The Coalition States
The Coalition States (also known as “The Coalition” or “The CS”) are an alliance of five industrial nations that rose out of the ashes of the apocalypse in North America (specifically U.S. & Canada). They are a collection of high tech, anti-magic, anti-mutant, human supremacist, fascist states who protect their populace through vigilance, propaganda, and overwhelming military might. All D-Bees, users of magic, unregistered psychics, and supernatural beings are considered to be enemies of the States to be killed on sight. Depending on one's point of view, the Coalition is either humanity’s greatest hope for survival, or its own worst nightmare.
Statistics
Total Land Area: 1,158,392 sq mi. Note that this represents all territory claimed by the CS, but not necessarily under its control.
Total Population: Estimated at 14 million for the entire CS.
Pop. Demographics:
Political System: Hereditary fascist military dictatorship.
Current Ruler: Emperor Charles Prosek.
Capitol: City of Chi-Town (capitol of the State of Chi-Town and the entire Coalition States)
Economic System: National socialism.
Currency: Universal Credit.
Languages: American, French, and Spanish. Languages of non-human origin are not recognized.
Religion: None. Organized religion is outlawed.
Education Level: Low, overall. Only roughly 30% of the entire CS population is literate or formally educated (most of whom are Quebecoi). Free Quebec is exceptional in that more than 70% of the populace is literate and has at least a high school level of education. In the other States, however, less than 15% of the population is literate or formally educated.
Magic: Outlawed. Zero tolerance for mages and creatures of magic.
Psionics: Tolerated, but highly monitored and controlled. All psychics must be registered with the government.
Technology: High. The average citizen has access to a mix of early to mid 21st century level tech. More sophisticated technology is generally reserved for the military and the residents of the fortress cities (particularly the rich).
Coalition Doctrine
Human Supremacy
Most Coalition citizens are dyed-in-the-wool human supremacists. They have been indoctrinated since birth to believe that all non-human creatures (“D-Bees” – short for Dimensional Beings) are invaders and a threat to human life. Earth, says the CS, belongs to humans, and humans alone. D-Bees are a threat to national security, justice, and freedom. They are a common enemy that the Coalition has been able to use to galvanize its population for war. Many people in the CS believe all sorts of ridiculous stereotypes and myths about D-Bees; everything from “They spread disease,” to “They eat human flesh.” Even the most open-minded CS character may find it difficult to trust non-human creatures.
The official Coalition line on the matter is: "Do not give pause in your beliefs. Unnatural invaders have the power, both psychic and magical, to influence your judgment. To listen to their words is to open oneself to evil. Stay clean. Stay pure. Kill them without hesitation or remorse, knowing that your actions save the human race."
The Occult
All CS citizens are taught that magic is a dangerous and unpredictable energy source responsible for many of today's problems. It is regarded as inherently evil, and this belief is hammered into the minds of Coalition citizens again and again. The use of magic in any way is prohibited in Coalition territory. This is supposedly done to protect humankind, not restrict it. Those who use magic are designated to be selfish fools or maniacs with no regard for human life. They are considered to be just as dangerous as any creature from the rifts and are never to be trusted (remember, they need no hand-held weapon to destroy with a whisper).
The Coalition shuns magic in all its forms. According to CS propaganda, magic blackens the soul and twists the mind. As evidence, the Coalition points a finger to the Federation of Magic – a poster child for the dark arts and demonic forces. The average CS citizen is terrified of magic and the supernatural, and will report the mere suspicion of magic in a heartbeat.
The official line is: "Magic is a thing from the rifts. Its energies are alien and corrupting. Those who are foolish enough to use it are placing all life in danger, for the energies are unstable and unpredictable. Magic attracts the supernatural. Magic is our doom. Do not trust it, nor those who use it, lest you are ready to betray all you believe in."
Powers of the Mind
The Coalition’s position on psychics is somewhat more complex than its rather black-and-white views on D-Bees and magic.
Generally speaking, psychics of all kinds are feared. The reason is that they are indistinguishable from normal people. The paranoia is that a psychic could be sitting among you and you would never know it. Further paranoia and loathing arises from the notion that the psychic could be reading someone's mind, or mentally manipulate others, or destroy a person with a thought. Unlike the practitioners of magic, who must usually speak a spell or take some noticeable action before they strike, the psychic does not have to make any indication of his true nature to attack. He can be sitting down, drinking a cup of coffee, and kill somebody without so much as blinking, and nobody will be able to tell where the attack came from. Or so the theory goes. In actuality, few psychics have the power to kill so easily, but those few are enough to fuel the flames of hate and fear.
The Coalition, long ago, capitalized on these fears by convincing its citizens that all psychics are a potential danger to ordinary people. This has resulted in the institution of the Psychic Registration Program (PRP). The PRP requires that all citizens must register if they exhibit paranormal abilities. Those who register are thoroughly examined to determine the extent of their powers, and placed in the PRP file. Minor psychics are simply recorded on a computer log. However, Major and Master psychics are required to submit to Identification Coding (IC). IC is a process in which a special, scannable bar code, about two inches square, is tattooed into the skin on the back of the neck and a tiny, scannable implant is placed under the skin in the chest. Both the tattoo and the implant (a double fail-safe system) will activate psi-scanners to alert security that a psychic is present. To refuse identification coding means being branded as a dissident and expelled from CS territory.
In recent decades, psychics have become a major component of the Coalition Army, represented by the special military division known as Psi-Battalion. Psi-Battalion (and its civilian cousin, Psi-Net) recruits, trains, and polices all CS psychics; everything from Dog Boys, Psi-Stalkers, and other Master Psychics, to CS civilians with latent psi-abilities. The success and distinguished performance of the psychics involved in these organizations has helped to garner some public goodwill and combat the stigma surrounding psionics. However, enormous prejudice still exists.
Despite the many services provided by loyal psychics over the years, CS society remains somewhat suspicious and unforgiving of those with psionic abilities, especially psychics who aren’t in the military or law enforcement. Psychic citizens face substantial bigotry in their day-to-day lives. Most are treated as second-class citizens and regarded as something less than human. Psi-Stalkers and Dog Boys will often follow around known psychics, and many businesses in the Coalition will not allow psychics on their premises. Psychics are also not permitted to have sexual relations or breed with non-psychics. Criminals with psionic abilities tend to receive much harsher sentences, and NEVER get the benefit of the doubt in trials. Crimes involving psionics are highly publicized.
Biological Purity
In response to the high incidence of genetic anomalies in humans since the Coming of the Rifts, the Coalition has established reproductive policies to “defend” humankind’s gene pool from contamination by alien/mutant genes. In the CS, sexual relations between normal human citizens and D-Bees or human mutants (i.e., human psychics or Psi-Stalkers) are strictly forbidden, and any progeny that may arise from such “unnatural” unions are ruthlessly killed or – more commonly – exiled from CS territory.
Human mutations are seen as dangerous aberrations that make the unfortunate soul less than human. Most CS soldiers feel a certain amount of sympathy for these people and may show them uncommon compassion. This is because the mutant's loss of humanity is not of their own doing — they are the victims of forces beyond their control. However, human mutants are NEVER knowingly allowed into the cities except under special and rare authorization permits.
There is one major exception to this, and that’s Psi-Stalkers. Those Psi-Stalkers who’ve become civilized and assimilate into normal human society may join the Coalition Military. In the military, Psi-Stalkers often head Dog Packs and specialize in hunting down magic-users and psychics. However this acceptance of Psi-Stalkers on the part of the CS has more to do with opportunism than tolerance. In the war against the supernatural, the abilities of the Psi-Stalkers make them much too valuable for the Coalition to simply dismiss. Consequently, the CS government long ago went on a massive propaganda campaign to convince its citizens that Psi-Stalkers were “fellow humans” and should be embraced by humanity. Though it took several decades, CS citizens eventually warmed up to Psi-Stalkers, much as they did Dog Boys and mutant animals. Still, the average CS citizen considers Psi-Stalkers “otherworldly” and more than a little frightening. Even the most faithful Psi-Stalker citizen is always regarded as second-class and less than human by the rest of CS society.
Super-powered or horrific-looking human mutants are considered to be monsters and are NEVER knowingly allowed into the cities for any reason. The same goes for non-Coalition “Wild” Psi-Stalkers.
Human Augmentation
Closely related to the purity doctrine is the Coalition’s attitude toward human augmentation. The CS has always opposed extreme forms of human augmentation, despite sitting on vast stores of such technology for years. The CS is easily capable of producing large numbers of super-soldiers, if it so desired: Cyborgs, Juicers, Crazies, etc. However, the CS Military has tried to avoid this route. The prevailing sentiment among Coalition citizens is that technologies that cause drastic alterations to the human mind and body are too dehumanizing, and the side effects too dangerous. Though limited physical enhancements are very acceptable and commonplace in the CS (such as a cybernetic implant for medical purposes, or in vitro genetic engineering to fix a birth defect), extreme forms of augmentation are viewed as “diluting” the purity of the human race. As such, the CS avoids using bionics, chemical augmentation, Mind-Over-Matter implants, or major genetic engineering to improve its own soldiers or citizenry.
That said, there have always been interest groups in the Coalition Military that have lobbied for the inclusion of augmented soldiers in the army. Over time, it has become too difficult for the CS leaders to dismiss the advantages provided by these technologies. Against M.D.C. creatures with supernatural strength and speed, normal humans are easily outmatched, but augmented humans help level the playing field. As a result, the Coalition Army has established a limited number of Cyborg and Juicer divisions. These soldiers are recent additions to the army and are considered experimental. At the moment, Juicer conversions and bionic implants are restricted to the military. Others form of augmentation, such as M.O.M. implants (which create Crazies), are still highly illegal.
The Coalition's obsession with biological purity is the primary motivation for the creation and enslavement of mutant animals. Though extensive tinkering with human genetics is very taboo in the CS, animal genetics are a different matter. Mutant animals (most notably Dog Boys) are used as laborers, soldiers, and special operatives throughout the States. They are usually dispatched to areas where the threat to human life is greatest, the thought being, “Why endanger human life when an ‘animal’ can pave the way?”
Alien Technology
All technology of non-human origin, or technology hailing “from the rifts,” is outlawed in the Coalition States. Those found using or carrying such technology are severely punished, and the tech itself is destroyed. The more bizarre or incomprehensible the technology – the greater the Coalition’s wrath.
While perhaps not as vilified as magic, alien tech is still very anathema to the Coalition. Part of this is due to a genuine, xenophobic distrust for anything non-human and extra-dimensional. Another part is simply the fact that the CS doesn’t want sophisticated tech potentially falling into the hands of its enemies, especially if said tech is superior to its own (because then the CS loses one of its biggest advantages – better equipment). Generally speaking, if the CS can’t build it or have it, then it doesn’t want anyone else to have it either. It’s this exact attitude that has motivated the Coalition to outlaw certain forms of man-made technology, as well, such as Glitter Boys. This also means that extra-dimensional high-tech manufacturers, such as Naruni Enterprises, are doubly hated and feared.
Forbidden Knowledge
As one can expect from a totalitarian government, the Coalition forbids, censors, and bans anything that challenges or goes against its way of thinking. What the CS considers “forbidden knowledge” is a broad category, covering everything from the ability to read and write, to certain books, artwork, documents, TV shows, and films. Such information, if not suppressed or destroyed outright, is subject to heavy editing, revision, and redaction before being shown to the public. Basically, the CS outlaws or alters anything that might give its citizens “wrong ideas.”
With the exception of Free Quebec, literacy is illegal in the Coalition States. Only a select few are afforded the permission to learn reading and writing. The reason for this is simple: the CS government wants to keep its people ignorant. A population that is ignorant is easier to manipulate and less likely to think for itself. Ignorance also breeds fear of the unknown, and fear makes the CS citizenry dependent on the government and the Emperor. Ignorance keeps people from thinking and questioning; it makes them docile sheep. Education and literacy, however, encourage people to ask questions and open their minds to other ideas and cultures. Those who can read may become exposed to information that the CS doesn’t want known, and they may begin to question or scrutinize core CS beliefs (“Why is magic evil?” or “Why are D-Bees dangerous to humanity?”). In the minds of Emperor Prosek and other Coalition leaders, literacy invites dangerous and subversive viewpoints. Consequently, the CS has made all books, magazines, and other reading materials illegal, except for those approved by the government. Furthermore, historical documents that disagree with the Coalition’s view of history are outlawed or heavily edited to promote CS ideals.
TV shows or films, especially those of pre-Rifts origin, may be regarded as forbidden knowledge to be banned or destroyed. This includes anything that promotes freedom of expression/speech, civil rights, equality, education, or interspecies harmony and brotherhood. Anything depicting Nazi Germany or fascism is also strictly outlawed (especially if it depicts these in a negative light).
To its citizens, the CS states that the government provides everything that one should ever need or want – food, medicine, employment, and protection. The typical CS citizen’s way of life is said to be right and good. CS soldiers are given some of the most powerful weapons and equipment in the known world, and fight the good fight as protectors of the people. There is no need for a citizen to read or write beyond the recognition of certain symbols and call numbers. There is no need to understand history or science. There is no need to understand much of anything. The government is always correct. The citizens’ job is to follow the instructions of the Emperor without hesitation and without question.
The official line is: "The Coalition will provide you all that you need. Anything more is an unhealthy distraction. Too much knowledge clouds the mind and opens one up to the dangers of magic and the inhuman. Focus on the task before you, live your life, and let the Emperor concentrate on all else.”
Statistics
Total Land Area: 1,158,392 sq mi. Note that this represents all territory claimed by the CS, but not necessarily under its control.
Total Population: Estimated at 14 million for the entire CS.
Pop. Demographics:
- 90% Human; 10% Other (Psi-Stalkers, mutant animals, and D-Bees)
- 12% of the Human population is psychic
- 50% of the Human population has some form of minor augmentation (cybernetics, gengineering, etc.)
- Less than 1% of the Human population has undergone major augmentation (‘Borgs, Juicers, etc.)
- 10% of the Human population is enrolled in the military.
Political System: Hereditary fascist military dictatorship.
Current Ruler: Emperor Charles Prosek.
Capitol: City of Chi-Town (capitol of the State of Chi-Town and the entire Coalition States)
Economic System: National socialism.
Currency: Universal Credit.
Languages: American, French, and Spanish. Languages of non-human origin are not recognized.
Religion: None. Organized religion is outlawed.
Education Level: Low, overall. Only roughly 30% of the entire CS population is literate or formally educated (most of whom are Quebecoi). Free Quebec is exceptional in that more than 70% of the populace is literate and has at least a high school level of education. In the other States, however, less than 15% of the population is literate or formally educated.
Magic: Outlawed. Zero tolerance for mages and creatures of magic.
Psionics: Tolerated, but highly monitored and controlled. All psychics must be registered with the government.
Technology: High. The average citizen has access to a mix of early to mid 21st century level tech. More sophisticated technology is generally reserved for the military and the residents of the fortress cities (particularly the rich).
Coalition Doctrine
Human Supremacy
Most Coalition citizens are dyed-in-the-wool human supremacists. They have been indoctrinated since birth to believe that all non-human creatures (“D-Bees” – short for Dimensional Beings) are invaders and a threat to human life. Earth, says the CS, belongs to humans, and humans alone. D-Bees are a threat to national security, justice, and freedom. They are a common enemy that the Coalition has been able to use to galvanize its population for war. Many people in the CS believe all sorts of ridiculous stereotypes and myths about D-Bees; everything from “They spread disease,” to “They eat human flesh.” Even the most open-minded CS character may find it difficult to trust non-human creatures.
The official Coalition line on the matter is: "Do not give pause in your beliefs. Unnatural invaders have the power, both psychic and magical, to influence your judgment. To listen to their words is to open oneself to evil. Stay clean. Stay pure. Kill them without hesitation or remorse, knowing that your actions save the human race."
The Occult
All CS citizens are taught that magic is a dangerous and unpredictable energy source responsible for many of today's problems. It is regarded as inherently evil, and this belief is hammered into the minds of Coalition citizens again and again. The use of magic in any way is prohibited in Coalition territory. This is supposedly done to protect humankind, not restrict it. Those who use magic are designated to be selfish fools or maniacs with no regard for human life. They are considered to be just as dangerous as any creature from the rifts and are never to be trusted (remember, they need no hand-held weapon to destroy with a whisper).
The Coalition shuns magic in all its forms. According to CS propaganda, magic blackens the soul and twists the mind. As evidence, the Coalition points a finger to the Federation of Magic – a poster child for the dark arts and demonic forces. The average CS citizen is terrified of magic and the supernatural, and will report the mere suspicion of magic in a heartbeat.
The official line is: "Magic is a thing from the rifts. Its energies are alien and corrupting. Those who are foolish enough to use it are placing all life in danger, for the energies are unstable and unpredictable. Magic attracts the supernatural. Magic is our doom. Do not trust it, nor those who use it, lest you are ready to betray all you believe in."
Powers of the Mind
The Coalition’s position on psychics is somewhat more complex than its rather black-and-white views on D-Bees and magic.
Generally speaking, psychics of all kinds are feared. The reason is that they are indistinguishable from normal people. The paranoia is that a psychic could be sitting among you and you would never know it. Further paranoia and loathing arises from the notion that the psychic could be reading someone's mind, or mentally manipulate others, or destroy a person with a thought. Unlike the practitioners of magic, who must usually speak a spell or take some noticeable action before they strike, the psychic does not have to make any indication of his true nature to attack. He can be sitting down, drinking a cup of coffee, and kill somebody without so much as blinking, and nobody will be able to tell where the attack came from. Or so the theory goes. In actuality, few psychics have the power to kill so easily, but those few are enough to fuel the flames of hate and fear.
The Coalition, long ago, capitalized on these fears by convincing its citizens that all psychics are a potential danger to ordinary people. This has resulted in the institution of the Psychic Registration Program (PRP). The PRP requires that all citizens must register if they exhibit paranormal abilities. Those who register are thoroughly examined to determine the extent of their powers, and placed in the PRP file. Minor psychics are simply recorded on a computer log. However, Major and Master psychics are required to submit to Identification Coding (IC). IC is a process in which a special, scannable bar code, about two inches square, is tattooed into the skin on the back of the neck and a tiny, scannable implant is placed under the skin in the chest. Both the tattoo and the implant (a double fail-safe system) will activate psi-scanners to alert security that a psychic is present. To refuse identification coding means being branded as a dissident and expelled from CS territory.
In recent decades, psychics have become a major component of the Coalition Army, represented by the special military division known as Psi-Battalion. Psi-Battalion (and its civilian cousin, Psi-Net) recruits, trains, and polices all CS psychics; everything from Dog Boys, Psi-Stalkers, and other Master Psychics, to CS civilians with latent psi-abilities. The success and distinguished performance of the psychics involved in these organizations has helped to garner some public goodwill and combat the stigma surrounding psionics. However, enormous prejudice still exists.
Despite the many services provided by loyal psychics over the years, CS society remains somewhat suspicious and unforgiving of those with psionic abilities, especially psychics who aren’t in the military or law enforcement. Psychic citizens face substantial bigotry in their day-to-day lives. Most are treated as second-class citizens and regarded as something less than human. Psi-Stalkers and Dog Boys will often follow around known psychics, and many businesses in the Coalition will not allow psychics on their premises. Psychics are also not permitted to have sexual relations or breed with non-psychics. Criminals with psionic abilities tend to receive much harsher sentences, and NEVER get the benefit of the doubt in trials. Crimes involving psionics are highly publicized.
Biological Purity
In response to the high incidence of genetic anomalies in humans since the Coming of the Rifts, the Coalition has established reproductive policies to “defend” humankind’s gene pool from contamination by alien/mutant genes. In the CS, sexual relations between normal human citizens and D-Bees or human mutants (i.e., human psychics or Psi-Stalkers) are strictly forbidden, and any progeny that may arise from such “unnatural” unions are ruthlessly killed or – more commonly – exiled from CS territory.
Human mutations are seen as dangerous aberrations that make the unfortunate soul less than human. Most CS soldiers feel a certain amount of sympathy for these people and may show them uncommon compassion. This is because the mutant's loss of humanity is not of their own doing — they are the victims of forces beyond their control. However, human mutants are NEVER knowingly allowed into the cities except under special and rare authorization permits.
There is one major exception to this, and that’s Psi-Stalkers. Those Psi-Stalkers who’ve become civilized and assimilate into normal human society may join the Coalition Military. In the military, Psi-Stalkers often head Dog Packs and specialize in hunting down magic-users and psychics. However this acceptance of Psi-Stalkers on the part of the CS has more to do with opportunism than tolerance. In the war against the supernatural, the abilities of the Psi-Stalkers make them much too valuable for the Coalition to simply dismiss. Consequently, the CS government long ago went on a massive propaganda campaign to convince its citizens that Psi-Stalkers were “fellow humans” and should be embraced by humanity. Though it took several decades, CS citizens eventually warmed up to Psi-Stalkers, much as they did Dog Boys and mutant animals. Still, the average CS citizen considers Psi-Stalkers “otherworldly” and more than a little frightening. Even the most faithful Psi-Stalker citizen is always regarded as second-class and less than human by the rest of CS society.
Super-powered or horrific-looking human mutants are considered to be monsters and are NEVER knowingly allowed into the cities for any reason. The same goes for non-Coalition “Wild” Psi-Stalkers.
Human Augmentation
Closely related to the purity doctrine is the Coalition’s attitude toward human augmentation. The CS has always opposed extreme forms of human augmentation, despite sitting on vast stores of such technology for years. The CS is easily capable of producing large numbers of super-soldiers, if it so desired: Cyborgs, Juicers, Crazies, etc. However, the CS Military has tried to avoid this route. The prevailing sentiment among Coalition citizens is that technologies that cause drastic alterations to the human mind and body are too dehumanizing, and the side effects too dangerous. Though limited physical enhancements are very acceptable and commonplace in the CS (such as a cybernetic implant for medical purposes, or in vitro genetic engineering to fix a birth defect), extreme forms of augmentation are viewed as “diluting” the purity of the human race. As such, the CS avoids using bionics, chemical augmentation, Mind-Over-Matter implants, or major genetic engineering to improve its own soldiers or citizenry.
That said, there have always been interest groups in the Coalition Military that have lobbied for the inclusion of augmented soldiers in the army. Over time, it has become too difficult for the CS leaders to dismiss the advantages provided by these technologies. Against M.D.C. creatures with supernatural strength and speed, normal humans are easily outmatched, but augmented humans help level the playing field. As a result, the Coalition Army has established a limited number of Cyborg and Juicer divisions. These soldiers are recent additions to the army and are considered experimental. At the moment, Juicer conversions and bionic implants are restricted to the military. Others form of augmentation, such as M.O.M. implants (which create Crazies), are still highly illegal.
The Coalition's obsession with biological purity is the primary motivation for the creation and enslavement of mutant animals. Though extensive tinkering with human genetics is very taboo in the CS, animal genetics are a different matter. Mutant animals (most notably Dog Boys) are used as laborers, soldiers, and special operatives throughout the States. They are usually dispatched to areas where the threat to human life is greatest, the thought being, “Why endanger human life when an ‘animal’ can pave the way?”
Alien Technology
All technology of non-human origin, or technology hailing “from the rifts,” is outlawed in the Coalition States. Those found using or carrying such technology are severely punished, and the tech itself is destroyed. The more bizarre or incomprehensible the technology – the greater the Coalition’s wrath.
While perhaps not as vilified as magic, alien tech is still very anathema to the Coalition. Part of this is due to a genuine, xenophobic distrust for anything non-human and extra-dimensional. Another part is simply the fact that the CS doesn’t want sophisticated tech potentially falling into the hands of its enemies, especially if said tech is superior to its own (because then the CS loses one of its biggest advantages – better equipment). Generally speaking, if the CS can’t build it or have it, then it doesn’t want anyone else to have it either. It’s this exact attitude that has motivated the Coalition to outlaw certain forms of man-made technology, as well, such as Glitter Boys. This also means that extra-dimensional high-tech manufacturers, such as Naruni Enterprises, are doubly hated and feared.
Forbidden Knowledge
As one can expect from a totalitarian government, the Coalition forbids, censors, and bans anything that challenges or goes against its way of thinking. What the CS considers “forbidden knowledge” is a broad category, covering everything from the ability to read and write, to certain books, artwork, documents, TV shows, and films. Such information, if not suppressed or destroyed outright, is subject to heavy editing, revision, and redaction before being shown to the public. Basically, the CS outlaws or alters anything that might give its citizens “wrong ideas.”
With the exception of Free Quebec, literacy is illegal in the Coalition States. Only a select few are afforded the permission to learn reading and writing. The reason for this is simple: the CS government wants to keep its people ignorant. A population that is ignorant is easier to manipulate and less likely to think for itself. Ignorance also breeds fear of the unknown, and fear makes the CS citizenry dependent on the government and the Emperor. Ignorance keeps people from thinking and questioning; it makes them docile sheep. Education and literacy, however, encourage people to ask questions and open their minds to other ideas and cultures. Those who can read may become exposed to information that the CS doesn’t want known, and they may begin to question or scrutinize core CS beliefs (“Why is magic evil?” or “Why are D-Bees dangerous to humanity?”). In the minds of Emperor Prosek and other Coalition leaders, literacy invites dangerous and subversive viewpoints. Consequently, the CS has made all books, magazines, and other reading materials illegal, except for those approved by the government. Furthermore, historical documents that disagree with the Coalition’s view of history are outlawed or heavily edited to promote CS ideals.
TV shows or films, especially those of pre-Rifts origin, may be regarded as forbidden knowledge to be banned or destroyed. This includes anything that promotes freedom of expression/speech, civil rights, equality, education, or interspecies harmony and brotherhood. Anything depicting Nazi Germany or fascism is also strictly outlawed (especially if it depicts these in a negative light).
To its citizens, the CS states that the government provides everything that one should ever need or want – food, medicine, employment, and protection. The typical CS citizen’s way of life is said to be right and good. CS soldiers are given some of the most powerful weapons and equipment in the known world, and fight the good fight as protectors of the people. There is no need for a citizen to read or write beyond the recognition of certain symbols and call numbers. There is no need to understand history or science. There is no need to understand much of anything. The government is always correct. The citizens’ job is to follow the instructions of the Emperor without hesitation and without question.
The official line is: "The Coalition will provide you all that you need. Anything more is an unhealthy distraction. Too much knowledge clouds the mind and opens one up to the dangers of magic and the inhuman. Focus on the task before you, live your life, and let the Emperor concentrate on all else.”
CS Communities
State Capitols – The Fortress Cities
Fortress cities are massive, self-contained arcologies that serve as the capitol of each Coalition State (the exception being New Chillicothe in Missouri, which is a conventional city). They are the largest urban population centers in North America, and represent the locus of CS life, politics, military strength, and manufacturing power. Rather than open-air municipalities filled with buildings and skyscrapers pointing to the clouds, fortress cities are trapezoidal monstrosities of mega-damage concrete and steel stretching thousands of feet into the air. These mega-structures are only possible due to the Coalition’s understanding of Golden Age structural engineering and its knowledge of manufacturing light weight M.D.C. building materials. These arcologies have their own power sources (fusion reactors), and are all equipped with medical centers, hydroponic farms, waste management, water reclamation, recycling systems, environmental systems, and more. The fortress cities are mostly self-sufficient and could live sealed from the outside world for quite a while, though they aren’t capable of sustaining a population indefinitely.
The imposing image of the great fortress cities, such as Chi-Town, has become synonymous with the Coalition States. They are symbols of CS power and ingenuity that can be seen from miles away. Each fortress city is divided into levels (usually 40-50), with each level being several stories high and containing multi-story buildings, homes, businesses and facilities. In essence, each level of the fortress city has its own cityscape. The Coalition has four fortress cities (Chi-Town City, Quebec City, Lonestar City, and the City of Iron), with a fifth – called New Waukegan – currently being built along the western shore of Lake Michigan. When completed, it will be the largest arcology in the five Coalition States.
All Coalition fortress cities follow roughly the same pattern of design, albeit with some differences in size and subtle variations in architecture. The higher levels of the arcologies are always more affluent, cleaner, and better protected. The lower levels of the arcologies are usually uglier and more prone to crime. Residents of the lower levels (4-22) are not allowed access to the upper levels, where the wealthier citizens live and work, without a special work pass or visitor’s pass. Residents of the higher levels of the fortress city can travel to any level without restriction except the non-residential, high security levels (1-3). Access to each city level is heavily guarded, and those found on residential levels where they don’t belong are brought in for questioning and fined.
The upper levels, beginning at about Levels 23-35, are the domain of the upper middle class and the wealthy. Each level has attractive stores, entertainment centers, and parks.
Levels 35 and above are for the very wealthy and the political elite. Residents of these high levels are known as Lofties or Highsiders.
Levels 4-22 are the homes of the lower middle class and the poor. The lower one goes, the older and shabbier the cities become. This is the home of City Rats, cyber-clinics, bargain stores, pawnshops, drug dens, and the Black Market. The lowest levels look almost like sewers and are as corrupt and dangerous as the `Burbs. These are places of shattered dreams where too many of the hopeful, waiting patiently beyond the city's walls, fall between the cracks and end up suffocating in humanity's own cruelty and apathy. Residents of these levels are known as Grungers and Lowsiders.
Levels 1-3 of each fortress city are usually reserved as high security government and military levels. These non-residential levels contain military facilities, research facilities, and manufacturing plants, as well as the city’s critical systems. All subterranean levels are maximum security areas restricted to the most powerful and elite members of the Coalition in that State.
State Capitols – The Fortress Cities
Fortress cities are massive, self-contained arcologies that serve as the capitol of each Coalition State (the exception being New Chillicothe in Missouri, which is a conventional city). They are the largest urban population centers in North America, and represent the locus of CS life, politics, military strength, and manufacturing power. Rather than open-air municipalities filled with buildings and skyscrapers pointing to the clouds, fortress cities are trapezoidal monstrosities of mega-damage concrete and steel stretching thousands of feet into the air. These mega-structures are only possible due to the Coalition’s understanding of Golden Age structural engineering and its knowledge of manufacturing light weight M.D.C. building materials. These arcologies have their own power sources (fusion reactors), and are all equipped with medical centers, hydroponic farms, waste management, water reclamation, recycling systems, environmental systems, and more. The fortress cities are mostly self-sufficient and could live sealed from the outside world for quite a while, though they aren’t capable of sustaining a population indefinitely.
The imposing image of the great fortress cities, such as Chi-Town, has become synonymous with the Coalition States. They are symbols of CS power and ingenuity that can be seen from miles away. Each fortress city is divided into levels (usually 40-50), with each level being several stories high and containing multi-story buildings, homes, businesses and facilities. In essence, each level of the fortress city has its own cityscape. The Coalition has four fortress cities (Chi-Town City, Quebec City, Lonestar City, and the City of Iron), with a fifth – called New Waukegan – currently being built along the western shore of Lake Michigan. When completed, it will be the largest arcology in the five Coalition States.
All Coalition fortress cities follow roughly the same pattern of design, albeit with some differences in size and subtle variations in architecture. The higher levels of the arcologies are always more affluent, cleaner, and better protected. The lower levels of the arcologies are usually uglier and more prone to crime. Residents of the lower levels (4-22) are not allowed access to the upper levels, where the wealthier citizens live and work, without a special work pass or visitor’s pass. Residents of the higher levels of the fortress city can travel to any level without restriction except the non-residential, high security levels (1-3). Access to each city level is heavily guarded, and those found on residential levels where they don’t belong are brought in for questioning and fined.
The upper levels, beginning at about Levels 23-35, are the domain of the upper middle class and the wealthy. Each level has attractive stores, entertainment centers, and parks.
Levels 35 and above are for the very wealthy and the political elite. Residents of these high levels are known as Lofties or Highsiders.
Levels 4-22 are the homes of the lower middle class and the poor. The lower one goes, the older and shabbier the cities become. This is the home of City Rats, cyber-clinics, bargain stores, pawnshops, drug dens, and the Black Market. The lowest levels look almost like sewers and are as corrupt and dangerous as the `Burbs. These are places of shattered dreams where too many of the hopeful, waiting patiently beyond the city's walls, fall between the cracks and end up suffocating in humanity's own cruelty and apathy. Residents of these levels are known as Grungers and Lowsiders.
Levels 1-3 of each fortress city are usually reserved as high security government and military levels. These non-residential levels contain military facilities, research facilities, and manufacturing plants, as well as the city’s critical systems. All subterranean levels are maximum security areas restricted to the most powerful and elite members of the Coalition in that State.
The ‘Burbs
"Burbs" is the slang term for the shanty towns that spring up around cities and strongholds within the Coalition States, particularly around the great fortress cities. Like the suburbs of old, they are sprawling communities surrounding a large city. However, they are a far cry from the manicured residential communities that once surrounded the cities of pre-Rifts Earth. Most ‘Burbs are slums composed of hovels inhabited by the poor, hoodlums, refugees, immigrants, rejects, and the dregs of society.
The ‘Burbs were originally supposed to be a temporary holding zone for human refugees applying for citizenship in the Coalition States, and/or petitioning to work in one of the great fortress cities. Peasants, farmers, wilderness folk, and refugees from other kingdoms throughout North America come in droves to the well-defended, prosperous and peaceful Coalition cities. Unable and unwilling to accommodate everybody, the local CS officials are forced to push the multitudes away, beyond their city limits. These hopeful masses are instructed to wait patiently for their citizenship applications to be reviewed and evaluated. Here, on the outskirts of salvation, many of those told to wait do just that – they pitch a tent or build a shack… and wait. Furthermore, many of those who are refused citizenship stay as well, since they often have no better place to be.
Long ago, the CS government made the mistake of letting these immigrants stay, figuring that sooner or later they would leave, but they never did. In fact, most Burbs continue to grow, with new ones occasionally springing up and old ones expanding with urban sprawl. As time passed, such temporary communities became permanent or semi-permanent and have attracted hundred to hundreds of thousands of hopeful refugees, squatters and riff-raff, as well as the criminal element, and even non-humans.
In the early days, the Coalition Military would forcibly remove the squatters, sometimes escorting them hundreds of miles away, but many would return within a few weeks, joined by other hopeful newcomers, to rebuild. No matter how many times these people were routed and the shanty towns leveled, they kept coming back. To complicate matters, at least a third of these people really were eligible candidates for citizenship or work permits, forced to languish with the less fortunate as they waited. Even when extreme violence was used, the refugees kept returning. Finally, the CS government gave up and allowed the shanty towns to flourish, "like weeds outside the garden," as the Emperor once commented.
Although the Coalition government has accepted the existence of the Burbs, they are not thrilled by their existence and have established some harsh policies concerning them. These policies are designed to keep the Burbs weak, submissive and non-threatening. They also give the CS the right to intercede, invade, and attack the Burbs to protect their own interests without formally declaring war or having good cause — the slightest suspicion of magic or illegal activity can incite the Coalition to take extreme action. The inhabitants of the ‘Burbs has learned to accept these conditions as realities.
The ‘Burbs are dangerous, nearly lawless ghettos filled with rampant crime, sickness, and despair. The Black Market has a firm presence in these places, and attacks by monsters from the surrounding wilderness are a frequent problem. The Coalition Dead Boys who patrol the ‘Burbs tend to be corrupt and abusive, and the CS Military regularly engages in violent crackdowns intended to purge the shanty towns of D-Bees, magic-users, rogue psychics, and recidivists. However, despite the low quality of life, many humans consider the ‘Burbs a preferable alternative to living in the monster-filled wilderness beyond CS territory.
Cities
As popular and safe as the fortress cities may be, the CS is also home to a number of smaller, conventional cities that are not fortified super-bunkers. Between the five Coalition States, there are several dozen traditional cities; the State of Chi-Town alone has twelve small to mid-sized urban centers in addition to the Chi-Town fortress city. These municipalities have populations that number in the tens to hundreds of thousands, and technology that almost rivals the tech of the State capitols. These places enjoy mass transit, excellent sanitation, localized intranets, better security, and other benefits of high-tech city life. The cities are also sources of industry and manufacturing. Though not nearly as prolific as the manufacturing capabilities of the arcologies, conventional CS cities still make a substantial contribution to the gross national product. A majority of employment opportunities in the CS are located at or near cities, so it’s not uncommon for rural residents to commute to their jobs in the cities.
Coalition cities are sometimes fortified by walls or watchtowers, and are usually situated near an active military base or outpost. This guarantees that, in the case of an emergency, the city will get a rapid response (within minutes). Because of their larger populations and manufacturing capabilities, urban centers tend to be more closely monitored and protected than rural towns and villages. The ‘Burbs around these cities are much smaller than those around the arcologies, if they exist at all.
Rural Communities
Many Coalition citizens reside in small towns, villages and hamlets scattered throughout CS territory. In particular, there are numerous rural communities found in the Illinois section of Chi-Town, the heartlands of Free Quebec and Iron Heart, and the portion of Missouri north of the Missouri River (Lonestar has very few communities due to the harsh environment and threat of the Pecos Empire). These places are populated by citizens who’ve chosen to live away from the Coalition’s cities, either because they are employed in the agricultural field, or because they prefer rural life to the congestion and urban decay of city life. Such communities are lightly or moderately populated (1,000 to 10,000 people), and mainly draw their revenue from farming, ranching, mining, lumber, and small businesses. Away from the cities, technology in these places is more limited and modest, but still better than what’s generally available to wilderness folk. Coalition patrols check on these communities regularly to semi-regularly, depending on how isolated they are, and there is typically about one military base/outpost for every 2-10 towns and villages.
There is danger in rural living. Even in CS territory, villages and towns are vulnerable to attack by bandits, demons, sorcerers from the Federation of Magic, and monsters from the surrounding wilderness. Though communities near a CS military base can expect fast response times if there happens to be a threat, a majority of CS villages and towns aren’t so lucky. For isolated rural communities, the CS Army might take anywhere from five to fifteen minutes (sometimes longer) to respond to a distress call – more than enough time for a rampaging creature to level a village, or a sorcerer to attack and then escape back through a rift. As large as the Coalition Army may be, it patrols and protects more than a million square miles of territory. Consequently, the CS can only do so much, and the rate of attrition for villages and towns in Coalition territory is surprisingly high (though much better than communities outside the CS). This only goes to show why many humans flock directly to the Coalition’s fortress cities, and why so many people choose life in the ‘Burbs over taking their chances in the countryside.
"Burbs" is the slang term for the shanty towns that spring up around cities and strongholds within the Coalition States, particularly around the great fortress cities. Like the suburbs of old, they are sprawling communities surrounding a large city. However, they are a far cry from the manicured residential communities that once surrounded the cities of pre-Rifts Earth. Most ‘Burbs are slums composed of hovels inhabited by the poor, hoodlums, refugees, immigrants, rejects, and the dregs of society.
The ‘Burbs were originally supposed to be a temporary holding zone for human refugees applying for citizenship in the Coalition States, and/or petitioning to work in one of the great fortress cities. Peasants, farmers, wilderness folk, and refugees from other kingdoms throughout North America come in droves to the well-defended, prosperous and peaceful Coalition cities. Unable and unwilling to accommodate everybody, the local CS officials are forced to push the multitudes away, beyond their city limits. These hopeful masses are instructed to wait patiently for their citizenship applications to be reviewed and evaluated. Here, on the outskirts of salvation, many of those told to wait do just that – they pitch a tent or build a shack… and wait. Furthermore, many of those who are refused citizenship stay as well, since they often have no better place to be.
Long ago, the CS government made the mistake of letting these immigrants stay, figuring that sooner or later they would leave, but they never did. In fact, most Burbs continue to grow, with new ones occasionally springing up and old ones expanding with urban sprawl. As time passed, such temporary communities became permanent or semi-permanent and have attracted hundred to hundreds of thousands of hopeful refugees, squatters and riff-raff, as well as the criminal element, and even non-humans.
In the early days, the Coalition Military would forcibly remove the squatters, sometimes escorting them hundreds of miles away, but many would return within a few weeks, joined by other hopeful newcomers, to rebuild. No matter how many times these people were routed and the shanty towns leveled, they kept coming back. To complicate matters, at least a third of these people really were eligible candidates for citizenship or work permits, forced to languish with the less fortunate as they waited. Even when extreme violence was used, the refugees kept returning. Finally, the CS government gave up and allowed the shanty towns to flourish, "like weeds outside the garden," as the Emperor once commented.
Although the Coalition government has accepted the existence of the Burbs, they are not thrilled by their existence and have established some harsh policies concerning them. These policies are designed to keep the Burbs weak, submissive and non-threatening. They also give the CS the right to intercede, invade, and attack the Burbs to protect their own interests without formally declaring war or having good cause — the slightest suspicion of magic or illegal activity can incite the Coalition to take extreme action. The inhabitants of the ‘Burbs has learned to accept these conditions as realities.
The ‘Burbs are dangerous, nearly lawless ghettos filled with rampant crime, sickness, and despair. The Black Market has a firm presence in these places, and attacks by monsters from the surrounding wilderness are a frequent problem. The Coalition Dead Boys who patrol the ‘Burbs tend to be corrupt and abusive, and the CS Military regularly engages in violent crackdowns intended to purge the shanty towns of D-Bees, magic-users, rogue psychics, and recidivists. However, despite the low quality of life, many humans consider the ‘Burbs a preferable alternative to living in the monster-filled wilderness beyond CS territory.
Cities
As popular and safe as the fortress cities may be, the CS is also home to a number of smaller, conventional cities that are not fortified super-bunkers. Between the five Coalition States, there are several dozen traditional cities; the State of Chi-Town alone has twelve small to mid-sized urban centers in addition to the Chi-Town fortress city. These municipalities have populations that number in the tens to hundreds of thousands, and technology that almost rivals the tech of the State capitols. These places enjoy mass transit, excellent sanitation, localized intranets, better security, and other benefits of high-tech city life. The cities are also sources of industry and manufacturing. Though not nearly as prolific as the manufacturing capabilities of the arcologies, conventional CS cities still make a substantial contribution to the gross national product. A majority of employment opportunities in the CS are located at or near cities, so it’s not uncommon for rural residents to commute to their jobs in the cities.
Coalition cities are sometimes fortified by walls or watchtowers, and are usually situated near an active military base or outpost. This guarantees that, in the case of an emergency, the city will get a rapid response (within minutes). Because of their larger populations and manufacturing capabilities, urban centers tend to be more closely monitored and protected than rural towns and villages. The ‘Burbs around these cities are much smaller than those around the arcologies, if they exist at all.
Rural Communities
Many Coalition citizens reside in small towns, villages and hamlets scattered throughout CS territory. In particular, there are numerous rural communities found in the Illinois section of Chi-Town, the heartlands of Free Quebec and Iron Heart, and the portion of Missouri north of the Missouri River (Lonestar has very few communities due to the harsh environment and threat of the Pecos Empire). These places are populated by citizens who’ve chosen to live away from the Coalition’s cities, either because they are employed in the agricultural field, or because they prefer rural life to the congestion and urban decay of city life. Such communities are lightly or moderately populated (1,000 to 10,000 people), and mainly draw their revenue from farming, ranching, mining, lumber, and small businesses. Away from the cities, technology in these places is more limited and modest, but still better than what’s generally available to wilderness folk. Coalition patrols check on these communities regularly to semi-regularly, depending on how isolated they are, and there is typically about one military base/outpost for every 2-10 towns and villages.
There is danger in rural living. Even in CS territory, villages and towns are vulnerable to attack by bandits, demons, sorcerers from the Federation of Magic, and monsters from the surrounding wilderness. Though communities near a CS military base can expect fast response times if there happens to be a threat, a majority of CS villages and towns aren’t so lucky. For isolated rural communities, the CS Army might take anywhere from five to fifteen minutes (sometimes longer) to respond to a distress call – more than enough time for a rampaging creature to level a village, or a sorcerer to attack and then escape back through a rift. As large as the Coalition Army may be, it patrols and protects more than a million square miles of territory. Consequently, the CS can only do so much, and the rate of attrition for villages and towns in Coalition territory is surprisingly high (though much better than communities outside the CS). This only goes to show why many humans flock directly to the Coalition’s fortress cities, and why so many people choose life in the ‘Burbs over taking their chances in the countryside.
Border Security & Customs
The Coalition tries its best to be vigilant about border security, but the problem is that CS territory is incredibly vast. There are thousands of miles of borders to patrol. As such, it’s nearly impossible for the CS to monitor or prevent the immense flow of transients that cross into or out of the States. Thousands of people illegally enter and leave Coalition territory every year without getting caught. Smart travelers who remain inconspicuous and stick to the wilderness can often trespass through Coalition lands with little to no chance of being detected. The ‘Burbs are a perfect example of illegal immigration in the Coalition States, and CS authorities have been unable to stem the yearly influx of new non-citizens that add to the growing populations of these shanty towns.
For visiting non-citizens who want to legally enter a Coalition State, a Visitor’s Permit must be acquired. This is a temporary visa that authorizes the visitor to step foot on Coalition sovereign land for a set period of time. To receive a permit, the visitor must proceed to the nearest Coalition military base or border outpost. He is required to pledge on video that he will avoid trouble and uphold the law. A brief background check is performed, and meanwhile, the visitor is forced to watch a 15 minute video presentation about fundamental customs and acceptable social behavior in the Coalition States. All luggage, packages, and personal items are inspected, and anything deemed inappropriate for any reason (real or imagined) must be left behind, particularly books, religious items, and questionable recordings. Any contraband (drugs, magic items, alien technology) is confiscated, and the owner imprisoned.
Visitor’s Permits are small plastic cards made from a unique nano-polymer with a holographic inlay, designed to be very difficult to counterfeit (though the Black Market can do so, with varying degrees of success). There are different types of Visitor’s Permits, based on the areas a visitor wishes to access and for how long. Non-citizens (specifically humans) caught in CS territory without Visitor’s Permits usually receive a severe beating and are escorted back across the border; repeat offenders are summarily executed.
General Access Permits allow visitors basic entry into CS territory. With such a permit, a visitor may enter most CS villages, towns, and regular cities, and they are required even if one is just passing through Coalition lands. These documents come in the form of Day Passes (24 hours), 2-Day Passes (48 hours), and Week Passes. The visitors also get one of their hands temporarily imprinted with a durable ink bar code that can be scanned by most business establishments, the military, and the ISS. The bar code is 2x1.5 inches, and acts as a second form of I.D. in case the visitor’s permit gets lost, stolen or destroyed. Scanning the bar code reveals the visitor’s name, I.D. number, type of pass, time and date or admittance, time and date of permit expiration, and place of entry. In addition, the bar code allows authorities to identify non-citizens at a glance.
Access to one of the fortress cities is much stricter and requires a rare Special Access Permit that is available upon advanced request (generally needs about two weeks for processing). Visitors must undergo extensive scanning by high-tech sensors and psychics, as well as examination by a doctor. They must also agree to wear a simple tracking device, specifically a microchip that size of a fruit fly, behind their ear or under their arm. In virtually all cases, visitor access to a fortress city is restricted to special shopping, services and communication facilities located on levels 2, 3 and 4. Access time is usually limited to 4, 8 and 12 hour passes, though non-citizens visiting family in a fortress city may be allowed to renew their special permits for several days or even weeks.
Entry into a CS city, arcology, or military base is an intense process. All visitors must pass through a heavily armed and defended point of entry — the Coalition's idea of Customs and Immigration. At each of these checkpoints are ISS Inspectors and PRP Psi-Net agents. Psi-Stalkers and Dog Boys search for the presence of magic, psionics, and the supernatural. Dog Boys and Psi-Stalkers also detect for human-looking D-Bees, as well as dragons and other shape-changing creatures. In addition, these port of entry guards utilize a battery of special sensors and optic systems to "scan" visitors for unnatural signatures and concealed weapons. Those who fall under suspicion are escorted to a holding area for a more thorough examination. Such examinations may include a battery of tests, physical examination and further psionic scanning by high level Psi-Stalkers, CS Mind Melters, or the most sensitive Dog Boys. If there is the slightest doubt or suspicion, the visitor is usually declined entry and escorted beyond city limits.
There are several notable regulations regarding access to the Coalition States:
The Coalition tries its best to be vigilant about border security, but the problem is that CS territory is incredibly vast. There are thousands of miles of borders to patrol. As such, it’s nearly impossible for the CS to monitor or prevent the immense flow of transients that cross into or out of the States. Thousands of people illegally enter and leave Coalition territory every year without getting caught. Smart travelers who remain inconspicuous and stick to the wilderness can often trespass through Coalition lands with little to no chance of being detected. The ‘Burbs are a perfect example of illegal immigration in the Coalition States, and CS authorities have been unable to stem the yearly influx of new non-citizens that add to the growing populations of these shanty towns.
For visiting non-citizens who want to legally enter a Coalition State, a Visitor’s Permit must be acquired. This is a temporary visa that authorizes the visitor to step foot on Coalition sovereign land for a set period of time. To receive a permit, the visitor must proceed to the nearest Coalition military base or border outpost. He is required to pledge on video that he will avoid trouble and uphold the law. A brief background check is performed, and meanwhile, the visitor is forced to watch a 15 minute video presentation about fundamental customs and acceptable social behavior in the Coalition States. All luggage, packages, and personal items are inspected, and anything deemed inappropriate for any reason (real or imagined) must be left behind, particularly books, religious items, and questionable recordings. Any contraband (drugs, magic items, alien technology) is confiscated, and the owner imprisoned.
Visitor’s Permits are small plastic cards made from a unique nano-polymer with a holographic inlay, designed to be very difficult to counterfeit (though the Black Market can do so, with varying degrees of success). There are different types of Visitor’s Permits, based on the areas a visitor wishes to access and for how long. Non-citizens (specifically humans) caught in CS territory without Visitor’s Permits usually receive a severe beating and are escorted back across the border; repeat offenders are summarily executed.
General Access Permits allow visitors basic entry into CS territory. With such a permit, a visitor may enter most CS villages, towns, and regular cities, and they are required even if one is just passing through Coalition lands. These documents come in the form of Day Passes (24 hours), 2-Day Passes (48 hours), and Week Passes. The visitors also get one of their hands temporarily imprinted with a durable ink bar code that can be scanned by most business establishments, the military, and the ISS. The bar code is 2x1.5 inches, and acts as a second form of I.D. in case the visitor’s permit gets lost, stolen or destroyed. Scanning the bar code reveals the visitor’s name, I.D. number, type of pass, time and date or admittance, time and date of permit expiration, and place of entry. In addition, the bar code allows authorities to identify non-citizens at a glance.
Access to one of the fortress cities is much stricter and requires a rare Special Access Permit that is available upon advanced request (generally needs about two weeks for processing). Visitors must undergo extensive scanning by high-tech sensors and psychics, as well as examination by a doctor. They must also agree to wear a simple tracking device, specifically a microchip that size of a fruit fly, behind their ear or under their arm. In virtually all cases, visitor access to a fortress city is restricted to special shopping, services and communication facilities located on levels 2, 3 and 4. Access time is usually limited to 4, 8 and 12 hour passes, though non-citizens visiting family in a fortress city may be allowed to renew their special permits for several days or even weeks.
Entry into a CS city, arcology, or military base is an intense process. All visitors must pass through a heavily armed and defended point of entry — the Coalition's idea of Customs and Immigration. At each of these checkpoints are ISS Inspectors and PRP Psi-Net agents. Psi-Stalkers and Dog Boys search for the presence of magic, psionics, and the supernatural. Dog Boys and Psi-Stalkers also detect for human-looking D-Bees, as well as dragons and other shape-changing creatures. In addition, these port of entry guards utilize a battery of special sensors and optic systems to "scan" visitors for unnatural signatures and concealed weapons. Those who fall under suspicion are escorted to a holding area for a more thorough examination. Such examinations may include a battery of tests, physical examination and further psionic scanning by high level Psi-Stalkers, CS Mind Melters, or the most sensitive Dog Boys. If there is the slightest doubt or suspicion, the visitor is usually declined entry and escorted beyond city limits.
There are several notable regulations regarding access to the Coalition States:
- Power armor, robot vehicles, military vehicles (tanks, APCs, etc.), and any vehicles with weapon systems are NOT allowed in CS territory and must be locked away in an impound yard near the border during the duration of the visitor’s stay.
- Unmanned robots (such as robotic mounts, drones or automated servants) are not permitted in the Coalition, except via special government clearance. Owners are held responsible for any trouble/damages caused by their robots.
- Upon entering a populated area (village, town or city), visitors must leave body armor and weapons in a locker with the local authorities (typically the ISS).
- Visitors with a criminal record in any of the Coalition States may be denied entry.
- Cyborgs are allowed in the CS, but must first agree to a full examination and have all of their weapon systems taken offline by a Cyber-Doc. This is done at the Cyborg’s expense (5,000-10,000 credits per weapon), and if he wishes to have his weapon systems re-engaged when leaving the CS, then he must again pay out of his own pocket.
- Juicers are only allowed into the CS by special government clearance (and usually in the company of a security detail), while Crazies are almost never permitted entry under any circumstances.
- Psychic humans are allowed into the CS, but must truthfully indicate all known abilities and acquiesce to a full psionic assessment. They must also agree to register with the Coalition’s Psychic Registration Program, and must receive either a temporary or permanent IC implant. Psychics who agree to all of this get a 100 credit voucher (redeemable at all CS stores and banks) and are given preferential treatment on future visits. Mind Melters are never knowingly permitted entry into CS territory under any circumstances.
- Human mutants are rarely allowed into CS territory; the exception to this being “Civilized” Psi-Stalkers. Such Psi-Stalkers are subject to all the same conditions as psychic visitors. Wild Psi-Stalkers are considered dangerous savages and are never allowed into Coalition lands.
- D-Bees, practitioners of magic, and supernatural creatures are NEVER knowingly allowed into the Coalition. However, an exception may be made for D-Bee slaves owned by a human (especially if that human is wealthy or powerful). In such cases, the slave must be supervised at all times, and the owner is held responsible if the slave causes any trouble or damage. D-Bee slaves with dangerous powers are never permitted entry.
Overview by State
Chi-Town
Capitol: City of Chi-Town
Population: 5.8 million
Land Area: 85,229 sq mi.
Governor: Colonel Joseph Prosek II
Chi-Town, also called Chicagoland, is the most populated, most advanced, and most powerful member of the Coalition. It is the seat of power for the States, home to Emperor Prosek, and the source of everything, good and evil, that comes out of this nation.
The Coalition State of Chi-Town encompasses northern Illinois and all of Iowa. The Iowa section is 70% farmland and 30% livestock, pigs and cattle. Tiny farm communities are found every 50 miles (80 km) or so. Only the occasional military base and squad of SAMAS power armor or Sky Cycles on patrol in the skies above breaks the peace and beauty of the countryside. Human troops and Dog Packs patrol the borders and keep the peace. Estimated total population is 1.3 million.
The Illinois portion of the State is the undisputed hub of North American civilization. Hundreds of small towns and villages dot the land around a dozen large cities. Each city has an average population of between 150,000 to 240,000, the towns 1000-10,000. The pervasive presence of the military is evident everywhere. Despite the dictatorial government of the last 40 years, the people seem quite content and blissful. The anti-magic and human supremacist attitude is reinforced here, due, at least in part, to the territory's history of struggle against supernatural fiends and the on-going vendetta of the Federation of Magic.
Despite the name, Chi-Town is NOT built on or near the pre-Rifts city of Chicago. The ruins of old Chicago are located 80 miles northeast of Chi-Town and are claimed as part of the State. Due to the presence of ley lines and constant rift activity, old Chicago is cordoned off and vigilantly patrolled by the Coalition Army. This is to prevent demons and magic-users from setting up in the Coalition’s own backyard.
The Fortress City of Chi-Town, capitol of the Coalition States, is the seat of the Coalition government, the iron fist of the military, the mother of propaganda, and home of the illustrious Emperor Karl Prosek. It towers over the surrounding `Burbs like a man-made mountain. Inside, the city boasts a population of 2.2 million and is a comparative paradise. There is even a university and medical/science center on level 40, near the very top. Underground, beneath Level 1, is the Imperial Sanctum – personal residence of Emperor Prosek and the Imperial family. The Imperial Sanctum is said to be one of the safest places to live on Rifts Earth; virtually impenetrable, even to nuclear bombardment.
The Chi-Town `Burbs spread across the land for miles around the fortified city. They range from small city-like communities with 10 and 15 story buildings scattered among the homes and smaller 2-4 story businesses and dwellings, to the pathetic tents and shacks of the shanty-towns on the furthest outskirts.
Capitol: City of Chi-Town
Population: 5.8 million
Land Area: 85,229 sq mi.
Governor: Colonel Joseph Prosek II
Chi-Town, also called Chicagoland, is the most populated, most advanced, and most powerful member of the Coalition. It is the seat of power for the States, home to Emperor Prosek, and the source of everything, good and evil, that comes out of this nation.
The Coalition State of Chi-Town encompasses northern Illinois and all of Iowa. The Iowa section is 70% farmland and 30% livestock, pigs and cattle. Tiny farm communities are found every 50 miles (80 km) or so. Only the occasional military base and squad of SAMAS power armor or Sky Cycles on patrol in the skies above breaks the peace and beauty of the countryside. Human troops and Dog Packs patrol the borders and keep the peace. Estimated total population is 1.3 million.
The Illinois portion of the State is the undisputed hub of North American civilization. Hundreds of small towns and villages dot the land around a dozen large cities. Each city has an average population of between 150,000 to 240,000, the towns 1000-10,000. The pervasive presence of the military is evident everywhere. Despite the dictatorial government of the last 40 years, the people seem quite content and blissful. The anti-magic and human supremacist attitude is reinforced here, due, at least in part, to the territory's history of struggle against supernatural fiends and the on-going vendetta of the Federation of Magic.
Despite the name, Chi-Town is NOT built on or near the pre-Rifts city of Chicago. The ruins of old Chicago are located 80 miles northeast of Chi-Town and are claimed as part of the State. Due to the presence of ley lines and constant rift activity, old Chicago is cordoned off and vigilantly patrolled by the Coalition Army. This is to prevent demons and magic-users from setting up in the Coalition’s own backyard.
The Fortress City of Chi-Town, capitol of the Coalition States, is the seat of the Coalition government, the iron fist of the military, the mother of propaganda, and home of the illustrious Emperor Karl Prosek. It towers over the surrounding `Burbs like a man-made mountain. Inside, the city boasts a population of 2.2 million and is a comparative paradise. There is even a university and medical/science center on level 40, near the very top. Underground, beneath Level 1, is the Imperial Sanctum – personal residence of Emperor Prosek and the Imperial family. The Imperial Sanctum is said to be one of the safest places to live on Rifts Earth; virtually impenetrable, even to nuclear bombardment.
The Chi-Town `Burbs spread across the land for miles around the fortified city. They range from small city-like communities with 10 and 15 story buildings scattered among the homes and smaller 2-4 story businesses and dwellings, to the pathetic tents and shacks of the shanty-towns on the furthest outskirts.
Free Quebec
Capitol: Quebec City
Population: 4 million
Land Area: 527,079 sq mi. (Quebec Heartland: 210,832 sq mi.)
Governor: Prime Minister James Lorne
Quebec is located in the original French Canadian province of the same name. Politically, militarily, and economically, Free Quebec is one of the most powerful states in the Coalition, second only to Chi-Town. It is the largest state in land area, and the second largest in population. A majority of the state is sparsely populated Canadian wilderness and tundra, with most citizens residing in Quebec’s heartland (the southeastern portion of the province).
As with the other members of the CS, Quebec is a technologically advanced, human supremacist nation that embraces a strict anti-magic philosophy. However, the French-speaking people of Quebec (the Quebecoi) are well-known for their free-spiritedness and strong sense of cultural/national identity. Unlike the other Coalition States, which tend to fall quietly in line behind the dictates of Chi-Town and Emperor Prosek, Free Quebec has always bristled against Chi-Town’s rules and leadership. Over the years, this has been the source of numerous tensions and diplomatic disputes between the two powers. Quebec differs from its fellow states in several important ways:
Firstly, the Quebecoi are – in a few respects – even more rabidly human supremacist than their brethren in the other states (if that can be believed). They are strongly opposed to using Psi-Stalkers, Dog Boys, and even psychics in their military, arguing that such creatures are no less monstrous than D-Bees and magic-users. Though Chi-Town requires that Free Quebec deploy these troops in military operations, the Quebecoi use them in much fewer numbers than other states.
Secondly, Free Quebec is a major proponent of human augmentation, something which contrasts with the prevailing purist sentiments found in the rest of the CS. While most of the Coalition tries to steer clear of technology that causes drastic alterations to the human body, the Quebecoi have always had a love affair with human augmentation and enhancement. As a result, Free Quebec has a much larger number of Cyborgs and Juicers serving in its military than other states.
Thirdly, the Quebecoi leadership harbors a certain paranoia toward advanced artificial intelligence, believing that it’s dangerous to place too much dependence upon technology with a mind of its own (the rationale being that such technology can be subverted by magic, psionics, or even mundane sabotage). Consequently, Free Quebec makes very little use of the Skelebot legions commonly found throughout other parts of the CS military. The Quebecoi prefer to rely upon technology that requires the direction of a flesh and blood human (e.g., power armor and robot vehicles).
Fourthly, the government of Free Quebec has always disagreed with the Coalition’s policy of forced illiteracy. All Quebecoi have access to books and formal education. This is a major point of contention between Free Quebec and the other States. However, though the Quebecoi support education, this does not mean that they are progressive or free-thinking. The nation still practices extensive censorship, and a great deal of video and reading materials are banned.
Fifthly, there is the issue of Glitter Boys. Generations before joining the Coalition States, Free Quebec maintained a large armed force of pre-Rifts Glitter Boys. These suits of power armor have long been a staple of Quebec’s military might and national identity. However, because the Coalition doesn’t know how to manufacture new Glitter Boys or how to control their proliferation, the CS long ago decided to make Glitter Boy technology illegal. The Quebecoi, nonetheless, blatantly disregarded this directive, and to this day, Free Quebec refuses to disband its Glitter Boy forces and conform to standardized CS combat units. The Glitter Boy dispute is perhaps the biggest source of conflict between Quebec and the other states. Chi-Town just barely tolerates Free Quebec’s insubordination and has never dropped the issue, continuing to periodically press the Quebecoi leadership about abandoning the suits. Some scholars speculate that, were Free Quebec ever to secede from the Coalition, this might be the issue that prompts it.
Capitol: Quebec City
Population: 4 million
Land Area: 527,079 sq mi. (Quebec Heartland: 210,832 sq mi.)
Governor: Prime Minister James Lorne
Quebec is located in the original French Canadian province of the same name. Politically, militarily, and economically, Free Quebec is one of the most powerful states in the Coalition, second only to Chi-Town. It is the largest state in land area, and the second largest in population. A majority of the state is sparsely populated Canadian wilderness and tundra, with most citizens residing in Quebec’s heartland (the southeastern portion of the province).
As with the other members of the CS, Quebec is a technologically advanced, human supremacist nation that embraces a strict anti-magic philosophy. However, the French-speaking people of Quebec (the Quebecoi) are well-known for their free-spiritedness and strong sense of cultural/national identity. Unlike the other Coalition States, which tend to fall quietly in line behind the dictates of Chi-Town and Emperor Prosek, Free Quebec has always bristled against Chi-Town’s rules and leadership. Over the years, this has been the source of numerous tensions and diplomatic disputes between the two powers. Quebec differs from its fellow states in several important ways:
Firstly, the Quebecoi are – in a few respects – even more rabidly human supremacist than their brethren in the other states (if that can be believed). They are strongly opposed to using Psi-Stalkers, Dog Boys, and even psychics in their military, arguing that such creatures are no less monstrous than D-Bees and magic-users. Though Chi-Town requires that Free Quebec deploy these troops in military operations, the Quebecoi use them in much fewer numbers than other states.
Secondly, Free Quebec is a major proponent of human augmentation, something which contrasts with the prevailing purist sentiments found in the rest of the CS. While most of the Coalition tries to steer clear of technology that causes drastic alterations to the human body, the Quebecoi have always had a love affair with human augmentation and enhancement. As a result, Free Quebec has a much larger number of Cyborgs and Juicers serving in its military than other states.
Thirdly, the Quebecoi leadership harbors a certain paranoia toward advanced artificial intelligence, believing that it’s dangerous to place too much dependence upon technology with a mind of its own (the rationale being that such technology can be subverted by magic, psionics, or even mundane sabotage). Consequently, Free Quebec makes very little use of the Skelebot legions commonly found throughout other parts of the CS military. The Quebecoi prefer to rely upon technology that requires the direction of a flesh and blood human (e.g., power armor and robot vehicles).
Fourthly, the government of Free Quebec has always disagreed with the Coalition’s policy of forced illiteracy. All Quebecoi have access to books and formal education. This is a major point of contention between Free Quebec and the other States. However, though the Quebecoi support education, this does not mean that they are progressive or free-thinking. The nation still practices extensive censorship, and a great deal of video and reading materials are banned.
Fifthly, there is the issue of Glitter Boys. Generations before joining the Coalition States, Free Quebec maintained a large armed force of pre-Rifts Glitter Boys. These suits of power armor have long been a staple of Quebec’s military might and national identity. However, because the Coalition doesn’t know how to manufacture new Glitter Boys or how to control their proliferation, the CS long ago decided to make Glitter Boy technology illegal. The Quebecoi, nonetheless, blatantly disregarded this directive, and to this day, Free Quebec refuses to disband its Glitter Boy forces and conform to standardized CS combat units. The Glitter Boy dispute is perhaps the biggest source of conflict between Quebec and the other states. Chi-Town just barely tolerates Free Quebec’s insubordination and has never dropped the issue, continuing to periodically press the Quebecoi leadership about abandoning the suits. Some scholars speculate that, were Free Quebec ever to secede from the Coalition, this might be the issue that prompts it.
Iron Heart
Capitol: City of Iron
Population: 2.7 million
Land Area: 207,799 sq mi. (Iron Heart Proper: 51,507 sq mi)
Governor: Isla Itomas
Iron Heart is located in southern Canada, claiming as its territory nearly the entire northeastern region of the old province of Ontario. Its capitol is a fortified super-city known as the City of Iron, built upon the remnants of what was once the Canadian city of Sudbury. As with the other Coalition States, Iron Heart is a technologically advanced, anti-magic, human supremacist nation. In fact, even before joining the Coalition, Iron Heart’s citizens were known for their “witch hunts,” in which D-Bees and magic-users were hunted down and brutally slaughtered, en masse.
Iron Heart is perhaps the most industrious of the Coalition States, representing a large portion of the Empire’s manufacturing power. Its territory houses endless smoke-belching factories, foundries, mines, sawmills, and industrial facilities, all churning out the latest in Coalition equipment. Large swathes of Canadian wilderness fill the void between the state’s cities and towns. The state has access to vast natural resources and supplies the CS with huge amounts of raw materials – everything from coal and lumber to iron ore and precious metals.
Iron Heart is a model member of the Coalition States. Unlike rebellious Free Quebec, Iron Heart always backs the decisions of Chi-Town. Within its cities, CS laws are followed to the letter, and Emperor Prosek is regarded with near-religious reverence. Iron Heart’s military is a sterling example of Coalition organization and efficiency. The state is especially renowned for its wilderness scouts and Psi-Stalkers, who are among the finest the CS has to offer. No one provides better trackers and long range recon soldiers than Iron Heart. Furthermore, the state’s proximity to the Xiticix Hivelands means that its people are foremost experts in the Xiticix and how to combat them.
Capitol: City of Iron
Population: 2.7 million
Land Area: 207,799 sq mi. (Iron Heart Proper: 51,507 sq mi)
Governor: Isla Itomas
Iron Heart is located in southern Canada, claiming as its territory nearly the entire northeastern region of the old province of Ontario. Its capitol is a fortified super-city known as the City of Iron, built upon the remnants of what was once the Canadian city of Sudbury. As with the other Coalition States, Iron Heart is a technologically advanced, anti-magic, human supremacist nation. In fact, even before joining the Coalition, Iron Heart’s citizens were known for their “witch hunts,” in which D-Bees and magic-users were hunted down and brutally slaughtered, en masse.
Iron Heart is perhaps the most industrious of the Coalition States, representing a large portion of the Empire’s manufacturing power. Its territory houses endless smoke-belching factories, foundries, mines, sawmills, and industrial facilities, all churning out the latest in Coalition equipment. Large swathes of Canadian wilderness fill the void between the state’s cities and towns. The state has access to vast natural resources and supplies the CS with huge amounts of raw materials – everything from coal and lumber to iron ore and precious metals.
Iron Heart is a model member of the Coalition States. Unlike rebellious Free Quebec, Iron Heart always backs the decisions of Chi-Town. Within its cities, CS laws are followed to the letter, and Emperor Prosek is regarded with near-religious reverence. Iron Heart’s military is a sterling example of Coalition organization and efficiency. The state is especially renowned for its wilderness scouts and Psi-Stalkers, who are among the finest the CS has to offer. No one provides better trackers and long range recon soldiers than Iron Heart. Furthermore, the state’s proximity to the Xiticix Hivelands means that its people are foremost experts in the Xiticix and how to combat them.
Lone Star
Capitol: Lonestar City
Population: 500,000
Land Area: 268,581 sq mi. (Northern Quadrant: 51,774 sq mi.)
Governor: General Loni Kashbrook
Officially, the CS claims all of old Texas as part of the State of Lonestar. However, the reality is that the CS only controls the northernmost quarter of the region, from Odessa to Amarillo and east to Fort Worth. This area is known as the Northern Quadrant, and it’s the only portion of Texas in which the Coalition has unconditional control. The remainder of Texas is either free wilderness, or dominated by the Pecos Empire.
The state is one of the Coalition’s most fiercely protected assets. The reason for this is the Lonestar Complex, a massive pre-Rifts military base where the Coalition creates and trains its legions of Psi-Hounds and other mutant animals. The complex is a sprawling, cutting edge facility jam-packed with top-secret genetics labs, medical facilities, bionics and robotics facilities, and more – most of which are located underground. Long ago, Coalition explorers accidently discovered the complex and found it largely untouched by the Great Cataclysm. Realizing the enormity of its discovery, the CS quickly annexed the surrounding territory and established the State of Lonestar. A city has since formed around the surface portion of the complex (known as Lonestar City). This community is unique in that half the population is composed of mutant animals.
Lonestar is essentially the Coalition’s center of research and development. The state exports little other than expendable mutant soldiers, but it’s a major source of new designs and innovations in Coalition technology. Lonestar’s science and research facilities are some of the best in the world, and they’re under the direct control of a genius named Doctor Desmond Bradford. He operates with complete autonomy as long as he keeps producing results. Unlike the other military and science divisions, Doctor Bradford reports directly to Emperor Prosek and must endure only one annual inspection. This means the work here is so ultra-secret that only the Emperor has any inkling of what is being conducted. Many are the rumors about the secret experiments run by Doctor Bradford in the depths of the Lonestar Complex…
Due to the hostile frontier environment and the constant threat of raids by the Pecos Empire, Lonestar remains very lightly populated. Emperor Prosek is currently trying to change this by offering incentives to humans willing to colonize the region.
Capitol: Lonestar City
Population: 500,000
Land Area: 268,581 sq mi. (Northern Quadrant: 51,774 sq mi.)
Governor: General Loni Kashbrook
Officially, the CS claims all of old Texas as part of the State of Lonestar. However, the reality is that the CS only controls the northernmost quarter of the region, from Odessa to Amarillo and east to Fort Worth. This area is known as the Northern Quadrant, and it’s the only portion of Texas in which the Coalition has unconditional control. The remainder of Texas is either free wilderness, or dominated by the Pecos Empire.
The state is one of the Coalition’s most fiercely protected assets. The reason for this is the Lonestar Complex, a massive pre-Rifts military base where the Coalition creates and trains its legions of Psi-Hounds and other mutant animals. The complex is a sprawling, cutting edge facility jam-packed with top-secret genetics labs, medical facilities, bionics and robotics facilities, and more – most of which are located underground. Long ago, Coalition explorers accidently discovered the complex and found it largely untouched by the Great Cataclysm. Realizing the enormity of its discovery, the CS quickly annexed the surrounding territory and established the State of Lonestar. A city has since formed around the surface portion of the complex (known as Lonestar City). This community is unique in that half the population is composed of mutant animals.
Lonestar is essentially the Coalition’s center of research and development. The state exports little other than expendable mutant soldiers, but it’s a major source of new designs and innovations in Coalition technology. Lonestar’s science and research facilities are some of the best in the world, and they’re under the direct control of a genius named Doctor Desmond Bradford. He operates with complete autonomy as long as he keeps producing results. Unlike the other military and science divisions, Doctor Bradford reports directly to Emperor Prosek and must endure only one annual inspection. This means the work here is so ultra-secret that only the Emperor has any inkling of what is being conducted. Many are the rumors about the secret experiments run by Doctor Bradford in the depths of the Lonestar Complex…
Due to the hostile frontier environment and the constant threat of raids by the Pecos Empire, Lonestar remains very lightly populated. Emperor Prosek is currently trying to change this by offering incentives to humans willing to colonize the region.
Missouri
Capitol: New Chillicothe
Population: 1 million
Land Area: 69,704 sq mi.
Governor: Joshua Kimber
This is the weakest and most vulnerable of the Coalition States. Much of it is open farmland and cattle ranches, making it the bread basket of the Coalition. In that regard, it is very important, but Missouri is far from a military or political power. Many critics of the CS have accused Missouri of being a puppet of Chi-Town and Emperor Prosek. The State of Missouri always supports the positions of the Emperor and Chi-Town. In truth, the area was given official "State" status in an effort to surround Chi-Town with allies and provide a reason to drive D-Bees and independent settlers from the territory. As a result, the State of Missouri (which includes the southern half of what was once Iowa) is a buffer zone for Chi-Town and lands claimed for future human settlement. The CS has pumped a great deal of money and resources into the development of Missouri, which is quickly becoming a new haven for humankind. However, the State is lightly populated, with an estimated 1 million CS citizens and perhaps another 50,000 squatters.
The land north of the Missouri River (an arm of the Mississippi River) is predominantly farms, with a couple dozen little communities and one major city, New Chillicothe, civilian population: 98,000. It is the seat of the Missouri government and a major military base equipped with a full battalion of SAMAS and a company of Spider Skull Walkers, bolstered by a score of giant urban assault robots. Below the Missouri River is mostly wilderness, with scattered Coalition settlements and/or military outposts here and there.
Capitol: New Chillicothe
Population: 1 million
Land Area: 69,704 sq mi.
Governor: Joshua Kimber
This is the weakest and most vulnerable of the Coalition States. Much of it is open farmland and cattle ranches, making it the bread basket of the Coalition. In that regard, it is very important, but Missouri is far from a military or political power. Many critics of the CS have accused Missouri of being a puppet of Chi-Town and Emperor Prosek. The State of Missouri always supports the positions of the Emperor and Chi-Town. In truth, the area was given official "State" status in an effort to surround Chi-Town with allies and provide a reason to drive D-Bees and independent settlers from the territory. As a result, the State of Missouri (which includes the southern half of what was once Iowa) is a buffer zone for Chi-Town and lands claimed for future human settlement. The CS has pumped a great deal of money and resources into the development of Missouri, which is quickly becoming a new haven for humankind. However, the State is lightly populated, with an estimated 1 million CS citizens and perhaps another 50,000 squatters.
The land north of the Missouri River (an arm of the Mississippi River) is predominantly farms, with a couple dozen little communities and one major city, New Chillicothe, civilian population: 98,000. It is the seat of the Missouri government and a major military base equipped with a full battalion of SAMAS and a company of Spider Skull Walkers, bolstered by a score of giant urban assault robots. Below the Missouri River is mostly wilderness, with scattered Coalition settlements and/or military outposts here and there.
The Coalition Government
The CS government calls itself a republic, with both elected and appointed officials. However, despite some of the outward trappings of democracy and socialism, the reality is that Coalition States are a totalitarian dictatorship controlled by the Prosek Regime. Ultimate authority over the Armed Forces, government, and all affairs of the States rests with Charles "Karl" Prosek, the Supreme Commander-and-Chief of the Army and Emperor-for-Life of the Coalition States. His son, trusted generals and other Heads of State counsel and advise him as members of the Coalition States Executive Counsel, but even they serve to implement his master plan — a vision of conquest and power shared by all participants, from the highest ranking general to the humblest citizen.
The Prosek Regime operates via the manipulation of the people through a powerful sense of unity, nationalism, purpose and power. As is typical of fascism, the CS government uses war as a vehicle to unite and motivate its citizenry. War helps to make the people believe that they have control over their destiny and gives them a (misguided) sense of patriotism, empowerment, control, and strength. The government of the Coalition States is built upon imperialism and militarism. Human survival in a world filled with alien monsters, supernatural demons, D-bees and magic would have been impossible without a powerful army. Not surprisingly, the largest and most powerful institution in the CS is the Coalition Army. Lines between governmental and military positions are often quite blurred in the Coalition, and many members of the Coalition Army double as political leaders in various branches of civilian government. This is not only acceptable in the CS, but expected and encouraged.
Though the Coalition is not technically a stratocracy, the military does oversee many governmental functions, including most scientific research and development, as well as the dissemination of technology, education and information/propaganda. Thus, the military is the first to benefit from new technology and is the power that decides what technology and knowledge is suitable for the masses. They are, in every sense of the word, "the" power in the Coalition States, with Emperor Prosek, his son, and their handpicked and loyal supporters at the top of the heap. The people don't complain (they don't even care) because their lives are so (comparatively) good under the guidance and control of the Emperor and the omnipresent military guardians. Decades of propaganda has created a complacent society who embraces their lifestyle.
In the Coalition, there is no freedom of the press because the military, under the Department of Public Information (a.k.a. the Propaganda Department), controls the press and the dispensing of all information in all of its forms; television, film, radio, public broadcasting, computer networks, print, and even public assembly and addresses.
Structure
Superficially, the Coalition is a federacy with power assymetrically divided among the states (the State of Chi-Town is top dog, politically, economically, and militarily). There are several levels of government, starting with municipal, then territorial (think districts or provinces), then state, and finally culminating with the Executive Counsel and the Emperor himself. This structure is what occasionally gives the Coalition the appearance of having some democratic elements. However, any semblance of state or municipal sovereignty is just an illusion, since the real power is in the hands of the Emperor. Political autonomy within the CS exists solely because the Emperor allows it.
Each city in the Coalition is administrated by a High Mayor. The High Mayors of a particular district, in turn, answer to a Territorial Representative, and all the Territorial Representatives of a single Coalition State answer to the State Governor. State Governors are often also high ranking military officers, as is the case with Lone Star’s governor Loni Kashbrook, who is also a Three-Bar General in the CS Army. At each level of government, there exist many of the same positions that once existed in the pre-Rifts American government, such as treasurers, superintendents, comptrollers, deputy chiefs, lieutenant governors, etc.
Free Quebec, in keeping with its iconoclastic ways, is run by a Prime Minister, who effectively serves the same role as a State Governor, although he works in conjunction with his own cabinet of ministers called the National Assembly.
Emperor Prosek
Emperor Charles "Karl" Prosek is the iconic dictator who rules the Coalition States. Originally the “chairman-elect” of Chi-Town, he eventually cultivated enough political influence to bloodlessly seize control of the Coalition government and declare himself “Emperor.” The Prosek Regime has ruled the CS for decades, its dreams of power and glory driving the Coalition on its campaigns of conquest.
Known for his charismatic speeches and military acumen, Emperor Prosek has formed a cult of personality around himself, not unlike Stalin and Mao. Some have described him as having the best traits of Genghis Khan, Julius Caesar, Napoleon Bonaparte, and Adolph Hitler. Over the years, he has proven himself to be a strong leader, as well as an adept administrator, manipulator, strategist, and politician with a keen eye for long-range planning, setting into motion the things necessary to shape the future to his will. He is acutely aware of his strengths and weaknesses, and compensates for the latter by turning to trusted advisors who excel in those areas.
As the supreme leader of the Coalition States, Emperor Prosek is the most loved and most hated man in North America. His face can be seen on video broadcasts, holo-feeds, banners, and propaganda posters throughout the Domain of Man. To Coalition citizens and many humans, he’s like a living god. To D-Bees and magic-users, he’s the ultimate symbol of evil and bigotry.
The Executive Counsel
The Executive Counsel is something like a presidential cabinet composed of the heads of government. Among the Executive Counsel are the most influential people in the Coalition States. In matters of war, military strategies, tactics and operations, the Emperor usually defers to the wisdom and judgment of the Counsel. Likewise, when it comes to the dissemination of information and the manipulation of the people, the Emperor may make suggestions and insist that certain issues be addressed or policies be implemented, but he leaves the details to his son and the other experts he employs. The Emperor also tries to avoid reacting to anything without first getting the opinions of the Counsel members
However, ultimately, it is the Emperor who has the final word on all things concerning the Coalition States. His power is unrestricted and absolute. The Executive Counsel is a powerful advisory board that can (and does) make military suggestions and design entire military campaigns, but cannot implement them without the approval of the Emperor and the General of the Army. Thus, the Coalition Executive Counsel, as a political entity, cannot issue direct commands to the Army unless it is through the General of the Army and his command officers. If the order is coming from one of the lower ranking Generals, even someone like General Cabot, he or she must have cleared the operation with General Charles Reed Baxter at High Command. This is a deliberate fail-safe measure implemented by the Emperor himself. Thus, with the exception of General Baxter, not even the Emperor’s own son can mobilize and command any portion of the Coalition Army without the authorization of the Military High Command or Charles Prosek himself.
The CS government calls itself a republic, with both elected and appointed officials. However, despite some of the outward trappings of democracy and socialism, the reality is that Coalition States are a totalitarian dictatorship controlled by the Prosek Regime. Ultimate authority over the Armed Forces, government, and all affairs of the States rests with Charles "Karl" Prosek, the Supreme Commander-and-Chief of the Army and Emperor-for-Life of the Coalition States. His son, trusted generals and other Heads of State counsel and advise him as members of the Coalition States Executive Counsel, but even they serve to implement his master plan — a vision of conquest and power shared by all participants, from the highest ranking general to the humblest citizen.
The Prosek Regime operates via the manipulation of the people through a powerful sense of unity, nationalism, purpose and power. As is typical of fascism, the CS government uses war as a vehicle to unite and motivate its citizenry. War helps to make the people believe that they have control over their destiny and gives them a (misguided) sense of patriotism, empowerment, control, and strength. The government of the Coalition States is built upon imperialism and militarism. Human survival in a world filled with alien monsters, supernatural demons, D-bees and magic would have been impossible without a powerful army. Not surprisingly, the largest and most powerful institution in the CS is the Coalition Army. Lines between governmental and military positions are often quite blurred in the Coalition, and many members of the Coalition Army double as political leaders in various branches of civilian government. This is not only acceptable in the CS, but expected and encouraged.
Though the Coalition is not technically a stratocracy, the military does oversee many governmental functions, including most scientific research and development, as well as the dissemination of technology, education and information/propaganda. Thus, the military is the first to benefit from new technology and is the power that decides what technology and knowledge is suitable for the masses. They are, in every sense of the word, "the" power in the Coalition States, with Emperor Prosek, his son, and their handpicked and loyal supporters at the top of the heap. The people don't complain (they don't even care) because their lives are so (comparatively) good under the guidance and control of the Emperor and the omnipresent military guardians. Decades of propaganda has created a complacent society who embraces their lifestyle.
In the Coalition, there is no freedom of the press because the military, under the Department of Public Information (a.k.a. the Propaganda Department), controls the press and the dispensing of all information in all of its forms; television, film, radio, public broadcasting, computer networks, print, and even public assembly and addresses.
Structure
Superficially, the Coalition is a federacy with power assymetrically divided among the states (the State of Chi-Town is top dog, politically, economically, and militarily). There are several levels of government, starting with municipal, then territorial (think districts or provinces), then state, and finally culminating with the Executive Counsel and the Emperor himself. This structure is what occasionally gives the Coalition the appearance of having some democratic elements. However, any semblance of state or municipal sovereignty is just an illusion, since the real power is in the hands of the Emperor. Political autonomy within the CS exists solely because the Emperor allows it.
Each city in the Coalition is administrated by a High Mayor. The High Mayors of a particular district, in turn, answer to a Territorial Representative, and all the Territorial Representatives of a single Coalition State answer to the State Governor. State Governors are often also high ranking military officers, as is the case with Lone Star’s governor Loni Kashbrook, who is also a Three-Bar General in the CS Army. At each level of government, there exist many of the same positions that once existed in the pre-Rifts American government, such as treasurers, superintendents, comptrollers, deputy chiefs, lieutenant governors, etc.
Free Quebec, in keeping with its iconoclastic ways, is run by a Prime Minister, who effectively serves the same role as a State Governor, although he works in conjunction with his own cabinet of ministers called the National Assembly.
Emperor Prosek
Emperor Charles "Karl" Prosek is the iconic dictator who rules the Coalition States. Originally the “chairman-elect” of Chi-Town, he eventually cultivated enough political influence to bloodlessly seize control of the Coalition government and declare himself “Emperor.” The Prosek Regime has ruled the CS for decades, its dreams of power and glory driving the Coalition on its campaigns of conquest.
Known for his charismatic speeches and military acumen, Emperor Prosek has formed a cult of personality around himself, not unlike Stalin and Mao. Some have described him as having the best traits of Genghis Khan, Julius Caesar, Napoleon Bonaparte, and Adolph Hitler. Over the years, he has proven himself to be a strong leader, as well as an adept administrator, manipulator, strategist, and politician with a keen eye for long-range planning, setting into motion the things necessary to shape the future to his will. He is acutely aware of his strengths and weaknesses, and compensates for the latter by turning to trusted advisors who excel in those areas.
As the supreme leader of the Coalition States, Emperor Prosek is the most loved and most hated man in North America. His face can be seen on video broadcasts, holo-feeds, banners, and propaganda posters throughout the Domain of Man. To Coalition citizens and many humans, he’s like a living god. To D-Bees and magic-users, he’s the ultimate symbol of evil and bigotry.
The Executive Counsel
The Executive Counsel is something like a presidential cabinet composed of the heads of government. Among the Executive Counsel are the most influential people in the Coalition States. In matters of war, military strategies, tactics and operations, the Emperor usually defers to the wisdom and judgment of the Counsel. Likewise, when it comes to the dissemination of information and the manipulation of the people, the Emperor may make suggestions and insist that certain issues be addressed or policies be implemented, but he leaves the details to his son and the other experts he employs. The Emperor also tries to avoid reacting to anything without first getting the opinions of the Counsel members
However, ultimately, it is the Emperor who has the final word on all things concerning the Coalition States. His power is unrestricted and absolute. The Executive Counsel is a powerful advisory board that can (and does) make military suggestions and design entire military campaigns, but cannot implement them without the approval of the Emperor and the General of the Army. Thus, the Coalition Executive Counsel, as a political entity, cannot issue direct commands to the Army unless it is through the General of the Army and his command officers. If the order is coming from one of the lower ranking Generals, even someone like General Cabot, he or she must have cleared the operation with General Charles Reed Baxter at High Command. This is a deliberate fail-safe measure implemented by the Emperor himself. Thus, with the exception of General Baxter, not even the Emperor’s own son can mobilize and command any portion of the Coalition Army without the authorization of the Military High Command or Charles Prosek himself.
- Colonel Joseph Prosek II: Charles Prosek’s only living son and heir-to-the-Imperial-Throne. Head of Propaganda at the Department of Public Information, State Governor of Chi-Town, and Chairman of the Executive Counsel; Chi-Town.
- General of the Army, Charles Reed Baxter: Five-Star general, Chi-Town.
- General Marshal Cabot: Three-Bar General and veteran of numerous CS military campaigns. General Cabot is a long-time friend and confidant to the Prosek family. Chi-Town.
- General Loni Kashbrook: Head of Lone Star Operations & Administration; Three-Bar General, Lone Star.
- General Apollo Lucitonis: Head of the Military's Department of Special Divisions (DSD), a Two-Bar General; Chi-Town.
- General Thomas Lopez: ISS Commander-in-Chief, Four-Bar General; Headquarters is Chi-Town.
- Judge Bradley Martindale: Head of the Justice Department, Chi-Town
- Tyler Wilpepper: Head of Industry, Chi-Town.
- Doctor Matthew Fronval: Head of Medicine, Lone Star.
- Doctor Victoria Lansport: Head of Science, Chi-Town.
- Doctor Thomas Clinton: Head of Advanced Cybernetics Department, Chi-Town.
- Colonel L.J. Klonicki: Head of the Food and Drug Administration, Missouri.
- Professor Carla L. Korehira: Head of Foreign Relations, Chi-Town.
Coalition Society & Culture
The Average CS Citizen
Generally, the average citizen of the Coalition is of Good or Selfish alignment. Of course, there is your criminal element and those of Evil alignments who prey on others, just as in every other society. However, the majority are well-meaning people who try to eke out fruitful, happy lives without ever hurting anybody. Yet, the orientation, beliefs, fears, and morals of the average CS citizen makes them the enemy of most psychics, men of magic, mutants, and D-Bees. Why? Because they have been taught since birth that these strange people are the enemy and should be feared, shunned, enslaved, or destroyed.
Prejudice seems to have plagued humankind throughout history, and things have not changed in Rifts Earth. In the case of the Coalition, prejudice and ignorance have become the tools of an unscrupulous ruling government. The average citizen genuinely believes the propaganda and twisted truths that the government feeds them on a daily basis. They genuinely fear non-humans and believe these creatures will subvert their way of life and destroy humans whenever possible. Many have experienced or witnessed attacks by evil non-humans or magic-users.
Consequently, the citizens are not evil when they notify the police to capture or gun-down a D-Bee. Nor are they evil when they mob and kill an invading wizard or mutant who has snuck into the city. After all, by their perception, the wizard or D-Bee is not a feeling person, but a monster that threatens their lives. At best, the fiend is an enemy spy or scavenging thief who probably has the blood of countless humans on his hands (no doubt killed in their sleep). Is it wrong to lie to the enemy so that he may be apprehended? Is it wrong to kill a murderer or monster?
The problem is a matter of perception and degree. The average citizen's perception is simply different (very different) than those who live beyond the protective walls and borders of the Coalition States. The have come to accept the views of isolation and human supremacy. The citizens of the Coalition are frightened, uneducated, misguided, often fanatical, and isolated people who fiercely cling to their way of life. They see themselves as the last bastion of humankind fighting for their very existence in a world gone mad.
The evil that arises from these twisted perceptions and emotions is the cruelty that comes from such inhumane convictions. Non-humans, wielders of magic and other beings who possess strange powers have become dehumanized. They are not perceived as other intelligent forms of life with feelings and families, but as monsters and the symbols of evil itself. While the world should not be seen as black and white, the Coalition citizens see life in that simple spectrum. "It's them or us. They are evil. We are good. They are the enemy. We are the righteous heroes; defenders of the truth and people. They crave our destruction. We must destroy them or else be destroyed. They are inhuman fiends; alien monsters invading our human world. As a result, it is easy to hate and destroy, or use and abuse, such a terrible enemy, with no or little guilt (They would have done far worse to us.).”
Fear and hate are great motivators. The corrupt and evil administration of the Coalition knows this and uses them to maximum effectiveness. Without question, the true source of evil is the ruling governmental regime headed by Emperor Prosek and his son. They deliberately keep the people ignorant (remember, more than 80% of the population is illiterate) and manipulate the masses with propaganda that feeds their fear and hate. These methods have enabled Prosek to build an ever growing empire and given him the power to control millions of people.
The average Coalition citizen believes in the American Way. To many, the Coalition States represent the embodiment of humankind on the American continents. The CS portrays itself as the protector of the human race and preserver of the old ways, the American Way. Unfortunately, some of those ways include ugly and destructive beliefs in isolationism and human racial superiority. While the concept of self-preservation through isolation, preserved by a powerful army, is not unreasonable, Emperor Prosek's lust for power and his own Nazi-like views have pushed the situation to the extreme. Most citizens are too complacent to question how it is that their life style is maintained. They just want their lives to continue as things are, and Emperor Prosek is the man to do it.
War, conflict and the omnipresent military are part of everyday life for the average citizen of the Coalition States. Through the strong leadership of the Emperor and the acceptance of the military, the people of Chi-Town in particular, and the Coalition States in general, are united and given purpose through war. War and aggression (for whatever justification given) are welcomed, accepted and supported — it is their way of life.
The Average CS Soldier
As a rule, the soldiers of the Coalition States are highly motivated, professional troops. Each one of these men and women has the benefit of extensive training, access to specialized equipment and the support of the most powerful nation in North America. The average soldier is not much different than the average citizen. Their alignments range the full gamut of good, selfish, and evil. As loyal believers in the human supremacist regime of Karl Prosek, these soldiers are, without a doubt, misguided individuals unwittingly serving an evil cause. Many are blinded by what they see as the righteousness of the Coalition States and their heroic Emperor. Furthermore, as combat soldiers locked in war, they are trained to trust in the judgment of their superiors and to follow orders without question. Regardless of individual alignment and convictions, Coalition soldiers are out to do their job, and that job is to destroy all enemies of the States — all nonhumans and practitioners of magic.
The average CS soldier is militant and cold-hearted when it comes to the protection of his/her race, nation and lifestyle. They have allowed themselves to be convinced that all D-bees and aliens are evil monsters who threaten their existence. In many cases, it is the fear of the unknown that motivates them to destroy what they do not understand. The CS propaganda machine has preyed upon this fear for generations, turning an estimated 85% of the soldiers in the Coalition States into fanatical human supremacists who hate and fear all nonhumans and practitioners of magic. For them, these beings are the "evil enemy," end of story — kill them before they kill you. It is as simple as that.
Only CS soldiers sent on special missions, espionage, or deep into the wilderness may have the opportunity to observe and interact with the so-called "enemy." An opportunity that may demonstrate that, like humans, not all alien or mutant life forms are inherently evil. That many are good and loving creatures who abhor war and have no desire to destroy humankind. It is among these soldiers that the highest rate of desertion and traitorous actions occur. Why? Because they are given the chance to learn, firsthand, about D-Bees, and may come to understand and care about them. Suddenly, the enemy has a face and a name, along with hopes and dreams. Under these circumstances, the CS soldier may begin to question the propaganda and perhaps even his orders. The soldier is likely to faithfully report his findings and make recommendations contrary to the government's policies. This will not be viewed kindly by his superiors. Reorientation will be required (after all, it is obvious that the soldier has lost his perspective under the strain of his mission; poor fellow). The current evil, human supremacist forces directed by Emperor Prosek do not want to reach an understanding about other races, because it will deplete their power base. If the soldier does not comply, he himself may become the enemy.
Class Structure
As with many other nations, Coalition society is far from egalitarian, and there are clear distinctions between the “haves” and “have-nots.”
The Poor
The poor form a large segment of the Coalition population. They reside within the ‘Burbs that surround CS cities, in wilderness or border towns, and in the lower levels of the arcologies themselves. Most of the poor and impoverished within Coalition society are non-citizens; people from outside the CS who traveled to Coalition territory in the hopes of eventually gaining citizenship. Tens of thousands of humans flock to the Coalition States every year, desperate to gain citizenship and the benefits it provides: safety, comfort, and employment. These hopefuls – many simple wilderness folk – have bought into the Coalition’s propaganda and believe that CS cities are heavens on earth; high-tech paradises where one is safe from the dangers of the post-apocalyptic world. Because the average wait for CS citizenship is 5-10 years, many non-citizens enlist in the Coalition Army to accelerate the process. Those who join the army get moved up on the waiting list (as well as their families), and it’s from among the poor that the Coalition Military draws a majority of its recruits.
Because the poor are not official citizens of the Coalition, they are non-entities that have NO rights under Coalition law. Consequently, CS soldiers can (and often do) treat such individuals however they wish, which may include casual brutality and murder. Without access to the modern facilities enjoyed inside CS cities, the poor and underprivileged typically live as homeless squatters along the edges of CS society. They live without running water, electricity, basic medical care, and are typically subject to horrid living conditions. To survive, many fall in with the local Black Market (organized crime) or street gangs. Alcoholism, drug use, and violence are sadly common among the lower class.
The Working Class
The working class represents the backbone of the Coalition States. These are the unskilled and semi-skilled blue collar laborers who toil in CS industry and manufacturing. The Coalition employs millions of workers in its factories and businesses, where they produce everything from uniforms, munitions, weapons, armor, and vehicles, to microchips, parts and widgets for just about everything. This also includes those in the service industry, those who work as artisans/craftsman, and those employed in agriculture and construction. In CS society, becoming a laborer is generally the only viable option for those who don’t wish to serve in the military. While many workers are employed inside the Coalition’s fortress cities, others commute every day to the ‘Burbs, where are large number of CS manufacturing facilities are located.
The working class is the Coalition’s lifeblood, and the CS understands this. As such, the government constantly bombards its proletariat with propaganda to instill them with a strong sense of pride in their efforts, telling them that it’s their patriotic duty to keep the Coalition running. Nearly all are illiterate, complacent, and encouraged by the CS not to think too much about anything beyond their responsibilities. The more drone-like the CS can keep its working class, the better. And while most members of the working class live on very modest wages and a relatively basic quality of life, their living conditions are still luxurious and comfortable when compared to most of the remaining world.
Although a majority of workers are full CS citizens, some are non-citizens who’ve been fortunate enough to find employment in a ‘Burbs factory. Non-citizens must acquire a work permit in order to work in CS territory.
The Professional Class
The professional class represents a subset of the working class that has received some form of highly technical vocational training, making them more than simple blue collar laborers. The professional class comprises the Coalition’s white/gold collar, highly trained specialists: scientists, doctors, engineers, weapon designers, roboticists, computer programmers, architects, and other extremely knowledgeable men and women. Rather than physical labor, their jobs are predicated upon conceptualizing, creating, consulting, and supervising. By necessity, these individuals have been given special government clearance to learn to read and write, since literacy is a natural prerequisite for most technical, knowledge-based jobs. Though not rich or influential like the aristocracy, the members of this social stratum are better off than most CS citizens and could be regarded as the Coalition’s upper middle class.
The existence of the professional class is necessary for the Coalition’s survival. The average Coalition soldier and citizen, being illiterate and under-educated, doesn’t have the capacity to do highly technical work. The advanced technology used by the Coalition requires sophisticated training to design, maintain, and upgrade, so the establishment of the professional class was necessary. It’s the members of this class who invent new Coalition technology, program CS computers, design CS mega-structures (such as the arcologies), provide advanced healthcare and human augmentation, and numerous other complex services. Without this class, the Coalition States would eventually grind to a halt.
The Political Elite
The political elite represent the Coalition’s aristocracy. They are typically the oldest and wealthiest families in the CS, comprising the nation’s powerful business owners, industrialists, high-ranking military officers, famous scientists, and Heads of State. These are the top dogs of CS society, second in wealth and influence only to the Emperor and the Imperial family. Many of the same rules that apply to a majority of CS citizens don’t apply to the members of high society. For instance, the rich and powerful are not subject to forced illiteracy, and all are well-educated and literate. They can often get away with bending the law (usually by way of bribes, threats, or influence), and the CS police deals with blue bloods using a notably softer touch. Officers in the CS Military who hail from wealthy families usually rise faster through the ranks, or tend to get the cushier/safer assignments. The aristocracy can attend universities, have access to better medicine and technologies, live in nicer parts of the Coalition cities (typically the higher levels of the arcologies), and have doors open to them that would never be open to the poor and working classes. Furthermore, the elite can afford expensive nanite treatments that repair cellular damage due to the aging process, greatly extending one’s lifespan (members of the CS aristocracy can live up to 200 years).
However, even the power of the elite has its limits. Ultimately, it is Emperor Prosek who is the true power in the Coalition States, and blue bloods who forget this fact get a painful reminder. There’s been more than one member of CS high society who misspoke to the Emperor, and later found his wealth or business confiscated by the government. Also, while aristocrats enjoy some legal leeway, this doesn’t mean that they can get away with anything. Certain laws in the CS are inviolable, and a member of the aristocracy who is found consorting with D-Bees or using magic can expect to be treated with extreme prejudice, regardless of how much money or influence he wields.
The Average CS Citizen
Generally, the average citizen of the Coalition is of Good or Selfish alignment. Of course, there is your criminal element and those of Evil alignments who prey on others, just as in every other society. However, the majority are well-meaning people who try to eke out fruitful, happy lives without ever hurting anybody. Yet, the orientation, beliefs, fears, and morals of the average CS citizen makes them the enemy of most psychics, men of magic, mutants, and D-Bees. Why? Because they have been taught since birth that these strange people are the enemy and should be feared, shunned, enslaved, or destroyed.
Prejudice seems to have plagued humankind throughout history, and things have not changed in Rifts Earth. In the case of the Coalition, prejudice and ignorance have become the tools of an unscrupulous ruling government. The average citizen genuinely believes the propaganda and twisted truths that the government feeds them on a daily basis. They genuinely fear non-humans and believe these creatures will subvert their way of life and destroy humans whenever possible. Many have experienced or witnessed attacks by evil non-humans or magic-users.
Consequently, the citizens are not evil when they notify the police to capture or gun-down a D-Bee. Nor are they evil when they mob and kill an invading wizard or mutant who has snuck into the city. After all, by their perception, the wizard or D-Bee is not a feeling person, but a monster that threatens their lives. At best, the fiend is an enemy spy or scavenging thief who probably has the blood of countless humans on his hands (no doubt killed in their sleep). Is it wrong to lie to the enemy so that he may be apprehended? Is it wrong to kill a murderer or monster?
The problem is a matter of perception and degree. The average citizen's perception is simply different (very different) than those who live beyond the protective walls and borders of the Coalition States. The have come to accept the views of isolation and human supremacy. The citizens of the Coalition are frightened, uneducated, misguided, often fanatical, and isolated people who fiercely cling to their way of life. They see themselves as the last bastion of humankind fighting for their very existence in a world gone mad.
The evil that arises from these twisted perceptions and emotions is the cruelty that comes from such inhumane convictions. Non-humans, wielders of magic and other beings who possess strange powers have become dehumanized. They are not perceived as other intelligent forms of life with feelings and families, but as monsters and the symbols of evil itself. While the world should not be seen as black and white, the Coalition citizens see life in that simple spectrum. "It's them or us. They are evil. We are good. They are the enemy. We are the righteous heroes; defenders of the truth and people. They crave our destruction. We must destroy them or else be destroyed. They are inhuman fiends; alien monsters invading our human world. As a result, it is easy to hate and destroy, or use and abuse, such a terrible enemy, with no or little guilt (They would have done far worse to us.).”
Fear and hate are great motivators. The corrupt and evil administration of the Coalition knows this and uses them to maximum effectiveness. Without question, the true source of evil is the ruling governmental regime headed by Emperor Prosek and his son. They deliberately keep the people ignorant (remember, more than 80% of the population is illiterate) and manipulate the masses with propaganda that feeds their fear and hate. These methods have enabled Prosek to build an ever growing empire and given him the power to control millions of people.
The average Coalition citizen believes in the American Way. To many, the Coalition States represent the embodiment of humankind on the American continents. The CS portrays itself as the protector of the human race and preserver of the old ways, the American Way. Unfortunately, some of those ways include ugly and destructive beliefs in isolationism and human racial superiority. While the concept of self-preservation through isolation, preserved by a powerful army, is not unreasonable, Emperor Prosek's lust for power and his own Nazi-like views have pushed the situation to the extreme. Most citizens are too complacent to question how it is that their life style is maintained. They just want their lives to continue as things are, and Emperor Prosek is the man to do it.
War, conflict and the omnipresent military are part of everyday life for the average citizen of the Coalition States. Through the strong leadership of the Emperor and the acceptance of the military, the people of Chi-Town in particular, and the Coalition States in general, are united and given purpose through war. War and aggression (for whatever justification given) are welcomed, accepted and supported — it is their way of life.
The Average CS Soldier
As a rule, the soldiers of the Coalition States are highly motivated, professional troops. Each one of these men and women has the benefit of extensive training, access to specialized equipment and the support of the most powerful nation in North America. The average soldier is not much different than the average citizen. Their alignments range the full gamut of good, selfish, and evil. As loyal believers in the human supremacist regime of Karl Prosek, these soldiers are, without a doubt, misguided individuals unwittingly serving an evil cause. Many are blinded by what they see as the righteousness of the Coalition States and their heroic Emperor. Furthermore, as combat soldiers locked in war, they are trained to trust in the judgment of their superiors and to follow orders without question. Regardless of individual alignment and convictions, Coalition soldiers are out to do their job, and that job is to destroy all enemies of the States — all nonhumans and practitioners of magic.
The average CS soldier is militant and cold-hearted when it comes to the protection of his/her race, nation and lifestyle. They have allowed themselves to be convinced that all D-bees and aliens are evil monsters who threaten their existence. In many cases, it is the fear of the unknown that motivates them to destroy what they do not understand. The CS propaganda machine has preyed upon this fear for generations, turning an estimated 85% of the soldiers in the Coalition States into fanatical human supremacists who hate and fear all nonhumans and practitioners of magic. For them, these beings are the "evil enemy," end of story — kill them before they kill you. It is as simple as that.
Only CS soldiers sent on special missions, espionage, or deep into the wilderness may have the opportunity to observe and interact with the so-called "enemy." An opportunity that may demonstrate that, like humans, not all alien or mutant life forms are inherently evil. That many are good and loving creatures who abhor war and have no desire to destroy humankind. It is among these soldiers that the highest rate of desertion and traitorous actions occur. Why? Because they are given the chance to learn, firsthand, about D-Bees, and may come to understand and care about them. Suddenly, the enemy has a face and a name, along with hopes and dreams. Under these circumstances, the CS soldier may begin to question the propaganda and perhaps even his orders. The soldier is likely to faithfully report his findings and make recommendations contrary to the government's policies. This will not be viewed kindly by his superiors. Reorientation will be required (after all, it is obvious that the soldier has lost his perspective under the strain of his mission; poor fellow). The current evil, human supremacist forces directed by Emperor Prosek do not want to reach an understanding about other races, because it will deplete their power base. If the soldier does not comply, he himself may become the enemy.
Class Structure
As with many other nations, Coalition society is far from egalitarian, and there are clear distinctions between the “haves” and “have-nots.”
The Poor
The poor form a large segment of the Coalition population. They reside within the ‘Burbs that surround CS cities, in wilderness or border towns, and in the lower levels of the arcologies themselves. Most of the poor and impoverished within Coalition society are non-citizens; people from outside the CS who traveled to Coalition territory in the hopes of eventually gaining citizenship. Tens of thousands of humans flock to the Coalition States every year, desperate to gain citizenship and the benefits it provides: safety, comfort, and employment. These hopefuls – many simple wilderness folk – have bought into the Coalition’s propaganda and believe that CS cities are heavens on earth; high-tech paradises where one is safe from the dangers of the post-apocalyptic world. Because the average wait for CS citizenship is 5-10 years, many non-citizens enlist in the Coalition Army to accelerate the process. Those who join the army get moved up on the waiting list (as well as their families), and it’s from among the poor that the Coalition Military draws a majority of its recruits.
Because the poor are not official citizens of the Coalition, they are non-entities that have NO rights under Coalition law. Consequently, CS soldiers can (and often do) treat such individuals however they wish, which may include casual brutality and murder. Without access to the modern facilities enjoyed inside CS cities, the poor and underprivileged typically live as homeless squatters along the edges of CS society. They live without running water, electricity, basic medical care, and are typically subject to horrid living conditions. To survive, many fall in with the local Black Market (organized crime) or street gangs. Alcoholism, drug use, and violence are sadly common among the lower class.
The Working Class
The working class represents the backbone of the Coalition States. These are the unskilled and semi-skilled blue collar laborers who toil in CS industry and manufacturing. The Coalition employs millions of workers in its factories and businesses, where they produce everything from uniforms, munitions, weapons, armor, and vehicles, to microchips, parts and widgets for just about everything. This also includes those in the service industry, those who work as artisans/craftsman, and those employed in agriculture and construction. In CS society, becoming a laborer is generally the only viable option for those who don’t wish to serve in the military. While many workers are employed inside the Coalition’s fortress cities, others commute every day to the ‘Burbs, where are large number of CS manufacturing facilities are located.
The working class is the Coalition’s lifeblood, and the CS understands this. As such, the government constantly bombards its proletariat with propaganda to instill them with a strong sense of pride in their efforts, telling them that it’s their patriotic duty to keep the Coalition running. Nearly all are illiterate, complacent, and encouraged by the CS not to think too much about anything beyond their responsibilities. The more drone-like the CS can keep its working class, the better. And while most members of the working class live on very modest wages and a relatively basic quality of life, their living conditions are still luxurious and comfortable when compared to most of the remaining world.
Although a majority of workers are full CS citizens, some are non-citizens who’ve been fortunate enough to find employment in a ‘Burbs factory. Non-citizens must acquire a work permit in order to work in CS territory.
The Professional Class
The professional class represents a subset of the working class that has received some form of highly technical vocational training, making them more than simple blue collar laborers. The professional class comprises the Coalition’s white/gold collar, highly trained specialists: scientists, doctors, engineers, weapon designers, roboticists, computer programmers, architects, and other extremely knowledgeable men and women. Rather than physical labor, their jobs are predicated upon conceptualizing, creating, consulting, and supervising. By necessity, these individuals have been given special government clearance to learn to read and write, since literacy is a natural prerequisite for most technical, knowledge-based jobs. Though not rich or influential like the aristocracy, the members of this social stratum are better off than most CS citizens and could be regarded as the Coalition’s upper middle class.
The existence of the professional class is necessary for the Coalition’s survival. The average Coalition soldier and citizen, being illiterate and under-educated, doesn’t have the capacity to do highly technical work. The advanced technology used by the Coalition requires sophisticated training to design, maintain, and upgrade, so the establishment of the professional class was necessary. It’s the members of this class who invent new Coalition technology, program CS computers, design CS mega-structures (such as the arcologies), provide advanced healthcare and human augmentation, and numerous other complex services. Without this class, the Coalition States would eventually grind to a halt.
The Political Elite
The political elite represent the Coalition’s aristocracy. They are typically the oldest and wealthiest families in the CS, comprising the nation’s powerful business owners, industrialists, high-ranking military officers, famous scientists, and Heads of State. These are the top dogs of CS society, second in wealth and influence only to the Emperor and the Imperial family. Many of the same rules that apply to a majority of CS citizens don’t apply to the members of high society. For instance, the rich and powerful are not subject to forced illiteracy, and all are well-educated and literate. They can often get away with bending the law (usually by way of bribes, threats, or influence), and the CS police deals with blue bloods using a notably softer touch. Officers in the CS Military who hail from wealthy families usually rise faster through the ranks, or tend to get the cushier/safer assignments. The aristocracy can attend universities, have access to better medicine and technologies, live in nicer parts of the Coalition cities (typically the higher levels of the arcologies), and have doors open to them that would never be open to the poor and working classes. Furthermore, the elite can afford expensive nanite treatments that repair cellular damage due to the aging process, greatly extending one’s lifespan (members of the CS aristocracy can live up to 200 years).
However, even the power of the elite has its limits. Ultimately, it is Emperor Prosek who is the true power in the Coalition States, and blue bloods who forget this fact get a painful reminder. There’s been more than one member of CS high society who misspoke to the Emperor, and later found his wealth or business confiscated by the government. Also, while aristocrats enjoy some legal leeway, this doesn’t mean that they can get away with anything. Certain laws in the CS are inviolable, and a member of the aristocracy who is found consorting with D-Bees or using magic can expect to be treated with extreme prejudice, regardless of how much money or influence he wields.
Economy
The Coalition States practice a form of national socialism, in which the economy is state-controlled and accepts a mix of private and state-ownership over the means of production. At first glance, the CS appears to have a strong private sector, but private ownership is conditional. Nominally private owners and businessmen are expected to use their property and businesses in the “national interest.” Emperor Prosek and other CS leaders believe private ownership is useful in that it encourages creative competition and innovation, but insist that it be “productive” rather than “parasitical.” Private property rights are dependent upon the property’s mode of use; if it does not advance Coalition military goals then the CS will nationalize it. In this way, the government indirectly controls nearly all aspects of business and industry. Although the CS has privatized some public property and public services, this is at the complete discretion of the Emperor. In the Coalition States, free competition and self-regulating markets exist, but only as a sort of capitalistic veneer upon socialist underpinnings.
A vast majority of the Coalition’s economy is fueled by the military. The army is the largest and most powerful institution in the Coalition States, and most citizens of the CS are employed by companies directly tied to the military. The CS Army at Chi-Town, for instance, employs over 1.2 million people.
Because the Coalition is always locked in one armed conflict or another (albeit not full blown war), the CS has been described as having a persistent wartime economy. Without wars and conflicts, some have speculated that the Coalition’s economy would shrivel and die. While this is an exaggeration, it is undoubtedly true that the Coalition profits from expansion, conquest, and small scale wars. Since these wars are fought on foreign soil and never in its own territory, the CS doesn’t suffer destruction of property and takes no hits to its manufacturing. The constant demand for new equipment and vehicles to replace those lost to attrition means that there are always jobs to be had in the Coalition. Though the CS economy has lagged slightly in the past few years (perhaps due to an unusual lack of conflicts), it has begun revving up due to the impending war against Tolkeen. The looming conflict has created a surge of demand for new weapons, armor, and war machines.
The Coalition – due to its size, population, and superior manufacturing capabilities – is a major economic power in North America. The CS represents 73% of all commerce on the continent, even though it only trades with allies. The CS engages in regular commerce with Ishpeming/Northern Gun, the Manistique Imperium, Whykin, Fort El Dorado, and several other kingdoms, city-states, and regional powers. The CS does not conduct trade with any society that practices magic, harbors D-Bees, or speak out against the States. To keep its friends in line, the Coalition is not above flexing its economic muscles and threatening sanctions or embargoes.
To carry out financial transactions, the Coalition States long ago instituted its own system of money exchange and currency – the Universal Credit. Based on a pre-Rifts world currency, Universal Credits are electronic money kept and accounted for by a sophisticated, computerized banking system. Credits can be wire transferred at most CS cities, towns, ‘burbs and outposts, or encoded on "debit cards" (small sturdy, plastic cards very similar to pre-Rifts credit cards). The Coalition States uses digital currency, as opposed to paper money, in order to help prevent counterfeiting. Also, because the CS controls the banking, using credits enables the Coalition to monitor the flow of money and commerce on the continent. For this reason, the Black Market, arms dealers, smugglers and many operating in the sale and purchase of illegal goods and services prefer to trade goods for goods rather than issue credits as an effective way to pay and trade people "under the table."
Universal Credits have become the currency in North America. There are several reasons for this:
The security of any currency is based on the stability of the kingdom or organization that issued it, and since the Coalition States are stronger and more stable than most other nations, their currency is very reliable. There is little danger of the Universal Credit becoming devalued or of the CS banks going out of business. Therefore, CS Universal Credits tend to be preferred.
Because the system is based on "redeemable" Universal Credits typically available to the bearer of the card, it is safe to put thousands, even millions of credits on one or more cards and use the money/credits freely, just about anywhere, without question. In this regard, the CS is unbelievably tolerant in its dealings with questionable businesses. For this system of banking and money exchange to collapse, the Coalition States would have to completely change its banking and monetary system (a monumental and disruptive task), or be destroyed. Ironically, this creates a subtle and bizarre interdependence and symbiotic relationship with both the supporters and enemies of the States.
In addition, the Coalition does not recognize foreign currency, whereas CS Universal Credits are accepted in many kingdoms and businesses outside of the Coalition, including the New German Republic, Ishpeming, the Manistique Imperium, Whykin, Lazlo, New Lazlo, Wellington Industries, the Black Market, and many New West and eastern communities. A large number of independent merchants and mercenaries also take Universal Credits.
The Coalition States practice a form of national socialism, in which the economy is state-controlled and accepts a mix of private and state-ownership over the means of production. At first glance, the CS appears to have a strong private sector, but private ownership is conditional. Nominally private owners and businessmen are expected to use their property and businesses in the “national interest.” Emperor Prosek and other CS leaders believe private ownership is useful in that it encourages creative competition and innovation, but insist that it be “productive” rather than “parasitical.” Private property rights are dependent upon the property’s mode of use; if it does not advance Coalition military goals then the CS will nationalize it. In this way, the government indirectly controls nearly all aspects of business and industry. Although the CS has privatized some public property and public services, this is at the complete discretion of the Emperor. In the Coalition States, free competition and self-regulating markets exist, but only as a sort of capitalistic veneer upon socialist underpinnings.
A vast majority of the Coalition’s economy is fueled by the military. The army is the largest and most powerful institution in the Coalition States, and most citizens of the CS are employed by companies directly tied to the military. The CS Army at Chi-Town, for instance, employs over 1.2 million people.
Because the Coalition is always locked in one armed conflict or another (albeit not full blown war), the CS has been described as having a persistent wartime economy. Without wars and conflicts, some have speculated that the Coalition’s economy would shrivel and die. While this is an exaggeration, it is undoubtedly true that the Coalition profits from expansion, conquest, and small scale wars. Since these wars are fought on foreign soil and never in its own territory, the CS doesn’t suffer destruction of property and takes no hits to its manufacturing. The constant demand for new equipment and vehicles to replace those lost to attrition means that there are always jobs to be had in the Coalition. Though the CS economy has lagged slightly in the past few years (perhaps due to an unusual lack of conflicts), it has begun revving up due to the impending war against Tolkeen. The looming conflict has created a surge of demand for new weapons, armor, and war machines.
The Coalition – due to its size, population, and superior manufacturing capabilities – is a major economic power in North America. The CS represents 73% of all commerce on the continent, even though it only trades with allies. The CS engages in regular commerce with Ishpeming/Northern Gun, the Manistique Imperium, Whykin, Fort El Dorado, and several other kingdoms, city-states, and regional powers. The CS does not conduct trade with any society that practices magic, harbors D-Bees, or speak out against the States. To keep its friends in line, the Coalition is not above flexing its economic muscles and threatening sanctions or embargoes.
To carry out financial transactions, the Coalition States long ago instituted its own system of money exchange and currency – the Universal Credit. Based on a pre-Rifts world currency, Universal Credits are electronic money kept and accounted for by a sophisticated, computerized banking system. Credits can be wire transferred at most CS cities, towns, ‘burbs and outposts, or encoded on "debit cards" (small sturdy, plastic cards very similar to pre-Rifts credit cards). The Coalition States uses digital currency, as opposed to paper money, in order to help prevent counterfeiting. Also, because the CS controls the banking, using credits enables the Coalition to monitor the flow of money and commerce on the continent. For this reason, the Black Market, arms dealers, smugglers and many operating in the sale and purchase of illegal goods and services prefer to trade goods for goods rather than issue credits as an effective way to pay and trade people "under the table."
Universal Credits have become the currency in North America. There are several reasons for this:
The security of any currency is based on the stability of the kingdom or organization that issued it, and since the Coalition States are stronger and more stable than most other nations, their currency is very reliable. There is little danger of the Universal Credit becoming devalued or of the CS banks going out of business. Therefore, CS Universal Credits tend to be preferred.
Because the system is based on "redeemable" Universal Credits typically available to the bearer of the card, it is safe to put thousands, even millions of credits on one or more cards and use the money/credits freely, just about anywhere, without question. In this regard, the CS is unbelievably tolerant in its dealings with questionable businesses. For this system of banking and money exchange to collapse, the Coalition States would have to completely change its banking and monetary system (a monumental and disruptive task), or be destroyed. Ironically, this creates a subtle and bizarre interdependence and symbiotic relationship with both the supporters and enemies of the States.
In addition, the Coalition does not recognize foreign currency, whereas CS Universal Credits are accepted in many kingdoms and businesses outside of the Coalition, including the New German Republic, Ishpeming, the Manistique Imperium, Whykin, Lazlo, New Lazlo, Wellington Industries, the Black Market, and many New West and eastern communities. A large number of independent merchants and mercenaries also take Universal Credits.
Education
As mentioned earlier, the Coalition States enforces a strict policy of illiteracy and restricted education among its populace. There is no institutionalized public education system available to the average CS citizen. Emperor Prosek sees the perfect society as a population completely trusting of its powerful leaders and blissfully ignorant of the world around them. Illiterate and uneducated masses are much easier to manipulate and can be spoon fed whatever the government wishes. Those from outside the Coalition who can read are considered suspicious; treated like lepers by the CS authorities, for they may “infect” CS citizens with the desire to learn. Close-mindedness and isolation are central tenants of Coalition fascism.
Education and knowledge are strictly controlled, edited, rewritten and funneled to those the Coalition government deems “appropriate and necessary.” Those permitted to become literate and educated are either members of the wealthy elite, or members of the professional class (who perform much needed technical, white and gold collar services). For these individuals, the Coalition fortress cities have a private educational system, which includes institutions of higher learning (Chi-Town University and Quebec University). In terms of quality, the CS actually has one of the best educational systems in the world, but a system available to only a select few.
Only 12-15% of the CS population (not including Free Quebec) is literate, and most of these are members of the political elite and professional classes. Yet even the rich and well-educated are blinded by propaganda and the careful rewriting of history. A huge quantity of books and information are unavailable in the CS due to censorship and banning (i.e., anything that promotes magic, D-Bee rights, or otherwise disagrees with the government). The (real) world history and views of people other than those approved and promoted by the CS government are forbidden. Daring to learn to read and write on the most basic level, when it is not approved by the government for one's station in life, is a crime with harsh consequences. Teaching the uneducated is treason punishable by death. Rogue scholars who attempt to enlighten CS citizens with illegal knowledge are branded as dangerous dissidents, subversives and rabble-rousers who seek to corrupt the minds of loyal Coalition citizens with alien ideas. Dealing in books and other illegal educational commodities has become a lucrative trade for the likes of the Black Market syndicates.
To accommodate mass illiteracy among its people, the Coalition has invested a great deal of time and money in the creation of a pervasive communications media infrastructure. CS society makes extensive use of ideograms, pictograms, lexigrams, images, radio broadcasts, audio-video technologies, and holograms. Street signs and warnings are icon-based, with symbols standing in for words. Stores and other businesses flash images and logos, or use audio announcements to identify themselves and their wares (for instance, a tavern may identify itself to passersby with a large picture of alcohol in its front window). Speaker systems blaring advertisements, music, news, propaganda, weather reports and other information are extremely common throughout CS communities, as are video monitors displaying commercials, propaganda films, important government announcements, televised criminal trials, and other footage. Nearly all computer interfaces rely on icons or voice recognition. All of this, and more, permits CS citizens to use complex technology and go about their day-to-day affairs without the need to be literate.
The exception to all of the above is Free Quebec. Unlike the other Coalition States, the Quebecoi have always had access to formal education, information, and literature. The leaders of Free Quebec have always felt that knowledge and education were necessary to create a strong, free and resourceful nation. Compared to the rest of the CS, 70% of Quebec’s urban population is literate and has at least a high school level of education. Only 10% of rural Quebecoi can read and write, but even they appreciate the value of education. Not surprisingly, this has long been a major point of contention between Free Quebec and its sister States in the Coalition.
Tragically, education and the appearance of openness does not necessarily equate to true open-mindedness. The propaganda machine of Free Quebec's government simply uses knowledge and a sense of history to reinforce its often extreme views on human supremacy and an obsessive sense of independence and patriotism that invites its people to close their minds. Free Quebec is also not shy about censoring and banning any materials deemed “corrupting” or “subversive,” which really just means anything that opposes the views of the Quebec government. This is done in the name of nationalism and freedom.
As mentioned earlier, the Coalition States enforces a strict policy of illiteracy and restricted education among its populace. There is no institutionalized public education system available to the average CS citizen. Emperor Prosek sees the perfect society as a population completely trusting of its powerful leaders and blissfully ignorant of the world around them. Illiterate and uneducated masses are much easier to manipulate and can be spoon fed whatever the government wishes. Those from outside the Coalition who can read are considered suspicious; treated like lepers by the CS authorities, for they may “infect” CS citizens with the desire to learn. Close-mindedness and isolation are central tenants of Coalition fascism.
Education and knowledge are strictly controlled, edited, rewritten and funneled to those the Coalition government deems “appropriate and necessary.” Those permitted to become literate and educated are either members of the wealthy elite, or members of the professional class (who perform much needed technical, white and gold collar services). For these individuals, the Coalition fortress cities have a private educational system, which includes institutions of higher learning (Chi-Town University and Quebec University). In terms of quality, the CS actually has one of the best educational systems in the world, but a system available to only a select few.
Only 12-15% of the CS population (not including Free Quebec) is literate, and most of these are members of the political elite and professional classes. Yet even the rich and well-educated are blinded by propaganda and the careful rewriting of history. A huge quantity of books and information are unavailable in the CS due to censorship and banning (i.e., anything that promotes magic, D-Bee rights, or otherwise disagrees with the government). The (real) world history and views of people other than those approved and promoted by the CS government are forbidden. Daring to learn to read and write on the most basic level, when it is not approved by the government for one's station in life, is a crime with harsh consequences. Teaching the uneducated is treason punishable by death. Rogue scholars who attempt to enlighten CS citizens with illegal knowledge are branded as dangerous dissidents, subversives and rabble-rousers who seek to corrupt the minds of loyal Coalition citizens with alien ideas. Dealing in books and other illegal educational commodities has become a lucrative trade for the likes of the Black Market syndicates.
To accommodate mass illiteracy among its people, the Coalition has invested a great deal of time and money in the creation of a pervasive communications media infrastructure. CS society makes extensive use of ideograms, pictograms, lexigrams, images, radio broadcasts, audio-video technologies, and holograms. Street signs and warnings are icon-based, with symbols standing in for words. Stores and other businesses flash images and logos, or use audio announcements to identify themselves and their wares (for instance, a tavern may identify itself to passersby with a large picture of alcohol in its front window). Speaker systems blaring advertisements, music, news, propaganda, weather reports and other information are extremely common throughout CS communities, as are video monitors displaying commercials, propaganda films, important government announcements, televised criminal trials, and other footage. Nearly all computer interfaces rely on icons or voice recognition. All of this, and more, permits CS citizens to use complex technology and go about their day-to-day affairs without the need to be literate.
The exception to all of the above is Free Quebec. Unlike the other Coalition States, the Quebecoi have always had access to formal education, information, and literature. The leaders of Free Quebec have always felt that knowledge and education were necessary to create a strong, free and resourceful nation. Compared to the rest of the CS, 70% of Quebec’s urban population is literate and has at least a high school level of education. Only 10% of rural Quebecoi can read and write, but even they appreciate the value of education. Not surprisingly, this has long been a major point of contention between Free Quebec and its sister States in the Coalition.
Tragically, education and the appearance of openness does not necessarily equate to true open-mindedness. The propaganda machine of Free Quebec's government simply uses knowledge and a sense of history to reinforce its often extreme views on human supremacy and an obsessive sense of independence and patriotism that invites its people to close their minds. Free Quebec is also not shy about censoring and banning any materials deemed “corrupting” or “subversive,” which really just means anything that opposes the views of the Quebec government. This is done in the name of nationalism and freedom.
Religion
The Coalition’s view of religion is much the same as that of other dictatorial regimes in the past. Religion is seen as a barrier to progress, as well as a potential challenge to the regime’s power. It represents competition for the people’s hearts and minds. Emperor Prosek wants his citizens to place their faith in him and in the government, not in a divine being.
Though the Coalition doesn’t technically have a state religion, Emperor Prosek is the center of a massive cult of personality cultivated by years of propaganda. While not worshipped, per se, the Emperor is greatly revered and often attributed seemingly god-like qualities by the average, uneducated citizens of the CS. He is seen as a benevolent guide for humanity and the world’s greatest hope. Even the Coalition’s well-educated elite tend to view the Emperor as wise and infallible. However to his credit, the Emperor has never sought actual worship, though he does appreciate unconditional, fanatical devotion.
Organized religion is outlawed in the Coalition. Religious expression is viewed as dangerous by the CS, since nearly all religions endorse elements that the CS would deem “supernatural.” It doesn’t help that many religions also espouse teachings and viewpoints that are subversive in the eyes of the Coalition (peace, brotherly love, open-mindedness, tolerance, etc.). The religions most harshly persecuted by the CS are those that promote magic, mysticism and demon worship, or that preach obedience to a certain god over everything else (including the Emperor). Priests, especially those with supernatural powers, are heavily persecuted in CS territory and treated no differently than magic-users. Overtly religious visitors to the Coalition are closely monitored by the authorities for potential dissident activity.
A majority of the Coalition’s citizens, especially those in the government and military, are atheists or agnostics who prefer science and cold hard facts over faith and the supernatural. The Coalition’s fear and loathing of magic, as well as its experiences battling evil cults and so-called “pagan gods,” has left most CS citizens with a poor regard for gods and spiritualism. However, this is not true of some humans who live in the ‘Burbs or scattered in wilderness villages around CS territory. Unfortunately, the sentiments of these bucolic people often swing to the other extreme. Fueled by fear and superstition, they will often act in extreme and irrational ways, and may accept any powerful being as some kind of god.
The Coalition’s view of religion is much the same as that of other dictatorial regimes in the past. Religion is seen as a barrier to progress, as well as a potential challenge to the regime’s power. It represents competition for the people’s hearts and minds. Emperor Prosek wants his citizens to place their faith in him and in the government, not in a divine being.
Though the Coalition doesn’t technically have a state religion, Emperor Prosek is the center of a massive cult of personality cultivated by years of propaganda. While not worshipped, per se, the Emperor is greatly revered and often attributed seemingly god-like qualities by the average, uneducated citizens of the CS. He is seen as a benevolent guide for humanity and the world’s greatest hope. Even the Coalition’s well-educated elite tend to view the Emperor as wise and infallible. However to his credit, the Emperor has never sought actual worship, though he does appreciate unconditional, fanatical devotion.
Organized religion is outlawed in the Coalition. Religious expression is viewed as dangerous by the CS, since nearly all religions endorse elements that the CS would deem “supernatural.” It doesn’t help that many religions also espouse teachings and viewpoints that are subversive in the eyes of the Coalition (peace, brotherly love, open-mindedness, tolerance, etc.). The religions most harshly persecuted by the CS are those that promote magic, mysticism and demon worship, or that preach obedience to a certain god over everything else (including the Emperor). Priests, especially those with supernatural powers, are heavily persecuted in CS territory and treated no differently than magic-users. Overtly religious visitors to the Coalition are closely monitored by the authorities for potential dissident activity.
A majority of the Coalition’s citizens, especially those in the government and military, are atheists or agnostics who prefer science and cold hard facts over faith and the supernatural. The Coalition’s fear and loathing of magic, as well as its experiences battling evil cults and so-called “pagan gods,” has left most CS citizens with a poor regard for gods and spiritualism. However, this is not true of some humans who live in the ‘Burbs or scattered in wilderness villages around CS territory. Unfortunately, the sentiments of these bucolic people often swing to the other extreme. Fueled by fear and superstition, they will often act in extreme and irrational ways, and may accept any powerful being as some kind of god.
Coalition Law & Law Enforcement
Other than some notable and extreme exceptions, the laws of the Coalition States are fundamentally the same as those of the 21st Century United States, only the penalties tend to be twice as severe. The death penalty is used liberally for crimes that involve extreme brutality, murder, the practice of magic, consorting with the supernatural, and acts of subversion against the State (this includes disseminating illegal knowledge or educating CS citizens). For minor infractions, fines are typically given out and can range from a little as 30 credits to thousands, depending on the crime. Expulsion for life from the Coalition States is a common punishment reserved for sociopaths, career criminals, and those suspected as traitors to their species or nation. The exile is permanently banned from all CS territories; a sentence that some citizens would consider a fate worse than death (those caught sneaking back across a CS border are executed on the spot).
CS Prisons are hell-holes with only the most basic facilities and freedoms for those contained within its walls. Morale is low and living conditions poor. Guards are authorized to use deadly force to quell troublemakers, rioters and those who attempt escape. Prisons are typically located in dangerous areas within the CS territories — the logic being to remove them from society and if they should perish by extraordinary means, little is lost. Every year, 26% of the prisoners fall prey to foul play, illness, enemy attacks, or monsters. "Lifers" and subversives are usually sent to prison to rot.
CS Prison Work Camps are similar to the minimum security prisons of 20th and 21st Century Earth. The prisoners are usually humans and D-bees who have no significant (known) powers and who represent a minimal threat to authorities. A typical day starts with a shower and breakfast, a 10 hour day of work and a return to a minimum security prison that often resembles a military outpost and barracks enclosed by a light M.D.C. wall or fence. These camps are always established away from Coalition cities and population centers, but may be found near military installations and outposts. They are frequently located along dangerous borders, enemy territory, wilderness regions and at the sites of military operations. Work details typically include hard labor such as building/ construction of roads, walls, homes, buildings and military facilities, clearing land, farming, mining, digging ditches, factory work, warehouse work, sanitation, and similar. Work Camps are often used to support military operations and reclamation of the wilderness. Every year, 37% of the camp workers fall prey to foul play, illness, or attacks by monsters, bandits, or other enemies.
Law enforcement and internal security for the cities, towns and communities of the Coalition States rest in the capable hands of well-trained and highly motivated individuals known as ISS Inspectors. They operate under the auspices of the organization known as Internal Security Specialists (ISS). These lawmen have the formal title of "inspector," but on the street they are often referred to as "specters," as in superhuman ghosts who step out of the darkness to apprehend their prey. The term "specter" is especially common among City Rats, street gangs, criminals, Black Marketeers, and inhabitants of the ‘Burbs. ISS Inspectors actually like the moody and fear inspiring name, and have cultivated the image of being tough, shadowy figures lurking in the background and appearing from nowhere to deal out justice to wrongdoers. The operations of the ISS include civilian police and internal city security. They are not the military, although they function under a military structure of command and wear the old CS "Dead Boy" armor.
An important sub-division of the ISS is the Nonhuman Tactical Strike and Eradication Team (NTSET). This is an elite, anti-supernatural Police Division that functions under the auspices of the ISS. Its operatives never leave the city, not even to visit the 'Burbs. Their mission is simple and direct: to hunt down and exterminate inhuman menaces before they can hurt innocent humans. Their jurisdiction: the cities and towns of the Coalition States. "Nut Set," as they are called by many Coalition citizens, don't particularly care about what may be transpiring beyond the boundary of their city. Their focus is the protection of "their" city and the people in it from the supernatural and non-human. They can be considered a sort of anti-paranormal swat team that engages supernatural threats that have invaded Coalition turf. They specialize in tracking down practitioners of magic, unregistered psychics, faeries, dragons, demons, and most D-Bees, as well as surgical strikes against monster infestations and nests. Members of “Nut Set” are known for being daring, dedicated, and more than a little crazy.
Another major sub-division of the ISS is Psi-Net, a civilian version of the Coalition Army’s Psi-Battalion. This is a Police Division charged with enforcing the Psychic Registration Program (PRP). Its members are psychic cops dedicated to all matters concerning registered CS psychics. They are involved in implanting registered psychics with Identification Codings, identifying individuals with psionic abilities, regularly evaluating registered psychics, apprehending psychic criminals, operating psychic rehabilitation/incarceration facilities, research into psionic abilities and phenomena, psychic interrogation of prisoners, public awareness campaigns (propaganda to promote psychics), and recruitment of psychics for military and ISS training. Psi-Net agents are also tasked with aiding customs officials by telepathically scanning visitors at the ports of entry to all CS cities.
Other than some notable and extreme exceptions, the laws of the Coalition States are fundamentally the same as those of the 21st Century United States, only the penalties tend to be twice as severe. The death penalty is used liberally for crimes that involve extreme brutality, murder, the practice of magic, consorting with the supernatural, and acts of subversion against the State (this includes disseminating illegal knowledge or educating CS citizens). For minor infractions, fines are typically given out and can range from a little as 30 credits to thousands, depending on the crime. Expulsion for life from the Coalition States is a common punishment reserved for sociopaths, career criminals, and those suspected as traitors to their species or nation. The exile is permanently banned from all CS territories; a sentence that some citizens would consider a fate worse than death (those caught sneaking back across a CS border are executed on the spot).
CS Prisons are hell-holes with only the most basic facilities and freedoms for those contained within its walls. Morale is low and living conditions poor. Guards are authorized to use deadly force to quell troublemakers, rioters and those who attempt escape. Prisons are typically located in dangerous areas within the CS territories — the logic being to remove them from society and if they should perish by extraordinary means, little is lost. Every year, 26% of the prisoners fall prey to foul play, illness, enemy attacks, or monsters. "Lifers" and subversives are usually sent to prison to rot.
CS Prison Work Camps are similar to the minimum security prisons of 20th and 21st Century Earth. The prisoners are usually humans and D-bees who have no significant (known) powers and who represent a minimal threat to authorities. A typical day starts with a shower and breakfast, a 10 hour day of work and a return to a minimum security prison that often resembles a military outpost and barracks enclosed by a light M.D.C. wall or fence. These camps are always established away from Coalition cities and population centers, but may be found near military installations and outposts. They are frequently located along dangerous borders, enemy territory, wilderness regions and at the sites of military operations. Work details typically include hard labor such as building/ construction of roads, walls, homes, buildings and military facilities, clearing land, farming, mining, digging ditches, factory work, warehouse work, sanitation, and similar. Work Camps are often used to support military operations and reclamation of the wilderness. Every year, 37% of the camp workers fall prey to foul play, illness, or attacks by monsters, bandits, or other enemies.
Law enforcement and internal security for the cities, towns and communities of the Coalition States rest in the capable hands of well-trained and highly motivated individuals known as ISS Inspectors. They operate under the auspices of the organization known as Internal Security Specialists (ISS). These lawmen have the formal title of "inspector," but on the street they are often referred to as "specters," as in superhuman ghosts who step out of the darkness to apprehend their prey. The term "specter" is especially common among City Rats, street gangs, criminals, Black Marketeers, and inhabitants of the ‘Burbs. ISS Inspectors actually like the moody and fear inspiring name, and have cultivated the image of being tough, shadowy figures lurking in the background and appearing from nowhere to deal out justice to wrongdoers. The operations of the ISS include civilian police and internal city security. They are not the military, although they function under a military structure of command and wear the old CS "Dead Boy" armor.
An important sub-division of the ISS is the Nonhuman Tactical Strike and Eradication Team (NTSET). This is an elite, anti-supernatural Police Division that functions under the auspices of the ISS. Its operatives never leave the city, not even to visit the 'Burbs. Their mission is simple and direct: to hunt down and exterminate inhuman menaces before they can hurt innocent humans. Their jurisdiction: the cities and towns of the Coalition States. "Nut Set," as they are called by many Coalition citizens, don't particularly care about what may be transpiring beyond the boundary of their city. Their focus is the protection of "their" city and the people in it from the supernatural and non-human. They can be considered a sort of anti-paranormal swat team that engages supernatural threats that have invaded Coalition turf. They specialize in tracking down practitioners of magic, unregistered psychics, faeries, dragons, demons, and most D-Bees, as well as surgical strikes against monster infestations and nests. Members of “Nut Set” are known for being daring, dedicated, and more than a little crazy.
Another major sub-division of the ISS is Psi-Net, a civilian version of the Coalition Army’s Psi-Battalion. This is a Police Division charged with enforcing the Psychic Registration Program (PRP). Its members are psychic cops dedicated to all matters concerning registered CS psychics. They are involved in implanting registered psychics with Identification Codings, identifying individuals with psionic abilities, regularly evaluating registered psychics, apprehending psychic criminals, operating psychic rehabilitation/incarceration facilities, research into psionic abilities and phenomena, psychic interrogation of prisoners, public awareness campaigns (propaganda to promote psychics), and recruitment of psychics for military and ISS training. Psi-Net agents are also tasked with aiding customs officials by telepathically scanning visitors at the ports of entry to all CS cities.
Enemies of the Coalition States
D-Bees & Practitioners of Magic: All non-humans and sorcerers are considered to be enemies of the States and presumed to be armed and dangerous. Lethal force is suggested in the "dispersement" of these "enemies" from Coalition territories and war zones. This means it is open season for these two groups of people. Whether or not they are shot on sight depends on the commander of the Coalition force that encounters them. More often than not, such characters can expect a hostile encounter.
Erin Tarn: One of the more unlikely figures to have earned the Coalition’s enmity is Erin Tarn, a renowned historian, philosopher, writer, explorer, and scholar who resides in the city of Lazlo. She is well-known in North America for her travelogues in which she chronicles her journeys across Rifts Earth and other dimensions. Next to Emperor Prosek, she is perhaps the most famous person on the continent. Rifts Earth has few continent-spanning celebrities, but Erin Tarn is one of them. She is a champion of D-Bee rights, as well as a supporter of magic, literacy/education, and the preservation of true pre-Rifts history – all things that are contrary to Coalition ideals. Over the years, Miss Tarn has been one of the harshest critics of the CS, and constantly publishes anti-Coalition materials. Were she a nobody, the Coalition would pay her no mind, but her fame means that her voice goes far and carries great weight. When she speaks out against the CS, people tend to listen. As a result, Erin Tarn is the most wanted face in CS territory, and Chi-Town has put an enormous bounty on her head. Books written by Erin Tarn are perhaps some of the most illegal items one can have in the CS (after magic and stolen CS tech, of course).
Tolkeen: The Kingdom of Tolkeen – built over the ruins of Minneapolis, Minnesota – has long been a target of CS hostility, but it’s only recently that the Coalition has formally declared war on the city-state. Coalition forces have already begun amassing at the borders of the kingdom, preparing for a long and bloody siege.
Tolkeen is one of the continent’s major nations of magic, as well as a haven for D-Bees and supernatural creatures (particularly dragons). The nation is in close proximity to CS territory, and has connections to the Federation of Magic. All these things have made Tolkeen the first objective in the Emperor’s new Crusade for Humanity. The Coalition is expecting its war with Tolkeen to last 2-3 years, and this conflict will represent the largest full scale war ever undertaken by the CS Military. Along with its army of mages, demons, D-Bees, dragons, and golems, Tolkeen’s claim to fame is its armory of never-before-seen Techno-Wizardry and magical items. The Tolkeenites may prove to be the most challenging opponents that the CS has ever faced.
The Federation of Magic: This is the Coalition’s oldest enemy. The Federation of Magic (FoM) is a large network of cults, magical communities, sorcerous societies, and independent mages who dwell deep inside a ley line infested region known as the Magic Zone. In 12 P.A. (about 88 years ago), the forces of the Federation invaded the fledgling Coalition State of Chi-Town, in an attempt to destroy the nation and conquer it in the name of magic. The Chi-Town army defeated the Federation forces in a three day battle that proved to be one of the bloodiest in American history. Since that time, the CS has kept a wary eye out for Federation activity. Although the Coalition once believed that the FoM had been annihilated, CS Intelligence confirmed that the Federation still exists, albeit in a much diminished capacity.
The Federation of Magic has no unified leadership or standing army. It is not a single entity, but rather, a clandestine collection of individuals and groups who presumably seek the Coalition’s destruction. Due to its secretive and decentralized nature, the CS has been unsuccessful in finding and destroying the organization. Fed-Mag members hide in the Magic Zone and in the ‘Burbs of CS cities, waging guerilla war against the Coalition. Its members launch surgical strikes against CS holdings, using magic and terrorist tactics in retaliation for the FoM’s historic defeat nearly a century ago. However, while the Federation is a dangerous and ever-present threat to the Coalition, its attacks have had a relatively insignificant impact on the CS. Although the FoM offers aid to CS enemies, such as Tolkeen, the organization, ultimately, lacks the strength to be anything more than a major annoyance to the Coalition. Still, the CS fears the Federation of Magic, perceiving it as a boogie man of sorts, always ready to strike from the shadows.
Naruni Enterprises: The Coalition has branded this corporation an alien menace. It sells powerful technology to nonhumans, magic-users, mercenaries, and other enemies of the States. The advanced weapons and gear manufactured by Naruni Enterprises represent a significant risk to the Coalition’s technological superiority in North America. As such, the CS has plans in the near future to destroy all Naruni Enterprises retail outlets and route its salesmen from the continent. This plan will likely gain a great deal of support from other North American companies such as Northern Gun and Wellington Industries, who regard Naruni Enterprises as a business competitor.
Atlantis: Very little is known about the fabled continent of Atlantis. Only rumors have been collected, but most of them seem impossible to believe. The CS isn’t yet certain if what it’s heard is true, but if so, then Atlantis may well represent the greatest potential threat to all people living in North America. As far as the CS can tell, the entire island continent is a haven for aliens and monsters who use both magic and technology. CS Intelligence has determined that Atlantis sends “slaver parties” to the East Coast of North America in order to capture both humans and D-Bees. The Coalition Navy has had a few terrifying encounters with vessels believed to have originated from Atlantis, but it is unknown whether such hostile encounters are sanctioned by the Atlantean government or independent run-ins with its hellish residents. The CS Navy is especially concerned about its strategic control of the Gulf of St. Lawrence. Also, Atlantis is the one place that remains impenetrable to intelligence agents, and Coalition spies sent to infiltrate Atlantis always vanish. Currently, the Coalition’s only contingency to deal with Atlantis – should it ever become a threat – is nuclear bombardment, and trajectory solutions have been drawn up to blanket the island with nukes. However, this is onlya last resort, emergency plan.
The Black Market: Organized crime is an epidemic in CS territory. The Black Market deals in illegal commodities such as weapons, drugs, outlawed human augmentation, books and other forbidden knowledge, and even magic. It traffics this contraband into CS territory and sells it to CS citizens – something by which the Coalition cannot abide. As a massive police state with oppressive laws, the Coalition represents a vast land of potential opportunity and lucrative business for criminals. The ISS (CS law enforcement) wages a constant and unending street war against Black Market syndicates. Coalition “specters” are always investigating, infiltrating, and arresting Black Market crews, but as soon as one criminal enterprise gets shut down, another takes its place. Fully eradicating the Black Market is an unrealistic prospect, and the CS knows this. Consequently, the Coalition settles for limiting and containing Black Market activity in its territory as much as possible.
Cyber-Knight Fellowship: The Coalition is little concerned with the Cyber-Knights of North America. Members of the two organizations have had a few nasty run-ins, but for the most part, the Coalition States consider the organization to be insignificant. Past altercations have been with one or two Cyber-Knights, never the knights as a whole. Furthermore, the knights have been more of a help in combating bandits and monsters than a hindrance. As a group, the knights have never before sided with any CS enemy. However, if rumors are true that the Fellowship is riding to join Tolkeen against the Coalition, then they will have just earned themselves the enmity of the Empire.
Kingsdale: This small kingdom's days are numbered. Kingsdale harbors numerous D-Bees and sorcerers, and it’s an unregulated source of human augmentation, accounting for the creation of nearly a quarter of all the Juicers, Cyborgs, and Crazies in North America. The Coalition is currently in talks with Kingsdale’s nemesis, Whykin, about becoming a member state. If these negotiations go the way the CS hopes, then Whykin will become a sixth Coalition State. It is speculated that, if this happens, Kingsdale would be the Coalition’s next target after Tolkeen. Many people, especially D-bees and practitioners of magic, have already begun to leave the city in anticipation of conflict.
Lazlo: The Coalition States considers this comparatively small, independent nation to be a danger to their quest for power. It is the home of Erin Tarn and a place where humans and D-Bees live together in harmony. It is also a place where the practice of magic is commonplace and (in the opinion of CS authorities) the quest for knowledge and personal freedom is taken to dangerous extremes. Lazlo has been a refuge for peace loving beings from all walks of life and has been outspoken against the Coalition States. However, because it has never threatened the States and is perceived to be populated by peace lovers, scholars, and philosophers, the CS is content to leave Lazlo alone for the moment.
New Lazlo: This small city, a satellite community of Lazlo, is a lot like a teenager. It’s young, full of vitality, enthusiasm, and high ideals, and sees itself as strong and indestructible. Much like its parent city, New Lazlo is a city of magic, open to D-Bees, and inclined to scholarly pursuits. Despite Lazlo’s cautionary advice, New Lazlo constantly speaks out against the Coalition and openly supports CS enemies. Until recently, the community has gone unacknowledged by the Coalition. However, their continued brashness has caused the CS to take notice. Should the people of New Lazlo persist in publicly denouncing the Coalition, they will be crushed.
Mercenaries: The CS regards most soldiers-of-fortune as untrustworthy and dishonorable riff-raff; expendable fools who can be employed to conserve valuable CS lives. Though the Coalition is known to make use of mercenaries and freelancers on occasion, it has also had to contend with mercenaries hired by its enemies. Most private merc companies represent little threat to the CS, but a few are large and quite powerful – powerful enough to cause concern if their services are purchased by the Coalition’s enemies. The CS never knowingly employs any mercs who have a history of hiring themselves out to magic-users, D-Bees, or enemies of the States. Mercenaries who’ve accepted contracts against the CS are blacklisted and immediately arrested should they ever encounter CS forces.
Pecos Empire: The Pecos barbarians of Texas are an irksome enemy of the CS, but are among the least of their worries. Unless these bandits provoke a confrontation by laying siege to the Lone Star Complex, their destruction will probably be postponed for years. The Pecos Empire is composed of various bandits and raiders who terrorize lower Texas and parts of Mexico. While they are certain to attack CS outposts and convoys, they are too unorganized and undisciplined to represent a serious danger to Coalition operations.
The Xiticix: The Xiticix are an aggressive race of alien insectoids who’ve built massive hive colonies in Saskatchewan, Manitoba and northern Minnesota. The Coalition has been observing these creatures for years, watching as their numbers grow and they continually expand their territories. Currently, they are encroaching upon southern Minnesota, Wisconsin, and Ontario. For the moment, the Coalition is too concerned with Tolkeen to worry about the Xiticix menace. However, as they continue to spread out, they’ll eventually pose a threat to CS holdings in Iron Heart (they also pose a threat to Lazlo and Tolkeen). Consequently, the CS has decided to wage war on the Xiticix as part of a later phase of the Crusade for Humanity.
D-Bees & Practitioners of Magic: All non-humans and sorcerers are considered to be enemies of the States and presumed to be armed and dangerous. Lethal force is suggested in the "dispersement" of these "enemies" from Coalition territories and war zones. This means it is open season for these two groups of people. Whether or not they are shot on sight depends on the commander of the Coalition force that encounters them. More often than not, such characters can expect a hostile encounter.
Erin Tarn: One of the more unlikely figures to have earned the Coalition’s enmity is Erin Tarn, a renowned historian, philosopher, writer, explorer, and scholar who resides in the city of Lazlo. She is well-known in North America for her travelogues in which she chronicles her journeys across Rifts Earth and other dimensions. Next to Emperor Prosek, she is perhaps the most famous person on the continent. Rifts Earth has few continent-spanning celebrities, but Erin Tarn is one of them. She is a champion of D-Bee rights, as well as a supporter of magic, literacy/education, and the preservation of true pre-Rifts history – all things that are contrary to Coalition ideals. Over the years, Miss Tarn has been one of the harshest critics of the CS, and constantly publishes anti-Coalition materials. Were she a nobody, the Coalition would pay her no mind, but her fame means that her voice goes far and carries great weight. When she speaks out against the CS, people tend to listen. As a result, Erin Tarn is the most wanted face in CS territory, and Chi-Town has put an enormous bounty on her head. Books written by Erin Tarn are perhaps some of the most illegal items one can have in the CS (after magic and stolen CS tech, of course).
Tolkeen: The Kingdom of Tolkeen – built over the ruins of Minneapolis, Minnesota – has long been a target of CS hostility, but it’s only recently that the Coalition has formally declared war on the city-state. Coalition forces have already begun amassing at the borders of the kingdom, preparing for a long and bloody siege.
Tolkeen is one of the continent’s major nations of magic, as well as a haven for D-Bees and supernatural creatures (particularly dragons). The nation is in close proximity to CS territory, and has connections to the Federation of Magic. All these things have made Tolkeen the first objective in the Emperor’s new Crusade for Humanity. The Coalition is expecting its war with Tolkeen to last 2-3 years, and this conflict will represent the largest full scale war ever undertaken by the CS Military. Along with its army of mages, demons, D-Bees, dragons, and golems, Tolkeen’s claim to fame is its armory of never-before-seen Techno-Wizardry and magical items. The Tolkeenites may prove to be the most challenging opponents that the CS has ever faced.
The Federation of Magic: This is the Coalition’s oldest enemy. The Federation of Magic (FoM) is a large network of cults, magical communities, sorcerous societies, and independent mages who dwell deep inside a ley line infested region known as the Magic Zone. In 12 P.A. (about 88 years ago), the forces of the Federation invaded the fledgling Coalition State of Chi-Town, in an attempt to destroy the nation and conquer it in the name of magic. The Chi-Town army defeated the Federation forces in a three day battle that proved to be one of the bloodiest in American history. Since that time, the CS has kept a wary eye out for Federation activity. Although the Coalition once believed that the FoM had been annihilated, CS Intelligence confirmed that the Federation still exists, albeit in a much diminished capacity.
The Federation of Magic has no unified leadership or standing army. It is not a single entity, but rather, a clandestine collection of individuals and groups who presumably seek the Coalition’s destruction. Due to its secretive and decentralized nature, the CS has been unsuccessful in finding and destroying the organization. Fed-Mag members hide in the Magic Zone and in the ‘Burbs of CS cities, waging guerilla war against the Coalition. Its members launch surgical strikes against CS holdings, using magic and terrorist tactics in retaliation for the FoM’s historic defeat nearly a century ago. However, while the Federation is a dangerous and ever-present threat to the Coalition, its attacks have had a relatively insignificant impact on the CS. Although the FoM offers aid to CS enemies, such as Tolkeen, the organization, ultimately, lacks the strength to be anything more than a major annoyance to the Coalition. Still, the CS fears the Federation of Magic, perceiving it as a boogie man of sorts, always ready to strike from the shadows.
Naruni Enterprises: The Coalition has branded this corporation an alien menace. It sells powerful technology to nonhumans, magic-users, mercenaries, and other enemies of the States. The advanced weapons and gear manufactured by Naruni Enterprises represent a significant risk to the Coalition’s technological superiority in North America. As such, the CS has plans in the near future to destroy all Naruni Enterprises retail outlets and route its salesmen from the continent. This plan will likely gain a great deal of support from other North American companies such as Northern Gun and Wellington Industries, who regard Naruni Enterprises as a business competitor.
Atlantis: Very little is known about the fabled continent of Atlantis. Only rumors have been collected, but most of them seem impossible to believe. The CS isn’t yet certain if what it’s heard is true, but if so, then Atlantis may well represent the greatest potential threat to all people living in North America. As far as the CS can tell, the entire island continent is a haven for aliens and monsters who use both magic and technology. CS Intelligence has determined that Atlantis sends “slaver parties” to the East Coast of North America in order to capture both humans and D-Bees. The Coalition Navy has had a few terrifying encounters with vessels believed to have originated from Atlantis, but it is unknown whether such hostile encounters are sanctioned by the Atlantean government or independent run-ins with its hellish residents. The CS Navy is especially concerned about its strategic control of the Gulf of St. Lawrence. Also, Atlantis is the one place that remains impenetrable to intelligence agents, and Coalition spies sent to infiltrate Atlantis always vanish. Currently, the Coalition’s only contingency to deal with Atlantis – should it ever become a threat – is nuclear bombardment, and trajectory solutions have been drawn up to blanket the island with nukes. However, this is onlya last resort, emergency plan.
The Black Market: Organized crime is an epidemic in CS territory. The Black Market deals in illegal commodities such as weapons, drugs, outlawed human augmentation, books and other forbidden knowledge, and even magic. It traffics this contraband into CS territory and sells it to CS citizens – something by which the Coalition cannot abide. As a massive police state with oppressive laws, the Coalition represents a vast land of potential opportunity and lucrative business for criminals. The ISS (CS law enforcement) wages a constant and unending street war against Black Market syndicates. Coalition “specters” are always investigating, infiltrating, and arresting Black Market crews, but as soon as one criminal enterprise gets shut down, another takes its place. Fully eradicating the Black Market is an unrealistic prospect, and the CS knows this. Consequently, the Coalition settles for limiting and containing Black Market activity in its territory as much as possible.
Cyber-Knight Fellowship: The Coalition is little concerned with the Cyber-Knights of North America. Members of the two organizations have had a few nasty run-ins, but for the most part, the Coalition States consider the organization to be insignificant. Past altercations have been with one or two Cyber-Knights, never the knights as a whole. Furthermore, the knights have been more of a help in combating bandits and monsters than a hindrance. As a group, the knights have never before sided with any CS enemy. However, if rumors are true that the Fellowship is riding to join Tolkeen against the Coalition, then they will have just earned themselves the enmity of the Empire.
Kingsdale: This small kingdom's days are numbered. Kingsdale harbors numerous D-Bees and sorcerers, and it’s an unregulated source of human augmentation, accounting for the creation of nearly a quarter of all the Juicers, Cyborgs, and Crazies in North America. The Coalition is currently in talks with Kingsdale’s nemesis, Whykin, about becoming a member state. If these negotiations go the way the CS hopes, then Whykin will become a sixth Coalition State. It is speculated that, if this happens, Kingsdale would be the Coalition’s next target after Tolkeen. Many people, especially D-bees and practitioners of magic, have already begun to leave the city in anticipation of conflict.
Lazlo: The Coalition States considers this comparatively small, independent nation to be a danger to their quest for power. It is the home of Erin Tarn and a place where humans and D-Bees live together in harmony. It is also a place where the practice of magic is commonplace and (in the opinion of CS authorities) the quest for knowledge and personal freedom is taken to dangerous extremes. Lazlo has been a refuge for peace loving beings from all walks of life and has been outspoken against the Coalition States. However, because it has never threatened the States and is perceived to be populated by peace lovers, scholars, and philosophers, the CS is content to leave Lazlo alone for the moment.
New Lazlo: This small city, a satellite community of Lazlo, is a lot like a teenager. It’s young, full of vitality, enthusiasm, and high ideals, and sees itself as strong and indestructible. Much like its parent city, New Lazlo is a city of magic, open to D-Bees, and inclined to scholarly pursuits. Despite Lazlo’s cautionary advice, New Lazlo constantly speaks out against the Coalition and openly supports CS enemies. Until recently, the community has gone unacknowledged by the Coalition. However, their continued brashness has caused the CS to take notice. Should the people of New Lazlo persist in publicly denouncing the Coalition, they will be crushed.
Mercenaries: The CS regards most soldiers-of-fortune as untrustworthy and dishonorable riff-raff; expendable fools who can be employed to conserve valuable CS lives. Though the Coalition is known to make use of mercenaries and freelancers on occasion, it has also had to contend with mercenaries hired by its enemies. Most private merc companies represent little threat to the CS, but a few are large and quite powerful – powerful enough to cause concern if their services are purchased by the Coalition’s enemies. The CS never knowingly employs any mercs who have a history of hiring themselves out to magic-users, D-Bees, or enemies of the States. Mercenaries who’ve accepted contracts against the CS are blacklisted and immediately arrested should they ever encounter CS forces.
Pecos Empire: The Pecos barbarians of Texas are an irksome enemy of the CS, but are among the least of their worries. Unless these bandits provoke a confrontation by laying siege to the Lone Star Complex, their destruction will probably be postponed for years. The Pecos Empire is composed of various bandits and raiders who terrorize lower Texas and parts of Mexico. While they are certain to attack CS outposts and convoys, they are too unorganized and undisciplined to represent a serious danger to Coalition operations.
The Xiticix: The Xiticix are an aggressive race of alien insectoids who’ve built massive hive colonies in Saskatchewan, Manitoba and northern Minnesota. The Coalition has been observing these creatures for years, watching as their numbers grow and they continually expand their territories. Currently, they are encroaching upon southern Minnesota, Wisconsin, and Ontario. For the moment, the Coalition is too concerned with Tolkeen to worry about the Xiticix menace. However, as they continue to spread out, they’ll eventually pose a threat to CS holdings in Iron Heart (they also pose a threat to Lazlo and Tolkeen). Consequently, the CS has decided to wage war on the Xiticix as part of a later phase of the Crusade for Humanity.
The Coalition Military
From the fragments of the old USA, the single most powerful force established in North America since the Great Cataclysm is the Coalition States. As far back as most beings can remember, the skull-faced symbol of the Coalition, borne by its fanatical power armored soldiers and robots, have inspired terror and hatred throughout the continent. The power of the army is so awesome that a CS diplomat just hinting at the possibility of invasion by "Dead Boy" soldiers has been known to make independent city-states and kingdoms crumble to the will of the Coalition States. One on one, the Coalition Armed Forces can dismantle any other military force on the continent, but because such a victory would be pyrrhic and self-defeating, the government has refrained from doing so.
The Prosek Regime has skillfully built the national character of its nation around the ideal that it is the last bastion of humanity in North America. To protect humankind from supernatural creatures, alien invaders and magic, the citizens have been convinced of the need for a strong and ruthless military force —as characterized by their fearsome skull logos and designs. As the size of the army and weapon stockpiles grew, the military became increasingly active in all facets of CS civilization and society. The lowliest grunt was regarded as a dedicated, national hero entrusted with law enforcement, civil defense and the protection of humankind. By 53 P.A., the goals and actions of the army could not be separated from the governing body of the Coalition States or its people. Decades of aggressive military expansion followed, and the CS grew into a world power.
The Prosek Regime has skillfully built the national character of its nation around the ideal that it is the last bastion of humanity in North America. To protect humankind from supernatural creatures, alien invaders and magic, the citizens have been convinced of the need for a strong and ruthless military force —as characterized by their fearsome skull logos and designs. As the size of the army and weapon stockpiles grew, the military became increasingly active in all facets of CS civilization and society. The lowliest grunt was regarded as a dedicated, national hero entrusted with law enforcement, civil defense and the protection of humankind. By 53 P.A., the goals and actions of the army could not be separated from the governing body of the Coalition States or its people. Decades of aggressive military expansion followed, and the CS grew into a world power.
Military Objectives
The last six years have been comparatively quiet. The States remained threatening and omnipresent in North America, but past decades of aggressive military expansion seemed to be at an end. Everybody acknowledge that the Coalition States remained a power to be feared, but some wondered if their glory days were behind them. The CS Military made threats and placed sanctions against such enemies as Tolkeen and the Federation of Magic, but no major offensives were launched. The Coalition government seemed mired in their own internal affairs. Overcrowding in the great cities, stalled expansion, growing dissension among member states (particularly Quebec) and other things led some to believe that the CS had overextended itself. During these years, the mighty Coalition Army seemed content to swallow tiny, neighboring communities and to lash out at helpless non-humans. Opponents of the Coalition States were happy to see the Coalition war machine grind to a crawl. Some observers speculated that the power of the CS had peaked and was on a slow decline. Others believed the CS remained strong, but that future growth would come at a slower pace. Others, the great scholar Erin Tarn among them, feared that this was the calm before the storm. They were right.
The Coalition States are secure and possess unrivaled military supremacy, thus it is time for the Emperor to begin his new military campaign. This campaign of conquest and expansion has come to be known as The Crusade for Humanity. This Crusade will be done in the name of humankind and supposedly for the purpose of self-defense and national security. Whatever motives need to be concocted to declare war on neighboring territories will be artfully designed to appear as true and noble as possible. Emperor Prosek has planned this campaign for years and all has finally fallen into place. He is ready to make his move.
Phase One of The Crusade for Humanity is to lay siege to the Coalition’s hated enemy, The Kingdom of Tolkeen. Located in Minnesota, Tolkeen is a huge sorcerer and D-Bee haven, representing one of the most powerful magical kingdoms on the continent. The Coalition States and Tolkeen have had a long history of hostility and conflict. Prosek intends to add what was once Minnesota to the territory of Chi-Town. Dozens of CS outposts and bases have been established and thousands of troops dispatched to the region. The Coalition will begin their campaign by 105 P.A. by conquering the smaller, outlying kingdoms and working their way northward to Tolkeen. This will be a long and bloody endeavor.
Phase Two is currently being undertaken and involves renewed efforts to sign a formal allegiance (and possible Coalition Statehood) with the human supremacist city of Whykin (formerly Poplar Bluff), but on the condition that Whykin joins the Coalition in eradicating the city of Kingsdale. Kingsdale has been given the ultimatum to remain unallied to Tolkeen. Furthermore, the CS has strongly implied that it would be best for all parties if Kingsdale considered joining the Coalition States as an annexed member of the Coalition. However, to comply, its predominantly non-human population will have to be banished from the territory or face CS judgment. Needless to say, Geoffrey Mercator, the ruler of Kingsdale, is not eager to accept such an offer. Prosek and his generals see Kingsdale as a threat to regional security because the kingdom harbors thousands of non-humans and magic-users. Fortunately for Kingsdale, the CS will not attack immediately – or at all – until Whykin has joined the Coalition. The CS hopes to avoid combat in the area entirely; not a likely prospect for the future.
Phase Three consists of negotiations with another CS ally, Fort El Dorado, and convincing them to apply for Statehood. If successful, the Coalition will claim the region once known as Arkansas and create a new Coalition State. This will make the CS better positioned to launch attacks into the Magic Zone and against the Pecos Empire in Texas. This will also involve the “pacification” of scattered feudal kingdoms and communities located all along the borders of CS Missouri.
Following Tolkeen and Kingsdale, Phase Four will involve establishing a front-line defense against the Xiticix and eventually waging genocide against the alien insectoids.
The groundwork has been set for the first leg of the Coalition’s expansion, and Emperor Prosek has already turned his attention to other frontiers. Expeditionary forces are being sent into what was once the western and southern United States to antagonize traditionalist Indians and New West settlements. A man always thinking of the future, Emperor Prosek has directed Chi-Town and Lone Star military to dispatch reconnaissance forces into New Mexico and Central America. The primary objective is to scout the land for future invasion and secondly, to address the rumors of vampires dominating Central America (if so, they are prime locations for liberation by and for humankind).
The last six years have been comparatively quiet. The States remained threatening and omnipresent in North America, but past decades of aggressive military expansion seemed to be at an end. Everybody acknowledge that the Coalition States remained a power to be feared, but some wondered if their glory days were behind them. The CS Military made threats and placed sanctions against such enemies as Tolkeen and the Federation of Magic, but no major offensives were launched. The Coalition government seemed mired in their own internal affairs. Overcrowding in the great cities, stalled expansion, growing dissension among member states (particularly Quebec) and other things led some to believe that the CS had overextended itself. During these years, the mighty Coalition Army seemed content to swallow tiny, neighboring communities and to lash out at helpless non-humans. Opponents of the Coalition States were happy to see the Coalition war machine grind to a crawl. Some observers speculated that the power of the CS had peaked and was on a slow decline. Others believed the CS remained strong, but that future growth would come at a slower pace. Others, the great scholar Erin Tarn among them, feared that this was the calm before the storm. They were right.
The Coalition States are secure and possess unrivaled military supremacy, thus it is time for the Emperor to begin his new military campaign. This campaign of conquest and expansion has come to be known as The Crusade for Humanity. This Crusade will be done in the name of humankind and supposedly for the purpose of self-defense and national security. Whatever motives need to be concocted to declare war on neighboring territories will be artfully designed to appear as true and noble as possible. Emperor Prosek has planned this campaign for years and all has finally fallen into place. He is ready to make his move.
Phase One of The Crusade for Humanity is to lay siege to the Coalition’s hated enemy, The Kingdom of Tolkeen. Located in Minnesota, Tolkeen is a huge sorcerer and D-Bee haven, representing one of the most powerful magical kingdoms on the continent. The Coalition States and Tolkeen have had a long history of hostility and conflict. Prosek intends to add what was once Minnesota to the territory of Chi-Town. Dozens of CS outposts and bases have been established and thousands of troops dispatched to the region. The Coalition will begin their campaign by 105 P.A. by conquering the smaller, outlying kingdoms and working their way northward to Tolkeen. This will be a long and bloody endeavor.
Phase Two is currently being undertaken and involves renewed efforts to sign a formal allegiance (and possible Coalition Statehood) with the human supremacist city of Whykin (formerly Poplar Bluff), but on the condition that Whykin joins the Coalition in eradicating the city of Kingsdale. Kingsdale has been given the ultimatum to remain unallied to Tolkeen. Furthermore, the CS has strongly implied that it would be best for all parties if Kingsdale considered joining the Coalition States as an annexed member of the Coalition. However, to comply, its predominantly non-human population will have to be banished from the territory or face CS judgment. Needless to say, Geoffrey Mercator, the ruler of Kingsdale, is not eager to accept such an offer. Prosek and his generals see Kingsdale as a threat to regional security because the kingdom harbors thousands of non-humans and magic-users. Fortunately for Kingsdale, the CS will not attack immediately – or at all – until Whykin has joined the Coalition. The CS hopes to avoid combat in the area entirely; not a likely prospect for the future.
Phase Three consists of negotiations with another CS ally, Fort El Dorado, and convincing them to apply for Statehood. If successful, the Coalition will claim the region once known as Arkansas and create a new Coalition State. This will make the CS better positioned to launch attacks into the Magic Zone and against the Pecos Empire in Texas. This will also involve the “pacification” of scattered feudal kingdoms and communities located all along the borders of CS Missouri.
Following Tolkeen and Kingsdale, Phase Four will involve establishing a front-line defense against the Xiticix and eventually waging genocide against the alien insectoids.
The groundwork has been set for the first leg of the Coalition’s expansion, and Emperor Prosek has already turned his attention to other frontiers. Expeditionary forces are being sent into what was once the western and southern United States to antagonize traditionalist Indians and New West settlements. A man always thinking of the future, Emperor Prosek has directed Chi-Town and Lone Star military to dispatch reconnaissance forces into New Mexico and Central America. The primary objective is to scout the land for future invasion and secondly, to address the rumors of vampires dominating Central America (if so, they are prime locations for liberation by and for humankind).
CS Military Hierarchy
The Emperor & the Executive Counsel
It bears repeating again that Emperor Prosek is the ultimate authority in the Coalition States. With the aid and advice of his Executive Counsel, he is the one who determines the goals and agenda of the entire Coalition. It is the Emperor who decides when to go to war, with whom, and why.
Military High Command
Once the Emperor or his Executive Counsel determines the grand strategy for the nation and war, the job of planning and implementing military operations falls to the Military High Command. The High Command is a body of 40 highly trained and experienced professional officers and military scientists hand-picked by the Emperor and his Executive Counsel. The bulk (70%) are from within the Chi-Town bureaucracy — men and women who have proven their loyalty to the Emperor and support his vision for the future. The 30% who are from outside the Chi-Town elite include one representative from Missouri and four from Lone Star (many critics of the Emperor consider these two States little more than extensions of Chi-Town). Three are representatives from Iron Heart. Free Quebec has always felt unfairly represented, so three of its four representatives have been absent (an informal boycott) for five years — their point being that their presence had no impact one way or another.
At the head of the Military High Command is General of the Army, Charles Reed Baxter. Currently General Cabot, General Ross Underhill of Special Ops, CSID commander General Ford, and Colonel Carol Black of Psi-Battalion are part of the elite task force coordinating the Tolkeen Campaign.
Working together, the officers of the High Command decide on the strategy of a mission and identify the central objectives. When the High Command determines what the army has to do, they identify what assets are needed to accomplish the job and assign the Army Corps and Divisions to do the job. This includes deciding exactly which forces to send, who to put in command, how to transport them to the combat zone, supply routes, strategic plans, time-tables, and other major considerations. After the High Command has made these decisions the responsibility for putting the plan into action is delegated to subordinate officers in Regular Army units. However, one or more officers of the High Command may join the field of battle to take charge, or suggest strategies and tactics, or simply to observe.
Regional Command
The Regional Command is an important administrative force that functions in a support and logistics capacity as well as an intermediary body between field units and the High Command. Its purpose is to follow orders and implement the decisions and plans of the High Command. Even during combat operations, the Regional Command rarely formulates plans or strategies for combat troops. It is the High Command who issues orders and directives to the field commanders who, with their staff officers, devise specific strategies and methods to accomplish their mission. Meanwhile, the important but unremarkable details like logistics, transportation, communications, maintaining supply-lines and internal security are delegated to the Regional Command. This doesn't mean the troops under the direction of Regional Command aren't combat seasoned, quite the contrary, it's just that fighting is not the primary purpose of these units, keeping lines open and supplies and information flowing so that the war can continue, is.
Each Coalition State has its own Regional Command which handles all the behind the scenes operations described above. Each is also responsible for the command and deployment of Army Corps assigned to service and defend their particular State and strategic locations within the State. Army Corps assigned to defend a State are not called to join a campaign at locations outside the State except under extreme circumstances, and only by order of the High Command, General of the Army, or the Emperor.
Regional State Forces
The overwhelming bulk of Coalition army personnel serve in the regular army of the Coalition States. Although each State contributes to the Armed Forces, the troops are under the direct command of the Emperor and the Military High Command at Chi-Town. The Regular Army is divided into Army Corps (typically two divisions or 11,520 troops) and are dispatched to serve and protect each specific allied State. Six or more Army Corps are assigned to the defense of most allied States, with additional uncommitted troops at bases and camps located in the State. An entire Corps is assigned to important and densely populated cites. The City of Chi-Town has six Army Corps assigned for its defense, plus ISS forces and another 30+ Regular Army Corps at its immediate disposal because they are located at bases and training camps throughout the State of Chi-Town. Typically, 50% of the army troops assigned to the defense of a particular State are comprised of local boys and girls — the thought being that natives of the area are more likely to serve with dedication and fiercely defend their homeland than completely detached forces.
The State Armies are conventional combat, support and service units that are the muscle of the Army. There are large standing armies in each state, relative to local population, that include these elements and have the capacity to war without the aid of other CS states. Bound together by nationalism, ideology and the centralized command of the CS government at Chi-Town, these combined State armies form a massive military powerhouse that is the Coalition Army.
Remember that with the level of high-technology available to the Coalition States, with its mega-damage flying power armor, manned robot vehicles, automated Skelebots, hover tanks, aircraft, cyborgs, Juicers and other resources, a CS Army Company (640 troops) has the armor and firepower of an old 20th Century Army Division (5760 troops)! Each city and town is also protected by the ISS (Internal Security Specialists) who serve as both civilian defenders and law enforcement officers; they are a formidable defense force in and of themselves. Furthermore, there is almost always a substantial force of uncommitted troops located in the State, or neighboring State, and rarely more than an hour from most any place in the State (especially to SAMAS and aircraft). Uncommitted troops are forces located at military bases and training camps that have not yet been assigned to a specific military campaign or operation. Consequently, they are available to be sent to wherever they are needed most.
The Emperor & the Executive Counsel
It bears repeating again that Emperor Prosek is the ultimate authority in the Coalition States. With the aid and advice of his Executive Counsel, he is the one who determines the goals and agenda of the entire Coalition. It is the Emperor who decides when to go to war, with whom, and why.
Military High Command
Once the Emperor or his Executive Counsel determines the grand strategy for the nation and war, the job of planning and implementing military operations falls to the Military High Command. The High Command is a body of 40 highly trained and experienced professional officers and military scientists hand-picked by the Emperor and his Executive Counsel. The bulk (70%) are from within the Chi-Town bureaucracy — men and women who have proven their loyalty to the Emperor and support his vision for the future. The 30% who are from outside the Chi-Town elite include one representative from Missouri and four from Lone Star (many critics of the Emperor consider these two States little more than extensions of Chi-Town). Three are representatives from Iron Heart. Free Quebec has always felt unfairly represented, so three of its four representatives have been absent (an informal boycott) for five years — their point being that their presence had no impact one way or another.
At the head of the Military High Command is General of the Army, Charles Reed Baxter. Currently General Cabot, General Ross Underhill of Special Ops, CSID commander General Ford, and Colonel Carol Black of Psi-Battalion are part of the elite task force coordinating the Tolkeen Campaign.
Working together, the officers of the High Command decide on the strategy of a mission and identify the central objectives. When the High Command determines what the army has to do, they identify what assets are needed to accomplish the job and assign the Army Corps and Divisions to do the job. This includes deciding exactly which forces to send, who to put in command, how to transport them to the combat zone, supply routes, strategic plans, time-tables, and other major considerations. After the High Command has made these decisions the responsibility for putting the plan into action is delegated to subordinate officers in Regular Army units. However, one or more officers of the High Command may join the field of battle to take charge, or suggest strategies and tactics, or simply to observe.
Regional Command
The Regional Command is an important administrative force that functions in a support and logistics capacity as well as an intermediary body between field units and the High Command. Its purpose is to follow orders and implement the decisions and plans of the High Command. Even during combat operations, the Regional Command rarely formulates plans or strategies for combat troops. It is the High Command who issues orders and directives to the field commanders who, with their staff officers, devise specific strategies and methods to accomplish their mission. Meanwhile, the important but unremarkable details like logistics, transportation, communications, maintaining supply-lines and internal security are delegated to the Regional Command. This doesn't mean the troops under the direction of Regional Command aren't combat seasoned, quite the contrary, it's just that fighting is not the primary purpose of these units, keeping lines open and supplies and information flowing so that the war can continue, is.
Each Coalition State has its own Regional Command which handles all the behind the scenes operations described above. Each is also responsible for the command and deployment of Army Corps assigned to service and defend their particular State and strategic locations within the State. Army Corps assigned to defend a State are not called to join a campaign at locations outside the State except under extreme circumstances, and only by order of the High Command, General of the Army, or the Emperor.
Regional State Forces
The overwhelming bulk of Coalition army personnel serve in the regular army of the Coalition States. Although each State contributes to the Armed Forces, the troops are under the direct command of the Emperor and the Military High Command at Chi-Town. The Regular Army is divided into Army Corps (typically two divisions or 11,520 troops) and are dispatched to serve and protect each specific allied State. Six or more Army Corps are assigned to the defense of most allied States, with additional uncommitted troops at bases and camps located in the State. An entire Corps is assigned to important and densely populated cites. The City of Chi-Town has six Army Corps assigned for its defense, plus ISS forces and another 30+ Regular Army Corps at its immediate disposal because they are located at bases and training camps throughout the State of Chi-Town. Typically, 50% of the army troops assigned to the defense of a particular State are comprised of local boys and girls — the thought being that natives of the area are more likely to serve with dedication and fiercely defend their homeland than completely detached forces.
The State Armies are conventional combat, support and service units that are the muscle of the Army. There are large standing armies in each state, relative to local population, that include these elements and have the capacity to war without the aid of other CS states. Bound together by nationalism, ideology and the centralized command of the CS government at Chi-Town, these combined State armies form a massive military powerhouse that is the Coalition Army.
Remember that with the level of high-technology available to the Coalition States, with its mega-damage flying power armor, manned robot vehicles, automated Skelebots, hover tanks, aircraft, cyborgs, Juicers and other resources, a CS Army Company (640 troops) has the armor and firepower of an old 20th Century Army Division (5760 troops)! Each city and town is also protected by the ISS (Internal Security Specialists) who serve as both civilian defenders and law enforcement officers; they are a formidable defense force in and of themselves. Furthermore, there is almost always a substantial force of uncommitted troops located in the State, or neighboring State, and rarely more than an hour from most any place in the State (especially to SAMAS and aircraft). Uncommitted troops are forces located at military bases and training camps that have not yet been assigned to a specific military campaign or operation. Consequently, they are available to be sent to wherever they are needed most.
CS Military Divisions & Departments
The Coalition Army
Department of Special Divisions (DSD)
An umbrella organization within the Coalition Military that oversees and coordinates Special Military Operations and Corps, including:
Other CS Military Branches
Civil Defense Forces
Quebec Military Divisions
Free Quebec has long resisted conforming to standardized CS military organization. Though the Quebec Military boasts most of the same departments and divisions as the uniform Coalition Military, there are a few notable army divisions that are unique to their state. Note that Quebec only uses a fraction of the Skelebots, Psi-Stalkers, Dog Boys, and psychics employed by the other states.
The Coalition Army
- Infantry — Regular Army with several subdivisions, departments and corps.
- Dog Pack Infantry Corps — Main Psi-Hound fighting force.
- Rangers Corps (Infantry and Intel) — Humans, Dog Boys and Psi-Stalkers.
- RPA Airborne Armored Corps (RPA-AAC Infantry) — SAMAS and all flying Power armor.
- RPA Robot Mechanized Corps (RPA-MC Infantry) — All ground-based giant robots, power armor like the UAR, IAR, Hellraiser, etc.
- Armored Mechanized Corps (AMC) — Tanks, APCs, and other ground vehicles.
- Medical Corps — Body Fixers and Cyber-Docs.
- Skelebot Deployment Force (SDF) — Unmanned, robotic troops.
- Rapid Deployment Force (RDF) — 4 combat divisions (23,000 troops). Fast response force that can mobilize to anywhere in North America within 48 hours.
- Coalition Expeditionary Force (CEF) — Units sent to explore hostile territories and meddle in the affairs of other nations.
- CS Quartermasters Corps (CSQC) — Logistical division of the CS Army. Handles the distribution of basic supplies and services to CS soldiers in the field (i.e., ammunition, uniforms, food, water, laundry, mortuary affairs, etc.).
- CS Intelligence Division (CSID) — Military Intel.
- CS Military Technologies (CSMT) — Operators/mechanics, scientists, engineers, construction, etc.
Department of Special Divisions (DSD)
An umbrella organization within the Coalition Military that oversees and coordinates Special Military Operations and Corps, including:
- Special Forces — Commandos, spies, and all other Special operatives and operations.
- Coalition Cyborg Division — Special Infantry combat division composed of full conversion cyborgs. Considered experimental.
- Juicer Division — Special Infantry combat division composed of chemically augmented soldiers (“Juicers”). Considered experimental.
- Explosive Ordnance Division (EOD) – Sappers, demolitionists, and other explosives specialists.
- Rifts Control Study Group (RCSG) — Military scientists charged with the study and containment of rifts.
- Advanced Phenomenological Study Group (APSG) — Also called the “Para-Arcane,” military scientists tasked with studying and countering magic, the undead, and the supernatural.
- Kill Hound Battalion (KH-Bat) — Elite, hyper-aggressive Psi-Hounds used as shock troops and D-Bee hunter-killers.
- K-9 "Sniffer" Battalion (K-9 Bat) — Elite Psi-Hounds with special scent training; used for tracking and manhunting, and to detect drugs, bombs, the supernatural, etc.
- Psi-Battalion (Psi-Bat) — Special Forces psychics; Coalition Mind Melters, Bursters, Psi-Teks, etc.
Other CS Military Branches
- Air Force — Transports, Sky Cycles, Death Wings, and all flying vehicles and aircraft (also utilizes SAMAS and other flying power armor).
- Naval Advisory Commission (NAC) — The Coalition Navy; warships, patrol boats, submersibles, etc. Includes underwater robot vehicles and power armor.
Civil Defense Forces
- Internal Security Specialists (ISS) — Law Enforcement, Civil Defense, and CS secret police.
- Net-Set (NTSET) Division — Nonhuman Tactical Strike and Eradication Teams, elite anti-supernatural police force tasked with hunting down supernatural and non-human threats in CS territory.
- Psi-Net (PRP) Division — Psychic police who enforce the Psychic Registration Act; civilian version of Psi-Battalion.
Quebec Military Divisions
Free Quebec has long resisted conforming to standardized CS military organization. Though the Quebec Military boasts most of the same departments and divisions as the uniform Coalition Military, there are a few notable army divisions that are unique to their state. Note that Quebec only uses a fraction of the Skelebots, Psi-Stalkers, Dog Boys, and psychics employed by the other states.
- Army Recce — Troops charged with the defense of remote regions and borders of Quebec. Trained to be highly self-sufficient and operate in isolation with little or no support.
- Quebec Military Intelligence Division (QMID) — Free Quebec’s military intel division. Equivalent to the CSID.
- Quebec Rapid Deployment Force (QRDF) — Quebec’s first responders. Equivalent to the Coalition’s RDF but smaller (consisting of 6,000 troops, many of which are Glitter Boys).
- Expeditionary Force — Long range reconnaissance and scouting.
- Army Service Support Division — Support personnel (mechanics, electrical engineers, mechanical engineers, cargo haulers, etc.). Effectively functions as a combination of the CSQC and the CSMT.
- The Liberty Reserve — Charged with creating and maintaining Quebec’s Juicers and Cyborgs. The existence of this covert division is responsible for much of the tension between Chi-Town and Free Quebec.
- Armored Corps — Consists of all Quebec power armor other than Glitter Boys.
- Glitter Boy Legion — Quebec’s sizeable and diverse Glitter Boy force (18,000 suits) is a distinct and iconic part of its military. Along with the Liberty Reserve, this army division exists in direct violation of the Coalition’s decrees.
- Air Force Corps — Whereas the rest of the CS has its flying power armor and aircraft in discreet, separate divisions, Quebec’s Air Force combines the two. A majority of Quebec’s flying power armor are SAMAS.
- Quebec Navy — Part of the Coalition Navy, though Quebec has had its own naval forces for much longer than the rest of the CS. Consequently, the Quebec Navy is, generally, more skilled and effective.
- Le Sûreté du Quebec (SQ) — A civil intelligence agency that deals with national security.
CS Army Ranks
The chain of command is listed from the top down. Each term or tour of duty is six years. Career soldiers usually remain in active duty for 32 to 48 years. Some Generals have served their nation for even longer.
Commissioned Officers
A commissioned officer is a character who has earned a commission and a rank of lieutenant or higher. One becomes a commissioned officer by rising through the ranks, starting at private, or by finishing Officer's Training School with honors.
Non-Commissioned Officers
A non-commissioned officer (Non-Com or NCO) is an enlisted person who has authority over other enlisted personnel but has not received a commission. In the CS Army, non-com officer status begins at the enlisted rank of Sergeant and goes up to the rank of Chief Warrant Officer. Without a commission, an NCO cannot be promoted beyond Chief Warrant Officer.
Enlisted Personnel
Enlisted members are the backbone of the CS Army. They fill the basic day-to-day needs and jobs (M.O.S.) of the Armed Forces.
Service Specialists
A Service Specialist is a support person not within the chain of command. This is typically a scout, mercenary, spy, informer, free agent, adventurer, or laborer who has earned special recognition and status with the CS Military. The Service Specialist may be hired to serve the army for special missions, select operations, or for extended duty as part of its support network. The exact period of time can be limited to the fulfillment of a particular mission or job, or last for an entire six year tour of military duty. Service Specialists are considered "privileged civilians" allowed to directly serve and affiliate with the military. They do not have military I.D., status, rank, or commission. Nor do they receive combat or hazard pay.
Service Specialists are expected to take orders from officers and follow basic military protocol, procedure and the chain of command. However, such Specialists cannot issue commands to even a private, are not acknowledged as military personnel, and are not required to salute officers. Consequently, they may be excluded from military meetings, strategy sessions, military administrative offices, officers' clubs and restricted areas.
The chain of command is listed from the top down. Each term or tour of duty is six years. Career soldiers usually remain in active duty for 32 to 48 years. Some Generals have served their nation for even longer.
Commissioned Officers
A commissioned officer is a character who has earned a commission and a rank of lieutenant or higher. One becomes a commissioned officer by rising through the ranks, starting at private, or by finishing Officer's Training School with honors.
- General of the Army (5 bar)
- General
- Lieutenant General
- Major General
- Brigadier General
- Colonel
- Lieutenant Colonel
- Major
- Captain
- 1st Lieutenant
- 2nd Lieutenant
Non-Commissioned Officers
A non-commissioned officer (Non-Com or NCO) is an enlisted person who has authority over other enlisted personnel but has not received a commission. In the CS Army, non-com officer status begins at the enlisted rank of Sergeant and goes up to the rank of Chief Warrant Officer. Without a commission, an NCO cannot be promoted beyond Chief Warrant Officer.
Enlisted Personnel
Enlisted members are the backbone of the CS Army. They fill the basic day-to-day needs and jobs (M.O.S.) of the Armed Forces.
- Chief Warrant Officer
- Warrant Officer
- Command Sergeant Major
- Sergeant Major
- Master Sergeant
- Sergeant 1st Class
- Staff Sergeant
- Sergeant
- Corporal
- Private 1st Class
- Private
Service Specialists
A Service Specialist is a support person not within the chain of command. This is typically a scout, mercenary, spy, informer, free agent, adventurer, or laborer who has earned special recognition and status with the CS Military. The Service Specialist may be hired to serve the army for special missions, select operations, or for extended duty as part of its support network. The exact period of time can be limited to the fulfillment of a particular mission or job, or last for an entire six year tour of military duty. Service Specialists are considered "privileged civilians" allowed to directly serve and affiliate with the military. They do not have military I.D., status, rank, or commission. Nor do they receive combat or hazard pay.
Service Specialists are expected to take orders from officers and follow basic military protocol, procedure and the chain of command. However, such Specialists cannot issue commands to even a private, are not acknowledged as military personnel, and are not required to salute officers. Consequently, they may be excluded from military meetings, strategy sessions, military administrative offices, officers' clubs and restricted areas.
CS Navy Ranks
The Coalition Navy uses a different set of ranks than the standard ones of the CS Army and Air Force. Only the titles differ; the status and seniority attached to them are identical to the equivalent army ranks. All branches of the CS Navy use this system, including Merchant-Marines, Sailors, and Nautical Commando Specialists (CS equivalent of Navy SEALs). The Naval Infantry is the lone branch of the CS Navy that uses standard Army ranks, except that Naval Infantry Sergeant Majors are called Master Gunnery Sergeants and Sergeants First Class are called Gunnery Sergeants.
Sailors in the regular branch of the CS Navy are the only ones eligible for command level positions such as Captain and Admiral. Most Merchant-Marines are enlisted personnel; less than 10% are officers. In the Nautical Commando Specialist teams, the highest rank an officer can achieve is that of Commander.
Sea Dogs (Naval Dog Boys) seldom achieve a rank higher than Senior Chief Petty Officer. Psi-Stalkers hate the confined, tedious life aboard ships and avoid sea duty, except as Naval Infantry.
Commissioned Officers
Enlisted Personnel
In the CS Navy, non-commissioned officers are known as “petty officers.” Non-com officer status begins at the enlisted rank of Petty Officer Third Class and goes up to the rank of Master Chief Petty Officer.
The Coalition Navy uses a different set of ranks than the standard ones of the CS Army and Air Force. Only the titles differ; the status and seniority attached to them are identical to the equivalent army ranks. All branches of the CS Navy use this system, including Merchant-Marines, Sailors, and Nautical Commando Specialists (CS equivalent of Navy SEALs). The Naval Infantry is the lone branch of the CS Navy that uses standard Army ranks, except that Naval Infantry Sergeant Majors are called Master Gunnery Sergeants and Sergeants First Class are called Gunnery Sergeants.
Sailors in the regular branch of the CS Navy are the only ones eligible for command level positions such as Captain and Admiral. Most Merchant-Marines are enlisted personnel; less than 10% are officers. In the Nautical Commando Specialist teams, the highest rank an officer can achieve is that of Commander.
Sea Dogs (Naval Dog Boys) seldom achieve a rank higher than Senior Chief Petty Officer. Psi-Stalkers hate the confined, tedious life aboard ships and avoid sea duty, except as Naval Infantry.
Commissioned Officers
- Fleet Admiral
- Admiral
- Vice Admiral
- Rear Admiral
- *Commodore
- Captain
- Commander
- Lieutenant Commander
- Lieutenant
- Lieutenant Junior Grade
- Ensign
Enlisted Personnel
In the CS Navy, non-commissioned officers are known as “petty officers.” Non-com officer status begins at the enlisted rank of Petty Officer Third Class and goes up to the rank of Master Chief Petty Officer.
- Master Chief Petty Officer
- Senior Chief Petty Officer
- Chief Petty Officer
- Petty Officer First Class
- Petty Officer Second Class
- Petty Officer Third Class
- Seaman
- Seaman Apprentice
- Seaman Recruit
Coalition Uniforms
Coalition military uniforms stress two things — Practicality and Uniformity. Individual expression is frowned upon and discouraged with a few notable exceptions: award medals, shoulder patches and service badges. These exceptions are allowed since they are meant to serve as incentives to the rank and file.
Coalition military uniforms stress two things — Practicality and Uniformity. Individual expression is frowned upon and discouraged with a few notable exceptions: award medals, shoulder patches and service badges. These exceptions are allowed since they are meant to serve as incentives to the rank and file.
Coalition Body Armor
Coalition body armor is famous for its Death’s Head motif – a psychological warfare tactic meant to intimidate and unnerve the opposition. This motif has struck fear in CS enemies for over 40 years and has lead to CS soldiers being dubbed “Dead Boys.” CS body armor is environmentally sealed, light weight, and made from materials much stronger than steel. It is distantly based on old pre-Rifts U.S. infantry armor designs that the Coalition discovered in the Lonestar Complex.
In 100 P.A., the Coalition redesigned its body armor with a more skeletal appearance. New style Dead Boy armor offers better protection and makes use of new advances in CS tech. The Coalition is in the process of slowly phasing out the old style suits, but they are still very prevalent.
The Coalition has numerous types of full environmental body armor specific to different purposes and types of troops. It has light, medium and heavy armor, as well as standard infantry armor, Dog Boy armor, Cyborg armor, Juicer armor, recon armor, and special forces armor.
Free Quebec uses standard issue CS body armor, as well as its own unique style of suits.
Coalition body armor is famous for its Death’s Head motif – a psychological warfare tactic meant to intimidate and unnerve the opposition. This motif has struck fear in CS enemies for over 40 years and has lead to CS soldiers being dubbed “Dead Boys.” CS body armor is environmentally sealed, light weight, and made from materials much stronger than steel. It is distantly based on old pre-Rifts U.S. infantry armor designs that the Coalition discovered in the Lonestar Complex.
In 100 P.A., the Coalition redesigned its body armor with a more skeletal appearance. New style Dead Boy armor offers better protection and makes use of new advances in CS tech. The Coalition is in the process of slowly phasing out the old style suits, but they are still very prevalent.
The Coalition has numerous types of full environmental body armor specific to different purposes and types of troops. It has light, medium and heavy armor, as well as standard infantry armor, Dog Boy armor, Cyborg armor, Juicer armor, recon armor, and special forces armor.
Free Quebec uses standard issue CS body armor, as well as its own unique style of suits.
CS Military Formations
For the purposes of convenience, the term “unit” implies one (1) soldier, Skelebot, robot vehicle, tank, or whatever. The range of units listed indicates the minimum number of members needed to make up that particular group size and how many it should have at full strength. Mechanized Formations, (sometimes called “armored” formations), have the same number of units as Infantry Formations do, however each mechanized squad will usually only have three to four crew-operated vehicles that are supported by three to six individual units – commonly foot soldiers for light mechanized squads, and power armor for heavy mechanized squads. The exception to this general rule of thumb are Seek & Destroy squads which are designed to bring more punch to the fight, often being comprised of four to six main units and two to four supporting ones.
When infantry and armored formations are mixed, they are put together in groupings to make larger organizational formations, but almost always have a functional theme in mind. For instance a Company geared towards close artillery support fire could be comprised of two infantry platoons of 80 soldiers (eight full strength squads), and a heavy mechanized platoon of 18 Abolishers (four Type “E” squads) and their small troupe mortar teams. Alternately Heavy Armor Battalion could made up of two companies Search & Destroy bots, (twenty-nine Type C Heavy Mechanized S&D squads with 73 Linebacker tanks, 67 Skull Smashers, 52 Enforcers, and 29 Super Sams), a mechanized recon platoon (four Type “B” Low Profile squads of 7 Hellfire, 8 Scorpion-Skull Walkers and their support units), and full three platoons of 120 standard infantry troops. The combinations are without limit. Field Armies and Battle Groups have pretty much set numbers and change little, having more or less the same mix of infantry and armored units, though types of each may vary.
Standard Army Formations
For the purposes of convenience, the term “unit” implies one (1) soldier, Skelebot, robot vehicle, tank, or whatever. The range of units listed indicates the minimum number of members needed to make up that particular group size and how many it should have at full strength. Mechanized Formations, (sometimes called “armored” formations), have the same number of units as Infantry Formations do, however each mechanized squad will usually only have three to four crew-operated vehicles that are supported by three to six individual units – commonly foot soldiers for light mechanized squads, and power armor for heavy mechanized squads. The exception to this general rule of thumb are Seek & Destroy squads which are designed to bring more punch to the fight, often being comprised of four to six main units and two to four supporting ones.
When infantry and armored formations are mixed, they are put together in groupings to make larger organizational formations, but almost always have a functional theme in mind. For instance a Company geared towards close artillery support fire could be comprised of two infantry platoons of 80 soldiers (eight full strength squads), and a heavy mechanized platoon of 18 Abolishers (four Type “E” squads) and their small troupe mortar teams. Alternately Heavy Armor Battalion could made up of two companies Search & Destroy bots, (twenty-nine Type C Heavy Mechanized S&D squads with 73 Linebacker tanks, 67 Skull Smashers, 52 Enforcers, and 29 Super Sams), a mechanized recon platoon (four Type “B” Low Profile squads of 7 Hellfire, 8 Scorpion-Skull Walkers and their support units), and full three platoons of 120 standard infantry troops. The combinations are without limit. Field Armies and Battle Groups have pretty much set numbers and change little, having more or less the same mix of infantry and armored units, though types of each may vary.
Standard Army Formations
- A Fireteam is the smallest formation there is, and is made up of 2 to 3 soldiers. It is best for urban combat situations where large groups are easy targets, but they are also useful for reconnaissance and scouting parties in general. Infantry Fireteams (sometimes called a “Stack”) are commanded by either a Corporal or an E-3 or E-4 NCO. There is no such thing a Mechanized Fireteam.
- A single crew-operated combat vehicle is typically manned by those of the enlisted ranks and is commanded by an E-5 or E-6 NCO.
- A Squad is made up of 3 Fireteams being joined by a medic, making for a total of 6 to 10 units in all. Infantry Squads are usually commanded by either an E-5 or E-6 NCO, and Mechanized Squads by a First or Second Class Lieutenant.
- A Platoon has 3 to 4 Squads with 30 to 40 units. Infantry Platoons are commanded by a First or Second Class Lieutenant, and Mechanized Platoons by a Captain or a Major.
- A Company has 3 to 4 Platoons (12 to 16 Squads) with 120 to 160 units. Infantry Companies are commanded by a Captain or a Major, and Mechanized Companies by a Major.
- A Battalion has 3 to 4 Companies (48 to 64 Squads) with 480 to 640 units. Infantry Battalions are commanded by a Major or a Lieutenant Colonel, and Mechanized Battalions by a Lieutenant Colonel.
- A Regiment is made up of 10 Companies, or 2 to 3 Battalions (120 to 192 Squads) with 1,200 to 1,920 units and is commanded by a Lieutenant Colonel or a Colonel with authority over both infantry and mechanized forces within.
- A Brigade is comprised of 2 Regiments (240 to 384 Squads) with 2,400 to 3,840 units and is commanded by a Colonel or a Brigadier General with authority over both infantry and mechanized forces within.
- A Division is made up of 10 Battalions, 2 Brigades, or 3 to 4 Regiments (480 to 768 Squads) with 4,800 to 7,680 soldiers and is commanded by a Brigadier General or Major General with authority over both infantry and mechanized forces within.
- An Army Core is comprised of 2 Divisions (1,024 to 1,536 Squads) with 10,240 to 15,360 troops, and is commanded by the senior most Brigadier or Major Generals of the two Divisions that make it up. An Army Core is a Regional State Army formation and is not in current use by the regular CS Army.
- A Field Army has 3 to 4 Divisions in it (1,920 to 3,072 Squads) with 19,200 to 30,720 troops and is commanded by a Major General or a Lieutenant General with authority over both infantry and mechanized forces within.
- A Battle Group is made up of 10 Field Armies (19,200 to 30,000+ Squads) and has 192,000 to 300,000+ mixed troops and is commanded by a Lieutenant General or a full four bar General with authority over both infantry and mechanized forces within.
CS Squad Types
Generally speaking foot soldiers, (Grunts, Strike Troopers, CS Juicers…), are provided with some sort of transportation, be it an APC, a general purpose Command Car, a NG hover-cycle or what have you. Only a few are sent out on foot, and even then that’s usually to cover or patrol a small area. Given that these vehicles are crewed by the soldiers themselves, they are usually not counted as being part of any formation, mechanized or infantry. Those few that are counted as being part of a squad come complete with their own crews, unless otherwise noted.
All formations can be formed without connecting Command & Support Squads including companies and platoons, (especially mechanized formations). C&S Squads just make it easier to do so and greatly facilitate their functionality.
Standard Combat Operations Squads
Infantry Fireteam
Infantry Squad
Infantry Command & Support (C&S) Squad
Dog Pack Squad
Light Mechanized Squad, Type A: Ground Assault
Light Mechanized Squad, Type B: Land & Air Mix (called L.A.M. or “Lamb”)
Light Mechanized Squad, Type C: Amphibious Assault
Light Mechanized Squad, Type D: Air to Ground Assault
Light Mechanized Squad, Type E: Infantry Air Insertion (“Paratroopers”)
Heavy Mechanized Squad, Type A: Urban Combat Unit
Heavy Mechanized Squad, Type B: Spider Infantry
Heavy Mechanized Squad, Type C: Amphibious Assault & Transport
Heavy Mechanized Squad, Type D: Frontline Heavy Armor
Heavy Mechanized Squad, Type E: Close Artillery Support
Heavy Mechanized Squad, Type F: Mobile Artillery Support
Heavy Mechanized Squad, Type G: Blitzkrieg Assault
Close Air Support Squad
Reconnaissance Squads
Recon Fireteam
Infantry Squad
Special Forces Recon Squad, Type A: Ranger Recon Squad
Special Forces Recon Squad, Type B: Supernatural Containment & Study
Dog Pack Recon Squad
Long Range Reconnaissance Patrol (LRRP) Squad, Type A: Standard Unit
LRRP Squad, Type B: Hostile Territory Specialists (M&M Squad)
LRRP Squad, Type C: Magic Zone Specialists (Psi-Bat)
Light Mechanized Recon Squad, Type A: General Patrol
Light Mechanized Recon Squad, Type B: Low-Observable Urban Patrol
Light Mechanized Recon Squad, Type C: Shore Patrol
Heavy Mechanized Recon Squad, Type A: Spider Nest
Heavy Mechanized Recon Squad, Type B: Low Profile
Heavy Mechanized Recon Squad, Type C: Expeditionary
Heavy Mechanized Recon Squad, Type D: Waterway Patrol
Air Recon Squad
Seek & Destroy Squads
S&D Squad, Type A: Anti-Personnel
S&D Squad, Type B: M&M Squad
Light S&D Squad
Full Pack S&D Squad
S&D Kill Squad
S&D Squad, Type A: General Operations
S&D Squad, Type B: Aerial Assault
S&D Squad, Type C: Ranger Guerilla Squad
S&D Squad, Type D: Anti-Magic
S&D Squad, Type E: Psi-Bat Terminator Squad
S&D Squad, Type A: Ground Assault
S&D Squad, Type B: Air Strike
S&D Squad, Type A: Mechanized Strike Force
S&D Squad, Type B: Light Mechanized
S&D Squad, Type C: Heavy Mechanized
S&D Squad, Type D: Cyber Supported Armor
S&D Squadron, Type A: Air to Ground
S&D Squadron, Type B: Air to Ground
S&D Squadron, Type C: Air to Air Inceptors
Standard Squadron, Type D: High Speed Interceptors
Standard Squadron, Type E: Air Strike
Standard Squadron, Type F: Air Superiority
Standard Squadron, Type G: Rapid Ground Force Insertion (DHT Squadron)
Rescue Squads
Infantry Med-Evac Team
Special Forces Rescue Squad, Type A: Crash Recovery
Special Forces Rescue Squad, Type B: HRT
Light Mechanized
Heavy Mechanized
Air Rescue Team
Disaster Response Unit
Espionage, Counterintelligence & Sabotage (ECS) Squads
ECS Squad: Espionage Elite
Civil & Military Police Squads
Police Fireteam or Squad, Type A: Foot Patrol – Standard
Police Squad, Type B: Initial Crime Response
Police Squad, Type C: Criminal Investigation
Police Fireteam or Squad, Type D: Military Police
Police Dog Pack Squad, Type A: Civil Patrol
Police Dog Pack Squad, Type B: K-9 S.W.A.T.
Police Squad, Type A: “Nut Set” Squad
Police Squad, Type B: Suspicious Activity & Criminal Surveillance
Police Squad, Type C: Military Police – M&M Apprehension Team
Police Squad, Type A: General Patrol
Police Squad, Type B: Tactical Response
Police Squad, Type C: Military Police
Police Squad, Type A: Light Rapid Response & Aerial Patrol
Police Squad, Type B: Heavy Rapid Response & Aerial Patrol
Military Construction Squads
Construction Squad, Type A: Secured Position Team
Construction Squad, Type B: Hostile Territory Team
Mechanized Construction Squad, Type A: Secured Position Team
Mechanized Construction Squad, Type B: Hostile Territory Team
Generally speaking foot soldiers, (Grunts, Strike Troopers, CS Juicers…), are provided with some sort of transportation, be it an APC, a general purpose Command Car, a NG hover-cycle or what have you. Only a few are sent out on foot, and even then that’s usually to cover or patrol a small area. Given that these vehicles are crewed by the soldiers themselves, they are usually not counted as being part of any formation, mechanized or infantry. Those few that are counted as being part of a squad come complete with their own crews, unless otherwise noted.
All formations can be formed without connecting Command & Support Squads including companies and platoons, (especially mechanized formations). C&S Squads just make it easier to do so and greatly facilitate their functionality.
Standard Combat Operations Squads
Infantry Fireteam
- 2 to 3 Light Infantry Soldiers and/or Dog Boys
- 0 to 1 Heavy Infantry Soldier (Roughly two-thirds of all Fireteams will include this kind of soldiers depending on how a given squad is divided up. When the team does include a Heavy Infantry Soldier the situation dictates that there can be no more than two light soldiers to fill out the team.)
Infantry Squad
- 3 to 5 Light Infantry Soldiers
- 1 to 2 Dog Boys
- 1 to 2 Heavy Infantry Soldiers
- 1 Technical Officer (Medic)
Infantry Command & Support (C&S) Squad
- 1 CS Military Specialist (Platoon Leader)
- 3 Technical Officers (a Communications Officer, a Medic, and a Weapons tech)
- 1 Psi-Stalker or high ranking Dog Boy (Pack Leader)
- 2 to 3 Heavy Infantry Soldiers (one of which is the Platoon Sergeant)
- 1 to 2 Light Infantry Soldiers
Dog Pack Squad
- 2 to 5 Dog Boy Soldiers (Typical)
- 2 to 4 Heavy Psi-Hound Soldiers (typically of the larger breeds) in heavy DPM-D1 armor, armed with CP-40’s and CS Neural Maces.
- 1 Psi-Stalker (Squad Leader) in light CA-4 armor and armed with a heavy powered weapon of choice (be it CS issue or not)
Light Mechanized Squad, Type A: Ground Assault
- 3 to 4 Terror Troopers and/or Glitter Boy Killers
- 2 to 5 Light Infantry Soldiers (Grunts) using either NG hover-cycles or a CS Command Car for speedy transportation.
- 1 Dog Boy (Typical) using a NG hover-cycle or taking a seat in the Command Car.
Light Mechanized Squad, Type B: Land & Air Mix (called L.A.M. or “Lamb”)
- 1 to 2 “Smiling Jack” SAMAS armed with C-40R rail guns
- 1 to 2 Heavy Infantry Soldiers using PA-100 Mauler power armor armed with CTT-P40’s.
- 3 to 5 Light Infantry Soldiers (Grunts) with two using CS-500 Sky Packs and the rest a CS Command Car for speedy transportation.
- 1 Dog Boy (Typical) taking a seat in the Command Car.
Light Mechanized Squad, Type C: Amphibious Assault
- 2 to 4 Sea SAMAS and/or Tridents armed with CSN-T30’s, having both micro-fusion torpedo-grenades for sea combat and micro-fusion grenades for land combat (two and four magazines of each respectively).
- 4 to 6 Light Infantry Soldiers (Naval Infantry) using either CSN-600 Deep-Six Sea Packs for stealthy underwater approaches or CS Jet Skis to come over the surface.
Light Mechanized Squad, Type D: Air to Ground Assault
- 1 to 2 “Smiling Jack” SAMAS
- 2 to 4 Light Infantry Soldiers (Grunts) equipped with CS-500 Sky Pack jetpacks.
- 3 to 4 Scout Rocket Cycles
Light Mechanized Squad, Type E: Infantry Air Insertion (“Paratroopers”)
- 3 to 5 Light Infantry Soldiers
- 1 to 2 Dog Boys
- 1 to 2 PA-100 Maulers armed with C-40R rail guns and 3000 round (75 burst) ammo drums.
- 1 Technical Officer (Medic)
Heavy Mechanized Squad, Type A: Urban Combat Unit
- 1 to 2 UAR-1 Enforcers
- 1 to 2 IAR-4 Hellraisers
- 4 to 6 PA-100 Maulers
Heavy Mechanized Squad, Type B: Spider Infantry
- 1 Spider-Skull Walker
- 2 to 3 Scout Spider-Skull Walker
- 3 to 6 Heavy Infantry Soldiers in CA-6EX armor using the main Spider-Skulls as their APC.
Heavy Mechanized Squad, Type C: Amphibious Assault & Transport
- 3 to 4 CSN Sea-Spider Walkers
- 3 to 6 Sea SAMAS
Heavy Mechanized Squad, Type D: Frontline Heavy Armor
- 2 IAR-2 Abolishers
- 1 to 2 IAR-3 Skull Smashers
- 1 to 4 Terror Troopers armed with a 50/50 mix of CTT weapons.
- 1 to 2 Super SAMAS
Heavy Mechanized Squad, Type E: Close Artillery Support
- 4 to 5 IAR-2 Abolishers
- 2 or 4 Heavy Infantry Soldiers working in pairs and operating a mobile CM-80 Mortar (SB4, pg. 61). One is responsible for aiming the weapon and the other fires/reloads from a box of twenty mortars. They are either issued a CS Command Car or NG hover cycles for mobility, but must come to a complete stop to set up and fire the mortar on a solid relatively flat surface.
- 1 Super SAMAS acting as scout and spotter, using the armor’s sensor and communications system to track and direct the artillery fire.
Heavy Mechanized Squad, Type F: Mobile Artillery Support
- 2 Mk VII Slayers APCs
- 2 towed GR-155 EM Howitzers
- 6 Heavy Infantry Soldiers trained to load, aim, and fire the howitzers, using EA-6EX armor to augment their strength move and position the guns with all the more ease.
Heavy Mechanized Squad, Type G: Blitzkrieg Assault
- 3 to 4 CTX-50 “Line Backer” Heavy Assault Tanks
- 2 to 3 Glitter Boy Killers
- 2 to 3 “Smiling Jack’ SAMAS
Close Air Support Squad
- 3 to 5 Super SAMAS
- 3 to 5 Warbird Rocket Cycles
Reconnaissance Squads
Recon Fireteam
- 1 CS Rangers
- 1 Dog Boy Soldier or Psi-Stalker
- 1 Commando armed with a C-29.
Infantry Squad
- 2 to 3 Light Infantry Soldiers (Grunts) armed with CP-40’s.
- 1 to 2 Heavy Weapon Soldiers (Grunts) armed with C-29’s.
- 1 to 2 Dog Boys and/or Psi-Stalkers but their C-14’s grenade launchers are not to be used unless absolutely necessary.
- 1 to 2 Commandos armed with a C-29, and/or CS Rangers armed with CP-40’s or C-12’s.
- 1 Technical Officer (communications)
Special Forces Recon Squad, Type A: Ranger Recon Squad
- 2 to 4 CS Rangers
- 1 to 2 Commandos or CS Special Forces
- 2 to 3 Dog Boys
- 1 Psi-Stalker
Special Forces Recon Squad, Type B: Supernatural Containment & Study
- 2 to 4 RCSG Scientists (one of them being the Squad Leader)
- 2 to 3 Dog Boys (Typical)
- 1 to 2 CS Special Forces and/or Commandos sometimes using a suit of Striker SAMAS or Terror Trooper power armor respectively.
- 1 Super SAMAS
Dog Pack Recon Squad
- 2 to 5 Light Psi-Hound Soldiers (typically of the medium and smaller breeds) in DPM Light Riot Armor (non-EBA), armed with C-12’s.
- 2 to 3 Heavy Psi-Hound Soldiers (typically of the larger breeds) in DPM-D2 armor, armed with CP-40’s.
- 1 Commando trained Dog Boy (second in command of squad) in DPM-D1 armor, armed with a C-27 Light plasma cannon.
- 1 Psi-Stalker (Squad Leader)
Long Range Reconnaissance Patrol (LRRP) Squad, Type A: Standard Unit
- 2 to 4 CS Rangers with a two weeks’ worth of rations, though they frequently extend the squad’s provisions by hunting and foraging off the land as they go along their way.
- 1 Dog Boy Soldier carrying two weeks of provisions personal. The dog is typically of the tracking variety to aid in recon and scouting, but is expected to have a strong back (+2 PS & +1D4 PE) so the psi-hound can also double as a pack-mule, loaded down with extra supplies, munitions, and provisions for the squad, including a universal e-clip recharger and three cans of Metal-Spray (Merc Ops, pg. 117).
- 1 CS Technical Officer (Communications) with half a month’s supply rations.
LRRP Squad, Type B: Hostile Territory Specialists (M&M Squad)
- 2 to 3 Light Cyborg Strike Troopers with an emphasis on training in Espionage and Wilderness skills. Each has an Anti-Toxin & Super Digestive System (Bionic Source Book pg. 85) and Recycler (pg. 89). They carry three weeks of rations on their backs, but this is mainly for the benefit of others given their dietary versatility. The ‘borgs are the pack mules of the squad due to their robotic strength hauling everything from extra munitions, to medical supplies, to metal-spray.
- 1 to 2 CS Juicers with three weeks of rations and training in the fields of Wilderness and Espionage to facilitate their missions and enabling them to feed off the land. To make the squad faster and maneuver all the more quickly, they are encouraged to take the Running skill. One of the juicers carries a universal e-clip recharger on behalf of the squad.
- 1 CS Commando who has undergone a partial bionic conversion. The soldier’s MOS is Wilderness, has training in the field of Communications, and is issued a long-range military field radio. To keep up with the fast-moving runners of the squad, the commando’s bionic legs are optimized in performance, maximized in ability and souped-up to a speed of 69 (47mph), which is further enhanced by the standard CA-6EX Dead Boy body armor. In addition to having an Anti-Toxin & Super Digestive System implant, the soldier carries two weeks of provisions.
LRRP Squad, Type C: Magic Zone Specialists (Psi-Bat)
- 1 CS Psi-Stalker with training in Communications and equipped with long-range military field radio. One in ten are a Psi-Nullifier or Nega-Psychic. Because of their dietary needs, the psi-stalkers do not carry any rations, but instead feed off those they come across in the PPE rich land they patrol.
- 1 to 2 Dog Boy Soldiers wearing DMP-D1 heavy dog boy EBA. Because they are they heavy fire support of the squad, these dogs are given special permission to carry C-29 Hellfire plasma cannons. Traditionally one of the dogs will be a tracker while the other is typically large soldier, though both have the duty of carrying the squad’s extra gear and supplies (+2 PS & +1D4 PE), including a month’s worth of rations.
- 2 to 3 CS Psi-Bat / PSF Master Psychics usually of the dominator or eruptor variety, though one is always a Psi-Slayer due to their extraordinary tracking abilities. The squad is always assembled so that at least one of the psychics has the power of Group Mind Block, (it’s been discovered that teams lacking this defense rarely come back from the Magic Zone alive, boosting their survivability by a factor of ten). The Psychics carry three weeks of rations and receive training in Wilderness survival.
Light Mechanized Recon Squad, Type A: General Patrol
- 2 to 4 “Smiling Jack” SAMAS
- 2 to 4 Light Infantry Soldiers (Grunts) driving NG hover cycles or a CS Command Car (50/50 chance of either).
- 1 Technical Officer (Communications) equipped with a C-500 Sky Master jetpack or driving an NG hover cycle (50/50 chance of either).
- 1 Military Specialists (Squad Leader) either in a suit of Super Sam power armor or is a partial conversion using a CS-500 Sky Pack.
Light Mechanized Recon Squad, Type B: Low-Observable Urban Patrol
- 2 to 5 Heavy Infantry Soldiers in Mauler PA, armed with an even mix of CTT-P40 particle beam rifles and C-40R rail guns.
- 2 to 3 Heavy Infantry Soldiers with their normal CA-6EX body armor with their usual armaments.
- 1 Technical Officer (Communications) equipped with CA-6EX armor as to not stand out as a special target.
- 1 Military Specialists (Squad Leader) in CA-6EX body armor, blending in with the rest, usually armed with a C-29 Hellfire.
Light Mechanized Recon Squad, Type C: Shore Patrol
- 2 to 4 Trident Power Armors with the Mini-torpedo and Triple-barrel spear gun options, and armed with CV-212’s.
- 4 to 6 Light Infantry Soldiers (Naval Infantry) operating on CS Jet Skis.
Heavy Mechanized Recon Squad, Type A: Spider Nest
- 1 Spider Skull Walker
- 2 to 4 Scout Spider-Skull Walkers
- 2 to 3 “Smiling Jack” SAMAS
- 1 to 2 Glitter Boy Killers
Heavy Mechanized Recon Squad, Type B: Low Profile
- 1 to 2 IAR-5 Hellfires
- 2 Scorpion-Skull Walkers
- 2 to 4 PA-100 Maulers, armed with C-40R rail guns and 3000 round (75 burst) ammo drums.
- 1 to 2 PA-200Terror Troopers armed with CTT-P40’s.
Heavy Mechanized Recon Squad, Type C: Expeditionary
- 1 Spider Skull Walker
- 1 to 3 Super SAMAS
- 4 to 6 Light Infantry Soldiers (Grunts) armed with a 50/50 mix of CP-50’s and C-27’s who use the Spider Skull as an APC of sorts.
Heavy Mechanized Recon Squad, Type D: Waterway Patrol
- 3 to 4 Mark I Barracuda Modular Patrol Boats with each one configured differently to maximize their versatility and firepower.
- 4 to 6 CS Wave Demons
Air Recon Squad
- 2 to 4 Scout Rocket Cycles
- 2 to 3 Death Wing (PA-102W recon version)
- 2 to 3 Wind Jammer Sky Cycles
Seek & Destroy Squads
S&D Squad, Type A: Anti-Personnel
- 3 to 4 Heavy Infantry Soldiers
- 2 to 4 Dog Boys (Typical)
- 1 to 2 CS Rangers and/or Commandos
S&D Squad, Type B: M&M Squad
- 3 to 4 CS Juicers
- 2 to 3 Heavy Cyborg Strike Troopers
- 1 to 3 Light Cyborg Strike Troopers
Light S&D Squad
- 2 to 3 Dog Boy Soldiers (Typical)
- 1 to 2 Commando trained Dog Boys in DPM-D1 armor, armed with a CP-40
- 1 Kill Hound in DMP-D1armor, and either armed with a bionic forearm particle beam or a C-27, or both.
Full Pack S&D Squad
- 2 to 3 Dog Boy Soldiers (Typical)
- 2 to 3 Heavy Psi-Hound Soldiers (typically of the larger breeds) in heavy DPM-D1 armor, armed with CP-27’s and CS Neural Maces.
- 1 to 2 Commando trained Dog Boys in DPM-D1 armor, armed with a CP-50’s and 36 extra micro-fusion grenades.
- 2 to 3 Kill Hounds in DMP-D1 armor, and either armed with a bionic forearm particle beam, or a C-27, or both.
- 1 Psi-Stalker (Squad Leader) in light CA-4 armor and armed with a C-29 heavy plasma cannon.
S&D Kill Squad
- 6 to 10 Kill Hounds or Kill Cats using DMP-D1 armor and armed with a variety vibro-blades and heavy infantry weapons, as heavy as they can carry and use. They are usually provided with one to three months worth of provisions and munitions at a time so they can be independent and not rely on any regular shipments that may betray their presence and position.
S&D Squad, Type A: General Operations
- 4 to 6 Striker SAMAS
- 2 Terror Troopers piloted by the two of the team’s CS Special Forces soldiers who on the next mission just as easily could be out on foot.
- 2 to 4 CS Special Forces with Mag-5 Jet packs.
- 2 to 3 Commando trained Dog Boys in PDM D-1 armor and armed with a 50/50 mix of CP-40’s and C-27 Light plasma cannons. At least one of the dogs is a Bloodhound, Beagle, Boxer, Cocker Spaniel, or Setter due to their above average tracking abilities. The rest are always of the larger, stronger breeds like Wolfhounds, Pit Bulls, Malamutes, Bull Dogs, Rottwielers, and Dobermans, but German Shepherds and Greyhounds are accepted too due to their desired attributes; the Shepherd being exceptionally bright and the Greyhound being nearly Juicer-fast on the run.
- 1 EOD Specialist with a variety of explosives frequently enhanced for added effect, (including type three fusion blocks that do 5D6x10 MD).
S&D Squad, Type B: Aerial Assault
- 4 to 6 Striker SAMAS
- 0 to 4 Commando trained Dog Boys equipped with CS-500 Sky Packs, PDM-D1 armor, and armed with a 50/50 mix of CP-40’s and C-27 Light plasma cannons.
S&D Squad, Type C: Ranger Guerilla Squad
- 1 to 3 CS Rangers
- 1 to 2 Commandos and/or CS Special Forces
- 1 to 2 Dog Boys (typical)
- 1 Psi-Stalker
- 1 CS Juicer
- 1 EOD Specialist
S&D Squad, Type D: Anti-Magic
- 2 to 3 Kill Hounds in PBM-D1 armed with C-200 “Dead Man’s” rail guns in urban environments and C-40R rail guns in places where its greater length won’t be a problem. For any that has a bionic arm, a forearm mini-machinegun will be made available (modular unit like all CS bionic weapons).
- 1 to 2 Psi-Stalkers in CA-4 armor and heavy weapons of choice
- 2 to 3 CS Special Forces trained in the Communications, Military, and Wilderness MOS fields respectively, each armed with either a C-29 Hellfire or a CSN-T30 loaded with micro-fusion grenades. The two-man team also carries a disassembled CTT-M20 with each carrying half the load; can be assembled and fired on a bipod in a single melee round (15 seconds). If there’s a third he is made to carry twenty additional mini-missiles (30 pound load), enough to fully reload the crew-serviced weapon.
- 1 Psi-Bat Reactor (Nega-Psychic or Psi-Nullifier) armed with a C-27
- 1 RSCG Scientist (Squad Leader)
S&D Squad, Type E: Psi-Bat Terminator Squad
- 4 to 6 Striker SAMAS
- 1 to 3 Commando trained Dog Boys
- 2 Psi-Bat Dominators (a Mind Melter and a Psi-Slayer)
- 1 to 2 Psi-Bat Eruptors (Burster or Zapper)
- 1 to 2 Heavy Infantry Soldiers who are major psychics, one of which is always a Psi-Healer.
- 1 Military Specialist (Squad Leader if not outranked by another team member) who is also a major psychic armed with a C-29 heavy plasma cannon
S&D Squad, Type A: Ground Assault
- 2 to 4 Terror Troopers
- 2 to 4 Glitter Boy Killers
- 2 Heavy Infantry Soldiers (Grunts) in PA-100 Mauler power armor, armed with C-40R rail guns and 3000 round (75 burst) ammo drums
S&D Squad, Type B: Air Strike
- 2 to 4 “Smiling Jack” SAMAS armed with CTT-M20 missile rifles
- 2 to 4 Warbird Rocket Cycles
- 2 Super SAMAS
S&D Squad, Type A: Mechanized Strike Force
- 2 IAR-3 Skull Smasher
- 2 to 4 IAR-5 Hellfires
- 1 Super SAMAS who functions as am aerial scout.
- 1 to 3 Terror Troopers half armed with the CTT-P40 and half with the CTT-M20.
S&D Squad, Type B: Light Mechanized
- 2 to 4 IAR-2 Abolishers
- 2 to 3 UAR-1 Enforcers
- 1 “Smiling Jack” SAMAS who functions as am aerial scout.
- 1 Spider Skull Walker
S&D Squad, Type C: Heavy Mechanized
- 2 to 3CTX-50 “Line Backer” Heavy Assault Tanks
- 2 to 3 IAR-3 Skull Smashers
- 1 to 3 UAR-1 Enforcers
- 1 Super SAMAS who functions as an aerial scout.
S&D Squad, Type D: Cyber Supported Armor
- 3 to 4 IAR-4 Hellraisers
- 1 Super SAMAS who functions as an aerial scout.
- 2 to 3 Heavy Cyborg Strike Troopers
- 1 to 2 Light Cyborg Strike Troopers
S&D Squadron, Type A: Air to Ground
- 3 to 5 “Smiling Jack” SAMAS
- 3 to 5 Super SAMAS
S&D Squadron, Type B: Air to Ground
- 4 to 6 Scout Rocket Cycles
- 2 to 4 Warbird Rocket Cycles
S&D Squadron, Type C: Air to Air Inceptors
- 3 to 5 CS Death Wings (PA-101W Combat)
- 3 to 5 CS Wind Jammer Sky Cycles
Standard Squadron, Type D: High Speed Interceptors
- 4 to 6 Shrike Interceptors
Standard Squadron, Type E: Air Strike
- 4 to 6 SF-7 CS Talons or Dagger Bomber
- 2 to 4 Sea Strikers or older Army Nightwings flying escort.
Standard Squadron, Type F: Air Superiority
- 6 to 10 Sea Strikers or older Army Nightwings
Standard Squadron, Type G: Rapid Ground Force Insertion (DHT Squadron)
- 4 to 6 Death’s Head Transports
- 2 to 4 Sky Lifter APCs
Rescue Squads
Infantry Med-Evac Team
- 2 Technical Officers (Medics) armed only with C-20 sidearms
- 1 to 2 Light Infantry Soldiers with the Fist Aid skill, armed with CP-40’s
Special Forces Rescue Squad, Type A: Crash Recovery
- 4 to 6 CS Special Forces usually trained in the MOS of either Communications, Espionage, Military or Wilderness. At least one of them will have the medical skills equivalent to that of a Medic Tech Officer to tend to the needs of their mission objective, who is usually wounded.
- 2 to 4 Commando trained Dog Boys in PDM D-1 armor and armed with a 50/50 mix of CP-40’s and C-27 Light plasma cannons. At least one of the dogs is a Bloodhound, and the others are commonly Beagles, Boxers, Cocker Spaniels, or Setters due to their above average tracking abilities.
Special Forces Rescue Squad, Type B: HRT
- 2 to 3 Commandos armed with C-29’s
- 2 to 3 CS Juicers armed with C-200 rail guns in addition to normal FIWS for added reach
- 1 to 2 Light Strike Troopers armed with C-40R rail guns, and/or 1 to 2 Kill Hounds with DMP-D1 armor and armed with C-27’s and heavy bionic weapons
- 1 Psi-Bat Dominator (Mind Melter) or a Psi-Bat Reactor (Psi-Nullifier or Nega-Psychic)
- 1 Military Specialist (team leader) with a partial bionic conversion and armed with a bionic forearm particle beam and side arm of choice.
Light Mechanized
- 4 to 6 Striker SAMAS At least one of the CS Special Forces pilots will have the medical skills equivalent to that of a Medic Tech Officer to tend to the needs of their mission objective, who is usually wounded
- 2 to 4 Scout Rocket Cycles
Heavy Mechanized
- 1 to 2 Stingray Mini-Subs and/or Sea-Skull Walkers refitted specifically for rescue operations
- 3 to 6 Light Infantry Soldiers (Naval Infantry) in CANA-1 Lightning Strike SCUBA Armor and Wilk’s Laser Torches that exit the can swim out of their delivery vehicles’ airlocks if needed.
- 1 to 2 Technical Officers (Medics), one on each vehicle
Air Rescue Team
- 2 Technical Officers (Medics) armed only with C-20 sidearms
- 1 to 2 Light Infantry Soldiers with the Fist Aid skill, armed with CP-40’s
Disaster Response Unit
- 3 to 4 Death Bringer APCs (disaster response variants)
- 30 to 40 Technical Officers (Medics) working as triage doctors and assisting in surgery with ten assigned to every APC.
- 6 to 8 Surgical Doctors (Body Fixers) with two assigned to each APC
- 15 to 20 Heavy Infantry Soldiers each in PA-100 Mauler power armor serving as rescue workers, using the armor to pry apart twisted steel, lift debris clear, and do whatever’s necessary to get everyone out, be they dead or alive. Five are assigned to each APC.
- 6 to 8 Dog Boys with good olfactory skills to aid in finding people trapped inside the wreckage and lend a hand as needed using their First Aid training. Armed with C-27’s they. There are two dogs assigned to each APC’s team.
- 6 to 10 CS Wind Jammer Sky Cycles to fly escort for the transonic medical transport and provide close air support for those in need
- 6 to 10 Super Sams to provide security and clear the area of any monsters looking for an easy meal in and near the crash site.
Espionage, Counterintelligence & Sabotage (ECS) Squads
ECS Squad: Espionage Elite
- 1 Super SAMAS
- 1 Dog Boy (typical) which is always a Bloodhound.
- 1 Psi-Stalker
- 2 Heavy Cyborg Strike Troopers
- 1 CS Special Forces (Squad Leader) who has under gone a partial bionic conversion and has specialized in the MOS of Espionage.
- 1 EOD Specialist
- 1 Psi-Bat Dominator or Eruptor
Civil & Military Police Squads
Police Fireteam or Squad, Type A: Foot Patrol – Standard
- 3 to 10 ISS Peacekeepers
Police Squad, Type B: Initial Crime Response
- 4 to 6 ISS Peacekeepers
- 1 to 2 ISS Specter
- 1 to 2 Dog Boy Soldiers in PDM Light Riot armor and armed with C-18’s, SDC firearms of choice, CS Neural Maces, and vibro-blades (knives and/or vambraces).
Police Squad, Type C: Criminal Investigation
- 2 ISS Specters
- 2 to 4 CSI Service Specialists (civilian employees skilled in crime scene processing) who are issued NG Urban Warrior armor for when they have to work in dangerous locations and armed with the sidearm of their choice.
- 2 to 4 ISS Peacekeepers who are on hand for added protection and assist where they can.
Police Fireteam or Squad, Type D: Military Police
- 3 to 10 Light Infantry Soldiers (military police) armed with C-5 Pump Pistols and CS Neural Maces; those in guarding secure areas also have a CP-40. However their primary weapon is the NG-T8 Rifle (Merc Ops, pg. 92) because of its non-lethal ability to incapacitate others, be then in EBA or not.
Police Dog Pack Squad, Type A: Civil Patrol
- 2 to 3 Dog Boy Soldiers with good tracking abilities in PDM Light Riot armor and armed with C-18’s, a SDC firearm of choice, CS Neural Maces, and vibro blades (knives and/or vambraces).
- 2 to 3 Dog Boy Soldiers of the larger, faster breeds to serve as muscle, in PDM Light Riot armor and armed with C-14’s (grenade launchers are not to be used in urban settings without the Squad Leader’s or second in command’s clearance), CS Neural Maces, and vibro blades (knives and/or vambraces).
- 1 Dog Boy NCO (second in command) in light DPM-D2 armor and armed with CP-40, a CS Neural Mace, and vibro blades (knives and/or vambraces).
- 1 Psi-Stalker (Squad Leader) in light CA-3 armor and armed with a medium powered weapon of choice (be it CS issue or not).
Police Dog Pack Squad, Type B: K-9 S.W.A.T.
- 2 to 3 Dog Boy Soldiers (Typical)
- 2 to 3 Kill Hounds in PDM-D1 armor often armed with C-27’s and/or heavy bionic weapons), as well as the traditional CS Neural Maces and vibro blades (knives and/or vambraces).
- 1 Commando trained Dog Boy NCO (second in command) in light DPM-D2 armor and armed with CP-50 and 36 micro-fusion grenades, a CS Neural Mace, and vibro blades (knives and/or vambraces).
- 1 Psi-Stalker (Squad Leader) in light CA-4 armor and armed with a heavy powered weapon of choice (be it CS issue or not)
Police Squad, Type A: “Nut Set” Squad
- 3 to 4 NTSET Psi-Hounds
- 3 to 5 NTSET Protectors, 18% of which are also Psi-Stalkers. And of the remaining 82% that are Human, 25% have numerous bionic systems.
- 0 to 1 NTSET Master Psionic (50/50 chance of one being in any given Squad, be they a Dominator, an Eruptor, a Reactor, or other)
Police Squad, Type B: Suspicious Activity & Criminal Surveillance
- 2 to 3 Intel Specters
- 2 to 3 ISS Peacekeepers for added security and assistance
- 2 to 4 Service Specialists who are civilians in the employ of the ISS specializing in surveillance equipment and it usage.
Police Squad, Type C: Military Police – M&M Apprehension Team
- 2 to 3 Light Cyborg Strike Troopers whose legs have been maximized in running performance and souped-up (Spd: 211) so they can give pursuit to any who try to escape apprehension.
- 2 to 3 Heavy Cyborg Strike Trooper whose frames have been souped-up beyond normal maximum so there are few that can’t overpower (Robotic PS: 43) when facing other borgs and most mutants.
- 1 to 2 CS Juicers selected for their above-average attributes (even for juicers).
- 1 to 2 Kill Hounds of exceptional strength (minimum PS of 33) who are muzzled to ensure they don’t bite any throats out. These dogs are typically of level 6 experience or better.
Police Squad, Type A: General Patrol
- 1 to 2 CS Skull Patrol Cars each with 2 ISS Peacekeepers
Police Squad, Type B: Tactical Response
- 2 to 4 PA-06A “Death’s Head” SAMAS
- 4 to 6 ISS Peacekeepers equipped with CS-500 Sky Packs
Police Squad, Type C: Military Police
- 2 to 3 Skull Patrol Cars
- 4 to 6 Light Infantry Soldiers (military police) flying two to the car, armed with C-5 Pump Pistols and CS Neural Maces; but also have C-27’s stowed in the car if heavier weapons are needed. However their primary weapon is the NG-T8 Rifle (Merc Ops, pg. 92) because of its non-lethal ability to incapacitate others, be then in EBA or not.
Police Squad, Type A: Light Rapid Response & Aerial Patrol
- 3 to 4 AFC-023 Sky Cycles flown by ISS Peacekeepers armed with C-5 sidearms and CS Neural Maces only.
Police Squad, Type B: Heavy Rapid Response & Aerial Patrol
- 4 to 6 “Death’s Head” SAMAS
- 3 to 4 AFC-023 Sky Cycles flown by ISS Peacekeepers armed with C-5 sidearms and CS Neural Maces only.
Military Construction Squads
Construction Squad, Type A: Secured Position Team
- 5 to 8 Technical Officers (Combat Engineer) and may have one or two suits of Mauler PA-100 on hand to help with the heavy lifting that they operate themselves.
- 1 Technical Officer (Electrician) for the installation of any needed wiring or electronic components.
- 1 Technical Officer (Mechanic) for the installation and assembly of any automated systems.
Construction Squad, Type B: Hostile Territory Team
- 3 to 6 Technical Officers (Combat Engineer) working in CA-6EX Dead Boy body armor with a CP-30 so they can quickly shoot back when fired upon, though other weapons may be kept in reach.
- 1 Technical Officer (Electrician)
- 1 to 2 Light Infantry Soldiers or Dog Boys for protection and to assist with the grunt work labor when not.
- 1 Heavy Infantry Soldier always on watch for trouble.
Mechanized Construction Squad, Type A: Secured Position Team
- 2 Mark V/HM-As
- 4 to 6 Technical Officers (Combat Engineers) who operate the vehicles and work outside as well as needed, sometimes using Mauler PA-100 or old stripped down Super SAMAS armor (no weapons or flight-system) when heavy lifting is required.
- 1 to 2 Heavy Infantry Soldiers in Mauler PA-100, one with armed with a CTT-M20 and the other with a C-40R rail gun.
Mechanized Construction Squad, Type B: Hostile Territory Team
- 2 Mark V/HM-As
- 4 to 6 Technical Officers (Combat Engineers) who operate the vehicles and work outside was well as needed, sometimes using Mauler PA-100 or old stripped down Super SAMAS armor (no weapons or flight-system) when heavy lifting is required. They are equipped with CP-50’s for self-defense.
- 2 to 4 Super SAMAS