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Salvage City Police Department

Originally security and law enforcement in Salvage City was carried out by a loosely organized
night watch. As the city began to grow it became apparent that this wasn’t going to be a viable option
for long. Around PA 25, the city council voted unanimously to for the cities first full time police
department. To command this new force the council chose Erich Wyke, a former Chi Town police Capt.
Almost immediately Commandant Wyke began a whirlwind campaign of recruitment. The original
officers were drawn heavily from local mercs and others with combat or policing experience. The
original police academy class graduated six months later, with 100 officers. Just as in the case of the
military, the availability of the old NEMA equipment and vehicle vaults were a boon to the fledgling
police department.
Wyke continued to lead the department from the front. Doing double duty as the commander of
the small department and a District Patrolman, until he and six other officers were killed during an
attack by a rampaging demon. These fallen officers are memorialized on the current issue badge, where
they are represented by a grouping of seven stars across the top. These fallen officers are also referred
to as “The Heroic Seven” in popular media.
Originally modeled after the Chi-Town police, the department has evolved since the death of
Commandant Wyke. With the discovery of file and training material in the hidden NEMA databases, the
department has grown to become a hybrid of modern and Pre-Rifts law enforcement agencies, most
notably the NYPD, Chicago PD and the Century Station police dept.
The Academy:
“Upon being hired, every Officer starts their career as a Recruit Officer in the Police Academy.
The mission of the Police Academy is to educate, prepare and inspire uniformed members of the Police
Department into becoming law enforcement professionals, equipped with the necessary academic and
tactical knowledge to protect the life, rights, property, and dignity of all the residents of Salvage City.
Those who apply and pass preliminary written tests, psychological exams and background
checks are sent to the Police Academy, where they undergo a rigorous one-year course of instruction
focusing on law and law enforcement theory, weapons, equipment and combat training, physical fitness,
and tactical response.
Divisions:
The SCPD consists of several divisions: the largest and most well-known being the Patrol
Division. The remaining divisions, in no particular order are the Detective / Inspector Bureau (DIB),
Internal Affairs Bureau (IAB/Rat Squad), Organized Crime Control (OCC) and the Emergency Services Unit
(ESU).
The Badge:
The badge issued to all Salvage City Police officers is a traditional shield shape, preferred by most
modern, urban police departments. It is seen in four color schemes. The first and most common is high
gloss silver, which is issued to all patrol officers. The second most common is the gold on silver badge
that is issued to all supervisors sergeant and up. The third is the all gold badge, this is issued to all
inspectors and detectives. And the final is an all-black badge with grey lettering, this is issued to all SRT
officers.
At the top of the badge there are 7 seven stars in a circular pattern emanating from a stylized eagle. The
stars represent the first seven officers that were killed in the line of duty. The eagle itself is a reference
the Pre-Rifts American Empire agency known as NEMA. Since the origin of the city is directly tied to the
old NEMA subterranean vaults and factory bunker that were discovered in the area over 100 years ago,
a version of the NEMA eagle was incorporated into the badge.

Patrol Division
These officers are the face of the SCPD. They are responsible for
the day to day police work in the city and bringing law to the lawless. There
are several sub-divisions of the District Patrol Officer Division, the Traffic
Division, Mounted Patrol, Anti-Crime Division and the Reserve Corps.

Typical Alignments: 40% Principled, 30% Scrupulous, 10% Unprincipled,


10% Anarchist, 5% Miscreant, 5% Aberrant.
Average Attributes: l.Q.: 11, M.E.: 11, M.A.: 11, P.S.: 15,
P.P.:14,P.E.:12,P.B.:11,Spd:15.
Typical Experience Level: Generally, one experience level for every two
years on the force. Most district patrol cops are 1st to 4th level. Stats below
are given for a 1st level cop, so adjust upward for more experienced
patrolman.
Average Hit Points: 16 (P.E. number +1D6 per level of experience).
Average S.D.C.: 30
Combat Training: Hand to Hand: Basic
Typical Number of Attacks: 4
Bonuses: +1 on initiative, +2 to roll with punch/fall/impact, +2 to pull
punch, and +2 to save vs Horror Factor, in addition to the usual attribute,
skill, and hand to hand bonuses.
Other Combat Info:
Education Level and Skills of Note: Trade School
Law Enforcement: Radio: Basic (60%), Criminal Science (50%), Law
(General) (40%), intelligence (47%), Surveillance Systems (45%), Streetwise
(35%).
Weapon Proficiencies: W.P. Energy Pistol, W.P. Shotgun, W.P. Sub-Machinegun, W.P. Energy Rifles, W.P.
Blunt
Standard Weapons & Equipment

NG-35 Heavy Laser Pistol


Weight: 4.5 lbs (2 kg).
Range: 800 feet (244 m).
Mega-Damage: 3D6 M.D.
Rate of Fire: Each shot counts as one melee attack.
Payload: 14 shots, 22 with a long E-Clip.

TX-16 Pump Rifle


Weight:: 21 Ibs (9.45 kg).
Mega-Damage: 4D6 M.D. per shot; single shot only.
Rate of Fire: Each shot counts as one melee attack.
Range: 1600 feet (488 m).
Payload: 16 rounds, manual reload, one round at a time
takes 2D4+30 seconds (almost three entire melee
rounds), but a speed loader will load eight rounds in
four seconds
This weapon is typically kept in patrol cars and used as additional firepower. Because it is a “long arm,”
patrol officers do not carry energy rifles on their person, as they are considered more frightening to
civilians than the smaller NG-35 Heavy Laser Pistol. This is the standard side arm for all SCPD officers.
The SCPD allows Detectives to carry their own side arms in addition to, or in place of, the NG-35,
although it is not suggested.
Mace / Pepper Spray: A stinging chemical spray that blinds one's opponent. Victims are -6 to strike,
parry and dodge. Range: 6 feet (1.83 m), Duration: 4D4 melee rounds, Payload: 20 shots.

Collapsible Neural Baton


This is a Pre-Rifts design designed for use by uniformed Law Enforcement. It is essentially a more
advanced version of the classic Neural Mace.
Damage: Non-lethal; the victim who is
stunned is -8 to strike, parry, and dodge
plus reduce the character's speed and
number of attacks per melee round by half.
The accumulative effect on the nervous
system of the body being repeatedly struck
and stunned may knock the victim
unconscious, even if he has previously
saved. After being struck more than four
times, the unprotected character may be
stunned into unconsciousness for 2D4 melee rounds. When he recovers, he will suffer the stun penalties
for 1D4 minutes. Roll to save, a failed roll means there is a 01-42% chance of being rendered
unconscious. Note that in this case, even if the individual remains conscious, the charge will impair his
movement as per the penalties previously described. Physical damage from the mace is 2D6 S.D.C. plus
P.S. attribute bonus when used as a club; 1D6 plus strength bonuses when used as a jabbing weapon.
The baton is an M.D.C. structure and can be used to parry M.D. attacks from Vibro-Blades, 'Borgs, 'bots
and power armor.
Duration of Stun Effects: 2D4 melee rounds. The duration of the impairment is increased 2D4 melee
rounds for every hit by the mace for which the character does not save. Save vs Neural Mace: 16 or
higher; the same as saving against non-lethal poison. The character must save each time he or she is
struck. A successful save means the character loses initiative and one melee attack/ action that round
but is otherwise okay. Note: The baton is ineffective against environmental, M.D.C. body and power
armor, but is body armor without a helmet (not fully environmental without the helmet attached).
Vehicles and Other Equipment:
Police Patrol Armor
Weight: 10 lbs (4.5 kg).
Mobility: Excellent mobility, no movement penalties.
M.D.C. by Location:
Helmet – 20
Arms – 14 each
Legs – 18 each
Main Body – 32
Note: This is not full environmental armor and does not have a cooling system or independent oxygen
supply.

SCPD (NEMA) Police Cruiser

Model Type: The original Pre Rifts version was the Chevy Hellcat Interceptor
Class: Police patrol vehicle
Crew: One, the car has room for one other officer and up to 3 suspects in the rear cage area.
M.D.C. by Location:
Front Windshields (2) — 30 each
Side Windows (6) — 20 each
Doors (4) — 50 each
Headlights (2) — 5 each
* Infrared Headlights (2, small) — 2 each
Tires (6) — 50 each
** Main Body — 200
* Every item marked by a single asterisk is small and/or difficult to strike. An attacker must make a
"called shot" to hit and even then he is -3 to strike. Destroying one of the bottom hover jets reduces
speed by 10%. Destroying one of the rear jets reduces speed by 20%.
** Depleting the M.D.C. of the main body completely destroys the vehicle.
Speed
Driving: 150 mph (240 km), but cruising speed is considered
Range: 500 miles on a tank of gas.
Statistical Data
Height: 6 feet (1.8m)
Width: 6 feet (1.8m)
Length: 11 feet (3.3m)
Weight: 1.9 tons.
Cargo: Minimal storage space, about three feet (0.9 m)
Power System: gasoline engine
Cost: 30,000.. Good availability.
Sensors: Long and short-range radio, infrared optics, and short-range radar.

Street Hawk – SX360 Police Hovercycle


Class: Aerial Police Patrol Vehicle.
Crew: One.
M.D.C. by Location:
* Laser Turret (1; front) - 22
Front Windshield {1) - 10
*Headlight (1) - 5
Hover Jet {1 rear) - 65
* Tiny Directional Jets (4) - 4
each
**Main Body- 118
* Every item marked by a
single asterisk is small and/or
difficult to strike. An attacker
must make a "called shot" to
hit and even then he is -4 to
strike. ** Depleting the M.D.C. of the main body completely destroys the vehicle.
Speed: Flying: 250 mph (400 km) maximum without the rocket thrusters engaged. 350 mph (560 km)
with the thrusters engaged. Cruising speed, however, ranges between 70 and 150 mph (112 and 240
km). VTOL capable, can hover stationary, move in a straight line, up and down; retractable landing gear.
Maximum altitude is limited to about 2000 feet (610m).
Water: The Street Hawk can also skim across the surface of water at a speed of210 mph (336 km/178.5
knots) or greater, but is not submersible.
Flying Range: The nuclear power supply provides the vehicle decades of life and it can be flown
continuously for 12 hours without fear of overheating.
Statistical Data:
Height: 6 feet
Width: 4 feet (1 .8 m)
Weight: 600 pounds
Cargo: Only enough to stow an energy rifle, three E-Clips and a backpack (usually hooked to the
outside), but it can pull up to one ton of cargo (reduce speed by 30% and rocketing is not possible
without losing the cargo).
Power System: Nuclear, average cycle's energy life is 20 years.
Cost & Availability: Exclusive to SCPD. Any found outside of SCPD were found or stolen and sell for
upwards of 900,000 credits or equivalent in trade.
M.D.C.
Weapon Systems:
1. Rapid-Fire Pulse Laser (1): A small-barreled laser built into the nose of the vehicle. Can rotate 180
degrees and has a 45 degree arc of fire.
Primary Purpose: Anti-personnel, assault and defense.
Mega-Damage: 206 per single blast, 6D6 per triple pulse. Each counts as one melee attack, but only the
single shot can be aimed with precision.
Bonus: + 1 to strike with a single, aimed shot, plus the shooter's usual bonuses to strike (use W.P. Energy
Rifle), but only when but only when standing still. +1to strike with no other bonuses when moving and
firing a single shot. No bonus to strike with a pulse blast when moving, + I when standing still and
aiming.
Range: 2000 feet (610 m).
Rate of Fire: Equal to the number of hand to hand attacks of the pilot.
Each shot or pulse counts as one melee attack.
Payload: Effectively unlimited; tied to the power supply of the vehicle.
2. Mini-Missiles (2): Two mini-missiles can be the sides of the cycle
Primary Purpose: Anti-Riot, Anti-armor, anti-aircraft, and anti-
personnel.
Missile Type: Any type of mini-missile can be used, but standard issue
is CS Gas, but fragmentation (anti-personnel, 5D6 M.D.) and plasma (I
D6x 10) can be substituted.
Mega-Damage: Varies with missile type.
Range: About one mile (1.6 km).
Rate of Fire: One at a time or in volleys of two, three, or four.
Payload: 4 missiles total.
3. Sensors/Communications: Long- and short-range radio and short-
range radar (can track 48 targets simultaneously), Heads-Up Display,
and video communications.
4. Bonuses: +2 to dodge and +5% to do aerial tricks and maneuvers.
Also see Pulse Laser for strike bonus.

Special Response Team (SRT)


Common Alignments: 50% Principled, 40% Scrupulous, 5% Unprincipled and 5% Aberrant (the latter are
extremists on the force embittered by crime and willing to do whatever it takes to destroy it).
Average Attributes: l.O.: 10, M.E.: 12, M.A.: 11, P.S.: 18, P.P.: 14, P.E.: 14, P.B.: 10, Spd: 17.
Average Experience Level: Generally, one experience level for every two years on the force. Most SRT
cops are 2nd to 5th level. Stats below are given for a 1st level operator, so adjust upwardly for more
experienced SRT operators.
Average Hit Points: 16 (P.E. number +1D6 per level of experience).
S.D.C.: 40
Combat Training: Hand to Hand: Expert
Number of Attacks: 4
Bonuses: +2 on initiative, +2 to roll with punch/fall/impact, +2 to pull punch, and +4 to save vs Horror
Factor, in addition to the usual attribute, skill, and hand to hand bonuses.
Education Level and Skills: Trade School Special Police Training.
Law Enforcement: Radio: Basic (65%), Surveillance Systems & Tailing (50%), Streetwise (35%), Criminal
Science (55%), Law (General; 45%), and intelligence (52%).
Weapon Proficiencies: W.P. Automatic Pistol, W.P. Shotgun, W.P. Sub-Machinegun, W.P. Automatic and
Semiautomatic Rifles, W.P. Energy Pistol, W.P. Energy Rifle, and W.P. Heavy Weapons.
Standard Weapons & Equipment

NG-35 Heavy Laser Pistol


Weight: 4.5 lbs (2 kg).
Range: 800 feet (244 m).
Mega-Damage: 3D6 M.D.
Rate of Fire: Each shot counts as one melee attack.
Payload: 14 shots, 22 with a long E-Clip.

NG-LP25 Laser Pulse Submachine-Gun:


Range:
Weight: 4 lbs (1.8 kg).
Range: 1,000 feet (305 m).
Mega-Damage: 2D6+1 M.D. per single shot, or 5D6 M.D. per rapid-fire, triple shot pulse.
Rate of Fire: Each blast or triple pulse counts as one melee attack.
Payload: 21 single blasts or 7 pulse bursts per standard (short) EClip, or 36 single and 12 burst shots for a
long E-Clip.

NG-GL10 Grenade Launcher


Weight: 25 lbs (11.3 kg), (19 lbs/8.6 kg for GL10 Block II). Clips add 1.5 lbs/0.7 kg, drums 6 lbs/2.7 kg and
fully-loaded ammo packs weigh roughly 15 lbs/6.8 kg.
Range: 1,000 feet (305 m).
Mega-Damage: 3D6 M.D. to a 12 foot (3.7 m) radius for
fragmentation grenades, 4D6 M.D. to a 3 foot (0.9 m) radius for high
explosive/armor piercing grenades, 6D6 M.D. to a five foot (1.5 m)
radius for plasma grenades, while a smoke grenade covers a 40 foot
(12.2 m) radius in a dense cloud of smoke obscuring vision and
creating cover, a tear gas grenade covers a 25 foot (7.6 m radius) and
makes the eyes and nose of victims not protected by gas masks or
environmental armor burn and tear, as well as gag and choke them (-
10 to strike, parry, dodge, -3 on initiative and lose one melee attack as
long at they are in the gas cloud and for 1D6+1 melee rounds after exiting it; protected individuals suffer
no penalties), and stun or flash grenades unleash a bright flash, sparkles and white smoke that make
victims -10 to strike, parry, and dodge, -1 on initiative, and lose one melee attack for 1D4 melee rounds.
Rate of Fire: Single shot only, each blast counting as one melee attack/action.
Payload: A six grenade clip, or 24 round drum or a backpack ammo-pack that carries up to 60 rounds.
Weight Penalty: Anyone with a Physical Strength under 20 is -2 to strike with the GL10.

SWAT Light Combat Armor


Weight: 18 lbs (8 kg), 44 lbs (20 kg) for giant-size.
Mobility: Good mobility; -10% to Climb, Prowl, Swim, perform Acrobatics and similar physical
skills/performance.
M.D.C. by Location:
Head/Helmet – 50
Arms – 35 each
Legs – 45 each
Main Body – 72
Note: This is at full environmental armor

SCPD “Sphynx” APC


Model Type: APC
Class: Police Armored Personnel Carrier
Crew: Three: pilot, copilot, and gunner.
Transport Capabilities: Standard is 10 troops (including crew)
M.D.C. by Location:
Laser Turret — 50
Side Grenade Launchers — 20
Forward Headlights (2) — 2 each
Smoke/Gas Dispenser — 6
** Main Body — 220
Reinforced Crew Compartment — 60
Wheels (8) — 50 each
** Depleting the M.D.C. of the main body will shut the
APC down completely, rendering it useless.
Speed: 110 mph (176 km) maximum on land. In water, speed is about 20 mph (32 km).
Statistical Data:
Height: 10 feet, 7 inches (3.16 m)
Width: 7 feet (2.1m)
Length: 15 feet, 8 inches (4.75 m)
Weight: 7 1/2 tons fully loaded.
Cargo: Storage space of about four feet (1.2 m) for extra clothing, supplies, weapons and personal items
Power System: Nuclear, average energy life is 10 years.
Weapon Systems
1. Laser Turret (2): A double-barreled laser turret mounted on top of the APC that can rotate 360
degrees and has a 70 degree angle of fire (up and down).
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: 4D6 per dual blast.
Range: 4000 feet (1200 m)
Rate of Fire: Equal to the total number of hand to hand attacks per melee (usually 4 to 6).
Payload: Effectively unlimited.
2. Side Mounted Grenade Launcher: Located both side of the APC is a grenade launcher. The grenades
are usually fired by the pilot.
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Grenade Type: Any type of grenade can be used, but standard issue is fragmentation (anti-personnel,
5D6 M.D.).
Rate of Fire: One at a time, or in volleys of 2, 3, 5, or 10.
Payload: Twenty (20)

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