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March 24th, 101 P.A.
For some reason I was in an excellent mood today. The snow had melted and the streets were in the process of drying under what little sun could reach them through the haze that hung like a shroud over the city. Today was the day of the Ishpeming Bazaar and I had been looking forward to it for quite some time. In fact, when I had been told that we might not arrive in Ishpeming in time for the Bazaar, I felt a momentary pang of regret that I haven't felt since my favorite library in Lazlo closed for renovation when I was a child. Thankfully, my fears were unfounded, as we did in fact make it back to Ishpeming several days ahead of the event.

The Ishpeming Bazaar is a gala event! It is that time of year when the various vendors and store proprietors gather in the open spaces around the city to hawk their wares at discounted prices. Large parking lots, blocked off streets, parks, and just about any other place large enough is a suitable spot. Throngs of sentients from every race and walk of life make the pilgrimage to Ishpeming for a chance at purchasing that singular item that has been a gleam in their eye all year.

But the pilgrims are not all buyers. Traveling shows, exotic circuses, troubadours, bloodsports, and anything else you can imagine also find it worthwhile to set up camp in Ishpeming during the Bazaar. At the Bazaar I have sampled exotic cuisine from seemingly foreign parts of this very continent; I have danced with beautiful alien females from other dimensions; and I have heard stories enough to fill volumes in the libraries of my beloved Lazlo, from both mercenaries and scholars alike. I wish that I could regale you with all of them in the pages of this journal!

Northern Gun is the real heart of the Bazaar. If history tells the tale true, Northern Gun started the Bazaar years ago, when man was beginning to retake his ancestral home. The intent was to encourage people to open relations with Northern Gun, who had themselves just risen to new prominence after a long fall into darkness. Northern Gun offered incentives to those communities who held account contracts with the company, giving them favored status at the bargaining table.

In time, the Bazaar grew into more than just a display of Northern Gun's weapons and equipment as small inventors and companies used the Bazaar to advertise their creations. Northern Gun would then endeavor to obtain the most successful of those creations and market them, with large profits going to the creators.

This system worked well for Northern Gun and made many people wealthy. Small industry brought itself back to Ishpeming, under watchful eye of Northern Gun.

     - An excerpt from the journal of Alexander Dubeau, former Lazlo dilettante


Thanks to the CS trade deal, as well as the continued work of the RAID and R&D Divisions, Northern Gun continues to bring new products to the market place. Efforts persist to improve upon, or pilfer from, existing designs in order to bring small-time buyers fresh, new weapons and equipment. But the real strides have been made in the high-end market, where technological breakthroughs and acquisitions have significantly increased the PA and Vehicle catalog.

Weapons

NG-45LPP "Long Pulse Pistol"

By Ian Schroen
The LPP is a pulse version of Northern Gun’s popular long-barreled pistol. Still a favorite among Juicers and Bounty Hunters, although some of the range of the original was sacrificed to add the extra power.
Weight: 6 lbs (2.7 kg).
Mega-Damage: Single shot 5D6 M.D. or double-pulse shot 6D6+2 M.D.
Rate of Fire: Single shots of double-pulse only.
Range: 1000 feet (300 m).
Payload: 8 shots per standard E-Clip, 13 with a Long E-Clip, 42 with power pack.
Cost: 26,000 credits.


NG-M286 Multi-Weapon System

A popular trend among mercenary forces is to mate two different weapon systems together to give each soldier enhanced capabilities on the battlefield. Northern Gun engineers have noted this trend as well and have released the NG-M286 Multi-Weapon System. The second in a possible new series of multi-weapon systems (the first being the NG-M100), Northern Gun designers have taken their NG-303 Infantry Mini-Rail Gun and added the grenade launcher from their NG-Super to the underside of the weapon; in an improvement to the basic design, the engineers have made the grenade launcher a semi-automatic weapon. Further, the designers added a modified version of their NG-IP7 on top. An ambidextrous selector switch enables the user to switch from one weapon to another and still use the same trigger. The weight and bulk of weapon require the user to have a P.S. of 22, otherwise they are -3 to strike.
Weight: 57 lbs (25.9 kg).
Mega-Damage: Rail Gun: 1D4 M.D. for a single round or 5D6 M.D. for a 10 round burst.
Ion: 3D6 M.D. per single shot or 1D4x10 M.D. for a three-pulse shot.
Grenade: 4D6 M.D. to a 6 foot (1.8 m) blast radius
Rate of Fire: Rail Gun: Single shot or 10 round burst, both count as one melee attack.
Ion: Single shot or three round pulse, both count as one melee attack.
Grenade: Single shot only, counts as one melee attack.
Range: Rail Gun: 2,000 feet (610 m). Ion: 1,600 feet (488 m). Grenade: 1,000 feet (305 m).
Payload: Rail Gun: Uses the same drum from the NG-303; 200 rounds or 20 bursts in a lightweight plastic drum. Like the 303, the M286 model uses a long e-clip for power, good for 40 bursts. The e-clip is inserted into the stock.
Ion: 30 single shots or 10 Pulse from a standard, long e-clip. This e-clip is inserted from the weapon’s left side.
Grenade: Six grenades, hand loaded one at a time.
Cost: 85,000 credits


NG-AABS2 Anti-Armor Beam System

By Mark Temple
The AABS2 is a heavy energy weapon, designed for anti-armor work. It has a large focusing barrel, and no E-Clip Slot. This weapon must be connected to a NG Powerpack to function, due to the high energy output. It has 3 settings for varying levels of damage. The Beam System is heavy and requires a minimum P.S. of 22 to use handheld; a minimum P.S. of 14 is required to use the weapon when mounted on a tripod or hard point.
Weight: 47 lbs (21 kg).
Mega-Damage: Light blast deals 5D6 M.D., medium blast deals 1D4x10 M.D., and a heavy blast deals 2D4x10 M.D.
Range: 5000 feet (1524 m).
Rate of Fire: Each shot counts as one melee action, but the weapon may only be fired a limited number of times per melee, due to the time it takes to cool the capacitors; light blasts can be fired 4 times a melee, medium blast 3 times, heavy blast 2 times.
Payload: A NG Powerpack provides 8 shots on the light setting, 4 shots on the medium setting, and 2 shots on high setting.
Cost: 92,000 credits.


NG-LAW1 Light Anti-Armor Weapon

By Mark Temple
To make an affordable anti-armor weapon, NG introduced a detachable trigger and sight assembly, which attaches to a single shot SRM tube. After firing, the used launcher tube is detached and can be replaced. Detaching the trigger assembly is very easy, and can be done without using up any actions. However, replacing a launcher tube takes 4 melee actions. The missile exhaust ruins the firing circuits, meaning that the tube may not be reloaded or reused. The sight assembly features x20 telescopic magnification with a 2 mile (3.2 km) range, infrared vision with a 2000 foot (610 m) range, passive nightvision with a 2000 foot (610 m) range, and laser targeting. In addition to being affordable, the weapon is more practical for infantry than a standard missile launcher.
Weight: The full NG-LAW1 assembly, missile, and launching tube weighs 16 lbs (7.3 kg). The detachable trigger and sight assembly only weighs 3 lbs (1.4 kg) and is designed to fit into a standard weapon holster.
Mega-Damage: Armor Piercing (heavy) SRM deals 2D4x10 M.D. to a five foot blast radius.
Range: 5 miles (8 km).
Rate Of Fire: single shot, single use only.
Payload: one SRM.
Cost: A full, complete assembly costs 11,000 credits. Replacement tubes are 3200 credits each.


Equipment & Body Armor

NG-BRS01 Weapon Biometric Recognition System

By Ian Schroen
The BRS01 is a biometric security system for your gun. It utilizes a customized grip with thousands of tiny sensors; these sensors track the complex motion of the hand as it squeezes the trigger, checking it against the stored profile of registered users. The sensors are sensitive enough to identify individual users. Calibration is performed by firing the weapon several times, allowing the sensors and computer system to build the authorized user profile. This must be done at Northern Gun dealerships. The system can also be calibrated far more loosely, authenticating users based on human status. For this reason, the Coalition States is a major purchaser of the technology, utilizing it so that non-humans cannot fire their weapons if stolen. The CS is currently evaluating the technology through a pilot deployment in the Chi-Town ‘burbs.
Cost: 7,000 per weapon.

NG-BRS02 Vehicle Biometric Recognition System

By Ian Schroen
The BRS02 is a biometric security system for your ride, and far more popular than the weapon technology. The premise is virtually identical: A gear shift or throttle is replaced. The new one contains thousands of tiny sensors; these sensors track the complex motion of the hand as it squeezes and moves the stick, checking it against the stored profile of registered users. The sensors are sensitive enough to identify individual users. When an unauthorized user tries to operate the vehicle, the power supply is disabled and can only be reset by inserting a smartcard. For an additional fee, owners in Ishpeming can subscribe to a security service that monitors the status of the system. Whenever the identification fails and the user does not insert the smart card, the vehicle is flagged as stolen, and NG STING operatives react to the location of the vehicle.
Cost: 11,000 per vehicle. Security service: 500 credits per month.

NG-CES7 Combat Enhancement System

By Mark Temple
The NG-CES7 is a system of Bio-sensors and auto-injection equipment designed to keep a soldier at peak performance. Somewhat like juice, these designer compounds are designed to provide temporary benefits with limited side effects. The CES is available in three methods of delivery: as an armband mounted version for standard infantry, built into power armor or body armor, or built into a robot cockpit. Each compound takes 1 melee round to metabolize and affect the user. The CES can be set to automatically inject appropriate compounds based on the user’s vital signs. If the user gets fatigued, it injects the stimulant compound. If the user suffers significant damage (S.D.C. or H.P. below 50%), it injects the painkiller and IRMSS compounds. The auto-dose system keeps track of proper dosage and will not overdose unless overridden by the user.
Weight: 4 lbs (1.8 kg).
Payload: Varies by delivery type. The armband stores up to 12 doses, usually 4 of each type; the built-in types store 18 doses, usually 6 of each type.
Cost: CES7 armband system costs 13,000 credits. Integrated injection systems cost 22,000 credits. The cost of individual doses varies by compound.

CES Stimulant: A cocktail of synthetic adrenalin and other chemicals designed to increase reflexes and reduce fatigue.
Duration: 1D6 Minutes.
Bonuses: After injection, the user will be +2 to dodge, +2 to strike, and will fatigue at 1/4th the normal rate.
Level of Addictiveness: Medium. While the chemicals used are not addictive, the user can become addicted to the rush he/she receives when under its effects. Using the drug more than 7 times in a week will make the character an addict, craving the drug 1D4 times daily. Note: taking more than one dose in an hour constitutes an overdose, which is dangerous to the body and could result in a coma. For overdoses, roll save vs. coma at 10, a failed role deals 1D6 S.D.C. straight to hit points.
Cost: 300 credits per dose.

CES Painkiller: The user is able to ignore pain, although the compound also dulls the senses.
Duration: 3D6 minutes.
Bonuses: After injection, the user will be +4 to save vs. pain.
Penalties: After injection, the user will be -1 to dodge, -1 to strike, and -5% on all skills.
Level of Addictiveness: Low. The user will become addicted to the compound if used more than 2 hours straight. The painkiller is medium strength, designed to reduce the possibilities of addiction.
Cost: 150 credits per dose.

CES IRMSS Robots: This dose releases 12 nano-bots designed to help repair internal injuries.
Duration: 1 hour.
Bonuses: Use rules for IRMSS Robots as normal.
Level of Addictiveness: None.
Cost: 10,000

NG-EX18 Spartacus Exoskeleton

By Brian Hardwick & Mark Temple
The Spartacus is Northern Gun's second generation exoskeleton battle suit. Designed to do much more than to simply augment a soldier's physical abilities, the Spartacus offers its wearer a number of features to aid in combat.
Class: NG-EX18 Heavy Infantry Armor and Exoskeleton.
Weight: 85 lbs (38.5 kg).
Bonuses: +8 to PS, Speed score is doubled to a maximum of 44, +10 feet to jumps/leaps and fatigue rate is reduced by 75%. Additionally the wearer is +1 on initiative and gains 1 additional attack per melee.
Mobility Penalties: Fair. -30% to prowl, -15% to swim and perform acrobatics. No penalty to climb.
M.D.C. by location:
Head - 60
Arms - 50 each
Legs - 75 each
Main Body— 180
Notes: Exoskeleton is powered by an E-clip, located in a concealed slot on the back. A short E-clip will power the suit for 12 hours, while a Standard E-clip will power it for 24 hours.
Cost: 255,000 credits.
Features:
1. Soldier's Sight Optics Helmet: A standard Multi-Optics Helmet with increased capabilities and an integrated short range radio and scrambler (10 mile/16km range). The helmet offers a laser targeting sight/rangefinder (4000ft/1220m range), passive night vision (3000ft/914m range), 10x telescopic magnification (2 mile/3.2km range) and thermal imaging (2000ft/610m range).
2. Forearm Powerlinks: Using a modified version of the bionic Concealed Internal Power Supply, the Spartacus' forearms are designed to accommodate a single e-clip each. Using a properly modified weapon allows the wearer to increase his weapon's payload.
3. Integrated Combat Enhancement System: The NG-CES7 system is built in to the Spartacus suit.
4. Thigh Storage Unit: On each thigh of the Spartacus is a storage unit capable of holding up to four long or standard e-clips each.



Power Armor

NG-X3 Bounder Power Armor

By Jason Marker
Borrowing a page from Triax, Northern Gun has released a small, light suit of Powered Armor ideal for scouting and forward observing. This sleek suit is extremely fast, and it is capable of leaping long distances, and even limited flight, through the new vectored thrust system that has been applied throughout the entire X series of powered armor suits.

Bounder PA
Model Type: NG-X3
Class: Vectored Thrust Light Infantry Powered Armor
Crew: One
M.D.C. By Location
*Chest Spotlight (1) - 4
Arms (2) - 50 each
*Forearm Mounted Ion Cannon (1) - 35
*Hands (2) - 25 each
*Retractable Forearm Vibro Blades (2) - 35 each
Legs (2) - 110 each
Main Thrusters (2) - 45 each
*Maneuvering Jets (12) - 15 each
*Head - 40
**Main Body - 200
* A single asterisk indicates extremely small targets. These targets are hard to hit, requiring a called shot at -3 to strike.
** Destruction of the main body will shut down the power armor, effectively destroying it.
Speed
Running: 100 mph (160 km) maximum. The act of running does tire out its Operator, but at 20% of the usual fatigue rate.
Leaping: Unassisted, the Bounder can leap 20 feet (6 m) up and 30 feet (9 m) across. Jet assisted, the Bounder can leap 100 feet (30.5 m) high and 300 feet (91 m) across.
Power Leaping: With a running start, the Bounder can jump 120 feet (36.5 m) high and 350 feet (106 m) across. By combining leaping and running, the pilot can achieve and maintain a speed of about 175 mph (282 km). The pilot can control the thrusters with amazing accuracy and can stop in mid-leap, change direction, hover, etc. This leaping or bouncing travel can be maintained through light forest or brush, but traveling through anything denser and the pilot incurs a -1 to strike, parry and dodge due to limited vision and speed.
Limited Flight: The Bounder can actually take flight for short periods of time, but is ungainly in the air and the pilot runs the risk of burning out the thruster systems. Max flying speed is 100 mph (160 km) with an average cruising speed of 55 mph (89 km). The maximum altitude is 250 feet (76 m) and flight can only be sustained for two hours before the jets overheat and burn out. Underwater Capabilities: The Bounder is remarkably agile under water and can maintain an underwater or surface speed of 50 mph (80 km). The max depth is 1200 feet (365 m).
Statistical Data
Height: 6 feet, 6 inches (2 m).
Width: 3 feet (1 m).
Length: 3 feet (1 m).
Weight: 450 lbs (204 kg) fully loaded.
Physical Strength: Equal to a Cyborg/Augmented Human PS of 20.
Cargo: A small locker between the main thrusters for some personal items and a pistol. The unit comes standard with a NG-45LP pistol and a NG-S2 Survival Pack.
Power System: Nuclear; average life is 15 years.
Cost: 2.9 Million Credits.

Weapons Systems
1. Forearm Mounted Ion Cannon: A more compact version of the NG-IP7 Ion Pulse rifle is mounted on the Forearm. This weapon is small but packs a surprising punch.
Primary Purpose: Assault.
Secondary Purpose: Defense.
Mega Damage: 3D6 M.D. for a single shot or 1D4xlO M.D. for a three-pulse burst.
Rate of Fire: Standard.
Effective Range: 1,600 feet (488 m).
Payload: Effectively Unlimited; linked to the power supply.

2. Retractable Forearm Vibro-Blades (2): The two foot long blades are mostly concealed in the elongated forearms. When fully extended, they work well for sabotage, hacking through foliage, making a quiet entryway, and of course, melee combat.
Primary Purpose: Melee Combat.
Secondary Purpose: Defense.
Mega Damage: 3D6 for standard attacks. 5D6 per leaping strike (counts as two melee actions).

3. Optional Hand Held Weapon: The bounder can use any man-sized weapon and many of the smaller weapons suitable for Powered Armor. The Bounder can also use the NG-202 or the NG-R440, but the addition of either weapon will reduce the speed and length of the bounder’s jumps by 20% and reduce its bonuses by 1.

4. Hand to Hand Combat: The Bounder may also engage in Hand to Hand combat. Bonuses are dictated by Robot Combat Elite from Rifts: p. 45. Due to its small size and high speed the Bounder enjoys the following bonuses on top of those gained by Robot Combat Elite: +2 parry/dodge, +2 to auto-dodge only while leaping/bounding.

5. Systems of Note: The bounder has a full compliment of sensory equipment, including thermal imaging, telescopic 10x magnification, infrared & ultraviolet imaging, infrared searchlight, passive night vision, tactical video camera, and high output radio with scrambler. Due to the sensory systems, the Bounder pilot receives a +1 bonus on all ranged attacks


Kodiak Power Armor

By Phillip D. Humphrey
"I remember them like it was yesterday. The three of them, they were all perched atop us in the mountains, where we couldn’t get any sight of ‘em-smart bastards. They all stood up at once and fired down a huge load o’ missiles. They destroyed the APC, killing everyone inside. Scared the piss outta me so much I couldn’t move a muscle. I could only sit there and watch as they jumped straight off the cliffs land perfectly with ease, they killed everyone… Jackson. Orison. Julia. All of them gone now. I wish that they would have goned me too now. The horror, the screams, I can’t get them out o’ my head; they were brutal killing machines."
     - An excerpt taken from a lone survivor from CS platoon Alpha-Pi on routine patrol.

The Kodiak is designed with head hunters in mind. With the dual shoulder mounted short-ranged missiles and the 386 "Line Backer" heavy weapons system, this suit earns its name as one of the best heavy powered armors in the field. It uses the state of the art Hydro-Jump system. This system allows the Kodiak to jump higher and further than with traditional hydraulics. It’s best suited in the mountains as to achieve the Kodiak’s best abilities, and as long range mobile armor support.

Kodiak PA
Model Type: NG-WSPA-458
Class: Heavy Tactical Assault Power Armor
Crew: One
M.D.C. by Location:
Shoulder Mounted SR-M Launchers (2) - 85 each
*Chest Spotlight - 13
**Chest Sensor Cluster - 25
386 "Line Backer" Heavy Weapon System - 95
**Head - 110
*Hands (2) - 45 each
Arms (2) - 170 each
Legs (2) - 265 each
***Main Body - 415
* This is a small and difficult target to strike, requiring a "called shot," even then at -3 to strike.
** Destroying the sensor cluster will activate the secondary sensory system located in the head.
Destroying the head will destroy the secondary sensory systems. If both sensor systems are destroyed, the pilot must rely on his own vision.
*** If the main body is destroyed, the Kodiak is rendered useless, but may be salvageable for parts.
Speed
Running: 55 mph (88 km) maximum; the act of running does not tire the pilot.
Leaping: The new Hydro-Jump system allows the Kodiak to jump 40 feet (12 m) high, 50 feet (15 m) across from a standing still position; the Hydro-Jump system can only be engaged from a standing position. Without use of the Hydro-Jump system, the Kodiak can jump 10 feet (3 m) high and 15 feet (4.6 m) across from a standing position, and 12 feet (3.6 m) high and 20 feet (6 m) across with a running start.
Underwater Capabilities: The Kodiak power armor is too heavy to swim, but can walk across the ocean/sea floor at 8 mph (13 km) maximum. Maximum ocean depth is 2250 feet (685 m).
Statistical Data
Height: 11 feet, 8 inches (3.6 m) from head to toe. With the missile packs attached, the Kodiak measures 15 feet, 11 inches (4.7 m) tall.
Width: 4 feet, 6 inches (1.3 m).
Weight: 1.1 tons fully loaded, 1600 lbs. (726 kg) with no gear.
Physical Strength: Equal to a Robot P.S. of 35.
Cargo: A small 2 x 1 x 1/2 foot (60 x 30 x 15 cm) compartment, room enough for some clothes, a sidearm or rifle, and a survival kit.
Power System: Nuclear, the average expected energy life is, 15 years.
Cost: 5.2 million for a fully loaded suit, 3.9 million for a Kodiak with no missiles.

Weapon Systems
1. 386 "Line Backer" Heavy Weapons System: The Line Backer is a heavy rail gun, with a grenade launcher attached under and a high powered laser attached over the barrel of the rail gun.
This is a well balanced weapon good for almost all situations of combat. The 386 houses an advanced targeting scope, and it has a cable tied to the internal power supply to power the laser.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: The rail gun does 1D4x10+8 M.D. for a forty shot burst. The grenade launcher can fire a fragmentation grenade doing 3D6 M.D. to a 35 foot (10.7 m) blast radius or a HE round doing 6D6 M.D. to a 5 foot (1.5 m) area. The high power laser does 4D6 M.D.
Rate of Fire: The rail gun fires forty shot bursts only. The grenade launcher is pump action. The high powered laser fires single shots only.
Range: Rail gun, 4000 feet (1220 m). Grenade Launcher, 1600 feet (488 m).
High Powered Laser, 3500 feet (1066 m).
Payload: Rail gun, 600 rounds in each clip, enough for 15 bursts. Grenade Launcher, 6 explosive rounds hand loaded. High Powered Laser, effectively unlimited, as the laser runs off of the Kodiak’s power supply.

2. Shoulder Mounted SR-M Launcher (2): The Kodiak’s long range weapon. With these, the Kodiak attack from long range, bombarding a camp of enemy troops or monsters from a safe distance, softening the defenses before moving in.
Primary Purpose: Anti-Armor
Secondary Purpose: Anti-Supernatural
Mega-Damage: Varies with missile type, usually equipped with Armor-Piercing, or HE-Medium warheads.
Rate of Fire: One missile at a time, or in volleys of 2 or 4.
Range: Varies with missile type, usually 5 miles (8 km).
Payload: 12 total. 6 per launcher.

3. Hand to Hand Combat: Rather then use a weapon the Kodiak can engage in mega-damage hand to hand combat. See Basic and Elite Power Armor Combat Training on page 45 of Rifts® RPG for combat bonuses. The basic bonuses and abilities of "elite" Power Armor Combat Training is the same with the following extra bonuses and increased damage capabilities.
+2 to roll
+1 to parry.
Restrained Punch - 1D4 M.D.
Full Strength Punch - 1D6 M.D.
Power Punch - 3D4, but counts as two melee attacks
Tear or Pry with Hands - 1D6 M.D.
Kick Attack - 2D4 M.D.
Leaping Kick Attack - 3D6 M.D.
Hydro Leap Kick - 5D6 M.D. This attack must be used at the beginning of the melee round, and uses all but two melee attack.
Body Block/Tackle - 1D8 M.D.
Hydro Stomp - 3D4 M.D. This is when a pilot engages the Hydro-Jump system and then lands with its full weight on its target. There is a 01-45% Chance of the target getting knocked back under the weight of the Kodiak if the target weighs less than 1 ton. This attack uses three melee attacks.

Forester Power Armor

By Phillip D. Humphrey
The Forester is a good, reliable piece of hardware in the wilderness of North America, especially in the northern rain forests. The forester uses simple weaponry, it’s fairly well armored, and it’s relatively cheap. This particular suit is often bought by the larger logging companies, as it’s inexpensive and reliable.

Forester Power Armor
Model Type: NG-WSPA-289
Class: Light Labor, and Exploration Power Armor
Crew: One
M.D.C. by Location:
*Right Arm Vibro-Chainsaw - 65
*Left Forearm Laser - 55
Right Shoulder Mounted Dual Mini Missile Launcher - 35
Arms (2) - 70 each
Legs (2) - 95 each
*Head - 55
**Main Body - 195
* A single asterisk indicates a small and difficult target to hit, requiring a called shot at -2 to strike. If the head is destroyed, the pilot loses all bonuses, and must rely on his own vision and senses.
** If the main body is destroyed the Forester is rendered useless, but may be salvageable.
Speed
Running: 40 mph (64 km) maximum. The act of running tires the Operator, but at 10% the usual fatigue rate.
Underwater Capabilities: The Forester PA can swim or walk along the bottom at speeds of 2 mph (3 km).
Maximum Ocean Depth: 1500 feet (454 m).
Statistical Data
Height: 7 inches (2.1 m).
Width: 3 feet (1 m).
Weight: 158 lbs (72 kg).
Physical Strength: Equal to a Cyborg/Augmented Human P.S. of 23
Cargo: None.
Power System: Nuclear with a 10 year life.
Cost: 725,000 credits.

Weapon Systems
1. Right Arm Chainsaw: A two foot long chainsaw is mounted on the right forearm, designed for logging and suitable for melee combat.
Primary Purpose: Logging.
Secondary Purpose: Defense.
Mega-Damage: 5D6 M.D.
Bonuses: The gains +2 to strike, +1 to parry when using the chainsaw.

2. Left Arm Laser: A light laser weapon mounted on the left arm.
Primary Purpose: Defense.
Secondary Purpose: Offense.
Mega-Damage: 2D6 M.D.
Rate of Fire: Equal to the combined total of hand to hand attacks per melee.
Range: 1200 feet (366 m).
Payload: Effectively Unlimited for the nuclear powered suit.

3. Shoulder Mounted Mini-Missile Launcher: The shoulder mounted launcher provides defense against enemy armor and the supernatural.
Primary Purpose: Anti-Supernatural
Secondary Purpose: Anti-Armor
Mega-Damage: Varies with Missile type.
Rate of Fire: One, or a volley of two.
Range: Varies by missile type; usually 1 mile (1.6 km).
Payload: 2 Mini-Missiles.

4. Energy Rifles, and Hand Held Weapons: The hands of the Forester are small enough to utilize human sized weapons.

5. Hand to Hand Combat: The Forrester can engage in mega-damage hand to hand combat. See Basic and Elite Power Armor Combat Training on page 45 of Rifts® RPG for combat bonuses.

Bionics

New Bionic Features


Concealed Internal Power Supply (CIPS): Only Applicable to Full Conversion Borgs. Like the Weapon Link to Power Supply, the CIPS is a system of conduits to tie external weapons to the Cyborg’s power supply. The link provides enough energy to give most weapons an unlimited payload; however unlike the weapon link, the CIPS does not use external cables to link the weapon. Instead, the CIPS is wired through an arm of the Borg, much like a concealed forearm laser. The weapon interfaces to the CIPS though a port in the palm. Modification is required on each weapon to be used; the modifications are very difficult if the e-clip port is not located in the weapon’s trigger grip. Note: Extended use of the CIPS can drain the power supply, reducing the speed and leaping distance by 20%-50%. Cost: 75,000 credits for CIPS. Weapon modifications range from 20,000 to 100,000 credits.

CIPS Integrated Weapons
With enough time, money and know-how, any energy weapon can be modified to work with the CIPS system. However, NG has produced a limited run of popular weapons modified for use with the CIPS, each costing about 25,000 more than the standard model:
NG-LP45
NG-LPP45 (new)
NG-L5
NG-IP7
NG-E4

NG Sentinel Class Cyborgs

By Ian Schroen
The Sentinel class cyborg series are among the oldest designs recovered from the Sentinel facility, and the plans have been worked on the longest, due largely to the fact that the designs were incomplete. It is unclear whether the plans date back to the Golden Age or if they were developed in the Dark Age, but the intention of the original designers is clear: at a distance, these ‘borgs were supposed to look like normal soldiers, luring in the enemy. Early drawings and mockups resembled the old human body armor found in the Sentinel Facility. The first engineers hired by Northern Gun decided to keep this idea intact, and spend years trying to complete the designs.

The distinguishing feature of the Sentinel Class Cyborgs is the concealed weapons, especially the integration of Northern Gun’s new bionic device, the Concealed Internal Power Supply (CIPS). Using the CIPS, these ‘borgs can wield Heavy Energy weapons with effectively unlimited payloads, with the power supply link both concealed and armored.

Sentinel Mark I Cyborg

Model Type: NGCBRG Mark I
Class: Full Conversion Cyborg
M.D.C. by Location
**Head (1) - 85
*Hands (2) - 30 each
Arms (2) - 100 each
Vibro-Blade (retractable; inflict 2D6 M.D.) - 50
*Mini-Missile Launcher Chest Tube (concealed) - 40
Legs (2) - 170 each
***Main Body - 230
Damage Notes:
* A single asterisk indicates a small and/or difficult target to hit. The attacker must make a "Called Shot" and even then he is -3 to strike.
** The head is reinforced in order to provide the 85 M.D.C. Targeting the head and hands requires a "called shot" and even then the shooter is -4 to strike.
*** Reducing the main body to zero M.D.C. means it is shattered, riddled with holes, leaking vital fluids and incapable of movement or speech. However, the internal life support systems will keep the 'Borg's brain alive for 4D6 hours before it fails and the brain dies.
Note: Most Human-sized body armor cannot be worn, but cyborg armor can be (typically light armor, 135 M.D.C.).
Speed
Running: 120 mph (193 km) Maximum.
Leaping: 15 feet (4.5 m) high and 20 feet (6 m) across, plus the distance gained from acrobatic or gymnastic skills. Double with a running start.
Flying: Not possible unless a Cyborg Jet Pack is used.
Statistical Data
Height: Usually about 7-8 feet (2.1 to 2.4 m).
Weight: 1000 lbs. (450kg)
Tactile sensitivity: 70%
Robotic P.S.: 22
Bionic P.P.: 24
Power System: Nuclear, average life of 25 years.
Cost: 6.1 million to 6.7 million credits.
Standard Bionic Features: Loudspeaker; Built-in Language Translator; Voice Modulator; Amplified hearing: +1 to parry, +2 to dodge, +3 to initiative; Sound filtration system; Built-in Radio Transmitter and Receiver (5 miles/8 km); Multi-optic eyes: +1 to strike; Clock calendar; Gyro-compass; Bionic lung and toxic filter; Headjack; Concealed Internal Power Supply (CIPS) Port; Combat Computer: +1 on initiative, +1 to dodge, +1 to disarm, +2 to pull punch, and +2 to roll with punch, fall or impact.
Special Bonuses: +2 to initiative, +1 to parry with Vibro-Blade, +4 to pull punch, and +2 to roll with punch, fall or impact.

Weapon Systems
1. Concealed Forearm Laser: A laser is concealed in a compartment of the forearm (typically the left arm).
Primary Purpose: Precision cutting tool.
Secondary Purpose: Defense.
Mega-Damage: Adjustable damage. 1D6 or 2D6 M.D. per blast.
Rate of Fire: Each blast counts as one melee attack.
Range: 1,200 ft (365m).
Payload: Effectively unlimited.

2. Retractable Vibro-Blade: A short Vibro-Sword is concealed in the opposite forearm as the laser (typically the right). The blade has 50 M.D.C.
Primary Purpose: Anti-Personnel Hand to Hand Combat.
Secondary Purpose: Defense.
Mega-Damage: 2D6 M.D.

3. Mini-Missile Chest Launch Tube:
Primary Purpose: Anti-Aircraft and Anti-Armor.
Secondary Purpose: Anti-Personnel.
Missile Type: Any mini-missile can be used, but usually armor piercing (1D4xlO M.D.) or plasma (1D6xlO M.D.). Fragmentation (1D4x10 M.D.) may be used against ground troops.
Mega-Damage: Varies with missile type.
Range: About a mile (1.6 km).
Rate of Fire: One at a time or volleys of two or three.
Payload: 3 missiles.

4. CIPS Integrated Energy Weapon: The Sentinel class chassis comes standard with a NG energy weapon modified for Concealed Internal Power Supply (CIPS) Integration. CIPS port usually installed on the same arm as the retractable Vibro-Blade.
Primary Purpose: Varies by weapon.
Mega-Damage: Varies by weapon.
Range: Varies by weapon.
Payload: Effectively unlimited, as it draws on the cyborg's power supply via CIPS.

5. Robot P.S. and Punch Damage:
Restrained Punch - 6D6 S.D.C.
Full Strength Punch - 1D4 M.D.
Power Punch - 2D4 M.D.
Kick - 1D4 M.D.
Leaping Kick - 2D4 M.D.

6. Optional Use of Hand-Held Weapons: Any standard hand-held weapon can be used, from rail guns to laser rifles.


Sentinel Mark II Cyborg

Model Type: NGCBRG Mark II
Class: Heavy Full Conversion Cyborg
M.D.C. by Location
**Head (1) - 120
*Hands (2) - 40 each
Arms (2) - 120 each
Vibro-Blade (retractable; inflict 2D6 M.D.) - 50
Back Mini-Missile Launch Tubes (2) - 60 each
Legs (2) - 170 each
***Main Body - 300
Damage Notes:
* A single asterisk indicates a small and/or difficult target to hit. The attacker must make a "Called Shot" and even then he is -3 to strike.
** The head is reinforced in order to provide the 120 M.D.C. Targeting the head and hands requires a "called shot" and even then the shooter is -4 to strike.
*** Reducing the main body to zero M.D.C. means it is shattered, riddled with holes, leaking vital fluids and incapable of movement or speech. However, the internal life support systems will keep the 'Borg's brain alive for 4D6 hours before it fails and the brain dies.
Note: Human-sized body armor cannot be worn, but cyborg armor can be (typically 200 M.D.C.)
Speed
Running: 90 mph (148 km) Maximum.
Leaping: Without jet propulsion, it can leap 12 feet (3.6 m) high and 20 feet (6 m) across; increase by 30% with a running start. Jet thruster assisted leaps can hurl the Mark II 100 feet (30.5 m) high and 200 feet (61 m) across.
Flying: Not possible unless a Cyborg Jet Pack is used.
Statistical Data
Height: 10 feet (3 m).
Weight: 1600 lbs. (720kg)
Tactile Sensitivity: 50%
Robotic P.S.: 34
Bionic P.P.: 22
Power System: Nuclear, average life of 25 years.
Cost: 7.9 million to 8.5 million credits.
Standard Bionic Features: Loudspeaker; Built-in Language Translator; Voice Modulator; Amplified hearing: +1 to parry, +2 to dodge, +3 to initiative; Sound filtration system; Built-in Radio Transmitter and Receiver (5 miles/8 km); Multi-optic eyes: +1 to strike; Clock calendar; Gyro-compass; Bionic lung and toxic filter; Headjack; Cyberjet Nodes; Concealed Internal Power Supply (CIPS) Port; Combat Computer: +1 on initiative, +1 to dodge, +1 to disarm, +2 to pull punch, and +2 to roll with punch, fall or impact.
Special Bonuses: +1 to strike, +2 to parry, +4 to pull punch, and +2 to roll with punch, fall or impact.

Weapon Systems
1. Mini-Missile Back Launch Tubes (2; rear): Two Mini-Missile tubes are attached to the back of the Cyborg.
Primary Purpose: Anti-Aircraft and Anti-Armor.
Secondary Purpose: Anti-Personnel.
Missile Type: Any mini-missile can be used, but usually armor piercing (1D4xlO M.D.) or plasma (1D6xlO M.D.). Fragmentation (1D4x10 M.D.) may be used against ground troops.
Mega-Damage: Varies with missile type.
Range: About a mile (1.6 km).
Rate of Fire: One at a time or volleys of two or four.
Payload: 18 total, nine per launcher.

2. Concealed Forearm Ion Blaster: An Ion Blaster is concealed in a compartment of the forearm (typically the left arm).
Primary Purpose: Anti-Personnel.
Mega-Damage: Adjustable damage. 2D4 or 3D6 M.D. per blast.
Rate of Fire: Each blast counts as one melee attack.
Range: 500 ft (150m).
Payload: Effectively unlimited.

3. Retractable Vibro-Blade: A short Vibro-Sword is concealed in the opposite forearm as the laser (typically the right). The blade has 50 M.D.C.
Primary Purpose: Anti-Personnel Hand to Hand Combat.
Secondary Purpose: Defense.
Mega Damage: 2D6 M.D.

4. CIPS Integrated Energy Weapon: The Sentinel class chassis comes standard with a NG energy weapon modified for Concealed Internal Power Supply (CIPS) Integration. CIPS port usually installed on the same arm as the retractable Vibro-Blade.
Primary Purpose: Varies by weapon.
Mega-Damage: Varies by weapon.
Range: Varies by weapon.
Payload: Effectively unlimited, as it draws on the cyborg's power supply via CIPS.

5. Robot P.S. and Punch Damage:
Restrained Punch - 1D4 M.D.
Full Strength Punch - 1D6 M.D.
Power Punch - 3D4 M.D.
Kick - 1D6 M.D.
Leaping Kick - 2D6 M.D.

6. Optional Use of Hand-Held Weapons: Any standard hand-held weapon can be used, from rail guns to laser rifles.


Robots & Vehicles

NG Super Hunter Upgrade Package

The Super Hunter package provides marked improvement for the NG robot in all areas. NG Engineers start the process by replacing the arms. The new arms have improved motors and artificial muscle, making the Hunter capable of a power punch. The trademark missile launchers have been removed and replaced with a double barreled laser version of the NG-330 mounted on each arm. New mini-missile launchers are mounted on each of the Hunters upper legs, and each launcher has a six missile payload. The lower legs feature a six shot grenade launcher, capable of utilizing either tear gas or fragmentation grenades.

The biggest change comes in the form of an improved coolant system. The large coolant tubes mounted on the back have been replaced with a smaller and more efficient model. This frees enough space to allow a back mounted short range missile launcher with a twelve shot payload. Finally, the NG Engineers upgrade the Hunter’s armor.

Super Hunter Upgrade Package
Additional M.D.C. by Location:
Legs - +30 to each
Upper Arms - +20 to each
Main Access Hatch - +15
Additional Weight: +5 tons.
Cost: 10 million credits.
New Weapon Systems
1. Double-Barrel Forearm Laser (2): Each forearm has a double barreled version of the NG-330 laser.
Primary Purpose: Assault.
Mega-Damage: 5D6 M.D. on a single barrel blast or 1D6x10 M.D. on a dual blast.
Rate of Fire: Single or double barrel shots only.
Range: 2000 feet (610 m).
Payload: Effectively unlimited.
2. Thigh Mini-Missile Launchers (2): A pair of launchers mounted on the upper leg.
Primary Purpose: Anti-Armor.
Secondary Purpose: Assault.
Mega-Damage: Varies with missile type; typically loaded with armor piercing (1D4xlO M.D.) missiles.
Rate of Fire: One at a time or volleys of two, or three.
Range: About one mile (1.6 km).
Payload: 12 total; 6 per each launcher.
3. Shin Grenade Launchers (2): A pair of grenade launchers are mounted on each lower leg.
Primary Purpose: Anti-Personnel.
Mega-Damage: Varies with grenade type; typically loaded with tear gas or fragmentation grenades.
Rate of Fire: One at a time or volleys of two.
Range: 1000 feet (305m).
Payload: 12 total; 6 per each launcher.
4. Back Mini-Missile Launcher: A back mounted mini-missile launcher.
Primary Purpose: Anti-Armor.
Secondary Purpose: Assault.
Mega-Damage: Varies with missile type; typically loaded with armor piercing (1D4xlO M.D.) missiles.
Rate of Fire: One at a time or volleys of two, or three.
Range: About one mile (1.6 km).
Payload: 12 total.

NG-V12 Warrior

For several years, Northern Gun has been watching their old reliable warhorse robot vehicle, the Hunter, decline in terms of performance when compared to the latest designs coming out of the Coalition States, Titan Robotics, Triax Industries, and Naruni Enterprises. More importantly, sales were declining. To remedy this problem, NG embarked on a two fold plan. First they offered an upgrade package for the Hunter, enhancing its combat effectiveness. Second, they designed a new combat robot vehicle, the Warrior. Based on the NG-V10 "Super" robot vehicle frame, the Warrior is designed for intense combat operations.

The Warrior is a much faster design versus the Hunter or Super it is based on, capable of speeds up to 90 mph. The legs are also built for jumps and heavily reinforced to withstand impact. In terms of firepower, each of the Warrior's arms are dual over-under weapon systems, combining a powerful rail gun based on the NG-1001 Rail Rifle with a dependable laser mounted over it. For longer range and anti-aircraft duties the Warrior has twin short range missile launchers in each shoulder. The arms are heavily shielded, in case the pilot is forced to engage in melee combat. The Warrior is also well-equipped to handle enemy light infantry, with grenade launchers mounted on each leg and a ball turret with a machine-gun in the center torso. It utilizes cutting edge sensor and computer systems.

Rumors are rampant that CS Engineers assisted in the design and are using the Warrior as a test platform.

Warrior Robot Vehicle
Model Type: NG-V12
Class: Assault Robot Vehicle
Crew: One pilot, one gunner and one communications tech.
M.D.C. by Location:
Arms (2) - 175 each
Shoulder Missile Launchers (2) - 75 each
Belly Turret - 50
Lower Leg Grenade Launcher (2) - 20 each
Legs (2) - 300 each
Head - 100
*Main Body - 550
Reinforced Pilots Compartment - 150
*Depleting the M.D.C. of the main body will shut the robot down
completely, rendering it useless.
Speed
Running: 90 mph (145 km) maximum; it can reach maximum speed in 9 seconds.
Leaping: The powerful robot legs can leap 20 feet (6 m) from a standing start, add 10 feet (3 m) with a short run.
Underwater Capabilities: The Warrior can walk along the bottom at a top speed of 20 mph
(32.2 km).
Maximum Depth Underwater: 1200 feet (366 m).
Statistical Data
Height: 24 feet (7.3 m).
Width: 13 feet (4 m).
Length: 10 feet (3 m).
Weight: 35 tons.
Physical Strength: Equal to a Robotic PS of 50.
Cargo: Minimal storage areas; enough for a survival kit and pistol.
Power System: Nuclear, average life is 20 years.
Cost: 68 million credits.
Weapon Systems
1. Dual Weapon Arms (2): Each arm has an over-under laser cannon/rail gun combo. The top barrel is the laser, used for longer range precision hits. The rail guns are used to provide the knockdown power once the range has closed.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: Laser Cannon: 1D6x10 M.D. or 2D6x10 M.D. when fired together. Rail Gun: 2D4x10 M.D. or 4D4x10 M.D. when fired together.
Rate of Fire: Single shot only for the laser. The rail guns are only capable of twenty-round bursts. The Warrior can use either the lasers or the rail guns of both arms together simultaneously; however, it cannot fire the laser and rail gun together.
Range: Laser: 6000 feet (1830 m). Rail Gun: 4000 feet (1220 m).
Payload: Laser: Effectively unlimited, hooked to the nuclear power supply. Rail Gun: 2000 round canister in each arm, enough for 100 bursts. Reloading the rail guns is a quick and simple task if using pre-loaded canisters. The pilot or gunner can simply eject the empty canister and a reload team can replace with a loaded canister in under five minutes.
2. Short Range Missile Launchers (2): Shoulder mounted short-range mini-missile launchers provide for long range firepower.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Anti-Armor
Mega-Damage: Varies with missile type.
Range: About one mile (1.6 km).
Rate of Fire: Single shot or volleys of two.
Payload: 12 total; 6 in each launcher.
3. Grenade Launcher (2): Upper leg mounted grenade launchers provide anti-infantry support.
Primary Purpose: Anti-Infantry
Secondary Purpose: Defense
Mega-Damage: Varies with grenade type. The Warrior can use any type listed under the GL-10 Grenade Launcher in Merc Ops.
Rate of Fire: Single shot or volleys of two, three, four or six grenades.
Range: Can launch grenades up to 800 feet (244 m).
Payload: 24 total, 12 in each launcher.
4. 14.5mm Machine Gun: Ball turret machinegun mounted on the torso.
Primary Purpose: Anti-Infantry
Secondary Purpose: Riot Control
Mega-Damage: A burst of 40 rounds does 5D6 M.D. or 2D6x10 S.D.C. using rubber bullets.
Range: 2000 feet (610 m).
Payload: An internal drum magazine holds 800 rounds, enough for 20 bursts.
5. Enhanced Defenses: The Warrior is specially hardened and equipped with many redundant features. The net result is that if using the Optional Robot Combat Damage Table located in Rifts: Ultimate Edition, the Warrior only needs to roll when it has suffered 75% damage to a location rather than the normal 60%.
6. Sensors of Note: The Warrior is equipped with the best sensors Northern Gun can produce. It has all the standard features common to all robot vehicles as listed on page 273 of Rifts Ultimate Edition. The Warrior also has a more advanced laser targeting and more powerful combat computer than previous models. For the pilot, a complete optical system is included that has thermal imaging, telescopic, ultraviolet and infrared optics.
7. Hand to Hand Combat: The pilot of the Warrior can engage in Mega-Damage Hand to Hand Combat. Use the bonuses listed under "Heavy Ground Robots" on page 352 of Rifts Ultimate Edition for elite pilots. Basic Robot Combat bonuses are listed on page 351. In addition, pilots with the "Elite Robot Combat" gain additional bonuses from the design of the Warrior:
+2 Strike on ranged attacks using the arm mounted weapons
+1 Initiative
+1 Dodge


NG Switchblade UCAV

By Ian Schroen
A prime example of RAID cunning and NG R&D know-how is the Switchblade unmanned combat aerial vehicle (UCAV). The design schematics for the Switchblade were provided by engineer Arthur Chapman, formerly of Iron Heart Armaments (IHA). Handlers from the Industrial Espionage unit had been working Chapman for months to undermine production and steal plans, yet Chapman had been asking too high a price for the secrets he was trying to sell. That all changed when New Kenora was conquered by the Coalition. The CS assumed control of IHA and imprisoned all employees, branding them as traitors. As part of the IHA Treaty Deal, NG brokered the release of Chapman into their custody. In exchange for his freedom, Northern Gun demanded that Chapman work on all IHA conversion projects, as well as providing the stolen schematics they had been negotiating for. Among the acquired designs was the Switchblade.

Based on a Golden Age design, the Switchblade is an unmanned combat aerial vehicle capable of both extended reconnaissance and supersonic attack. In order to obtain efficiencies at both subsonic and supersonic flight, the Switchblade utilizes a long wing capable of in-flight reconfigurations. For takeoff and subsonic flights, the wing remains in a standard position, perpendicular to the body of the plane. But prior to breaking the sound barrier, the wing shifts 60 degrees into an oblique position, ideal for reducing the effect drag-causing shockwaves. IHA engineers had managed to prototype the drone, but were still trying to program the artificial intelligence when the CS invaded. NG Scientists were able to complete the work and bring the product to market.

Switchblade Unmanned Combat Aerial Vehicle
Class: Unmanned Robot Aircraft
Crew: None; artificial intelligence.
M.D.C. by Location:
Wing - 70
*Main Body - 55
*The robot aircraft is small and difficult to hit. A called shot must be announced and even then the attacker is - 2 to strike the body.
Note: Destroying the wing or depleting the M.D.C. of the main body will knock the UCAV out of the sky.
Speed
Flying: 1320 mph (2100 km)! Maximum altitude 60,000 feet (18288 m).
Range: 600 miles (960 km).
Statistical Data
Height: 5 feet (1.5 m) from belly to the top of the wings.
Width: 7 foot (2.1 m) wide body. 200 foot (61 m) wingspan.
Length: 11 feet (3.6m).
Weight: 1000 pounds (450 kg).
Cargo: None
Power System: Fuel engine; high cost models are available with nuclear power, but the low damage capacity of the UCAV usually deters the use of high cost models.
Robot Skills: Piloting 98%, basic math 98%, radio: basic 98%, Electronic Countermeasures 80%, navigation 85%, weapons systems 85%, intelligence 75%, detect concealment 60%, detect ambush 40%.
Sensors & Equipment of Note: High resolution camera with passive nightvision (2000 feet / 610 m), infrared (one mile / 1.6 km), and thermo-imager (4000 feet / 1220 m) lenses; long-range radio (500 miles / 800 km), internal FDD recorder that stores up to 12 hours of video footage; and radar, which can detect and track 16 separate targets at a range of 100 miles (160 km).
Stealth Capabilities: Covered with a radar absorbent coating to disturb radar detection (-10% to read sensory equipment skill rolls).
Cost: 1.3 million credits.
Weapon Systems
1. Bomb Bay: The Switchblade contains a small bomb bay, holding five laser-guided bombs. The bombs can be dropped through the bay doors in rapid succession, with the effect of a volley.
Primary Purpose: Anti-Vehicle and Bunker.
Secondary Purpose: Assault.
Mega-Damage: Varies with missile type. Same type and damage as long-range missiles, but triple the blast radius.
Rate of Fire: One at a time or in rapid-succession volley.
Range: About two miles (3.2 km) above the ground.
Payload: 5 bombs are stored in a rotating cylinder magazine.
2. Mini-Missile Launchers (2): A pair of side mounted launchers serve as air defense.
Primary Purpose: Anti-Aircraft.
Secondary Purpose: Assault.
Mega-Damage: Varies with missile type; typically loaded with armor piercing (1D4xlO M.D.) missiles.
Rate of Fire: One at a time or volleys of two, four or six.
Range: About one mile (1.6 km).
Payload: 24 total; 12 per each launcher.

NG "Eye in the Sky" Drones

By Mark Temple
This unmanned aerial vehicle (UAV) is a critical element in modern warfare. A network of circling UAVs provide not only visual and radar coverage of the battlefield, but they can also can drop seismic sensors to help detect the approach of enemy forces. With multiple drones, the sensor data can be combined and compared to create a 3-dimensional image of the battlefield and the forces on it, in real time. Controlled remotely by users, these drones will operate on limited AI in the absence of specific instructions.

NG "Eye in the Sky" Drones
Class: Unmanned Aerial Vehicle
Crew: None; artificial intelligence and remote operation.
M.D.C. by Location:
*Wings (2) - 10 each
*Tail - 15
*Main Body - 55
*The robot aircraft is small and difficult to hit. A called shot must be announced and even then the attacker is -4 to strike.
Note: Destroying the wing or tail, or depleting the M.D.C. of the main body will knock the UCAV out of the sky.
Speed
Flying: 70 mph (113 km).
Maximum Range: The drone can remain aloft for 24 hours in a scouting pattern before battery power runs low and it returns to its launch area. The drone has a maximum range of 300 miles (483 km) when traveling at full speed.
Statistical data
Height: 1 foot (30.5 cm).
Width: 6 feet (1.8 m) wingtip to wingtip, 2 feet (0.6 m) with wings folded in.
Length: 7 feet (2.1 m).
Weight: 20 lbs (9 kg).
Power system: High capacity batteries powering a ducted fan engine.
Robot Skills: Piloting 98%, basic math 98%, radio: basic 98%, navigation 85%, intelligence 75%, Electronic Countermeasures 70%, detect concealment 60%, detect ambush 40%.
Sensors & Equipment of Note: High resolution camera (1 mile / 1.6 km) with thermo-imaging (1 mile / 1.6 km), Infrared (1 mile / 1.6 km), and passive nightvision (2000 feet / 610 m) lenses; long-range radio (300 miles / 483 km); internal FDD recorder, storing up to 8 hours of video footage, radar, which can detect and track up to 24 separate targets at a range of 100 miles (160 km); and Deployable Seismic Sensors. Each drone carries 6 simple seismic sensors it deploys in a pre-programmed pattern. These sensors can detect the footsteps of humans within 1000 feet (305 m), ground-based power armor within 2000 feet (610 m), and robots and ground vehicles at 1.5 miles (2.4 km). Strength of the seismic signal is used to help determine the approximate distance from the sensor. Properly networked, this data can be used to pinpoint the rough location of the enemy units.
Stealth Capabilities: Covered with a radar absorbent coating to disturb radar detection (-10% to read sensory equipment skill rolls).
Cost: 100,000 credits each; currently in use with the Ishpeming Defense Force and only available to customers in good standing who place bulk orders.

NG Military Hovercraft

Don’t need an Armored Personnel Carrier, but still want to move around the battlefield without becoming a target drone? These heavy-duty vehicles range from combat cars to borderline military aircraft. Most military hovercrafts are knock-offs of the CS AFC series of vehicle. Nuclear engines are standard, along with extra armor, speed and enhanced VTOL abilities. However, Northern Gun has also combined their usual tenacity for duplication with creativity to bring some formidable original products to the market as well.

NG-750 Nightstalker

Without a doubt, the Nightstalker is a truly original design and a best seller for Northern Gun. The Nightstalker takes advances in hover craft technology taken from CS models and combines it with Northern Gun’s longstanding tradition of hover cycle excellence, utilizing new high-tech materials to make an outstanding scout and light assault vehicle. Since its arrival on the market in early 109 P.A., Northern Gun’s production facilities have barely been able to keep up with demand. The vehicle is frequently out of stock at NG Dealerships, and it usually sells at a thirty to forty percent premium.

What makes the vehicle so revolutionary is its use of stealth technologies. Using an improved version of the "Whisper" hover system found on the NG-230 Prowler hovercycle, the Nightstalker moves with a barely audible hiss when traveling at speeds below 30 mph (48 km). This enables those with the prowl skill to move the vehicle silently with only a -10% modifier to prowl.

In addition to the "Whisper" system, the vehicle is designed with sharp angles making it look more like a fighter jet then a low flying vehicle. The angles are designed to deflect radar emissions away from the source, giving the Nightstalker a low profile on most radar screens. Combined with radar absorbing paint and construction materials, the vehicle is almost impossible to spot. When hovering low to the ground or flying at treetop level, the Nightstalker can evade all but the most sophisticated radar systems.

Even the weapons systems are designed with stealth in mind. Each one is concealed inside the body of the hover craft and designed to pop open when used. These concealed weapons not only keep the radar profile low and give the vehicle excellent aerodynamics for top speed, they also make it hard for the opponent to judge the caliber of the vehicle before it is too late to respond.

The Nightstalker is already a big hit with IDF Special Forces and reconnaissance groups, and it’s gaining notoriety with some of the major militaries. The Coalition has purchased a few hundred for use in border strikes and stealth raids, often painting the CS skull motif onto the nose of the vehicle. Despite the treaty, Northern Gun has even unwittingly supplied a large order of Nightstalkers to Free Quebec. Through a front company, Liberty Arms, the independent nation-state sees the vehicles as a tactical advantage in any ‘first-strike’ scenario against the CS.

Class: Light Assault Vehicle
Crew: One pilot and one gunner.
M.D.C. by location:
Concealed Mini-Missile Launchers (2) - 80 each
Front Windshield - 30
Side Windows (2) - 15 each
Doors (2) - 40 each
*Bottom Hover Jets (5) - 50 each
*Rear Jets (3) - 50 each
**Side Jets (4) - 50 each
***Main Body - 210
*Destroying one of the bottoms jets will reduce speed by 10%, destroying one of the rear jets will reduce speed by 30%. These targets are small difficult to hit, requiring a called shot at -2 to hit.
**Destroying one of the side jets will render the prowl functions ineffective. These targets are small difficult to hit, requiring a called shot at -2 to hit.
***Depleting the M.D.C. of the main body complete destroys the vehicle.
Speed
Maximum Speed: 180 mph (290 km), cruising speed is considered to be 60 to 100 mph (96 to 160 km). VTOL capable, can hover stationary, and has retractable landing gear.
Maximum Altitude: 1000 feet (305 m)
Maximum Range: Nuclear power supply provides decades of life. The Nightstalker can be flown continuously for 36 hours without fear of overheating.
Statistical Data
Length: 20 feet (5.4 m)
Weight: 2.4 tons
Special Bonuses: The NG-750 provides a +5% to all piloting rolls. The driver can apply his or her prowl ability (if they have one) to piloting the NG-750 when trying to avoid detection (close to the ground, along cover, in shadows, etc.) If the pilot doesn’t have a prowl skill, the base ability of the vehicle is 15%. In order to prowl, the vehicle must be moving below 30 mph (48 km). Due to stealth construction, the Nightstalker creates a -15% Read Sensory Instruments penalty to those trying to detect the vehicle with radar. Other forms of sensory detection are more effective and only face a penalty of -5%.
Sensors & Equipment of Note: Long and short range radio, infrared optics, radar, and combat computer.
Power Supply: Nuclear.
Cost: 2.2 million credits.
Weapons Systems
1. Concealed Double Barrel Laser: Beneath the nose of the vehicle is a laser-guided, retractable, double barreled laser cannon. The nose gun can rotate along a 180 degree arc in front of the vehicle. +1 to strike from laser targeting.
Primary Purpose: Anti-Vehicle.
Secondary Purpose: Assault.
Mega-Damage: 4D6 M.D. per simultaneous blast.
Rate of Fire: Standard.
Range: 2000 feet (610 m).
Payload: Effectively Unlimited.
2. Concealed Mini-Missile Launchers: (2) A pair of mini-missile launchers are mounted on each side of the vehicle.
Primary Purpose: Anti-Vehicle.
Secondary Purpose: Anti-Personnel.
Mega-Damage: Varies with missile type; typically loaded with armor piercing (1D4xlO M.D.) missiles.
Rate of Fire: One at a time or in volleys of two, three, four or five.
Range: About one mile (1.6 km).
Payload: 20 total; 10 per each launcher.

CS Military Hovercraft Knock-Offs

In addition to their own military and civilian hover cars, Northern Gun also sells knock-offs of CS Military Hovercraft. Details on the originals can be found in World Book 11: Coalition War Campaign.

NG-700 Boll Weevil
CS Designation: AFC-101 Command Car
Modifications: The "knock-off" version has 33% less armor in the main body (120 M.D.C.) but maintains the high-speeds and mobility the Command Car is famous for. The C-30R Light Rail Gun is replaced with an NG-101 Rail Gun.
Cost & Availability: 850,000 credits with NG-101 Rail Gun, 450,000 for a used vehicle with no rail gun. Good availability.

NG-701 Longhorn Beetle
CS Designation: AFC-103 Scarab Officer’s Car
Modifications: The "knock-off" version has 33% less armor in the main body (180 M.D.C.) and is slightly less aerodynamic reducing top speed by about 20% (about 175 mph/280 km). The C-40BT Laser Turrets are replaced with a Heavy Laser Ball Turrets from the NG-230 Prowler Hovercycle (2D6 M.D.). The CR-10 Mini-Missile launcher is basically unchanged.
Cost & Availability: 2.1 million credits for a new system complete with weapons. 1.3 million for a used vehicle with no weapons.

NG-702 Stag Beetle
CS Designation: AFC-105 Skull Patrol Car
Modifications: M.D.C., speed, and performance are unchanged. The C-40PT Plasma Turret has been replaced with a modified NG E-6 Plasma Ejector (6D6 M.D.).
Cost & Availability: 1.8 million credits for a new system complete with weapons. 1.1 million for a used system with Plasma Ejector but no missiles.

CS Military Helicopter Knock-Offs

Northern Gun also sells knock-offs of CS Military Helicopters. Details on the originals can be found in World Book 11: Coalition War Campaign.

NG Wildcat
CS Designation: CH-10 Black Lightning Combat Helicopter
Modifications: The "knock-off" version does not have the nose laser or rail gun. The two C-33 rail guns have been replaced with NG-202 rail guns. The knock-off weighs 1 ton less, and the maximum speed has been increased to 320 mph (515 km).
Cost & Availability: 950,000 credits. Fair availability.

NG Viper
CS Designation: CH-12 Demon Locust Combat Helicopter
Modifications: The "knock-off" version does not have the nose laser. All three rail gun mounts have been replaced with NG-202 rail guns.
Cost & Availability: 1.2 million credits. Fair availability.

NG Mule Heavy Truck

By Mark Temple
Based on designs found in an old truck plant in what used to be New Haven, Michigan, Northern Gun engineers have long loved the Mule’s design, and its ability to take on many roles. Early in its service life, the Mule was mostly relegated to duty as a basic cargo hauler, taking Northern Gun merchandise all over North America. But more recently, NG has met the increasing demands of mercenary consumers by turning the reliable Mule into a true multi-purpose vehicle. NG has designed special ‘modules’ that can be attached to the cargo bed of the Mule, fulfilling various roles as needed.

NG Mule Heavy Truck
Class: Heavy Cargo Carrier
Crew: one, up to two passengers in the forward Cab.
M.D.C. by Location:
Main Body - 200
Reinforced Cabin - 70
Cargo Bed - 100
Module - 150
Wheels (2 on front axle, 8 on the 2 rear axles) - 10 each
Speed
Top Speed: 70 mph (113 km).
Maximum Range: 420 miles on a full tank of fuel.
Statistical Data
Height: 9 feet (2.7 m).
Width: 8 feet (2.4 m).
Length: 30 feet (9.1 m).
Weight: 2.5 tons
Cargo: The Mule’s basic cargo bed is rated to carry up to 15 tons.
Power Supply: Flex Fuel Power plant.
Market Cost: 150,000 credits; modules cost extra.
NG Mule Modules
Cargo Module: This is the original module produced by Northern Gun. It mainly serves to keep cargo protected from the elements and to deter thieves. The module is fitted with electronic locks and an alarm system.
Weight: 1500 lbs (680 kg).
Cost: 50,000 credits.
C3 Module: The Command, Control and Communications module replaces the cargo bed of the truck. It serves as mobile command center for units of up to a full company of infantry or armor. Inside, this module includes four command stations, a powerful computer for data processing, and a table with built-in holographic projector. The command station contains a small computer console tied into the tactical information and radio network. The radio transmitter/receiver cluster on the top of the module has a total of 5 M.D.C., and an effective range of 100 miles (161 km). Additionally there is a 25-foot extendable mast that contains a radar unit with a 75 mile (121 km) range. This module is a slightly better armored than the others, having a total of 200 M.D.C., and it is completely environmentally sealed. Multiple C3 modules can be linked with up to five other modules to allow for coordination of larger groups.
Weight: 8 tons.
Cost: 8-10 million credits. Poor Availability.
Passenger Module: This module converts the truck into an APC capable of carrying two dozen soldiers and their gear. The soldier’s are somewhat crammed in, with little personal space, and their gear must be stowed under seats and/or in the center isle. This module is very common and readily available. Alternatively, the seats may be converted into stretchers, allowing 16 wounded people to be housed and transported.
Weight: 2 tons.
Cost: 100,000 credits for the basic model. An enhancement module with environmental sealing costs 145,000 credits.
MASH Module: This module is built with expandable sections, allowing it to shift its walls outward to 30 feet (9.1 m) wide. The floor of the expanded sections are each supported by a half dozen foldable pillar like legs, which keeps the expanded sections stable, but requires the module to be compacted again before the truck can move. Two full surgical teams with operating tables and equipment can fit inside, although when the module is compacted, only the equipment can be carried. The floor and walls of this module are made of non-stick materials, for ease of cleaning and sanitizing. The medical team usually arrives in a second vehicle, typically a Mule with Passenger Module.
Weight: 12 tons.
Cost: 500,000 credits.
Mess Unit: The module is a full mobile kitchen, installed in a expanding module identical in deployment to the MASH module. This kitchen includes storage for both dry and frozen goods, electric stoves and oven (large sized), folding counters, water processor and storage, sink, dishwasher, and storage for pots, pans, and cooking utensils. Designed to supply 150 - 200 hot meals an hour if constantly supplied and properly manned.
Weight: 9 tons.
Cost: 250,000 credits.
Maintenance and Repair Module, Infantry: This module houses a repair facility geared toward maintaining infantry weapons and environmental body armor. The module has four built in work stations, each with a variety of clamps and straps used to hold weapons in place while being serviced, as well as a basic diagnostic computer for energy or other hi-tech M.D.C. weapons. Each station has enough tools and supplies to repair or service up to 25 rifles each. Larger weapons like a rail gun may take more supplies while a pistol takes less. In addition to the repair stations, there is a racking system that holds four Universal E-Clip Rechargers. These units alone help drive up the cost of the module, but together they can recharge 32 standard e-clips an hour. Also included in the module are two complete conventional ballistic reloading sets for S.D.C. bullet reloads. The armor repair station is capable of restoring up to 200 points of mega-damage with the supplies in the module. Standard procedure is to have a second Mule equipped with a Cargo Module of additional supplies for extended campaigns.
Weight: 8 tons.
Cost: 5 million credits.
Maintenance and Repair Module, Power Armor: Building on the Infantry Maintenance and Repair Module, NG engineers have designed a separate module for power armor units. The designers took an assembly line approach to the repair module. A damaged power armor unit enters from the rear of the module via a lift gate. It is then hooked onto a track system in the ceiling that moves the PA into the module. Once inside, repair techs can run a full diagnostic on the units’ systems, noting any problems and repairing them as needed. Armor and weapons repair or weapon reloading can also be done inside. The module holds enough replacement armor to repair 300 points of mega-damage, and enough other parts to repair two electronic systems. Once repairs are completed, the power armor exits out via a second lift gate on the passenger side of the vehicle, towards the front. Note that this module is larger than most: 10 feet (3 m) wide and 12 feet (3.7 m) tall.
Weight: 10 tons.
Cost: 8 million credits.
Maintenance and Repair Module, Robot: The third module of NG’s Maintenance and Repair series is geared for the giant Robot Vehicles. This module tilts up on hydraulics, and opens up to create a 20 foot gantry for the repair of large robots. Armor repair, electronics diagnostics and repair, some motive system repair, and weapon replacing, rearming, reloading is all possible. Major repair like the reattachment of a limb, engine repair, or massive overhauls are not possible. Each module holds enough armor supplies to repair up to 600 points of armor damage and repair up to four major electronic systems.
Weight: 15 tons.
Cost: 10 million credits.
Drone Launching Module: The cargo bed is replaced with a large, special duty launch system for launching NG "Eye in the Sky" Drones. This system can launch one drone per minute and can carry up to 12 drones. To launch drones, the vehicle must be at a complete stop. The Front Cab section is lengthened to include four control stations, designed to activate and control the drones. The Command Stations in the C3 Module can also control the drones if needed as well.
Weight: 12 tons.
Cost: 1 million credits, Drones not included.

NG Wolverine ATV

Post-apocalyptic Earth is still a largely rugged wilderness and to traverse this wilderness rugged vehicles are needed. Northern Gun is a market leader in light-armored vehicles and the Wolverine is one of the most popular. This six-by-six light vehicle is fast, durable, and bristling with weapon mounts for energy rifles.

What makes this vehicle so versatile across any type of terrain is its six wheel independent suspension. Each wheel can move up and down over the terrain making the vehicle stick like glue to most terrain and ensuring the vehicle can maneuver even if only one wheel is touching solid ground. The wheels also make it possible to traverse slopes and grades in excess of sixty degrees. The pilot sits in the center of the vehicle behind a windshield while two gunners sit on either side using small arms attached to weapon mounts. The rear gunner stands in the back and operates the heavy weapon, usually a rail gun.

Electric engines not only keep the cost down but give the vehicle a low noise profile and low infrared signature, making it ideal for stealth and reconnaissance. The engines can also be recharged anywhere that e-clip charging can be done, providing a more dependable fuel source than gasoline and less expensive one than nuclear. In an innovative move the armored frame of the vehicle is made from the same light-weight ceramic materials used in body armor. This design features not only makes the vehicle extremely tough but also light weight. The driver is protected by a windscreen made of ballistic materials and angled to deflect fire. However, passengers in the Wolverine are exposed and must depend on their own personal body armor for protection from small arms fire.

The biggest user of the vehicle is the Ishpeming Defense Force and their mercenary armies. In IDF configuration, the roll bar weapon mount features an NG-202 rail gun. Wilderness patrols from Iron Mountain and Iron River regularly use the vehicle for missions into the Wisconsin Wild Lands. Also, the Sky Hawks of the 1st Michigan Airborne Regiment prefer the vehicle because it is light weight and easily air portable in transport aircraft.

Although originally designed for wilderness purposes, the vehicle is gaining popularity in the Pecos Badlands as a raider and fast-attack vehicle preferred by bandits. The Coalition Department of Special Divisions has purchased one hundred twenty units for use by Special Forces personnel and the CS State of Lone Star has purchased three hundred units for use in anti-bandit and reconnaissance operations. The CS version comes standard with a C-40R rail gun on the roll bar, but can also be equipped with the CTT-P40 Particle Beam Cannon or CTT-M20 Missile Rifle.

NG Wolverine ATV
Class: All Terrain Vehicle
Crew: Four: pilot, two passenger gunners and one rear gunner
M.D.C. by Location:
Tires (6) - 25 each
Pilot’s Windshield - 15
*Main Body - 80
*Depleting the M.D.C. of the main body will destroy the vehicle, making it useless.
Speed
Maximum Speed: 70 mph (113 km)
Range: 400 miles (644 km)
Statistical Data
Height: 6 feet 1 inches (1.9 m)
Width: 5 feet, 2 inches (1.6 m)
Length: 13 feet, 5 inches (4.1 m)
Weight: 1.6 tons fully loaded
Cargo: The flat bed in the back can carry a few supplies.
Sensors & Equipment of Note: The vehicle comes standard with a long range field radio with wide-band, long range capabilities, frequency equalizer, field strength detector and scrambler. Range is about 60 miles (96 km).
Power Systems: Electric engine.
Cost: 50,000 for a new, undamaged system with electric engine. Add 70,000 for an NG-202 Rail Gun attachment.
Weapons Systems
1. Roll Bar Gun Mount: The mount can be used to house a variety of small arms. The gunner stands in the back of the vehicle and can traverse the weapon along a 180 degree arc of fire across and 70 degrees upward. The standard weapon is the NG-202 Rail Gun, although any weapon can be substituted.
Primary Purpose: Anti-Personnel.
Secondary Purpose: Anti-Armor.
Mega-Damage: A burst of 40 rounds and inflicts 1D4x10 M.D. One round does 1D4 M.D.
Range: 4000 feet (1200 m).
Rate of Fire: Standard.
Payload: 800 round belt (20 bursts).
2. Passenger Gun Mounts (2): Passengers sit to the left and right of the pilot with their personal guns mounted and directed outward and can fire in 45 degree arcs on either side and 5 degree arcs upward. Any type of energy rifle or conventional rifle can be used; these mounts are not suitable for rail guns although they could conceivable house man-portable plasma ejectors or particle beam rifles.
3. Smoke Dispensers (2): Two smoke dispensing units are mounted on either side of the front center roll bar. Each unit can release a dense cloud of smoke that will cover an 80 foot (24 m) area in front of the vehicle. The unit can also be equipped to emit tear gas.


NG Black Bear ATV

An upgrade over the Big Boss ATV, the Black Bear is designed to go cross-country and provide maximum protection to its occupants and cargo. The vehicle isn’t much more then an armored box with a large engine on the front. Smaller kingdoms and mercenary companies like these comparatively inexpensive vehicles for their off-road capability and versatility. Black Bear ATVs can often be found employed by local police forces for urban combat and used by mercs and militaries for reconnaissance and convoy protection. Adventurers and everyday folks use the Black Bear like a pick-up truck to move around outside major cities and be afforded some measure of protection.

The four-wheel independent suspension allows the vehicle to manage slopes up to thirty degrees and roll over a variety of terrain. Large tires allow the vehicle to roll over obstacles as high as eighteen inches without any trouble. Adding a weapon to the roof mount can turn this armored transport into a fairly capable combat or command vehicle. Passengers are seated in the back in comfortable high-back chairs with seatbelts to protect them from inevitable bumps and jolts. The driver and one passenger sit in the front of the vehicle. Two firing ports on each side of the vehicle can slide open allowing passengers to fire out, or they can be used for ventilation.

NG Black Bear ATV
Class: All Terrain Vehicle
Crew: One pilot, can seat up to nine passengers.
M.D.C. by Location:
Tires (4) - 15 each
Front Windshield - 15
*Main Body - 110
*Depleting the M.D.C. of the main body will destroy the vehicle, making it useless.
Speed
Maximum Speed: 65 mph (105 km).
Range: 500 miles (805 km).
Statistical Data
Height: 9 feet 4 inches (2.8 m).
Width: 8 feet, 4 inches (2.5 m).
Length: 25 feet (7.6 m).
Weight: 13.5 tons fully loaded.
Cargo: If not being used to transport personnel, the vehicle can carry up to 1500 lbs (680 kg) of cargo.
Sensors & Equipment of Note: The vehicle comes standard with a long range field radio with wide-band, long range capabilities, frequency equalizer, field strength detector and scrambler. Range is about 60 miles (96 km).
Weapon Systems: None. Although there is a top hatch that can mount an energy rifle or rail gun. However, these do not come standard. There are also two firing ports on each side of the vehicle (four total) which passengers can use.
Power System: Electric engine.
Cost: 65,000 for a new, undamaged system with gasoline or electric engine and no weapons systems.

NG Bison GTV Truck

Northern Gun has stripped down their Rolling Thunder vehicle to make a more every day vehicle, ideal for more mundane uses. The truck is affordable and durable, and it was released to compete with GAW's Hummer. The Bison looks like a basic pick up truck.

NG Bison GTV Truck
Class: General Transport Vehicle
Crew: One driver, but can seat up to three additional occupants.
M.D.C. by Location:
Main Body - 25
Tires (4) - 5 each
Windshield - 15
Speed
Top Speed: 90 mph (144 km).
Range: 500 miles (805 km).
Statistical Data
Height: 6 feet (1.8 m).
Width: 8 feet (2.4 m).
Length: 18 feet (5.5 m).
Weight: 2 tons.
Cargo: Can hold up to 1 ton in its cargo bed or tow 1.5 tons.
Power System: Conventional gasoline or electric engine.
Cost: 75,000 credits.

NG Civilian Hovercraft

In addition to a very successful line of hover cycles for both civilian and military use, Northern Gun boasts a range of hover vehicles designed with passenger room and comfort in mind. Within the City of Ishpeming and the surrounding area, citizens will often use civilian model hover cars for transportation as they offer slightly more comfort then hover cycles and can be produced at low cost. All NG Civilian Hover Transports have the following standard features:

Automatic Climate Control. Each vehicle has air conditioning and heating systems that can be computer programmed to maintain specific temperatures. Additionally, the passenger and driver can have separate settings, although they usually have to be within 10 degrees of each other. Using pre-programmed settings, the system can be voice activated, and people usually choose words like "cold" or "hot" although any word can be used.

Vehicle Information System. This heads-up-display (H.U.D.) keeps the driver aware of average speed, outside temperature, maintenance needs, compass direction, distance to nearest towns/communities and other pertinent information.

Passenger Entertainment Stations. Built into the dash for the front passengers, and the back of the seat for the rear passengers, are touch screen computer systems. These computers offer a variety of functions from digital movies and musical selections to reading material. New music and data can be uploaded via PDD. Options allow music and sound to be pumped through the vehicle speaker systems or to individual headsets so each person can enjoy their own selections.

Smart Entry System. Called the "Sentry" system, this security feature allows the owner to unlock the vehicle with a voice command. In addition to voice recognition the owner can pre-program numeric codes, key words, or other layers of security. If the vehicle is tampered with, a short pulse signal is sent to the owner’s key to alert them of the trouble without setting off any annoying bells and whistles.

Passenger Safety System. Both driver and passengers wear race car style harnesses that offer maximum safety. Additionally, the on-board computer monitors bumps and impacts. It uses the vehicle’s thrusters to try and create an opposing force, thus minimizing the severity of bumps and impacts. The vehicle is +3 to roll with impact. A successful roll means all passengers suffer half damage from the impact.

NG-CT500 Dove

The Dove is one of the original NG model hover cars. It’s widely used inside the city of Ishpeming and exported to other major cities for civilian use. The Dove is comfortable, reasonably fast and offers some protection in case of accident or emergency. The Dove is purposely designed to be heavily modified, and competent Operators can easily add extra armor or other external features with little trouble.
Class: Civilian Transport Vehicle
Crew: 1 pilot; it can seat 3 other passengers comfortably.
M.D.C. by location:
Front Windshield - 5
Rear Windshield - 5
Main Body - 75
Speed
Maximum Speed: 120 mph (193 km)
Maximum Altitude: 120 feet (36.6 m)
Maximum Range: 800 miles (1288 km)
Statistical Data
Length: 11 feet 2 inches (3.4 m)
Weight: 1,100 lbs (500 kg)
Special Bonuses: The NG-CT500 handles so well it provides a +10% bonus to the Pilot: Hovercraft skill.
Power Supply: Typically electric; nuclear and combustion are available
Cost: 60,000 credits for electric, 65,000 for gasoline, and 450,000 for nuclear with a 10 year life.


NG-CT550 Osprey

If a customer feels the need for speed, then the Osprey was designed with them in mind. This design sacrifices leg room for speed and handling. Modified Osprey vehicles are often raced for sport and entertainment; there is even a racing circuit in Ishpeming. The design is sleek, and it looks almost like a jet aircraft rather than a civilian transport. In addition to passenger room, this design also has less armor in order to keep it lightweight.
Class: Civilian Transport Vehicle
Crew: 1 pilot; it can seat 1 other passenger.
M.D.C. by location:
Front Windshield - 5
Rear Windshield - 5
Main Body - 50
Speed
Maximum Speed: 220 mph (354 km)
Maximum Altitude: 300 feet (91.5 m)
Maximum Range: 300 miles (483 km)
Statistical Data
Length: 13 feet 4 inches (4.1 m)
Weight: 1.4 tons
Special Bonuses: The NG-CT550 handles so well it provides a +15% bonus to the Pilot: Hovercraft skill.
Power Supply: Typically electric; nuclear and combustion are available.
Cost: 120,000 credits for electric, 125,000 for gasoline, and 550,000 for nuclear with a 10 year life.

NG-CT600 Stork

Like its name suggests, the Stork is designed for carrying things in safety and comfort, particularly one’s family. This eight passenger hover vehicle is a favorite among families, but it also serves well in light military use, as rear echelon transport for large armies and as a cargo hauler. The six rear seats are easily removable, making the transport an ideal field ambulance, light transport, or even police vehicle.
Class: Civilian Transport Vehicle
Crew: 1 pilot; it can seat 7 passengers.
M.D.C. by location:
Front Windshield - 5
Rear Windshield - 5
Main Body - 80
Speed
Maximum Speed: 100 mph (161 km)
Maximum Altitude: 120 feet (36.6 m)
Maximum Range: 600 miles (966 km)
Statistical Data
Length: 19 feet (5.8 m)
Weight: 3.2 tons
Power Supply: Typically electric; nuclear and combustion are available
Cost: 120,000 credits for electric, 125,000 for gasoline, and 550,000 for nuclear with a 10 year life.

NG-CT650 Eagle

The NG-CT650 is a favorite for light industrial users and mercenaries on a budget. The NG Eagle Civilian Transport is a flat bed hover truck with a two passenger front cab and an outstanding engine for hauling and towing. As rugged as Northern Michigan itself, this vehicle promises performance and is even designed to ‘rumble’ slightly when the accelerator is pushed (this is purely for effect and a feature which can be turned off; the electric engine is extremely quiet). Mercenaries and under-funded militias have been known to mount a heavy weapon in the back and use the Eagle as an assault vehicle. The CT650 can regularly be seen towing artillery, moving supplies, and hauling cargo in the rear echelons of many armies.
Class: Civilian Transport Vehicle
Crew: 1 pilot; it can seat 1 other passenger.
M.D.C. by location:
Front Windshield - 10
Rear Windshield - 10
Main Body - 90
Speed
Maximum Speed: 80 mph (129 km)
Maximum Altitude: 120 feet (36.6 m)
Maximum Range: 600 miles (966 km)
Statistical Data
Length: 21 feet 5 inches (6.53 m)
Weight: 5.6 tons
Cargo: Can hold up to 1.25 tons in its cargo bed or tow 1.5 tons.
Power Supply: Typically electric; nuclear and combustion are available.
Cost: 125,000 credits for electric, 130,000 for gasoline (very popular), and 600,000 for nuclear with a 10 year life.

IHA Treaty

By Brian Hardwick & Ian Schroen

When the Coalition invasion force swept over New Kenora, Iron Heart Armaments (IHA) came under their control. IHA was one of big players in the vehicles market, and one of Northern Gun’s biggest competitors in North America. The fall of this industry player pleased the Board at Northern Gun, but what pleased them even more was when the Coalition government offered up IHA as new terms of the Trade Agreement.

To firm up the alliance between the two powers, the Coalition agreed to hand over the IHA production facilities outside of Iron Heart, as well as the rights to their product line. However, the deal wasn’t without strings attached. First, the CS seemed willing to part with the burden of maintaining the IHA facility due to its state of disrepair. An investigation after the invasion revealed that word of the attack had been leaked, and that the workers at IHA had advanced notice. Schematics were missing, computer equipment was destroyed, abandoned vehicles had been booby-trapped, and unfinished boats had been sunk. As part of the new deal, Northern Gun was required to return the dockyards to full capacity within six months. Additionally, all IHA naval ships, with the exception of the Black Eel Torpedo Boat, must be sold exclusively to the Coalition and sold at cost. Production quotas must been met to maintain the deal.

Additionally, Northern Gun is required to share sales information on who is buying the products from the newly acquired IHA line. The Coalition continues to push for the company to share all of its sales information, but it has resisted this request (thus far). Further, Northern Gun has agreed to completely cut off all sales to nations the Coalition considers an enemy or threat. However, the effect of this concession is limited, as the rogue traders often resell the products to these areas. While supplies still reach these areas, these supplies are low, which drives up the prices.

As part of the deal, Northern Gun got the Coalition to release eight IHA scientists who were captured and imprisoned during the invasion. Each of these scientists had been investigated by the RAID Industrial Espionage department, and most of them were selling secrets to NG in some capacity prior to the invasion. The eight have now effectively become prisoners of Ishpeming, required to work on the IHA projects in exchange for small freedoms and luxuries. And their assistance was imperative, as most of the information at the IHA plant was destroyed and anything that wasn’t destroyed was encrypted.

After five months of research and reverse engineering, the IHA dockyard was once again operational, renamed Northern Dockyard. Meanwhile, RAID Ruins Recovery teams scoured the land and air production plants; when that research was concluded, they shipped what usable information and tools they had found back to Ishpeming and sold off the former IHA factories. The new deal required them to operate the dockyards, but it didn’t require them to operate the other factories, and Northern Gun wasn’t interested in operating any more facilities outside of its own jurisdiction that it had to.

Since then, the IHA product line has been absorbed into the NG line:

NG Rolling Fury Battle Tank
Old Designation: Iron Hammer Main Battle Tank
Intended Use: The former Iron Hammer tank caught the eye of CS commanders. As part of the treaty, this tank is to be sold exclusively to the Coalition for three years once it reaches production.
Modifications: The Rolling Fury tanks sold to the CS all utilize a nuclear powerplant. They also have an improved auto-loader for the main gun (doubling the rate of fire) and a multi-purpose smoke / gas / grenade launcher unit will be mounted on either side of the turret. Once sold to the CS, a C-40 rail gun will be mounted coaxially with the main gun and a dual C-40R2 mini-turret that can be controlled from inside the tank will also be added.
Availability: Currently only available to the CS.

NG Rolling Storm Medium Tank
Old Designation: Iron Fist Medium Tank
Intended Use: The design was sold to Northern Gun, under the condition that NG only sell the gasoline powered version. Nuclear versions are produced for use in the Ishpeming Defense Force.
Modifications: IH-100 Rail gun has been replaced with the NG-404 Heavy Rail Gun, and the IH-105 has been replaced with the NG-202 Rail Gun.
Availability: Somewhat poor; NG is still trying to perfect the assembly process, as well as supply themselves. Some gasoline powered versions are available, however.

NG Rolling Lightning Missile Vehicle
Old Designation: Iron Bolt Missile Vehicle
Intended Use: The design was sold to Northern Gun, under the condition that NG only sell the gasoline powered version, with less armor and firepower. Fully powered and armored nuclear versions are produced for use in the Ishpeming Defense Force.
Modifications: M.D.C. reduced by 50% and Missile Launcher modified to fire only medium range missiles (Payload increased to 16, range and damage reduced).
Availability: Somewhat poor; NG is still trying to perfect the assembly process, as well as supply themselves. Some gasoline powered versions are available, however, at 600,000 credits.

NG Rolling Explorer APC
Old Designation: Iron Maiden APC-10
Intended Use: This design was also favored by CS commanders, and the IHA Treaty gives the CS exclusive buying rights for 2 years after it reaches production.
Modifications: No Modifications other than slight changes in the look. CS models will be modified after delivery to exchange the IH-34L laser turret with a standard CS version.
Availability: Currently only available to the CS.

NG Northern Harrier Attack Jet
Old Designation: Grey Falcon Attack Jet
Intended Use: The CS has no interest in purchasing any of the old Grey Falcons, and has placed no additional restrictions on its production or sale.
Modifications: The rail gun has been replaced with a NG-404 Heavy Rail Gun.
Availability: Somewhat poor; NG is still supplying themselves, which takes up a majority of the units produced.

NG Golden Eagle Jet
Old Designation: AC-29 Air Castle Bomber
Intended Use: This design was also favored by CS commanders, and the IHA Treaty gives the CS exclusive buying rights for 1 year after it reaches production.
Modifications: Two versions of the Golden Eagle are in R&D: the standard bomber is nearly ready for production, and a missile ship variant in still in development. Expect the weapon mounts to be replaced with NG standard weapons.
Availability: Not yet Available. The bomber variant will be exclusive to the CS, but the missile ship will be open to the general market as soon as it hits production.

NG Northern Eagle Helicopter Gunship
Old Designation: Iron Eagle Attack Helicopter
Intended Use: This design was favored by CS commanders, but no sales limitations or terms were described in the agreement.
Modifications: The gunship targeting and communication systems have been redesigned to run on a crew of three: pilot, co-pilot /gunner, and communications / gunner. The nautical version is produced under the name NG Seabird, which has a sonar system, pontoon runners and torpedo launchers that replace the missile launchers.
Availability: Very poor availability. NG is still trying to produce for its own defense needs, and the Coalition is purchasing nearly all of the units produced for the marketplace. Only the very best and most loyal NG Distributors are able to order one of these. As a result, the price has skyrocketed up to 300% in some cases.

Bullhead Torpedo Boat
Old Designation: Black Eel Torpedo Boat
Intended Use: This design was sold to Northern Gun with no restrictions on sales.
Modifications: No modifications other than slight changes in the look.
Availability: Good. The CS has no interest in stocking their own fleets with this ship, so most of the units produced are available on the market.

NG Heavy Patrol Boat
Old Designation: Triton Patrol Boat
Intended Use: As per the terms of the IHA Treaty, NG must produce these boats exclusively for the CS and at cost. However, several new warship designs are in the works for the Coalition, and once those come into service, the design will be sold to Northern Gun (roughly 16 to 24 months away).
Modifications: No modifications other than slight changes in the look.
Availability: Currently only available to the CS.

Emperor Class Destroyer
Old Designation: James Bay class Destroyer
Intended Use: As per the terms of the IHA Treaty, NG must produce these ships exclusively for the CS and at cost.
Modifications: Modified to carry the Coalition motif. CS engineers will later upgrade weapons to Coalition models.
Availability: Only available to the CS.

Poseidon Missile Cruiser
Old Designation: Sea King Missile Cruiser
Intended Use: As per the terms of the IHA Treaty, NG must produce these ships exclusively for the CS and at cost.
Modifications: Modified to carry the Coalition motif. CS engineers will later upgrade weapons to Coalition models.
Availability: Only available to the CS.

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