Maces

Rifts Ultimate Edition
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*****pp 256-260*****
Coalition Combat Weapons
258

Neural Mace
A handheld stun weapon used most commonly by the CS Dog
Packs and Police. It is a stun weapon that releases an energy charge that
temporarily short-circuits the nervous system.
Damage: Non-lethal; the victim who is stunned is -8 to strike, parry,
and dodge plus reduce the character’s speed and number of attacks per
melee round by half. The accumulative effect on the nervous system of
the body being repeatedly struck and stunned may knock the victim un—
conscious, even if he has previously saved. After being struck more
than four times, the unprotected character may be stunned into unconsciousness
for 2D4 melee rounds. When he recovers, he will suffer the
stun penalties for 1D4 minutes. R011 to save, a failed roll means there is
a 01-42% chance of being rendered unconscious. Note that in this case,
even if the individual remains conscious, the charge will impair his
movement as per the penalties previously described. Physical damage
from the mace is 206 S.D.C. plus P.S. attribute bonus when used as a
club; lD6 plus strength bonuses when used as a jabbing weapon. The
mace is an M.D.C. structure and can be used to parry MD. attacks
from Vibro-Blades, ‘Borgs, ‘bots and power armor.
Duration of Stun Effects: 2D4 melee rounds. The duration of the impairment
is increased 2D4 melee rounds for every hit by the mace for
which the character does not save.
Save vs Neural Mace: 16 or higher; the same as saving against non—lethal
poison. The character must save each time he or she is struck. A
successful save means the character loses initiative and one melee attack/
action that round but is otherwise okay. 151$: The mace is ineffective
against environmental, M.D.C. body and power armor, but is
effective against Dog Pack armor and half suits, or body armor without
a hel'rnet (not fully environmental without the helmet attached).
Black Market Cost: 8,000 credits.

 

Game Master Guide
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*****pp 111-181*****

Coalition
States™ Weapons

123
CS Vibro-Blades™ & Other Hand Weapons
Neural Mace. This hand-held weapon is used most commonly by
the CS Dog Packs and Police. It is a stun weapon that releases an energy
charge that temporarily short-circuits the nervous system. Damage:
Non-lethal; the victim who is stunned is -8 to strike, parry, and
dodge plus reduce the character's speed and number of attacks per melee
round by half. The accumulative effect on the nervous system of the
body being repeatedly struck and stunned may knock the victim unconscious,
even if he has previously saved. After being struck more than
four times, the unprotected character may be stunned into unconsciousness
for 2D4 melee rounds. When he recovers, he will suffer the stun
penalties for 1D4 minutes. Roll to save, a failed roll means there is a
01%-42% chance of being rendered unconscious. Note that in this case,
even if the individual remains conscious, the charge will impair his
movement as per the penalties previously described. Physical damage
from the mace is 2D6 S.D.C. plus P.S. attribute bonus, when used as a
club; 1D6 plus strength bonuses when used as a jabbing weapon. The
mace is an M.D.C. structure and can be used to parry M.D. attacks
from Vibro-Blades, 'Borgs, 'bots and power armor. Duration of Stun
Effects: 2D4 melee rounds. The duration of the impairment is increased
2D4 melee rounds for every hit by the mace in which the character does
not save. Save vs Neural Mace: 16 or higher; the same as saving
against non-lethal poison. The character must save each time he or she
is struck. A successful save means the character loses initiative and one
melee attack/action that round but is otherwise okay. Note: The mace is
ineffective against environmental, M.D.C. body and power armor, but
is effective against Dog Pack armor and half suits, or body armor without
a helmet (not fully environmental without the helmet attached).
Black Market Cost: 8,000 credits.

Maces

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