Town and Areas Maps

Shiftsville

The town of Shiftsville exists in its own spherical dimensional pocket 0.5 miles in radius (for details of how it came to be in this state, read Shiftsville - History and Description). Whilst the town exists in this pocket dimension it is freely (well almost) accessable from Rifts Earth.
The River which flows through the town does so no matter which location the town is in and the town is always accessable from the main river (See Shifsville - Local Area Map, points RA and RB). Exiting Shiftsville by boat along the river (not flying) always deposits you at RA or RB depending upon the direction you leave Shiftsville.
Where the land drops into the valley areas the drop is 100% vertical at the town boundary. Thus if you walk into town at the wrong point, you drop nearly 200ft between one step and the next, with all the inherent consequences. Nobody has yet been able to explain why the valley area exists or where the water for the two mini lakes comes from.
The Valley area is also the weakest point in the Shiftsville defences, as it is unprotected by the city wall. Had the Chask not arrived in Septemeber 101 then construction of fortifications at points FA and FB would have commenced in spring 102PA. They have currently been defered until summer of 103PA. The additional gun towers for the Southwest section of the wall will still be built in 102PA.

Each Gun tower is an MDC tower 40ft high and mounts 2,3,or 4 in-tower turrents (at the corners) and 4 roof turrets. The in-tower turrets mount twin modified NG202 railguns and an 8 tube mini-missile launcher. The roof turrets above the in-tower turrets mount twin heavy pulse lasers, a single NG202 railgun, and a 4 tube mini-missile launcher. The remaining turrets mount quad 4 tube mini-missile launchers and twin SRM Launchers(See Shiftsville - Dimensional Effects for details on why the particular weapon configurations have been chosen). One of the SRM launchers always carries Anti-Aircraft missiles.
The town itself is devided into three secutity zones, Outer, Level 2, and Level 1. Whilst it is easy to cross between the zones on foot or by flying, passage by vehicle is by road only. At the crossing points are security check points and storage facilities. In the Outer Zone there are no restrictions on armour worn, weapons carried, or vehicles (including robots and power armour).
In order to gain entry to the level 2 zone all military and armed vehicles (including robots and power armour) must be garaged and all weapons other than pistols must be placed in storage. Borgs with built-in heavy weapons must agree to them being disabled and they must also place any borg armour in storage.
Entry to the level 1 zone is only possible in ordinary clothes and borgs are automatically prohibited. Attempts to by-pass the secutity checks by flying result in the security towers firing on the transgressor with no warning!
The security checkpoints are also MDC structures but are 60ft tall and can accomodate all but the largest robots within their hangers (the doors are 30ft but the roof inside is just under 40ft). The checkpoints are built straddling the road and have 30ft arches. On either side of the road under the arch are 2 in-tower turrets, whilst over the road are 3 roof turrets. There are an additional 4 turrets on each hanger roof, and an in-tower turret either side of the hanger doors.Only one turret on each of the hanger roofs is fitted with the mini-missile/SRM launcher combination.



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Page Created 25/05/2000 Last Updated 31/05/2000