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KJH STUPH™ Productions Presents:

TM
Corporation By Marshall Champion

A fan based Net Book for Palladium Books’® RPG Rifts®


Warning!
The fictional world of Rifts® is quite violent
and deadly. It is an exotic realm where magic is
as real as technology and demonic creatures
plague humankind.
Some parents may find the violence and super-
natural elements of the game inappropriate for
young readers/players. We suggest parental dis-
cretion.
Note that none of those at Palladium Books or
us at KJH STUPH Productions condone nor en-
courage the occult, the practice of magic, and the
use of drugs or violence.

Net book for the Rifts® series.


Compatible with the entire Palladium Book® Megaverse®!

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Copyright © 2001 KJH STUPH Productions and Marshall Champion as part of Palladium Books Inc. copy-
right policy under derivative works.

This book may be freely copied and distributed as long as it remains in its entirety and proper credit is
given. All incidents, situations, institutions, governments and people are fictional and any similarity, with-
out satiric intent, of characters or persons living or dead, is strictly coincidental.
Palladium Books®, Rifts®, RECON®, and Megaverse® are registered trademarks owned and licensed
by Kevin Siembieda and Palladium Books Inc. Nightbane, New West, Federation of Magic, Lone Star,
Psyscape, and other names, titles and likenesses of characters are trademarks owned by Kevin Siembieda
and Palladium Books, Inc.

Palladium On-Line www.palladiumbooks.com


WorldofRifts On-Line www.worldofrifts.com

WOR Book One: Safe Haven Arms™ Corporation is published by KJH STUPH Pro-
ductions, Middlebury, VT 05753.

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KJH STUPH™ Productions Presents:
WOR Book 1 for Rifts®

WRITTEN BY: MARSHALL CHAMPION

ADDITIONAL TEXT & CONCEPTS: KYLE HARRIS


JOSEPH KNIGHT

EDITOR IN CHIEF: KYLE HARRIS

SAFE HAVEN LOGO DESIGN: MARSHALL CHAMPION


KYLE HARRIS

PROOFREADERS: MARSHALL CHAMPION


KYLE HARRIS
JOSEPH KNIGHT

CHECK US OUT ON-LINE: WWW.WORLDOFRIFTS.COM

EMAIL: MARSHALL CHAMPION (marshallc@worldofrifts.com)


KYLE HARRIS (kjhstuph@worldofrifts.com)
JOSEPH KNIGHT (josephknight@worldofrifts.com)

MAIN EMAIL: worldofrifts@worldofrifts.com

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and incorporate them within their games. In
Introduction time Palladium Books® may come up with

I
some material for the area of Connecticut,
thought since this is the first of the
but for now, in our warped version of Rifts®
books we intend to produce at Worldo-
Earth, is our idea.
fRifts.com, I’d write a few words. I my-
self am very excited with this first book. — Kyle Harris, 2001
Many long hours have gone into it by not
only by its creator, Marshall, but the rest of

A
us who read it and troubleshoot ideas. nother wonderful, and yet long-
The difficult task in this project was that winded, way of saying “hey here is
Marshall nearly wrote everything himself. something cool, and free, for us to
Having a small staff, jobs were doubled read” by Kyle.
(sometimes tripled) and so for me taking I have spent many weeks brainstorming
care to maintain the web site became an this “book” (I’d rather call it a booklet due
overwhelming task. to its size). I hope that some or all of its
I have to say when Marshall begins to material can be found in your games.
write the ideas he musters are sometimes so I apologize that there are no pictures. I
brilliant they border on insanity. You will have some made but I do not have access to
see more of what I mean when more and a scanner. I have tried to be as descriptive as
more of his material gets posted. possible to give an idea of what things look
Since the basis of this book was a new like. In the mean time I’ll attempt to find a
armaments company, we came to the even way to post them.
more difficult task of coming up with some I have tried to make this a non-munchkin
new weapons and equipment and not just source of material. That is why many of the
revamped versions of stuff found throughout items and equipment here have drawbacks
Palladium’s books. Once again, Marshall and penalties to them. If you feel anything in
came to bat. I’m sure you will find the here (not including things written by others)
equipment found within these pages some- is munchkin please make your voice heard.
thing that will make your gaming more en- I am now moving on to another project
joyable. that will hopefully be done this year. Kyle
Since the term “Net Book” has already won’t let me tell you what it is (He is para-
be used (and used often) we’ve decided to noid sort) but I will tell you it is going to be
call or material WOR BOOKS with the “W” very cool, and demented.
“O” “R” standing for World Of Rifts (of I’d love to hear your opinions and ques-
course.) This is the first of a series and we tions about anything I have created, or even
do plan on creating more. We’re also going things you would like to see created. E-mail
to invite some of you to contribute your own me at marshallc@worldofrifts.com, or look
writings to upcoming WOR Books. Keep for me on the Palladium web site message
checking in with our web site for more de- boards in the Rifts section. My profile is:
tails. Verington.
Because we have no affiliate with Palla-
dium Book® all the material written in this Enjoy Safe Haven.
book are basically “house rules.” Game -Marshall Champion 2001
Masters has the right to disallow anything
within these pages. We hope that game
masters will adopt some of our geography

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the northeast portion of Connecticut, super-
–Cities of Safe Haven — natural predators have been kept mostly in
check.

S
afe Haven is a small Industrial state So thus follows the falsehoods and truths
located in pre-rifts Connecticut. that make up what we call Safe Haven.
Comprised of three moderately sized
cities and their surrounding farms and minor
villages, the State of Safe Haven is a grow- —History—
ing community formed out of the ruins of
the ravaged lands of New England. It all started in 103 P.A. in South Amer-
ica with the formation of the Mercenary unit
“It was a privilege to be allowed admit- “Krimson Killers”. Led by an Anti-Monster
tance into Safe Haven. I was marveled by by the name of Socrates Johnson, the unit
the vast buildings, the military presence but started taking jobs eliminating local vam-
the of sense a nice peaceful community. pires and other supernatural predators.
No one just visits Safe Haven because no Slowly the unit began to work its way up to
one really knows where it is. I’ve often North America by snaking their way through
wondered how a large facility like Safe Ha- the vampire kingdoms. Eventually they set-
ven can remain hidden for so long, but it tled somewhere in Central America.
wiser not to ask. As I said, no one just visits Meanwhile in the Coalition States a team
Safe Haven. You have to be invited or stum- of Special Forces agents was formed to be-
ble upon it. gin the softening of Tolkeen and other ter-
I will not go into a long detailed expla- ritories for the upcoming campaign of unity.
nation on how I went about the request. I’m The unit was under the leadership of LT.
sure some of it would be edited out anyway. Eian Joseph Hunter (it is unknown if this is
Instead I want to describe the scenery, the his real name) and SGT. Sean Verington.
citizens and the people behind Safe Haven. Hunter graduated from the military spe-
What I do know of its location is it is in cialist intelligence school with high marks in
the area of pre-rifts Connecticut. This also sabotage and infiltration. A disciplined man
explains the cooler autumns and the beauti- with a silent compassion for his men, and a
ful foliage change of the vast forests. Some- reputation of strictly following orders, was a
how there is a sense of unity between the perfect choice for the command of the “seek
bright reds and oranges and that of the and destroy” unit.
splendor that is Safe Haven — Justin Mar- On the opposite end of the spectrum was
lowe (excerpt from his book “Safe Haven: Verington. A load mouthed and cocky com-
Unity and Freedom.) bat veteran, Verington had a reputation for
taking extreme risks and being outspoken
In Safe Haven the community is built so with superiors. If not for his attitude he may
no one has to live in fear. The general com- have made lieutenant sooner. Otherwise
munity regards magic and psychic abilities Verington was a skilled soldier whom had
as the norm, even assets. Their violent crime spent a three-year tour of duty in Lone Star
rates are low due to strict law enforcement. fighting the Pecos bandits. His skills during
Their isolation from the central states means this time had honed and Verington had
that they are safe, for now, from the Coali- transferred to Special Forces training. Ver-
tion States Campaign of Unity. Also due to ington graduated second to last in his class
the lack of magic rich territory, except for and was proud of it. The training com-

-6-
mander wrote the following about Verington Hunter and Ralph would grin and Verington
in his dossier: would break into hysterical laughter, either
way none would answer except for sarcasm
from Verington.
“Sergeant Verington is a skilled and
daring soldier. His skill is surpassed only by General Underhill stiffly headed across
his devotion to the Coalition cause. Sadly he the banquette hall toward the recent arrival.
displays the same dangerous attitude as the Everyone in the hall was in full dress uni-
venerable General Underhill. Verington will form, medals gleaming on proud chests.
either be a valuable asset or a dangerous Everyone, that is, except the man in the
liability. It is my opinion that to give this doorway. The man appeared in his early
man officer status would be a dangerous thirties with auburn hair and brown eyes.
gamble that I advise against. Dressed in field fatigues and donning a
floppy cap with unit insignia upon it. The
—Colonel Niles Bedaviere, Special Divi- man smirked at the approaching General.
sions Commander; Camp Dagger” “What’s your name Lieutenant?” Un-
derhill demanded of the man. The soldier
The Special Forces team, loosely dubbed came crisply, and slightly exaggeratedly, to
“The Judges”, began a series of hit and fade attention and sounded off as if speaking to a
tactics along the Tolkeen front. Verington sergeant at boot camp.
went to extreme lengths to ensure that all “Verington Sir!” The entire hall grew
that survived remembered who they were. quite as everyone began to stare at the
Their reputation grew on both sides of the scene. From the far end of the hall General
border. In Tolkeen Hunter and Verington’s Cabot and the Emperor began to make their
names were whispered under a blanket of way casually toward the situation.
fear. People began to call the dynamic “Wasn’t it clear to you lieutenant,” Un-
commanders “The most dangerous men in derhill fumed,” that this banquette was in-
America”. tended for Dress Uniform!?”
In the Coalition States they were revered “Yes sir the requirement was perfectly
as heroes of the Coalition cause. Joseph Pro- clear,” Verington responded straight-faced
sek II launched a propaganda campaign with as Cabot and the Emperor arrived and stood
Hunter and Verington as the centerpiece. a meager five feet away.
Their stories were so embellished that it “Then perhaps you have a good expla-
came as no surprise when they were made nation for the lack of your uniform Lieuten-
into an animated series to support recruiting ant.”
among the younger generation; they even “Yes sir I do,” Verington replied. He
had action figures of the entire team. deliberately looked at the Generals chest of
Hunter and Verington were decorated medals and a malicious grin played upon his
many times; Verington even got the coveted lips.
Imperial Medal of Honor. Amazingly none “Well out with it!” Underhill hissed.
of the celebrity status went to their heads. Verington made a sigh as if the answer were
Verington, by 104 P.A. a First Lieutenant, obvious.
and Hunter, then a Major, could be found “With all due respect to his Generalship
having drinks in the officers club with their sir,” Verington began as his smile grew,
closest friend Sergeant Ralph, a wolf dog “But unlike his Generalship, if I were to
boy whom had saved both their lives on sev- show up in full dress I would require two
eral occasions. When asked about their fame

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uniforms to fit all of my medals. Unfortu- he should be kept alive. The CS, dually up-
nately I only have one and so did not want to set about their failed plan, decided that
show up in partial uniform sir!” Verington had to be assassinated and they
General Cabot chuckled and even the knew just who to do it.
Emperor grinned as the crowd continued to Hunter had continued to show loyalty
laugh even after General Underhill had upon his return from the rifts and thus they
stormed away in fury. sent him and the team to do the deed. Little
I am told that General Cabot had the did they know that Hunter was actually the
charges against Verington dropped silent proponent of all the anti-coalition
again…that man gets away with more mis- thinking in the unit. When ordered to kill
chief than any one I know. Verington Hunter happily agreed, then
found Sean’s wife and told her of their
—From the journal of Lieutenant-Colonel plight. Fortunately her loyalty to Verington
Sarah Coombs, Military Intelligence, Spe- was stronger than her loyalty to the Coali-
cial Divisions. (Excerpt from the book tion. Hunter took her and the team and de-
“Most Dangerous Men in America” by Ted fected to the Krimson Killers.
Davis) Eventually Verington and Socrates be-
gan a strong working relationship. But for
The famous banquette in Chi-town was Verington freedom from the CS was not
the first time Verington and Coombs met. enough, as he was always an extremist he
Later that year, after a fiery romance, they decided they needed to make a nation that
were married. expressed freedom instead of oppression.
Soon after the Judges disappeared on a Using Sarah’s knowledge of the coming
recon mission in the magic zone. The team campaign of unity the group struck a part-
had ventured into a dimensional portal and nership with Socrates and headed for a des-
ended up traversing dimensions for six tination far from the CS; Connecticut.
months before finding the “real” Earth. After the plundering of pre-rift cities and
Amazingly only a month had passed on military bases, and some say support from
Earth when the team returned. across the rifts, Verington lead the creation
The trip had an adverse effect on the of the industrial Nation that is aptly named
team. They began to have anti-coalition Safe Haven.
thoughts on the issues of freedom, psionics,
and magic. Verington became extremely
verbal about these issues, fortunately his
wife understood. The CS high command
feared that Verington was corrupting the
team. They decided he had to be gotten rid
of. They sent him on an infiltration mission
against the recently arrived Krimson Killers.
All previous attempts had seen their agents
killed and they hoped for the same fate to
befall Verington.
The Krimson Killers had proven again
adept at capturing infiltrator and caught
Verington. But they realized the importance
of their captive and Socrates determined that

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home to corporate headquarters, the market
—The Three Cities of place and many other upscale homes and
Safe Haven— businesses. The proper holds many building,
all of which are M.D.C. structures. The ar-
chitecture of the proper is modeled after pre-

“I
am ashamed to say that I be- rift Roman Empire styles. There is talk of
lieved all the stories I heard building a new proper which would be a
about Safe Haven. It’s vastness small version of a CS super-city fortress, but
and supremacy as a mighty city. I was sur- this won’t be decided for 1D4 years and will
prised to discover that Safe Haven was not a take 3D6 years to complete (no roll under 5
city at all. It seems that Safe Haven is split acceptable).
among three cities. I was fortunate to have Outside the eastern border of the city lies
a chance to visit each one. a smaller walled fortress, which holds the
The first I visited was the capital city of military forces for Haven City. This base
Safe Haven, Haven City. Haven City is not holds an entire Corps (two divisions) of sol-
only the Capitol City, but also the corporate diers whom are armed with the best Safe
headquarters of Safe Haven Arms Corpora- Haven can offer.
tion. The city of Haven is very well off. Safe
Haven City is the education capitol of Haven is not only an industry but is also the
Safe Haven as well. Unlike the Coalition local government. They provided basic edu-
States, Safe Haven teaches their citizens lit- cation to the populace. The schools are paid
eracy. Most have learned are learning to partially by corporate profits and partially by
read and write. This in itself is a major im- local taxes. The education provided is equal
provement on that of the Coalition. to approximately a pre-rift high school edu-
Several magic and psychic guilds have cation. This is due to Verington’s belief that
been set up, as they are legal. No official educated people are happier and will provide
guild has been yet established. Some say for a better pool of employees to the corpo-
it’s because founder Verington is still unsure ration. Already an amazing 75% of the
about dealing with magic users. Whatever population can or are learning how to read
the reason, none has been established. Ha- and write, as well as other courses of learn-
ven — Justin Marlowe (excerpt from his ing.
book “Safe Haven: Unity and Freedom.) Also located at Haven City is the Ver-
ington University of Military Science. This
is a college style military school that trains
soldiers as well as scholarly pursuits. It is
— Haven City — based on a combination of West Point and
Harvard. The school is run by the govern-
Corporate Headquarters and ment and costs a fair tuition to attend. Safe
Capital of Safe Haven Haven can provide partial or full tuition if
the attendee serves four years either in a job
Located five miles south of the ruins of with Safe Haven arms or in the military. If
Hartford lay Haven City. It is composed of the attendee drops out or fails they are re-
several multi-level M.D.C and S.D.C. sponsible for the payment of their tuition,
structures. Architecture varies from ancient plus interest. Safe Haven also provides
to modern styles. In the center of the city is loans, or low interest subsidized loans for
a walled in area several blocks in diameter their employee’s. All applications for tuition
this area is known as the city proper and is

-9-
or loans are rated individually; those with cruise liner. How he thought could I lose ten
felony criminal convictions are automati- thousand credits in a day? He had been
cally denied. positive earlier that day that if he had a few
The Verington University of Military bucks he would have beaten the entire ship.
Science teaches a wide range of courses, He had played all those games with his Un-
from demolitions to medical degrees. Any cle Ricardo since he was five. He knew
O.C.C. in the following books can be se- every rule and every loophole.
lected: Rifts main book, Mercenaries book, That was when he had met Harris, the
Coalition War Campaign. weasel eyed, pot bellied slug had plenty of
Also located in the city are the two credits to share if Devon would repay him
manufacturing facilities. The first plant with interest. He remembered the excitement
manufactures hand held and personal infan- he felt when the loan sharks greasy fists
try style weapons. The second plant makes handed over the credits. Now Devon also
the robots; power armored suits, and vehi- remembers the thugs that had been with him,
cles of Safe Haven. one a juicer and the other a Borg. He knew
if he did not pay as soon as he exited the
ship, those two thugs would be calling on
Statistical Data him for some “interest”. I’m a goddamn id-
iot.
Population: 140,000 and growing as more The blaring of the ships horn snapped
and more people flee the central states. him from his thoughts. It was twilight and
Population Breakdown: the ship had docked to exchange passengers
40% Human’s for the night run. He had only paid for the
35% D-bee’s day cruise. Slowly he picked up his only re-
20% Mutants maining possession, a tot bag containing a
4% Dragons and other creatures of change of cloths and a half used bar of soap
magic from the ships bathroom, then made his way
1% Other down the gang plank.
At the bottom waited Harris and the two
Creatures that are unintelligent monsters thugs. They read Devon’s face and the thugs
or prey upon other intelligent beings are began to crack their knuckles in anticipa-
banned within city limits and may be de- tion. Devon swallowed nervously as he ap-
stroyed on sight if they have a particularly proached. Perhaps they’ll only break one of
bad reputation (like Vampires). This in- my legs, Devon thought as he approached.
cludes human criminals that have bad repu- By the look on Harris’s face he wasn’t so
tations or have been ejected from the cities sure…
in the past.
Built on top of the pre-rift cities of New
London and Groton lies the city of New Ni-
antic. When Haven City was built, they had
— New Nian
Nia n tic — plundered the former military bases and
submarine manufacturing facilities that had
The resort capital of Safe Haven been in these two cities. While most of the
items were in ruins, the storms, which had
Devon stared at the beads of sweat otherwise ravaged the eastern seaboard, had
forming on his fingertips as the last rays of been kept mostly at bay by the neighboring
the sunset reflect off the light blue hull of the

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Long Island, which lay three-quarters un- Statistical Data
derwater now. Thus, the people were able to
plunder the entire southern border of Con- Population: 105,000 and growing
necticut for lost technologies and parts for Population Breakdown:
manufacturing facilities. 30% Human’s
Originally, New Niantic was a port town 30% D-bee’s
for anglers and other sailors that visited the 27% Mutants
smaller villages on the cost. But eventually 3% Dragons and other creatures of
New Niantic became the site for the naval magic
production yards of the corporation. They
became the base of the SH Navy and even Once again all supernatural monsters
produced luxury ships for private citizens. that prey upon other intelligent beings are
Now New Niantic is a town rich with fishing refused entry and may be destroyed.
and attractions for tourists. They even have
shopping centers and cruises.
The largest of the private boats is the
luxury cruiser Aquamarine a floating casino —D-City—
that tours Long Island sound as it’s floor
shows and games go on all day and night Dimensional Transportation
long. A private cruise line named Dream
Center of Safe Haven
Star Cruises owns the ship; this company is
not affiliated with Safe Haven. Few private Located in the magic rich territory of
ships go beyond the shores of former Rhode northeast Connecticut lays D-City. D-City is
Island, as that is as far as all SH Naval pa- founded around an amazing device that a
trols currently go. Safe Haven exploration team found while
Also in the center of the city are several plundering pre-rifts sites to build their na-
small casinos, hotels, resorts and nightspots tion. About ten feet underground was the
available to any tourist looking for a good remains of a pre-rifts military research cen-
time. Alcohol and “mild” narcotics (like ter that housed a multitude of scientific
marijuana, tobacco etc.) are legal but under equipment and files, of which most of Safe
strict terms and are heavily taxed, drunk/ Havens technology is based upon. The
intoxicated driving is considered a felony. strangest of the finds was a large device that
“Extreme” narcotics (such as crack, acid and the base was built for. When the power
psi-cola) are illegal and possession of them source was restored and the computer files
can be punishable by heavy fines or jail were investigated they discovered that the
time. Dealing in illegal drugs is a felony and device was called the Sigma II (To learn
is severely punished. more about the first Sigma project see the
Also located in New Niantic are two adventure supplement “A Window On The
military bases. The first belongs to the army World” By Randy McCall on pages 218-222
and has one regiment of soldiers. The sec- of Palladium Books® “Beyond The Super-
ond is the Naval base which has a small fleet natural”™).
of patrol boats and even a couple frigates, Verington, Hunter and Socrates all knew
destroyers and two brand new attack subma- what use such a device could be. Thus, they
rines. made it a priority to get it working and begin
testing it. The first few tests turned into fail-
ure as they opened portals to worlds filled

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with hostile monsters. Just as they were con- criminals are given to Safe Haven in good
sidering cutting the losses and abandoning faith to prosecute them.
the project, they successfully opened a por- As for the rest of D-City, it is mostly a
tal to a world called Phase World™. Thus dimensional market place and tourist desti-
the project was revitalized and soon many nation, on their way to or from Earth.
locations were explored. Besides the base of the Krimson Killers,
Now there are five working “Gateways” Safe Haven has a military base that has a
as they have been dubbed. Three of them are Field Army (three full divisions) of infantry
for private citizens traveling to other dimen- to protect the people if the research portal
sions. The fourth is for further exploration of accidentally opens to a hostile world.
other worlds for possible travel. Corporate
delegations and the Krimson Killers, which Statistical Data
use the portals to sell their services to people
of other dimensions, use the fifth. The Population: 120,000 and rapidly fluctuating.
Krimson Killers are currently one regiment Population Breakdown:
strong and are mixed with modern tech, psy- 30% Human’s
chic abilities and magic users/ creatures. 40% D-bee’s (all non-human travel-
Currently the “Civilian” portals cost ers are considered d-bee’s)
about 1000 credits to travel to “safe” worlds 20% Mutants
and 3000-10,000 credits plus a signed 10% Dragons and other creatures of
waiver to travel to “hostile” worlds. These magic
portals only open to known worlds. Trips to
hostile worlds will require a specified return As before creatures that prey upon other
time for the pick up, miss your time and intelligent beings are refused entry and may
your trapped forever. Most safe worlds have be killed on sight.
scheduled daily, weekly, or monthly pick up
times depending on the popularity of the
world and the number of people who trav-
eled there. A portal will not open to a safe —Emerald City—
world that does not have traveling inhabi-
tants or any Safe Haven travelers present
Mining Colony of Safe Haven
unless requested, which can cost up to 300%
more.
Named after the fictional city in The
Phase World and the other three galaxies
Wizard of Oz is the backbone of the re-
destinations, Europe, South America, Africa,
sources of Safe Haven. When Safe Haven
Western North America, and Oz are the
was founded it was realized that there was
most common safe destinations. Atlantis
not sufficient resources in the area to sup-
will never have a portal opened to it due to
port the weapons dealer.
the fact the slavery is illegal in Safe Haven.
That is were the gateways of D-city
Currently the only way to travel to Atlantis
came in. With the gateways they sent out
is to take a portal from Phase world through
survey & exploration crews to investigate
the Prometheans. All travelers to Phase
new worlds for mining potential.
World automatically agree to follow all
Eventually they came upon a world that
CCW laws and nobody is granted immunity
was rich in mineral deposits and to their sur-
from CCW prosecution, though usually
prise it appeared uninhabited. They soon

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sent colonization teams to mine and explore As previously mentioned all creatures
the world further. that prey on other intelligent beings are not
Discovered on the planet was a strange allowed in the city. Due to safety concerns
new ore that was gem-like in appearance of Oz all supernatural predators, that fit this
and had a green color like jade, or emeralds. criteria, are killed on sight.
Kevin Ozmus discovered the ore, thus the
ore was named Ozanthium. All of the central
buildings were made out of this green mate- Ozanthium
rial.
Thus colonists started calling the city On the mining world of Oz a miner by
Emerald City after the popular, fictional, the name of Kevin Ozmus discovered a
city in The Wizard of Oz. Thus it was only strange new ore that had an appearance of a
fitting that the world be called Oz. The nick- green gem like emerald. In his name sake
names stuck and are now officially accepted. the metal was named Ozanthium.
Whenever he visits the city Verington jokes A Safe Haven scientist by the name of
that he is the Wizard of Oz. Mark Waters realized the importance of this
Soon it was realized that they were not discovery and decided to research the metal
alone on this world. It started with strange further.
tracks and markings being found and then Waters discovered that the metal had a
far extended survey teams began to disap- strong molecular structure similar to dia-
pear. mond. Alone the metal was just as durable
Fearing the worst the Board made the as any alloy used in the production of mod-
decision to set up a military presence on the ern armor (M.D.C.).
planet. Their orders were to locate and deal But Waters soon discovered that the
appropriately with any possible threat. metal could successfully blended with other
Soon the smaller villages and mines metals to form new alloys. He learned that
were under attack by strange underground mixing ozanthium with any other metal
dwelling creatures that came out in the would form a new alloy that was 25%
mines or during the night in mass numbers stronger than the original metal of equal
and began to slaughter the colonists. weight was.
The Military has managed to secure the It seemed that the ozanthium molecules
remaining towns and mines. They continue would blend with the other metals and fill in
to expand and the monsters continue to at- the weak gaps. Thus the result was a metal
tack. For more info see the monster section. with a hybrid molecular structure. The most
Emerald City has grown and has re- interesting part is that so far Dr. Waters has
mained relatively safe from the devastation. not yet to find a metal that does not share a
It is now a major contributor to the nation. compatibility with ozanthium.
Every metal that is combined with
Statistical Data ozanthium gains the green coloring and
gem-like sheen of the ozanthium. Emerald
Population: 150,000 and growing. city is made out of such materials and thus
Population Breakdown: got its namesake.
35% Humans It takes one pound (0.45 kg) of ozan-
35% D-bee’s thium to strengthen ten pounds (4.5 kg) of
25% Mutants other metals. The end result is ozanthium
5% Others alloy, which is 25% stronger (add 25% to

- 13 -
M.D.C.). If the ozanthium is mixed with Laws
weaker metals (S.D.C.) then the new alloy is
exceptionally strong (Take S.D.C. rating and The laws of Safe Haven are based
divide by ten. The new number is the metals loosely on a mix of pre-rift United States of
M.D.C. rating!). This procedure is called America and the Consortium of Civilized
The Ozanthium-Waters Process; Dr. Waters Worlds (CCW- for more information see
is now the chief researcher of the properties “Rifts® Dimension Book Two: Phase
and application of ozanthium at his lab in World™” pgs. 53-54), with strict punish-
Emerald city. ment like the Coalition States. The most
Ozanthium alloys can be used to make heinous crimes, like first-degree murder and
all sorts of items. Most of Safe Haven Arms slavery, are punished by exile or death. Mis-
weapons and equipment are made of ozan- demeanors are usually punishable by fines
thium alloys. Naruni Enterprises is still re- and or jail time in a correctional or labor fa-
searching ozanthium and may not have an cility. Felonies are punishable by fines and
application for it for another 1D4 years. See long jail terms in labor camps or correc-
secrets of Safe Haven to learn more about tional facilities.
their relation with the mega-corporation. So Citizens of Safe Haven do have rights
far they get their ozanthium from Safe Ha- given to them under a company bylaw called
ven through trade from D-city. Currently the the Accord of Entitlement. Anyone who
only way to get to Oz is through the gate- lives in Safe Haven for a period of three
ways of D-city. Otherwise if Naruni knew years may become a citizen; those born in
where the ozanthium was they might con- Safe Haven, born to Safe Haven citizens or
sider a “hostile takeover”. married to a Safe Haven citizen are full citi-
zens.
The Accord gives rights that are similar
Other Territories to those of the pre-rift bill of rights of the
United States of America. The right to free
Besides the three major cities as noted speech, possess firearms (even M.D. weap-
there are several smaller villages and farm- ons if licensed) and so on.
ing communities that are under the protec- Courts run similarly to pre-rifts Ameri-
tion and government of Safe Haven. Safe can business meetings. They are called dis-
Haven claims all off pre-rifts Connecticut, ciplinary hearings and are run by the disci-
but only occupy the shore, center and east- plinary committee. At the end of a hearing
ern half. The also claim the western half of the committee then votes on if the accused is
Rhode Island. All territory is broken into innocent or guilty. They follow the mantra
Branches, similar to pre-rift counties, and is “innocent till proven guilty”. There are ru-
supervised by Branch managers. Two mors of committees taking bribes, but no
Branches are formed into a District founded cases. Members of the Union men-
The world Oz (which is a P.P.E. rich tioned below, attend to ensure that there is a
world like Earth) is similar to Earth. It has fair process and can cast a vote of no confi-
many mountains with flat lands in between dence in committee members that they feel
the mountain ranges. More will be done on are harsh or untrustworthy.
Oz at a later date. For now consider it like The Internal Affairs department, which
Earth only mountainous and has occasional works similar to pre-rift police, FBI and
Earthquakes. NSA combined, enforce Law.

- 14 -
Government If the Workers still feel that they are
mistreated they can vote to strike. If it
A body called “The Board” governs Safe passes with a two-third-majority, all workers
Haven. They are a group of beings that are stop work until they feel their needs are rea-
selected for loyalty to Safe Haven and repre- sonably met. Striking workers do not lose
sent a percentage of the working citizenry, their job, but they are not paid for time spent
each Board member represents anywhere striking and thus strikes are rare.
from one to six Departments. These people Safe Haven is organized into Divisions,
give advice to the essential decision-maker overseen by Division heads (usually a Board
of Safe Haven, The Executive Director. The member). Each division is broken into sev-
Board votes on important issues for the day eral Departments, which are overseen by
and usually passes laws and directives. The department heads. Under them are District
Executive Director does not vote unless and Branch Managers, who run their local
there is a tie. Even if a vote is successful, the areas, like pre-rifts counties and cities. The
Executive Director does not have to pass the Branch Manager usually has several Assis-
directives, as the board is nothing more than tant Managers. All managers supervise a
a panel of advisors. He may use an Execu- specific area of their control and ensure
tive Order to pass a rule without the consent proper implementation of the mandates of
of the board, but usually the Executive lis- the Board.
tens to his advisors as they represent the There are several Departments that rep-
people. resent each type group (The Department of
Currently there are eight Board mem- Lands and Implementation of Law (LAIOL)
bers, who include Hunter, Socrates and runs territory concerns, Internal Affairs, Di-
Verington’s dog-boy friend Ralph. Vering- vision of the Army, R&D, and Disciplinary
ton himself sits on the seat of Executive Di- Committee, Division of the Navy).
rector. All positions are permanent, but the
Executive Director and a two-thirds majority Magic and Psychic Abilities in
vote of the board can force a Board member Safe Haven
into resignation.
Finally, each board member has a group Magic and psychic abilities are legal and
of advisers that talk to them about the con- considered socially acceptable in Safe Ha-
cerns of the Worker citizens of Safe Haven ven. Those who persecute these, or other
Arms and what legislation they want. This people, due to their differences are charged
group is called The Union. Their fellow with felony hate crime.
workers elect representatives in The Union. The military makes an active effort to
Only workers in Safe Haven can join the recruit these people. The Verington Univer-
union or bring concerns up in Union meet- sity of Military Science has a training center
ings, which are called Rallies. At a rally, the for psychics and those with mystic abilities.
Union discusses concerns and votes on what As well as the magic and psychic guilds of
to discuss with the board. If the workers feel D-city (All O.C.C.’s and R.C.C.’s are ap-
that a Board member is not listening to their propriate. There is even a small population
concerns, they can have the Union repre- of feral dog boys. O.C.C.’s and R.C.C.’s
sentatives’ vote for “No Confidence.” If the from the books Federation of Magic and
vote of “No Confidence” passes with a two- Psyscape are appropriate as the Game Mas-
third-majority, the board and Executive Di- ter determines individually).
rector must vote on a forced resignation.

- 15 -
Crime involving magic or psychic pow- is likely that their patrols may soon increase.
ers is a felony. All criminals of this sort are The shipyards in New Groton are rapidly
forced to register their powers and abilities, working to upgrade the available vessels to
law abiding magic users and psychics don’t the Navy. (At some later date myself or Jo-
have to register, and are even subject to seph Knight might make a navy supplement,
mind probes to determine the extent of their currently I am satisfied with what they’ve
power. got.)
D-City has a team of skilled techno-
wizards always present to help maintain the The Krimson Killers
gateways.
The Krimson Killers are a mercenary
Cybernetics and Bionics unit that are owned by Socrates Johnson and
Safe Haven has cybernetic and bionic is supplied by Safe Haven. They are two
capabilities equal to that of the Coalition companies strong and sell their services out
States, thus the appropriate O.C.C’s are to any whom can pay their fees. They cur-
available. Bionics must be licensed with the rently work part time for Naruni Enterprises
Bionics Licensing Commission (BLC). in their repossessions Division.
Crimes involving bionics, or the theft of bi- The unit uses more than technology to
onics and cybernetics from implanted per- fight, in fact almost 30% of the force have
sons, are a felony. either psychic or magic abilities. One of said
magic users is a young, female Ice Dragon
The Safe Haven Military who works for Socrates.
The Army of Safe Haven can pull on an
array of R.C.C.’s and O.C.C.’s, as previ- The Secret of Safe Haven Arms
ously mentioned. A term of service is usu-
ally four years. The also will hire mercenar- Many people know that Safe Haven ob-
ies for special assignments, as needed. The tained support from other beings when they
soldiers and sailors of Safe Haven are con- built Safe Haven. Few people actually know
sidered employees and thus have represen- who they are though there has been much
tation in the Union. The Army has several speculation.
field units, totaling two field armies, which Verington, Hunter and Socrates cut a
patrol Safe Haven and the surrounding ter- deal with none other than Naruni Enter-
ritory. This does not include the previously prises™. The Naruni were being muscled
mentioned city defenders. out of North America by the Coalition
Sometimes Safe Haven will send units to States. Originally, the founders of Safe Ha-
the central states to field test new equip- ven merely bought equipment from them,
ment, these items usually have their identi- but when the CS announced the official
fying marking removed so as to not get declaration of war on the Naruni, the corpo-
blamed, especially by the CS. ration pulled their market out of North
Safe Haven Ranks and pay are modeled America.
after the CS military, thus use the CS ranks When they did the Naruni rep. named
and pay rate. Trader Joe nearly got himself captured by
The Safe Haven navy has a small oce- the CS. The Krimson Killers managed to
anic fleet of patrol craft. This fleet defends save him in a daring raid and in return, he
against any monsters or pirates in the area. brokered a deal that Naruni Enterprises
There is increased interest in the Navy and it would provide materials and some limited

- 16 -
R&D knowledge to build factories. In ex- Wormwood: During their time lost in the
change the Naruni got a large shipment of dimensional portals, Verington and Hunter
ozanthium free of charge, and they get dis- spent a week on Wormwood. They do not
counted price on pure ozanthium ore for the want to return.
next twenty years (they don’t expect Safe
Haven to survive once the CS finishes their Others: Except for the weapons that are
campaign of unity). They cannot sell any sold across North and Central America, no
item that they’ve knocked-off from Naruni one has any knowledge of them. The occa-
on any planet that Naruni sells on, other than sional weapon has made its way to England
Earth if they return or if Safe Haven sold the and the NGR. With the advent of ships
world first. available it is projected that sales reps will
Also it was agreed that the Krimson journey to these lands in 1D6 years.
Killers would work for their Repossession
division for three years. The founders of
Safe Haven agreed to this contract and thus
Safe Haven grew to its present technological
state.

Relations With Others

Coalition States: None, the CS has seen


some of their equipment and has heard of
the industrial nation somewhere on the east
coast, but due to travels with the portals and
traders lack of answers, nobody is sure of
it’s location.

Lazlo, New Lazlo and Tolkeen: They trade


with Lazlo and have offered weapons for
defense and refuge for its inhabitants. Due to
Verington’s reputation, Safe Have has no
dealings with New Lazlo or Tolkeen.

Phase World: Trade and tourism. All law


abiding peoples of the three galaxies are
welcome, particularly CCW members. In
fact the Board has attempted to model Safe
Haven after the CCW.

ARCHIE: The computer AI is curious and


suspicious of his neighbors; he currently is
content with quiet observation. Hagan is
paranoid of Safe Haven and does not want
them to discover him.

- 17 -
Weapons & Equipment
It is named Trojan because of the metal
Safe Haven Arms Corporation with li- plume on the helmet, thus to follow the
cense from Naruni Enterprises continues to theme they have modeled the rest of the ar-
manufacture and sell Naruni technology. It mor after pre-rift Trojan armor. The plume
is the Naruni “franchise” store of North is actually is a motion sensor and radar de-
America. In addition, Safe Haven Arms tector, these work the same as the cybernetic
Corporation also designs and manufactures implants. The information displays on the
it’s own weaponry and equipment. They HUD and requires a sensor skill roll to prop-
pride themselves with high-quality and use- erly use. The armor has the standard features
ful items at reasonable prices. Being new to of environmental armor.
the armaments business, Safe Haven items There are two large spikes on the shoul-
are considered rare. Few people have their der pads that are actually emitters for a per-
equipment and those that do have visited sonal force field that is built into the armor.
Safe Haven and purchased their items at one This is powered by a pack that attaches to
of the factory outlets. Safe Haven has just the hip. Also attachable is a jet pack (same
barley implemented the “carpetbagger” rou- stats as the jet pack for CS special forces
tine across America and the Vampire king- armor, see Coalition War Campaign) this
doms, and thus their representatives are few pack works underwater and is standard issue
and far between. They usually use the local to the navy.
black market in CS territory to avoid trou- A shield can also be issued for combat or
ble. Most Reps don’t go to the CS at all. riot control purposes.
Safe Haven equipment has not yet infil- Weight: 25 lbs (11.25 kg) Shield 8 lbs (3.6
trated the Coalition States. The only equip- kg)
ment to enter the Coalition States has been Prowl Penalties: Fair mobility, -15% prowl
brought there by customers and not by Cor- M.D.C. By Location:
porate Representatives. Safe Haven is not Head 50
looking to do business with the Coalition Arms (2) 60 each
even if invited to do so. The few pieces of Legs (2) 80 each
equipment that have been seized have Body 100
caused the Coalition to distrust Safe Haven Personal Force Field 50 (recharges 10 per
and see them as a potential threat. hour of rest)
Shield 50
Depth Tolerance: 1000 feet (305 m)
Body Armor Cost: The armor is 60,000 credits, the jet
pack is 50,000 credits, and the shield is
SH-CA-1 “Trojan” Armor 15,000 credits

This is the standard issue body armor of


the SH military. The Army wears camou-
flage or olive drab armor. Naval crews wear Laser Weapons
white or light blue. Civilian models are sold
in any other color. SHC-IL Laser Derringer

- 18 -
A small laser pistol for concealing (+10% to Damage: 2D6 M.D. single, 6D6 M.D. triple
conceal). It is about the size of a cellular or spray
phone. For an additional 10,000 credits the Payload: 21 single shots per e-clip
weapon can be made to look like any normal Cost: 35,000 credits
Item of equal size, preordered. Bonus: Laser sight, +1 to aimed shots.
Range: 300 feet (91.2m)
Damage: 2D4 M.D. SHX-411A Heavy Sniper’s Delight
Weight: 2lbs. (.98kg) By Kyle Harris
Rate of Fire: Equal to the hand-to-hand at-
tacks of the user. This gun was not designed for mobile in-
Payload: 5 shots per e-clip fantry. This was designed to be the ultimate
Cost: 10,000 credits (special sized E-clip sniper rifle. It has expanded range and in-
costs 1000 credits or a recharge at standard creased damage makes it a new favorite
costs) among snipers. Its only drawback is after
one shot it takes a full melee round to
SHR-AL1 Combat Laser Rifle & “charge.”
SHR-CAL2 Compact Laser Rifle Range: 4000 feet (1220m)
Weight: 25lbs (11kg)
These durable combat lasers exceed the new Damage: 4D6x10 M.D.
Coalition weapons. They are air/water tight Payload: 5 shots per e-clip
and can even be fully submerged in mud and Cost: 100,000 credits
still work. Their most appealing feature is Bonus: Due to advanced laser targeting, +4
that they are the first automatic laser that to aimed strike. Gun is also air/water tight
fires repeated triple pulses at a cycle rate and can be fired underwater.
equal to pre-rift machine guns. This makes Requirement: PS 17. Anyone with less than
the rifle capable of spays and bursts. a PS of 17 has a –2 to strike and gets no bo-
Rate of fire: equal to Hand to Hand and nus of laser targeting.
W.P. limits.

SHR-AL1-
Plasma Cartridge
This weapon looks like a laser ver-
sion of a Heckler & Koch G3.
Weapons
Range: 2000 feet (610m) Safe Haven™ Arms have replaced Naruni
Weight: 9lbs (4kg) Enterprises™ as the manufacturer of plasma
Damage: 2D6 M.D. single, 6D6 M.D. triple cartridge weapons in the Americas. They
or by spray make a plasma cartridge rifle, machine gun
Payload: 30 single blasts per e-clip and pistol, use the same stats out of the mer-
Cost: 40,000 credits cenaries’ book. Also they sell personal force
Bonus: Laser targeting, +2 to aimed shots. fields, use mercenaries stats. The only dif-
ferences in these products are cosmetic.
SHR-CAL2-
This weapon looks similar to an
H&K MP-5 submachine gun. SHPC-401 “Penetrator” Plasma
Range: 2000 feet (610m) Cartridge Quad Rifle
Weight: 7lbs (3.1kg)

- 19 -
The Penetrator is a four-barreled plasma Cost: The gun costs anywhere from two to
cartridge rifle. Based loosely on the pre-rift three times as much as a plasma cartridge
double-barreled shotgun. This is a break ac- rifle based on availability and inherent risks.
tion weapon that can deliver a powerful at- The cartridges are standard plasma car-
tack of several of the barrels at once! The tridges and thus cost the same as rifle car-
idea was to create a close quarter’s combat tridges.
weapon that was capable of rendering a tar-
get harmless in one shot. The gun has a dou- Heavy Infantry Multi-Purpose
ble trigger system. Pulling a trigger halfway Personal Combat weapon
fires one shot. The design of the handle has
made access to both triggers easy. Both can This is a large combat rifle that is four
be pulled fully in a second or less simply by weapons thrown into one to form a multi
sliding the finger to the next trigger after the purpose combat rifle that is diverse in the
first is pulled all the way. type of firepower it can deliver. It has two
side-by-side barrels on the top row with a
Due to its multi-barreled design the Pene- third barrel underneath. The top barrels are a
trator had to have ammunition payload, laser pulse weapon and a plasma cartridge
range, and accuracy sacrificed to reduce rifle. The bottom weapon is a pump action
weight to a manageable amount. Still the grenade launcher with retractable vibro-
weapon is large and bulky. Characters with a bayonets on either side. The “Bull-Pup”
P.S. of 17 or less cannot fire one handed, style stock has space for the laser clip and
even those above P.S. 17 will be firing wild plasma cartridge clip. The weapon has spe-
one handed and can only fire one or two cial sized clips, so standard e-clips wont
shots at once. work, to accommodate the weapons bulk.
Primary Purpose: Defense The weapons downfalls are that it is so
Secondary Purpose: Close Quarters, Anti- heavy that it is difficult to wield accurately
Armor without a bipod. Also each weapon has a
Maximum Effective Range: 500 feet (152m) significantly low payload that makes it a dif-
Rate of Fire: One at a time or multi-blast of ficult selection for extended combat situa-
two, three, or all four barrels at once. Two tions. Still it is a favorite among those whom
shot blasts are at -3 to strike on all called love the weapons intimidation factor. The
shots, but still get the aimed shot WP bo- weapon has a folding bipod for easy aiming
nuses. Due to the tremendous kick of a three from a prone or entrenched position.
and four shot blasts called strikes are impos- The underside vibro bayonets extend
sible and use WP bonuses as if the shot were with the push of a button on the stock. All
a burst. Those without a WP can only fire up those with a PS under 17 fire at a –2 to
to a double shot for one attack. strike, and cannot make called strikes, unless
Mega Damage: Each cartridge does 1D4x10 using the bipod or otherwise bracing the
M.D.. Thus, a four shot blast would do a weapon.
whopping 4D4x10 M.D.! Also built into the weapon is a motion sen-
Payload: One round per barrel for a total of sor that tracks movement anywhere in front
four. It costs one melee action to reload two of the weapon in 90% cone style detection
barrels, thus two melee actions to reload all area. This adds a +2 to first round initiative
four. for all attacks from the front within it’s
Weight: 14 lbs. (6.3 kg) sensing rang. It also adds a +10% to detect
ambushes in its range. Note that the system

- 20 -
is of simply construction. It can not distin-
guish friend from foe and anything that TW Weapons
moves that is the size of an apple or larger
with give off a signal, thus a small animal Safe Haven Arms has a small research
could set off the sensor and deceive its op- team attempting to develop techno-wizard
erator. It requires a read sensory equipment weapons. The number of TW weapons are
skill roll to use the sensor correctly. low, due to a lack of knowledge about
techno-wizard items.
SH-MPW-3 “Supernova”
SHTW-6A Anti-Magic Net Gun
Combat Rifle By Kyle Harris
Weight: 16 lbs (7.2 kg)
Mega-Damage: Laser 2D6 for a single blast Works similar to the spell Anti-Magic Cloud
or 6D6 for a triple pulse burst, 1D4x10 for a (Rifts® Main Book pg. 185) but instead of
plasma cartridge, 2D6 for most rifle gre- a cloud, a mystical net shoots out and entan-
nades to a 12 ft radius (Coalition Micro- gles the target. As with the Anti-Magic
fusion grenades can be used, but Safe Haven Cloud spell, those who have been captured
does not sell them, their security forces have cannot cast magic (see spell saving throw).
them though) the retractable vibro bayonet’s The net has the equivalent of a supernatural
do 3D6 strength of 32 and 20 M.D.C. The SHTW-
Rate Of Fire: Laser rifle & plasma Cartridge 6A is designed for human-sized to about
rifle are equal to the users combine hand-to- horse-sized creatures. THIS IS A
hand attacks per melee. Grenades are one at TECHNO-WIZARD WEAPON. ALL
a time or up to four in rapid succession RULES OF TW WEAPONRY APPLY.
(burst if at one target or wild if area satura- Effective range against moving targets:
tion) 984.25 feet (300 m)
Effective Range: Laser 2000 feet (610 m) Effective range against stationary targets:
Plasma Cartridge 800 feet (244 m) Grenade 1,968.50 feet (600 m)
1200 feet (365 m) Motion Sensor 300 feet Weight: 15 lbs. (6.8 kg)
(90 m) Rate of Fire: 4 per minute (1 per melee
Payload: Laser 18 single, or 6triple, blasts round).
per clip there are no long clips or canisters, Launch Velocity: 721.78 f/s (220 m/s) or
but can be cable attached to a hip pack. The (492 mph)
Plasma Cartridge clip holds 8 rounds. The P.P.E.: 75 per shot
Grenade Launcher has a tubular magazine I.S.P.: 150
that holds 8 grenades and must be individu- Cost: 95,000 to 150,000 credits
ally reloaded. Magic Powers & Saving Throws: When the
Bonuses: The laser sight adds a +1 to all net has been fired, the target can attempt to
shots with the laser or cartridge weapons. dodge with a penalty of –3. If dodge is suc-
The motion sensor, as mentioned above, cessful, net has missed and gun cannot be
adds +2 to first round initiative and +10% to fired till next melee round. Net can be par-
detect ambush skill. ried with a penalty of –6. If weapon used to
Cost: 65,000 for a new rifle, they are hard to parry net does more damage then net’s
come by and there are no repaired versions M.D.C. (20), then net is destroyed. If parry
or knock offs available yet. and dodge fail target is enveloped in a mys-
tical net and must make the following saving
throws: standard save versus spell Dishar-

- 21 -
monize (Federation of Magic pg. 153) and Special: *-if knocked down, character will
then save versus Anti-Magic Cloud (Rifts® lose initiative and one melee action. Even if
Main Book pg. 185). All spells equivalent character remains standing, impaled on a
to 5th level spell caster. rocket makes it hard to move –3 strike, parry
Bonus: 75% chance of target being knocked and dodge for the rest of melee round.
over with a loss of initiative as penalty and
temporarily incapacitated for 1D4 melee SHB-11 Energy Crossbow
rounds. +1 to strike against moving objects, By Kyle Harris
+2 to strike against stationary objects.
Requirement: W.P. Heavy & P.S. of 15 or The design is similar to that of its ancient
more. ancestor with the exception of the lack of a
Spells & P.P.E. Required to make it: Anti- bolt. The “bolt” is a concentrated energy
Magic Cloud (140), Disharmonize (150), bolt generated from a standard E-clip. Ac-
with an additional 200 P.P.E. Must be at curacy is increased as well as distance and
least a 5th level magic user. damage becomes M.D.
Range: 1200 feet (366m)
Weight: 6lbs (2.7kg)
Damage: 2D6 M.D.
Other Weapons Payload: 25 shots per e-clip
Cost: 10,000 credits
SH-VS-10 “Piercer” vibro-spear Bonus: Get an additional +1 to all strike bo-
nuses at each level. Rate of fire is the same
This spear has a small rocket engine, similar as under W.P. Archery and Targeting
to a mini missile engine, in the back and an (Rifts® Main Book pg. 32). Does not get
activation switch on the handle. When acti- the added effective range bonus of 20ft per
vated and thrown a sensor in the tip detects level.
when it makes contact with a target and ig- Requirement: W.P. Archery and Targeting.
nites the engine, which forces the blade fur-
ther into the opponent. The spear hits with
the force equal of a P.S. of 30 (70% chance
of victim being knocked over; 30%if victim
Specialty Ammo
is more than 300lbs.)* The engine will con-
tinue to burn for a full melee round before Safe Haven has extensive amounts of
running out of fuel. funding toward the development of special
Weight: 6lbs (2.7kg) types of ammunition and weapons. Thus as
Damage: 2D6 M.D. poking or thrown with- follows are some of the Items that have
out using the engine; 5D6 with engine completed tests and are now mass-produced.
Ammunition: The rocket uses e-clips as
fuel. One full E-clip is consumed when the Burrower Rounds
rocket is used.
Range: as per the rules for throwing weap- This special Rail gun round was devel-
ons. The weapon, though well balanced, is oped as an alternative to the uranium rounds.
still a little uneven and throws are thus at a – The round combines Rail gun and vibro
1 to strike beyond 30 feet (9.1 m) technology. The round is shaped like a self-
Cost: 12,000 credits (currently rare) propelled drill bit. The inside of the bullet
holds the small motor that moves it and the
battery that powers the vibro system. The

- 22 -
round is a 1-inch diameter cone. The cone EMP disrupts operating electrical
allows it to fit its bulk in among standard equipment in its vicinity. This is because the
Rail gun rounds. Due to this only one in ten EM radiation creates a large current surge to
rounds is a Burrower round, thus a standard run through the equipment. To civilian
burst of forty rounds has four Burrowers. equipment this pulse is devastating and de-
The point is to have the standard rounds structive as everything from wristwatches to
“soften” the target so that the Burrowers can cars suddenly short out. Military equipment
penetrate. Still, in a burst, usually only a is also threatened by EMP, but to a lessened
few rounds survive (1D4 are still active, add degree because armor plating acts as insula-
a +1 to the roll for every burrower round in tion from EM radiation.
the burst over four). When fired, the battery When Safe Haven discovered the Sigma
is started and the vibro system engages as II in the science database they found plans
the blade slowly turns. Burrower rounds can for EMP explosives, which release EM ra-
be in Boom Gun flechettes; one flechette diation without a nuclear detonation, that
holds four burrower rounds. were nearing completion before the Rifts
came. Safe Haven has begun to produce
Stats for individual bullet: these weapons. They keep most of them for
Attacks per melee: 1 their own military arsenal, but some are sold
Duration: the battery lasts for 2 minutes (8 privately.
melee rounds) When these weapons are used they are
Save: None. Wait for the battery to stop or not cinematic. The land and detonate with a
attempt to remove the active bullet (-20%) loud “pop” and then all electrical equipment
Damage: Each melee after being hit, each in its “Blast Radius” short out.
Burrower automatically strikes for the dam-
age of one Rail gun round. (Example: a EMP Effects:
standard SAMAS rail gun round does 1D4 All running electrical equipment in the
M.D., thus that is what the round does. If blast takes damage from the power surge
there is no stats available for what a single created by the pulse; equipment that is not
round would do, like part of a Boom Gun running will not be damaged. (No a surge
flechette, automatically default to 1D4 protector does not help defend the item.
M.D.) Wires and circuitry literally fry from the
Cost: 15 credits each. amount of energy released. If an Item dam-
aged by EMP has multiple hit locations, like
Electromagnetic Pulse Ordinance a robot, then every location with running
(EMPO) electronics, in the blast radius, takes full
Concept By: Kyle Harris damage. Locations that extend beyond the
Written By: Marshall Champion radius still take half damage as the surge
runs through the item. Cyborgs that are not
What few people realize is that when a in Borg armor take double damage, even if
nuclear bomb detonates it releases more than in armor the damage does not hit the armor
nuclear radiation. It also releases electro- but the Borg inside. Items with no electron-
magnetic radiation on every wavelength of ics take no damage.
the spectrum. The EM radiation that travers- Items that survive the damage suffer
es the radio portion of the spectrum is re- penalties from their wiring being damaged.
ferred to as an electromagnetic pulse or These effects are cumulative and last until
EMP. the items wiring is repaired:

- 23 -
-3 to all appropriate physical attributes Cost: 20,000 credits, extremely rare
-5 to the Speed attribute
-2 to strike, parry and dodge EMP Long Range Missile:
-1 from available attacks per melee Damage: 6D6 M.D.
-5% to all appropriate skills Blast Radius: 120 feet (36.5 m)
65% chance of being “Stunned” Maximum Effective Range: 30 miles (48
Radio, sensor, etc suffer from interference km)
for the rest of the melee and the pilots must Cost: 40,000 credits if sold on the open
rely on their own vision. market. Currently only available to the Safe
When the item runs their available at- Haven Military.
tacks or one attribute to zero the item is
“Fried” and will not work till repaired. Fried Note: EMP will not affect TW weapons be-
Items require an entire rewiring. cause they are powered by P.P.E., not elec-
Stunned Effects: These effects last for 1D4 tronics. At the GM’s discretion it would
melee rounds: most likely be appropriate that EMP be ab-
-20% to all appropriate skill rolls sorbed by human flesh and thus not affect
-10 to strike, parry and dodge major bionic or cybernetic implants. Lets try
Speed attribute is reduced by half. to be fair. I’m sure your players would not
Automatically loses initiative appreciate their character dying because
Loses half of its available attacks per melee. their bionic lung refused to work, or their
If the unit was moving at high speed before cybernetic heart stopped. Also, for obvious
it was hit a piloting skill roll is required to reasons, bio-systems are also not effected.
maintain control.
EMPO Statistics:
EMP Hand & Rifle launcher grenade: Plasma Cartridge Conversion for
Damage: 1D6 M.D. pre-rift small arms:
Blast Radius: 12 feet (3.65 m)
Cost: 1,000 credits
Safe Haven realizes that not everyone
can afford modern weaponry. Most people
EMP Mini-Missile:
and communities rely upon firearms that are
Damage: 3D6 M.D.
effective against “soft” targets (S.D.C.) but
Blast Radius: 30 feet (9.1 m)
are worthless against the “hard” targets
Maximum Effective Range: ½ mile (0.8 km)
(M.D.C.) that make up most of the monsters
Cost: 10,000 credits
and other threats from the Rifts.
To make heavy firepower readily avail-
EMP Short Range Missile:
able to these people Safe Haven has devel-
Damage: 4D6 M.D.
oped a conversion kit that turns S.D.C. pis-
Blast Radius: 60 feet (18.3 m)
tols and rifles into M.D. weapons. This in-
Maximum Effective Range: 1 mile (1.6 km)
volves ordering a kit from Safe Haven for
Cost: 15,000 credits. Rarely available
your particular weapon. The most popular
and common weapons; like the M-16,
EMP Medium Range Missile:
M1911, AK-47, and so on have pre-made
Damage: 5D6 M.D.
kits already available. Rare and unusual
Blast Radius: 90 feet (27.4 m)
firearms will require the weapon be sent to
Maximum Effective Range: 20 miles (32
Safe Haven for parts molding, this process
km)
takes about 1D4 weeks (including time for

- 24 -
shipping). There is a 20% chance that the and at an additional –4 to the strike roll.
molding is unsuccessful, in which case Safe Only weapons that were capable of firing
Haven will refund the buyers money and bursts and sprays before the conversion can
give them something to replace their weapon do bursts and sprays.
if it was damaged in the process. Kits Available: There are kits and ammuni-
The kit is simple to assemble, re- tion available for handguns and rifles in the
quires a WP repair roll or field armorer roll following ammo types; 9mm, .45, .357, .44,
at a +10%. Failure means that a part broke 5.56, 7.62, .30 (which for simplicity will in-
or the parts are assembled poorly. If poorly clude 30-30 and .30-06), .50. Kits are not
assembled there is a 40% chance that the made for any other ammo type. (Verington’s
weapon will jam every time it is fired. favorite is a converted Winchester repeater,
The conversion involves replacement 30-30, because he loved to see them in ac-
of the barrel, firing mechanism, and ammu- tion in pre-rift westerns)
nition feed with more durable parts (1 Mega Damage:
M.D.C. total). This conversion allows the 9mm does 1D6 M.D.
weapon to fire miniature plasma cartridges .45 caliber does 2D6 M.D.
that are molded in the appropriate sizes by .357 does 2D6 M.D.
Safe Haven. The weapon is still capable of .44 does 2D6 M.D.
firing standard S.D.C. ammunition after the 5.56 does 2D6 M.D.
conversion. The following statistics apply 7.62 does 2D6 M.D.
only to plasma cartridge rounds. .30 does 2D6+3 M.D.
Penalties: The weapons weight becomes un- .50 does 3D6+3 M.D.
balanced and recoil of the plasma cartridges Range: The range of the weapon is affected,
is double that of a standard round. Unless even for S.D.C. ammunition. Reduce the
the user has a P.S. of 17 or higher, all shots weapons previous range by 25%, rounding
are –1 to strike, bursts are at –3 to strike. up.
Bursts & Sprays: Safe Haven has recom- Rate of Fire: Except for the previously men-
mended, due to safety concerns, that a con- tioned burst and spray rules, rate of fire for
verted weapon not be fired in bursts larger the weapon does not change.
than 3 rounds. It has been found that bursts Weight: Increase the weapons weight by
of 4 or more rounds had an increased likeli- 25%, rounding up.
hood of jamming, and on rare occasions, Cost:
exploding. Pistol conversion costs 9,000 credits.
If the user fires a burst of four or Rifle conversion costs 12,000 credits.
more rounds there is a 45% chance, +2% for Machinegun conversion costs 20,000 cred-
every round over four, that the weapon will its.
jam. (Thus a 20 round burst has a 77% Ammunition for 9mm costs 5 credits each.
chance of jamming). If a roll to strike on a All other ammunition types, except .30 and
burst of four or more rounds is an unmodi- .50, cost 10 credits each.
fied “1” the weapon jams and explodes .30 ammo costs 15 credits each.
dealing the damage of on roundx2 to every- .50 ammo costs 20 credits each.
thing in a five foot radius. Note: Even though the weapon is converted
Bursts can be only at one target, to do M.D. it is still an S.D.C. item and can
sprays are possible but the above jamming be destroyed and damaged by the normal
statistics still apply with a +5% chance to all rigors of combat. The components are
jam rolls and sprays are automatically wild M.D.C. materials (1 M.D.C. total).

- 25 -
clocking its speed at about 400mph, but ra-
Robot & Power Armor dar was saying it was the size of an En-
forcer!
—Mysterious Contact — She turned to face the enemy robot as
H.Q. started requesting contact information,
The UAR-1 came crashing through the too late for that. A cursory look at the silver
tree line into the tall grassy field. Lieutenant and aqua robot rushing at her confirmed her
Brice poised her Enforcer slightly to the left fear that this was not going to be easy. The
of a clump of rocks and pivoted her torso robot’s right shoulder housed a large rail
left to right as she scanned the opposite tree gun that resembled an oversized boom gun;
line for movement. it possessed an array of missile launchers
"Alpha-Kilo Two-Six, this is Alpha-Kilo and a heavy rifle of some sort in its hand.
Five Four. Negative visual on con- The jet boosters on its back resembled that
tact...over," she muttered into the transmit- of over sized SAMAS engines, were propel-
ter warily. She had been out in this small ling it at an amazing rate toward her. The
piece of the Tolkeen patrol zone for seven- only consolation she had was that it ap-
teen hours searching for a radar contact peared to have suffered some prior battle
that may or may not exist. Someone higher damage.
up had decided this might be the enemy unit The Robot started to fire at her with,
that had attacked a supply base on the Chi- what she realized, was a particle beam rifle.
town state border the previous day, and thus The blast ripped into the heavy armor of her
wanted the last known location of the radar Enforcers shoulder missile launcher. In a
signal checked out. It was beginning to wear flash of melted metal and sparks the
her nerves. launcher was seared from its mount. The
"Alpha-Kilo Five Four, this is Alpha- enemy robot landed to her right and she
Kilo Two Six," the radio crackled back at turned to face him. This time she was faster
her, “continue to scan for target and pro- and fired a volley of plasma mini-missiles at
ceed to navpoint Omega...over." the robot. The two gattling-style guns in its
She sighed angrily. Leave it to a damn shoulders quickly decimated the incoming
Colonel to not give a crap about the people missiles. Brice forced her machine to dive to
in the field. All he wanted was his recon; the right as her opponent fired a group of its
obviously her sleep was expected to wait. own mini-missiles in response. The missiles
"I must protest Two six," she growled violently impacted into the rock pile next to
into the mike," I've been out here for hours. next to her. The Enforcer rocked violently
There is nothing here. Chalk the contact up from the near miss.
as a ghost and then we can rest." "Damn this guys good!" Brice cursed as
"Negative Five Four!" crackled the an- she lined up her rail guns sights. "Well you
gry voice of the Colonel himself, "You are to can’t shoot this down!"
proceed to Nav. Omega and continue the The burst went streaking through the air
search. We'll pick you up there... Acknowl- and slammed dead center in the robot’s
edge...over." chest. The scream of protesting metal was
Well that was that. No arguing about it heard as pieces of the robots metal plating
now. "Acknowledged Two Six I...Wait! Two seared away to reveal the inner wiring.
Six! Contact bearing five-zero-zero-zero feet "That got you!" she hollered trium-
and closing...fast!" She announced as the phantly. Then frowned as the unknown robot
radar blip appeared on her screen. She was

- 26 -
dropped to one knee and pulled down the excellent speed and armor, it can survive
large gun on its back left shoulder. most close combat situations. It also carries
Panicked Brice fired another burst at its a large array of devastating firepower to dis-
chest as she violently jerked her controls to patch its opponents swiftly. Due to the fre-
duck to the left. Her opponent turned to quent use of missiles on the modern battle-
track her and fired. The impacting round field, making enemies capable of firing on
forced her Enforcer to the ground. Brice’s the robot from miles away, the Beowulf has
HUD goes dead and is replaced by so many many unique counter-measures to protect it
red-flashing lights that it looked like a crim- from missile attacks. Safe Haven’s Robot
son Milky Way. R&D Division boasts that the Beowulf is the
The report of the gun follows, rattling most missile proof robot available. (For
her disabled mech and ringing her ears. It those who might ask: no the Beowulf does
was defiantly a Boom Gun. Smoke filled the not utilize laser resistant Glitter Boy armor).
cockpit and she decided it would be best to
take her chances outside. Beowulf Combat Robot
Opening the hatch Brice climbed out Model Type: SHA-CRS-BW1
into the streaming mid-day sun. The strange Class: Strategic Combat Robot System
mech was already gone. Only some Crew: One or Two (if two pilots one is op-
scorched and flattened grass marked where erator and the other is the gunner)
it had been. M.D.C. By Location:
Already the world had begun to ignore Head 125*
the incident. Birds were beginning to sing Arms (2) 150 each
again and small woodland creatures were Hands (2) 50 each
beginning to stir from their hiding places. Boom Gun (1-right shoulder) 175
"Hard to believe that there was a battle Smoke/gas Dispenser (right leg) 25
hear a minute ago.," Brice reflected as she Boom gun Ammo drum (1-on back) 250
ignored her radios constant chatter... Legs (2) 200 each
“…Alpha-Kilo Five Four, this is Two Reinforced Crew Compartment 150
Six...Report status over...Five four, this is Main Body 550**
two six...report over...Five four...two Thrust Jets (2) 90 each
six...can you hear me...status report over..." Recoil Compensation & Maneuvering Jets
(3) 60 each
BW-1 Beowulf Combat Robot Particle Beam Rifle 100
Force Field 100***
Safe Haven has spent years researching Chest Mini-Missile launcher 60
and testing their new line of combat robot Medium Missile Launcher 150 (left shoul-
systems. The Beowulf is the culmination of der)
that research. This robot is suitable for the Anti-Missile Rail guns (2, one housed in
modern battlefield, as well as destroying each shoulder) 30 each
creatures of evil from the Rifts. Thus, the Missile Decoy/ Chaff Launcher (chest) 30
robot was named after the legendary Norse Retractable Vibro-Sword (left arm) 100
hero Beowulf. The developers believe that Particle Beam Rifle Cable 30****
the Beowulf combines the best qualities of Chest spotlight & Video Camera 10
North Americas most famous robots &
power armor: the SAMAS, UAR-1 En- *Destroying the head ruins optical and sen-
forcer, and the Glitter Boy suit. Between its sory enhancements. The pilot must rely on

- 27 -
his own vision, thus losing all robot combat whopping 150 mph (240 km). Pilots call it a
skill bonuses to strike, parry and dodge. The jet dodge because they usually use it to slide
head is a small and difficult target to hit, out of the way of attacks. The use a jet
thus requiring a called shot at a minus 3 to dodge only costs one melee action but if the
strike. robot attacks its next melee action, it is at a -
**Depleting the M.D.C of the main body 3 to strike. A jet dodge gives an additional
shuts down the robot completely, rendering +4 to dodge. The pilot can also use the
it useless. The crew is safe inside the crew power slide to dash into or out of an area
compartment. Note that the chest spotlight quickly. The robot must dash for one full
and video camera are destroyed if the body melee round to perform this maneuver. The
takes 200M.D. or more. pilot is at -2 attacks per that melee and gets
***The force field must be depleted before no strike or parry bonuses because of the
any of the robot’s components can be hit. concentration required to maintain control.
Depleting the M.D.C of the force field shuts The pilot may use his remaining actions to
it down. Forever hour shut down it will re- attack, dodge, etc. as he sees fit. Due to the
charge 10 M.D.C. speed its moving, any opponent firing on the
****Is a small target and requires a called dashing robot is at -2 to strike. The robot
shot. Even then the attack is at minus 3 to may dash for up to 4 consecutive melees be-
strike. fore risking overheating the engines. As
with the hovering, the safeties may be over
Speed ridden but the base percentile of possible
Running: 60 mph (96km) maximum. The break down is increased to 25% (+5% for
Beowulf is suitable for most terrain, includ- every previous melee overridden.).
ing underwater and outer space. The robot Emergency Power Boost: The pilot can
moves at half speed underwater. cause the propulsion system to triple its out-
Leaping: The powerful robot legs can leap put for a short period of time to super dash
up to 15 feet (4.6 m) high or across. Add 10 out of danger. This works just like a power
feet (3.0 m) with a running start. A jet dash but can only be used to move forward
thruster leap can propel the robot up to 100 (no backward or side sliding.) It requires a
feet (30.5 m) high and 200 feet (61 m) piloting skill roll at -5% to activate. A failed
across. The robot can also hover in mid-air roll means that the system does not respond.
for a full minute (4 melees) before the sys- The robot dashes up to 15 feet (4.6 m) above
tem must stop to avoid overheating. This can ground and propels forward at an amazing
be over ridden with a successful piloting 450 mph (720 km). It dashes for a full me-
skill roll to continue to hover for one melee. lee. The pilot must also make a piloting skill
If the pilot does override the safeties then for roll at -10% to avoid crashing. Due to the
that melee the GM must roll a percentile. concentration involved in this maneuver, the
There is a 20% chance (+5% for every pre- pilot is at a -4 attacks that melee round and
vious melee the safeties were over ridden) gets no strike, parry, or dodge bonuses, and
that the system breaks down under the strain all attacks are wild and at an additional -2 to
and will not work again till repaired. strike. The pilot can still perform a dodge
Power Slide: The robot can use its jets to but must make a control piloting skill roll
hover up to 25 feet (7.6 m) above the ground every time or crash. Even if not dodging, all
and propel it self-forward, backward, and attacks against the robot are at -5 to strike
side-to-side at incredible speeds for short and called shots are impossible. The unit can
periods of time. It propels the unit for a super dash for one melee before the system

- 28 -
must shut down to avoid overheating. Like rarely available. They can be special ordered
the Power Slide, the safeties can be overrid- from Safe Haven, but 50% of the cost must
den for an additional melee of super dashing be up front and there is a 10-25% charge
but there is a larger risk of break down. If based on shipping and risk to the sales rep-
the system breaks during this maneuver the resentative.
system causes a power surge through the bot
that causes all sensors and energy based Weapons Systems
weapons to short out for 1D4 melees and 1. RG-14-BW Rapid Acceleration Elec-
will not operate. There is a 30% chance of tromagnetic Rail Gun (1): The famous
break down (+10% per melee previously "Boom Gun" of the Glitter Boy has been
overridden.). Even if there is no break down seen as a devastating weapon and the sym-
the system will require cooling when the bol of the finest pre-rifts technology. Safe
system stops boosting. It will not work for Haven has been experimenting with Glitter
one melee for every 2 melees (round up) Boy units to attempt to produce them. They
spent super dashing while the system cools, so far have been unsuccessful. When the
this cannot be overridden. Due to the very team of the Beowulf project heard of the
possible, and sever consequences of this successful copy of the RG-14 they rejoiced
maneuver, it is reserved for only the most for they had been trying to decide what to
dire of circumstances. use for anti-armor/supernatural weapon for
Climbing and Rappelling: The robot can some time. The RG-14-BW (dubbed the
climb girders, piles of debris, mountain "Boom2") is not an exact copy of the boom
cliffs, and rappel up and down steel cables. gun. The copy made by Safe Haven was
Base skill proficiency is 75%/60% (add 10% much larger and thus could not fit on a
if the pilot also has a climbing skill.) power armor suit, thus it was to go on the
Maximum Depth Tolerance: 2000 feet Beowulf’s right shoulder instead. Other than
(610m) its look and change in size, the RG-14-BW
works the same as the original "boom gun".
Statistical Data Due to the height and weight of the
Height: 20 feet (6.3 m) Beowulf, the designers realized that the GB
Width: 14 feet (4 m) pylon system could not keep the robot
Length: 8 feet (2.6 m) steady. Instead, the jet system and weight of
Weight: 23 tons fully loaded the robot is used to compensate for recoil.
Physical Strength: Equal to a P.S. 40 To fire the Boom2, the Beowulf must center
Cargo: Minimal storage space; about 3 feet and balance its weight by knelling down to
(0.9 m) behind the seats for extra clothing, fire to weapon. It costs the pilot one melee
weapons, and personal items, plus rations action to get into and out of firing position.
and water storage for two weeks for one pi- Obviously for this reason, when in firing
lot (one week if there are two pilots). position the Beowulf is vulnerable as only
Power System: Nuclear. The average Beo- its upper body can move (reduce dodge bo-
wulf has an energy life span of 20 years. nuses by half, also strikes to the legs cannot
Cost: 40 million, and up, credits for a new, be dodged.) Also (except for the anti-missile
undamaged, and fully powered Beowulf. No rail guns, and the chaff launcher) no other
rebuilds available due to its recent release. weapons can be fired in this position. Once
Because most Beowulf’s are in the service in firing position the boom gun can be fired
of the Safe Haven Security Force most are normally.
unavailable for sale this means that they are Primary Purpose: Anti-Armor and Assault

- 29 -
Secondary Purpose: Anti-Aircraft shots. If the Beowulf prepares to fire its
Mega Damage: One flechette round holds boom gun it must let rifle drop out of its
200 slugs that inflict 3D6x10. In addition, hand, where it dangles harmlessly at its side,
the gun can have Burrower slugs (See Safe and then grab the boom gun to fire it.
Haven Specialty Ammo section.) There are Primary Purpose: Anti-Armor
4 Burrowers per flechette that do 1D4 each Secondary Purpose: Defense
as per the rules for Burrowers. Mega Damage: 1D6x10+10 per blast
Rate of Fire: Equal to the combined hand to Rate of Fire: Equal to the combined hand-to-
hand attacks of the pilot or gunner (usually hand attacks of the pilot. Even if there is a
4-6.) Bursts and sprays are not possible. gunner, the pilot controls this weapon.
Getting into or out of firing position costs Range: 2000 feet
one attack. Payload: Effectively unlimited, but if dis-
Maximum Effective Range: 11,000 feet connected from the power supply it can use
(about 2 miles/ 3.5 km). E-Canisters that will give 10 blasts each.
Payload: 200 rounds; due to it being on a
robot, the RG-14-BW carries more ammo 3. SHMS-12 Medium Missile Launcher
than the original boom gun. The boom gun (1): Located on the left shoulder is a me-
can be hand reloaded one round at a time by dium range missile launcher. It is capable of
the pilot. This will take about 15 minutes to holding any medium range missile type.
load 40 rounds. A carry drum of 40 rounds Primary Purpose: Anti-Aircraft
can be attached to the hip to have extra mu- Secondary Purpose: Assault
nitions. The case has 30 M.D.C. Mega Damage: Varies per missile type
Effects of the Sonic Boom: The Beowulf has Rate of Fire: one at a time or in volleys of
the same insulation protection as the Glitter two, three, or four.
Boy. Everybody within 200 feet will be Payload: 12 missiles. Typically using multi-
temporarily deafened. Characters without warhead smart bomb (+5 to strike), or high
any form of head/ear protection will be explosive.
deafened for 2D4 minutes and are -8 on ini- Range: 40 to 80 miles
tiative and -3 to parry and dodge. Characters
inside protective armor and power armor 4. SHMMS-20 Mini-Missile Launcher (1):
will be slightly protected, yet they to are This is a rapid-fire mini-missile launcher
deafened for 1D4 minutes; same penalties that is located in the chest.
apply. Each sonic boom adds to the dura- Primary Purpose: Anti-Personnel
tion. In addition, the shock wave will affect Secondary Purpose: Defense
physical surroundings; like shaking build- Missile Type: Any, but usually fragmenta-
ings, and shattering S.D.C. windows, the tion (5D6 M.D.)
radius is 300 feet. Mega Damage: Varies with missile type.
Range: About one mile
2. PBR-201 Particle Beam Rifle (1): A ro- Rate of Fire: one at a time or in volleys of
bot sized particle beam rifle that the Beo- two, three, or four.
wulf carries in its right hand. The rifle is Payload: twenty
connected to the nuclear power supply for
an unlimited payload by a cable. If the cable 5. SH-DC-1 Missile Decoy & Chaff
is destroyed, the rifle still has enough stored Launcher (1): Built into the chest above the
energy for 2D4 blasts. In an emergency, the mini-missile launcher is a launcher for anti-
rifle can use e-clip canisters that give it 10 missile counter measures. It launches chaff

- 30 -
(many pieces of reflective foil and pieces of munitions is that there is a higher chance of
burning phosphorus) to cause a fake radar destroying volleys with it. Each group of
and heat signature to trick enemy missiles munitions is stored in a flechette, just like
into going after the chaff while the real tar- the boom gun. The guns can also be loaded
get moves out of the way. Also fired with by hand like the boom gun. Due to their
the chaff is a small electronic decoy that range the guns won’t fire till the missiles are
send false radar and radio signals to trick the very close, thus the pilot must declare if he
missiles further, this way if the missile is will dodge the missile(s) before the guns
actually tracking the units own radio and or attack the missiles, but the guns attack is
radar emissions to attack it the decoy may resolved before the dodge roll. If the guns
trick it. This system actually gives the robot destroy the volley but the pilot had declared
a chance at dodging volleys. It costs no ad- a dodge, then his action to dodge is still used
ditional attacks to fire chaff and dodge. The as he dodges the now nonexistent missiles.
chaff gives a +2 to dodge incoming missiles, Purpose: Anti-Missile
but if there are four or more missiles in the Range: 1000 feet
volley the pilot gets no additional bonuses to Rate of Fire: Each gun fires once at every
dodge. When using a decoy/chaff to dodge it incoming missile/volley for a total of 3 at-
must be declared before the opponent rolls tacks per melee. Roll a separate strike roll
for missile strike. The pilot rolls his dodge for each gun.
first and then the attacker rolls a strike for Mega-Damage: 6D6 M.D. per gun. If the
each missile. Every missile that rolls under missiles were hit there is a 75% chance of
the dodge roll is tricked into going for the detonating the entire volley.
chaff. The Beowulf pilot may choose to use Payload: Each gun has a supply of 40
a power slide maneuver in conjunction with flechette rounds. An attack fires one
chaff to further trick the missiles, it costs flechette.
two melee actions but grants an additional Bonuses: The advanced tracking system
+4 to the dodge roll. Note that missiles that provides a +2 to strike. Pilots bonuses do not
are not tricked by chaff my still be rendered apply.
harmless be the anti-missile system (see be-
low) 7. Retractable Vibro-Sword (1): A large
Purpose: Anti-Missile Defense retractable vibro-sword is located in the left
Rate of Fire: Equal to pilots combined hand- arm of the robot. It can be used to parry mis-
to-hand attacks per melee. siles (-4 to parry), physical, and even energy
Payload: 10 canisters. Each canister costs attacks (-6 to parry).
1000 credits and is considered rare. Mega-Damage: 4D6 M.D.
Bonuses: +1 to strike & parry.
6. SH-AMRG-2S Anti-Missile Rail Gun
System (2): Located in each shoulder is a 8. Smoke Dispenser (1): A smoke-
fully automated rail gun that tracks and fires dispensing unit is located on the right leg of
upon incoming missiles. The pilot can spend the robot. The unit can release a dense cloud
one melee action to turn on these guns. of smoke that will cover an 80 feet (24 m)
From that point forward the guns will shoot area in front of it. It can also carry and re-
at any missile or volley attacking the robot. lease tear gas.
It uses cluster munitions, which are stored in Payload: Five total. The usual mix is three
a flechette round, to act like a rail shotgun. It smoke grenades and two tear gas grenades.
has terrible range but the advantage of the

- 31 -
9. Other Robot sized hand weapons: Be- This is a lightweight reconnaissance and
sides the standard equipment, the robot may support armor suit. Its high output engines
use other robot-sized hand weapons instead provide for superior maneuverability. To
or in conjunction of the standard weapons. allow for a high max speed for the Icarus,
the suit had to have a light construction.
10. Hand-to-Hand Combat: The Beowulf Thus, what it has in speed is lost in an in-
is built to also use hand-to-hand combat ma- cremental amount of armor plating. The unit
neuvers. The Robot Combat Basic abilities was produced to provide fast air support for
are the same as in the Rifts RPG Main Book. the Beowulf robot and the Huntress tank. A
Robot Combat Elite piloting specializing in Safe Haven™ armored platoon usually has
the Beowulf provides the following: one or two Beowulf's, two Huntress Tanks,
Restrained punch 1D6 M.D. and four to six Icarus armor suits.
Full strength punch 2D6 M.D. The Icarus is modeled to look like a set
Power slash w/vibro-sword 1D4x10 M.D. of pre-rift Roman legionnaire armor, with
(counts as two attacks) full-face plating and environmental suiting,
Crush, pry, or tear 2D6 M.D. with a set of light, aerodynamic wings like
Kick 3D6 M.D. those on the flying Titan armor (Rifts®
Leap Kick 1D4x10 M.D. (counts as two at- Main Book). The wings can mount an array
tacks) of missiles and the unit has a light rail gun,
Body flip/throw 1D6 M.D. it also mounts a light body shield on the left
Body block/tackle 3D6 M.D. arm and vibro-blades in the wrists.
Stomp 2D6 M.D. to a man sized target
Jet thrust assisted body block/tackle 2D4x10 Icarus Light Power Armor
M.D. (counts as two attacks) Model Type: SH-IC-PA2
+1 on Initiative Class: Strategic Military Reconnaissance
+1 to strike and Support Armor
+3parry Crew: One
+2 dodge M.D.C. by Location:
+3 to pull punch Shoulder Wings* (2) 30 each
+2 to roll with fall/impact Rear Main Jets (2) 50 each
Two Hand to Hand attacks per melee, plus Rear Maneuvering Jets* (3) 25 each
those of the pilot, plus an additional attack at Head** 70
levels five, ten, and fifteen. Ammo Drum* (rear) 25
Wrist Vibro-blades* (2) 15 each
11. Sensory Systems of Note: Standard gi- Rail gun* 50
ant robot systems and the following. Arms (2) 40 each
1. Thermo-Imager: Range of 2000 feet (610 Hands* (2) 25 each
m) Legs (2) 80 each
2. Infrared and Ultraviolet Optics Left Forearm Mounted Body Shield 75
3. Infrared Search Lights: In the head as a Main Body*** 200
pair of red eyes. Range is 500 feet (152 m)
4. Sensor Bonuses: +1 to strike for ranged *-A single asterisk indicates a small and
combat only difficult target to strike, requiring the at-
tacker to make a called shot at -4 to strike.
IC-PA-2 Icarus Power **-Destroying the head of the unit will
eliminate all forms of optical enhancements

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and sensory systems. The pilot must rely on movements as a human for a max speed of
his own human vision and senses. No power four mph (6.4 km/ 3.4 knots). It can walk on
armor bonuses to strike, parry, or dodge! the ocean bottom at 25% of its normal run-
The head is a small target to hit, shielded by ning speed. Using its jets the Icarus can
exhaust tubes and weapon drum. To hit it travel on the surface at 50 mph (80 km/ 42.5
the attacker must make a called shot at -3 to knots), underwater at 40 mph (64 km/ 34
strike. knots) or fly above the waters surface at
***-Depleting the M.D.C. of the main body normal speeds. Maximum ocean depth toler-
will shut the armor down completely, mak- ance of 1000 feet (305 m)
ing it useless. Note: Destroying a wing
makes flight impossible. However, even Statistical Data
without wings the Icarus can make jet as- Height: 7 feet (2.4 m)
sisted leaps and hovers stationary above Width: 2.5 feet (0.76 m) with the wings
ground. down, 11 feet (3.3 m) with wings up
Length: 3 feet (0.4 m)
Speed Weight: 175 lbs. (78.45 kg) without missiles
Running: can run a maximum of 80 mph and rail gun
(128 km). The pilot still will fatigue at the Physical Strength: Equal to a P.S. of 26
exertion required, but at 10% the normal Cargo: None
rate. Power System: Nuclear; average life is 20
Leaping: The Icarus can leap 15 feet (4.6 m) years
high or across unassisted by thrusters. Black Market Cost: 1.4 million for a new
A jet-assisted leap can propel the unit 100 suit, one million rebuilt without rail gun.
feet (30.5 m) high and 200 feet (61 m) Fair availability.
across without attaining flight.
Flying: The rocket propulsion system allows Weapon Systems
the Icarus to hover stationary up to 1000 feet 1. Dual wing lasers (2): Built into the wings
(305 m) or fly. Maximum flying speed is are two small laser turrets that can rotate 360
400 mph (640 km), but cruising speed is degrees and have a 90-degree up or down
considered to be 200 mph (320 km). Maxi- arc of fire. They can fire individually or fire
mum altitude is 6000 feet (1829 m; a little a double blast. They can also be patched into
over one mile/1.6 km). Any higher and the radar to track and fire at incoming mis-
rough winds and weather make flight erratic siles. However, the success with that has
and dangerous. Optimum altitude is ground been minimal.
level to about 4000 feet (1200 m). The Primary Purpose: Anti-Aircraft
Icarus is designed to be a low altitude power Secondary Purpose: Defense/ Anti-Missile
suit that can slip through enemy radar by Mega-Damage: A single laser does
hugging the ground. 2D6M.D. A double blast at the same target
Flying Range: The nuclear power system does 4D6M.D.
gives the unit decades of life but the jets get Rate of Fire: Single & Double blasts can be
hot and need to cool after ten continuous fired at a rate equal to the pilots combined
hours of flight at speeds above cruising, 24 hand-to-hand attacks per melee. If set to
hours at cruising speed. It can fly indefi- computer controlled anti-missile it will fire
nitely with rest stops every few hours. double blasts at a rate of two attacks per
Underwater Capabilities: Swimming: the melee.
unit can swim using the same paddling Range: 4000 feet (1200 m)

- 33 -
Payload: effectively unlimited 4. Wrist Retractable Vibro-Blades (2):
Mounted inside the wrists of both arms are
2. SH-108-RG Rail Gun (1): This is a light large retractable vibro-blades for use in
rail gun that is similar in construction to the close combat.
SAMAS C-40R rail gun. Mega-Damage: each blade does 2D6M.D.
Primary Purpose: Assault
Secondary Purpose: Defense 5. Hand Held Weapons: Like most power
Weight: Gun: 92 lbs (41.4 kg), Ammo armor suits the Icarus can use standard hand
Drum: 190 lbs (85.5 kg) held weapons in place of, or in conjunction
Mega-Damage: A 40 round burst does with, the current weapon systems.
1D4x10M.D. , a single round does
1D4M.D.. The gun can be loaded with bur- 6. Hand-to-Hand Combat: The Icarus can
rower rounds (see Safe Haven specialty also engage in mega-damage hand-to-hand
ammo) combat. See power armor combat basic &
Rate of Fire: Equal to pilots hand-to-hand elite training on page 45 of the Rifts® Main
attacks per melee. Book.
Range: 4000 ft (1200 m)
Payload: 2000 round drum, thetas 50 bursts.
Another drum can be carried on the under-
carriage of the jets, but requires another Vehicles
Icarus or character with a P.S. of 26 or more
to reload. It takes 5 minutes for the un- IC-PA2 Huntress AA-EW Tank
trained, but a mere one-minute to those fa-
miliar to the Icarus. The Huntress is Safe Haven's™ answer
to the modern air war and its threat to land
3. Wing Pylon Mounted Missiles (12 or 6): based units. The tank is diverse enough in its
Pylons on the underside of each wing allows firepower to take on any airborne opponent,
the Icarus to mount missiles. Six mini- from power armor to the monstrous Deaths
missiles or three of the larger short-range Head transports of the Coalition. Due to its
missiles can be mounted on each wing (12 air-based weaponry the Huntress is ex-
or 6 total). tremely poor during land-based skirmishes,
Primary Purpose: Anti-Armor/Aircraft thus it is usually used as a support vehicle in
Secondary Purpose: Defense the presence of land based units, like the
Missile Type: any mini or short-range mis- Beowulf robot.
sile type can be used The Huntress also carries several supe-
Mega-Damage: Varies per missile type rior sensor and communications systems. It
Range: Varies per missile type has an entire section of it devoted to elec-
Rate of Fire: one at a time or in volleys of tronic warfare, with jamming and communi-
two, three, or four cations interception its specialty.
Payload: Total of 12 mini missiles or 6
short-range missiles. Missiles can be Huntress Tank
mounted on the pylons by anyone who is Model Type: SH-HAA/EW-1A1
skilled at half a minute each. The untrained Class: Armored Anti-Aircraft/Electronic
will take two minutes per missile. Warfare Unit
Crew: Five; one driver, one gunner, one
missile gunner, one sensory systems opera-
tor.

- 34 -
M.D.C. by Location: are in the Safe Haven™ security forces, but
Main Body 350* they are becoming available to buyers on
Turret Rail Guns (4) 30 each markets through out North America.
Short Range Missile Launcher 100
Medium range Missile Tubes (4) 50 Weapons Systems
Tracks (2) 120** 1. SH-RG-AA4 Quad-Barreled Anti-
Turret 150 Aircraft Rail Gun System (1): Mounted in
Hatches (3) 25 the turret are four rail guns. They can dev-
Hatch laser (2) 15 astate aircraft at close range as all four guns
Reinforced Crew Compartment 100 can only fire on one target at a time. They
Sensor Dish 75*** are not as effective against land-based tar-
Turret Search Light (1) 10 (is destroyed if gets. The gunner operates the rail guns and
turret takes 100 or more M.D.) when fired all four guns fire at once.
Primary Purpose: Anti-Aircraft
*-Depleting the M.D.C. of the main body Secondary Defense: Anti-Armor & Defense
shuts the vehicle down and renders it com- Mega-Damage: A single round does 1D4
pletely useless. M.D., a four-gun burst of 40 rounds each
**-Destroying the track of the vehicle means (that’s 160 rounds!) does a massive 4D4x10
it can only turn in its place, destroying both M.D.! The guns can also use Burrower
tracks renders it unable to move. rounds, see specialty ammunition section for
***-Destroying the sensor dish ruins all sen- more details.
sory, optical, and the special ECM systems Payload: An ammo drum in the turret sup-
enhancements. The pilots must rely on their plies the four guns. It carries 16,000 rounds,
own vision. Thus, all combat bonuses to that’s 100 four gun bursts! Reloading the
strike, parry, dodge and initiative are lost. gun requires special equipment and takes
This is a difficult target to hit and requires a about an hour.
called shot with a negative 3 to strike. Range: 6000 feet (1828 m) about 1.2 miles
Rate of Fire: can fire a number of four gun
Speed bursts equal to the gunners combined hand
Driving: On land the maximum speed is 90 to hand attacks per melee.
mph (144 km) the tank is amphibious and Targeting System: the Guns are at +3 to hit
can travel at a maximum of 30 mph (48 km) airborne targets flying at a hundred or more
feet over the ground, but due to aligning dif-
Statistical Data ficulty is at -3 to hit any ground based target
Height: 14 feet (4.3 m) under fifteen feet tall.
Width: 7 feet (3 m)
Length: 18 feet (5.4 m) 2. SH-SML-12 Short-Range Missile
Weight: 15 tons fully loaded Launcher (1): Located on the back of the
Cargo: Minimal storage space; about four turret is a short range Missile launcher. The
feet for personal weapons, items, and cloth- missile gunner operates it.
ing. Primary Purpose: Anti-Aircraft
Power System: Nuclear; average life span is Secondary Purpose: Anti-Armor
15 years Missile Type: Any, usual load of fragmen-
Cost: 24 million, and up, for a new com- tation or high explosive.
pletely undamaged Huntress. So far, re- Mega-Damage: Varies
builds are unavailable. Many of these tanks Range: Varies

- 35 -
Rate of Fire: One at a time or volleys of two 5. ECM Transmitter; can send false signals
or four to trick enemy radar into thinking the
Payload: 12 missiles target is in a different location. 5-mile
radius and can change radar info to im-
3. SH-MMT-4 Medium Missile Tubes (4): personate a different type of vehicle
Located on each side of the turret are 2 me- (I.E.: make the enemy radar think that
dium range missile tubes, for a total of four the tank is an UAR-1 Enforcer), or cre-
tubes. Each tube contains one medium range ate false signals to make enemy radar
missile. The missile gunner fires them. detect multiple "ghost" units. Make an
Purpose: Anti-Aircraft ECM skill roll. If successful, the enemy
Missile Type: Any, usually fragmentation or must make a successful skill roll at -20%
Multi-warhead smart bomb (+5 to strike) to not be tricked.
Damage and range varies by missile type.
Rate of Fire: one at a time or in volleys of
two, three, or four
Payload: One per tube, for a total of four

4. SH-HL-2 Hatch Lasers (2): Above the


commanders and drivers hatch is a spindle,
mounted laser that can be remote operated
from inside the tank.
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: 4D6 M.D. for a single blast
or a rapid burst (counts as 2 attacks) does
1D6x10 M.D.
Range: 2000 feet (610 m)
Rate of Fire: As per the users combined
hand to hand attacks per melee
Payload: unlimited

5. Sensory Systems of Note:


Has all the same basic robot features plus
the following;
1. Exceptional radar, Track and identify
targets up to 200 miles away
2. Thermo-Imaging, range 2000 feet
3. Passive and Active Night vision optics,
range is 2000 feet
4. Radar/radio jamming systems, 5 mile
range, with a successful ECM skill roll
at +10% all enemy units in the area must
make successful radio and sensors rolls
at -20% every time radio or sensors are
used within the five mile radius of the
tank

- 36 -
Monsters & Other Beings
The Ka-Chun-Karone The Moles are low intelligence beings,
The “Mole” Monsters of Oz but they can figure out how to use simple
items (they prefer to eat them). They can
Deep in an intricate tunnel network un- speak in broken and short sentences in Go-
der the mountains stay the Ka-Chun-Karone. bly, their native language; it is usually com-
These creatures resemble a cross between a bined with exaggerated body language and
bear and a mole. (The monster on the cover growls, grunts, and some slobbering. This
of Beyond The Supernatural looks close; has lead many to believe they are somehow
only these monsters have larger claws, a related to orcs and trolls.
more snout-like mouth, and fur on their arms The safe Haven Military is constantly
and legs.) locating entrances to the moles cave and are
They live in-groups called burrows, sealing them. They learned early on that
which number from five to fifty or more. A sending teams down to eradicate them was
burrow is very territorial and will fight to the suicidal and rarely succeeded. Soldiers have
death for its area. Ka-Chun-Ka even war started calling missions against moles
among each other for territory, though some “whack-a-mole-jobs” or just plain “whack-
speculate that they do it for sport. jobs”.
These creatures, nicknamed “Moles”,
shun bright lights because it blinds them and Ka-Chun-Karone The “Moles”
causes discomfort (but does no physical
damage to them). They come out at night to Horror Factor: 12
hunt their new neighbor, the humans, be- Alignment: Diabolic or Miscreant
cause they find it exciting. During they day Size: 6 to 8 feet (1.8 to 2.4 meters)
they tunnel through the ground and ambush Weight: 500 to 700 lbs (226 to 317 kg)
miners in their caves. A typical hunting Attributes: Roll a number of six sided as
group consists of 1 to 8 Moles (roll 1D8). indicated all are supernatural:
But when they go to war the Moles attack in I.Q. 1, M.E. 3, M.A. 2, P.S. 6, P.P. 4, P.E. 4,
massive groups of up to forty, rarely more P.B. 1, SPD 4
(roll 1D4x10).
The Moles have the most diverse diet M.D.C.: 2D6x10+20 add PE attribute.
any scientist has seen. They can eat almost
anything! In fact their favorite diet consists Natural Abilities: night vision 200 feet (61
of eating metal. This is one of the reasons m) Can dig through dirt and clay at a rate of
they began to hunt humans, the refined met- 6 feet (1.8 m) per minute. Rock and metal
als in their armor and weapons tasted good. must be broken up with claws or teeth. Im-
The only thing a Mole wont eat is ozan- pervious to cold and fatigue. Fire does ½
thium, or ozanthium enhanced metals. It ap- damage. Is sensitive to seismic vibration
pears that they have an allergy to the metal (track to source 85%). Track by smell 60%.
and they can’t digest it. Prowl 55%. Bio-regenerate 4D6 M.D. per
Weapons made of these metals hurt them minute (6D6 M.D. if the Mole is resting or
severely, but chewing on the metal does ate some mega-damage metal).
nothing to them, its just distasteful.

- 37 -
Bright lights blind them and disorient Oz is a magic rich and similar in every
them; -4 to initiative, -8 to strike, parry and aspect to earth, except it’s very mountain-
dodge. In sunlight they lose their power of ous. Almost any creature from earth could
bioregeneration. be on Oz, but they tend to get eaten by the
Also to approach large light sources (like Moles, whom are the prominent species on
search lights or the light of day) they must the planet. More on Oz may be written at a
save vs. horror factor 14 or they cant get the later date.
nerve to approach. They don’t fear anything
else and thus are immune to horror factor for
anything else.
Their saliva is a dissolvent to metal and
other non-living materials like rock and dirt,
see combat abilities.

I.S.P.: none
P.P.E.: 4D6 can’t learn magic

Attacks Per Melee: Six. Claws do 6D6


M.D. Their bite does 2D6 M.D., their jaws
close like a vise and can pin prey as they
shred it with their claws (+4 to strike with
subsequent claw attacks). It requires a com-
bined P.S. of five points over the Moles rat-
ing to free the victim. Their saliva will cor-
rode any non-living thing. Thus after being
bitten the item will take an additional 6D6
M.D. per melee round for 1D4 rounds (dam-
age from saliva and burn duration are half
against items with ozanthium in it).
The mole can also spit at enemies up to
20 feet (6.1 m) away add 2 feet (0.6 m) for
every point of P.S. beyond 10 the mole pos-
sesses. The damage and duration are the
same as a salivated bite.

Bonuses: in addition to attribute bonuses the


creature gets +2 to parry, +1 to dodge, +1 to
strike, +2 vs. magic & psychic powers. Im-
mune to HF except from light as mentioned
above.

Note: The moles can use simple weapons


and items and the like swords and clubs, but
prefer to eat them.

Other Creatures

- 38 -

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