some formidable original products 
  to the market as well.  
  NG-750 Nightstalker 
  Without a doubt, the Nightstalker is a truly original design and a best seller for Northern Gun. The 
  Nightstalker takes advances in hover craft technology taken from CS models and combines it with 
  Northern Gun’s longstanding tradition of hover cycle excellence, utilizing new high-tech materials to 
  make an outstanding scout and light assault vehicle. Since its arrival on the market in early 109 P.A., 
  Northern Gun’s production facilities have barely been able to keep up with demand. The vehicle is 
  frequently out of stock at NG Dealerships, and it usually sells at a thirty to forty percent premium.  
   
  What makes the vehicle so revolutionary is its use of stealth technologies. Using an improved version of 
  the "Whisper" hover system found on the NG-230 Prowler hovercycle, the Nightstalker moves with a 
  barely audible hiss when traveling at speeds below 30 mph (48 km). This enables those with the prowl 
  skill to move the vehicle silently with only a -10% modifier to prowl.  
   
  In addition to the "Whisper" system, the vehicle is designed with sharp angles making it look more like 
  a fighter jet then a low flying vehicle. The angles are designed to deflect radar emissions away from the 
  source, giving the Nightstalker a low profile on most radar screens. Combined with radar absorbing 
  paint and construction materials, the vehicle is almost impossible to spot. When hovering low to the 
  ground or flying at treetop level, the Nightstalker can evade all but the most sophisticated radar systems.  
   
  Even the weapons systems are designed with stealth in mind. Each one is concealed inside the body of 
  the hover craft and designed to pop open when used. These concealed weapons not only keep the radar 
  profile low and give the vehicle excellent aerodynamics for top speed, they also make it hard for the 
  opponent to judge the caliber of the vehicle before it is too late to respond.  
   
  The Nightstalker is already a big hit with IDF Special Forces and reconnaissance groups, and it’s 
  gaining notoriety with some of the major militaries. The Coalition has purchased a few hundred for use 
  in border strikes and stealth raids, often painting the CS skull motif onto the nose of the vehicle. Despite 
  the treaty, Northern Gun has even unwittingly supplied a large order of Nightstalkers to Free Quebec. 
  Through a front company, Liberty Arms, the independent nation-state sees the vehicles as a tactical 
  advantage in any ‘first-strike’ scenario against the CS.  
   
  Class: Light Assault Vehicle 
  Crew: One pilot and one gunner. 
  M.D.C. by location: 
  Concealed Mini-Missile Launchers (2) - 80 each 
  Front Windshield - 30 
  Side Windows (2) - 15 each 
  Doors (2) - 40 each 
  *Bottom Hover Jets (5) - 50 each 
  *Rear Jets (3) - 50 each 
  **Side Jets (4) - 50 each 
  ***Main Body - 210 
  *Destroying one of the bottoms jets will reduce speed by 10%, destroying one of the rear jets will 
  reduce speed by 30%. These targets are small difficult to hit, requiring a called shot at -2 to hit.  
  **Destroying one of the side jets will render the prowl functions ineffective. These targets are small 
  difficult to hit, requiring a called shot at -2 to hit. 
  
  ***Depleting the M.D.C. of the main body complete destroys the vehicle. 
  Speed 
  Maximum Speed: 180 mph (290 km), cruising speed is considered to be 60 to 100 mph (96 to 160 km). 
  VTOL capable, can hover stationary, and has retractable landing gear.  
  Maximum Altitude: 1000 feet (305 m) 
  Maximum Range: Nuclear power supply provides decades of life. The Nightstalker can be flown 
  continuously for 36 hours without fear of overheating. 
  Statistical Data 
  Length: 20 feet (5.4 m) 
  Weight: 2.4 tons 
  Special Bonuses: The NG-750 provides a +5% to all piloting rolls. The driver can apply his or her prowl 
  ability (if they have one) to piloting the NG-750 when trying to avoid detection (close to the ground, 
  along cover, in shadows, etc.) If the pilot doesn’t have a prowl skill, the base ability of the vehicle is 
  15%. In order to prowl, the vehicle must be moving below 30 mph (48 km). Due to stealth construction, 
  the Nightstalker creates a -15% Read Sensory Instruments penalty to those trying to detect the vehicle 
  with radar. Other forms of sensory detection are more effective and only face a penalty of -5%. 
  Sensors & Equipment of Note: Long and short range radio, infrared optics, radar, and combat computer.  
  Power Supply: Nuclear. 
  Cost: 2.2 million credits.  
  Weapons Systems 
  1. Concealed Double Barrel Laser: Beneath the nose of the vehicle is a laser-guided, retractable, 
  double barreled laser cannon. The nose gun can rotate along a 180 degree arc in front of the vehicle. +1 
  to strike from laser targeting. 
  Primary Purpose: Anti-Vehicle.  
  Secondary Purpose: Assault. 
  Mega-Damage: 4D6 M.D. per simultaneous blast. 
  Rate of Fire: Standard. 
  Range: 2000 feet (610 m).  
  Payload: Effectively Unlimited. 
  2. Concealed Mini-Missile Launchers: (2) A pair of mini-missile launchers are mounted on each side 
  of the vehicle.  
  Primary Purpose: Anti-Vehicle.  
  Secondary Purpose: Anti-Personnel. 
  Mega-Damage: Varies with missile type; typically loaded with armor piercing (1D4xlO M.D.) missiles. 
  Rate of Fire: One at a time or in volleys of two, three, four or five. 
  Range: About one mile (1.6 km). 
  Payload: 20 total; 10 per each launcher. 
  CS Military Hovercraft Knock-Offs 
  In addition to their own military and civilian hover cars, Northern Gun also sells knock-offs of CS 
  Military Hovercraft. Details on the originals can be found in World Book 11: Coalition War Campaign.  
   
  NG-700 Boll Weevil 
  CS Designation: AFC-101 Command Car 
  Modifications: The "knock-off" version has 33% less armor in the main body (120 M.D.C.) but 
  maintains the high-speeds and mobility the Command Car is famous for. The C-30R Light Rail Gun is 
  replaced with an NG-101 Rail Gun. 
  Cost & Availability: 850,000 credits with NG-101 Rail Gun, 450,000 for a used vehicle with no rail gun. 
  Good availability. 
  
   
  NG-701 Longhorn Beetle 
  CS Designation: AFC-103 Scarab Officer’s Car 
  Modifications: The "knock-off" version has 33% less armor in the main body (180 M.D.C.) and is 
  slightly less aerodynamic reducing top speed by about 20% (about 175 mph/280 km). The C-40BT 
  Laser Turrets are replaced with a Heavy Laser Ball Turrets from the NG-230 Prowler Hovercycle (2D6 
  M.D.). The CR-10 Mini-Missile launcher is basically unchanged. 
  Cost & Availability: 2.1 million credits for a new system complete with weapons. 1.3 million for a used 
  vehicle with no weapons. 
   
  NG-702 Stag Beetle 
  CS Designation: AFC-105 Skull Patrol Car 
  Modifications: M.D.C., speed, and performance are unchanged. The C-40PT Plasma Turret has been 
  replaced with a modified NG E-6 Plasma Ejector (6D6 M.D.). 
  Cost & Availability: 1.8 million credits for a new system complete with weapons. 1.1 million for a used 
  system with Plasma Ejector but no missiles. 
  CS Military Helicopter Knock-Offs 
  Northern Gun also sells knock-offs of CS Military Helicopters. Details on the originals can be found in 
  World Book 11: Coalition War Campaign.  
   
  NG Wildcat 
  CS Designation: CH-10 Black Lightning Combat Helicopter 
  Modifications: The "knock-off" version does not have the nose laser or rail gun. The two C-33 rail guns 
  have been replaced with NG-202 rail guns. The knock-off weighs 1 ton less, and the maximum speed 
  has been increased to 320 mph (515 km). 
  Cost & Availability: 950,000 credits. Fair availability.  
   
  NG Viper 
  CS Designation: CH-12 Demon Locust Combat Helicopter 
  Modifications: The "knock-off" version does not have the nose laser. All three rail gun mounts have 
  been replaced with NG-202 rail guns.  
  Cost & Availability: 1.2 million credits. Fair availability.  
  NG Mule Heavy Truck 
  By Mark Temple 
  Based on designs found in an old truck plant in what used to be New Haven, Michigan, Northern Gun 
  engineers have long loved the Mule’s design, and its ability to take on many roles. Early in its service 
  life, the Mule was mostly relegated to duty as a basic cargo hauler, taking Northern Gun merchandise all 
  over North America. But more recently, NG has met the increasing demands of mercenary consumers 
  by turning the reliable Mule into a true multi-purpose vehicle. NG has designed special ‘modules’ that 
  can be attached to the cargo bed of the Mule, fulfilling various roles as needed.  
   
  NG Mule Heavy Truck 
  Class: Heavy Cargo Carrier 
  Crew: one, up to two passengers in the forward Cab. 
  M.D.C. by Location: 
  Main Body - 200 
  
  Reinforced Cabin - 70 
  Cargo Bed - 100 
  Module - 150 
  Wheels (2 on front axle, 8 on the 2 rear axles) - 10 each 
  Speed 
  Top Speed: 70 mph (113 km). 
  Maximum Range: 420 miles on a full tank of fuel. 
  Statistical Data 
  Height: 9 feet (2.7 m). 
  Width: 8 feet (2.4 m). 
  Length: 30 feet (9.1 m). 
  Weight: 2.5 tons 
  Cargo: The Mule’s basic cargo bed is rated to carry up to 15 tons. 
  Power Supply: Flex Fuel Power plant. 
  Market Cost: 150,000 credits; modules cost extra.  
  NG Mule Modules 
  Cargo Module: This is the original module produced by Northern Gun. It mainly serves to keep cargo 
  protected from the elements and to deter thieves. The module is fitted with electronic locks and an alarm 
  system. 
  Weight: 1500 lbs (680 kg). 
  Cost: 50,000 credits. 
  C3 Module: The Command, Control and Communications module replaces the cargo bed of the truck. It 
  serves as mobile command center for units of up to a full company of infantry or armor. Inside, this 
  module includes four command stations, a powerful computer for data processing, and a table with built-
  in holographic projector. The command station contains a small computer console tied into the tactical 
  information and radio network. The radio transmitter/receiver cluster on the top of the module has a total 
  of 5 M.D.C., and an effective range of 100 miles (161 km). Additionally there is a 25-foot extendable 
  mast that contains a radar unit with a 75 mile (121 km) range. This module is a slightly better armored 
  than the others, having a total of 200 M.D.C., and it is completely environmentally sealed. Multiple C3 
  modules can be linked with up to five other modules to allow for coordination of larger groups. 
  Weight: 8 tons.  
  Cost: 8-10 million credits. Poor Availability.  
  Passenger Module: This module converts the truck into an APC capable of carrying two dozen soldiers 
  and their gear. The soldier’s are somewhat crammed in, with little personal space, and their gear must be 
  stowed under seats and/or in the center isle. This module is very common and readily available. 
  Alternatively, the seats may be converted into stretchers, allowing 16 wounded people to be housed and 
  transported.  
  Weight: 2 tons.  
  Cost: 100,000 credits for the basic model. An enhancement module with environmental sealing costs 
  145,000 credits. 
  MASH Module: This module is built with expandable sections, allowing it to shift its walls outward to 
  30 feet (9.1 m) wide. The floor of the expanded sections are each supported by a half dozen foldable 
  pillar like legs, which keeps the expanded sections stable, but requires the module to be compacted again 
  before the truck can move. Two full surgical teams with operating tables and equipment can fit inside, 
  although when the module is compacted, only the equipment can be carried. The floor and walls of this 
  module are made of non-stick materials, for ease of cleaning and sanitizing. The medical team usually 
  arrives in a second vehicle, typically a Mule with Passenger Module.  
  Weight: 12 tons. 
  Cost: 500,000 credits. 
  Mess Unit: The module is a full mobile kitchen, installed in a expanding module identical in 
  
  deployment to the MASH module. This kitchen includes storage for both dry and frozen goods, electric 
  stoves and oven (large sized), folding counters, water processor and storage, sink, dishwasher, and 
  storage for pots, pans, and cooking utensils. Designed to supply 150 - 200 hot meals an hour if 
  constantly supplied and properly manned. 
  Weight: 9 tons.  
  Cost: 250,000 credits. 
  Maintenance and Repair Module, Infantry: This module houses a repair facility geared toward 
  maintaining infantry weapons and environmental body armor. The module has four built in work 
  stations, each with a variety of clamps and straps used to hold weapons in place while being serviced, as 
  well as a basic diagnostic computer for energy or other hi-tech M.D.C. weapons. Each station has 
  enough tools and supplies to repair or service up to 25 rifles each. Larger weapons like a rail gun may 
  take more supplies while a pistol takes less. In addition to the repair stations, there is a racking system 
  that holds four Universal E-Clip Rechargers. These units alone help drive up the cost of the module, but 
  together they can recharge 32 standard e-clips an hour. Also included in the module are two complete 
  conventional ballistic reloading sets for S.D.C. bullet reloads. The armor repair station is capable of 
  restoring up to 200 points of mega-damage with the supplies in the module. Standard procedure is to 
  have a second Mule equipped with a Cargo Module of additional supplies for extended campaigns. 
  Weight: 8 tons. 
  Cost: 5 million credits. 
  Maintenance and Repair Module, Power Armor: Building on the Infantry Maintenance and Repair 
  Module, NG engineers have designed a separate module for power armor units. The designers took an 
  assembly line approach to the repair module. A damaged power armor unit enters from the rear of the 
  module via a lift gate. It is then hooked onto a track system in the ceiling that moves the PA into the 
  module. Once inside, repair techs can run a full diagnostic on the units’ systems, noting any problems 
  and repairing them as needed. Armor and weapons repair or weapon reloading can also be done inside. 
  The module holds enough replacement armor to repair 300 points of mega-damage, and enough other 
  parts to repair two electronic systems. Once repairs are completed, the power armor exits out via a 
  second lift gate on the passenger side of the vehicle, towards the front. Note that this module is larger 
  than most: 10 feet (3 m) wide and 12 feet (3.7 m) tall. 
  Weight: 10 tons. 
  Cost: 8 million credits. 
  Maintenance and Repair Module, Robot: The third module of NG’s Maintenance and Repair series is 
  geared for the giant Robot Vehicles. This module tilts up on hydraulics, and opens up to create a 20 foot 
  gantry for the repair of large robots. Armor repair, electronics diagnostics and repair, some motive 
  system repair, and weapon replacing, rearming, reloading is all possible. Major repair like the 
  reattachment of a limb, engine repair, or massive overhauls are not possible. Each module holds enough 
  armor supplies to repair up to 600 points of armor damage and repair up to four major electronic 
  systems. 
  Weight: 15 tons. 
  Cost: 10 million credits. 
  Drone Launching Module: The cargo bed is replaced with a large, special duty launch system for 
  launching NG "Eye in the Sky" Drones. This system can launch one drone per minute and can carry up 
  to 12 drones. To launch drones, the vehicle must be at a complete stop. The Front Cab section is 
  lengthened to include four control stations, designed to activate and control the drones. The Command 
  Stations in the C3 Module can also control the drones if needed as well. 
  Weight: 12 tons. 
  Cost: 1 million credits, Drones not included. 
  NG Wolverine ATV 
  
  Post-apocalyptic Earth is still a largely rugged wilderness and to traverse this wilderness rugged vehicles 
  are needed. Northern Gun is a market leader in light-armored vehicles and the Wolverine is one of the 
  most popular. This six-by-six light vehicle is fast, durable, and bristling with weapon mounts for energy 
  rifles.  
   
  What makes this vehicle so versatile across any type of terrain is its six wheel independent suspension. 
  Each wheel can move up and down over the terrain making the vehicle stick like glue to most terrain 
  and ensuring the vehicle can maneuver even if only one wheel is touching solid ground. The wheels also 
  make it possible to traverse slopes and grades in excess of sixty degrees. The pilot sits in the center of 
  the vehicle behind a windshield while two gunners sit on either side using small arms attached to 
  weapon mounts. The rear gunner stands in the back and operates the heavy weapon, usually a rail gun.  
   
  Electric engines not only keep the cost down but give the vehicle a low noise profile and low infrared 
  signature, making it ideal for stealth and reconnaissance. The engines can also be recharged anywhere 
  that e-clip charging can be done, providing a more dependable fuel source than gasoline and less 
  expensive one than nuclear. In an innovative move the armored frame of the vehicle is made from the 
  same light-weight ceramic materials used in body armor. This design features not only makes the 
  vehicle extremely tough but also light weight. The driver is protected by a windscreen made of ballistic 
  materials and angled to deflect fire. However, passengers in the Wolverine are exposed and must depend 
  on their own personal body armor for protection from small arms fire.  
   
  The biggest user of the vehicle is the Ishpeming Defense Force and their mercenary armies. In IDF 
  configuration, the roll bar weapon mount features an NG-202 rail gun. Wilderness patrols from Iron 
  Mountain and Iron River regularly use the vehicle for missions into the Wisconsin Wild Lands. Also, the 
  Sky Hawks of the 1st Michigan Airborne Regiment prefer the vehicle because it is light weight and 
  easily air portable in transport aircraft.  
   
  Although originally designed for wilderness purposes, the vehicle is gaining popularity in the Pecos 
  Badlands as a raider and fast-attack vehicle preferred by bandits. The Coalition Department of Special 
  Divisions has purchased one hundred twenty units for use by Special Forces personnel and the CS State 
  of Lone Star has purchased three hundred units for use in anti-bandit and reconnaissance operations. The 
  CS version comes standard with a C-40R rail gun on the roll bar, but can also be equipped with the 
  CTT-P40 Particle Beam Cannon or CTT-M20 Missile Rifle.  
   
  NG Wolverine ATV 
  Class: All Terrain Vehicle 
  Crew: Four: pilot, two passenger gunners and one rear gunner 
  M.D.C. by Location: 
  Tires (6) - 25 each 
  Pilot’s Windshield - 15 
  *Main Body - 80 
  *Depleting the M.D.C. of the main body will destroy the vehicle, making it useless. 
  Speed 
  Maximum Speed: 70 mph (113 km) 
  Range: 400 miles (644 km) 
  Statistical Data 
  Height: 6 feet 1 inches (1.9 m) 
  Width: 5 feet, 2 inches (1.6 m) 
  Length: 13 feet, 5 inches (4.1 m) 
  Weight: 1.6 tons fully loaded 
  
  Cargo: The flat bed in the back can carry a few supplies. 
  Sensors & Equipment of Note: The vehicle comes standard with a long range field radio with wide-
  band, long range capabilities, frequency equalizer, field strength detector and scrambler. Range is about 
  60 miles (96 km). 
  Power Systems: Electric engine. 
  Cost: 50,000 for a new, undamaged system with electric engine. Add 70,000 for an NG-202 Rail Gun 
  attachment. 
  Weapons Systems 
  1. Roll Bar Gun Mount: The mount can be used to house a variety of small arms. The gunner stands in 
  the back of the vehicle and can traverse the weapon along a 180 degree arc of fire across and 70 degrees 
  upward. The standard weapon is the NG-202 Rail Gun, although any weapon can be substituted. 
  Primary Purpose: Anti-Personnel. 
  Secondary Purpose: Anti-Armor. 
  Mega-Damage: A burst of 40 rounds and inflicts 1D4x10 M.D. One round does 1D4 M.D. 
  Range: 4000 feet (1200 m). 
  Rate of Fire: Standard. 
  Payload: 800 round belt (20 bursts). 
  2. Passenger Gun Mounts (2): Passengers sit to the left and right of the pilot with their personal guns 
  mounted and directed outward and can fire in 45 degree arcs on either side and 5 degree arcs upward. 
  Any type of energy rifle or conventional rifle can be used; these mounts are not suitable for rail guns 
  although they could conceivable house man-portable plasma ejectors or particle beam rifles. 
  3. Smoke Dispensers (2): Two smoke dispensing units are mounted on either side of the front center 
  roll bar. Each unit can release a dense cloud of smoke that will cover an 80 foot (24 m) area in front of 
  the vehicle. The unit can also be equipped to emit tear gas. 
   
  NG Black Bear ATV 
  An upgrade over the Big Boss ATV, the Black Bear is designed to go cross-country and provide 
  maximum protection to its occupants and cargo. The vehicle isn’t much more then an armored box with 
  a large engine on the front. Smaller kingdoms and mercenary companies like these comparatively 
  inexpensive vehicles for their off-road capability and versatility. Black Bear ATVs can often be found 
  employed by local police forces for urban combat and used by mercs and militaries for reconnaissance 
  and convoy protection. Adventurers and everyday folks use the Black Bear like a pick-up truck to move 
  around outside major cities and be afforded some measure of protection.  
   
  The four-wheel independent suspension allows the vehicle to manage slopes up to thirty degrees and roll 
  over a variety of terrain. Large tires allow the vehicle to roll over obstacles as high as eighteen inches 
  without any trouble. Adding a weapon to the roof mount can turn this armored transport into a fairly 
  capable combat or command vehicle. Passengers are seated in the back in comfortable high-back chairs 
  with seatbelts to protect them from inevitable bumps and jolts. The driver and one passenger sit in the 
  
  front of the vehicle. Two firing ports on each side of the vehicle can slide open allowing passengers to 
  fire out, or they can be used for ventilation.  
   
  NG Black Bear ATV 
  Class: All Terrain Vehicle 
  Crew: One pilot, can seat up to nine passengers.  
  M.D.C. by Location: 
  Tires (4) - 15 each 
  Front Windshield - 15 
  *Main Body - 110 
  *Depleting the M.D.C. of the main body will destroy the vehicle, making it useless. 
  Speed 
  Maximum Speed: 65 mph (105 km). 
  Range: 500 miles (805 km). 
  Statistical Data 
  Height: 9 feet 4 inches (2.8 m). 
  Width: 8 feet, 4 inches (2.5 m). 
  Length: 25 feet (7.6 m). 
  Weight: 13.5 tons fully loaded. 
  Cargo: If not being used to transport personnel, the vehicle can carry up to 1500 lbs (680 kg) of cargo. 
  Sensors & Equipment of Note: The vehicle comes standard with a long range field radio with wide-
  band, long range capabilities, frequency equalizer, field strength detector and scrambler. Range is about 
  60 miles (96 km). 
  Weapon Systems: None. Although there is a top hatch that can mount an energy rifle or rail gun. 
  However, these do not come standard. There are also two firing ports on each side of the vehicle (four 
  total) which passengers can use.  
  Power System: Electric engine. 
  Cost: 65,000 for a new, undamaged system with gasoline or electric engine and no weapons systems. 
  NG Bison GTV Truck 
  Northern Gun has stripped down their Rolling Thunder vehicle to make a more every day vehicle, ideal 
  for more mundane uses. The truck is affordable and durable, and it was released to compete with GAW's 
  Hummer. The Bison looks like a basic pick up truck.  
   
  NG Bison GTV Truck 
  Class: General Transport Vehicle 
  Crew: One driver, but can seat up to three additional occupants. 
  M.D.C. by Location: 
  Main Body - 25 
  Tires (4) - 5 each 
  Windshield - 15 
  Speed 
  Top Speed: 90 mph (144 km). 
  Range: 500 miles (805 km). 
  Statistical Data 
  Height: 6 feet (1.8 m). 
  Width: 8 feet (2.4 m). 
  Length: 18 feet (5.5 m). 
  Weight: 2 tons.  
  
  Cargo: Can hold up to 1 ton in its cargo bed or tow 1.5 tons.  
  Power System: Conventional gasoline or electric engine.  
  Cost: 75,000 credits. 
  NG Civilian Hovercraft 
  In addition to a very successful line of hover cycles for both civilian and military use, Northern Gun 
  boasts a range of hover vehicles designed with passenger room and comfort in mind. Within the City of 
  Ishpeming and the surrounding area, citizens will often use civilian model hover cars for transportation 
  as they offer slightly more comfort then hover cycles and can be produced at low cost. All NG Civilian 
  Hover Transports have the following standard features:  
   
  Automatic Climate Control. Each vehicle has air conditioning and heating systems that can be 
  computer programmed to maintain specific temperatures. Additionally, the passenger and driver can 
  have separate settings, although they usually have to be within 10 degrees of each other. Using pre-
  programmed settings, the system can be voice activated, and people usually choose words like "cold" or 
  "hot" although any word can be used.  
   
  Vehicle Information System. This heads-up-display (H.U.D.) keeps the driver aware of average speed, 
  outside temperature, maintenance needs, compass direction, distance to nearest towns/communities and 
  other pertinent information.  
   
  Passenger Entertainment Stations. Built into the dash for the front passengers, and the back of the seat 
  for the rear passengers, are touch screen computer systems. These computers offer a variety of functions 
  from digital movies and musical selections to reading material. New music and data can be uploaded via 
  PDD. Options allow music and sound to be pumped through the vehicle speaker systems or to individual 
  headsets so each person can enjoy their own selections.  
   
  Smart Entry System. Called the "Sentry" system, this security feature allows the owner to unlock the 
  vehicle with a voice command. In addition to voice recognition the owner can pre-program numeric 
  codes, key words, or other layers of security. If the vehicle is tampered with, a short pulse signal is sent 
  to the owner’s key to alert them of the trouble without setting off any annoying bells and whistles.  
   
  Passenger Safety System. Both driver and passengers wear race car style harnesses that offer maximum 
  safety. Additionally, the on-board computer monitors bumps and impacts. It uses the vehicle’s thrusters 
  to try and create an opposing force, thus minimizing the severity of bumps and impacts. The vehicle is 
  +3 to roll with impact. A successful roll means all passengers suffer half damage from the impact.  
  NG-CT500 Dove 
  The Dove is one of the original NG model hover cars. It’s widely used inside the city of Ishpeming and 
  exported to other major cities for civilian use. The Dove is comfortable, reasonably fast and offers some 
  protection in case of accident or emergency. The Dove is purposely designed to be heavily modified, 
  and competent Operators can easily add extra armor or other external features with little trouble. 
  Class: Civilian Transport Vehicle 
  Crew: 1 pilot; it can seat 3 other passengers comfortably. 
  M.D.C. by location: 
  Front Windshield - 5 
  Rear Windshield - 5 
  Main Body - 75 
  
  Speed 
  Maximum Speed: 120 mph (193 km) 
  Maximum Altitude: 120 feet (36.6 m) 
  Maximum Range: 800 miles (1288 km) 
  Statistical Data 
  Length: 11 feet 2 inches (3.4 m) 
  Weight: 1,100 lbs (500 kg) 
  Special Bonuses: The NG-CT500 handles so well it provides a +10% bonus to the Pilot: Hovercraft 
  skill. 
  Power Supply: Typically electric; nuclear and combustion are available 
  Cost: 60,000 credits for electric, 65,000 for gasoline, and 450,000 for nuclear with a 10 year life. 
   
  NG-CT550 Osprey 
  If a customer feels the need for speed, then the Osprey was designed with them in mind. This design 
  sacrifices leg room for speed and handling. Modified Osprey vehicles are often raced for sport and 
  entertainment; there is even a racing circuit in Ishpeming. The design is sleek, and it looks almost like a 
  jet aircraft rather than a civilian transport. In addition to passenger room, this design also has less armor 
  in order to keep it lightweight. 
  Class: Civilian Transport Vehicle 
  Crew: 1 pilot; it can seat 1 other passenger. 
  M.D.C. by location: 
  Front Windshield - 5 
  Rear Windshield - 5 
  Main Body - 50 
  Speed 
  Maximum Speed: 220 mph (354 km) 
  Maximum Altitude: 300 feet (91.5 m) 
  Maximum Range: 300 miles (483 km) 
  Statistical Data 
  Length: 13 feet 4 inches (4.1 m) 
  Weight: 1.4 tons 
  Special Bonuses: The NG-CT550 handles so well it provides a +15% bonus to the Pilot: Hovercraft 
  skill. 
  
  Power Supply: Typically electric; nuclear and combustion are available. 
  Cost: 120,000 credits for electric, 125,000 for gasoline, and 550,000 for nuclear with a 10 year life. 
  NG-CT600 Stork 
  Like its name suggests, the Stork is designed for carrying things in safety and comfort, particularly one’s 
  family. This eight passenger hover vehicle is a favorite among families, but it also serves well in light 
  military use, as rear echelon transport for large armies and as a cargo hauler. The six rear seats are easily 
  removable, making the transport an ideal field ambulance, light transport, or even police vehicle.  
  Class: Civilian Transport Vehicle 
  Crew: 1 pilot; it can seat 7 passengers. 
  M.D.C. by location: 
  Front Windshield - 5 
  Rear Windshield - 5 
  Main Body - 80 
  Speed 
  Maximum Speed: 100 mph (161 km) 
  Maximum Altitude: 120 feet (36.6 m) 
  Maximum Range: 600 miles (966 km) 
  Statistical Data 
  Length: 19 feet (5.8 m) 
  Weight: 3.2 tons 
  Power Supply: Typically electric; nuclear and combustion are available 
  Cost: 120,000 credits for electric, 125,000 for gasoline, and 550,000 for nuclear with a 10 year life. 
  NG-CT650 Eagle 
  The NG-CT650 is a favorite for light industrial users and mercenaries on a budget. The NG Eagle 
  Civilian Transport is a flat bed hover truck with a two passenger front cab and an outstanding engine for 
  hauling and towing. As rugged as Northern Michigan itself, this vehicle promises performance and is 
  even designed to ‘rumble’ slightly when the accelerator is pushed (this is purely for effect and a feature 
  which can be turned off; the electric engine is extremely quiet). Mercenaries and under-funded militias 
  have been known to mount a heavy weapon in the back and use the Eagle as an assault vehicle. The 
  CT650 can regularly be seen towing artillery, moving supplies, and hauling cargo in the rear echelons of 
  many armies.  
  Class: Civilian Transport Vehicle 
  Crew: 1 pilot; it can seat 1 other passenger. 
  M.D.C. by location: 
  Front Windshield - 10 
  Rear Windshield - 10 
  Main Body - 90 
  Speed 
  Maximum Speed: 80 mph (129 km) 
  Maximum Altitude: 120 feet (36.6 m) 
  Maximum Range: 600 miles (966 km) 
  Statistical Data 
  Length: 21 feet 5 inches (6.53 m) 
  Weight: 5.6 tons 
  Cargo: Can hold up to 1.25 tons in its cargo bed or tow 1.5 tons.  
  Power Supply: Typically electric; nuclear and combustion are available. 
  
  Cost: 125,000 credits for electric, 130,000 for gasoline (very popular), and 600,000 for nuclear with a 10 
  year life.  
  IHA Treaty 
  By Brian Hardwick & Ian Schroen 
   
  When the Coalition invasion force swept over New Kenora, Iron Heart Armaments (IHA) came under 
  their control. IHA was one of big players in the vehicles market, and one of Northern Gun’s biggest 
  competitors in North America. The fall of this industry player pleased the Board at Northern Gun, but 
  what pleased them even more was when the Coalition government offered up IHA as new terms of the 
  Trade Agreement.  
   
  To firm up the alliance between the two powers, the Coalition agreed to hand over the IHA production 
  facilities outside of Iron Heart, as well as the rights to their product line. However, the deal wasn’t 
  without strings attached. First, the CS seemed willing to part with the burden of maintaining the IHA 
  facility due to its state of disrepair. An investigation after the invasion revealed that word of the attack 
  had been leaked, and that the workers at IHA had advanced notice. Schematics were missing, computer 
  equipment was destroyed, abandoned vehicles had been booby-trapped, and unfinished boats had been 
  sunk. As part of the new deal, Northern Gun was required to return the dockyards to full capacity within 
  six months. Additionally, all IHA naval ships, with the exception of the Black Eel Torpedo Boat, must 
  be sold exclusively to the Coalition and sold at cost. Production quotas must been met to maintain the 
  deal.  
   
  Additionally, Northern Gun is required to share sales information on who is buying the products from 
  the newly acquired IHA line. The Coalition continues to push for the company to share all of its sales 
  information, but it has resisted this request (thus far). Further, Northern Gun has agreed to completely 
  cut off all sales to nations the Coalition considers an enemy or threat. However, the effect of this 
  concession is limited, as the rogue traders often resell the products to these areas. While supplies still 
  reach these areas, these supplies are low, which drives up the prices.  
   
  As part of the deal, Northern Gun got the Coalition to release eight IHA scientists who were captured 
  and imprisoned during the invasion. Each of these scientists had been investigated by the RAID 
  Industrial Espionage department, and most of them were selling secrets to NG in some capacity prior to 
  the invasion. The eight have now effectively become prisoners of Ishpeming, required to work on the 
  IHA projects in exchange for small freedoms and luxuries. And their assistance was imperative, as most 
  of the information at the IHA plant was destroyed and anything that wasn’t destroyed was encrypted.  
   
  After five months of research and reverse engineering, the IHA dockyard was once again operational, 
  renamed Northern Dockyard. Meanwhile, RAID Ruins Recovery teams scoured the land and air 
  production plants; when that research was concluded, they shipped what usable information and tools 
  they had found back to Ishpeming and sold off the former IHA factories. The new deal required them to 
  operate the dockyards, but it didn’t require them to operate the other factories, and Northern Gun wasn’t 
  interested in operating any more facilities outside of its own jurisdiction that it had to.  
   
  Since then, the IHA product line has been absorbed into the NG line:  
   
  NG Rolling Fury Battle Tank 
  
  Old Designation: Iron Hammer Main Battle Tank 
  Intended Use: The former Iron Hammer tank caught the eye of CS commanders. As part of the treaty, 
  this tank is to be sold exclusively to the Coalition for three years once it reaches production.  
  Modifications: The Rolling Fury tanks sold to the CS all utilize a nuclear powerplant. They also have an 
  improved auto-loader for the main gun (doubling the rate of fire) and a multi-purpose smoke / gas / 
  grenade launcher unit will be mounted on either side of the turret. Once sold to the CS, a C-40 rail gun 
  will be mounted coaxially with the main gun and a dual C-40R2 mini-turret that can be controlled from 
  inside the tank will also be added.  
  Availability: Currently only available to the CS. 
   
  NG Rolling Storm Medium Tank 
  Old Designation: Iron Fist Medium Tank 
  Intended Use: The design was sold to Northern Gun, under the condition that NG only sell the gasoline 
  powered version. Nuclear versions are produced for use in the Ishpeming Defense Force.  
  Modifications: IH-100 Rail gun has been replaced with the NG-404 Heavy Rail Gun, and the IH-105 has 
  been replaced with the NG-202 Rail Gun.  
  Availability: Somewhat poor; NG is still trying to perfect the assembly process, as well as supply 
  themselves. Some gasoline powered versions are available, however.  
   
  NG Rolling Lightning Missile Vehicle 
  Old Designation: Iron Bolt Missile Vehicle 
  Intended Use: The design was sold to Northern Gun, under the condition that NG only sell the gasoline 
  powered version, with less armor and firepower. Fully powered and armored nuclear versions are 
  produced for use in the Ishpeming Defense Force.  
  Modifications: M.D.C. reduced by 50% and Missile Launcher modified to fire only medium range 
  missiles (Payload increased to 16, range and damage reduced).  
  Availability: Somewhat poor; NG is still trying to perfect the assembly process, as well as supply 
  themselves. Some gasoline powered versions are available, however, at 600,000 credits. 
   
  NG Rolling Explorer APC 
  Old Designation: Iron Maiden APC-10 
  Intended Use: This design was also favored by CS commanders, and the IHA Treaty gives the CS 
  exclusive buying rights for 2 years after it reaches production.  
  Modifications: No Modifications other than slight changes in the look. CS models will be modified after 
  delivery to exchange the IH-34L laser turret with a standard CS version.  
  Availability: Currently only available to the CS. 
   
  NG Northern Harrier Attack Jet 
  Old Designation: Grey Falcon Attack Jet 
  Intended Use: The CS has no interest in purchasing any of the old Grey Falcons, and has placed no 
  additional restrictions on its production or sale.  
  Modifications: The rail gun has been replaced with a NG-404 Heavy Rail Gun.  
  Availability: Somewhat poor; NG is still supplying themselves, which takes up a majority of the units 
  produced.  
   
  NG Golden Eagle Jet 
  Old Designation: AC-29 Air Castle Bomber 
  Intended Use: This design was also favored by CS commanders, and the IHA Treaty gives the CS 
  exclusive buying rights for 1 year after it reaches production.  
  Modifications: Two versions of the Golden Eagle are in R&D: the standard bomber is nearly ready for 
  
  production, and a missile ship variant in still in development. Expect the weapon mounts to be replaced 
  with NG standard weapons.  
  Availability: Not yet Available. The bomber variant will be exclusive to the CS, but the missile ship will 
  be open to the general market as soon as it hits production.  
   
  NG Northern Eagle Helicopter Gunship 
  Old Designation: Iron Eagle Attack Helicopter 
  Intended Use: This design was favored by CS commanders, but no sales limitations or terms were 
  described in the agreement.  
  Modifications: The gunship targeting and communication systems have been redesigned to run on a 
  crew of three: pilot, co-pilot /gunner, and communications / gunner. The nautical version is produced 
  under the name NG Seabird, which has a sonar system, pontoon runners and torpedo launchers that 
  replace the missile launchers.  
  Availability: Very poor availability. NG is still trying to produce for its own defense needs, and the 
  Coalition is purchasing nearly all of the units produced for the marketplace. Only the very best and most 
  loyal NG Distributors are able to order one of these. As a result, the price has skyrocketed up to 300% in 
  some cases. 
   
  Bullhead Torpedo Boat 
  Old Designation: Black Eel Torpedo Boat 
  Intended Use: This design was sold to Northern Gun with no restrictions on sales. 
  Modifications: No modifications other than slight changes in the look.  
  Availability: Good. The CS has no interest in stocking their own fleets with this ship, so most of the 
  units produced are available on the market.  
   
  NG Heavy Patrol Boat 
  Old Designation: Triton Patrol Boat 
  Intended Use: As per the terms of the IHA Treaty, NG must produce these boats exclusively for the CS 
  and at cost. However, several new warship designs are in the works for the Coalition, and once those 
  come into service, the design will be sold to Northern Gun (roughly 16 to 24 months away). 
  Modifications: No modifications other than slight changes in the look.  
  Availability: Currently only available to the CS. 
   
  Emperor Class Destroyer 
  Old Designation: James Bay class Destroyer 
  Intended Use: As per the terms of the IHA Treaty, NG must produce these ships exclusively for the CS 
  and at cost.  
  Modifications: Modified to carry the Coalition motif. CS engineers will later upgrade weapons to 
  Coalition models. 
  Availability: Only available to the CS. 
   
  Poseidon Missile Cruiser 
  Old Designation: Sea King Missile Cruiser 
  Intended Use: As per the terms of the IHA Treaty, NG must produce these ships exclusively for the CS 
  and at cost.  
  Modifications: Modified to carry the Coalition motif. CS engineers will later upgrade weapons to 
  Coalition models. 
  Availability: Only available to the CS.  
   
  
SOURCE: textdata/thevault/RIFTS/RIFTS (palladium)/3rd Party/Rifts - World Book Netbook - Northern Gun.pdf